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One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
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Messages - MooD

#16
Anyone working on a .MD5  Importer/Exporter for Blender 2.8?
#17
Haunting of Deck 12 / Re: Doom 3 Supremacy
June 01, 2019, 05:21:28 AM
Quote from: EoceneMiacid on May 31, 2019, 06:37:37 PM
I've been reworking AI scripts (and their hierarchies) in a number of ways, to make their behavior more interesting.

All friendly NPC's in the game engage in combat (if they are able to). There are no cutscene-or dialogue-only NPC's. They are all potential combatants. Weapons are just as effective in NPC's (or monster's) hands as they are in yours, but also subject to limited ammo. A freshly spawned zombie carrying a shotgun will have anywhere between zero and the max amount of shells in it (in this case 8 ). Suppose it received 6 shells, and managed to fire 2 before you kill it. There are then 4 shells left in the gun if you pick it up. NPC's and monsters also behave differently in the sense that human's tend to not be suicidal and retreat when they run out of ammo, while a monster might not be so concerned about it's own well-being and concludes that the only worth it's got left is to try and melee you.

These are Mars Security troops, typically called Secs.

Maybe lost souls to posses them as well (just like how a few people are possessed by them in the doom3 campaign) also if they die they have a chance to come back as zombies? The revenant also should revive there corpses too.



However, because they are human and do not possess the recommended anti-measures, they are subject to zombification by the forces of Hell :)



I'm making all human NPC's real-time zombifiable, so they become hostile and turn against you. I'm not sure yet what monster to give this power. The Arch-Vile, maybe? Any NPC's in a radius would turn zombie :)
#18
Haunting of Deck 12 / neat
May 31, 2019, 04:19:50 AM
Some super cool stuff here! I love the idea of the invisibility being nullified by enemies with infrared.
#19
cheers. I'd like to just attach it in the player.def if possible but if not I gotta learn scripting anyway. The idea is that when it gets to dark at least i can see enemies right in my face. I am still working out the editor so It will be awhile since I figure it out that way.
#20
thanks. I'll try figure that out.
#21
id Tech 4 Needs Help / attach parts to the player
May 29, 2019, 11:13:03 PM
So I am thinking of attaching the lantern object to the player, maybe even some other bits once I figure that out. Where do I start in the player .def?
#22
Welcome! / Re: Greetings fellow earthlings :)
May 29, 2019, 11:09:49 PM
"they don't explode like they use to" this shot is in dhewm3, getting it to work with Redux with fhdoom was a bit tricky. Had to work out what to delete and the marscity player shows a black box instead of a head in it but after that it works and It's pretty looking.
#23
Welcome! / Re: Greetings fellow earthlings :)
May 29, 2019, 07:09:49 PM
Quote from: EoceneMiacid on May 29, 2019, 08:59:58 AM
You've got the Slayer in Doom 3?...

I'm very interested in that.
#24
id Tech 6 Modding (general) / Re: Snapmap modded.
May 29, 2019, 06:48:33 PM
Quote from: The Happy Friar on May 29, 2019, 12:03:22 PM
Was pretty popular though.  Sad it's not going to be in Doom Eternal.

Although we may get support for modding at some point  instead:) According to Marty Stratton
#25
id Tech 6 Modding (general) / Snapmap modded.
May 29, 2019, 06:41:53 AM
So a while back, someone edited the revenant  into a summoner  for snapmap and released it. works on all platforms. I don't know how they did it but part of me likes to think someone working on doom 2016 gifted it. Anyone here know how this was done and what else is possible? strange no one has made anything else since then to change around aspects of snapmap.
#26
Welcome! / Re: Greetings fellow earthlings :)
May 29, 2019, 06:25:32 AM
Hey thanks for all the links. I have had a look through most of them but the discord.
Cool to see that someone else wants to do this too. Be cool to see if you share some pics if you do.
I definitely want to port the revenant  as the default one is ghastly and I have always disliked it the most out of all the D3 monster recreations.
I think the first thing I want to mod is adding a melee function to the weapons and make the flashlight droppable so you place it on the ground when you want to attack with a gun rather than a duct tape mod.


Looking through the .def files and they are fairly intuitive, first thing I changed was movement speed, shotgun reload speed and fire rate as well as making the grenade non cyclable and toggleable, reducing the amount you have to 4 and then binding it to g ingame for a more typical grenade system in games. Really liking how easy and moddable this game is and still quite pretty too. Been using FHdoom with redux mod for the textures.
#27
Welcome! / Greetings fellow earthlings :)
May 29, 2019, 12:07:30 AM
I am many years too late to Doom3 modding and it is very difficult to find information on modding. I'm sure that's many peeps stories here and I am glad this place exists.

I've always tinkered with modding on my own and I don't think I've owned a game without editing it in someway. I have especially enjoyed learning blender and making my own content for other games and eventually would like to for D3.

I know it ain't a popular thing but I recently for fun ported the Doom 2016 DoomSlayer into D3 for personal use .
The weights needs a bit of work (F@#k weighting the hands for now) but it looks pretty cool and not out of place.
I reduced the polycount and made the helmet separate and combined it with the default player head mesh and I am amazed that I got it to work! ( I have no intention of sharing it as it's illegal too I am pretty sure so sorry to anyone who wants this)

besides some .def edits that's the extent of my modding for D3 so far. I am a total noob so sorry for my ignorance in advance

I've learnt a lot in the past few days from lurking here so I thought I'd join and maybe ask some questions.

Like to shoutout to all the people here that have created content over the years for me to play Thankyou for your time and effort!