Mapper, general coder/scripter & artist for the idTech 4 engine. Currently developing a single player campaign which you can watch in the mods section as S.T.A.R.1088...
Oh my! That's some awesome work guys! ;)
No, for what I understand that's a problem in the Doom 3 code and so far I really don't know of a solution. I'm not even sure it has been fixed at all.
Let me also clarify that it's not a problem of my mod or any other mod out there, it's a bug that just 'comes by default in Doom 3
The font I'm using is actually the Zero-hour one and it's a pretty known font. Xirod is a different version of this font (some of the symbols are different) and has been created by the same author.
Thanks for the comment, but for the moment I'm not really taking care of the fonts yet as there are bigger things to take care of first.
You have my vote mate. Have a great one ;)
Voted for this mod, All the best guys!
Looking great so far, hope to see much more from this mod.
This looks friggin amazing!! Tracking :)
Thanks! Still in progress you know...
Good news, it seems the creator of the Absolute HD mod released a ROE version that includes my features (The 1.5 version for vanilla Doom 3 rocks, have you tried it? It also has my weapon anims and some other stuff by me.) Hopefully now everything is working and packed up for the expansion. The lack of new weapon anims for ROE is pretty self explanatory, I haven't made them. If I recall correctly, someone posted they would work on the ROE animations, hopefully I'm not wrong and that'll some day happen. I did no work whatsoever to the SSG so that may be something from your end, are you using a new md5 mesh for it?
The assets pack was was not meant for ROE, as it handles things a bit differently. It was built and released exclusively for Doom 3, and it's currently no longer being worked on, I'm sorry about that. However I can offer support if you really need it. Given the fact animations are handled the same way, they should work with no problems. But when it comes to internal stuff (Hud, scripts etc) then we're in trouble. The camera to the ground thing may be related to the raw player's bobbing mechanism I added. You can try deleting the function located in the player script file. Weapon selection, then again is because it was not meant for ROE (it has new weapons you know).
Nice to see updates! Good to see it's coming along :)
Hey guys check out this amazing album I've found a couple days ago. You won't regret it
Rock on \m/
Exactly! Some of the initial influence came from the second title, being it my favourite of the franchise.
Still have to play the third one though...
Who's in for some Quiet Riot \m/
A classic every metalhead should know
Don't worry about it. The soldiers will be reworked, thanks for pointing that out.
I love it how you used the Doom 3 pentagram in your mod's image, you should take a look at that since Doom and Amnesia kind of don't fit. Just a word of advice... And yeah that pentagram does have a meaning in Doom and it's not your property.
What's up mate, thanks for your comments on my mod!
I guess I'm not the only one who's expectant for Total Recall, good luck :)
Thanks, it looks even cooler as the blade gets all dirty (you get it) ;)
Yes, the camo is a placeholder.
There are currently 6 camouflage patterns that can be assigned at will, Digital being one of them, but in the future it'll most likely reduce to 3.
No, actually the one and only influence for this project came from the DS saga, however I'm building this under my own point of view. Thanks for passing by :)
It's always necessary to find a balance between what can be shown and what can't. In this particular case, progress does not precisely mean mapping progress, which I would say is the most significant. I haven't shown any new map sections yet. There are, but they haven't gone through polishing, and I personally do not like to upload unpolished scenes, at least taking into account what I mean by "polished". It takes time, I will be updating again, so actual map progress won't lack.
However, progress can also extend to other non-mapping fields. The amount of coding done so far is pretty difficult to describe with words. I wouldn't like to write a list of all the single new features, as that would be redundant and simply unnecessary. The weapon models, the animations, the scripts, even the User Interfaces, they all count as progress, but then again remember about the small diference between "internal" and "public".
Leaving this aside, thanks for checking this out, there will be more content being uploaded here on and off.
Thank you :)
It's still being considered, the fact of a standalone release. At the moment, there are several drawbacks to think about directly releasing a standalone game. It is not a NO, but it's nothing I can make promises about.
Currently, this is being built as a Doom 3 child.
Thank you for the comment and your interest, please know this is a topic that's present and that's highly being considered.
Hmm, I've seen this mod a few months ago now but never really gave it a try. I recently came upon it once again and downloaded the file.
In my honest opinion, I think this needs a lot of work.
I walked through a quite long empty box map to finally reach a point where two zombies spawned and I couldn't even kill one of them, the map was over.
I also cannot comprehend why you start in a nightmare, wasn't the plot about a pipe worker who was just doing that, working, when the incident happened? Was he left unconscious? I wonder where will it be that you wake up.
All in all, I'd recommend you not to rush it, take your time. I personally do not recommend you to release single unmeaningful maps like this. And make sure that you follow the plot, otherwise it all makes no sense!
I know it's been two years since this alpha release, if you're still working on this mod, I'm expectant to see how it's looking as of now.
This is looking bestial so far mate.
Keep it up! ;)
Thanks a lot for letting us know.
I was wondering about the status of the site but all I knew about it was the DOS attack that took place. I wasn't even sure the site was going to be up and running anytime soon or any other details regarding data.
Now it's clear, let's hope for the best.
Regards and thank you.
Check out this album! There's so much magic there!
Every single song is full of mystical melodies, with Daniel Heiman on the vocals. This album is a must-have for every power/epic/melodic metal fan out there.
Enjoy friends \m/
Thank you very much for your kind words!!
Life isn't very forgiving. Time's sometimes scarce. I'm doing all I can to handle this on my own, it's a difficult task and hopefully you can appreciate the hard work that's being done here.
Thanks for your comment man :)
Thanks for the comment! :)
Does this really look like Crysis? Wow :)
Hmm... I personally think the weapon sounds are loud and powerful enough. In fact, they are recordings of live firearms. The handgun sound comes from a .45 Colt 1911, the shotgun comes from a 12 gauge mossberg shotgun, and finally the smg uses the sound a 5.56 Austrian Steyr Aug
They were processed and refined to adapt them into the game world.
If you do not want to aim, you're not obliged to do so, you can indeed unbind the button from the mainmenu and you're done. :)
However I encourage players to aim because that way they can gain an accuracy bonus and they could save more ammunition instead of spraying over the place.
For running, I'm afraid there's no way round to it.
I do like oldschool games, they're great fun, but sometimes I think sticking to them may be unfitting for the type of project I'm looking for. That is actually because of the game balance I'm after.
Thanks, I'm still working on this area.
The monitors and lighting may also suffer modifications.
Yes, the door is "Dead Space-ish", as I said a thousand times that game was all an inspiration for me and somehow for the project itself. The idea of opening doors with interfaces was actually original, and since I never played a Doom 3 mod with such functionallity, I thought of including it in my own project, I see nothing wrong with it.
The textures are not stollen, don't see a reason why you say that, they are community-made.
Besides I'm glad you're liking the outcome so far.
If I'm correct that picture is not from F.E.A.R, you can tell because the corridor doesn't even look the same. The concept however is fear-ish, (tiles falling from the wall, just like in that corridor from the game where the ghost moved towards you)