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Comment History  (0 - 30 of 38)
papamonos
papamonos - - 38 comments @ Exhumed

Hi, sorry about delaying, I've not accesed to my profile and website on a long time.
To your question, not, the soundtrack is from another game or movie... I don't remember it :O

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Hello there! The project has been frozen for some time, but still alive. 'Tiberius Station' map (E2L6) in early process.

Regards!

Good karma+3 votes
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Sorry about the inactivity, but work progress slowly. In any case, 'Occupied territory' design is almost finished. As this is taking me a long time, I have decided to divide it in three parts, (and try to publish something ASAP):

-Part one will be formed by first 5 levels (current)
-Part two with next 2 levels.
-Part 3 with the last 2 levels (and probably some surprise).

I have some ideas to make a 'logic' to play all of these separately, but also will be joined as a full episode (with last release).

Regards!

Good karma+3 votes
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Hi! Thanks for all your support, the work of the mod is slowly but still in progress :) I'm considering the posibility to make two parts: a release with the first 5 levels, and later, the last 4 levels. 2º part could be played separately, but in any case, both parts will be united in an entire episode.

About outer areas, an easy solution would consists in taking a spacesuit (just a fake item), so if you don't get it, player will die instantly when tries to reach the outside. Have in mind the no (almost) gravity and weather conditions in the moon (extreme cold in the case of dark side where the action takes place).

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

'Occupied territory' development is in the right way. I just added a first screenshot, this from the "bay window" big room, near to the start of the level. This is currently in an early progress state (details, outside and light sources must be added yet).

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

No, this will be only 'Lunar Apocalypse' episode.

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Finally, "Warp Factor" design is finished, excerpt some details, adjustments and fixes pending for later. 'Occupied Territory (E2L5) is currently in an early development...

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Hi!
Sorry, but I sincerelly have not too much time, so I can't use discord. I prefer to use this site to speak about the project.

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Gracias por el interés. La verdad es que lo he retomado más o menos hace dos semanas tras un largo tiempo parado, ya que he estado cerrando otros pequeños proyectos que tenía abiertos. Ahora a ver si le doy un apretón y al menos termino este 4º mapa, que aún quedan otros 5 y algunos de ellos son realmente grandes...

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Added new screenshot from E2L3 (Warp Factor). After a long time, I finally finish this section :)

Changing the subject, and be due to serious problems compiling/testing maps under RoE, I finally decided to exclude of this one and made the mod just for original Doom 3 1.3.1. In addition, I'm using some textures and models from RoE.

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Happy new year everyone who read these lines!
I write to say that I just resumed the development after several time (I had have working in another projects).
When I finish current level (Warp Factor) I will notice about it.

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

I just added two screenshots with a little advance of 'Warp Factor' (work and lightning in progress, final release will not be so dark).

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

"Incubator" design has been finished (excerpt some details and minor fixes to be completed later). There are 3 of 9... Heading for "Warp Factor" (E2L3)!!

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Despacito, pero avanzando.

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Currently adding details, fixes and the rest of stuff (sounds, lightning...) to the level. I hope to finish it along next week. At the moment, I uploaded two new screenshots from outside areas.

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

New screenshots from 'Incubator' progress uploaded. I continue the work...

Good karma+2 votes
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

After a little break, I resumed the development of the maps. In next days I will upload some new screenshots from "Incubator", wich is near to be finished.

And as new, I decided to do it supported only for 'RoE', to take Double Shotgun, enemies and another features from it.

Good karma+2 votes
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

Hi!
I would like that, but the problem is that BFG wasn't thinked for allow user mods (as I can see) and doesn't uses the same files system. I've rode that there are some tools to convert and make it compati-ble, but I haven't used it and could require extra work, including to publish the mod twice (one for standard game, one for BFG).

Regards!

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Duke Nukem: New Encounter

Hello.
I modified binaries to change some things don0t availables into CON's files:
-Green slimers don't eat alive enemies.
-Modified 'Stay' state for enemies, because this causes that enemies don't get out from initial area, used to avoid they fall from high areas (see pigcops from E3L2 'Bank Roll', located at high wall at the start of the level). Now, they can get out.

-Added special 'hi-tags' for sectors, making certain enemies don't enter into these areas. Used to avoid they fall accidentally from higher zones or into water.
This replaces and try to performance behaviour for stay state.

-By default, 'purple-alien' lava hurts Duke when he enters into the sector. I modified this to damage him only if he steps on the floor (as normal lava).

-By default, teleport sound generates locally into origin teleports position. This causes be inaudible between far teleports. I tried to change sound to 'global' from 'USER.CON'
file, but doesn't worked. So I had to change it from binaries.

