This map pack being updated for episode list integration? I saw Prototype Jam and Sewer Jam 1 slotting into the New Game menu seamlessly.
This map pack being updated for episode list integration? I saw Prototype Jam and Sewer Jam 1 slotting into the New Game menu seamlessly.
Works perfectly on Steam Deck! Are there any plans to revisit this one more time for a full v1.0 release?
Coffee009 updated the HUD on January 1st, so all HUD icons have transparent backgrounds now. Will the ModDB version be updated likewise?
Will this be updated to take advantage of the new HUD scaling offered by the 25th Anniversary update?
Nice! Will be keeping an eye on this, since Valve made the classic models the default option. Plus keeping any of my installed HD packs updated is such a dang hassle.
Will 2553's source-code be made available in the future, to allow for porting to the Dhewm3 sourceport on all platforms?
Way to go above and beyond, my dude! Fixes all the little consistency issues I had with Coffee009's original implementation. If there was one thing I'd like to see added, it'd be a remaster-green and/or classic-red health icon for the main portion of the HUD...otherwise perfect and far more readable than the vanilla HUD. Would it also be possible to add a green-tinted version of the main HUD digits, for those who want the best of both worlds; N64's readability with PC's colors?
Are the Team Arena weapons (Nailgun, Chaingun, Proximity Launcher) still outside the scope of this project?
Hate to be the one who asks, but is this compatible with the remaster?
Technically yours also uncensors the crosses seen on the impromptu "meals" created by Traps.
You missed the health icon on the HUD, that's still green.
I second this notion. Given how Android compatibility is touted on the mod page, those of us who *only* have Android devices cannot install this because of the current Windows-only installer.
Looks hella nice! Will you be giving the Team Arena weapons (Chaingun, Nailgun, Proximity Launcher) similar treatment later on?
Delta Touch player here, just wondering how to mitigate the micro-stutters that occur in areas like the Mars City cafeteria.
Tested it out with Yamagi, and the Flare Gun/Trip Mine hands seem a bit "off".
Perhaps this could be expanded to the lower-res textures in Doom 3/ROE, at least ones that stand out amongst the normal-res ones (i.e. the black/yellow border around storage locker screens).
Is it possible for you to add support for ROE's Double-Barreled Shotgun and Grabber?
Regarding the sound design of W.M.D., do you intend on expanding the enhanced sounds to other aspects of the game, such as per-surface footsteps, or environmental setpieces?
In addition, will there be a version of W.M.D. for the Classic Doom 3 mod, even if it's only sound effects?
I would also like to add that your mod plays perfectly on Delta Touch for Android, via the Dhewm3 sourceport.
This needs an update to v1.1
Will this see an update with Raze support?
Will there be a version that works with Raze?
I was posting a D3EE link on a friendly Discord server, and the preview pic was the new logo from the main menu revision I cooked up for you. Does this mean an update is nigh?
Is this addon still being updated?
The Railgun was updated, and the BFG-9000's Contact Beam mode was moved over to this weapon.
The Rocket Launcher was overhauled, and now has three firemodes: Standard, Laser-Guided, and Lock-On.
The Carbine has also had its firemodes restored.
Speaking of the Chaingun's GUI, would you be able to send a version that works with Doom 3's default ammo values; 60 in the clip, 540 in reserve?
Running it on Dhewm3, as always.
Saw a bug with the HUD: The meter in the Oxygen/Enviro popup doesn't appear.
Yeah. Just had to copy the music over from the original BD64 archive.
Also, the main menu music can't be heard one iota whilst this PK4 is loaded; any ETA on a fix? Using the Dhewm3 sourceport, by the way.
Will Resurrection of Evil and Arl's conversion of The Lost Mission also be supported later on?
Will there be a way to put all audio logs and PDA videos, as well as video screens through a sort of "filter" to make it sound like it's coming out of the relevant device's speaker? In the case of the audio logs, would it likewise be possible to add ambient audio relevant to where the aforementioned PDA was found? Some good examples of this sort of thing can be found in MXDASH's Golden Edition.
Another request would be to add an audio filter for NPC's who can be observed through glass, yet are unreachable. A prime example would be the scientist whom you can spare or kill with a button press; he already has that sort of filtering applied.
Prime examples of glass-filtered NPCs would be the BioScanner guy (bioscan looks good, you're cleared for entry), and the medbay personnel in Mars City (okay, he's sedated), the MarSec operating the lockers in MC Underground (most unexciting place on Mars), the two workers having an argument near the Armor Shard secret along the lines of "Can you guys not keep any of these machines running?". Even with Swann and Campbell attempting to use the comms station in Administration.
These sorts of changes are more for audio immersion than anything else.
Think you can also find a way to combine the Fists/Chainsaw into the same button input, like how ROE/TLM handle the Fists/Grabber?
One last thing: Why not take a page out of Sikkmod's playbook and let users choose between vanilla balance and your ammo rebalance, through an entry in the options menu, to reduce archive clutter?
(ED. The audio changes have been implemented in v3.3)
Shockwave_S08
Rogan joined
Freelance beta-tester. Past testing experience includes glrasspty's Weapon Wheel mod for GZDoom, Quake Champions: Doom Edition, and Brutal Doom: Blood Ode v5 (Unreleased) for GZDoom and Zandronum. Recent contributions include Doom 3 Enhanced Edition,