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Everything posted by spamclark15
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I'm wondering if anyone knows a way to change the head that is loaded for the player on mars_city1 as I have given the doomguy back his helmet and it's basically finished except for this map which is before he gets his equipment so in this case he should not be wearing the helmet. Changing def_head to head_player_helmet for the player.def affects all maps since they all inherit head_player from here, but mars_city1 uses a different unarmored marine body so I'm wondering if I could also set a custom head for this map (changing "inherit head_player to something else.)
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I didn't really treat DOOM 3 as a scary game when I was playing it new 12 years ago. It's what I consider the last "classic" id game before selling the company became the main focus. I remember I was in high school and seeing the trailers for it, I was really excited, not because I thought it would be scary, but because I knew what id was capable of.
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Even the high-poly version looks unfinished as it's kind of a blobby humanoid with some spikes almost like someone in a mascot suit.
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Based on the copyright date on the image, it would have been early in the game's development. The Vulgar and Bruiser from ROE were monsters cut from the main game (the Vulgar was the original mesh used for the Arch-Vile and the Bruiser with the screen coming out of the head was going to be introduced in a scare sequence where you'd walk up to a computer terminal and the monster would reveal itself.) Mr. Spikey here may have been a boss at some point based on the size.
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I remember seeing this guy before, untextured. It actually resembles the Guardian in a lot of ways.
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The machine gun, chain gun, and plasma gun all have it where the sounds are not evenly spaced so you get slight pauses. Unlike most repeating sounds in the game, it can't be solved by making the sounds themselves longer because it's stopping and starting playback of a sound or group of sounds from a sound shader. I'm guessing it's some limitation with the sound engine itself, because I've used different sound configurations over the years, using OpenAL, not using OpenAL, different numbers of speakers, messing with buffers, and I've never gotten rid of it. You might ask the dhewm3 source port developers about it.
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That sounds hilarious. I need a video of headless Swann.
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Nice job on the much higher resolution versons of the UAC posters. Did you have to redraw them?
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Actually, the final game still contains some of his sounds and a large number of other sounds are essentially attempts at duplicating ones he made. I'm surprised they didn't just leave them all in.
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Well you have other mods too.
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As the principal developer of the mod, I will leave sharing of it to you. It's not really my mod anyway.
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Yeah, that's kind of unnerving because it means there's no way to contact them unless they contact you first. I'm curious if the guy is a lawyer or something.
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Very true, but I don't need problems.
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Got this message on ModDB from user fva: http://www.moddb.com/members/fva: "fva 4hours 19mins ago says: Hello deuxsonic, I have just noticed that you are developing this mod, which seems to contain assets from the leaked alpha version of Doom 3 (the one from E3 2002). Did you obtain permission from idSoftware to use those assets? As far as I know, idSoftware has never authorized owning a copy of the alpha or using its assets for modding purposes. " I replied asking if they want me to take the mod down. I'm not looking for any trouble so if they say yes then I guess that's the end?
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Yeah you could do that without too much trouble I think.
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It's not that type of shotgun design unfortunately. It has no traditional stock. Think of the shotgun in Duke Nukem 3D as an example. The default shotgun design in DOOM 3 (referred to internally as shotgun2) is the same way. They have what is called a pistol grip instead. You could retexture the grip and forend which is what I think you mean by pump. The double-barreled shotgun in Resurrection of Evil does have a full wooden stock and forend. Perhaps you could get this working in the main game instead if you want a more traditional shotgun design? I think the Classic DOOM mod had a shotgun mesh closer to what the classic games had.
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There was a time back when the game was new when I searched and searched for ways to work with MD5mesh version 6 files. The only thing I ever found was a program that allowed previewing of the meshes but you couldn't do anything else with them. I'm not trying to discourage you, but given the game's age and the difficulty in finding people very experienced with modding using id Tech 4, the only way I see any more meshes coming out of the alpha is if you're willing to convert the mesh by hand to a version 10 mesh, the process of which GodofGaming explained on the first page of the thread. A surprising lot of the alpha made it into the final game in some form. The shotgun was always the glaring thing that I didn't understand id changing so after 12 years we got it into the game and now I'm trying to finish giving the doomguy his helmet like he had in the alpha and we're almost there except for mars_city1 and having the helmet not be used for that map. Arl seems stumped as well. I wish I understood the engine better and I really wish I could reach other people who have written substantial mods to learn from them but they aren't replying.
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Yes, they are not the same. The alpha has only 1 animation for cocking the shotgun while the final game has 3 and none of them are the same. My goal for this project was to get the mesh into the final game as best we could, and we have done that and I'm quite satisfied with the result. None of us have the ability to work with the MD5mesh version 6 animations or any animations for that matter and we were extremely lucky to have GodofGaming able to port over the original view mesh and get it working with the game's existing animations. The bones for the ejection port doors were removed from the animations, for example, so there's no way for us to get the doors to open when the shell is ejected. I don't know what else we can do regarding this.
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The loading port on the bottom of the alpha version is broken actually. This port is spring-loaded so you're pushing it open with the insertion of shells. The ejection port doors also don't function properly in the alpha. If you watch the E3 2003 trailer you can see this mesh with fixed animations.
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The alpha actually runs quite well now with even modest hardware so if not video drivers then the alpha itself?
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AMD for graphics? The alpha is a touchy thing because it was basically designed to work on a specific computer being used at E3 to display it. I would expect it to work with NVIDIA hardware as that was what was being used. I'm not so sure about AMD.
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Try naming it starting with z so it will overwrite pk4 files loaded earlier. It wouldn't have been possible without you converting the mesh, something I didn't think was going to happen as I tried to do what you did but I didn't understand what I was working with well enough to succeed with it. I just happened to stumble upon this thread and managed to get ahold of you despite the time between the thread's creation and when I found it. I'm curious if the person who started the thread knows of the progress that was made.
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A PK4 file is just a ZIP archive with the extension changed.
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Yes that's where it's being published to.
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I think choice can't hurt. ;) I use the original textures myself with the whole project being so nostalgic for me (and probably for some of the other users of the mod.)