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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Big C
- Posts: 2839
- Joined: Tue Oct 19, 2010 3:24 pm
Re: Hunk for doom 3.0 [released]
Ahhh, okay.
I think it's bugged then because no ammo count/Krauser arm symbol shows up above the health gauge.
I think it's bugged then because no ammo count/Krauser arm symbol shows up above the health gauge.
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JimmyJ
- Posts: 658
- Joined: Mon Nov 09, 2009 6:17 pm
Re: Hunk for doom 3.0 [released]
Try the - and = keys to resize the hud, making it a size smaller on my end made it show up.Big C wrote: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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Big C
- Posts: 2839
- Joined: Tue Oct 19, 2010 3:24 pm
Re: Hunk for doom 3.0 [released]
Ahhhh, yeah, that fixed it. Thanks Jimmy!JimmyJ wrote:Try the - and = keys to resize the hud, making it a size smaller on my end made it show up.Big C wrote:Ahhh, okay.
I think it's bugged then because no ammo count/Krauser arm symbol shows up above the health gauge.
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.
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Zombieguy
- Posts: 1880
- Joined: Mon May 24, 2010 4:38 pm
- Location: C:\Earth>
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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]
Zombieguy wrote:Mediafire link is up.
thanks
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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]
No problem. 
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Enjay
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- Posts: 27644
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Hunk for doom 3.0 [released]
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
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Hunk for doom 3.0 [released]
thanksEnjay 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.
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Failure
- Posts: 94
- Joined: Sun Sep 16, 2012 9:21 pm
Re: Hunk for doom 3.0 [released]
Does this works for skulltag?If not...In wich works?
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amv2k9
- Posts: 2178
- Joined: Sun Jan 10, 2010 4:05 pm
- Location: Southern California
Re: Hunk for doom 3.0 [released]
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.Failure wrote:Does this works for skulltag?If not...In wich works?
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commander
- Posts: 85
- Joined: Tue Aug 28, 2012 4:53 am
Re: Hunk for doom 3.0 [released]
I can't see the ammo count. What's my problem??? And how to run???
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JimmyJ
- Posts: 658
- Joined: Mon Nov 09, 2009 6:17 pm
Re: Hunk for doom 3.0 [released]
Check out my suggestion up above to fix your ammo count. You can run by holding primary fire.commander wrote:I can't see the ammo count. What's my problem??? And how to run???
~
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.

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commander
- Posts: 85
- Joined: Tue Aug 28, 2012 4:53 am
Re: Hunk for doom 3.0 [released]
Thank you guys. 
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Estopolis
- Posts: 89
- Joined: Wed Apr 15, 2009 11:45 pm
Re: Hunk for doom 3.0 [released]
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.
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
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Hunk for doom 3.0 [released]
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.
skulltag and zandronum is not compatible for this:
a_radiusgive
a_setangle
a_changevelocity
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.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.
zdoom 2.6.1 or gzdoom svn (gzdoom 1.5.6 is not compatible)Failure wrote:Does this works for skulltag?If not...In wich works?
skulltag and zandronum is not compatible for this:
a_radiusgive
a_setangle
a_changevelocity