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You need to run your mod with the parameter
+set fs_game_base d3xp
in order to use ROE stuff.
I suggest you to check Doom3world.org if you have other questions.
Some .map files are read-only. You need to change that.
Assuming you are running a Windows OS, right-click the .map file you want to edit, and then click Properties.
Click the General tab, clear the Read-only check box, and then click OK.
You should now be able to save the map.
First of all, you need to configure a folder for your mod (just like my "fraggingfree" folder). Let's call it "angelomod".
Then extract D3 "maps" folder from pak000.pk4 into "angelomod" folder, so that the "maps" folder appears in it.
Now you can load the editor of your mod (don't forget the parameter +set fs_game angelomod) and edit the maps you've extracted.
Hi DarkStarAngelo and thanks! :)
I'm sorry but we are not currently working on any new map.
Adding FF stuff in vanilla or custom maps is easy, but balancing and testing the gameplay takes time.
I'd like to do that sooner or later anyway, at least for other few maps, but I've been very busy lately. So who knows... :)
I'll upload "Smart AI" here this weekend. :)
Are you talking about vanilla Doom3 levels?
That's strange, I never had reports of any problems.
Make sure you don't have custom assets (from other mods) in you "base" folder.
The 'Bossmap' map is not required to run the mod. It's just a map I made for a contest.
It shows some nice features of the AI though. :)
To install it, you should extract the 'bossmap.zip' content in your Smart AI mod folder, whose name should be 'smart_ai' (or 'smart_ai_roe' for the ROE version).
To run it, simply use the .bat (it may not work with Steam?)... or load the SmartAI mod as usual, then type in the console 'map bossmap'.
thanks for posting! I'm always glad to hear someone is having fun with FF! :)
About the 'player like' AI, I released a standalone D3 mod that adds support for both allied and enemy marines. Their AI is more advanced than the one you've seen in FF (which was my starting point).
It was intended for modders, but nothing prevents you from loading the mod and spawing some soldiers around in any map through console commands. :)
I do remember you (and your avatar, ahah!).
You are welcome! :)
Never heard of this problem before.
Are you sure you don't have custom assets in the 'base' folder (maybe some files from other mods)?
If so, delete them.
It's impossible to understand what's going on without a log.
To enable logging, write in the console:
Log will be written in a text file named 'qconsole.log' in the mod folder.
Do you see errors at the end of the log after the crash?
If you want, copy-paste the log and send me a pm.
Hi Ryan and thanks :)
That's a strange problem.
Are you sure the mod is placed in the correct folder?
All FF-related files (all .pk4 and so on...) should be inside a folder named "fraggingfree", which should be placed in your main D3 folder (NOT "base").
If still have any problem, you can send me a message ;)
"canleap" is not a known variable for either vanilla or Ruiner scrips.
You probably have custom assets in your "base" folder, which is a bad thing.
Check your base folder and remove custom stuff.
I think it depends on the gameplay you are developing.
If it's an endles "old school" frag fest, doom musics should fit well.
If you are focusing on exploration and atmosphere, use them only at key points.
In any case, you should add a music volume slider in the main menu.
I could help you adding it in your mod if you want.
third person camera should be the default.
In case you get the first person view please write
in the console.
To set a custom resolution you have to add r_mode to -1.
You can append the following parameters directly in the .bat file (open it with notepad):
+set r_mode -1 +set r_customHeight 768 +set r_customWidth 1366
Or you can set them in the game console:
r_mode -1; r_customHeight 768; r_customWidth 1366; vid_restart
It's already possible to do that, no new features would be required.
To tell the truth, we did plan to do a bonus map where you play as one of many monsters VS soldiers. We never had the time to do that, so we dropped the idea.
If you are familiar with DoomEdit, you can open the editor and create your own map. ;)
Also, check the "Enhanced ROE Campaign for FF" add-on, which also includes many new "playable" monsters.
Thanks for the score! :D
Lol, the first 3 lines of the summary alone make me want to download this.
It's almost like reading my own words about my Doom3 mod.
This is indeed my cup of tee :D
I'm going to try it asap! ^^
Damn. I had to upload the archive again because there were some bugs.
If your download is older than this comment, please download the fixed version.
Thanks a lot teaMate for the kind words.
About the top100... I admit I wasn't even aware of it. Last time I checked this site was few months ago. :\
I added the changelogs of the latest 2 patches in the description.
This archive simply includes the full mod patched to version 1.2, which was released some time ago.
It just saves you from downloading the archives one by one (ok, it also saves about 100Mb of disk space).
So, there's nothing really "new" here. ^_^
NOTE: it does not include the "Enhanced ROE Campaign" or any other "extra" stuff.
A full version of the mod, already updated to the latest patch (1.2), has been added in the download section.
It's also smaller in size than v1.0 + patches because patches have been merged with the base version.
Can you describe your configuration?
Are you using the Steam version?
Any warnings or messages in the console after you load the mod from the list?
Make sure all the files of the mod are inside a folder named exactly "hardqore2", which should be inside your doom3 main folder.
Note that if the mod is installed in a different folder and you launch the .bat, than an (almost) empty folder named "hardqore2" is created. In this case the game starts, but it's the normal Doom3.
So make sure the mod is actually placed in the correct folder.
Our focus is on single player and we have no plans about mp.
Looking at the code I have to say that a mp mode could be even easy to add...it's just that we have other things to do atm.
May be I'll work a bit on mp in the future, but I don't know when. :)
Thanks to everyone for the feedback!
About the aiming: our main goal was indeed to keep classic Contra-style controls.
Mouse aiming could require some practice and can be turned off from the menu.
We'll improve the mouse-based aiming mode in the next release.
The news was there, just a bit hidden ^^
I added a couple of images and a red link.
Thanks for the suggestion.
Can you copy-paste the message here (or PM)?
Hq2 is indeed meant to work with patch 1.3.1.
To make sure you have the patch correctly installed launch D3 and check the version in the console: it should be 188.8.131.524.
Make sure you don't have custom stuff in your "base" folder.
It was indeed a source of inspiration. ;)
If you want I can do that "sanity test" before the release.
Thanks a lot :)
Well, we are releasing an add-on for the mod in few days.
It's an enhanced ROE campaign featuring new stuff from FF and new controllable monsters.
To be honest, it was completed many months ago and never released due to lack of time, so we can't say it's the real "next" project.
I think there will be no other projects for the team.
Lol... team is a big word. We were only 2 :)
Anyway I'm the coder behind HardQore 2 and Ruiner, so keep an eye on them ^^