It would be a good option and also add some sounds Slayer leave us with the feeling of controlling a cyborg rather than doomguy.
(WIP) Aliens Vs Terminator v1.1
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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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Doctrine Gamer
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Re: (WIP) Terminator Mod Beta1(just for fun)
"I think I'll remove the lockon system of the fist."
It would be a good option and also add some sounds Slayer leave us with the feeling of controlling a cyborg rather than doomguy.
It would be a good option and also add some sounds Slayer leave us with the feeling of controlling a cyborg rather than doomguy.
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Endless123
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Re: (WIP) Terminator Mod Beta1(just for fun)
I will shortly release a version (same as beta 2 rev2) entirely without the lockon restriction for those not liking it.Doctrine Dark wrote:"I think I'll remove the lockon system of the fist."
It would be a good option and also add some sounds Slayer leave us with the feeling of controlling a cyborg rather than doomguy.
EDIT : Done, now there is 2 versions of the mod, the classic one and the new one with the removal of the lockon restriction. Take a pick
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Doctrine Gamer
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Re: (WIP) Terminator Mod Beta2(just for fun)
I'll try this new version and congratulations for your great works, terminator and predator are very fun
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Endless123
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Re: (WIP) Terminator Mod Beta2(just for fun)
Thanks
I also think terminator and predator are fun to play. It's a shame not much mods let us play as either of them. Of course there is Aliens TC and AvPvT that are great mods but unfortunately the only player we can play is the marine. I'm trying my best to make my 2 mods as fun as possible but my artistic skills are limited. I hope someone with more skills will make more complete predator and terminator mod.
Well enough babbling from my part
Thanks again for the comments 
Well enough babbling from my part
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Hornetzero
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Re: (WIP) Terminator Mod Beta2(just for fun)
That was great. Although I prefer you keep the lock because it helps in conserving ammo and balances the Terminator from being too overpowered.
Here are some additional things that I wanted to bring up;
1, Please replace your current target crosshair with a one that matches closely with the Terminator crosshair.
Here is a one I made while I was on a drawing spree of sprites.

2, Your choice of controls aren't ergonomical. The vision changing should be done with a key not associated with shooting or any other essential actions (kinda like the "Fuck yourself" taunt command key for Brutal Doom). The secondary fire should always be reserved for an alternate attack with any weapon and not used for these kinds of functions. This can also be said for the zoom key, which should always be done with any key that isn't reserved for secondary fire of the holstered weapon (for example: mouse button 3/scrolling button).
3, Zooming your vision causes enemies to be alerted. This is quite clearly, a bug.
Here are some additional things that I wanted to bring up;
1, Please replace your current target crosshair with a one that matches closely with the Terminator crosshair.
Here is a one I made while I was on a drawing spree of sprites.

2, Your choice of controls aren't ergonomical. The vision changing should be done with a key not associated with shooting or any other essential actions (kinda like the "Fuck yourself" taunt command key for Brutal Doom). The secondary fire should always be reserved for an alternate attack with any weapon and not used for these kinds of functions. This can also be said for the zoom key, which should always be done with any key that isn't reserved for secondary fire of the holstered weapon (for example: mouse button 3/scrolling button).
3, Zooming your vision causes enemies to be alerted. This is quite clearly, a bug.
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Endless123
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Re: (WIP) Terminator Mod Beta2(just for fun)
1 - Are you talking about the fixed crosshair or the one that is used to confirm the lockon?
If you are talking about the fixed crosshair you can change it anytime with any other available crosshair in the option menu
2 - Like i stated in the first post my intentions with the mod was just for fun and at first i had no intent to develop it any further and honestly since i don't know anything about ACS coding (which would be required to assign specific keys to functions) i have to stick with the way it is now.
3 - It's not a bug, since the zoom is triggered by the weapon's actor def it takes also the flags of that weapon. If a weapon is not flagged as "WEAPON.NOALERT" the use of the zoom will alert the enemies. Since i didn't changed any of the weapon's flags it's a normal behavior that a weapon that normally alerts enemies if fired will also alerts them with the zoom.
If you are talking about the fixed crosshair you can change it anytime with any other available crosshair in the option menu
2 - Like i stated in the first post my intentions with the mod was just for fun and at first i had no intent to develop it any further and honestly since i don't know anything about ACS coding (which would be required to assign specific keys to functions) i have to stick with the way it is now.
