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Posted: Thu Jul 26, 2012 3:11 am
by Argoon
Fantastic :D btw don't forget to use the flesh sound on the gibs it sounded like metal on the video. ;)

Posted: Thu Jul 26, 2012 3:27 am
by Sir Random
<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Argoon</i>

Fantastic :D btw don't forget to use the flesh sound on the gibs it sounded like metal on the video. ;)
<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">
Yeah, that's the default sound for a moveable object. I'll add a nice fleshy sound and some blood pools. [:)]

Posted: Thu Jul 26, 2012 7:03 pm
by Argoon
Awesome :D

Posted: Sat Aug 04, 2012 8:13 pm
by Daxon
Amazing !!!!

Re: Multiplayer BOD mod in a new engine.

Posted: Fri Nov 02, 2012 11:15 am
by Sir Random
Just an update on this, I've been working on a stand-alone version of Doom3 (with co-op) which I'll use as a base for the BoD project. Then it can be released as 'open source' for anyone to do what they want. There won't be any mod tools, but editors like' DarkRadiant' can be used to build maps and add entities. The Blade textures still need to be converted and new materials made, everything else is pretty much done.

There won't really be anything to show until it's finished, but I'll post any news in the meantime.

Re: Multiplayer BOD mod in a new engine.

Posted: Mon Nov 05, 2012 1:59 am
by MBK_MBK
That's good news, SR. :D
Co-op! 8) Oh buddy, amazing, really great! :mrgreen:

Re: Multiplayer BOD mod in a new engine.

Posted: Mon Nov 05, 2012 1:52 pm
by Haraldzz
Interesting indeed.

Re: Multiplayer BOD mod in a new engine.

Posted: Tue Nov 06, 2012 3:04 am
by sfb
Great news Sir Random, keep up the good work...

cheers
sfb

Re: Multiplayer BOD mod in a new engine.

Posted: Sun Dec 02, 2012 11:26 am
by ianna keeper_
Most likely there won't be multiplayer but since Sir Random is going to release source, it's possible to implement existing Doom3 MP codes to it.

Great work SR!

Re: Multiplayer BOD mod in a new engine.

Posted: Thu Dec 06, 2012 4:07 pm
by Daxon
Its a great work you are doing guys, we must make you a sculpture

Re: Multiplayer BOD mod in a new engine.

Posted: Mon Mar 11, 2013 5:31 pm
by Ianna Keeper
I'm still waiting for some dope fresh news on this :)

Re: Multiplayer BOD mod in a new engine.

Posted: Tue Mar 12, 2013 12:10 am
by Sir Random
I'm still waiting for some dope fresh news on this :)
Ok, I have the guts of a stand-alone engine working with in-built tools for editing maps, particles, etc, so modding can now be done within the game. There are still many Doom scripts that need to be re-written, but the core BoD functionality is all there.

As it stands, the Barb can use multiple weapons (including bow) + attacks & combos, he can interact with levers, torches, etc, and pick up items. The other 'player' chars need to be done, but it's very time consuming to add the appropriate footstep, armour, clothing, and grunt sounds to every animation for every character. The same needs to be done for the enemies. I have done 99% of the work for the Ork, Mino, & Troll, and about 50% of the other enemies.

I don't want to release anything without a decent playable map, and that could take the best part of a year to make. The BoD textures still need to be converted to Doom materials with 'normal' and 'specular' maps, before mapping even starts. 'Bladeghost' on D3World was going to replicate some BoD maps, but he is working full time on his 'Prometheus' mod.

Re: Multiplayer BOD mod in a new engine.

Posted: Tue Mar 12, 2013 9:40 pm
by Guest
Stumbled across this thread while poking around to see how the community was doing, and registered just now to say how excited I am to for the work that you've shown off here. Perhaps more than anything, I'm looking forward to using the tools to experiment with building levels as sadly I could never get BoDs actual editor to run!

Re: Multiplayer BOD mod in a new engine.

Posted: Tue Mar 19, 2013 2:13 am
by sfb
That's great progress Sir Random. I was wondering if it was possible to use any existing maps from http://www.doom3world.org/index.php. I've downloaded a few from there that would suit severance very well. Obviously you would need permission from the authors but it could definitely speed up the progress and give the community something to work with. Anyway it's just a thought, i'm happy to ask on your behalf.

cheers
sfb

Re: Multiplayer BOD mod in a new engine.

Posted: Tue Mar 19, 2013 9:53 am
by Ianna Keeper
great news indeed!

I really want to help on making it. I have very limited time but in long term it may work. You already know I can create maps in Doom3. What kind/size of maps are we talking btw? Same levels of bod or new places? I vote for new because it'll be more fun to explore. Give me other details such as player height in doom3 for reference and I'll start on mapping. :)