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

Discuss all aspects related to modding Zandronum here.
bazzoka
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Doom 3 Weapons (AlphaEnt, Doomero) Invasion Infernal (AlphaEnt)

#1

Post by bazzoka » Mon Jun 04, 2012 12:25 pm

Many people love Doom 3 but hey don't have specs for it and other guys love MP (MultiPlayer) DM or team DM (Death Match) but no bots in game
well this mod curtently under Dev bucuse "many" iseuses whit MP so...


AlphaEnt "Work of Art":

Orignal: Part 1 Part 2

Note: keep in mind what you need to download Both files other wise mod will be broken.

New Version is released fixed Rocket Launcher frames Now in both code files you can find SoulCube, Artifact and something like grabber (but it will be cheating wen player will going to use it in DeathMach so i scripted it)
Warning Note: D3HIPK3V1B12_MP.pk3 will not work whit GZDoom or ZDoom.
Link; Download (Click Hare)

Invasion Infernal

Download Links:Part 1 Part 2 Part 3 Yes i know whats a lot of links

Some game play action
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
A long time span has come by and hell is breaking lose. Again

plenty fixing of bugs and it is here saying to you "sup?"

Weapons:

[spoiler]Fists
Flashlight
Pistol
Shotgun (in multi player bugs up)
Super Shotgun
Mechine Gun
Chaingun
Grenades
Plasma Rifle
Rocket Launcher
BFG 9000
Soulcube
Artifact
"Grabber" (big messy mess no offence AlphaEnt but it is)[/spoiler]


Doomero Master Riping:
Hare you can find all doomero's work: http://www.moddb.com/mods/doom-3-weapon-mod/downloads

Weapons:

[spoiler]Fists
Flashlight
Pistol
Shotgun
Super Shotgun
Mechine Gun
Chaingun
Grenades
Plasma Rifle
Rocket Launcher
BFG 9000
Soulcube
Artifact
Grabber (man were is grabber in MP wen i need it?)[/spoiler]

Official Ultimate super Doom 3 mod trailer


phpBB [video]
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The Future:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
doomero wrote: 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.
PS: Volume 1-2 rip was done by AlphaEnt, others by Doomero.


[spoiler]DON'T STEAL ANY OF THE STUFF OR I WILL ####### KILL YOU :twisted:
(authors of these files are not included)[/spoiler]
Last edited by bazzoka on Mon Jan 14, 2013 5:53 pm, edited 1 time in total.
You can say good bye to your thread. Cause i am killing it.

Freedoomer
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Location: London, England

RE: Doom 3 Weapons

#2

Post by Freedoomer » Mon Jun 04, 2012 10:25 pm

Is Deaf Match a new game mode for Zandronum?

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Medicris
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RE: Doom 3 Weapons

#3

Post by Medicris » Mon Jun 04, 2012 10:47 pm

Freedoomer wrote: Is Deaf Match a new game mode for Zandronum?
Image

I'm not entirely sure about how an advertising thread in an Editing forum really works, though. Where does a topic like this even fit?

Vordenko
 
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Location: The Limbo

RE: Doom 3 Weapons

#4

Post by Vordenko » Mon Jun 04, 2012 10:51 pm

Well it doesn't has any content of the mod, just a link redirecting to a moddb page, (also some terrible grammar errors), So dunno.
InGame: <*>Sky<-=DriveR=-
Captain Ventris wrote: I shorten it to Zan. This means that if I ever for some reason host a ported Zan Zan, I can call it a Zan Zan Zan server.
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bazzoka
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Location: Lithuania

RE: Doom 3 Weapons

#5

Post by bazzoka » Tue Jun 05, 2012 6:38 am

i know about hud bugs it will too a wile but it shud be fixed...
Freedoomer wrote: Is Deaf Match a new game mode for Zandronum?
No! it is not new game mode "DooM" already had Death Match in it

And it is Beta :|
Last edited by bazzoka on Tue Jun 05, 2012 12:28 pm, edited 1 time in total.
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Ijon Tichy
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RE: Doom 3 Weapons

#6

Post by Ijon Tichy » Tue Jun 05, 2012 7:06 am

p sure there was never a game mode where deaf people face off in no particular manner

there is a mode where people kill the fuck out of each other though
it's called deathmatch

bazzoka
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Location: Lithuania

RE: Doom 3 Weapons

#7

Post by bazzoka » Tue Jun 05, 2012 12:27 pm

whops!

thanks for correcting me.
Last edited by bazzoka on Mon Jul 30, 2012 8:18 am, edited 1 time in total.
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Sergeant_Mark_IV
 
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Location: Brazil

RE: Doom 3 Weapons

#8

Post by Sergeant_Mark_IV » Tue Jun 05, 2012 3:35 pm

Rips are nice, but I think you should speed up the animations to make them look smoother.