3 - It's not a bug, since the zoom is triggered by the weapon's actor def it takes also the flags of that weapon. If a weapon is not flagged as "WEAPON.NOALERT" the use of the zoom will alert the enemies. Since i didn't changed any of the weapon's flags it's a normal behavior that a weapon that normally alerts enemies if fired will also alerts them with the zoom.
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Valherran
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Re: (WIP) Terminator Mod Beta2(just for fun)
Interesting idea, this MOD could have some major potential as well as your Predator MOD.
I may get flamed for saying this, but a Terminator MOD would go extremely well with Brutal Doom.
I may get flamed for saying this, but a Terminator MOD would go extremely well with Brutal Doom.
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Endless123
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Re: (WIP) Terminator Mod Beta2(just for fun)
I'm thinking that too but my skills are limited. Not to mention the zoom function would have to be reworked a lot because almost all Brutal Doom weapons already has a secondary attack. That would mean to implement some ACS coding or something like that and i honestly don't know how to do that without messing things. However if someone skilled enough wants to merge Brutal Doom and my mod i'd be honored. The start would be for me to know how to make a zoom function not depending on weapons but only on the player. Right now the zoom is set by using the secondary attack/function in the weapon's actor def. It doesn't mean i won't try it though but the results could be ... odder than my very first modValherran wrote:Interesting idea, this MOD could have some major potential as well as your Predator MOD.
I may get flamed for saying this, but a Terminator MOD would go extremely well with Brutal Doom.
Thanks for the comments
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ObsessedWithMODs
- Posts: 79
- Joined: Thu Oct 18, 2012 10:14 pm
Re: (WIP) Terminator Mod Beta2(just for fun)
YES! Someone finally delivers a Terminator Mod for Doom source ports.
Now does that also mean eventually we will see new weapons like the Phased Plasma Rifles with 40-watt Range?
Or how about new enemies like Hunter Killers (Big Tank and Aerial Assault Units), or EndoSkeletons. Pretty much everything we've seen in the beginning Post Apocalyptic War Against the Machines at the beginning of Terminator 2.
I mean C'mon no Terminator mod would be fully complete without at least including some new enemies and gameplay mechanics particularly those Endoskeletons we've seen in the movies such as the T-600s (with Rubber Skin Infiltrator variants) and T-800s (with Living Tissue Infiltrator variants).
Someone even made a modified SS Nazi sprite into a a T-1000 in the ancient AvPvT mod, but that could be revised and updated to current standards later. T-1000 would be good for a boss idea in a mini 8 to around 12 levels Terminator MOD.
Now i have no idea if this Terminator Mod means you are a Standard Terminator fighting on the side of SkyNet to wipe out humans or if it's a "Reprogrammed" Infiltrator with new missions of some kind fighting on the side of Connor's resistance, either way the possibilities are endless. If it works either way that would be interesting. Ah... Good Terminator Bad Terminator, why not?
Now does that also mean eventually we will see new weapons like the Phased Plasma Rifles with 40-watt Range?
Or how about new enemies like Hunter Killers (Big Tank and Aerial Assault Units), or EndoSkeletons. Pretty much everything we've seen in the beginning Post Apocalyptic War Against the Machines at the beginning of Terminator 2.
I mean C'mon no Terminator mod would be fully complete without at least including some new enemies and gameplay mechanics particularly those Endoskeletons we've seen in the movies such as the T-600s (with Rubber Skin Infiltrator variants) and T-800s (with Living Tissue Infiltrator variants).
Someone even made a modified SS Nazi sprite into a a T-1000 in the ancient AvPvT mod, but that could be revised and updated to current standards later. T-1000 would be good for a boss idea in a mini 8 to around 12 levels Terminator MOD.
Now i have no idea if this Terminator Mod means you are a Standard Terminator fighting on the side of SkyNet to wipe out humans or if it's a "Reprogrammed" Infiltrator with new missions of some kind fighting on the side of Connor's resistance, either way the possibilities are endless. If it works either way that would be interesting. Ah... Good Terminator Bad Terminator, why not?
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Endless123
- Posts: 1560
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Re: (WIP) Terminator Mod Beta2(just for fun)
Looks like we have a Terminator fan here
Well the idea of this mini-mod(mini because it,s less than 1Mo and compare to most mods for doom it's really small) it's just to have a Terminator kicking some demons asses just for fun and of course having this "invincibility" feeling while playing for a change
Absolutely no relation with the original Terminator storyline ... i guess
.
