Doom 3 Weapons (AlphaEnt, Doomero) Invasion Infernal (AlphaEnt)

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bazzoka
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RE: Doom 3 Weapons

#21

Post by bazzoka » Thu Jun 07, 2012 6:37 am

what was a joke.
Last edited by bazzoka on Mon Jun 11, 2012 5:05 pm, edited 1 time in total.
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bazzoka
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RE: Doom 3 Weapons

#22

Post by bazzoka » Mon Jun 11, 2012 9:28 am

At this moment i am reworking some things i will going to post it today or tomorrow.

PS: Sergeant_Mark_IV, found a bug in stripes of Rocket Launcher.
Last edited by bazzoka on Tue Jun 12, 2012 9:54 pm, edited 1 time in total.
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AlphaEnt
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RE: Doom 3 Weapons

#23

Post by AlphaEnt » Sat Jun 16, 2012 7:37 pm

Sergeant_Mark_IV wrote: Wow! The weapons are looking WAAAAY better now.

One problem is, the angle of shoots coming from the Plasma Rifle. The weapon is aligned to right side of screen, while projectiles are coming out from the center of the screen.
Make the projectile be spawned by a line such as A_FireCustomMissile("PlasmaBall", 0, 1, 10, -1, 0, 0) and it will solve this problem.

Yeah, thanks for the advice, i'll fix it soon...
I've been focused on ripping them first, then to correct those issues.

I'll check some Doomero (Redield21) codes to fix some projectiles alignements and fx...
Some released mod's (the most popular):
Invasion Infernal
Quake 4 Weapons RIP Volume 4
Half-Life 2 Weapons RIP
Left 4 Doom
Counter-Strike Doom Volume 3
Akimbo 2
( and several more ;) )

Some incoming mod's:
Invasion Infernal 2
Counter-Strike Doom: Martian offensive
Blorc: The game

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Medicris
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RE: Doom 3 Weapons (AlphaEnt, Doomero)

#24

Post by Medicris » Sat Jun 16, 2012 9:22 pm

You know, it'd be great to get his Quake 4 weapons pack, too. I can't find it anywhere, all sources of it seem to have vanished. Any chance of a repolish of that?

Also, please, make it an option to have the Doom3 crosshair or not. It's mostly personal preference, but there are alignment issues and obscuring with the drawn one.
Last edited by Medicris on Sat Jun 23, 2012 2:16 pm, edited 1 time in total.

bazzoka
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RE: Doom 3 Weapons (AlphaEnt, Doomero)

#25

Post by bazzoka » Thu Jun 21, 2012 1:23 pm

Guys i need a favor. i have a new palette for Software Render it looks like this

[spoiler]Image[/spoiler]

so what did you think leave old one or set this one?

Medicris: i still don't get why you need Quake 4 Weapons mod?

[spoiler]http://www.mediafire.com/?6ricg4zbqfkn4kd
http://www.mediafire.com/?7z8xhss9g67406w
http://www.mediafire.com/?cas0qnczliicex8
http://www.mediafire.com/?m8m43pl9gwr55og
http://www.mediafire.com/?30csbslsll2sp4b[/spoiler]
Last edited by bazzoka on Thu Jun 21, 2012 3:16 pm, edited 1 time in total.
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AlphaEnt
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RE: Doom 3 Weapons (AlphaEnt, Doomero)

#26

Post by AlphaEnt » Fri Jun 22, 2012 7:43 pm

Medicris wrote: You know, it'd be great to get his Quake 4 weapons pack, too. I can't find it anywhere, all sources of it seem to have vanished. Any chance of a repolish of that?

Also, please, please remove the Doom 3 crosshair forced over my normal one, or at least make it an option. The Doom 3 one is big, misaligned and looks like farts in Software.
Yeah, mediafire deleted the Quake 4 weapons mod...
I could appreciate if someone reupload my Q4 weapons for me...

