nekostuffing Posted September 1, 2019 (edited) I made this Warhammer 40k mod using Brutal Doom Lite as a Base, there are 6 chapter player classes available, Blood Angel, Black Templar, Ultramarine, Blood Hound, Grey Knight and Dark Angel also 3 separate enemy packs, Two for chaos Nurgle, Khorne and one for Tyranids, there will be more enemy packs for chaos and other factions coming soon. If you want to be first to get newest updates and hear the latest news, be sure to join the discord server:https://discord.gg/PGV9tHkN6p Note: You must pick a server role in #welcome by reacting either with the Doom Worlder emote or the Chapter Brother emote, roles are required to access any of the content available in the server. Credits Spoiler Credits Weapons: .--------------------------------------------------------------------------------. | BDLite chopped up and reassembled by DavidN from Sgt Mark IV's Brutal Doom v20 | | VERSION 1.1 | | http://teamouse.net/games/doom/bdlite/ | | | | See https://trello.com/b/fmJhYIlv/bdlite for a list of additions | | ZDoom topic: https://forum.zdoom.org/viewtopic.php?f=43&t=62203 | | | | Credits for other work still present in the PK3 are preserved below. | | | | Special thanks to Doomenator for providing much assistance | | | ^--------------------------------------------------------------------------------^ Specian Thanks to: Slathethespacemarine, Jakiler1, Lyzokiel, Vanithgar, Gaming Room. ------- SPRITES AND CODE ------- PowerSword Btemplar Shield Nekostuffing, Lezisell & Tiffi(3d models used) Power Fist & PowerSword Nekostuffing, Lezisell & Tiffi(3d models used) Blood Hounds Slathe Player Sprites By TheRealSlathe And Jackiler1 Generic Burning Man (BUR2*) Rogue Entertainment Allie marines and player - Sprites Nekostuffing, Lezisell(3d models used) Marine - kicking animations Nekostuffing, Lezisell(3d model used) Combi PlasmaBolter - Sprites Nekostuffing, Alloyzy(3d model used) Muzzle effects (PLMZ*) Sergeant_Mark_IV, Nekostuffing(edits) New Explosion Effects Nekostuffing New Astartes Rocket launcher Lyzokiel, Nekostuffing, Brutal Doom(Weapon Sight) A few new decorations FreeDoom SmiteCode Nekostuffing, DerTimmy(doomworld) Fists - Nekostuffing, id Software, Raven Software Kick Decorate/ACS - Brutal Doom Bolt pistol - Nekostuffing Minigun Sprites Extra animations for barrels by Perkristian and Minigunner, Ammo Belt by Mike12, base by Skulltag Team, animations and muzzle by Sergeant_Mark_IV Plasma Gun Nekostuffing Plasma Cannon Nekostuffing Chainsword Nekostuffing StormBolter Nekostuffing, S_Dij(reloadSound) MeltaGun Nekostuffing, newlocknew and Erokia(Sounds). Grey Knights Halberd - Nekostuffing, IAotA2 and Clint Bellanger(electric effects) Grey Knights Storm Bolter - Nekostuffing, ShadowWarrior(muzzle flash) Grey Knights psilencer - Nekostuffing, ShadowWarrior(upper half of the weapon) Grey Knights psycannon - Nekostuffing Grey Knights psychic powers - Nekostuffing, Raven Software LasCannon - Nekostuffing, TODM(Weapon sight) StalkerBolter - Nekostuffing, Lezisell(3d model used), Valve(sound) Most 3d models are xnalara ported found on deviantart and a few from gmod -------- FOOTSEPS -------- Sounds & Tilt code by: The zombie killer,and Nash -------- EXTRAS -------- Climb: Sprites: Nekostuffing, Lezisell(3d models used and edited by Nekostuffing) 3rd Person Sprites: Nekostuffing Decorate: Ijon Tichy(Parkmore 1.7) Sounds: Painkiller Vortex Of Doom: Code: Gothic GLDefs: Gothic Sounds: Raven Software (Quake 4), Epic Games (UT 2004), Freesound.ord Sprites: NMN, Zero Prophet, Reactor, Kronos, Midway Sprite Edit: Gothic Idea Base: Dark Matter Gun from Quake 4, Borsch from Russian Overkill Name: BioSphere Submitted: Captain Toenail Decorate: Captain Toenail Sprites: Doom64 Sprite Edit: Captain Toenail Idea Base: Doom64's radsuit pickup Name: Ammo Belt Submitted: Ghastly_dragon Decorate: Ghastly_dragon Sprites: ID Software Sprite Edit: Ghastly_dragon Idea Base: Quake 2's Bandolier Name: Armor Converter Type: Armor Conversion Code: Cyantusk Sounds: Eclipse Software (ripped by Magma MK-II) Sprites: Eclipse Software (ripped by Magma