[WIP] Sneaky Doom - New A.I.!

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Re: [WIP] Sneaky Doom - New A.I.!

Postby Valken » Thu Jun 11, 2015 8:50 am

I tried this mod and its amazing the way the AI hunts you down. I was wondering if it was possible to separate the weapons out? I want to try the AI only with other weapons mod in a hunt and be hunted mode...

This AI coupled with the Alien's Ultimate TC and Dark Doom would be amazing, but I would still want to keep the Colonial Marine weapons.
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Re: [WIP] Sneaky Doom - New A.I.!

Postby LolwellunTeapot » Sat Nov 07, 2015 4:51 am

ZDoom compatibility untested


You can test software renderer compatibility in GZDoom by setting vid_renderer to false... or you can download the SVN versions of good ol' ZDoom.
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Re: [WIP] Sneaky Doom - New A.I.!

Postby Skrell » Mon Nov 09, 2015 12:04 pm

Valken wrote:I tried this mod and its amazing the way the AI hunts you down. I was wondering if it was possible to separate the weapons out? I want to try the AI only with other weapons mod in a hunt and be hunted mode...

This AI coupled with the Alien's Ultimate TC and Dark Doom would be amazing, but I would still want to keep the Colonial Marine weapons.


I ALSO would love to use this mod with other mods like Brutal Doom if possible! The AI is great and makes the game more interesting!
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Re: [WIP] Sneaky Doom - New A.I.!

Postby Somagu » Mon Nov 09, 2015 5:47 pm

The weapons are tied into the behavior of the AI, it's unfortunately not as simple as just plopping the AI onto another mod. Brutal Doom and Alien TC also use different monsters and weapons, so in all cases you'd need to do some custom jury rigging to actually get it to work properly.
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Re: [WIP] Sneaky Doom - New A.I.!

Postby Skrell » Tue Nov 10, 2015 11:18 am

Somagu wrote:The weapons are tied into the behavior of the AI, it's unfortunately not as simple as just plopping the AI onto another mod. Brutal Doom and Alien TC also use different monsters and weapons, so in all cases you'd need to do some custom jury rigging to actually get it to work properly.

Aww what a shame! Thanks for explanation though!
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Joined: 25 Mar 2013

Re: [WIP] Sneaky Doom - New A.I.!

Postby el armadillo2 » Wed Oct 17, 2018 7:20 am

Sorry for the necro, but the link to Realistic Aiming doesn't work.
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Re: [WIP] Sneaky Doom - New A.I.!

Postby Josh771 » Wed Oct 17, 2018 9:25 am

The newest rendition of my "RealAim" script is built into Immerse, along with several other camera effects and footsteps that can all be adjusted from an in-game menu.
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Re: [WIP] Sneaky Doom - New A.I.!

Postby gramps » Sat Dec 15, 2018 7:22 pm

Getting a 404 at download link :(
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