There should be text appearing at the bottom of the screen when you die, space to load last save and fire to go to the beginning of the level.
There should be text appearing at the bottom of the screen when you die, space to load last save and fire to go to the beginning of the level.
It's an alternate skin that's enabled by default. To change it, press home, go to general options and "Alternate SSG" should be at the bottom.
Trying to set up custom weapon binds, all base Quake weapons can be bound with bind (letter) "impulse #" except the laser cannon. I cannot say the same for ammo variants in the DLCs or Arcane's plasma rifle.
Two weapon related gripes. Proximity grenades are too rare. Maybe have them drop from ogres or have proximity mine ogre variants. Recoil on nail guns makes the crosshair move above where the nails actually go. *MOD SPOILER FOR ANYONE INTERESTED* The lava boss fight feels extremely cheap when he shoots the super fast fire bolts from his mouth. An audio warning would work fine. I have been playing this on Nightmare so last one may not be a problem for other difficulties.
Ah, it's pretty hard to find. I can't help but think it'd be a tweak rather than a general option. Sorry for bothering.
Great mod! I think I've read you had a way to change the super shot gun model from the QC inspired one to a different one but I don't see it in a read me. Is there a way or am I off my rocker? If not and it will eventually be implemented, put it in the readme for others to see as well.
I only have 4 choices in Steam for the mod, episode one, two, lost coast and update, no regular HL2 even though I have the 5 folders in sourcemods.
Edit: Okay, I'm dumb.
It was a strew of bad luck. Sorry for bothering you.
Do you use your own monsters in the wad for this? Since the Q1 zombies don't turn grey when they stand back up. QCDE 2.0 added weapon upgrades and monsters in the wad do not drop them, or at least haven't dropped yet in the first two levels with a few hundred enemies killed.
It "works" with QCDE in the order of QCDE, playable monsters and the wad, just when people respawn and the counter goes past the player limit unless I use the game mode Last Man Standing, but then everyone starts with every weapon except the BFG 10k and the pistol spawns on the map which I don't think the mod replaces. I think the mod creators did mess with the game modes.
Neat. Will there be mod weapon support? More interested in using QCDE for this.
Cool, a monster set that works with High Noon Drifter!
Not sure if the QC one is meant for Quake Champions: Doom Edition but I'll assume so. It overwrites the basic Doom enemies so if you check out their Heretic monster pack, it has a monster pack guide in the zip as well.
The pack only works with GZDoom, the Zandronum I use that came with the Zandronum/Doomseeker installer from the official website crashes upon loading both QCDE and this mod with no visible error in the terminal, loading the QC version of this mod by itself on Zandronum says "Script error, "WesternQCDoomV2.0.pk3:mapinfo.txt" line 1: DamageType: Unknown top level keyword"
A similar issue applies to the QC:DE mod. Both are ammunition spawning related.
I found an issue I believe is related to the Doomstorm mod with the flail gun, may not be related to the BD V20 Monsters mod. Can be summoned by summoning a rocket launcher.
VM Execution Aborted: array access out of bounds. max. index = 4, current index = 5
called from DSCAmmoSpawner. GiveAmmo at DSC-1.0.pk3:code/zscript/dscactors.zcs, line 1061
Called from DSCAmmoSpawner.StateFunction.3 at DSC-1.0.pk3:code/zscript/dscactors.zsc, line 1082
called from Thinker. Tick [native]
called from DSCAmmoSpawner. Tick at DSC-1.0.pk3:code/zscript/dscactors: zsc, line 1052
Unpack the zip into any folder and run one of the 4 batch files. You will need to download a weapon mod and edit the name into one of the .bat filess if you do not want to use basic DOOM weaponry. You also need a Doom 2 wad or Freedoom 2.
This is pretty good. One issue I am having is that the Brutal Doom v20 monsters and/or the DoomStorm (Bulletstorm in Doom) addon makes it so that rounds can end with a few monsters on the field so you can die during cutscene moments after a round.
I edited the ultra bat for this load order: DSC, DoomStorm, bdmonsters20bqfix, DSCmaterialPack
Bit defender claims there is a trojan in your file at this directory every time I extract the mod. c:\users\username\appdata\local\temp\7zee10.tmp\ooki.exe
This is great, it's finally here! Would you be able to post recommended single player wads for the Quake Monster sets for scaredy scrubs like me? I'm having one heck of a time finding fitting maps.
