Doom The Mercenaries [released]
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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.
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Re: Hunk for doom 3.0 [WIP]
First time I've heard something like that.
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Re: Hunk for doom 3.0 [WIP]
Yeah, Hunk always have being a weapon.DOOMERO-21 wrote:is first person view, but decreased the normal zoom ( for increase the area of view ) and actualy hunk is a weapon.
It is a nice concept to be able to get a new perspective for doom. I can now imagine Isaac from Deadspace in 3rd person, combined with brutal doom.
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Re: Hunk for doom 3.0 [WIP]
the goal kick, only is activated when a big monster ( demon, baron of hell, mancubus, etc) have almost 30% of his total health, for example baron of hell have 1000 of health, if you damage him with ammount of 700 or more, and you can close to him and execute the goal kick with a 100% of kill, the video only show the goal kic for any moment ( is only for show how looks ).
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Re: Hunk for doom 3.0 [WIP]
thats freaking nice !!!!
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Re: Hunk for doom 3.0 [WIP]
ok, added: shooting on the head for imp, zombieman and shotgun guy, activate the melee attack (neckbreaker), the video show the diference between shooting on the legs and the head, if you see the monster is very strong supporting the damage when i attack on his legs.
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Re: Hunk for doom 3.0 [WIP]
DOOMERO-21 wrote:very strong supporting the damage when i attack on his legs.
Have you recently banged a shin against a piece of furniture by accident, or try to lift someone who's paralyzed or drunk or worse? We put a lot of weight on our legs and even a little structural damage down there can slow a guy down fast.
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Re: Hunk for doom 3.0 [WIP]
XD you right, the see state have lot of a_chase per frame, that is the reazon why the imp is a little fast.Vaecrius wrote:DOOMERO-21 wrote:very strong supporting the damage when i attack on his legs.
Have you recently banged a shin against a piece of furniture by accident, or try to lift someone who's paralyzed or drunk or worse? We put a lot of weight on our legs and even a little structural damage down there can slow a guy down fast.
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Re: Hunk for doom 3.0 [WIP]
Heh, try neck breaking a Pinkie. But seriously, this is awesome.
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Re: Hunk for doom 3.0 [WIP]
WTF? pinkie? i tried dude, but the pinkie have a BIG HEAD!ArchXeno wrote:Heh, try neck breaking a Pinkie. But seriously, this is awesome.
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Re: Hunk for doom 3.0 [WIP]
Any idea of when we will be able to play it?
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Re: Hunk for doom 3.0 [WIP]
i dont have idea and depending how many weapons i will add, because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.bleant wrote:Any idea of when we will be able to play it?
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Re: Hunk for doom 3.0 [WIP]
The "original" Hunk was an unlockable character in Resident Evil 2, actually.DOOMERO-21 wrote:because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.
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Re: Hunk for doom 3.0 [WIP]
I think it'd be pretty boring only having two weapons. And depending on how the grenades work, they may not be an adequate replacement for the rocket launcher. At least one or two more, like a shotty for crowd control, and something else.DOOMERO-21 wrote:i dont have idea and depending how many weapons i will add, because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.bleant wrote:Any idea of when we will be able to play it?
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Re: Hunk for doom 3.0 [WIP]
added melee indicator
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Re: Hunk for doom 3.0 [WIP]
the video show the new sprites and a new sistem of running: well exist 2, normal and the fast running. the fast running only works when hunk have almost >30% of health (also for this special running is necesary add later the run bar, becuase not always will be activated), this system use a diferent a_zoomfactor and player view height from the original using inventory powermorph(thanks to Enjay for the idea, also i will check how works with the other method of fsglobal).