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Got it, thanks!
What does the "bd21_xvme1.3.1_respawner_TPR_(patch21.0.3).pk3" file do? Is it optional?
I got the same problem of not being able to open the file/corrupted, but I managed to fix it. I needed to update my zip/rar software.
I'm using IzArc, get version 4.4 or higher. It will open the file fine:
Now it works perfectly.
Thanks to other commenters that helped me understand what was going on and how to fix it.
What does the bfg do?
Is the original Ballistic Weapons 2.5 necessary to install this?
Volkor X - Run Away
Good news, I found it!
I had totally forgotten what the songs were, since I binged on youtube for hours going over hundreds of songs to compile this pack originally, but then I found this:
Played the song directly to my phone via my PC headphones and it recognized it. Absolute magic!
Whuh? An update coming for TNM? holy **** a blast from the past man.
I thought this mod was already fully completed and polished. I already did 4 full playthroughs with it back in the day. I thought it was already perfect as it could need to get.
What got you guys to start making TNM 2.0?
While I've exhausted the existing version of TNM's content to fully satisfy me years ago, I never hunted down all the easter eggs due to them being obscure and difficult to find. If there was a casual-tier locator HUD thingy, I'd be down to having atleast that as a real goal with the new release.
dun dun duuun
Hmm, if the grunt was on a skateboard, I'd be more interested to give this a try.
Trudging as a tiny dude without a big difference-making mechanic to spice things up feels like replaying halo with a different skin instead of offering something more remarkable to get back into it.
I'm also being serious about the skateboard; having a way to speed up movement and allow to slide across floors with momentum without automatically stopping as soon as I let go of movement keys would allow for a much more fun experience imo.
I'm afraid you'll have to manually cross-check each track via youtube and assign a number by hand. I just focused on getting the mod working and kind of botched keeping track of the order and naming.
Feel free to re-release this mod with updated tracklisting without any need for credit.
I'm excited for this! The new high definition sprites look amazing
Anything new since the last version or is this just a compatibility fix for a new version of Unity?
Thank you. Its important to highlight that simply the ability to play in co-op is not sufficient, because the human needs for meaning, surprise and growth will not be satisfied.
In respective order, those things will require the following:
*Meaning can be fulfilled with a an infinite overarching goal, from which finite campaigns can be derived from, narrative wise.
*Surprise can be fulfilled with randomization of ingame elements, be it maps, equipment, environmental conditions and hazards and enemy composition (how many there are and how are they outfitted).
*Growth can be fulfilled with a persistent logging screen that permanently records all achievements of a player, without grading or rating them. For example, each randomized campaign could have its own randomly generated name, which upon completion or failure would be logged to the player's growth screen or personal diary.
I'll keep the game bookmarked and follow its development occasionally. I just wanted to let you know what I would personally want to see to be truly excited to download and play it seriously.
Teleglitch with spaceships! : D
Best. Mod. Ever.
You've really outdone yourself with this gigantic super mod Hexeretic, I have not had this much fun with a doom mod in a very long time.
Thank you for making it!
Actually one of the best Doom 2 mods ever made. The amount of polish, detail and sheer amount of content really shows that this is a labor of love.
Thank you so much for making this, its a definite favorite for me. I'll be playing through a lot of megawads with this mod.
As a sneak peek, here is the entire list of projectile files I have so far:
Good progress has been done.
Projectiles, beams and hazards are complete now. For projectiles in particular, which will be the base for many exotic weapons, there are currently now 185 total projectiles. Many of these can be utilized for multiple weapons and even applied into payloads for new projectiles.
An exciting mention for projectiles is that the projectiles used by aliens, such as blaster shots, brainwaves, juggernaut bombs and a few others have now been made available to player weapons.
I have also applied an overhaul pass on usable items, such as upgrades, health kits, booster items, creating several new items and renaming/reorganizing several of them.
Also some minor fixes and changes were applied to enemy units to decouple them from the player arsenal.
Last but not least, I've finally completed going over the existing weapons, fixing ammobox amounts, descriptions, names and some values. I also implemented the tier system, so each weapons have a prefix identifier for how advanced/powerful it is, as well as how rare or common it is to find in a weapon/tech pod during a game.
After I take a break from modding to catch up to work, I'll be continuing with implementing new weapons and testing them ingame, little by little.
If this game had collaborative coop, where either a single operative or a small team attack an enemy fortress, where each map, each fortress and each vehicle spawn/enemy spawn in randomized, then tied into a disposable campaign of 10 of such game sessions, which in turns ties into an infinite metagame of conquering the planet one tiny location at a time, then I would play this game and it would be a huge hit.
Old competition-based game structures, such as DM, TM, CTF and similar are dead and cause a game to kill itself (this explains it: Youtube.com) and they also lack meaning to have interest in playing the game long term.
I used to play Soldat for 11 years and I absolutely LOVE this type of 2D combat game, especially how this one adds vehicles, dynamic terrain, ammo types, armor types and other tactical gear. But I refuse to do PvP ever again, which really makes me feel sad and torn to see this game fall into the same trap as a lot of games do. Even battle royale games will eventually collapse and self-destruct due to their competition-driven core.
Coop/Collab modes against AI opponents combined with even simple procgen plus a meaningful yet infinite metagame is going to be the future.
Thanks man, I appreciate this!
UPDATE: Added partial track listing and some examples for instant listening in the description.
No need to redownload, I only edited the information on this page.
Glad to have helped, since playing modded doom can get confusing with all the patches and managing all the files, let alone setting up gzdoom in the first place. Don't worry about the mistakes or asking stuff, its all valid and good.
The youtube video you linked was not an addon, it was just a showcase of Call Of Doom in general, highlighting the Hero class you can pick at the start of the game.
Hmm, that sounds like you may be missing the graphics part of the mod. Make sure you are loading the zzbrutalxcod_agfxsfx_b3V085.wad file too.
This file I've uploaded here only provides the code update. This file is only a patch, a replacement file for the original code, you still need to download the original mod for the graphics and sounds.
You both need Brutal Doom and Call Of Doom to run this patch.
Make sure you have these files from the above two downloads:
Then download this patch and you'll have the final file needed to run this mod:
Finally, in your gzdoom-username.ini copy paste this info:
Notice the [doom.Autoload], you need to copy the Path lines below it.
Then just save the .ini settings file and then run GZDoom.exe
Hopefully that will clear up any confusion.
It certainly shouldn't be happening. You can try these moves:
-Make sure you have the latest version of GZDoom (3.5.0 or higher).
-Make sure the correct mod files are loaded in the correct order (refer my above post on Jun 14 2018).
-Redownload the mod, in case it got corrupted.
-Make sure there are no other mods loaded that add a HERO entity (this shouldn't matter, but just in case).
Let me know if these work for you.
Hell yeah, Smod redux is amazing! :D
Muy bueno :)
Noice, I enjoyed the new MoO as well as Stars In Shadow, so I'm pretty excited for this game. : 3
Can this be played solo in skirmish against AI?
(I just wanna blow things up casually and build cool bases)
In words of a Doom 2 revenant: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA