|ijon 232abee07e Consolidated some consistently reoccuring code into two scripts in dakka_projangle.h||19 hours ago|
|addons||1 week ago|
|pk3||19 hours ago|
|.gitignore||4 months ago|
|CHANGELOG.txt||1 day ago|
|LICENSE.txt||4 months ago|
|README.md||4 days ago|
|README_logo.png||1 year ago|
For Zandronum and GZDoom
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 FOR SOME DAKKA.
It's a mod with guns. The guns make everything easy - not Russian Overkill levels of easy, but still pretty damn easy. Eventually, I'll change up the monsters to fix this. Today's not that day.
Any version at and before 0.06-alpha6-2 were 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 pistols and super shotgun sound quiet and muffled compared to the impaler, that's the bug. Update to the latest GZDoom if this is happening.
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 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.
The berserk pickup, now vacant due to the minigun changing 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?
Right now, there's three compatibility patches, and they all get used the same way.
Ancient Aliens (
dakka_aaliens.wad): 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.
Scythe 2 (
dakka_scythe2.wad): 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.
Colourful Hell (
dakka_colorfulhell.wad): This adds the Colourful Hell
enemies to the score system, so that loading Dakka and Colourful Hell together
doesn't result in every map giving you score rewards every 5000 points.
This compatibility patch is completely unnecessary in GZDoom.
To use any of these addons, download them from the
addons/ directory (use the
"Raw" button), and load the mods in this order:
I'm trying man :(