|ijon c0d44851ae going back to the old speed values for quack movement, keeping the scalar cvar in||5 months ago|
|addons||5 months ago|
|pk3||8 months ago|
|.gitignore||2 years ago|
|LICENSE.txt||1 year ago|
|README.md||8 months ago|
|README_logo.png||3 years ago|
For Zandronum 3.0+, GZDoom 2.2.0+, and ZDoom 2.8.1 (with a compat patch)
IT IS 2162. THE LAST HUMAN OUTPOST HAS FALLEN TO THE MINIONS OF HELL. EVERYTHING IS LOST, AND THE REMNANTS OF HUMANITY FLEE TO THE DEEPEST REACHES OF SPACE, TO HIDE. BUT EVEN NOW, THE FIGHT IS NOT OVER. YOU WERE A MARINE ON THE "USS LIBERTY". AS YOUR SHIP SPED AWAY FROM THE BROKEN REMAINS OF EARTH, A GREAT HATRED WAS BUILT IN YOUR HEART, STRONGER THAN ANY HATRED BEFORE. WITH THE HELP OF SCIENTISTS ON BOARD, YOU TRAINED YOUR BODY AND MIND TO BECOME THE MOST POWERFUL SOLDIER HUMANITY HAS EVER HAD. YEARS LATER, YOUR CREW RETURNS TO EARTH AND LOOKS UPON THE TWISTED REMAINS OF HUMANITY. YOU DON'T KNOW WHAT'S IN STORE FOR YOU ON THE SURFACE, BUT THAT WON'T STOP YOU. YOU TELEPORT DOWN AND DRAW YOUR PISTOLS. TIME TO SHOW THESE FREAKS THE MEANING OF DAKKA.
It's a mod with guns. The guns make everything easy - not Russian Overkill levels of easy, but still pretty damn easy. Great for slaughtermaps!
Any version at and before 0.06-alpha6-2 was made in the days of Zandronum 1.3. They might use an old, deprecated method to set console variables, so be wary. Zandronum 3 should run them perfectly well.
Early OpenAL implementations in GZDoom will play stereo sounds incorrectly - if the super shotgun and minigun sound quiet and muffled compared to the pistols and impaler, that's the bug. Either update your GZDoom or use one of the versions listed below the title image.
Above the latest-commit bar, on the very right, there's a download icon.
Click that, choose ".ZIP", then unzip the ZIP file into its own directory.
Go into the pk3/ directory, select everything in there, and zip it all up. Change the extension of the new ZIP file to ".pk3", and you should be good to go.
If, in the ZIP you created, everything's still in the "pk3/" folder, you zipped the folder, not its contents. Don't do that.
CHANGELOG.txt file will tell you in greater detail what's changed, but the
most important things:
Dakkaguy's limp-wrist punching days are over. Instead, you can pummel your foes with an utterly ridiculous barrage of jabs, or cave their face in with a hook to the face that'd leave anyone reeling in pain, if not splattered all over the walls. Or give them a one-two-THREE to bust the skulls of both the poor sap in front of your fist, and all his buddies next to him.
The pistols have gotten a complete overhaul! No longer the boring, odd looking Berettas you've been looking at since 1994, but instead sleek, sexy chrome-black hand cannons that do a far better job convincing you to use them! You gotta reload them every now and then now, but the shots hit harder, the guns sound cooler, you can mash the trigger to fire faster, and overall it's just much more fun to use. Who knows, you might actually run out of pistol rounds for a change!
The chaingun has been completely replaced by the minigun, which now has two different fire speeds! By default, the minigun fires at a decent, but not terribly impressive 1050 RPM, but it speeds up to a blistering 2100 RPM when holding down both triggers! This comes at the loss of accuracy, but accuracy never mattered much when the gun's in someone's face.
The minigun's flamethrower now properly sets things on fire! Focus it on a demon to cleanse his sinful presence, or sweep a crowd and wipe out all those pesky hitscanners within it!
The rocket launcher has been dropped and replaced with the IMPALER. Originally in the BFG slot before I decided that was stupid, it's a triple barreled, fully automatic deliverer of explosive death. The primary fire is a 300RPM torrent of missiles, while the alt-fire... well, it impales enemies and carries them away. Then they explode. Because why shouldn't you be able to weaponize the demons themselves?
The plasma rifle and channeler have been dropped in favor of the LANCER. Taking the best of both guns and combining it into one, you have a double-barreled demon busting machine that anyone can appreciate. Do you want to pepper your enemies with plasma nails, or do you want to charge up a lightning storm to roast everyone in front of you? Either way, the lancer has you covered.
Why did the BFG of a mod called DAKKA not exemplify the idea of dakka? To be honest, I couldn't tell you, so I fixed that. The primary fire of the BFG is now an endless deluge of green plasma death, while the alt fire spits out an entire wall of plasma orbs, which then seek and destroy your current target. Either way, your enemies will die in a maelstrom of plasma, and that's the way it should've been from the start.
The berserk pickup, vacant since the minigun changed spots, is now occupied by the VAMPIRE SPHERE. Every kill you make grants you health, with more health being granted for tougher enemies and being low on health yourself. Good encouragement to stay in the fight and keep killing demons, don't you think?
Dakka no longer replaces enemies! DEHACKED patches no longer break, and if you're
using GZDoom, you no longer need monster mod compatibility patches. Zandronum
still needs them for the score system to work optimally, due to its lack of
RGF_NOSIGHT parameter for
A_RadiusGive. But monsters will always give you
points when they die, in either port!
The HUD isn't ugly anymore! Seriously, what was I thinking with those rounded corners and that awful alignment?
Quake-style movement (
Replaces Doom's style of movement with Quake's style of movement. You'll be
swifter on your feet, the ground will feel somewhat less slippery, you'll be
able to bunnyhop similarly to how you would in Quake 1 (the initial circlejump
is different), and you should still be able to maneuver in cramped areas easily
enough. I would still recommend binding and using your walk key for tight spaces,
Requires GZDoom 3.7.0 or newer to function, as it makes use of ZScript and the +NOFRICTION and +NOFRICTIONBOUNCE flags. HUUH sound not included, but can be yours for one easy payment of $9.99!
ZDoom support (
ZDoom lacks an event handler for monsters dying, so you need this patch to hook
the Doom monster roster into the score system. This probably won't play well
with DEHACKED monsters either. But it works.
KEYCONF override (
Some mods use an outdated method of changing who you play as or what weapons
you can switch to, and loading those mods with DAKKA can result in you starting
with non-DAKKA weapons or being unable to switch off of your pistols (or back
to them). If either of those happen, load this and the issue should clear up.
Ancient Aliens (
This adds the gibbed marine and dead lost soul to the score system since
Ancient Aliens replaces them with custom enemies, and adjusts their score
values upwards to match their increased danger.
dakka_aaliens_zdoom.wad): If you're using ZDoom, you need this so that the custom aliens give you points when they die. Load this after
Scythe 2 (
This boosts the score values of the Nazi and Commander Keen actors dramatically,
as they're replaced with evil marines and afrits respectively, and are much more
dangerous than their replacements.
dakka_scythe2_zdoom.wad): If you're using ZDoom, you need this for the custom monsters to work properly. Load this after
Dark Doom Creatures (
This adds the Dark Doom Creatures monsters into the score system.
This patch is completely unnecessary in GZDoom.
To use any of these patches, load your mods in this order: