D64 + DN3D Monsters Project

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

D64 + DN3D Monsters Project

Postby Kaal979 » Tue Oct 09, 2012 10:02 am

SX
Image

Look at the picture - absolute amazing isnt it?
Thats Ultimate Doom with the Doom64StuffGZ WAD.
http://files.drdteam.org/index.php/file ... tuffgz.zip
Only there are some limitations which i liked improved.
First all D64 weapons be removed to support other WAD preferrals.
Then i found this DukeNukem3D WAD with pigcops to replace the Zombie-
Sergeants and ChainGunners and AlienGrunts for the normal ZombieGuys.
http://www.moddb.com/downloads/mirror/4 ... 2dd86dfa4b
Further are there still the original Revenant and Archviles in it which now of course look disturbing.
So the file needs new replace classes with ShogunTroguns RL Demon and recoloured DN3D Drones.
http://www.mediafire.com/download.php?f3omo6k619s67s6
http://www.realm667.com/index.php?optio ... Itemid=181
Last but not least the D64 Queen which also disturbs be of course replaced with the DN3D Queen somehow.
http://www.realm667.com/index.php?optio ... Itemid=181
Last note - despite the file replaces the CacoDemons and Imps and Demons it has different
in UDoom unused pedants which could as last task be randomized for more variety.
Minor find - ClassicRivalry which has well converted resources from DN3D
even the addons gungorillas and ShadowWarrior as well as very many others!
http://zdoom.org/wiki/Classic_Rivalry

TASK LIST:
> removing weapons and stuffs from D64StuffGZ and renaming
> removing D64 ZombieGuy ShotgunGuy and ChainGunner
and adding the DN3D AlienGrunts and PigCops
> recreation of the Archvile class with recoloured DN3D Drone sprites
> adding the ShogunTrogun Demon as replacement for the Revenants
> removing the D64 Queen and adding the DN3D Queen
> randomizing the CacoDemon Demon and Imp
replacements by adding their unused (DN3D) variants

P.S.: Unfortunately im myself haveing no ideas at all how to start with
this so we must make it as community project with you all as helpers!
And maybe also as tutorial if everybody explains how to make the tasks.


UPDATE 1:

DOOM64 MONSTER REPLACER V07

https://skydrive.live.com/#cid=858C2800 ... 324E%21105

http://www.moddb.com/games/doom/addons/ ... placer-v07

This is basically the Doom64StuffGZ file but with D64 weapons removed
and a few replacement changes like the red CacoDemon and the dark Spectre
added also are the unreplacable monsters the Mothra the Nightmare imp the
green Demon the brown CacoDemon and the decorations taken out.
Image
P.S.: Best played with maps like these (Quake2Style):
http://www.doomworld.com/idgames/?id=13597

FREeDOOmPLAYEr
Imo the best skin to play the D64MonsterReplace with!
This file is tricky - since it completely replaces the original
DoomGuy even CoopMarines (included) have their appearance.
http://www.mediafire.com/download.php?61m9bjwh2w0kr35
The attachment FDPlayaV01.jpg is no longer available


QUAKeRANGErV09:
New playerclass with high quality
weapon compilation for replaceing ingame.
https://skydrive.live.com/#cid=858C2800 ... 324E%21105
http://www.moddb.com/games/doom/addons/ ... eapons-v09
Image
Attachments
doom_replacers_promi_by_kaal979-d60x9w3.jpg
doom_replacers_promi_by_kaal979-d60x9w3.jpg (11.37 KiB) Viewed 3832 times
Last edited by Kaal979 on Fri Jul 19, 2013 5:10 pm, edited 27 times in total.
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: D64 + DN3D MONSTERS PROJECT

Postby wildweasel » Tue Oct 09, 2012 12:04 pm

This is your project, correct? It belongs in Projects.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: D64 + DN3D MONSTERS PROJECT

Postby Kaal979 » Tue Oct 09, 2012 12:27 pm

Well ... sure - but the helpful people are
possibly more looking in the Editing topic!
And its actually more like a open community
project that way ... maybe also a mod request.
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: D64 + DN3D MONSTERS PROJECT

Postby wildweasel » Tue Oct 09, 2012 9:17 pm

Starting a community project when you've only been part of the "community" for five days is probably not going to work very well. If you have questions about how to do things with the engine, there are tons of tutorials (*cough*) around here, and if those don't tell you what you need to know, ask individual questions in the "How Do I?" thread in Editing.

And no, we won't make your project for you. =P
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: D64 + DN3D Monsters Project

Postby insightguy » Wed Oct 10, 2012 5:29 am

I agree with what weasel said.

But there is no harm in asking for help. (thats if you got anything to show. People dont usualy help untill they see progress and if its interesting.)

Decorate is not all that hard to learn. Just make aure that all the nessesary inputs are there or you will get errors.

P.S. Decorate can be edited by slade3 which is used to edit monster, item and weapon codes.
User avatar
insightguy
^HEY! My avatar is up there^
Banned User
 
Joined: 23 Mar 2011

Re: D64 + DN3D Monsters Project

Postby Kaal979 » Wed Oct 10, 2012 8:51 am

Yes - youre absolutely right!
Especially since i managed to remove all unwanted files and script
lines from D64StuffGZ successfully already and even made a few minor
changes like makeing the red cacodemon replace instead of the brown.
I now see the project takeing a new route away from adding
DN3D sprites toward recreating the original chaingunner
the archvile and the revenant to Doom63 style.
Im currently testing weapon wads which makes some
problems probably because i forgot to remove the
new projectiles sounds - but on the other hand my
preferred Q2 weapon selection seems to work fine.
Stay tuned - update follows next!
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: D64 + DN3D Monsters Project

Postby Kaal979 » Wed Oct 10, 2012 4:09 pm

D64 MONSTER REPLACE V01
added in the first post!

P.S.: Please in case
report any bugs here!
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: D64 + DN3D MONSTERS PROJECT

Postby Marine Infierno » Wed Oct 10, 2012 4:39 pm

Kaal979 wrote:Well ... sure - but the helpful people are
possibly more looking in the Editing topic!
And its actually more like a open community
project that way ... maybe also a mod request.


I think I can help I have
Mancubus , Baron of Hell , Hell Knith , Zombieman , Cyberdemon :: Doom64
if you no have any of these let me know
User avatar
Marine Infierno
also known : Miltonator , jose unknown , jose milton
 
Joined: 09 Aug 2012
Location: Colombia , Bogota , my aunt's house xD (my geek house)

Re: D64 + DN3D Monsters Project

Postby Kaal979 » Wed Oct 10, 2012 4:44 pm

Nono - the D64StuffGZ file finally
had all Doom64 monsters in it!
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: D64 + DN3D Monsters Project

Postby Marine Infierno » Wed Oct 10, 2012 4:47 pm

Kaal979 wrote:Nono - the D64StuffGZ file already
had all Doom64 monsters in it!


and Duke3D already or not
User avatar
Marine Infierno
also known : Miltonator , jose unknown , jose milton
 
Joined: 09 Aug 2012
Location: Colombia , Bogota , my aunt's house xD (my geek house)

Re: D64 + DN3D Monsters Project

Postby Kaal979 » Wed Oct 10, 2012 4:56 pm

Of course not - then it were different named!

P.S.: Tip - find some Doom Maps with Quake2 textures - looks brilliant.
Btw. i next wanna release two weapon repacks after i learned how to
make them replace in the levels - Quake2 and Yojimbo style!
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: D64 + DN3D Monsters Project

Postby Marine Infierno » Wed Oct 10, 2012 5:13 pm

Kaal979 wrote:Of course not - then it were different named!


You've seen the DUKE3D.GRP file with the editor XWE I'm pretty sure there are all sprites in that file
User avatar
Marine Infierno
also known : Miltonator , jose unknown , jose milton
 
Joined: 09 Aug 2012
Location: Colombia , Bogota , my aunt's house xD (my geek house)

Re: D64 + DN3D Monsters Project

Postby Kaal979 » Wed Oct 10, 2012 5:35 pm

Appreciated - thx!
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

MileStone2!

Postby Kaal979 » Wed Oct 31, 2012 9:10 am

Hey pplz - i feel like XMas!
Of course because i found the
XimDN3D wad with all missing monsters!
Now i just need to learn abit about
randomizing and could then mix em up.
http://www.mediafire.com/?epbxqffg2qdq155
Yee - gimme five!

P.S.: I even found a better drawed version of the ranger
skin - perfect for proceeding with the Q3 headswap project.
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: D64 + DN3D Monsters Project

Postby Kaal979 » Mon Nov 19, 2012 4:48 pm

The project took a new direction - though i firstly wanted to make
a more funlike remix themed around the pigcops the new plan is to
actually add only the more demonlike ones which are five - the chaingun
brute - the legless flyer - the bigmouthed frog and the cyclerdemon.
Plus i wana readd a few from original doom into the rotations like
the mancubus and the spawner caco. And: recreating the original
chaingunner with twice resolution and evilisation of the basetroopers
with abit more eddie (ironmaiden) like toothie style.

P.S.: I also found this package with smaller but also brighter D64
monsters where the archvile was replaced with the motha demon:
http://www.mediafire.com/download.php?g1nv681sdydhbpc
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Next

Return to Gameplay Mods

Who is online

Users browsing this forum: DemonbaneSol, Simple Pie [RSS], Yelso and 26 guests