Its launch essentially marks the realization of a promise made during the original Oculus Kickstarter project from 2012.Youll need to purchase a copy of Doom 3 from Steam, which is 4.99 at the time of this writing.
Doom 3 Weapons Mod Doom 2 Game Mod WILL NOTThe mod WILL NOT work for the BFG edition of the game, so make sure to get the version I linked here. For example, theres no teleport in the game yet and no two-handed weapons. Those and other features like comfort vignetting during movement are planned to arrive in updates but we have decided to release a very playable version rather than delay for longer trying to include as much as possible, according to the modding team. Doom 3 Weapons Mod Doom 2 Game Android Port AndWe also wanna thank Emile Belanger for his incredible multi-threaded android port and the Fully Possessed team for their excellent VR Features which we worked hard on to bring over to Quest. Hes covered VR full-time since 2015 as well as Oculus VR since 2012. He is interested in the people creating VR and AR hardware and software, their motivations, and how that work affects the people who spend significant time in simulations. If you have information to pass along you can send him a direct message on Twitter, Facebook or via email. It would be convenient if there was a package that included every one of your fixes. Definitely going to keep these loaded from now on, along with Reznors sounds and the alpha shotgun. I myself actually tried to do some tweaks to Doom 3 recently to make things slightly better and more logical, but Im not good at this. Just dont ask for something very complicated. The maximum ammo capacity of rocket launcher is 96, which also suggests that it should have 4 rockets in the clip, not 5. So, itd be more logical to change the clip size to 4 (and the amount of ammo the pickups give, respectively), and balance it out somehow (maybe by increasing the blast radius). The same should also be done to grenades, as the pickup clearly suggests its 4 grenades, not 5.:). The chain gun, however, retained its capacity, but the spread should probably be increased to make it less useful at long range. The large shotgun shell box also should give 24 instead of 16, because its a bit too large to hold only 16 rounds, heh. Id of course just edit the maps to remove some of the pickups, but thats not really an option, is it. So, maybe make some of the monsters tougher and more dangerous, so that the player would have to spend more ammo on them Well, theres only so much you can do without editing the maps. I could however try adding splash damage for Plasma projectiles, see it how it plays. I watched your shotgun video, and your mod clearly made it overpowered, to the point that it looks like you can beat the game using only it. I havent touched any of the other guns damage or spread, only the Shotgun. I tried fixing that myself, but couldnt find where. Then theres also the enemies mass issue. You shoot the pinky demon with a rocket launcher and it goes flying across the corridor, because it, and all the other enemies, have low mass. Dont know whether to fix this or not, because its quite hilarious when the enemies just go flying after you shoot them.:). I always thought all the smoke and particles spawned in front of you made using the grabber annoying and aiming at enemies harder for no reason, eventhough its such a powerful weapon. Doom 3 Weapons Mod Doom 2 Game Free Dirt FootstepIm trying to get it to work with specific materials yet despite adding it to player.def player.sndshd and making one of the materials use it it does nothing, game just keeps using default footstep sounds, there doesnt seem to be dirt footstep sound effects in the game files so I had to find some Royality Free dirt footstep sounds and convert them to 16 bit oggs at 22050MHz. Doom 3 allows for 15 surface types they need to be defined in the material. Only 9 or 10 are defined in Doom 3 yet they did not add step sounds for those. I have defined the rest of the surftypes as (concrete, sand, dirt, bone, lava slime).
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