Thanks for slowly removing the invisible walls. I'm okay with blocked off areas, they just need debris or a broken floor or door or something to make it plausible.
Thanks for slowly removing the invisible walls. I'm okay with blocked off areas, they just need debris or a broken floor or door or something to make it plausible.
Looks great! Nice color contrast
I'd like that as well, anyone been able to figure it out? MP3 Max just feels a bit too old/grizzled for this point in the story.
Is the damage supposed to be really low? Don't think I've ever taken more than like 1/10 of my HP in damage in Dead on Arrival.
Yeah, that would be my only feedback so far as well. Either let us go into those areas (even if all the doors end up being locked or whatever), or put something there to actually physically block the player from it like pits, debris, etc.
Sad to see this mod go, hope you come back and keep working on it! It's a really unique mod that's perfectly suited to Doom 3, really makes it the ideal Doom 3 for me!
Been playing the mod, great so far! One question though, how do I activate alternative modes for weapons, like the flashlight for the shotgun? Hitting the firemode key just makes me do a shotgun melee attack.
Some suggestions:
Given the more horror/survival feel, what do you think about using that helmet mod so Doomguy always has a helmet on? Maybe some gloves for him as well. Switching between weapons is a little clunky right now too, it might be easier to have things be on 1 2 and 3 keys.
Looks great! Any ETA on release, or maybe a beta for us to help you test things?
Does body looting work? I was playing around with the settings but wasn't able to get that on. Ideally I'd love to scavenge my way through as ammo and everything is really abundant at regular Doom 3 levels.
Any other mods you guys would recommend running with this? I'm trying to find one that makes the bodies stay forever, haven't messed with any texture mods yet.
Congrats on the release! Seems really sensitive to running any other addons though, I'm surprised that even music mods can make it crash.
Great mod! I'm getting an error when I eat heated food though (with EFP)
Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : ..\xrServerEntities\script_engine.cpp
Line : 204
Description : fatal error
Arguments : LUA error: c:/games/efp\gamedata\scripts\cold_system.script:682: attempt to perform arithmetic on global 'satiety_correction' (a nil value)
stack trace:
Mod's still going! We're just waiting to upload the newest version once we hit a bigger update. You can see the latest version on Discord (last version from 5/9, gets updated every other week or so.)
Good to see another update! What did you change in this one?
Reported for stolen mod content from LitDoom and possibly other mods. No credits or anything.
Very nice, feels good to play so far! Some feedback:
- Being able to cancel the shotgun reload whenever would be nice, a full reload won't let you stop until the gun's full again.
- Less ammo drops; ammo feels a bit overabundant (even playing with something like Project Malice monsters), given how strong the guns are I think you could cut the ammo drops by maybe 1/3 or 1/2 and it'd still work well.
- Spawn in with less weapons; would it be possible to have classes or just start with a pistol and have to find the other guns? Finding the MP5 in super shotgun spawns is kind of moot since you start with it
- More gear, sprite replacements, etc. Would love to see more appropriate sprites for health pickups and armor and such, like a kevlar vest, NVG goggles, etc. More weapons would be great too, maybe you can pull some from the other 3D Delta Force games so we can get more variety in the weapon slots? It's cool to have a few different assault rifles but I'd like to see that across each slot too.
- More subjective, but better/descriptive item pickup messages maybe, like "picked up a box of 30 5.56 FMJ rounds" or something.
Awesome model! I always thought the Doom 3 shotgun had a cool design to it, it's a shame it was such a point blank weapon in unmodded D3.
I guess you could kind of headcanon it away in that by the time you get one of those you're probably more seasoned in the Zone so the effects aren't as bad. Same with using meds, etc. to temporarily boost your mental state enough to not be bothered by it.
I think it's how quickly the filters run out, but not 100% sure myself.
Does this mess with using patches as disguises? I noticed I can't put other faction's patches on my armor to disguise myself, but maybe I'm not doing it right.
Is it possible to add something like a cooking skill, maybe get more benefits out of cooked food or all food?
So do I install this on top of GMDX v9?
Nice, the more spooky skins the better!
Looks pretty cool! The more spooky stuff the better!
Wow, so much better than the regular Imps!
Yeah, I really like how these are actually remodeled while keeping within the theme/general look of the game.
For me it's more I've always felt like the moving anomalies have wonky hitboxes. I've been hit by a fireball plenty of times when I appear to be like 6-7 feet away from it because they're a very binary kill/don't kill, rather than ramping up and giving you a chance to move.
I've noticed when I use this with Escape from Pripyat it'll replace some things, but my medical items all become transparent with no icon at all. Where would you recommend placing this load order-wise?
I feel like the cigarettes are more of a "use at the campfire" sort of thing rather than an "oh **** I'm way too irradiated" sort of item. The pair best with eating some irradiated food and smoking/drinking to get your rads back down.
I came for the weapons but stayed for the BF1942 theme.
-Ghost-
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