I got the mod working and HOLY CRAP! It's like horizine opened up more facilities and kept working during the outbreak. Never before have been so unsure of victory. Marco you are a sick bastard !
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Actually it's not possible for waves to be borked without monsters so I'm pretty sure there were one or two monsters out there stuck somewhere.I always somehow end up with either 2 to 6 enemies left on the counter, but none to be seen anywhere. I turn up my volume in case they might be stuck somewhere, but to no avail. They just don't plain spawn. Is there any way to fix this and is some optimal equilibrium settings to put the maximum / minimum spawn time for Doom 3 monsters so there's a decent enough amount of Doom 3 monsters without the end of the round getting borked?
Actually it's not possible for waves to be borked without monsters so I'm pretty sure there were one or two monsters out there stuck somewhere.
However I have added a code for next version where monsters will teleport to a random location if they are stuck also they may start walking faster if theres 3-5 left that are really slow.
Well you can only use default KF ragdoll data with skeletal meshes that use KF rigs. These are Doom 3 rigs and would require me to make KarmaData file for each of these models, and even so just like with Musics, they can't be transferred in multiplayer from server to clients.
It's not only about renaming bones, their rotation also matters. Also Doom 3 rigs have different bone structures (missing/additional bones) so there's no way of doing that without redoing all animations.hmm...I could rename the bones for you if you want (in 3ds max) and bake new PSK's . Or arent these PSK's your importing? (MD5 format right?)
You also hook up a PSA file right? hmmm...those would prob also need to be redone right? Dunno for sure.
It's not only about renaming bones, their rotation also matters. Also Doom 3 rigs have different bone structures (missing/additional bones) so there's no way of doing that without redoing all animations.
here are my 50 cent:
the death anims are indeed a little stiff. if u consider changing that what about a bloatlike expolsion as deathanimation. for my taste its a cool feedback and rewarding to look at. some emitters, maybe fitting the monster. some bones and brains, a litte green slime and some blood. the lost souls already explode in a flame. maybe its possible to copy-paste the bloatexplosion or gibbing somehow.
and a question:
are the doom monsters scaling with playercount and difficulty? i guess in numbers yes but what about health.
keep up the fantastic work.
Sgt
sigh...thats.... allot of work lol. You might aswell start a total conversion modification then. Bloats explode that way because they have a certain bone in the models that refers to that animation within the engine. So again...youll have to rename all the bones. Which isnt an option cous then all the animations wouldnt work anymore.
I dont think is an easy task editing the death-scenes...