I'll let you with a New q4 weapons mod video...
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
BTW, I've fixed the crosshair...
Some released mod's (the most popular):
Invasion Infernal
Quake 4 Weapons RIP Volume 4
Half-Life 2 Weapons RIP
Left 4 Doom
Counter-Strike Doom Volume 3
Akimbo 2
( and several more ;) )

Some incoming mod's:
Invasion Infernal 2
Counter-Strike Doom: Martian offensive
Blorc: The game

bazzoka
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Location: Lithuania

RE: Doom 3 Weapons (AlphaEnt, Doomero)

#27

Post by bazzoka » Sun Jun 24, 2012 11:44 am

This may sound strange but i am working on Strife Patch it will to a wile but i holpe what stife lovers will play it
Last edited by bazzoka on Wed Jun 27, 2012 1:15 pm, edited 1 time in total.
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doomero
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RE: Doom 3 Weapons (AlphaEnt, Doomero) And Community Map pack Project.

#28

Post by doomero » Mon Jul 02, 2012 4:01 am

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
this the future =)

a little gameplay of the volume 5(paused) but this wad only works with gzdoom, becuase i have problem with skulltag (maybe zandronum could happen the same) with the polyobjects.

Zanieon
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RE: Doom 3 Weapons (AlphaEnt, Doomero) And Community Map pack Project.

#29

Post by Zanieon » Mon Jul 02, 2012 4:34 am

Dude, the music on this video makes the mod looks like something of the kind of Descent 3 game, with electronic music in times that doesnt requires.

Just a tip, i know this is just something for the video, but still, this makes the video itself very strange.

About the map itself, looks very good, especially the opengl harmony did you created there but it's a bit... square imo
Image

doomero
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RE: Doom 3 Weapons (AlphaEnt, Doomero) And Community Map pack Project.

#30

Post by doomero » Mon Jul 02, 2012 3:25 pm

Revilution wrote: Dude, the music on this video makes the mod looks like something of the kind of Descent 3 game, with electronic music in times that doesnt requires.

Just a tip, i know this is just something for the video, but still, this makes the video itself very strange.

About the map itself, looks very good, especially the opengl harmony did you created there but it's a bit... square imo
read the description about the music.

bazzoka
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RE: Doom 3 Weapons (AlphaEnt, Doomero) And Community Map pack Project.

#31

Post by bazzoka » Tue Jul 17, 2012 9:42 am

Revilution wrote: About the map itself, looks very good, especially the opengl harmony did you created there but it's a bit... square imo
yours doesn't look better too well by 0.0000000000000000000000000000000000000000000000001%
Last edited by bazzoka on Tue Jul 17, 2012 9:43 am, edited 1 time in total.
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Ivan
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RE: Doom 3 Weapons (AlphaEnt, Doomero) And Community Map pack Project.

#32

Post by Ivan » Wed Jul 18, 2012 3:10 pm

doomero wrote:
bazzoka wrote:
Grabber (man were is grabber in MP wen i need it?)
the grabber script only works on singleplayer, the problem of the grabber is this:

the grabber give a inventory to the player with the tid = 999, and that mean all the players have the same tid, for multiplayer, this will be a problem becuase all will be afected about the image of the object on the air, the script is a little complex from that point, and other thing: the script of the grabber doesnt work on multiplayer, not a fault of the mod, is the multiplayer port, well before was skulltag i dont know if could work on zandronum.
You can give TID to player's with respect to their PlayerNumber(). See "Using ENTER script to give players TID"

You can then refer to your player as PlayerNumber() + 999 in your code if you choose to use,

Code: Select all

Script 999 ENTER
{
    Thing_ChangeTID(0, 999 + PlayerNumber());
}
Last edited by Ivan on Wed Jul 18, 2012 3:12 pm, edited 1 time in total.
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VGA
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RE: Doom 3 Weapons

#33

Post by VGA » Thu Jul 19, 2012 9:44 pm

AlphaEnt wrote:
Sergeant_Mark_IV wrote: Rips are nice, but I think you should speed up the animations to make them look smoother.
Thanks for that. I understand what you say, I've remade some weapons, (since ripping them are a bit complex)

I've been working hard on new rips, so, I'll let you with a private video (I mean, not published) about most recent version of Doom 3 Weapons Rip.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Hope you enjoy it! =D

PS: Sorry for my english =P
Wow that must have taken some meticulous ripping, that's a lot of frames :biggrin:

doomero
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RE: Doom 3 Weapons (AlphaEnt, Doomero) And Community Map pack Project.

