Doom The Mercenaries [released]

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uobito
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Re: Hunk for doom 3.0 [WIP]

Post by uobito »

Realy Leon and Wesker in same side? It's kinda interesting how u come up whit it and Wesker want save Krauser lol Wesker dont like no 1 just his beautiful plans.
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »

uobito wrote:Realy Leon and Wesker in same side? It's kinda interesting how u come up whit it and Wesker want save Krauser lol Wesker dont like no 1 just his beautiful plans.
is becuase wesker want leon alive for not lose the sample, think about all those hordes of demons behind of leon, he has the sample, but leon is not working for wesker, but on the krauser version, wesker want krauser kill leon and retrieve the sample, if you saw, wesker want leon contact with krauser for that reazon.
chronoteeth wrote:i do gotta ask, how'd you get the rips so dang clean? Theres no artifacts or anything, and as I know theres still no way to modify the levels yet. Custom textures for it perhaps?
is becuase a friend send me a file for that, he removed all the textures from re4 (xscr foldier, this is the responsible of the textures) and xfiles (textures for enemies and other things) is just only put this foldiers into re 4 foldier and that is all, so the background is black now =)
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uobito
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Re: Hunk for doom 3.0 [WIP]

Post by uobito »

Ah thats the trick now i understand the intro thx for lighting me up
Zombieguy
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Re: Hunk for doom 3.0 [WIP]

Post by Zombieguy »

The way Leon's hair sways back and forth amuses me. xD
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NachtIntellect
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Re: Hunk for doom 3.0 [WIP]

Post by NachtIntellect »

Zombieguy wrote:The way Leon's hair sways back and forth amuses me. xD
Yeah, I bet he has really soft hair for it to move like that XD I always loved his girly hair.
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



added the falling animation: i started with krauser:

i used fraggle script thanks to enjay for change the player view height when krauser fall, and later return to normal when krauser is stand, but the fsglobal only wotks with a bat file, i really want to know how to include into the wad for not need the txt, but like a global script.
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Terrorized666
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Re: Hunk for doom 3.0 [WIP]

Post by Terrorized666 »

I think this project is cool. Just think of the levels you could make with it!
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



added falling animation for leon and death animation.
Estopolis
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Re: Hunk for doom 3.0 [WIP]

Post by Estopolis »

I was wondering, the Handcannon can hold a max of 999 bullets right now. Is that intentional?
Also I was kind of hoping to see the Broken Butterfly but the Handcannon is also very good.
Will there be a limit on Krauser's blade mode? Seems like he could do it freely in his video.
Also for levels involving the Icon of Sin will the characters have something to deal with it? I know Krauser has those explosive arrows.

Looks nice so far.
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



and dodge fight

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Big C
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Re: Hunk for doom 3.0 [WIP]

Post by Big C »

Oh man, this just keeps getting better and better. :D

Will there be a quickknife key like in actual Resident Evil 4?
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uobito
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Re: Hunk for doom 3.0 [WIP]

Post by uobito »

This wad realy cool nice work. I didnt imaged that lost soul is a las plagas lol (killing them whit flashbang granate) and Cyberdemon is now a resident evil boss whit that dodge moves :p keep up Doomero!
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



tested on map 32, plutonia.
progress: 98%
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Big C
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Re: Hunk for doom 3.0 [WIP]

Post by Big C »

DOOMERO-21 wrote:
KICKING MUDDAFUGGIN' ARCHVILES TO DEATH.
Jesus Christ dude, that's gloriously insane.

Can't wait to take the demo of this for a spin. :wub:
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uobito
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Re: Hunk for doom 3.0 [WIP]

Post by uobito »

Maybe u should make a New Final Boss in the final version in mercs that fit for mercs and it my thing but hunks special weapon shouéd have a bit longer recharge rate what u think about this?

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