Looking forward to seeing this come out. Good luck on the release.
Looking forward to seeing this come out. Good luck on the release.
Well, it's about damn time! I've only been waiting to get my hands on this for... What, ten years now?
I was informed that there were some issues with Doom Eater difficulty when playing with auto-switching weapons turned off. The recent hotfixes for v1.8.1 should solve this problem. Sorry for the inconvenience.
Not as far as I know. Doomzone was developed for PC, and I have no plans to make a version for mobile.
Minor update incoming. v1.8.1 adds a new compatibility patch for Dimension of the Boomed and converts some color translations to truecolor PNG for compatibility.
New update is only needed if you want to run Doomzone with Dimension of the Boomed. No new toys this time!
Whoops, I went and goofed up a line for the lighting. I'll have the fix up shortly. Sorry for the inconvenience!
Hmm, no. That should alert enemies. I'll take a look at it.
Not particularly, though there are a lot of shotguns in the mod, for sure. Maybe I should make a Sergeant class...
Not sure, I'll have to think on it.
Nope, the TNT patch is no longer required to play TNT.
So the mod uses projectiles for sub-1.0 time, but hitscan for 1.0?
While I don't have the option in there for this release, Hardcore difficulty lessens the appearance of universal ammo, as well as increased enemy aggression and new attack patterns. It's intended to be tougher than Ultra-Violence, so feel free to boot the game in Hardcore difficulty. :)
It did stay permanently in earlier builds, but this proved to be taxing on the engine. Sorry, this is probably not going to change in the future. :(
Let's just say I've got an offshoot project I'm eager to start on. ;)
Doomzone v1.8 is now in final testing. Will release once QA is done.
Progress is ongoing, but slow, due to working two jobs.
The mod has not been tested in Zandronum, so I assume it does not work.
Yes, this is still being worked on. Progress is just slow, what with me juggling two jobs and all. Currently working on v1.8 (formerly v1.7.1), and theres still plenty more to do. Stay tuned for updates when I'm able to make a press release.
What if I told you not everyone plays Doom for the gore?
I'm sorry you feel that way. I'll be disabling forced scaling on the HUD in the next update, so you'll be able to manually scale it from HUD Options. It won't change how the guns feel, though. Unfortunately, I'm not much of a sprite artist, and I'm very much a one-man team.
I do hope you continue to play after the next release, but I can't promise I'll be able to address all of your concerns. :(
I have not tested on Zandronum. My guess is it probably is not compatible. Zandronum lacks a lot of features that Doomzone makes use of, so use Zandronum at your own risk.
Try using the crosshair scaler under HUD Options.
Just a music mod, dars_dm.wad.
I sank sooooo much time into Killzone 2, myself. Glad you like the mod. :D
There is a known issue where the Axe does not work properly while berserked. I am currently addressing the issue, and it will be fixed in the next update. Sorry for the inconvenience, and thank you for your patience.
Easiest way to do this is to start the game with -deathmatch -nomonsters, and add bots with the addbot CCMD. It's easier when you bind addbot to a key.
Doomzone handles a lot of additional textures that aren't present in base Doom & Doom II IWADs, but are present in various other wads. It's normal to see these errors before the game loads.
I think the closest you can get to playing as a Helghast is using the Colonel class.
silentzorah
Jay joined
I'm just a guy that loves Doom.