TinMan Posted August 23, 2004 TinMan Squad beta 0.2 Simple description - A Doom 3 mod that lets you add MarSec allies to help you wreak havoc through single player. Screenshot/Readme/File. http://www.gpdownloads.co.nz/dl.dyn/Files/3368.html 0 Share this post Link to post
TinMan Posted August 23, 2004 My instructions were a bit off, it should be extracted to a folder inside doom 3 folder. So if you've allread extracted to doom 3. 1. make folder tinman_squad 2. move files from doom 3 folder ally_security.cfg autoexec.cfg tinman_squad.pk4 changelog.txt description.txt readme.txt 3. Have fun. Do not skip step 3. 0 Share this post Link to post
Sin Posted August 24, 2004 Very nice dude. My only complaint is that the Marines health was way too high. Some people might prefer this, but to make it a little more fun for myself, I set the pistoleer to 100, MG'er to 150, and SG and SH to 200. To do this, just edit ally_security.cfg. Again, good work man. I was waiting for something like this. Can't wait for new versions. 0 Share this post Link to post
Revenant100 Posted August 24, 2004 They work really well, but I was just curious, are they supposed to sound like Zsec zombies when they make pain noises and die? It would be very easy to make them use the generic npc death sounds and the player's pain sounds, and you could use the game's unused multiplayer voice commands for combat chatter and idle chatter. Here's something I made pretty quickly: http://www.nextdimension.org/other/doom3/ally_sounds.zip The def files are changed to only reference the ally_security sound shader and not the Zsec pistol zombie, so soundwise they are completely seperate. In the sound shader I gave them some appropriate voice commands for combat chatter and some things to say when they're idle (But for some reason they don't always make idle chatter sounds, so they're still pretty quiet). They also have Campbell's footstep sounds which can be easily changed back if they don't work that well (I think they sound fine), and sight sounds, although they technically don't make them since they no longer have their sight animation. I also changed the names of the allies for myself, but you can change those back too. Otherwise all of your comments have been left intact and nothing else has been changed. I'd suggest you take a look at what I made since I think they work pretty well for them. 0 Share this post Link to post
Disorder Posted August 24, 2004 Very good so far, but what I don't understand is that I've changed the names in the .cfg file, but they're still named 'Poppop' and stuff like that. Or maybe I'm doing something wrong. Also, it would be great if the NPC's would follow you around by default and it would even be better if they could have any kind of weapon. Other than that, very nice. 0 Share this post Link to post
TinMan Posted August 24, 2004 First off thank's for the feedback, out of all the forums I posted this on you have the highest post to genuine feedback rate :) Sin wrote:My only complaint is that the Marines health was way too high. This is just temporary until I make them smart about managing their own health, on the long todo list. Revenant Wrote:They work really well, but I was just curious, are they supposed to sound like Zsec zombies when they make pain noises and die? Again, I did a quick hack job to stop them making normal zombie grunting noises during idle, something better - like your contribution is on my todo list along with something even better. Disordered wrote:I've changed the names in the .cfg file, but they're still named 'Poppop' and stuff like that. Not sure about that one, works for me :) it would be great if the NPC's would follow you around by default They allready should. So again, thank for the replies, I'm chugging away in research/testcrap mode at the moment as opposed to adding anything, but it'll get better eventually. 0 Share this post Link to post
Disorder Posted August 25, 2004 Are you thinking of making it possible to let those NPC's wield any weapon you'd want them to have? I'd love to wreak havoc with a chainsawcrew! 0 Share this post Link to post
Lectrix Posted August 25, 2004 I'm pretty impressed with this so far, my only gripe is they can't jump (well not for me anyway), but apart from that, this mod is pretty cool. Keep up the good work Tinman. You never know, once this mod gets a good update, you could spawn chainsaw, BFG, soulcube and plasma guys lol. Now that would be cool. 0 Share this post Link to post
Sin Posted August 26, 2004 You know, I was thinking. You could eventually add in demon allys too :P 0 Share this post Link to post
SyntherAugustus Posted August 26, 2004 Seeing how the people like it I'm going to download this as well. May prove handy! 0 Share this post Link to post
CharlesLagsALOT Posted September 2, 2004 *imagines 6 hell knights vs a cyberdemon* 0 Share this post Link to post