Doom The Mercenaries [released]

Projects that alter game functions but do not include new maps belong here.
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Big C
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Re: Hunk for doom 3.0 [released]

Post by Big C »

Ahhh, okay.

I think it's bugged then because no ammo count/Krauser arm symbol shows up above the health gauge.
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JimmyJ
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Re: Hunk for doom 3.0 [released]

Post by JimmyJ »

Big C wrote:Ahhh, okay.

I think it's bugged then because no ammo count/Krauser arm symbol shows up above the health gauge.
Try the - and = keys to resize the hud, making it a size smaller on my end made it show up.
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Big C
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Re: Hunk for doom 3.0 [released]

Post by Big C »

JimmyJ wrote:
Big C wrote:Ahhh, okay.

I think it's bugged then because no ammo count/Krauser arm symbol shows up above the health gauge.
Try the - and = keys to resize the hud, making it a size smaller on my end made it show up.
Ahhhh, yeah, that fixed it. Thanks Jimmy!

I am officially loving this mod now. Makes Barons of Hell and other big monsters actually feel monstrous. Any plans for QTEs involving stunned boss monsters, Doomero?

EDIT: I am really not liking the quick-180 degree turn. It's too easy to pull off by accident at a bad time, doing the same thing with just mouse movements is just as good, and the main reason it even existed in RE4 was because the control sticks didn't give you the same flexibility of movement WASD+mouse did. I would recommend getting rid of the quick-180, or making it able to be switched off.
Zombieguy
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Re: Hunk for doom 3.0 [released]

Post by Zombieguy »

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DOOMERO-21
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Re: Hunk for doom 3.0 [released]

Post by DOOMERO-21 »

Zombieguy wrote:Mediafire link is up.

thanks
Zombieguy
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Re: Hunk for doom 3.0 [released]

Post by Zombieguy »

No problem. :p
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Enjay
 
 
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Re: Hunk for doom 3.0 [released]

Post by Enjay »

Sorry I didn't get a chance to get back to you with the second test version (very busy weekend IRL). Congrats on getting this released. It's quite a technical achievement and an interesting take on Doom gameplay.
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DOOMERO-21
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Re: Hunk for doom 3.0 [released]

Post by DOOMERO-21 »

Enjay wrote:Sorry I didn't get a chance to get back to you with the second test version (very busy weekend IRL). Congrats on getting this released. It's quite a technical achievement and an interesting take on Doom gameplay.
thanks
Failure
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Re: Hunk for doom 3.0 [released]

Post by Failure »

Does this works for skulltag?If not...In wich works?
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amv2k9
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Re: Hunk for doom 3.0 [released]

Post by amv2k9 »

Failure wrote:Does this works for skulltag?If not...In wich works?
Since this is being released in the ZDoom forums, compatability for a source port that is based on ZDoom code, but is several years out of date and not even supported any more, cannot be guaranteed.
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commander
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Re: Hunk for doom 3.0 [released]

Post by commander »

I can't see the ammo count. What's my problem??? And how to run???
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JimmyJ
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Re: Hunk for doom 3.0 [released]

Post by JimmyJ »

commander wrote:I can't see the ammo count. What's my problem??? And how to run???
Check out my suggestion up above to fix your ammo count. You can run by holding primary fire.

~




I think I've discovered a bug, I got blasted by a cyberdemon rocket, and when I got back up, I was clipping into the ground, and my aim was lower than my crosshair said it should be. Image
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commander
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Re: Hunk for doom 3.0 [released]

Post by commander »

Thank you guys. :)
Estopolis
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Re: Hunk for doom 3.0 [released]

Post by Estopolis »

Been playing this today, it's really quite well done and I find it pretty fun. Went through all of Doom 1 and Mea Culpa and half of Doom 2 with Hunk.

Going through the first level of Threshold of Pain as Leon made me realize something.
Hunk's pistol and shotgun are not very good weapons. The TMP for him is solid and the charging weapon(Forgot the name) is pretty good when he has time to charge.
But Hunk feels a tad weak when it comes to firepower outside of those two weapons.

Regardless I have been enjoying it quite a bit.
Do you plan on adding anything more to the mod?

Also forgot to mention, the Invulnerability powerup doesn't seem to work.
Last edited by Estopolis on Tue Nov 06, 2012 8:34 am, edited 1 time in total.
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DOOMERO-21
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Re: Hunk for doom 3.0 [released]

Post by DOOMERO-21 »

JimmyJ is a bug yes, when happen that please put on console "take falling" if persist the problem, is another the cuase, the falling is a inventory for check the moment when the char fall to the floor and a fs script decrece the fps view height, when is 0 go back to normal.
Estopolis wrote:Been playing this today, it's really quite well done and I find it pretty fun. Went through all of Doom 1 and Mea Culpa and half of Doom 2 with Hunk.

Going through the first level of Threshold of Pain as Leon made me realize something.
Hunk's pistol and shotgun are not very good weapons. The TMP for him is solid and the charging weapon(Forgot the name) is pretty good when he has time to charge.
But Hunk feels a tad weak when it comes to firepower outside of those two weapons.

Regardless I have been enjoying it quite a bit.
Do you plan on adding anything more to the mod?

Also forgot to mention, the Invulnerability powerup doesn't seem to work.
blacktail is more powerfull than hand gun and punisher, but punisher is more solid becuase can pass across the monsters, the invulnerable moment is only for melees and dodge.
Failure wrote:Does this works for skulltag?If not...In wich works?
zdoom 2.6.1 or gzdoom svn (gzdoom 1.5.6 is not compatible)

skulltag and zandronum is not compatible for this:

a_radiusgive
a_setangle
a_changevelocity

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