a monster randomizer for Doom based on Killingtime (PC). I was a big fan of the game and really wanted to play through doom maps with the assets. Link:
https://www.moddb.com/mods/killing-time ... /downloads
Credits:
Spoiler:
Spoiler:
agreed, I will make all the monsters in the former human spawners to drop their original items."Someone64" add more ammo drops
Same here. It wouldn't be a problem to have enemies dropping ammo they are not carrying, Heretic does just that. (It is odd that the dragons drop arrows, but... anyway.)Someone64 wrote:Even though it wouldn't exactly fit since a lot of the enemies aren't even carrying guns it would be nice to add more ammo drops as some maps tend to rely more on enemy ammo drops than ammo placements. Playing on vanilla for example it causes me to resort to using fists against most enemies.
BFG wrote:I love the 3DO sprites, I think Ect0s is working on ripping those next!
I'm not promising anything, but is there anyway I can help with getting the sprites out. Professionally I'm a software engineer, and while I'm a newbie at game hacking, I have dabbled in it. I'm not entirely familar with the 3do's cell format. Is it a compression issue? Is there any way we can brute force the translation through some kind of trial and error based on what we KNOW about the sprites vs what we know about the current format. It may not be the BEST way to do it, but it can go a long way to getting some progress made. If its time consuming I understand, but if you want me to look into it I'll try.ect0s wrote:BFG wrote:I love the 3DO sprites, I think Ect0s is working on ripping those next!
I'm still working on it.
I should have more time come winter - My work is seasonal and its still pretty busy (60+hours/weekly).
I'm currently on a short vacation and did look at my code for the 3DO version and made some small amounts of progress. I can find and extract single Cells (Sprites) but theres still some issues converting them into a usable format. Cells on the 3DO console have a number of subtypes and quirks I need to work through, though the SDK's and reference materials I've found are helping somewhat.
I'm also working on a few other games that are relatively easier - just as a change of pace. I have a tool for Fortress of Dr Radiaki thats reading and splitting data from its archives cleanly but I need to work on some code to convert all the files to something a bit more usable.
In terms of the PC build of killing time, I did spend a few hours cleaning my tools up a bit yesterday. I'm still cutting down and organizing the code into a single extraction script.
Tristan also helped me find a demo copy of killing time, and I plan on doing a quick extraction of that to see if there are any differences.
Was there any issues using my Ripped Assets (Wasp etc)? And is there anything I can do format wise to make the assets easier to use out of the gate?
That sound pretty cool. Someone made an Operation Body count weapons mod a while back, it could go pretty well with it:BFG wrote:I had also made a Bodycount and Tekwar 'randomizer'
Theres a few issues.Ringman wrote: I'm not promising anything, but is there anyway I can help with getting the sprites out. Professionally I'm a software engineer, and while I'm a newbie at game hacking, I have dabbled in it. I'm not entirely familar with the 3do's cell format. Is it a compression issue? Is there any way we can brute force the translation through some kind of trial and error based on what we KNOW about the sprites vs what we know about the current format. It may not be the BEST way to do it, but it can go a long way to getting some progress made. If its time consuming I understand, but if you want me to look into it I'll try.
I just beat the 3do version finally, this mod made me want to go back and give it a go. I've never played pc version, but it looks like the level design is much superior. It'd be cool to see a doom tc that combines elements of both versions. I quite like the 3do version, in spite of all its flaws. Its a unique experience.