MK-II) Sprite Edit: Cyantusk Idea Base: New idea from scratch Name: MegaMap Submitted: Captain Toenail Decorate: Captain Toenail GLDefs: None Sounds: None Sprites: Id Software, Rogue Entertainment Sprite Edit: Captain Toenail Idea Base: IDDT cheat code (reveals actors on automap) Back pack sprites: Mor'ladim Name: Missile Pod --Credits-- Submitted: Mor'ladim Decorate: Mor'ladim Sounds: Mor'ladim, Atomic Bomberman, Phantasy Star Online Sprites: Mor'ladim, Quake 3, Duke Nukem 3D Idea Base: Original idea Name: Spring Mine Submitted: Mor'ladim Decorate: Mor'ladim Sounds: Mor'ladim, Phantasy Star Online, Fate Sprites: Mor'ladim, Legend of the Monster Hunter, Dark Forces (Mine sprite used as base) Idea Base: Original idea Berserk: Sprites: MagicWazard Name: Shield Sphere [Credits] Submitted: Captain Toenail Decorate: Captain Toenail GLDefs: Captain Toenail Sounds: None Sprites: HacX Sprite Edit: Captain Toenail Name: Regeneration Sphere Submitted: scalliano Decorate: scalliano GLDefs: scalliano Sounds: None Sprites: Id Software, Monolith Productions Sprite Edit: scalliano Idea Base: Doom-class Regen powerup from Generations Arena mod for Q3 Submitted: Ghastly_dragon Decorate: Ghastly_dragon Sounds: Id Software Sprites: Id Software Sprite Edit: Ghastly_dragon Idea Base: Strife's health pickups Flesh hit sounds from the following games: - Call of Duty 4: Modern Warfare by Infinity Ward - Call of Duty: Black Ops 4 by Treyarch - Call of Duty: Modern Warfare by Infinity Ward - Doom (2016) by id Software - Overwatch by Blizzard Entertainment - Quake Champions by id Software - Quake Live by id Software - Team Fortress 2 by Valve - Titanfall 2 by Respawn Entertainment precise-crosshair * Color calculation and crosshair code is ripped from GZDoom; * Screen Positioning is done via [LibEye](https://forum.zdoom.org/viewtopic.php?f=105&t=64566#p1102157) by KeksDose. * GZDoom development team and Graf Zahl personally for making and maintaining GZDoom; * Frax Boomer for an idea; * Someone64 for feature suggestions; * Agitatio for bug reporting; * ShockwaveS08 for feature suggestions; * vapidscum for bug reporting; * Tapwave for bug reporting. TormentStain3DFont: Submitted: Jimmy Author: Jimmy, Kinsie, id Software Original font: Wolfenstein 3D's bigfont, edited by Kinsie Idea Base: Done for Tormentor667's "WolfenDoom: Blade of Agony". I (Jimmy) added the noise, made the "soft" edit, as well as giving proper kerning to the font. ApostasyFont: Credits: Submitted: Jimmy Author: Jimmy Original font: N/A Idea Base: I revitalized an old font of mine and made it more appropriate for Heretic. Additional Credits: - Nash for suggesting the black-outlined version(s). - Gez for suggesting that the lower-case characters' vertical heights be made to match better. Credits: Submitted: Jimmy Author: Jimmy, NeuralStunner (lower cases) Original font: "Tie Wing" by Boba Fonts ---------------------------- Warhammer 40k sounds and all related imagery Copyrights: GamesWorkshop Credits Nurgle enemies: //Blood flag handler Zscript// Code: Jarewill //Cultist and Zombie Sprites// Credits cultist 1 3 and 4: Midway, DrDoctor, Immorpher, Footman, Atomc Frog Credits cultist 2 : CyberM Credits Zombie 1 : Midway, DrDoctor, Immorpher, Footman, Atomc Frog Credits Zombie 2 : CyberM, Nekostuffing(Edit) Credits Zombie 3 : Dzierzan, Kevin Kilstrom (Monolith Productions), Nekostuffing(Edit) Other enemie sprites By Nekostuffing. //Maggot// Maggot (from gross elemental) Credits: Sprites: ID Software, Craneo Sounds: Nintendo, DissyEx Decorate: Craneo Venom Maggot Credits: Sprites: Freedoom (Fredrik Johanson), Craneo Sounds: Nintendo, DissyEx Decorate: Craneo //Plague Fly// Decorate: TheDoomedArchvile Sprites: Blood Sounds: FreeSounds Sprite Edits: TheDoomedArchvile, Eriance(Projectile) Idea Base: Very weak animal variant of a Pain Elemental //Chaos Spawn// Decorate: SunMadcat Sprites: DukeNukem 3d, IdSoftware Sprite Edit: SunMadcat //Unclean one// Decorate: Nekostuffing Sprites: Nekostuffing Sounds: "Un gitan vénére" video and Robocop, edited by ndroidz and thenosid, fresound.org //Other Sounds// Blizzard Entretainment, Vader, MonolithProductions, idSoftware, Valve, Logan MTM, RavenSoftware, Wirehead Studios, ProjectAngel, https://www.youtube.com/watch?v=zUxFu0mLu7U ////Decorations//// //Gross dead bodies// Decorate: Nekostuffing Sprites: In_Extremis //HalfCutSoldier// Submitted: Ghastly_dragon Decorate: Ghastly_dragon Sprites: **TORM, ADD THIS!** //GorePack// Credits: Monolith Productions, 3D Realms, Captain Awesome, Hayabusa, Lucario Submitted: Captain Awesome Decorate: Lucario, Captain Awesome GLDefs: None Sounds: None Sprites: Blood by Monolith Productions, Duke Nukem 3D: Atomic Edition and Shadow Warrior by 3D Realms Sprite Edit: Captain Awesome Idea Base: These are a collection gibs being used in the Duke Nukem 3D remake mod "Return of the King". //Swamp Trees// Sprites: Raven Software, InExtremis, Chexquest Decorate: Sargent_Mark_IV Credits Khorne enemies: Decorate: Nekostuffing, Strife, DavidRaven, Tormentor667, Captain Toenail, Raven, Eriance, ETTiNGRiNDER, SunMadcat, Clonehunter GLDefs: Strife, DavidRaven, Sandypaper (Brightmaps), ETTiNGRiNDER Sounds: Voice by Zippy, flame from Warlords Battlecry, Raven, DavidRaven, Id software, Monolith, Eriance, Blizzard, Unreal2K4, Quake, Hexen, https://www.youtube.com/watch?v=zUxFu0mLu7U Sprites: Nekostuffing, Id Software, Amuscaria, Strife, Raven, the Skulltag Team, Ghastly Dragon, Xim, Fuzzballfox, ItsNatureToDie, Captain Toenail, Monolith, Eriance, Necrodome, ETTiNGRiNDER, Magnet Interactive Studios / Mat Weathers, Vostyok, SunMadcat, Blizzard Entertainment, ShadowCaster, Gez, Heretic & Hexen (Raven Software), Clonehunter, Batandy, Infirnex sprite rip: -ck- (khorne hound) Zscript: Beed28 and Accensus(Corpse gibbing code), Nash(Nashgore), Jarewill(BloodHandler) Extra Credits: -NMM -Void Weaver -Ogodei -Synthetic Dimensions and Nicholas Beliaeff -Diodeus -AEoD Team (go to link)http://aeod.forum0.net -Disruptor Enemies -IAotA2 Credits Tyranid enemies: All nashgore components by NashMuhandes, Tyranid gore sprite edits by Nekostuffing. 3d models used were ported by Lezisell(deviantart) and Jorn-K-Nightmane Sprites: Nekostuffing, id Software, Monolith Productions. Decorate: Nekostuffing, DavidN and Sgt Mark IV (BdLite), Ghastly_dragon. Sounds: Royalty free monster sound pack (Ds_Store), Monolith, freesound.org, Deon, RubberDuck Afrit, Brutal doom, id Software, Raven Software, Eriancehttps://www.youtube.com/watch?v=7AbpIBtuML8,https://www.youtube.com/watch?v=zUxFu0mLu7U,https://www.youtube.com/watch?v=zUxFu0mLu7U,https://www.youtube.com/watch?v=oh5ygPb_wKU, Blizzard Entertainment, Coral_Island_Studios(freesound.org),EverHeart(freesound.org). ////Decorations//// //Acid dead// Submitted: Yuyu3 Decorate: Yuyu3 GLDefs:Yuyu3 Sprites: Id Software Sprite Edit: Yuyu3 Idea Base: Doom ´sRadioactive barrels //HalfCutSoldier// Submitted: Ghastly_dragon Decorate: Ghastly_dragon Sprites: **TORM, ADD THIS!** //GorePack// Credits: Monolith Productions, 3D Realms, Captain Awesome, Hayabusa, Lucario Submitted: Captain Awesome Decorate: Lucario, Captain Awesome GLDefs: None Sounds: None Sprites: Blood by Monolith Productions, Duke Nukem 3D: Atomic Edition and Shadow Warrior by 3D Realms Sprite Edit: Captain Awesome Idea Base: These are a collection gibs being used in the Duke Nukem 3D remake mod "Return of the King". //ImpaledRebels(Guardsmen)// Submitted: Gothic Decorate: Gothic Sprites: Rogue Entertainment, id Software Sprite Edit: Gothic Idea Base: Doom props //CortexLeech// Decorate: Eriance GLDEFs: Dreadopp Sounds: Raven Software, Blizzard Entertainment, Eriance Sprites: Eriance Base: Red Mite(SelkisMini) IF IM MISSING SOMEONE AND YOU KNOW IT PLEASE TELL ME WHO SO I CAN CREDIT HIM/HER PROPERLY Downloads: https://drive.google.com/drive/folders/16n9q1qdO9brICGWGH0eSrYfXB-Xflaik?usp=share_link -------- Disclaimer:Space Marine, 40K, Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. Warhammer 40K Astartes Doom is a fan made Mod Based on the W40k board game. All rights reserved to their respective owners. Here are some videos of the mod: https://www.youtube.com/watch?v=Car1p3Vu5M8&t=6s https://www.youtube.com/watch?v=p8-fNFyb4ZEhttps://www.youtube.com/watch?v=q2vYuqU0p74https://www.youtube.com/watch?v=auR-AAzEs9w Edited October 31, 2022 by nekostuffing 20 Quote Share this post Link to post
