The Redark is a habitation prototype established by The Corporation beneath the surface of Mars. The site has been dark for decades. Untill a few hours ago, this site and its inhabitants did not exist. it's down to you to find out what's down there... Discover. Rescue. Survive. Run! Siren is a total coversion for Doom 2. Bringing a new rosta of weapons, enemies and maps through its exclusive campaign.

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Changelog v0.86

News

V0.86

-Fixed black screen bug with GZdoom 4.12+

-Fixed particles looking strange with GZdoom 4.12+

-Fixed progression bug in map 04.

-Reworked hacking locks to be more intuitive.

-Introducing repairing: use graphene weave to repair certain obstacles for alternate paths.

-Made a few things clearer, better objectives. Objectives push a hud message when received.

-Blackops have new voice lines (WIP) and expanded behaviour


Moddb.com

Major Campaign Update!

Major Campaign Update!

News 3 comments

Siren has been updated to 0.8. This is an update to the campaign and features 3 large maps.

Siren : The Weapons

Siren : The Weapons

News 2 comments

Manufacturer's info on the weapons featured in this mod.

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Siren v0.86

Siren v0.86

Demo 49 comments

Unzip and drop Siren.pk3 onto gzdoom.exe, or use the pk3 with your favourite launcher. GZDoom v4.10 or above required.

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ErsatzSoul
ErsatzSoul - - 2 comments

lvl 2: i recon you can turn off gas for containment chamber in 3 ways: in main hall near secret, repairing something in the vent in living quarters, talking to AI. But turning it in 1st way doesn`t update objective "turn off toxic gas", and AI still talks like gas is on when first reached after turning off the gas.

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DitheredOutput Creator
DitheredOutput - - 33 comments

Thanks for that. I'll get it fixed.

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Guest
Guest - - 698,078 comments

lvl 1 bug: elevator`s lock for explosives cannot be hacked with the tool. Even before and after arming explosives(or whatever those 3 switches are for) near armory. Probably because it`s missing the "durability" property other locks have.

As for the hacking tool itself - it`s somewhat not a intuitive one. Either there is some coding issue or idk, because sometimes I just cannot initialize it.
So far i get that you need to stand close to the lock (having it`s durability displayed), then use the tool aiming at lock, then use the lock and see it`s hacking animation. Except sometimes lock doesn`t get hacked and tool is gone, sometimes tool doesn`t disappear after being used even after hacking (couldn`t test if i can open another lock because only 1 left is in the elevator).

lvl1 dog mob behind the lvl3 access door (2nd dog you meet, counting one in the secret area) can block door for good. Steps: open the door - shot dog one and step back - doors closes and dog gets to it - door cannot be opened neither by using the panel nor interacting with door.

Btw is there a code for armory somewhere? Couldn`t find one.

Also it would be nice to have lore entries in PDA for consumables you pick up. As well as what armor and helmet are for. Figures w 100% helmet you have unlimited O2 while swimming.
As additional idea - indicator somewhere for max amount ammo player can have.
Medkit can boost HP to 149 if used with 99 health but cannot be used at 100 HP is kinda strange.

Where wounded fat NPC tells to trap SIREN with him to be blasted seems to have no point doing so at all: SIREN doesn`t block any meaningful way forward and trapping it makes no explosion in that room. One that occurs in the elevator it was in happens either way.

Gameplay-wise on intended difficulty with some saveloading seems to be quite enjoyable, thought i managed to get to final elevator with full ammo for each gun and some rifles lying around. Headshots for humanoids with rifle does save 3 bullets per LMB.
Will be waiting full release.

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DitheredOutput Creator
DitheredOutput - - 33 comments

Thanks for playing. Coincidentally, I've just reworked how hacking works to eliminate those issues.

Agree with your other points too.

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HECUmarine108
HECUmarine108 - - 110 comments

Great mod, love the atmosphere and the dark story that has me wanting to know more.

One question though, will this eventually be made into a standalone experience when the full finished version is released? Cause I know that it's possible to do that with mods like Ashes 2063, Selaco and probably others that I'm forgetting that we're made using the GZDoom engine as standalone games. Just wondering if you had planned this and if not maybe you can keep this in mind for the future?

But either way this mod is amazing, can't wait to see what you have in store for the player to uncover behind the RedArk facility in the next major chapter update.

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DitheredOutput Creator
DitheredOutput - - 33 comments

Hey, thanks for playing.

Yes a standalone definitely being considered.

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HumanMan
HumanMan - - 2 comments

Been following the progress of this wad for a few years and loving every iteration. I cannot stress how much I'm enjoying it so far. I don't know if this is a bug or not, but in Map03 Asylumn, after opening the door with the two handprint reader switches full of imps, there is a scripted explosion. After regaining control, no inputs work. Camera cannot be moved, character cannot move in any direction, cannot fire or change weapons. Not even noclipping or flying via console will work. Is this intended and I'm missing something and I'm just being a dolt?

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Guest
Guest - - 698,078 comments

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DitheredOutput Creator
DitheredOutput - - 33 comments

Damn, thats really annoying. You can fix this by typing "thaw" in the console.

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HumanMan
HumanMan - - 2 comments

That did it, finished it today. Thank you so much for working on this!

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DitheredOutput Creator
DitheredOutput - - 33 comments

Thanks for playing it!

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