A xp/rank/reward/mobility modification with visual/sound/text notifications. Custom "Doom Exp Settings" menu, Improved Sounds & effects and More Gore!

Description

A xp/rank/reward/mobility modification with visual/sound/text notifications. Custom "Doom Exp Settings" menu, Improved Sounds & effects and More Gore!

Preview
Doom Eternal Xp v1.8b
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RulesOfSurvivalOmega
RulesOfSurvivalOmega - - 177 comments

OH MY GOD O_O
DUDE ARE YOU KIDDING ME? XD

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RulesOfSurvivalOmega
RulesOfSurvivalOmega - - 177 comments

Oh btw do you know how to turn off Quick Change weapon?

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Officer_D Author
Officer_D - - 284 comments

Yes. It would require to rewrite the weapons select and deselect decorate codes. However I don't intend to change it any time soon.

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TheVanessii
TheVanessii - - 26 comments

Pretty good mod!

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TheVanessii
TheVanessii - - 26 comments

There seems to be an issue, whenever I get the doggy sphere, the marker appears for the dog but the dog isn't summoned. I have to manually "summon doggy" in order for it to show up

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Officer_D Author
Officer_D - - 284 comments

The "marker" is the inventory icon. You have to use it by pressing the "use inventory" key, which is the Enter key by default.

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TheVanessii
TheVanessii - - 26 comments

Ah okay thanks, one more problem though. It seems that the boss area for doom 1 doesn't load. For instance like the cyberdemon or spider mastermind. It just cuts straight to the ending text

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Officer_D Author
Officer_D - - 284 comments

Yes, I know of that problem. It's because of how I setup the monster replacement. At the beginning of each map, it replaces certain enemies with the custom ones or the normal ones. Because of that, it thinks the Cyberdemon on E2M8 or the Spider Mastermind on E3M8 are dead already and just cuts to the end screen.
I'm sure there is a simple method to fix this e.g. "if map = E2M8 then don't do replacement" I remember trying to make a script do that but without success.

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TheVanessii
TheVanessii - - 26 comments

I will see if I can get someone to offer help, also I'll look into some pk3s and wads that replace monsters to see what kinds of techniques they use

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myDOOMmakemeQUAKE
myDOOMmakemeQUAKE - - 134 comments

Hello! First of all: thank you for modding and do DOOM the best shoot'em up I ever seen .

I'm testing this Mod since the firsts releases here, is simply a good idea mixing the old gameplay with new mechanics [the hook/leveling system/wall climb/dash]. In my opinion here we have some very good sounds, I like the new monsters...I have a toaster and the mod run without disable all the visualFX .I'm always mixing things with ZDL trying to run my favorites together and yes, is possible too.
I have to say something,there's a hundred ways to play DOOM and this is amazing but needs to know what you do.I think you should do is increase the configuration options (ingame) to make it more versatile,an HUD flexible is always better for example I hate the ammo counters.
But I write all this because maybe I founded a bug...IDK why in PLUTONIA MAP01 when I take the first SuperShotgun (and appears an Archivile) my game crashes always. not when I'm picking up the item from the floor, exactly when I want to use it.[I don't have activated the autochange weapon option, can be this? I'll try other iWAD] .
Anyway, thank you.
RIP&TEAR;!

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Officer_D Author
Officer_D - - 284 comments

Hi!

Autochange weapon disabled can't be the problem, since I also use that. Just tested the Plutonia Map01 on GZDoom 4.2.0 and my game doesn't crash when I pick up the SG and use it.

Also thanks for the suggestion but I think what you want is already included. Ammo info can be disabled in the Doom Exp Options
Media.moddb.com

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