Description

Unzip and drop Siren.pk3 onto gzdoom.exe, or use the pk3 with your favourite launcher. GZDoom v4.10 or above required.

Preview
Siren v0.85b
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skdursh
skdursh - - 474 comments

Is this the same version as the build you posted to the zdoom forums or is this different?

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DitheredOutput Author
DitheredOutput - - 24 comments

Sorry I've just seen this. It's the same as on zdoom, I just had to give it a different name here.

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skdursh
skdursh - - 474 comments

No problem, thanks for getting back to me.

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GamerTubbie51
GamerTubbie51 - - 11 comments

I don't know how to use the file ad there aren't any PK3 files.

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DitheredOutput Author
DitheredOutput - - 24 comments

Hi, you just need to rename the Siren.zip to Siren.pk3
They only seem to accept zips on here.

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Gargarien
Gargarien - - 3 comments

error with launch(((
"Execution could not continue.

Script error, "Siren.pk3:dec/weapons/minigun.txt" line 50:
Invalid parameter 'a_startsound'"

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DitheredOutput Author
DitheredOutput - - 24 comments

Hi, it's possible that updating GZDoom will remedy this as that command is a relatively new addition.

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Gargarien
Gargarien - - 3 comments

Ah ****, exactly, I'm updated once a year, sorry :D

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Guest
Guest - - 689,596 comments

Ah pretty good mod in my opinion, keep on the good work

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l.strain
l.strain - - 132 comments

How do you use this?????

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Guest
Guest - - 689,596 comments

This is a doom2 mod so you'll need a copy of doom 2 and GZdoom 4.2 or above.

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JessChess
JessChess - - 1 comments

For some reason the hud doesn't seem to work. Its just a blank version of the normal doom hud. The title screen is also completely black. I've tried running the .zip file and converting it into a .pk3 the running it but that didn't work. Are there any solutions to this problem?

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DitheredOutput Author
DitheredOutput - - 24 comments

It sounds like you might need to press the plus key'+' to maximize the HUD. Then it will switch to the correct HUD.

I'm not sure there is much of a title screen at the moment until you hit a key to bring the menu up.

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l.strain
l.strain - - 132 comments

Love this mod but have an issue i change the inventory buttons to my mouse it didn't work i then tried to reassign the '[ & ]' didn't work how can i rectify this and hopefully use mouse 4 & 5 buttons? thanks for any advice!

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DitheredOutput Author
DitheredOutput - - 24 comments

Hi, I tried this out and it works for me. Try wiping the bind for [ and ] completely then assign them to your mouse buttons. One thing to note, there needs to be something in your inventory for the buttons to work - they wont do anything untill you pick up a healing item.

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Guest
Guest - - 689,596 comments

I'm sure I had two items in my inventory so I shall check again thanks for replying

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l.strain
l.strain - - 132 comments

is this supposed to be in folder format?

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DitheredOutput Author
DitheredOutput - - 24 comments

the zip can just be dropped onto gzdoom.exe without unpacking

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l.strain
l.strain - - 132 comments

Ok.... Bit strange you haven't went with the conventional way like most people do, this might actually confuse a few people

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DitheredOutput Author
DitheredOutput - - 24 comments

what is the conventional way? :)
I'm all for it if I can do it.

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l.strain
l.strain - - 132 comments

wad or pk3

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Fulkrum25
Fulkrum25 - - 23 comments

Incredible work!

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Fulkrum25
Fulkrum25 - - 23 comments

Hey so I finally finished the two maps that are in there right now. Absolutely loved it and so looking forward to more! I'm doing another playthrough, but this time I'm noting down bugs/thoughts to post here. I'll reply to this comment when I have more to add. Please forgive how informal they are.

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Fulkrum25
Fulkrum25 - - 23 comments

Hints should show actual binds and not default ones.
Yellow and blue key sprites on HUD look vanilla.
What does the "Open PC" control do?

Hold instead of toggle aim?
Pressing "Open PDA" again should hide it.

Map1:
After getting Level 3 key, imps(?) spawn in mid-air and stay there in the glass windowed room next to stairs (that go to Level 3).
In Level 3, pressing use directly above the entrace door on the floor above opens it.
The 3 yellow switches that bring the elevator to end the level don't have uniform lights.

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DitheredOutput Author
DitheredOutput - - 24 comments

Hey thanks,

Actual keybinds on hints is a must, yes.
Key sprites i'll fix thanks.
Whoops, openPC is redundant and refers to something I was testing.
Open/Close PDA key is on the todo list (when I figure out how to do it).

Those further issues with map1 will be fixed. Thanks for reporting.

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Guest
Guest - - 689,596 comments

SOOOOOOO GOOD, holy moly this is bussing! cant wait for full release.

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AtticusZed
AtticusZed - - 35 comments

Ok so a couple things you sbould probably watch out for.

1). It might be deliberate, but you should know that it's really easy to use your climb to grab all the keycards and even the Kevlar Armor right at the start without any switches.

2). The Black Smoke is a giant pain in the ***. The only way I found to deal with it is to lock it in the closet somewhere. I think you can kill it? But the methods I tried didn't keep it dead (might have been me breaking the intended progression with the key skips though). If locking it in a room really is the solution, I'd probably mention that in a journal on the critical path.

Also consider a door in the foyer to keep it from seeing you, and maybe removing the Imps in the hall right before it. It's a bit of an intense area to introduce the invincible pursuer enemy - it could use some room to breathe.

