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Comment History
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Hi Valken, I've never played the Perfected Doom Mod, or checked for compatibility issues with it, but will get around to checking it out someday to see whats what when using The AMS Ver.8 Mod with it.. The older Thunderbolt Squad Mod or The AMS Real Weapons Mod should still work along with this AMS Ver.8 Mod, I would think as long as the 2 older mod pak.files are numbered lower than the AMS Ver.8 pak.file, meaning they come before the AMS Ver.8 pak.file.. The Thunderbolt Squad Mod & The AMS Real Weapons Mod were intended to be stand-alone mods really, but once again they may work with this AMS Ver.8 if pak.files are numbered lower than the AMS Ver.8 pak.file.. The pecking order of the Scripts is important to determing the outcome of how the characters are implemented into the game, work and function.

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Hi gorax42, I'm sorry to say that I really don't know if these marines will work or not in the the Doom 3 BFG Fully Possessed VR mod. If the mod you are interested in is based on the original Doom 3 version release than that would be half the battle won in getting this mod and that mod to work together. If not, porting this mod over to the newer re-released Doom 3 BFG Edition would require a better modder ( like someone who could actually write code instead of piecemeal hacking it, erhm, like me! Lol ) In all honesty, I hope someone else picks up the baton from me and runs with it in porting these marines into the newer re-released Doom 3 version or into their own mod builds someday or say into your VR Mod! It would be alota work, time consuming, frustrating as Hell sometimes, but HOT DAMN when I make the game bend to my will!!! HAHAHAHA! .. Peace!

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Type into the drop-down ~ console:

set ally_tinman spawn ally_security_shield2 "npc_name" "Tinman" "def_head" "head_marine_helmet" "health" "400" .. Make "400" into say "600" or "800" or "999" at most as I don't the game will allow "1000" for the marines if I remember correctly. As far as the Shotgun Marine goes, I think he may be nerfed by the game itself somehow, as I do remember him always dying first before any other marine even after upgrading his health stats..

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Update: Just came to the conclusion or realization that how the Multi-Player Armed Marine Models most likely appear and operate all come from with-in the games main build C+Coding. It's all the coding that sets up the Doom3 World at the base level. I would not even attempt to mess around in it even if I could as the results would be not too good I'm sure! .. Modding the outlying game's scripts & def. files is one thing, modding the game at it's very core is a whole different thing altogether really! .. I don't build games, I just mod 'em if I can! :D

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Moddb.com

This old mod has what you were looking for as far as the real weapons are concerned. I'll answer your other questions shortly as I gotta go to work like right now! ..ugh!

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

"Fire Team2: Haskell" - Type into the drop-down ~ console:

bind "m" spawn ally_security_shield2 "def_head" "head_marine_helmet"

or......

Customising Example Below:

Type into the drop-down ~ console:

set ally_tinman spawn ally_security_shield2 "npc_name" "Tinman" "def_head" "head_marine_helmet" "health" "400"

Push ENTER...

After you build him, this marine build would spawn-in when you type/press {ENTER} the spawn-in code found below into the drop-down ~ console:

vstr ally_tinman

Or Bind him to a key...

bind "j" "vstr ally_tinman"

Check out & open the ally.cfg file, as it can be used to build or customize your own marines at any time. I also like to keep a space between "def_head" and "head_marine_helmet" or "npc_name" and "Tinman" although it may not be necessary to do.

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Hey DoomedSpartan360, Thanks for the verification about this mod working in Perfected Doom! I'm really glad to hear that it does! Good to know that it gives you the option to spawn-in a few good marines when all hell is about to break loose! Lol!

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Thanks for the info on the custom avatars and the broken marine. I'll have to look into both when I can get around to it. There was bound to be a dud or two that I missed when finalizing the mod. Each marine/character is a custom build and I built more than I can even remember when it comes to which one has problems really. I'm thinking that in the broken marines build I forgot to add in his "def_damage" "value" of say "35" .. Good news is he can probably be fixed through the drop-down console and then bind him to a key if you do run across him again. Let me know his name if you do Yosgoroth! If he's too broken to fix, which I doubt, you can build a working clone replacement for him through the drop-down console once again then bind the new clone to a key to spawn-in instead. There's instructions with-in the Readme files that show how you can make your own personal styled marines if you care to experiment with them.

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Hey ArmyGuy, If you are asking me where using the mod starts at, you don't have to start a fresh Doom3 game to use the mod. If you're in to a couple of levels already, then decide to install the mod, you will only have to restart the level that you are currently in. I'm pretty sure the game will do that itself anyway, if I remember correctly, but from that point forward you're good to go with the rest of your levels and game saves.

