B4DooM: Prequel to DooM
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The Projects forums are only for 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.
The Projects forums are only for 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.
- BouncyTEM
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Re: B4DooM: Prequel to DooM
If you would like original sound work and/or voice acting for this, let me know. :3
I remember playing a preview of the old mod years and yeeears ago. Really liked the idea then. Still do now.
I remember playing a preview of the old mod years and yeeears ago. Really liked the idea then. Still do now.
Re: B4DooM: Prequel to DooM
That's awesome Bouncy thanks for that. I reckon voices for the marines would be the best start - sounding like radio talk etc. There is already some but it would be good to be consistent.
I thought I'd record a vid to show current progress, and give a taste of what it could be like.
I thought I'd record a vid to show current progress, and give a taste of what it could be like.
Last edited by B4DooM on Fri Sep 30, 2011 1:21 pm, edited 1 time in total.
Re: B4DooM: Prequel to DooM
Why isn't the vid embedded? I did it right didn't i?
- wildweasel
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Re: B4DooM: Prequel to DooM
You need only the video ID, not the full URL.
Re: B4DooM: Prequel to DooM
hehe i am all over the place, so i can help with what ever. I have made a couple classes mod, so if ya have any issues i might be able to help, send me a pm with ur code and what ur trying to acomplish, and ill see what i can work out for ya.
Didja try A_spawnitemEx, in the spawn state for the playerpawn for Orbiting sprites?
Didja try A_spawnitemEx, in the spawn state for the playerpawn for Orbiting sprites?
Re: B4DooM: Prequel to DooM
Those new Hexen mage hands are pretty cool, especially the lightning ones where the glow from the magic actually shows on his hands rather than just being a blue outline. The hands with the black glove are cool too,
That staff at 1:45 is neat, too.
Spoiler:Edit:
That staff at 1:45 is neat, too.
Last edited by amv2k9 on Fri Sep 30, 2011 1:36 pm, edited 1 time in total.
Re: B4DooM: Prequel to DooM
cool, thanks wildweasel
thanks hellcattx, i was just copying the A_SorcFX2Orbit etc from the actors that had them and putting them on the relevant player pawn states
yeah i'm still working on the hands. it would be good to model new ones, doing magical gestures etc for the weapons - so they can have more frames and higher resolution.
thanks hellcattx, i was just copying the A_SorcFX2Orbit etc from the actors that had them and putting them on the relevant player pawn states
yeah i'm still working on the hands. it would be good to model new ones, doing magical gestures etc for the weapons - so they can have more frames and higher resolution.
Re: B4DooM: Prequel to DooM
There is a mage hand set running around here someware, if not i have it if ya need a upload. Also, how did u make those opening doors like that? i would like to know as it will look alot better and work better in my mod that doom style door slide up, that made my day!
Re: B4DooM: Prequel to DooM
yeah that would be cool thanks again hellcattx.
i'm really sorry but i don't remember how i did that (it was over 10 years ago), i think it was to do with polyobjects and much more difficult than sliding doors. maybe it's easier now.
i'm really sorry but i don't remember how i did that (it was over 10 years ago), i think it was to do with polyobjects and much more difficult than sliding doors. maybe it's easier now.
Re: B4DooM: Prequel to DooM
Ahh i see, still new to acs, so i might not try that just yet. but its something i am going to look into learning more of.
Anyhow B4Doom heres the hands i was talking about.
Anyhow B4Doom heres the hands i was talking about.
Spoiler:
Last edited by HellCattX on Fri Sep 30, 2011 3:50 pm, edited 1 time in total.
Re: B4DooM: Prequel to DooM
yeah that's it, i'm pretty sure it involved Things too as well as lines and sectors. it did my head in!
cool thanks for the mage hands!
cool thanks for the mage hands!
- wildweasel
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Re: B4DooM: Prequel to DooM
Uhhh...imageshack sized your picture down, Hellcatt, I don't know what happened here but the mage hands are probably not usable in this state. Maybe try on imgur.com or majhost.com instead?
Re: B4DooM: Prequel to DooM
Nah, just accidently hit the re-size fore 800x600 option, my bad lol up dated that pic.
Re: B4DooM: Prequel to DooM
Nah. Doom isn't related to Wolfenstein. Doom RPG is related to Wolftenstein RPG. But these cell phone games are a different continuity.NeuralStunner wrote:But on the subject of Wolfenstein, that series IS canonically related to DooM, per the heroes sharing a bloodline.)
I don't consider as classic PC Doom canon the cell phone games, the novels, the movie, the Doom 3 reboot, the Doom 3 novels, Imp Encounter or Repercussions of Evil. The Doom guy isn't Stan Blaskowitz and he's not Flynn Taggart.

