Hey! i wanted to post that the super shotgun feels... less smooth? i don't know how to explain it but between the shooting and the reload is an odd amount of clicks , otherwise. the mod is awesome , i hope you can look into that.
Would you be so kind as to let us know which mapsets the screenshots are from? I like to play gameplay mods on the mapsets the makers showcase them on (bonus points if you do the same for your other releases too)
Ok so, i got up off bed at rocket speed when i saw this, because i thought i could be redirecting the reload to inexistent states, a pretty common mistake when doing this. Turns out it's working fine here. Are you by any chance resuming a saved campaign with the new build?
This has been a ton of fun. I first tried it on the big single player map Cheogsh, and it worked quite nicely there!
Funny enough I learned about the upgraded shotgun after I beat the map and began killing foes in the vanilla 02 map that came up, which got me to look for the official rust and bones page to learn about the others, a very cool touch!
I look forward to trying this in another map with fairly tough enemies.
Feels pretty good; big fan of the shotguns. Just wanted to ask if the movement speed is supposed to be increased? Cuz I'm having a bit of a hard time accustoming to it.
Unfortunately this happens with all my mods as of late.
So this is what i can recommend:
Try another sourceport, or opening the console, or even spamming enter for starting the game, or even, changing your rendering settings to Vulkan. One of these options should work.
Solved it by using gzdoom version 4.11.3a. And I've seen that Matt was using this version too. I guess this version is still better to play mods than the latest version of gzdoom. I don't know actually but I have solved 6 more other mods' problems by using this version. I guess this version still holds up. Anyways, good work with this mod. Playing Plutonia feels good with this :)
GZDoom has some problems with mouse jittering regarding that flag, and i even opened a thread about this, but nothing was done as far as i know. I would love to avoid such problems, but SPF_INTERPOLATE is an important flag to make weapons animate smoothly, and it's old enough to work on LZDoom, which is a port good for weaker machines.
I do hope that doesn't ruin your experience, though.
Honestly had a blast with this mod. Managed to get the three secret weapons by the time I got to The Pit in Doom 2. Really love how they function.
That said, honestly expected the base Battle Rifle to have a +1 mechanic but that's probably just me being spoiled by so many other Doom mods that do that.
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Hey! i wanted to post that the super shotgun feels... less smooth? i don't know how to explain it but between the shooting and the reload is an odd amount of clicks , otherwise. the mod is awesome , i hope you can look into that.
Thanks for pointing it out! I'll look into that!
Would you be so kind as to let us know which mapsets the screenshots are from?
I like to play gameplay mods on the mapsets the makers showcase them on
(bonus points if you do the same for your other releases too)
I listed its names on the ZDoom thread! But to avoid making you go there, they're vanilla Doom 2, Hellbound, Scorching Earth and Speed of Doom.
Cheers bud!
the battle rifle got pretty fucked in 1.2, seems like it takes all your rifle ammo at once every single time you reload
seen here: https://youtu.be/03UvpGrhSrQ
Ok so, i got up off bed at rocket speed when i saw this, because i thought i could be redirecting the reload to inexistent states, a pretty common mistake when doing this. Turns out it's working fine here. Are you by any chance resuming a saved campaign with the new build?
I tried this with Hexen and got this error:
OS: Windows 11 (or higher) (NT 10.0) Build 26100
GZDoom version g4.14.0
W_Init: Init WADfiles.
adding C:/Program Files/Gzdoom 4-14-0a/gzdoom.pk3, 689 lumps
adding C:/Program Files/Gzdoom 4-14-0a/game_support.pk3, 3308 lumps
adding ./HEXEN.WAD, 4270 lumps
adding C:/Program Files/Gzdoom 4-14-0a/game_widescreen_gfx.pk3, 214 lumps
adding RustAndBones.pk3, 1142 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device IOpenAL Soft on Speaker (Realtek(R) Audio)
EFX enabled
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: IAMD Radeon(TM) Graphics
Vulkan device type: integrated gpu
Vulkan version: 1.3.280 (api) 2.0.302 (driver)
Max. texture size: 16384
Max. uniform buffer range: -1
Min. uniform buffer offset alignment: 16
Resolution: 1366 x 768
I_Init: Setting up machine state.
