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

Posted: Mon Jun 04, 2012 12:25 pm
by bazzoka
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
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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


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The Future:
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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]

RE: Doom 3 Weapons

Posted: Mon Jun 04, 2012 10:25 pm
by Freedoomer
Is Deaf Match a new game mode for Zandronum?

RE: Doom 3 Weapons

Posted: Mon Jun 04, 2012 10:47 pm
by Medicris
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?

RE: Doom 3 Weapons

Posted: Mon Jun 04, 2012 10:51 pm
by Vordenko
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.

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 6:38 am
by bazzoka
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 :|

RE: Doom 3 Weapons

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

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 12:27 pm
by bazzoka
whops!

thanks for correcting me.

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 3:35 pm
by Sergeant_Mark_IV
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.

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 6:33 pm
by bazzoka
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

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 9:15 pm
by AlphaEnt
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.
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Hope you enjoy it! =D

PS: Sorry for my english =P

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 9:19 pm
by Mangetsu
Doomero already had a Doom 3 weapons mod which included other goods, and it's playable online.

http://www.youtube.com/user/redield21

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 9:44 pm
by AlphaEnt
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.

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 9:54 pm
by Mangetsu
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.

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 10:46 pm
by Sergeant_Mark_IV
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.

RE: Doom 3 Weapons

Posted: Tue Jun 05, 2012 11:43 pm
by doomero
nice Alpha, i am waiting for your rips of the weapons for the next ultimate super doom 3.

RE: Doom 3 Weapons

Posted: Wed Jun 06, 2012 8:47 am
by bazzoka
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

RE: Doom 3 Weapons

Posted: Wed Jun 06, 2012 2:02 pm
by bazzoka
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

RE: Doom 3 Weapons

Posted: Wed Jun 06, 2012 2:25 pm
by Vordenko
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.

RE: Doom 3 Weapons

Posted: Wed Jun 06, 2012 3:22 pm
by bazzoka
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

RE: Doom 3 Weapons

Posted: Wed Jun 06, 2012 11:24 pm
by doomero
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.