#34

Post by doomero » Fri Jul 20, 2012 12:03 am

Ivan wrote:
doomero wrote:
bazzoka wrote:
Grabber (man were is grabber in MP wen i need it?)
the grabber script only works on singleplayer, the problem of the grabber is this:

the grabber give a inventory to the player with the tid = 999, and that mean all the players have the same tid, for multiplayer, this will be a problem becuase all will be afected about the image of the object on the air, the script is a little complex from that point, and other thing: the script of the grabber doesnt work on multiplayer, not a fault of the mod, is the multiplayer port, well before was skulltag i dont know if could work on zandronum.
You can give TID to player's with respect to their PlayerNumber(). See "Using ENTER script to give players TID"

You can then refer to your player as PlayerNumber() + 999 in your code if you choose to use,

Code: Select all

Script 999 ENTER
{
    Thing_ChangeTID(0, 999 + PlayerNumber());
}
the problem is the script on multiplayer (when was skulltag 98d), i tested and doesnt work =(
Last edited by doomero on Fri Jul 20, 2012 12:04 am, edited 1 time in total.

bazzoka
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RE: Doom 3 Weapons

#35

Post by bazzoka » Fri Jul 20, 2012 10:28 am

VGA wrote:
AlphaEnt wrote:
Sergeant_Mark_IV wrote: Rips are nice, but I think you should speed up the animations to make them look smoother.
Thanks for that. I understand what you say, I've remade some weapons, (since ripping them are a bit complex)

I've been working hard on new rips, so, I'll let you with a private video (I mean, not published) about most recent version of Doom 3 Weapons Rip.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Hope you enjoy it! =D

PS: Sorry for my english =P
Wow that must have taken some meticulous ripping, that's a lot of frames :biggrin:
ye i know it is hard core riping...

and i am sorry about strife patch i got hard drive crash i am sorry
Last edited by bazzoka on Fri Jul 20, 2012 10:43 am, edited 1 time in total.
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AlphaEnt
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RE: Doom 3 Weapons (AlphaEnt, Doomero) And Community Map pack Project.

#36

Post by AlphaEnt » Sat Sep 01, 2012 9:18 pm

BUeno, gente, paso por acá para dejarles un nuevo video...
https://www.youtube.com/watch?v=kEU7hSOdWNI

Disfruten!
Well, people, I'm uploading a new video... :biggrin:

You can see the ripped Rocket launcher and BFG. (Projectiles courtesy of DBThanatos)

I've added brightmaps, and fixed some monsters... :smile:

The video level is made with "Oblige level maker"
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Enjoy!
Last edited by AlphaEnt on Sat Sep 01, 2012 9:23 pm, edited 1 time in total.
Some released mod's (the most popular):
Invasion Infernal
Quake 4 Weapons RIP Volume 4
Half-Life 2 Weapons RIP
Left 4 Doom
Counter-Strike Doom Volume 3
Akimbo 2
( and several more ;) )

Some incoming mod's:
Invasion Infernal 2
Counter-Strike Doom: Martian offensive
Blorc: The game

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RE: Doom 3 Weapons (AlphaEnt, Doomero) And Community Map pack Project.

#37

Post by Hece » Sun Sep 02, 2012 6:28 am

I first looked that lowest video, And thoght that it was from doom 3!
Awesome work!

bazzoka
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RE: Doom 3 Weapons (AlphaEnt, Doomero)

#38

Post by bazzoka » Fri Oct 26, 2012 11:10 am

sence release of doom 3 BFG Edition i sarterd to polish some stuff on new version will be out some time next month

Edit 1: some time next year.
Last edited by bazzoka on Thu Feb 21, 2013 8:02 am, edited 1 time in total.
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