It's because Wolfenstein 3D didn't have rotations for attack animations like Doom does and the WolfSS in Doom 2 don't have any new animations.
It's because Wolfenstein 3D didn't have rotations for attack animations like Doom does and the WolfSS in Doom 2 don't have any new animations.
SWAT 4 can probably only play maps for the base game while TSS might be able to play maps made for both the base game and TSS. Don't know for sure though, I've only played these maps through the "All Missions" campaign mode of First Responders and Back to Los Angeles.
They should probably have ranged and melee options, seeing as they're the only starting weapon for each class
To be fair it's very cheap (2 USD iirc) and all of it's development is done by one person and it has several Doom source ports in it. I have also heard they may give you a free copy if you email them about it.
It's the spiritual successor to Doom The Roguelike, made by the same devs.
Are you planning to port the whole SH1 map? Because that'd be interesting.
The Garand Thumb reload chance is a nice touch
There have always been anime-inspired mods for Doom (Which mind you isn't really even what this is, Girls Frontline is a Chinese game), ever hear of Otakon Doom?
Besides, even with that sort of thing being more common than it used to be, it's still far from a majority of what Doom mods are XP
That depends on the specific mobile port, Delta Touch for instance has an up to date GZDoom and LZDoom version, but afaik, that's not the case with others, like D-Touch.
Afaik Zandronum is still years worth of updates behind GZDoom.
So it's probably not something that could reasonably be rectified unfortunately.
Yeah, this mod is based on Special Weapons, a mod based on Rainbow Six 3, so it doesn't have the usual weapon sprites you'd see.
It kind of isn't really, seeing as the original required EOA iirc
Oh cool, I was wondering if you were gonna do a Heretic version.
It's more likely that the scripts use something that has been deprecated in later versions of GZDoom or there's some other similar incompatibility (like it using something not present in GZDoom or something) with them, seeing as current GZDoom versions still very much support Decorate and ACS and if it crashes to the menu, that means the VM that handles the scripts and stuff has aborted. If you comment out the multiplayer and medals ACS files in the loadacs.txt file, it'll work just fine in GZDoom with no VM aborts or any other issues.
Looking like a decent rendition of the cemetary
Having a class for all 6 Toa sounds pretty sweet.
How did I miss that XD
Awesome, one question I do have, are there going to be lightweight versions of the mod like with the previous version?
It's always awesome to see more monster mods for Heretic, especially ones that fit themematically, definitely gonna give these a try at some point.
Cool, I'm definitely gonna keep an eye on this project
Take as much time as you need, IRL stuff is more important. ^_^
This mod works nice with Hexen: Walpurgis too, atleast with the Magister class, idk about the other 3 classes, but I imagine it's probably a similar story with them., definitely enjoyed the playthrough I did with the mod, it was fun, yet challenging.
Honestly, best way to allow players to choose between the Doom enemies and the Dusk ones would probably be to just have monsters be a separate mod that can be used with the main mod and possibly even other weapon mods.
I agree with ItsChristian that Sumpremeinvasion would be a good choice, and that has the added bonus of working with just about any mapset (Including Deathmatch mapsets afaik), weapon mod, or monster mod.
Some mods that might work good for a Zombies-like experience
Resident Evil: Codename Hunk Enemies
Forum.zdoom.org
Left 4 Dead Monsters:
Forum.zdoom.org
Mixnmatch_m (For mixing different monster mods together):
Github.com
And if you want some more humanoid enemies, Doomless is a pretty good choice: Forum.zdoom.org
Another thing you could do is use Demon CounterStrike, though it's more for adding reinforcements to the enemies already present on the map and doesn't have rigid waves that have to be killed off before the next wave can arrive like Supremeinvasion does.
Forum.zdoom.org
If you open up the mod in SLADE, you should be able to find the entity names in with the spawners (Don't know where they are exactly, sorry).
You should always try the most recent GZDoom version whenever possible or something close to it atleast.
1st off, demanding ain't gonna get you anywhere with most modders.
2nd, Zandronum is horrendously out of date, not even having up to date ACS or Decorate support, let alone more current features GZDoom has, like ZScript. 3rd, if GZdoom doesn't work, give LZDoom a try, it's made to support legacy systems, using Direct X instead of Open GL or Vulkan, it's not completely up to date with GZDoom, but it's muuuuuch closer than Zandronum.
Zandronum is horrendously out of date, that's why more and more mods are being made for GZDoom rather than Zandronum. It's not elitist or gatekeeping, it's just far more practical to make stuff for GZDoom. Also low-spec gamers can use LZDoom, it's literally made for people who don't meet GZDoom's OpenGL or Vulkan requirements or who can't run GZDoom very well and is kept somewhat up to date with GZDoom's features, so most GZDoom mods should work in it with little to no issues.
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