Unzip and drop Siren.pk3 onto gzdoom.exe, or use the pk3 with your favourite launcher.
GZDoom v4.10 or above required.
Join in on Discord. Discord.gg
V 0.86
-Fixed black screen bug with GZdoom 4.12+ -Fixed particles looking strange with GZdoom 4.12+ -Fixed progression bug in map 04. -Reworked hacking locks to be more intuitive. -Introducing repairing: use graphene weave to repair certain obstacles for alternate paths. -Made a few things clearer, better objectives. Objectives push a hud message when received. -Blackops have new voice lines (WIP) and expanded behaviour
The campaign has been updated to v0.85 This brings a load of important bug fixes and* hopefully* a plenty of polish.
-more clarity in the binds needed, including a prompt when starting the game, tips in the PDA and a dedicated 'Siren Controls' section in the controls menu.
-introducing the 3d box. An interactive object that can be used for traversal, offence and defence. Or break them open for goodies. -
reworked ending section
- Fixed some ladder jank.
- Fixed not being able to pick shotgun up.
- Fixed being able to headshot enemies with hacking tool.
- Fixed more inventory bugs, being able to make it vanish.
- Added inventory sounds.
- Fixed blood on the ceiling.
- Fixed all broken A.S.H terminals.
- Some minor tweaks to maps to support the story.
- Further fixes to rifle scope accuracy, and bugs with PIP magnification.
- 21:9 support for fullscreen overlays. Such as the helmet and when low on health.
- Removed 'in world' music that could cause potential copyright issues. - Minor rewrites to Use to Pickup to avoid potential issues with it.
- Little more polish to pickup-able items, including them being highlighted when near.
- Flares can be picked up again after throwing.
- Hunter has Xdeath state.
-Knife has a hud UI icon.
Melee has been tightened up a little. Kicks work better to push enemies back. There's a 'grab and stab', that was half there in the previous version, that has been honed and moved to double tap alt.
-tool tips for ladder, sadly it's come to this...
-blood amount is a menu option. -
black ops only say "where'd he go" when target out of sight.
-fixed close to a million spelling mistakes.
Is this the same version as the build you posted to the zdoom forums or is this different?
Sorry I've just seen this. It's the same as on zdoom, I just had to give it a different name here.
No problem, thanks for getting back to me.
I don't know how to use the file ad there aren't any PK3 files.
Hi, you just need to rename the Siren.zip to Siren.pk3
They only seem to accept zips on here.
error with launch(((
"Execution could not continue.
Script error, "Siren.pk3:dec/weapons/minigun.txt" line 50:
Invalid parameter 'a_startsound'"
Hi, it's possible that updating GZDoom will remedy this as that command is a relatively new addition.
Ah ****, exactly, I'm updated once a year, sorry :D
Ah pretty good mod in my opinion, keep on the good work
How do you use this?????
This is a doom2 mod so you'll need a copy of doom 2 and GZdoom 4.2 or above.
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?
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.
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!
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.
I'm sure I had two items in my inventory so I shall check again thanks for replying
is this supposed to be in folder format?
the zip can just be dropped onto gzdoom.exe without unpacking
Ok.... Bit strange you haven't went with the conventional way like most people do, this might actually confuse a few people
what is the conventional way? :)
I'm all for it if I can do it.
wad or pk3
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Incredible work!
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.
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.
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.
SOOOOOOO GOOD, holy moly this is bussing! cant wait for full release.
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.
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!
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.
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.
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.
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.
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.
Hey uh can this actually run on freedoom mobile lul this question sounds dumb ngl
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!!!
Just started playing this today and i just wanted to say , this is one amazingly crisp designed mod. A really beautiful piece of work. ♥
is it compatible with the latest version of lzdoom?
Awesome project! When can we expect the release of version 1.0?
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.
This mod is ABSOLUTELY INSANE !!!
I have to make a new video now ..
...you should check this .pk3 you've provided us
what do you mean?
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.
"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?
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?
Dude wtf ? gross
Cdn.discordapp.com
I think found a minor bug. While was fighting I push some switches across the map. My weapons now are not aligned anymore with the hud, I think its caused by the "lowering weapon" action when you´re about to "turn on" a switch. Also since my weapon are lowered that action are not working anymore when I came close to a door nor a switch.
One of the best conversion! Thanks!