Honestly i wasn't really planning to do anything special with this mod. After reading some comments including yours i think peoples are thinking i have something big planned for this mod while it's not the case. But you know i might give it a shot for a more elaborate mod but i'll need some serious help with monster's sprites because as i stated often before my artistic skills are limited and if i engage myself into making this mod evolve i don't want the result to be a crappy, garbage mod.
The idea of having HK and AAU is a good one but it will also suggest a new map set because as you know those things are kinda big and as for the AAU since they fly it would mean they will have to be spawned only in open area and as you know there is not many maps in doom and doom 2 with open area big enough to put 1 or 2 AAU in the air. However the endoskeltons terminators shouldn't be as problematic to introduce in Doom without messing too much with other things. It's probably be the first enemy i'll add if i develop this mod further.
Note : For the records the terminator of my mod is a reprogrammed T-900 (the funny thing is the T-900 was created by Skynet to destroy the terminators reprogrammed by the resistance = according to the wiki), obviously more advanced, more powerful and faster than the T-800 but unlike the T-1000 it's still has an endoskeleton covered with living tissues(for the infiltrator model) making it the perfect infiltrator. read this if you want to know more
http://terminator.wikia.com/wiki/Series_900
it's a wiki i found just before i made this mod
I know it has some flaws according to the wiki but who cares, it's a mod for fun 
Well the idea of this mini-mod(mini because it,s less than 1Mo and compare to most mods for doom it's really small) it's just to have a Terminator kicking some demons asses just for fun and of course having this "invincibility" feeling while playing for a change
Honestly i wasn't really planning to do anything special with this mod. After reading some comments including yours i think peoples are thinking i have something big planned for this mod while it's not the case. But you know i might give it a shot for a more elaborate mod but i'll need some serious help with monster's sprites because as i stated often before my artistic skills are limited and if i engage myself into making this mod evolve i don't want the result to be a crappy, garbage mod.
The idea of having HK and AAU is a good one but it will also suggest a new map set because as you know those things are kinda big and as for the AAU since they fly it would mean they will have to be spawned only in open area and as you know there is not many maps in doom and doom 2 with open area big enough to put 1 or 2 AAU in the air. However the endoskeltons terminators shouldn't be as problematic to introduce in Doom without messing too much with other things. It's probably be the first enemy i'll add if i develop this mod further.
Note : For the records the terminator of my mod is a reprogrammed T-900 (the funny thing is the T-900 was created by Skynet to destroy the terminators reprogrammed by the resistance = according to the wiki), obviously more advanced, more powerful and faster than the T-800 but unlike the T-1000 it's still has an endoskeleton covered with living tissues(for the infiltrator model) making it the perfect infiltrator. read this if you want to know more
http://terminator.wikia.com/wiki/Series_900
it's a wiki i found just before i made this mod
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ObsessedWithMODs
- Posts: 79
- Joined: Thu Oct 18, 2012 10:14 pm
Re: (WIP) Terminator Mod Beta2(just for fun)
Yea I'm pretty much a fanboy of those 3 sci-fi films and franchises and when I explored those older 90's vanilla doom patches it got me hooked so I'm always on the look out on what fans will come out with next for me to test out and have some fun with
. Most of the official licensed stuff never fully delivers and I think fan made projects have much more potential and commercial products. I'm pretty sure you heard what happened with that Aliens Colonial Marine game right? It definitely was not worth the hype for sure.
But anyways, I brought up the Hunter Killers (Big Tanks and AAUs) and a few others because I always felt that AvPvT patch was incomplete and had potential for a modernized remake.
I can't believe there still had not been any patches all this time that at least tried to implement those enemies for a Terminator patch.
But what they did was they edited a lot of Doom sprites and such at the time since after all it was the early 90's. I did like how they implement the T-800 mechanics, and again it was only an edited Shotgun Guy spite with a new head. It did have an interesting mechanic of being knocked down and getting up again if I remember. But no "Endoskeletons" sprites in any patches that I am aware of.
There wasn't even a new sprite for the Doom's original Plasma Gun to look and feel like it appeared in beginning of Terminator 2.
Btw, I say we should be able to Dual-Wield those Plasma Rifles "if" someone ever decided to make a T2 Plasma Gun mod.
Although they did change the sound of it to match the way it sounded in the movie.