nekostuffing Posted September 10, 2019 On 9/8/2019 at 6:16 PM, Doomenator said: For the Emperor! ) Reveal hidden contents THE EMPEROR APROVES! And thanks for the video :D Also i liked the health sprites you added could i use them? and how did you improve the granade explosions? i would like to improve the explotions aswell 1 Quote Share this post Link to post
nekostuffing Posted September 10, 2019 UPDATE! Ive made improvements to these weapons: Bolter Shotgun Plasmagun HeavyBolter the Warhammer 40k.pk3 file has been updated the shotgun and bolter sounds have been changed as well here are some screenshots showing the improvements 2 Quote Share this post Link to post
Doomenator Posted September 10, 2019 12 hours ago, nekostuffing said: and how did you improve the granade explosions? Strange question, because I didn't change the grenade explosions. I try not to touch the gameplay of the mods at all, no matter how good or bad it is. Only cosmetic changes and additions: sounds, sprites, decals, textures, etc. 1 Quote Share this post Link to post
nekostuffing Posted September 10, 2019 3 hours ago, Doomenator said: Strange question, because I didn't change the grenade explosions. I try not to touch the gameplay of the mods at all, no matter how good or bad it is. Only cosmetic changes and additions: sounds, sprites, decals, textures, etc. Odd I play the modd often and the grenade explosion looks better in your video .....maybe it's just cause my computer is a pottato lol XD 0 Quote Share this post Link to post
nekostuffing Posted September 15, 2019 (edited) UPDATE! Fixes that have been made: Lost soul and Archvile sprite errors are now fixed A small problem with Doom kraken monster randomiser v4 and the plasma gun projectile has been fixed but you must load the monster wad first this is only with kraken monster randomizer i dont know why this happens yet The Storm Bolter now reloads automatically wen the ammo clip loaded reaches 0, also the projectiles now fire straight from it and the reload animations have been slightly improved. Sprite Updates: Chainsword animations are more fluid and one of the animations has been replaced Plasma Cannon sprites have been improved Sound: The bolter fire sound has been changed again and i wont be changing that anymore because im satisfied with how it sounds now. Some screenshots: Edited September 15, 2019 by nekostuffing made a mistake 1 Quote Share this post Link to post
Doomenator Posted September 15, 2019 I think you need to pay attention to this: Chainsword looks like baseball bat punches. Although it should be something like Spoiler Camera tilts while reloading weapons look unnatural and annoying, it is desirable to remove them. Shots in the floor and fragments make sounds of steps. And I would suggest as a basis to use Brutal Doom v21 instead of BDlite v20, for many reasons. 1 Quote Share this post Link to post
nekostuffing Posted September 16, 2019 3 hours ago, Doomenator said: I think you need to pay attention to this: Chainsword looks like baseball bat punches. Although it should be something like Reveal hidden contents Camera tilts while reloading weapons look unnatural and annoying, it is desirable to remove them. Shots in the floor and fragments make sounds of steps. And I would suggest as a basis to use Brutal Doom v21 instead of BDlite v20, for many reasons. Yeah i know what you mean the chainsword felt more like a blunt force weapon and not like a cutting weapon, i just fixed that right now and updated the download, it should now feel more like a cut rather than a punch, however i will still improve it further. I think you mean that wen you reload the hands still move, wich is most noticible wen reloading the shotgun, i am working on that still figuring it out. The shots replace the souds of footsteps i belive thats what you mean i hadn't noticed that before thank you for telling me i will work on it :) I tried using brutal doom v21 