Doom3world

The world is yours! Doom 3 - Quake 4 - ET:QW - Prey - Rage
It is currently Wed Jun 19, 2013 3:16 pm

All times are UTC [ DST ]




Post new topic Reply to topic  [ 33 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 3:18 am 
Offline
has joined the game

Joined: Thu May 26, 2011 2:36 am
Posts: 33
Just a little mod I've been working on and off to make doom 3 more enjoyable for myself. I just finished the chainsaw replacement, so I figured I may as well make a quick video and get feedback/gauge interest.

Basically, I've tried to make doom 3 a little more 'realistic' and prone to immersion. It's still obviously not an infantry combat simulator but I tweaked stuff about, take that as you will.

-Replaced the hands models and reworked the weapons for them to be a little less silly looking
-Did new animations
-Changed weapon behaviour slightly, tweaks like a much tighter spread on the shotgun, faster semi automatic pistol, smaller magazine capacities, better fists, etc
-Added ironsights to most of everything (holographic sight on the machinegun with correct parallax (almost...))
-Added a button to quick-melee enemies
-Allowed player to interrupt reloads and such since they're much slower now
-Movement speed slightly increased, health and armour capacities lowered to balance
-No HUD, the stats and ammo are displayed on a tiny watch on the left hand wrist that the player must check manually
-A couple of other things I'm forgetting, maybe.

Also a couple of cosmetic changes, like replacing the male Marine voices out of preference, not really related to gameplay.

I'll release a .pk4 of it if anybody is interested. Also, I compiled it over sikkmod so I could keep the pretty shaders and what, but it doesn't rely on any of the sikkmod content I don't think. You may be able to play it without having to DL sikkmod. I personally play it with mblur + HDR and the carriable medkit option enabled.


Also it just occurred to me "Doom revised" may have been used by another mod before. If so, well, whatever, it's just what I named my mod folder.


EDIT: Video.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 3:57 am 
Offline
picked up 200 ammo
User avatar

Joined: Sun Jul 20, 2008 4:49 pm
Posts: 217
Wow, it looks very impressive.

_________________
Use This To Refresh Yourself Before Working | Read This Before Posting At Doom3World
Accept criticism or you'll never improve and will blame others for your fails.
If there's no proof that you're right, you're wrong.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 4:01 am 
Offline
picked up 100 armour

Joined: Sat Dec 05, 2009 10:30 pm
Posts: 109
I like it. A LOT!!!!!! and also id prefer it to go with sikkmod, since it would just push the immersion lol.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 4:02 am 
Offline
Last man standing
User avatar

Joined: Thu Aug 19, 2004 7:22 pm
Posts: 1129
^What they said. That's some fucking brilliant work.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 5:48 am 
Offline
did just hit his 750th monster

Joined: Tue Jul 05, 2005 3:15 pm
Posts: 824
Location: Adelaide - Australia
Very nice work!


Top
 Profile  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 12:54 pm 
Offline
found a secret

Joined: Tue Dec 16, 2008 10:34 pm
Posts: 638
Good job. except for the voices ofc (very repetitive).
A test release would be great.

_________________
:D


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 1:16 pm 
Offline
Very Senior Forum Poster
User avatar

Joined: Sun May 29, 2005 10:02 pm
Posts: 7096
Location: Here, not there.
Most impressive thing to me is the wrist watch. That's completely original AND neat! Now people will complain that that instead of choosing the flashlight or a weapon, it will be looking at your health or a weapon. :D

_________________
Fuzzy Logic Inc
PAINTBALL DOOM 3!!!!
Check out my Q2 server! q2server.fuzzylogicinc.com :D
Doom 3, Paintball! d3server.fuzzylogicinc.com


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 3:42 pm 
Offline
picked up 200 ammo

Joined: Mon May 04, 2009 5:56 am
Posts: 235
Sounds cool. Will you allow others to use your work? I could use some of that in Perfected.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Sep 16, 2011 7:02 pm 
Offline
found a secret
User avatar

Joined: Thu Dec 20, 2007 8:55 pm
Posts: 598
Location: Get your ass to Mars!
Nice work, I especially liked the chaingun!

_________________
Total Recall - Action comedy mod for Doom 3 starring Arnold Schwarzenegger


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Sat Sep 17, 2011 4:57 am 
Offline
has joined the game

Joined: Thu May 26, 2011 2:36 am
Posts: 33
The Happy Friar wrote:
Most impressive thing to me is the wrist watch. That's completely original AND neat! Now people will complain that that instead of choosing the flashlight or a weapon, it will be looking at your health or a weapon. :D


Haha, yeah. I'm not sure what to do with the flashlight. As it is I use the sikkmod shoulder lamp (there is a battery meter on the watch) since I haven't done a flashlight replacement yet. One thing I'd like to do is a radar similar to the one colonial marines use in Aliens. I recycled some radar code from another mod but I have no clue if the author is OK with me using it.

VGames wrote:
Sounds cool. Will you allow others to use your work? I could use some of that in Perfected.


I'd rather you just not "use my work" as it is, though if there's anything in my mod you'd like to include in yours, just PM me or somesuch and I'll be glad to help you implement it yourself. :P Though really, if I test release, there isn't much stopping you from recycling whatever you want out of it.

I'll continue cleaning it up and will make my first release once all the weapons are complete. I made the rocketlauncher yesterday, quite fun, test video incoming. It's quite OP as it is, but it's also very funny to use, haha. I have to make a new test map for it because test_box is too small... Kills the player very quickly.