3). The lowering platform at the end, where the zombies drop on you? Yeah there's literally nothing keeping you on that platform. If you step off it you can watch the zombies just teleport all around you and fight them there, and then drop down and finish the level. It feels pretty jank. Honestly, I'd suggest just getting rid of the zombies entirely - that part was kinda obnoxious, especially coming right off the heels of that rifleman ambush, and you could use it to build more ambience instead. Alternatively get yourself a gate to keep the player in or something? But that would probably be less elegant.

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DitheredOutput Author
DitheredOutput - - 24 comments

Hmm, I'd best fix the climbing thing asap. Thanks.

The introduction of the black smoke will be revised to a fairer encounter as it can sneak up on you if you take an alternative path.
I'll try and make some PDA content more explicit on how to deal with it. Shooting it will stop it from charging. Switches disable it for a while, so you can suppress it with switches until you leave the area.

TBH, I think the elevator outstays it's welcome at the end, and, as you say, you can end up in jank-town if you don't stay on it. I'll probably just streamline the end sequence there.

Thanks for the feedback!

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AtticusZed
AtticusZed - - 35 comments

Got a run of the first map here.

Unfortunately, it seems that I won't be able to continue the run until I figure out what's going on in the decontamination room in map 2. I mentioned it a couple days ago, but I can't figure out how to raise the second glass container and I've *scoured* the place trying to figure it out.

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DitheredOutput Author
DitheredOutput - - 24 comments

Hi, unfortunately there's a bug there if you have pressed those switches before having the batteries. While it has been fixed, to avoid redownloading, I've been recommending to noclip through the glass to grab the card.

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AtticusZed
AtticusZed - - 35 comments

Ah, I expected it was something like that. I anticipated that it was bugged and I'd have to noclip, but I wanted to be sure first. Thanks for letting me know what caused it too. Now I can avoid it in the next run.

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ptapilin
ptapilin - - 2 comments

This mod plays and looks fantastic. The sounds, the enemies, the weapons - love it, but...

That black smoke just ruins it for me. I know it supposed to add "tension" or some kind of "sense of danger", but what it really does is just adds frustration to a really good game. Adding invincible fast enemy that can easily kill you in a shooter - not really a good idea in my opinion. Having to lock this black smoke somewhere or make it stuck in some corner is annoying and totally ruins all the positives from playing this for me.

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Opus00
Opus00 - - 2 comments

I see people are hating on the black smoke, but I for one absolutely loved it! Very well made, looked good and was awesome when charging. From what I understood by the PDAs I found it will be a continuous entity in the game, and thats fine by me! A bit like the alien in the alien: isolation. You can't really defeat it, just have to avoid it / outrun it / stun it etc. It was a wonderfully frantic experience and I died a lot of times before succeeding. It would be good to design some doors/access points where you can evade it or at least slow it down. Don't know if you can add dedicated zones in gzdoom so that the smoke leaves (e.g. through an air went) when you leave the area. That way you can return to where it was hassling you to search for items and secrets. Great work so far!
PS: gzdoom crashed at one point. Didn't keep the crash log, but I can to it next time it happens.

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Guest
Guest - - 689,596 comments

Hey uh can this actually run on freedoom mobile lul this question sounds dumb ngl

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Guest
Guest - - 689,596 comments

absolutely madness mod! hoping you upload more levels soon!!! it was like a time travel to my childhood!

THANK YOU SO MUCH FOR THE EFFORT!!!

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Guest
Guest - - 689,596 comments

Just started playing this today and i just wanted to say , this is one amazingly crisp designed mod. A really beautiful piece of work. ♥

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Guest
Guest - - 689,596 comments

is it compatible with the latest version of lzdoom?

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Z.O.R.G
Z.O.R.G - - 29 comments

Awesome project! When can we expect the release of version 1.0?

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candida
candida - - 44 comments

Just started playing, everything is great and Doom 3 style which I strongly prefer over the "classics" aka rip & tear, but quickly stopped due to this black smoke.

The existence of it is not really a problem, but its invincibility and enormous speed is. It really ruins the game to make the player put up with it.

An alternative would be that it only would kill you if you take a wrong detour, wrong area, wrong room, but not else.

Second option would be making it very strong, but still "killable".

Hope you will make some revision.

Aside from that, it's fantastic, thanks for your efforts.

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ANDROIDFERRET
ANDROIDFERRET - - 1,113 comments

This mod is ABSOLUTELY INSANE !!!

I have to make a new video now ..

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supremebiovizier
supremebiovizier - - 41 comments

...you should check this .pk3 you've provided us

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DitheredOutput Author
DitheredOutput - - 24 comments

what do you mean?

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Guest
Guest - - 689,596 comments

I've tried this using both manual method (Drag and drop) and with doom launcher but I get black screen when starting this mod. the UI works, I have full sound and I can shoot but I can't see anything on the screen.

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Guest
Guest - - 689,596 comments

"This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo."

But this is the only file available, what the heck is going on?

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Guest
Guest - - 689,596 comments

Tried launching the game, it stopped me after loading with "Script error, "Siren v0.81b.pk3:animdefs" line 1277:
Unknown texture BFALL1"
Is this a code problem? can I go into Notebook and fix something?

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strike4
strike4 - - 26 comments

Dude wtf ? gross
Cdn.discordapp.com

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