One suggestion: Redo the Rocket Launcher fire animation. The current one is extremely awkward. It has only one sprite, and the weapon changes it's offset too much and too quickly.

bazzoka
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RE: Doom 3 Weapons

#9

Post by bazzoka » Tue Jun 05, 2012 6:33 pm

hey are already smooth but some guys did not like shotgun in net game bigest asspain now is shotgun other things goes later

PS: this rip for gzdoom not for "ST" sure whit new engine betas will be beter i holpe

i am about to finish new version and i will upload tomorow if not later
Last edited by bazzoka on Tue Jun 05, 2012 8:56 pm, edited 1 time in total.
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AlphaEnt
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RE: Doom 3 Weapons

#10

Post by AlphaEnt » Tue Jun 05, 2012 9:15 pm

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
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

Mangetsu
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Posts: 11
Joined: Tue Jun 05, 2012 9:18 pm

RE: Doom 3 Weapons

#11

Post by Mangetsu » Tue Jun 05, 2012 9:19 pm

Doomero already had a Doom 3 weapons mod which included other goods, and it's playable online.

http://www.youtube.com/user/redield21
Last edited by Mangetsu on Tue Jun 05, 2012 9:32 pm, edited 1 time in total.

AlphaEnt
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RE: Doom 3 Weapons

#12

Post by AlphaEnt » Tue Jun 05, 2012 9:44 pm

Mangetsu wrote: Doomero already had a Doom 3 weapons mod which included other goods, and it's playable online.

http://www.youtube.com/user/redield21
Yeah, he made lot's of good stuff (in fact, everything I know about doom modding is because he teaches me about that :wink: )

In next month, we will join as a team, and will make our doom mods, to join as one so, in that way, my Weapons rips will be mixed with their monsters and levels rips making one great mod =P

but for that i need to finish my rips first...

Sorry for my english, i speak spanish.
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

Mangetsu
New User
Posts: 11
Joined: Tue Jun 05, 2012 9:18 pm

RE: Doom 3 Weapons

#13

Post by Mangetsu » Tue Jun 05, 2012 9:54 pm

I'm a follower, we've met many times before. He's the one you want for this kind of job.

If anyone wonders what are the slowmos in his YT, it's just his PC and recording issues.

Sergeant_Mark_IV
 
Posts: 82
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Location: Brazil

RE: Doom 3 Weapons

#14

Post by Sergeant_Mark_IV » Tue Jun 05, 2012 10:46 pm

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.
Last edited by Sergeant_Mark_IV on Tue Jun 05, 2012 10:47 pm, edited 1 time in total.

doomero
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RE: Doom 3 Weapons

#15

Post by doomero » Tue Jun 05, 2012 11:43 pm

nice Alpha, i am waiting for your rips of the weapons for the next ultimate super doom 3.

bazzoka
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Location: Lithuania

RE: Doom 3 Weapons

#16

Post by bazzoka » Wed Jun 06, 2012 8:47 am

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 35 fps rip i am looking to future for this XD! the fact what it will be fucking lagre XD
Last edited by bazzoka on Mon Jul 30, 2012 8:20 am, edited 1 time in total.
You can say good bye to your thread. Cause i am killing it.

bazzoka
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Posts: 147
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Location: Lithuania

RE: Doom 3 Weapons

#17

Post by bazzoka » Wed Jun 06, 2012 2:02 pm

Mangetsu wrote: Doomero already had a Doom 3 weapons mod which included other goods, and it's playable online.

http://www.youtube.com/user/redield21
this one is playable online too
You can say good bye to your thread. Cause i am killing it.

Vordenko
 
Posts: 47
Joined: Mon Jun 04, 2012 5:16 am
Location: The Limbo

RE: Doom 3 Weapons

#18

Post by Vordenko » Wed Jun 06, 2012 2:25 pm

Wait, I don't get it, didn't Doomero already made a mod like this? and Wasn't AlphaEnt Doomero too?
I'm pretty much confused atm.
InGame: <*>Sky<-=DriveR=-
Captain Ventris wrote: I shorten it to Zan. This means that if I ever for some reason host a ported Zan Zan, I can call it a Zan Zan Zan server.
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bazzoka
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RE: Doom 3 Weapons

#19

Post by bazzoka » Wed Jun 06, 2012 3:22 pm

poor Sky DriveR okay some explain for you.

DooMero did first doom 3 rip but AlphaEnt created V1 And V2 (V - Volume) and next... ask him self...

o and by away first post is updated
Last edited by bazzoka on Wed Jun 06, 2012 7:34 pm, edited 1 time in total.
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doomero
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RE: Doom 3 Weapons

#20

Post by doomero » Wed Jun 06, 2012 11:24 pm

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.
Last edited by doomero on Wed Jun 06, 2012 11:25 pm, edited 1 time in total.

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