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: Doom The Mercenaries [released]
or you can force 4:3 aspect ratio from the video mode menu.
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Re: Doom The Mercenaries [released]
that is a good solution.Viscra Maelstrom wrote:or you can force 4:3 aspect ratio from the video mode menu.
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Re: Doom The Mercenaries [released]
No no no, I didn't mean add the monsters from RE4. I meant just the items, weapons, and the wandering merchant. And also having the doom enemies drop money to buy stuff from that merchant to get more powerful.the problem of that are the enemies, i cant take screenshots of they as playables chars, the only way is found a mod for re4 were the playable char is replaced by a enemy
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Re: Doom The Mercenaries [released]
but how buy a weapons during a hordes of demons around the player? also the merchant need to replace an actor, your point could be good for a custom map.Valherran wrote:No no no, I didn't mean add the monsters from RE4. I meant just the items, weapons, and the wandering merchant. And also having the doom enemies drop money to buy stuff from that merchant to get more powerful.the problem of that are the enemies, i cant take screenshots of they as playables chars, the only way is found a mod for re4 were the playable char is replaced by a enemy
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Re: Doom The Mercenaries [released]
Well, in RE4, the enemies ignored that merchant for whatever reason, might be due to him having the virus on a different level (he obviously did not look normal at all). So he can just sit out there and be something to interact with at your own risk. As for replacing an actor... You probably could use a custom sprite instead, he could spawn in place of a weapon at a random chance (while weapons never spawn to begin with, gotta buy them from that merchant). Might not have any animation, but a visual of him just standing there would be enough. Could also work like Counter Strike where if you are within a certain radius of a buy zone, you can press the shop key and access the menu.DOOMERO-21 wrote:but how buy a weapons during a hordes of demons around the player? also the merchant need to replace an actor, your point could be good for a custom map.Valherran wrote:No no no, I didn't mean add the monsters from RE4. I meant just the items, weapons, and the wandering merchant. And also having the doom enemies drop money to buy stuff from that merchant to get more powerful.the problem of that are the enemies, i cant take screenshots of they as playables chars, the only way is found a mod for re4 were the playable char is replaced by a enemy
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Re: Doom The Mercenaries [released]
Yes, but could be a chaos on plutonia for example, were you start exist a chaotic wellcome....
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Re: Doom The Mercenaries [released]
Yes, appear on Kotaku and other sites XDblackfish wrote:http://www.pcgamer.com/2014/03/21/doom- ... l-to-hell/ pcgamer likes you.
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Re: Doom The Mercenaries [released]
Hey there, sorry for the thread necromancy, it's on-topic though.
Since the mod was perfect at implementing the Mercenaries mode mechanics, the only thing I missed was a map with the same setup.
So, as a quick and dirty proof-of-concept, I put together this map, made a few assets and code, and it kind of resembles the original mode a little.
Hopefully it inspires someone with actual mapping talent to give this concept a shot.
This map features enemy spawners that will spew enemies constantly, although it's adjusted to be moderately easy (there are difficulty settings if you prefer more or less enemies at once). The monsters are palette-swaps of regular Doom monsters, more oriented to melee the player. Hitscanners are out of the picture as part of the proof-of-concept. As a major tweak, in this map you can shoot down Revenant tracers (in exchange, all of them are homing), like you could shoot down hatchets and such in the easy maps of RE4 Mercs.
The spawners themselves are pretty hardcoded, but you can modify their delays when placing them on the map editor (see decorate file), or assume defaults if no other settings are present. If anyone likes the idea I can expand them a bit with a few more args.
This minimod/map should be compatible with Zandronum, I avoided using newer things like NODELAY flags or such, so, hopefully, it should be coop-able.
Other than that, the map is small and crappy (was put together in a few hours), but should be moderately fun, consider it the Doomy equivalent of the Village map in RE4.
