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Added, you can use cl_randomquotes to enable or disable them, this doesn't work on quotes that play on levels or key taunts (yet).
vortex? You mean voxels? you can disable them in the display options.
or perhaps you meant the rotation effect? I don't think this is currently possible with the limited VOXELDEF capabilitites but I'll try to find some workaround.
You can add this in a .bat file:
doom3.exe +map Torn_p1
Save the .bat in your Doom 3 folder then double-click it.
randomized environments are mostly separate pre-built maps rather than being randomly generated so it may work, but I think you'd have to port it regardless.
Last Update 1 day ago.
I may add an option in the menu instead.
Hmm, first time I hear about that. I'll look into it.
Interesting take on the HEV suit, I like the longer boots / leg portion.
Some of these models look like completely different characters, Midwife and Assassin models for example, assassins are replaced by some robots and Midwives look like bored women.
Just finished it, the final battle and the ending were worth going through this. the gameplay is alright even if it's often unclear what you're supposed to do, and the visuals are top notch. just needs more polishing and hints so the flow doesn't get interrupted.
Still going through the mod, the level look pretty and the puzzles are well thought-out, however they often require very obscure solutions. I suggest giving the player some hints to what they need to do, for example use butterflies to guide player to where they're supposed to go or use crystals to hint at locations where they're supposed to stand before they do long jumps. a green-ish texture that blends too well with the rest of the environment is not an easy to notice hint. If it weren't for the wakthrough I would have probably given up long before things even start.
I didn't know I had the long jump module, you might want to make that clear in the next update. got stuck because of it. and this is just at the beginning of the mod. The intro sequence makes it look like the long jump module is being taken away from you.
Time to give this a shot :) will post a review once i'm done playing it. Nice work.
There's no new bosses but there are new levels, the differences include different enemy stats and different physics as well as altered levels. some of these changes can be hard to notice but they are there. The altered levels are the most obvious.
Hey, this mod is looking great so far. Quick question though, are the materials for the weapons final? they don't look metallic enough.
So wait, is it going to have mod support?
It's already in, You can kick the heads.
EDIT: turns out the heads fail to spawn sometimes. I'm gonna fix this now and update the mod. Thanks for bringing my attention to it :)
Excellent map, I dare say it's better than Catalyst's Open world because there's more ways to get between buildings and the extra "timed obstacle courses" are a fun interesting addition.
Original, but you can use "Classic RBDoom3BFG" to run it on BFG Edition I think.
Eagerly waiting for this :)
looks pretty, even in GoldSrc :)
Someone rated this 1? lol why :(
It's explained in the description in the mod comp patch download page.
Very interesting, I look forward to playing this. Looks cool :)
I have modified some of the weaker weapons like the fists, pistol and the mg so they don't "gib" enemies but haven't made demon corpses not fade away because I thought that's part of the game's character so I left it the way it is. Ungibbable mod is available though and it does that if you really want it :)
oops too late now lol.
A few years ago GZDoom didn't properly support custom iwads so we had to use batch files to manually specify iwads. I'll mark it as an IWAD for the next update.
1 - There are different reasons for why this isn't an exact remake, the most obvious is the altered levels. the levels have been altered due to performance issues, using lots of 3D Floors in one area can cause major FPS issues due to the way the engine draws them.
Another reason is the enemy and weapon behaviours, we don't have a reference to get exact values for things like physics, damage values...etc so we just use our eyes and try to recreate what we see. under the hood the way things are built is very different from the original game. despite how similar they may look.
2 - If GZDoom brings back Movie files support, then sure. but currently this is not possible.
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