As for the repetitive voice sounds, I have like 4 pain sounds I think? For some reason though, only one or two of them is ever used. I'll look into it :s If I ever release this though, I'll probably take them out and leave the regular marine voice, it was just a preference thing for me.

Also @Sikkpin, is it okay if I release my .dll compiled over sikkmod as it is or do I have to bundle the sikkmod source/my source if I do that? Not that I'd mind, it'd make a smaller file without though.



EDIT: Rocketlauncher is right here.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Sat Sep 17, 2011 7:57 am 
Offline
picked up 100 armour

Joined: Sat Dec 05, 2009 10:30 pm
Posts: 109
Saw the rocket launcher vid, and i just have to ask, why ironsight the rocket launcher like that. Are you going to have an animation that forms into a scope view or something? or is that serious? Kinda just looks weird lol. Otherwise pretty cool. Also noticed when you melee'd there was something that followed the gun 10 ft away..whats up with that lol.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Sat Sep 17, 2011 8:01 am 
Offline
has joined the game

Joined: Thu May 26, 2011 2:36 am
Posts: 33
Alexthegr81 wrote:
Saw the rocket launcher vid, and i just have to ask, why ironsight the rocket launcher like that. Are you going to have an animation that forms into a scope view or something? or is that serious? Kinda just looks weird lol. Otherwise pretty cool. Also noticed when you melee'd there was something that followed the gun 10 ft away..whats up with that lol.



I'm probably going to make a proper leaf sight for it later... I just left the normal rocketlauncher sight on for now. It's good enough for aiming as it is, but yeah, it's pretty weird. As for the stuff on top of the screen, it's the spare rocket and forearm. I haven't cleaned it up yet :s tried to move it out of the view quickly so I could shoot a video, didn't really work haha.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Sat Sep 17, 2011 10:37 am 
Offline
found a secret
User avatar

Joined: Fri Dec 12, 2003 9:49 am
Posts: 634
Location: teleporting, ETA=400ms
Hey OliveD,

It's really refreshing to see that also females start to actively participate in the modding community, especially when showcasing amazing ideas like "Doom 3 REVISED!". Now you like your female marine voice sounds and it happened that just recently Simulation added an option to run a seperate female voice soundset for our female MCS Marine models to our codebase. You can watch a youtube video of my wife playing a female model HERE.

_________________
I got six little friends and they all run faster than you ;)

Check our multiplayer mods out at
moddb or the SPS Homepage


Top
 Profile  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Sat Sep 17, 2011 10:43 pm 
Offline
Last man standing
User avatar

Joined: Thu Aug 19, 2004 7:22 pm
Posts: 1129
OliveD wrote:
Also @Sikkpin, is it okay if I release my .dll compiled over sikkmod as it is or do I have to bundle the sikkmod source/my source if I do that? Not that I'd mind, it'd make a smaller file without though.


You can do whatever you want with whatever want however you want.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Sun Sep 18, 2011 5:04 am 
Offline
picked up 200 ammo

Joined: Mon May 04, 2009 5:56 am
Posts: 235
Sikkpin wrote:
OliveD wrote:
Also @Sikkpin, is it okay if I release my .dll compiled over sikkmod as it is or do I have to bundle the sikkmod source/my source if I do that? Not that I'd mind, it'd make a smaller file without though.


You can do whatever you want with whatever want however you want.


That's what i like about you Sikk.

@ OliveD:
Nevermind. I got a look at your mod video and it doesn't have anything that I want. It's definitely some good work but I really don't want to change the look of the weapons like you've done. All I wanted to use really were the animations for the iron sight features but since I'd need to use your models too I'm not interested. Great job nonetheless. Nice idea with the watch feature too, but I prefer that good old fashioned HUD. Perfected Doom 3 is hard enough.


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Mon Oct 03, 2011 8:11 pm 
Offline
is connecting to Doom3world.org

Joined: Mon Oct 03, 2011 8:09 pm
Posts: 1
Looks great!
Will you release this soon?


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Tue Nov 01, 2011 8:56 pm 
Offline
picked up a pistol

Joined: Mon Jun 29, 2009 12:52 am
Posts: 58
Image

damn good mod! glad to hear that you are using sikk's mod! this will make the game even more fun to play!


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Tue Nov 29, 2011 12:24 am 
Offline
picked up the chaingun
User avatar

Joined: Mon Jul 18, 2011 5:58 am
Posts: 193
Very amazing work!

_________________
FFYL
------
Doom 3: S.T.A.R 1088


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Tue Nov 29, 2011 8:48 am 
Offline
The first 10 posts have been the best...
User avatar

Joined: Fri Dec 31, 2010 5:03 am
Posts: 19
Wow. Just wow. Especially the sights on the guns, which really facilitate larger arenas for gameplay (on either SP or MP side).


Top
 Profile E-mail  
 
 Post subject: Re: Doom 3 REVISED!
PostPosted: Fri Dec 02, 2011 10:47 am 
Offline
is connecting to Doom3world.org

Joined: Fri Dec 02, 2011 10:18 am
Posts: 3
This is sweet :mrgreen:! Just watched the video and I really love the gun handling mechanics you've added. Will make for a much more interesting feel and I certainly wouldn't mind trying out the mod as it is now, if that's what you were suggesting with the PK4 :wink:.

Also, my friend whom referred me to this mod asked on the video if using view kicks are possible. I'd like to know too.


Top
 Profile E-mail  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 33 posts ]  Go to page 1, 2  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group