I understand what you meant about the art and graphics design parts being quite difficult. And it would be even More so, especially if you were going for near or super accurate looks unless somehow you had help with somebody that worked on the production of those Movies like the sets and props, etc.,... even then it's tough.
I remember there was another Terminator mod using an Unreal Mod kit or something released way back, think it was called Terminator FPS or something. It's on ModDb.com, I'll be back when I find the link to it, maybe it could be useful somewhat.
Another idea I want to bring up is maybe using sprite rips of that old Midway Terminator 2 The Arcade Game might also help. That would be good since almost everything in that game looks and feels very accurate and since it was a licensed Terminator game.
But anyways, I brought up the Hunter Killers (Big Tanks and AAUs) and a few others because I always felt that AvPvT patch was incomplete and had potential for a modernized remake.
I can't believe there still had not been any patches all this time that at least tried to implement those enemies for a Terminator patch.
But what they did was they edited a lot of Doom sprites and such at the time since after all it was the early 90's. I did like how they implement the T-800 mechanics, and again it was only an edited Shotgun Guy spite with a new head. It did have an interesting mechanic of being knocked down and getting up again if I remember. But no "Endoskeletons" sprites in any patches that I am aware of.
There wasn't even a new sprite for the Doom's original Plasma Gun to look and feel like it appeared in beginning of Terminator 2.
Btw, I say we should be able to Dual-Wield those Plasma Rifles "if" someone ever decided to make a T2 Plasma Gun mod.
Although they did change the sound of it to match the way it sounded in the movie.
I understand what you meant about the art and graphics design parts being quite difficult. And it would be even More so, especially if you were going for near or super accurate looks unless somehow you had help with somebody that worked on the production of those Movies like the sets and props, etc.,... even then it's tough.
I remember there was another Terminator mod using an Unreal Mod kit or something released way back, think it was called Terminator FPS or something. It's on ModDb.com, I'll be back when I find the link to it, maybe it could be useful somewhat.
Another idea I want to bring up is maybe using sprite rips of that old Midway Terminator 2 The Arcade Game might also help. That would be good since almost everything in that game looks and feels very accurate and since it was a licensed Terminator game.
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ObsessedWithMODs
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Endless123
- Posts: 1560
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Re: (WIP) Terminator Mod Beta2(just for fun)
Thanks for the link, i'll check it 
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Yholl
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Re: (WIP) Terminator Mod Beta2(just for fun)
Endless123 wrote:Like i stated in the first post my intentions with the mod was just for fun and at first i had no intent to develop it any further and honestly since i don't know anything about ACS coding (which would be required to assign specific keys to functions) i have to stick with the way it is now.
Not sure what you've been doing, this is just from quickly reading up the thread, but there are Zoom and Reload functions in ZDoom by default. If you make a state called Zoom, and one called Reload, you can put any functions you want in them, just like you seem to have done with altfire and your zoom in function.Endless123 wrote:The start would be for me to know how to make a zoom function not depending on weapons but only on the player. Right now the zoom is set by using the secondary attack/function in the weapon's actor def. It doesn't mean i won't try it though but the results could be ... odder than my very first mod
A_WeaponReady(WRF_ALLOWRELOAD | WRF_ALLOWZOOM) will allow those functions to be used in your weapon for more flexibility.
You can also bind additional keys through the use of CustomInventory items and KEYCONF keybinds. Using this, for instance, you could make an item that cycles between the different vision modes when it is used, and bind a key to activate that item. That will allow you to cycle modes without worrying about including it in weapon code.
I have two invisible CustomInventory items that are used to unequip worn armor and boots in my DoomRL Arsenal mod, this is what the KEYCONF file looks like, to help you get an understanding for how it works.
addkeysection "DoomRL Arsenal" DoomRLArsenalSection
// Remove Armor
addmenukey "Remove Armor" rl_removearmor
alias rl_removearmor "use RLArmorRemover"
// Remove Boots
addmenukey "Remove Boots" rl_removeboots
alias rl_removeboots "use RLBootsRemover"
This adds a section at the bottom of the Customize Controls page of the main menu called DoomRL Arsenal, which has both of those functions in it, waiting to have a key bound to them.
Hope this helps you.
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Endless123
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Re: (WIP) Terminator Mod Beta2(just for fun)
Holly cowininliklycaow ! I didn't know that? GREAT THANKS i'll try this now 