but i couldnt even figure out how to remove all of the gore and monsters properly the code is really advanced and it was suggested to me to use Bdlite v20 insted apperantly no one has been able to make a brutal doom weapons only mod due to the fact that the code is all over the place, that and the fact that this is my first time coding and modding and there is still a lot i dont know or understand about doom coding, im learning as i work with this. What i can do is continue to modify Bdlite until it looks more like Brutal doomv21. I really appreciate your feed back Doomenator i havent gotten much so i dont know if something i made or changed looks good or not, so thanks a lot dude :D 0 Quote Share this post Link to post
Doomenator Posted September 16, 2019 1 hour ago, nekostuffing said: I think you mean that wen you reload the hands still move, wich is most noticible wen reloading the shotgun No, I was talking about the motion of the camera when reloading the stormbolter and rocketlaucher. A lot of people think it adds realism. But in fact the opposite is true. You can shake your head but your vision are always focused on one point, it is an elementary physiology. So camera should always be static unless you move the mouse yourself. During firing similar is not critical, provided that the amplitude of motion does not exceed the value that the eyes can compensate. Such errors are very common among modmakers and you got it together with BDlite. 1 Quote Share this post Link to post
nekostuffing Posted September 16, 2019 45 minutes ago, Doomenator said: No, I was talking about the motion of the camera when reloading the stormbolter and rocketlaucher. A lot of people think it adds realism. But in fact the opposite is true. You can shake your head but your vision are always focused on one point, it is an elementary physiology. So camera should always be static unless you move the mouse yourself. During firing similar is not critical, provided that the amplitude of motion does not exceed the value that the eyes can compensate. Such errors are very common among modmakers and you got it together with BDlite. oh ok that would actually be easyer to fix. and if you dont mind me asking, how do you fell about motion tilt? example: i wanted to add something like this to my mod but im not sure if its a good idea 0 Quote Share this post Link to post
Doomenator Posted September 16, 2019 19 minutes ago, nekostuffing said: i wanted to add something like this to my mod but im not sure if its a good idea Since your mod does not work under Zandronum, а tilt++ has settings and it can be turned off, you can safely add, it will not affect anything. But I usually use all of these minimode separately. 1 Quote Share this post Link to post
nekostuffing Posted September 16, 2019 10 minutes ago, Doomenator said: Since your mod does not work under Zandronum, а tilt++ has settings and it can be turned off, you can safely add, it will not affect anything. But I usually use all of these minimode separately. Alright thank you ! 0 Quote Share this post Link to post
nekostuffing Posted September 28, 2019 UPDATE! Fixes: Removed camera tilt during Rocket launcher reload Removed camera tilt during Storm Bolter reload Improved Plasma Ball explosion Aditions: Changed the player sprites Integrated Flash light mod by "the zombie killer" Added Tilt++ by "Nash muhandes" I also added an Ally spawn sistem that uses the Mod "Brutal friends" by "SgtMarkIV" , so you can now call your space marine brothes to battle. So far you can call a Heavy Bolter Marine, a Plasma gun Marine, a Bolter Marine and a Shotgun Marine, but i will add more in the future. To teleport them into action you must find a teleporter beacon that replaces the BlurSphere (make sure you have binded keys for selecting and using inventory items on your configs), or you can summon them via console with these command lines. Summon FriendMarine2 - Summons a plasmagun Marine Summon FriendMarine3 - Summons a Bolter Marine Summon FriendMarine4 - Summons a Shotgun Marine Summon FriendMarine5 - Summons a Heavy Bloter marine You can give them the comand to stay were they are or follow you with the "USE" button. They also each have voicelines but i still have to figure out how to meke it so that they talk a bit less, they might talk too much at times but i still hope you enjoy fighting alongside other space marines. A screenshot: 3 Quote Share this post Link to post