Ammo isn't scarce, and there are a number of clocks around the map, as well as some health pickups. Once you know how to reach everything the map should be really easy, but still playable for higher scores, as the original few were.
As far as credits go, all new assets were made from scratch by myself (adorable Umbrella flavoring), but a bit of Doomero's code is replicated in the modified enemies to make them melee-only.
Screen textures and the weird lamp thingies include GLDEFS and brightmaps. Feel free to use any of the assets.
Since the mod was perfect at implementing the Mercenaries mode mechanics, the only thing I missed was a map with the same setup.
So, as a quick and dirty proof-of-concept, I put together this map, made a few assets and code, and it kind of resembles the original mode a little.
Hopefully it inspires someone with actual mapping talent to give this concept a shot.
Spoiler: ScreensDownload it here (load after Mercenaries mod): https://dl.dropboxusercontent.com/u/95471203/DMercs.pk3
This map features enemy spawners that will spew enemies constantly, although it's adjusted to be moderately easy (there are difficulty settings if you prefer more or less enemies at once). The monsters are palette-swaps of regular Doom monsters, more oriented to melee the player. Hitscanners are out of the picture as part of the proof-of-concept. As a major tweak, in this map you can shoot down Revenant tracers (in exchange, all of them are homing), like you could shoot down hatchets and such in the easy maps of RE4 Mercs.
The spawners themselves are pretty hardcoded, but you can modify their delays when placing them on the map editor (see decorate file), or assume defaults if no other settings are present. If anyone likes the idea I can expand them a bit with a few more args.
This minimod/map should be compatible with Zandronum, I avoided using newer things like NODELAY flags or such, so, hopefully, it should be coop-able.
Other than that, the map is small and crappy (was put together in a few hours), but should be moderately fun, consider it the Doomy equivalent of the Village map in RE4.
Ammo isn't scarce, and there are a number of clocks around the map, as well as some health pickups. Once you know how to reach everything the map should be really easy, but still playable for higher scores, as the original few were.
As far as credits go, all new assets were made from scratch by myself (adorable Umbrella flavoring), but a bit of Doomero's code is replicated in the modified enemies to make them melee-only.
Screen textures and the weird lamp thingies include GLDEFS and brightmaps. Feel free to use any of the assets.
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Re: Doom The Mercenaries [released]
Nice, also exist a zandronum version of doom the mercenaries:
https://mega.co.nz/#!ZIhBnIjb!E0UURywiH ... 2Mdsk41dYc
Was tested on coop and works good.
https://mega.co.nz/#!ZIhBnIjb!E0UURywiH ... 2Mdsk41dYc
Was tested on coop and works good.
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Re: Doom The Mercenaries [released]
Yeah, I am aware of the Zandro version, although I didn't have it around at the time of developing, so didn't try it with it yet. I am hoping it should work.
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Re: Doom The Mercenaries [released]
@Hetdegon: I only just came across your map for Mercenaries (Thank you random PC Gamer link!). Thanks for this. I haven't tried it out yet but I'm looking forward to playing a map designed for this mod. I wish there were more maps for it! 

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Re: Doom The Mercenaries [released]
Hey thanks, I thought nobody would have tried it :D
It's just a proof-of-concept, but with some of those mechanisms in play it could be expanded into something way more interesting. I'd call for a community project but I don't have what it takes to start one of these, but if there's demand I'd gladly make something more elaborate!
It's just a proof-of-concept, but with some of those mechanisms in play it could be expanded into something way more interesting. I'd call for a community project but I don't have what it takes to start one of these, but if there's demand I'd gladly make something more elaborate!
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Re: Doom The Mercenaries [released]
How ADD TIME in Zandronum MultiPlayer Game?
I join to server and i want know console command for this. I hate time limit.
I join to server and i want know console command for this. I hate time limit.
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Re: Doom The Mercenaries [released]
hey, im using the newest gzdoom svn and i cant see the hud correcly, if i shrink the hud or enlarge it it still doesnt show my character's name nor the health meter