This is a group for all ID Tech 4 engine modders. Whether your modding forte is Prey, Doom 3, Quake 4 or all of them, we welcome you. Also, we will accept you no matter your modding skill. Even if changing the clip-size of your weapons seems difficult, then feel free to join up and we'll try and help you with it as best we can. This is a place for ID Tech 4 modders to hang out, chat, help each other out or post their latest work, even if its a very rough alpha they only want fellow modders experimenting with. We may accept people with no mods out if they are willing to learn, or have a WIP. Happy modding, Adam

Post news Report RSS Patch Preview: Weapons and aiming

In game footage previewing one of the new features of the upcoming patch.

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The upcoming patch will feature both quality of life improvements and few new features to the mod. All the Doom weapons have been ported over with very few bugs left to squash. Along with the weapons a new walkin aim system has been added. This is very similar to many thirdperson shooters such as Resident Evil 4-6, and Gears of War. Holding down the aim key will zoom the camera in and lower the spread of the weapon. This helps smooth combat out more and for sniping longer range enemies with fast projectiles.

The gallery has been updated with a few screen shots and a video of this feature. There is still plenty more work to do for the game.

i won't get into specifics just yet, but it's becoming more than originally planned in a good way. Development has been very smooth and hopefully continues so I can make the October Release goal. -Cheers! -Rev

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Guest
Guest - - 690,367 comments

Hey guys, mod is looking awesome! is there any chance of adding a perspective switch, where you can instantly switch from Third person to First person and vice versa with the press of a key? Because switching to First person would make it easier to interact with the enviroment consoles such as the keypads for the storage containers

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Revility Author
Revility - - 117 comments

Currently no. First person still works, but there are no weapons loaded up for it and the player & weapon animations no longer depend or use a first person model & animation to drive the code.
It could be possible to make the game go into fpv when at a console and then back.
Alternately the mod features a use/interact key... which works fine for simple stuff like buttos, switches, npc talking, levers, doors, levers, etc.
If there are maps that play well in thirdperson, I could edit the gui's in them if the author is ok with it to make it more compatible.

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Argoon
Argoon - - 1,078 comments

Looks awesome congrats! And so happy seeing a update to this mod!

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FanProgrammer
FanProgrammer - - 425 comments

:O

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gamerarise
gamerarise - - 145 comments

That great you put some effort into making a third-person mod. Most mod I seen in Doom 3 is either re-texture or just first-person game. It nice to see something fresh once in a while :D

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VGames
VGames - - 3,968 comments

That looks awesome. Glad to see you back at it. That Icon of Sin map you let me borrow for my Perfected Doom 3 mod is still praised to this day.

I noticed in the video when you killed the Revenant with the Fire Bow that you had an arrow drawn back expecting to have to use it on the Revenant, but he had died as you drew back the last arrow. Were you forced to then shoot it so you could walk normally? If so is there a way to not have to shoot it? Like if you stop aiming maybe she loosens up on the arrow and doesn't have to waste it.

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Revility Author
Revility - - 117 comments

Once you press the attack key, the pull back begins. So yes I did have to waste the arrow. It needs a way to cancel out. I have it on my list of things to try and fix.

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VGames
VGames - - 3,968 comments

Good to hear. Keep up the good work. Maybe make the pull back occur as you aim instead of when you press the attack key?

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Revility Author
Revility - - 117 comments

I did think of that, but right now the player can blind fire without the aim key being held down. So the weapon spread is increased without holding the aim key and then shrunk down when held. If the user doesn't like that, they could in theory just go into the weapon def files and adjust the spread amounts.

The one option I'm considering is simply pressing the reload key while holding fire to just cancel out firing.

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