nekostuffing Posted September 29, 2019 Fixed a little problem with the player sprites ....one of the names was causing the space marine dead sprite to replace the dead marine decoration found in some areas of certain maps and do to the scale of the sprite it did not look good so i changed the name of the sprite so it wouldt replace it. 0 Quote Share this post Link to post
Doomenator Posted September 29, 2019 Need to completely replace the original Brutal doom sounds. It gives the impression that you are playing Brutal Doom weapon patch. Fix Commander Keen and WolfensteinSS. Spoiler Make weapon sprites for 16:9 mode. Spoiler 1 Quote Share this post Link to post
Doomenator Posted September 29, 2019 17 hours ago, nekostuffing said: i still have to figure out how to meke it so that they talk a bit less, they might talk too much at times This can be done by sndinfo, adding empty sounds. 1 Quote Share this post Link to post
nekostuffing Posted September 29, 2019 (edited) Hey Doomenator! thanks for showing me this, sometimes i miss errors here and there ...i dont play the wolfenstein map very often so i didnt notice those missing sprites. also i dont play in 16:9 mode cause it makes the game lag more in my pc, i have my settings really low. Replacing the sounds shouldt be a problem, also im still tying to fix those other things you told me about, like the footstep sounds not working properly wen shooting at the ground but it has been quite dificult i dont yet know why it happens or how to fix it. Edited September 29, 2019 by nekostuffing made a mistake 0 Quote Share this post Link to post
nekostuffing Posted September 29, 2019 26 minutes ago, Doomenator said: This can be done by sndinfo, adding empty sounds. Does it work something like this? Spoiler 0 Quote Share this post Link to post
Doomenator Posted September 29, 2019 37 minutes ago, nekostuffing said: Does it work something like this? Yes. But if it doesn't work, do this. Spoiler $Random FriendMarine2Talk { SPM2T1 SPM2T2 SPM2T3 SPM2T4 SPM2T5 SPM2T6 SPM2T7 SPM2T8 SPM2T9 } SPM2T1 SPM2T1 SPM2T2 SPM2T2 SPM2T3 Silent SPM2T4 Silent SPM2T5 Silent SPM2T6 Silent SPM2T7 Silent SPM2T8 Silent SPM2T9 Silent //Silent - empty sound. //The more empty sounds the less chatter. ) 56 minutes ago, nekostuffing said: im still tying to fix those other things you told me about, like the footstep sounds not working properly wen shooting at the ground but it has been quite dificult i dont yet know why it happens or how to fix it. Just remove all the elements and sounds for steps and ground fx. Then add a normal footsteps mod by Zombie Killer, for example. And separate splashes mod if needed. But it can conflict with different texture packs. So I wouldn't. 1 Quote Share this post Link to post
nekostuffing Posted September 29, 2019 24 minutes ago, Doomenator said: Yes. But if it doesn't work, do this. Hide contents $Random FriendMarine2Talk { SPM2T1 SPM2T2 SPM2T3 SPM2T4 SPM2T5 SPM2T6 SPM2T7 SPM2T8 SPM2T9 } SPM2T1 SPM2T1 SPM2T2 SPM2T2 SPM2T3 Silent SPM2T4 Silent SPM2T5 Silent SPM2T6 Silent SPM2T7 Silent SPM2T8 Silent SPM2T9 Silent //Silent - empty sound. //The more empty sounds the less chatter. ) Just remove all the elements and sounds for steps and ground fx. Then add a normal footsteps mod by Zombie Killer, for example. And separate splashes mod if needed. But it can conflict with different texture packs. So I wouldn't. ALRIGHT THANKS! your name is totally going in the credits man your help has been awesome. Say i dont supose you would like to team up with me and complete this mod together? its totally okay if you cant or dont want to but i just wanted to ask still really apreatiate all this help :) 0 Quote Share this post Link to post