CPU speed: 2795 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 7520U with Radeon Graphics
Family 23 (23), Model 160, Stepping 0
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
IScript warning, "RustAndBones.pk3:textures.guns" line 396:
IUnknown patch 'CEYEA0' in texture 'BEYEA0'
IScript warning, "RustAndBones.pk3:textures.guns" line 402:
IUnknown patch 'CEYEB0' in texture 'BEYEB0'
IScript warning, "RustAndBones.pk3:textures.guns" line 408:
IUnknown patch 'CEYEC0' in texture 'BEYEC0'
IScript warning, "RustAndBones.pk3:textures.guns" line 414:
IUnknown patch 'MISLB0' in texture 'BEYED0'
IScript warning, "RustAndBones.pk3:textures.guns" line 420:
IUnknown patch 'MISLC0' in texture 'BEYEE0'
IScript warning, "RustAndBones.pk3:textures.guns" line 426:
IUnknown patch 'MISLD0' in texture 'BEYEF0'
Execution could not continue.
Script error, "RustAndBones.pk3:animdefs" line 27:
Bad syntax.
Well, aparently the mod's props can't load on Hexen. I'll try to solve that for v1.2, thanks!
No problem!
This has been a ton of fun. I first tried it on the big single player map Cheogsh, and it worked quite nicely there!
Funny enough I learned about the upgraded shotgun after I beat the map and began killing foes in the vanilla 02 map that came up, which got me to look for the official rust and bones page to learn about the others, a very cool touch!
I look forward to trying this in another map with fairly tough enemies.
Thank you! Hope you keep enjoying the mod!
Feels pretty good; big fan of the shotguns. Just wanted to ask if the movement speed is supposed to be increased? Cuz I'm having a bit of a hard time accustoming to it.
Yup, it's a bit faster than usual, i wanted something a bit more fast paced, hope i haven't exaggerated!
Thanks for enjoying the mod!
I wanna like it but I feel like it screws up with my muscle memory and I end up overcompensating
I got a black screen on latest GZDooM, do you recommend a specific version for this mod? Looks great btw and I wanna try it out.
Unfortunately this happens with all my mods as of late.
So this is what i can recommend:
Try another sourceport, or opening the console, or even spamming enter for starting the game, or even, changing your rendering settings to Vulkan. One of these options should work.
Solved it by using gzdoom version 4.11.3a. And I've seen that Matt was using this version too. I guess this version is still better to play mods than the latest version of gzdoom. I don't know actually but I have solved 6 more other mods' problems by using this version. I guess this version still holds up. Anyways, good work with this mod. Playing Plutonia feels good with this :)
Thanks a lot and i hope you keep enjoying the mod!
Great mod right here, lots of fun regardless of what maps you play it with! As usual, recorded a showcase for it. :)
Adding to the page now!
I've noticed some kind of camera stutter when firing weapons with your mods.
With some research on my own, I've been able to fix it by replacing every SPF_INTERPOLATE with SPF_SCALEDNOLERP inside the zscript files.
I've only tested this with GZDoom so it may not be compatible with LZDoom.
GZDoom has some problems with mouse jittering regarding that flag, and i even opened a thread about this, but nothing was done as far as i know. I would love to avoid such problems, but SPF_INTERPOLATE is an important flag to make weapons animate smoothly, and it's old enough to work on LZDoom, which is a port good for weaker machines.
I do hope that doesn't ruin your experience, though.
I'm quite sensitive to these jitters, but luckily it's quick and easy to replace SPF_INTERPOLATE by SPF_SCALEDNOLERP with Notepad++.
Great mod as always by the way!
Thanks a lot!
Honestly had a blast with this mod. Managed to get the three secret weapons by the time I got to The Pit in Doom 2. Really love how they function.
That said, honestly expected the base Battle Rifle to have a +1 mechanic but that's probably just me being spoiled by so many other Doom mods that do that.
I'm glad you like it!
Final Doomer: Legacy of Rust
Hope Yholl keeps on updating the mod!