How to get opengl 4.3 to work for doom
Impactful power-ups (soulsphere, invulnerability sphere.), some items are now used through the inventory (berserk, infrared.).Unique alt-fires for weapons that require different ammo (explosive shells for shotgun, homing rockets for rocket launcher, rail beam for plasma rifle.).A quick reloadable pistol, hand grenades, a Super Shotgun that blasts enemies far away and a BFG 9000 that recoils.Angled weapons courtesy of Angled Doom and Bullet puff sounds depending on what kind of weapon you use (fist, chainsaw, gun).More dynamic camera movement: flinching, shaking, head flies off when gibbed.Higher resolution monster graphics, nicer explosions and some sound caulking.Less slippery movement, sprite shadows and blood & gore system made by Nash.Some cool resources by Kinsie (Title & intermission background, sounds).
#HOW TO GET OPENGL 4.3 TO WORK FOR DOOM MOD#
What's a Doom mod gotta do to be Build-styled? Here's a list:
Right now this mod is in a version below 1.0, so it's pretty barebones, although I'd consider it pretty much complete for a first release. I've even gone so far to replace most of the object sprites to 1.5x upscaled sprites based on hidfan's Neural Upscaled sprites, and ensuring that there are no more than only 5 rotations for every monster sprite. This is a mod that takes the charm of Build Engine games such as Duke Nukem 3D, Shadow Warrior and Blood and attempts to do the same principles for Doom.
Here's a mod of mine that's been the works since summer 2019. NOTE: If you get a startup error about "OpaqueBlood", UPDATE GZDOOM!