Have you tried click-dragging the mod files on top of the exe or making a batch file?
Can't wait to play this mod. Getting serious nostalgia vibes from this because of Timesplitters. Wish this had a download available in Megasync for pausing without download failure. You try downloading 2 gigs with 100KB/s and other people using the same internet connection.
Trailer videos still look good in 2017. Can't wait to play and hope it's still alive.
Is there a commands list for binding the shop and such? I overrode my shop key and can't figure out the name for it to rebind it. Note: The keys are not in the options menu, just standard GZDoom keys.
I've tried V20b and skipped to map 30, even to map 29 and going through the end portal, but it's been the regular Icon of Sin.
Yes you can. I don't know if Steam's DOOM has a good launcher, but I'll say no, so you might need a modernized Doom launcher, I recommend GZdoom.
Does anyone know where I could download the Real Icon of Sin mod? I remember fighting it before in, I think, BD v19 with the Infernal Skies mod pack (Maps of Chaos Overkill, Doom High Texture Project, BD, Doom Visor, Nice Wall BLood, Fraggin Doom Edit, Doomguy One Liners, Footstep Sounds, Pain sounds, and Doom 3 Monster Sounds for others who want to recreate it), but I updated my BD to 20b and the fight was the regular Icon.
I suck at writing. By "it", I meant the Doom wad and the GZdoom into the folder I put the mod into.
I really want to play this mod while I wait for Quake Champions to download (100 KB/s life), but the .bat files in the download don't work, even after I put in GZDoom and a Doom .wad. Is there something I'm missing.
Edit: I also should have said, I have it in it's root directory with the .bat files and folders that lead to the .pk3's.
So like I said before, the mod is great, well made and some obvious parts that felt clunky, but with a project at this scale, it's a miracle it exists. There are the minor bugs that happen every once in a while, like randomly seeing pink flesh walls while staring at the cat picture in the French ladies office.
I'll start off with bugs I experienced.
-Massive lag. This has been in both episodes. Some areas were superbly laggy and I've had to look in certain directions to make the system run smoothly. And as I said earlier, saving the game causes it to lag until I quit.
- 3D Physics objects without hit boxes. Granted, I only noticed it in the fight against an Uber-Soldat in a garage, his shots would go through the truck and metal webbed supports, though it was already said in Icaruslives video.
-Garbage kick. I understand that the kick isn't a strong attack for gameplay, but with how much chance you get to try to kick is laughable. You would think that with Sgt. Mark on the team, the kick would be reliable (keep BD things in BD though).
Correct me if I'm wrong, but I like how you reused old sound effects and music from past games, and I couldn't help but smile at some of them.
*SPOILERS* Honestly, I felt that Ryan was the traitor from the beginning, with his A.I getting in the way of most of my shots on the first bomb mission.
If the third episode is going to have elements of Wolfenstein RPG, since I bet you retrieve the staff, I would love to see Gunter thrown in, as an Easter egg, plot point, or a random person.
My thoughts while playing Episode 2 for the mod: This is really good! Almost the same as E1, though, but with some nice additions. The same issue as before, the game having massive lag on an occasion after a save, forcing me to quit and start the game again.
Then I find the Mayan artifacts. Same ol' lovely undead Priests from Timesplitters complete with the shotgun sound effects (I f*ing love timesplitters, so sue me), then *SPOILERS DON'T READ UNLESS YOU DON'T CARE* you teleport into the future! Fun, lasers and such, kicking someone so hard they disintegrate into a green laser, good times... then Hitler Mastermind.
****. My. ***. After. Dinner. This is the crappiest area that I have run into in both episodes, basically any game I can think of. Whoever thought this was *balanced* and *possible* didn't have 50 robo-soldaten while hurriedly trying to press switches to get precious shots onto Hitler's mug. It was the crappiest fight I have experienced in a game, ever. Of course, it's like the Icon of Sin, except one difference: The Icon was possible. Hitler? Nah, you're gonna have to cheat in 10k hp and go at it with the electroshocker on the fat guys until basically all of them are dead, then put your health back to 150%... then get tired of 50 more of them, and just go God-Mode and rush through the damn fight before your brain's blood vessels start to show their opinion of the fight. Why.
Haven't beat the game yet, be back later, but why does that fight exist?
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