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Believe me when I say that I tried pretty hard to make the regular game marine skins be able to be used as the armed attack models over the security skin models. I think that Nivelxe & "DC Dev Team" did a great job making the security skins resemble the regular marine skins and I'm sure they would not have gone through all the hard work to do so if the regular marines were easily adaptable to use instead. "BFG Campbell & BFG Doomguy" were my own creations or more like "Frankenstein's Monsters" that helped to give rise to "The Thunderbolt Squad" as well. They were as close or only regular game marine models that I could get armed to kill even though they are a bit slow footed and even slower to shoot I was happy I got as far as I did with them. .. Just how the Multiplayer regular marine models work in Multiplayer mode is beyond me as I can't find the animations for them inside the game files to make work inside the Singleplayer world. It's like finding "The Holy Grail" would be an easier endeavor I think. Maybe I or someone else will figure it out someday and yeah.. It would be a pretty cool upgrade!

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Sorry for the late reply Yosgoth, been busy building 2 mods at the same time has got my head spinning as of late. Armed and ready squadmates are definitely in this mod and easily accessible but they may not look like the exact game models you were expecting to see tho. if you use my Doom.config file they are already set-up in there and you just need to push the appropriate key that they are bound to in order to spawn them into the game. The "Automatic Teleportation" means just that and yes they will teleport to you after a few minutes of not seeing you as long as the area you are in is game friendly enough for them to be there or unless you command them to wait before leaving them of course.

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ Codename Eagle

First game I ever played that enabled me to jump in and out of vehicles at will in an open world environment! A Retro Cassic! Still have the original Multiplayer Mania game set box and cd's which included CE, Hidden and Dangerous & Flying Heroes! .. I just made a sp map and mod for myself for CE called "CTF BotBase" fusing the 31 singleplayer Bots, 4 armed pillbox bunkers, 4 attack dogs, traveling armored attack player car, added a motorcycle, pickup truck drive by in game opening as well as the bomb strafing plane in the game opening and along with the multplayer CTF map all together to get the best of both worlds now that online servers are all but dead.

Good karma+2 votes
=Murph=
=Murph= - - 19 comments @ Allied Marine Squadmates v7.ufo

Just a Note here.. I was never really happy with this particular "Allied Marine Squadmates v7.ufo" release because of load design flaw I over-looked before releasing it. I re-released it as "Allied Marine Squadmates v7.1ufo" shortly after this one correcting the load-up flaw some brought to my attention. A quick fix to this "Allied Marine Squadmates v7.ufo" is to also download "Allied Marine Squadmates v6.uu" and install both of their pak.files into your "Doom3 base folder". Version 7 will over-ride version 6 as far as game play, but version 6 will provide the correct load-up file missing from version 7 ... =Murph=

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

I'm not really sure if Patch ver.1.3 would cause problems or not with this mod as I never used it. I remember back in the day some were not too happy with Patch ver1.3 so I stuck with Patch ver1.2. I don't think it would cause a problem. Try it! .. When it comes to mods in general, as long as their Doom Main Script file does not over-ride this mods Doom Main Script file it shoud not cause problems. Some mods do not need to alter the Doom Main Script file at all and they will basically always work with a mod that needeed it's Doom Main Script file altered. As far as Perfect Doom 3 which I have not used, once again it comes down to if they altered the Doom Main Script file. if they did, just make sure my mod file is last in the chain of all your other mod files as there stands a good chance they all will work. If not, editing the Doom Main Script file to include Perfect Doom 3's Scripts will make them work simultaneously.

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Yes you can play this mod with the ROE Expansion Pak. Here's how. Copy and paste this mod pak103ZTP pak file and go through your Doom3 file directory. Under the "base" folder will be a "d3xp" folder to open, which is the ROE that you'll need to paste pak103ZTP. After that you can either type in your spawn-in marines to the ROE "DoomCfg.cfg" file under "d3xp" or copy these spawn-in commands from your own "DoomCfg.cfg" in your Doom3 "base" folder and paste them into your ROE "DoomCfg.cfg" file. I know this will work. You can also add some of your other favorite mods in this way as long as their Doom Main Script file does not over-ride this mods Doom Main Script file which can cause problems of course. Some mods do not need to alter the Doom Main Script file at all and they will basically always play nice with a mod that needed it's Doom Main Script file altered. So, give it a try!

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

No, I'm pretty sure this mod will not run in Doom3 BFG as it was built for the original Doom3 release. They are both the same game but have completely different engines that run the game. The original Doom3 game is much easier to mod than Doom3 BFG, but Doom3 BFG does have slightly better looking graphics. However, you could always download an enhanced Doom3 graphics mod for the original Doom3 release to rival Doom3 BFG graphics after all ...

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Hey Dafama2k7! .. Wow! Just like Doom3 and this mod, A Blast From The Past You Are!!! :) Lol!

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

*Correction: The Doom3:BFG Edition 2012 release runs on the id Tech5 Engine. id Tech6 runs the latest 2016 release of the latest Doom release..oops!

Good karma+1 vote
=Murph=
=Murph= - - 19 comments @ ams v 8 ufo

Game: DOOM3 Patch: ver.1.2 Install: From 3 Disc Box Set.

This is the Original Doom3 version release of 2004 with id
Tech4 and NOT the Newer Doom3:BFG id Tech6 later edition
release of 2012.

Good karma+1 vote