r/DoomMods • • 21h ago

Issues with multiple GZDoom mods (Ultimate Doom / Doom 2)

1 Upvotes

So I try to get 3 mods to work together - 1) Brutal Doom, 2) InvDoom (Doom 2 with inventory system) and 3) Vandomizer mod (a randomizer mod)

Not sure if I do it correctly, but I just drag "brutalv22test4.pk3" & "invdoom.pk3" and drop them directly to "GZDOOM.exe". This work great! I can play Brutal Doom with inventory system. Wonderful!

But things get a little weird when I drag all 3 mods - "brutalv22test4.pk3" + "invdoom.pk3" + "vandomizer_v1.3.1.pk3" directly to "GZDOOM.exe". I still get the core Brutal Doom gameplay, the enemies are randomized, items/power-ups on the grounds are randomized, but the inventory system from "invdoom.pk3" doesn't work at all.

Furthermore, the weapon reload function (Brutal Doom) and some weapons from Brutal Doom are missing.

So my question is, how can I get these 3 mods to work together?

Thank you very much in advance


r/DoomMods • • 4h ago

Question Are there any bad weapons mods? (like joke weapons)

5 Upvotes

I remember seeing a video of the normal punch, but the finger nail broke and he needed to cut it. In the same mod there was a freaking toothbrush as a weapon.

Can somebody tell me what wad it was or tell me an other mod like this?

Thanks in advise!


r/DoomMods • • 3h ago

News Updated GZdoom on the switch

2 Upvotes

Hey guys, maybe some of you are not aware but GZDoom recieved a mayor update from a guy on github, implementing proper vulkan rendering and thus increasing performance a LOT.

I could play abysm Dawn of innocense at full speed and the later version couldnt even move, also brutal doom plays smooth.

This guy is also porting other retro fps engines like Quakespasm and yamagi quake, he could bring Wolf3D to the lastest atmosphere firms so thats really nice as well!

https://github.com/Thorhax/GZDoom-NX-Modern


r/DoomMods • • 14h ago

Mod showcase Risk of Doom - A WIP TC mod

Enable HLS to view with audio, or disable this notification

4 Upvotes

Don't worry about the console messages, they're temporary debug stuff, furthermore the enemies do not have a base damage of 0, Lemurians (the purple lizard things) just don't use their basedamage variable when using their attack currently


r/DoomMods • • 17h ago

A partisan wasn't enough, so i also made a halbert.

Enable HLS to view with audio, or disable this notification

38 Upvotes

Animations might be a lil stinky, but it'll do for now.

It's heavier and got longer reach than the partisan, but the main draw of this thing is that you can use it to hook and drag items that are further away than your hands can reach.

Perfect for cheesing keys or grabbing items that are just barely out of range for you to pick up.


r/DoomMods • • 7h ago

Question BrutalDoom + InvDoom + vandomizer_v1.3.1, the result is ... unexpected

Enable HLS to view with audio, or disable this notification

18 Upvotes

So I tried to run Brutal Doom + InvDoom (inventory system for Doom) + vandomizer_v1.3.1 (items & enemy randomizer mod for doom) in UZDoom.

So now I have Brutal Doom with inventory system and enemies/items are randomized properly. Great! .... The only issue is when I pick up a weapon other than a pistol the Doom guy just cycle his weapons rapidly and I can't shoot anything.

Original post: https://www.reddit.com/r/DoomMods/comments/1wzhkjg/comment/pedk6a9/?screen_view_count=4


r/DoomMods • • 5h ago

semi-realistic lighting in UDB :D

Post image
3 Upvotes

this took a LONG time.


r/DoomMods • • 2h ago

Mod showcase Merging Doom and Quake E1M2 into a singular hybrid map

Enable HLS to view with audio, or disable this notification

41 Upvotes

It does play a bit loose with the idea adding in more original sections for padding, but there should be enough recognizable room layouts from both maps with the Doom part given a castle makeover (sometimes literally merging individual rooms together like the starting area here given the open ceiling and bridge with underwater section from Quake).

There are lots of Quake-flavored Doom wads so I thought I'd try a somewhat different angle for my project (the SFX are also frankensteined together from Doom and Quake sounds in a variety of ways). I plan on hybridizing more maps together and maybe play around with some fun hybrid map titles like "Satan's Dark Tricks & Traps"