[wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zandro

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

[wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zandro

Post by DOOMERO-21 »

Ok this mod was very optimized, removed unnecessary scripts and enhanced codes. Still need to fix some bugs and physics. Added mk3 arenas also an original way to get credits thanks to our thunder god Raiden XD . Included new skin for the player, a ninja costume and can be possible change the color.

other things for to do: enhance the code for activate the special moves, add throws (this is the most hardest part), enhance the physics (is a pain in the...), include a new system for see the special move of each char, include singleplayer mode (arcade ladder with Shao Kahn and Motaro).

video:



can be played online, but i want more this for duel (the winner telefrag the loser and that count a frag).
User avatar
Nash
 
 
Posts: 17455
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by Nash »

Doomero, you continue to impress me with your crazy ACS hackery. :O I wonder if you'll eventually demake Mortal Kombat X into GZDoom? :O
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by DOOMERO-21 »

Nash wrote:Doomero, you continue to impress me with your crazy ACS hackery. :O I wonder if you'll eventually demake Mortal Kombat X into GZDoom? :O
is possible if exist someone can rip each char, the stages, sounds, etc, my part is create the codes.
User avatar
Nash
 
 
Posts: 17455
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by Nash »

I was just joking haha, MKX would look like crap in GZDoom without the fancy shaders and materials. Plus it's just really too complex to mimic in GZDoom, what with the detachable limbs, xray, etc... it would just end up looking like a poor man's Mortal Kombat X bootleg. :P
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by DOOMERO-21 »

Nash wrote:I was just joking haha, MKX would look like crap in GZDoom without the fancy shaders and materials. Plus it's just really too complex to mimic in GZDoom, what with the detachable limbs, xray, etc... it would just end up looking like a poor man's Mortal Kombat X bootleg. :P
i know XD but is possible dude, the code could be similar to umk3 also the x ray could be possible if on the pc version removed the background texture and the health bars or any hud on the screen for take more easily each animation...but think about, 1 xray for 1 char apply to 25 enemies and they are 27 chars...27 x 25 xrays, that is sick...
User avatar
Hetdegon
Posts: 320
Joined: Sat Oct 30, 2004 12:55 pm
Graphics Processor: nVidia with Vulkan support
Location: Chireiden

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by Hetdegon »

At this point I honestly believe DOOMERO can turn *anything* into a Doom mod.
User avatar
Ozymandias81
Posts: 2067
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by Ozymandias81 »

Uhmm, I wonder if Doomero could bring Ultima Underworld II for Hexen at this point... It's a project I had in my mind 5 years ago, I have ALL resources from UW2 but the coding stuff could be a terrific pain-in-the-ass stuff...

BTW this UMK3 looks amazing, I wonder how Doomero will resolve such throws issue...
User avatar
Dynama
Posts: 36
Joined: Thu Nov 21, 2013 5:58 pm

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by Dynama »

Nash wrote:I was just joking haha, MKX would look like crap in GZDoom without the fancy shaders and materials. Plus it's just really too complex to mimic in GZDoom, what with the detachable limbs, xray, etc... it would just end up looking like a poor man's Mortal Kombat X bootleg. :P
YEY you can say that again
Image
http://forum.zdoom.org/viewtopic.php?f=19&t=46871

seriously though you don't disappoint doomero Keep up the good work XD
User avatar
Ozymandias81
Posts: 2067
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by Ozymandias81 »

@Doomero & Dynama
Found some enhanced stuff for UT2004 that could be useful for mod of yours, you'll just need to extract 'em:

http://www.peterissa.com/mkut-uk.html
mumblemumble
Posts: 927
Joined: Fri Aug 23, 2013 1:59 pm

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by mumblemumble »

But can you run a dos version of doom, in a skulltag version of doom, in a zandronum version of doom?... ...sadly I'm sure this could be possible... If doom center reboot wasn't abandoned, I REEEEEAAAAAALLY hope this gets added to the arcade (assuming you let them..)

Neat idea by the way, incredibly impressive.
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: [wip] ultimate mortal kombat 3 gzdoom/zdoom/skulltag/zan

Post by DOOMERO-21 »



multiplayer test

Return to “TCs, Full Games, and Other Projects”