KF Doom III

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poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
can someone please fix this mutator so that the cyberdemon comes out?

i have large maps on my server so thats no issue, but half the darn bosses in this mutator dont show? and im using reg game type and not sandbox......

this mutator need to be updated to work right as well as with current version game.

Thanks marco for a great mod..........................but its outdated and needs a rework so that ALL bosses work and i DONT have to add lines to doom3 ini.................please?

I keep updating this mod for my ScrN server, but I can't release it to public without Marco's permission. PM me for details.
 

Massacrer

Member
Mar 26, 2012
938
5
18
hzgaming.net
I do not know whether I should even post in this thread, but I believe I should say this: Is there any possibility that Marco can update the monsters so that they don't get stuck behind the reachable areas?
 

Kaly

FNG / Fresh Meat
Oct 24, 2012
348
0
0
UK
Marco or Anyone know how to make the sentry bots cheaper? 5k and no discount for commandos is quite much.

Also Marco could you look into a way to making the bots repairable? Even if its with the welder?
 

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
texture issue...

texture issue...

I noticed that I seem to be suffering from a graphical issue that no one else has reported yet about this mod.

My issue seems to be a uv mapping/alpha channel glitch with the "Butterbean" fatzombie model (the bald wrench toting zombie). Whenever I shine a flashlight at him, I get a horrible surface texture on the model. No other light sources replicate this effect. It is only when I or another player shine a flashlight at the model. And the effect disappears once the light map moves off the model. If the model is only covered partially with the light source, then only the "splashed" area of the model shows the texture issue.

I swear it looks like a bad uv map. I have tried adjusting numerous graphic settings to try and remove the effect, but nothing has worked. Does anyone have any idea what it is or what I am talking about? I can upload some screenies if it would help.

Other than that, this mod is awesome and works flawlessly. Once again Marco delivers. This mod is a constant active mut on my server, I wouldn't run my server without it. Bravo ! :D
 

dangercake

FNG / Fresh Meat
Sep 10, 2010
287
19
0
Carrollton, Texas
getting an issue with the doom3 emitters getting stuck on the map.

D661158A948521ADA67E1C4AFE5E3D3664461B12
 

stabalot

FNG / Fresh Meat
May 21, 2011
60
0
0
can anyone give me the sourcecode of this please?
i had it before but lost it and need it for compiling a custom perk.
 

GodOfGaming

FNG / Fresh Meat
Mar 29, 2013
14
0
0
31
otakuheaven.no-ip.org
PatReplacement and LargePatReplacement doesn't work. It seems this mod is outdated. The standard Patriarch comes out instead. Is there a way to fix this, or at least add Doom 3 bosses in a new 12th wave?
 

GodOfGaming

FNG / Fresh Meat
Mar 29, 2013
14
0
0
31
otakuheaven.no-ip.org
Thanks a lot! Cool new features and balansing, but I don't want the final boss to spawn sidekicks, if it's not a Maledict spawning Forgotten ones like it was. These bosses are already hard enough as they are. Is it easy to remove this feature?

Here's another question. Quake 4 and Prey use the same engine as Doom 3 and have some cool monsters and bosses. Is it hard to port them to this mod? Also Black Mesa, it's not in the same engine, but I do have the needed plugins to convert the models and skeletons and animations and everything else needed, I'm only worried for the codding part.
 
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forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
Thanks a lot! Cool new features and balansing, but I don't want the final boss to spawn sidekicks, if it's not a Maledict spawning Forgotten ones like it was. These bosses are already hard enough as they are. Is it easy to remove this feature?

Here's another question. Quake 4 and Prey use the same engine as Doom 3 and have some cool monsters and bosses. Is it hard to port them to this mod? Also Black Mesa, it's not in the same engine, but I do have the needed plugins to convert the models and skeletons and animations and everything else needed, I'm only worried for the codding part.

If you can properly export the models, animations and textures any game's weapons, enemies, objects, or vehicles theoretically can be ported over to KF or UT if you have the proper coding knowledge
 

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
Thanks a lot! Cool new features and balansing, but I don't want the final boss to spawn sidekicks, if it's not a Maledict spawning Forgotten ones like it was. These bosses are already hard enough as they are. Is it easy to remove this feature?

If Doom boss seems too tough for you, then try to lower PatBossMult value in Doom3KF.ini. Without sidekicks fighting the doom boss is a joke, because unlike Patriarch, Doom bosses don't heal themselves and move much slower.
 

GodOfGaming

FNG / Fresh Meat
Mar 29, 2013
14
0
0
31
otakuheaven.no-ip.org
We are usually playing with friends on Normal/Long, and we're not more than 3 to 5 players at any time. We are new to this game, we started playing it less than 1 week ago. It is pretty tough with this mod, and the Doom Bosses almost always wipe us out, but if we survive till the Patriarch, we destroy him as if he was a joke, we don't even let him heal himself.

I'd love to add more monsters from other games, maximum variety FTW! But I'm not confident in my coding skills :(
 

Odins_girl

FNG / Fresh Meat
Nov 20, 2013
1
0
0