Doom The Mercenaries [released]
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.
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Terrorized666
- Posts: 75
- Joined: Wed Oct 12, 2011 8:21 pm
- Location: Canada
Re: Hunk for doom 3.0 [WIP]
One thing I noticed (in the Leon video posted on Oct 23 and others) was that when he was in the dark, he looked full bright still, and looked very out of place :/ Would you be able to fix that?
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Hunk for doom 3.0 [WIP]
here the last video before release the mod, now is on phase of test.
progress 99,9%
now some of my beta testers are playing and founding bugs, i hope they cant found nothing, becuase i want release this tomorrow.
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Zombieguy
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Hunk for doom 3.0 [WIP]
DOOMERO-21 wrote:i want release this tomorrow.
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uobito
- Posts: 31
- Joined: Thu Aug 16, 2012 1:46 pm
Re: Hunk for doom 3.0 [WIP]
I can't wait it and see ur work under my fingers 
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Hunk for doom 3.0 [release into a few hours]
ok, the request of zombieguy was added: a jump button including animation for that, the jump only works pressing forward + jump (jumping for walk) button or forward + fire + jump button (jumping for run), ok i guess the mod is finished i need to sleep and wake up for the release.
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Hunk for doom 3.0 [released]
ok the first post i put the download link and trailer enjoy =)
pd: is not strange found bugs, not exist the perfect mod.
pd: is not strange found bugs, not exist the perfect mod.
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Zombieguy
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Hunk for doom 3.0 [released]
Ah, so that's what you were doing. Making the trailer. Anyway, I'll give this a go tomorrow. I trust there are some minor improvements since I last played it. 
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Hunk for doom 3.0 [released]
not only the trailer some issues with the mod too.Zombieguy wrote:Ah, so that's what you were doing. Making the trailer. Anyway, I'll give this a go tomorrow. I trust there are some minor improvements since I last played it.
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rollingcrow
- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
- Graphics Processor: nVidia with Vulkan support
Re: Hunk for doom 3.0 [released]
Bug - moving backwards while dying is faster than moving forward.
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Zombieguy
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Hunk for doom 3.0 [released]
That's not a bug, I don't think.
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Big C
- Posts: 2839
- Joined: Tue Oct 19, 2010 3:24 pm
Re: Hunk for doom 3.0 [released]
EDIT: Nevermind. Either Rapidshare fixed itself or the school internet stopped sucking like a vacuum cleaner. Impressions coming soon!
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Hunk for doom 3.0 [released]
i know, sometimes rapidshare sucking a little with the link, but i cant upload from mediafire and i dont know why.Big C wrote:EDIT: Nevermind. Either Rapidshare fixed itself or the school internet stopped sucking like a vacuum cleaner. Impressions coming soon!
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Zombieguy
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
Re: Hunk for doom 3.0 [released]
I'll upload a mediafire link tomorrow.
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Big C
- Posts: 2839
- Joined: Tue Oct 19, 2010 3:24 pm
Re: Hunk for doom 3.0 [released]
Gracias, Zombieguy.
So:
-Controls are much MUCH different from any other DooM mod I've played. I think you should tell people that you can only reload while aiming and also can only switch weapons while standing still. And also that you can only look up or down while aiming.
-RE4 had laser sights for everyone's weapon (except in the Wii version), I think that'd be cool to have here and not too hard to implement. Having the green HUD crosshair over the character graphics just looks fugly.
-On that note the HUD seems a bit buggy---everything works right except for the ammo counts. Is this mod not widescreen compatible? Because I see no ammo counts to the right of my health bar and suspect they got wedged off right side of the screen, so I can't tell how many rounds I have. Also, black borders all around the screen. Maybe this was deliberate but I'm a little confused.
That much said, on with the praise!:
Booted up E2M1 on the middle difficulty. Cleared the first two piles of zombies with a mixture of Krauser's TMP and grenades. Fought off the rear ambush of teleporting monsters with long distance bow shots, went into the teleporter and had a very messy but very fun battle in the boiling blood room with the platforms. Accidentally weakened self with a misplaced grenade. Went into the hidden dark plasma room and took down everything with the Striker---except for a hidden demon I forgot about that ambushed me and finished me off.
This style of gameplay works surprisingly well with DooM.
So:
-Controls are much MUCH different from any other DooM mod I've played. I think you should tell people that you can only reload while aiming and also can only switch weapons while standing still. And also that you can only look up or down while aiming.
-RE4 had laser sights for everyone's weapon (except in the Wii version), I think that'd be cool to have here and not too hard to implement. Having the green HUD crosshair over the character graphics just looks fugly.
-On that note the HUD seems a bit buggy---everything works right except for the ammo counts. Is this mod not widescreen compatible? Because I see no ammo counts to the right of my health bar and suspect they got wedged off right side of the screen, so I can't tell how many rounds I have. Also, black borders all around the screen. Maybe this was deliberate but I'm a little confused.
That much said, on with the praise!:
Booted up E2M1 on the middle difficulty. Cleared the first two piles of zombies with a mixture of Krauser's TMP and grenades. Fought off the rear ambush of teleporting monsters with long distance bow shots, went into the teleporter and had a very messy but very fun battle in the boiling blood room with the platforms. Accidentally weakened self with a misplaced grenade. Went into the hidden dark plasma room and took down everything with the Striker---except for a hidden demon I forgot about that ambushed me and finished me off.
This style of gameplay works surprisingly well with DooM.
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Hunk for doom 3.0 [released]
the ammo numbers appear just apply the correct screen blocks, the black border is for prevent the missing corners from the left side of the char (aiming) when you are 16:9, looks uggly without that.
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