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id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP)
« Last post by EoceneMiacid on December 14, 2018, 05:49:27 PM »


Three Quake 4 marines, holding a shotgun, machinegun and hyperblaster respectively :)
(but with Doomguy heads instead)

Also working on other NPC's, here are some from Prey;

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id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 12/12/18)
« Last post by EoceneMiacid on December 14, 2018, 11:24:19 AM »
This might prove a little controversial, as the first Doom mod that lets you kill children in a variety of gruesome ways?

Possessed Boy And Girl


They were originally meant to be ghosts, and as such their modelling looks a bit off when made solid. They don't have any ragdolls either, and dhewm3 doesn't have the built in articulated figure editor.
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id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 12/12/18)
« Last post by EoceneMiacid on December 14, 2018, 08:34:34 AM »
I have a couple of days left with nothing to do but work on this. Fixed a lot of stuff in the meantime, but unfortunately nothing that can be shown off in pictures.

And I'm stuck in a few places - it'd be great if anyone could step up and help out.

What I need is:

- Doom 3 and Prey weapon viewmodels with Quake 4 guy's arms, and a set of Quake 4 viewmodels with Doomguy's arms - so either one can pick up and use any weapon with the correct looking arms;

- Proper world model animations, so Doom 3 guy correctly holds the Quake 4 guns and vice versa;

- Proper AI for the Quake 4 and Prey monsters (although Prey uses AI scripts, they need to be adapted heavily)

- I have a 'quick melee' function, which allows the player to kick, regardless of weapon carried (a la Duke Nukem 3D/Brutal Doom). It works, but I don't have proper kicking animation.
I have downloaded a small mod which has one, but it's tied to the 'fists' weapon.
So if somebody could apply the leg kicking model to each Doom 3, Quake 4 and Prey weapon?

- Lots more stuff on my wishlist, but these are the most pressing :)
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id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 12/12/18)
« Last post by EoceneMiacid on December 13, 2018, 11:44:59 AM »
Quake 4 Ammo

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id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 12/12/18)
« Last post by EoceneMiacid on December 12, 2018, 12:00:34 PM »
And five more monsters


Gasbag



Creature X



Fodder



Droid



Keeper
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id Tech 4 Mods / Re: Quake 4 & Prey stuff in Doom 3 (WIP) (Updated 10/12/18)
« Last post by EoceneMiacid on December 12, 2018, 08:13:40 AM »
Prey Weapons

Wrench



Hunter Rifle (looking much better now)



Acid Sprayer



Leech Gun



Autocannon



Crawler Launcher



Crawler Grenade



None of these work yet, some of the more exotic guns appear quite complex.
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"By the power of linguistic shotgun I command you - die!" )))

****** upd *******

Think about AI_WEAPON_FIRED in ai player script.

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If I can get it in stock D3 then I can make it more kid oriented (as in less scary).  I was originally thinking of doing it in Quake 2 but I thought D3 might be easier.
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Hmm, that's a pretty good idea. Are you sure Doom 3 is the right game to do this with, though?...
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I'm looking for an exciting way to help my younger kids learn how to spell/read, so I thought maybe Doom could be modded so that when you successfully hit a monster time is "stopped" for several seconds, a gui pops up & you have to spell the word it displays.  I have minimal experience with the GUI aspects of the game so I'm wondering if this is even possible without C++ coding.
The words that you spell would be listed in a file (or I guess a script/def) and one is randomly chosen.  The faster you type the word the more damage is done to the monster.  Misspelling the word causes less damage then normal.  That's all secondary to if it can even be done.
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