RV-007 wrote:I got an idea for the motion tracker in the hud. Maration's enemy radar might be of some use to your project. If there is available source, you can use the code to make your motion tracker. Of course, that is quite an achievement in doom modding.
Well, I m clearly no expert to programming, but as the Marathon games were originally Mac only, I guess that is reasonable to think that his engine is very different from the Doom engine, and so that porting that feature would be difficult. Even while taking into consideration the AlephOne open-source engine (used to let turn Marathon on other OSes than Mac ones), it would probably need to port that code into GZDoom itself and that would be such a feat that is way beyond "normal Doom modding". I think that no one would bother to do it, but it may be an excellent idea to ask all the impressive coders out here in the forum if they have an idea how to somehow do a motion tracker
RV-007 wrote:The worms 'explode' from the player. The worms will then attempt to gnaw at its (bleeding) host. Bleeding players can use bandage inventory to stop bleeding damage.
The worm inventory thing is for me a very good idea, but not the subsequent effects of it. The fact that the player character could survive chestbursting is for me realistically impossible, it's a freaking marine, and a freaking alien tries (and as the films show it, generally do) to gnaw it and go out in a extremely gory way. No way he would stay conscious just after the action, and applying bandages to stop the bleeding of such a wound would also be unrealistic. I'm no sure of it, but I think that an Alien or AvP game did the chestburster thing quate well in a way that could be reproduced in ZDoom in a relatively easy way: the player character needed to find a special kind of medecine to eliminate the infant Chestbuster before it was too big and "came out". If he didn't, well he would die. Make an healing object that, with some code, would take out the "Worm code stuff" out of inventory and there you go