-I inverted 'dificult settings' behaviour for weapons and items, because by default works as enemies. To explain it:
By default, a lo-tag '2' makes a weapon or item only appears in difficult settings 2 and 3 (this is not the desired behaviour). With binaries modification, now only
appears in difficult settings 1 and 2 (as Doom).

Regards!

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Doom 3: Pray for Pain

Es una posibilidad (también añadí el Lost Soul), pero teniendo en cuenta que el juego lleva años siendo "open source", no debería haber problema. Además, "SimoK" lo subió (pero con errores), y hay otros mods que también usan la superescopeta. A ver si este fin de semana lo publico.

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Doom 3: Pray for Pain

Si, en su momento (hace 4 años ya) intenté subirlo, pero no sé por qué razón me lo rechazaron. Otro usuario, SimoK, lo subió hace meses, pero se ve que lo modificaron (han añadido cosas), y no se puede instalar de manera normal, además de tener errores. Lo mismo ocurría con éste, por eso me he dado prisa en subirlo personalmente, con algunos arreglos y traducido al inglés (los PDA's, localizaciones y mensajes dentro del juego).

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Doom 3: Pray for Pain

De España :)

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Doom 3: Pray for Pain

Fantastic! Now I wanna to upload 'Hell in time' too. Fortunately, this one is compatible to launch from 'mods' menu since his release (2014), so it only needs to be published with no modifications.

Good karma+2 votes
papamonos
papamonos - - 38 comments @ Pray For Pain

I've added the mod with original resources: Moddb.com

I used to do some litle fixes, translate to English and to make a simple title cover. And now, this can be loaded directly from 'mods' menu (read 'Readme.txt' file for easy instructions).

Good karma+2 votes
papamonos
papamonos - - 38 comments @ Pray For Pain

Hi.
I downloaded the file and I see these sources that wasn't included into my original mod:

-pray_mod.pk4
-pray_sound.pk4
-zz_mainmenu_pray.pk4
-zzz_dbshotgun4d3.pk4
-zzz_pak0221_shaders_fix_d3_4_hit.pk4
-zzz_prayforpain_pinkdemon.pk4
-prayforpain.cmd

This only must contains 'pray.pk4', and required 'gamex86.dll' file is missing. This mod was developed to run under '1.3.1' version (as you can read in 'Readme.txt'), not for ROE or BFG (wich was released some years later).
I repeat: if this is a modified version for BFG, you should to add a 'Readme' file to explain how to install. I'm not responsible about any mistake (for example, I don't added any modification for flashlight, so I don't understand the reason for the bug).

I've seen the same problems with 'Hell in Time' mod (extra 'pk4' and 'cmd' files, and missing 'dll').

Regards!

Good karma+2 votes
papamonos
papamonos - - 38 comments @ Hell in Time

Hello, I'm the mod developer (Juan Daniel 'Papamonos' Alcobre).
I've downloaded the file, and this contains some files that aren't included at original sources:
-hit.cmd
-hit_mod.pk4
-hit_sound.pk4
-zzz_pak0221_shaders_fix_d3_4_hit.pk4

Also, required 'game86.dll' is missing. This mod was developed to run under '1.3.1' version (not ROE nor BFG). How you get the file? Is this one a modified version for BFG? If this, you should indicate and explain how to install.
If not, please, I request to remove the mod, and I'll upload another with original sources.

Thanks.

Good karma+3 votes
papamonos
papamonos - - 38 comments @ Pray For Pain

Hi!
I have been noticed that the mod doesn't works correctly, but I understand this one only works under BFG edition. Anyway, in next days, I will try to upload original old mod for 'vanilla' Doom 3 (1.3.1, not Steam 'BFG'). But first I wanna to translate PDAs and string files from Spanish to English, so this could be understanding for most players. Are not really important, but you will follow the history and other small details.
Regards!

Good karma+2 votes
papamonos
papamonos - - 38 comments @ Incubator (E2L2)

Yes, this is one of the areas that I'm afraid... :D I've in mind to clone some Mars terrain models and replace their textures with Duke Nukem HRP Moon theme (as I have did with the skies).

Good karma+1 vote
papamonos
papamonos - - 38 comments @ Lunar Apocalypse (Duke Nukem tribute)

"Incubator" (E2L2) just started! Some changes and details have been added to "Spaceport" (screenshot updated).

Good karma+2 votes
papamonos
papamonos - - 38 comments @ Incubator (E2L2)

Incubator in his early birth...

Good karma+1 vote