Resident Evil code name Hunk [released demo v1.2]
Forum rules
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.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] Resident Evil B.O.W. nation (gzdoom)
new progress, added more cutscenes.
pd: the video end on 14:08, i dont know why the video is replayed, the only difference i made, when i changed the format, was the mp4 (before was avi, but i have problems with this format)
Re: [WIP] Resident Evil B.O.W. nation (gzdoom)
Whoa, can't believe I missed this update, lots of neat stuff here. I'm a little sad to see the monster's smirk in the beginning removed, though.
And sort of unrelated, I've had some fun playing through your The Mercenaries mod, but the problem is you used such low script numbers (1-28 instead of say, 901-928) that any map that makes use of ACS is immediately broken. It's kind of a bummer.
And sort of unrelated, I've had some fun playing through your The Mercenaries mod, but the problem is you used such low script numbers (1-28 instead of say, 901-928) that any map that makes use of ACS is immediately broken. It's kind of a bummer.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] Resident Evil B.O.W. nation (gzdoom)
obviously that mod is not recommended for wads with scripts.Jaxxoon R wrote:Whoa, can't believe I missed this update, lots of neat stuff here. I'm a little sad to see the monster's smirk in the beginning removed, though.
And sort of unrelated, I've had some fun playing through your The Mercenaries mod, but the problem is you used such low script numbers (1-28 instead of say, 901-928) that any map that makes use of ACS is immediately broken. It's kind of a bummer.
Re: [WIP] Resident Evil B.O.W. nation (gzdoom)
I went ahead and fixed anything in Mercenaries that would cause such incompatibilities with little effort anyways, so now it's a non-issue for me at least.
Re: [WIP] Resident Evil B.O.W. nation (gzdoom)
Is this like a better Version of the Mercenaries mod ?
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] Resident Evil code name Hunk (wip)
New video, the progress of the demo is 85%
Re: [WIP] Resident Evil code name Hunk (wip)
I am loving the progress with this modification!!! It's in its own game and universe!! Poor Goblin Six... 

Re: [WIP] Resident Evil code name Hunk (wip)
I am loving the progress with this modification!!! It's in its own game and universe!! Poor Goblin Six... 

- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] Resident Evil code name Hunk (wip)
Goblin six still alive....
- thonglover
- Posts: 67
- Joined: Thu Jun 13, 2013 5:08 pm
- Graphics Processor: ATI/AMD (Modern GZDoom)
- Location: Hm
Re: [WIP] Resident Evil code name Hunk (wip)
Why the name change? Can't wait for this mod btw.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] Resident Evil code name Hunk (wip)
Well for this reason:thonglover wrote:Why the name change? Can't wait for this mod btw.
b.o.w. nation sounds weird
code name, remember code veronica and the story have a connection with that game.
Hunk, the starring and with code name, sounds cool.
and was a original idea of my friend Kaiser, the subtitle sounds great.
- jdredalert
- Posts: 1681
- Joined: Sat Jul 13, 2013 10:13 pm
- Contact:
Re: [WIP] Resident Evil code name Hunk (wip)
Hey, good to see this project is still among the living! As a fellow Resident Evil fan, i'm glad you're still on it Doomero!
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Resident Evil code name Hunk (demo avaible next week)
Ok finally i finished the demo, the release day could be one of the first days of December. Only left test the demo, i selected a group of beta tester for this job. This is the final result fot the demo showed on this video:
The weight of the demo is 220 mb, is a zip file and is compatible with gzdoom 1.9 or superior.
This is the first and last demo for this mod, the next release will the complete edition, with the 8 maps, but for that i need to build the levels. The first level was inspired in resident evil survivor, the second map will be a mansion, similar to re1, but with different puzzles and sectors.
The next week, i will show here, a video trailer of the mod with the download link.
The weight of the demo is 220 mb, is a zip file and is compatible with gzdoom 1.9 or superior.
This is the first and last demo for this mod, the next release will the complete edition, with the 8 maps, but for that i need to build the levels. The first level was inspired in resident evil survivor, the second map will be a mansion, similar to re1, but with different puzzles and sectors.
The next week, i will show here, a video trailer of the mod with the download link.
- YukesVonFaust
- Posts: 1351
- Joined: Mon Feb 09, 2015 9:00 am
- Location: in an undisclosed location that is the philippines
Re: Resident Evil code name Hunk (demo avaible next week)
oh boy. guess i better download it on PC then, since my Lappy won't cut it.DOOMERO-21 wrote: The weight of the demo is 220 MB.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Resident Evil code name Hunk [released]
ok guys the demo is done, sorry the delay =)