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NovaRain

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About NovaRain

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  1. The cause is in SBARINFO it checks vanilla RocketAmmo instead of SC's "TangoRocketAmmo". You can use SLADE to replace all occurrences in it to fix the display. I've updated the weapons-only version and my "No keys" version.
  2. ChopBlock223 already made a set of tweaked classic shotgun with corrected tube magazine and front sight: https://www.doomworld.com/forum/post/2748211 Compare to SFP sprites:
  3. Sure, as long as you give proper credits.
  4. A set of AK-ish rifle I've been using as chaingun/machine gun replacement for various mods: In-game screenshot:
  5. It seems you accidentally included Doom2 IWAD and an older backup of Wolfhound-doom2.wad in the zip file.
  6. I forgot to report some other issues in map08: Softlock 1: the player can cross this barrier rather easily back to the previous room, but no way to return (w/o jumping of course). Softlock 2: after lifting the bridge to the key card, if the player drops on the wrong side, there's no way to get back on the bridge. The blue keycard door to the exit actually takes the yellow keycard, which the player should already have, so one can simply skip the last 1/3 of the map. Actually there's really no blue keycard in the map, the key of the objective in the last part is also a yellow keycard.
  7. Sorry for the bump, but I got stuck at the end of map09. When I run to the door leading to the exit (killed all enemies and flipped six switches), the floor in the black room raised and blocked the door. I couldn't find a way to lower it, and had to use noclip to get into the exit room. Is it intended (maybe I miss something?) or a bug? I play in GZDoom 4.11, set the compatibility mode to MBF and turn off "Disable MBF21 features".
  8. Supercharge v3.0b "No keys" version: https://www.mediafire.com/file/ti3jc6bdc8z1wtu/Supercharge_v3.0b_nokeys.rar/file Supercharge has become my default gameplay mod when playing WADs. While most of WADs work just fine or only need a simple compatibility patch (for replacing weapons mostly), I've encountered a few cases that locks don't work despite having the corresponding keys, for example Desecrated Station (broken blue key switch) and Insanity Edged (broken progress in map07). So I made the "No keys" version that doesn't replace keys/locks. No more fancy spinning keys and their unique pickup sounds, but it should have even better compatibility with WADs. It also has a few minor tweaks: Pistol clip size is now 10 (for the sake of matching a full clip pickup). Chaingun has a new pickup sprite and buffed damage (from 13 to 17, I made a simple spreadsheet comparing ammo costs between SC Pistol/AR/CGun). ================================ "Chaingun Only" mini mod for Supercharge 2.4+: https://www.mediafire.com/file/54ihoe0mo8daiua/Supercharge_CGun_only_NR.rar/file I know Supercharge itself has an option to toggle between Assault Rifle and Chaingun, but some WADs with built-in SC remove the option. This mini mod will force replace AR with CGun as long as the corresponding files still exist. Just bear in mind that using this mod might break map author's intention.
  9. Finished the mod (Sep. 6 build) and found all logs. MAP07 is a pleasant one comparing to previous two, focus more on exploration than combat, and the end is damn beautiful. To me MAP08 is kinda a downer, especially the second half, comparing to WF it's more like map07 instead of the final map08, and the first half doesn't feel climactic either. My main complaints are 1) Some sections of keys/logs hunting are awfully dark (at least for my eyes), good thing I play with a flashlight mod. 2) The doors to different sections cannot be opened freely, need to wait the script sequence to open them. I'll try playing again with Supercharge. I made a small patch to replace the weapons so with "keep inventory" it should work fine. A question about the ending:
  10. The red key in map03 is kinda tricky:
  11. I'm slowly playing through the maps, trying to get all secrets and of course the logs. I have to "cheat" by checking ACS scripts and map in the editor to figure out some of them. After the first 3 "regular techbase" maps, the combat encounters become more sinister to me until I got my butt kicked hard by Archfaults in map05. At first I was thinking "oh nice, no need to break its LOS" and suddenly found I got swarmed by monsters. D:
  12. There are lots of backup map files in the hotfix version, was wondering why the size increased twofold.
  13. If you want people to use weapon combos, IMO it's better to reduce/remove the switching animation like how Supercharge does. For now it feels cumbersome switching between between weapons, especially shotguns, so I've been using my own edits of weapons for WF/IE (mostly just buffing damage a bit). I do like the shotgun knockback, feels good for crowd control in tight space.
  14. Wow, the logs this time are much harder to get, not just simply hidden. Couldn't figure out how to get even the map01 one before the door closes.
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