Thank you for the answers and thanks for the effort too. Your mod is my number 1 Duke Nukem mod for the gzdoom and custom maps !!!
Thank you for the answers and thanks for the effort too. Your mod is my number 1 Duke Nukem mod for the gzdoom and custom maps !!!
I just noticed that the pump-shotgun reloads 2 shells at a time, is that normal ?
Also a silly request, do you think you can make the nuke icon on the Pump-Shotgun colored like the black double-barrel shotgun ?
1 old bug ? that is still happening in the latest version is that the Alien Troopers that can teleport, when they re-appear the get stuck like statues and you are unable to do anything to them, same for them. I don't know if this is a map thing or a specific gzdoom setting.
BTW THANKS for your update and fixes !!1
drag the ZMC-BWV7.0.pk3 into gdoom.exe and choose doom2.wad
Also thanks for your hard work ZioMcCall, never enjoyed the Wolf3D but this mod changes everything, is amazing.
When I start the episode Die,Fuhrer, Die!!!(maps 21,22,23) I hear constantly a weird sound of something like rock falling or like the Archville's fire attack, is that normal ?
Another weird thing is that sometimes my head-shots makes enemies dies like they were killed by the tesla or flamethrower(they literally get set on fire)
I never expected for the God Complex to finally appear for the Gzdoom engine, I was quite sad when I heard it was just for Zandronum, very happy that you guys went to the effort, honestly thanks.
Note:
for some weird reason the explosive super shotgun appears in slot 1 and 3, it gives priority to slot 1 and if you find it a second time it will also appear in slot 3.
Also when you use the Flame Sword, you cannot throw frag grenades, I say this because all the other melee weapons you can besides chainsaw and lightsaber since they are two handed
What I am seeing is basically a stolen mod in which is called LitDoom, also I noticed in one of the screenshots that you are using also Project Brutality assets, the Revenant MiniRocket weapon. From the reactions is obvious that you didn't ask permission from both, and you claim this is your own work ?
Don't understand the point of this just to get banned from their servers and Moddb. Please remove it yourself before is too late
I see thanks for the replies
Also about the diary that speaks of Gargoyles that you easily find in the Tremeres Clan chantry, can't be that being used as an evidence too against Strauss by giving it to Isaac ?
I see, what about the shotguns ? I mean they don't look like they shoot shells/pellets but more like a slug, by editing the "fires_projectile" and increasing the numbers, it makes it more realistic, the problem is I don't know if I making it stronger or weaker that way
Something peculiar that I discovered, when you have 6 melee weapons in your inventory and cast a targeted Discipline on a target, it will always spawn the message "Inventory Full". By removing just 1 melee weapon it stops showing that message.
Also this is out of curiosity, why the lockpick animations are not standard and appears only when you have a ranged weapon equipped ? What I meant is that when you have a ranged weapon equipped and try to lockpick a door, it shows the animations of opening the lockpick tool and closing it when you done.
oh, sorry, I read the changelog but I suppose I will have to read the old ones too before posting anything, also I will have to learn not to skip dialogues too LOL
I am not 100% sure about this one, when I blackmail Malcom to receive money, they don't appear at all in my mailbox no matter how many places I go that requires loading screen. In the vanilla it worked instantly.
thanks for your hard work as always mate
Xmm , although I don't think this is a serious problem but honestly it never happened to me before, when I am paying a visit to the Lucky Star Motel, room 2, were the cut-scene is playing about Muddy being killed, you can get stuck at the door entrance(softlocked) cause of the body, if you are too close to the door when opening. Using the Basic patch with Brujah clan. Keeping a distance from the door will resolve it
For almost 20 years you still keeping the game alive with your own effort with fixes and content and is MUCH appreciated. I have no words to say other than a simple but wholehearted THANK YOU !!!
the only downside..........DAMN I FEEL OLD !!!
but the game is still GOLD with your contributions
When you are out of ammo you cannot throw the pipe-bombs and trip-bombs using the shortcut keys. The weapons that cannot do that is the Pistol/Dual Pistol, Shotgun, Double Barrel Shotgun. Other weapons don't have that issue.
Other than than amazing mod really.
Wow man, just wow, it's being a long time to see such mod and is kicking ***, loved everything about it, also thanks for all these years the Perfected Doom 3 mod
thanks for the explanation ;)
Thank you very much for your hard works as always mate, I have been waiting for this.
I am curious to ask, the revolver never appears in front of me unless I use the qszx-cb.wad Is the revolver a special weapon just for the qszx-cb.wad ? Other than that cool job as always
also take care of yourself mate, don't go crazy on me LOL, take your time and above all else your health, everything else is secondary
Let's see, I was using the Whispers Of Satan megawad in map29 "Heated Trauma"
Hey mate, I discovered something very weird, I was playing a normal mega-wad(I say normal because is a map with no edited weapons or monsters) and when I reached 29, the map that should have 300 monsters, just have 10 and I am blocked by "invisible walls" time to time(I believe is were the monsters should be). when I replayed the map with out the mod it was fine. Any ideas ?
Happy New Year !!!
I just discovered the the EMG Rifle still shoots even if the ammo is depleted
Just in case people didn't know, in this mod you get bonuses such as instant switch mod, protection level, all the weapons mods etc when you kill ALL the monsters and finding All the secrets of a map.
Frankly speaking, even a megawad won't be enough to find everything so sometimes I resort to cheats.
I understood, I did check on slade that indeed all the weapons have the altfire function for the grenade. Thank for the reply and explanation, looking forward to your update. Happy New Year too !!
It did cross my mind to shoot them but that would be time consuming, switching weapons front and back. If you can add a quick melee that would be helpful in many ways not just for the Cryo Launcher.
Suggestion: Since it's a unique mod instead of using the usual quick kick attack, is it possible to make something entirely different ?
For example since you have fists, knife, hammer and axe( 1 handed melee weapons), how about make a unique shortcut button that would change a quick melee weapon to use. For example pressing F button will change the quick melee attack to knife and if pressing again it would change to fist. Yeah I know a tall order, just saying without knowing the real hassle to do that.
Thanks for the reply.
Simple, fun and clever, a nice escape from the usual Brutal Doom mods styles, very well done.
PS: I noticed that since there is no quick melee attack, when I using the Cryo Launcher it takes some time for the frozen enemies to shatter and they are blocking you. Is it possible to make the shattering faster ? or make the frozen enemies to be able to walk through them ?
I am very happy with this pack, especially adding the FAL but I noticed that the ammo bag doesn't give you ammo for it, neither for the pipe-bomb.
PS: I managed to edit the files using slade3 and add ammo to them.
Nightmarekiller
joined
Finishing a game is just the beginning