Doomenator Posted September 29, 2019 42 minutes ago, nekostuffing said: ... I do not burn a desire to engage in any particular mod, as it will require considerable free time. And, actually, I'm not a modmaker, I just can throw a few adequate tips. In any case, you can consult with me in PM on any issue. I will try to answer, if i can. :) Warhammer 40k Music 1 Quote Share this post Link to post
nekostuffing Posted September 29, 2019 3 minutes ago, Doomenator said: I do not burn a desire to engage in any particular mod, as it will require considerable free time. And, actually, I'm not a modmaker, I just can throw a few adequate tips. In any case, you can consult with me in PM on any issue. I will try to answer, if i can. :) Warhammer 40k Music Thanks alot man! thats actualy great help, wish you all the best and ......THE EMPEROR PROVIDES! 0 Quote Share this post Link to post
nekostuffing Posted October 6, 2019 UPDATE! Fixes: All weapons are now 16:9 resolution friendly Fixed WolfensteinSS nazis not working in map32 Space Marine allies now talk less Aditions: A bunch of sound changes some screenshots 2 Quote Share this post Link to post
Karl515 Posted October 7, 2019 Just tried this mod and it's awesome! The weapons feel good to use and it's quite optimized as well. Just a question, Can you also port it to zandronum? So that we can play co-op and DEATHMATCH. Here is the link for the BD Lite Zandronum Edition. https://zandronum.com/forum/viewtopic.php?f=58&t=9671&p=114695&hilit=BD#p114695 1 Quote Share this post Link to post
nekostuffing Posted October 8, 2019 (edited) 15 hours ago, Karl515 said: Just tried this mod and it's awesome! The weapons feel good to use and it's quite optimized as well. Just a question, Can you also port it to zandronum? So that we can play co-op and DEATHMATCH. Here is the link for the BD Lite Zandronum Edition. https://zandronum.com/forum/viewtopic.php?f=58&t=9671&p=114695&hilit=BD#p114695 yeah i would like to make a zandronum edition aswell ...but actualy i want to take it further than that...see i want to add various classes like other space marine chapters and i will be making seperate weapon mods for different factions once im done with the astartes mod im going to do khorn weapons mod and make khorn traitor space marine class,Bloodletter and Blood thirster ...then moving on the other factions etc. and then make a death match edition so you can play as most if not all of the factions in 40k and death match with one another for example you play as a space marine black templar vs another player using a Death guard trairor space marine class, with player sprites and weapons acording to your class. Plus a few other things i got planed, this will all take time sure but you mark my words i will do it hehe. Edited October 8, 2019 by nekostuffing gramar mistake 0 Quote Share this post Link to post
Karl515 Posted October 8, 2019 33 minutes ago, nekostuffing said: yeah i would like to make a zandronum edition aswell ...but actualy i want to take it further than that...see i want to add various classes like other space marine chapters and i will be making seperate weapon mods for different factions once im done with the astartes mod im going to do khorn weapons mod and make khorn traitor space marine class,Bloodletter and Blood thirster ...then moving on the other factions etc. and then make a death match edition so you can play as most if not all of the factions in 40k and death match with one another for example you play as a space marine black templar vs another player using a Death guard trairor space marine class, with player sprites and weapons acording to your class. Plus a few other things i got planed, this will all take time sure but you mark my words i will do it hehe. Well that's another thing that I will anticipate. Good luck with your work and take your time! 1 Quote Share this post Link to post
nekostuffing Posted October 8, 2019 UPDATE! Fixes: water slime slimy lava and sow footstep sounds are now back plus a few other sound changes Adittions: Health bonus and armor bonus sprites have been replaced with new ones 0 Quote Share this post Link to post
nekostuffing Posted November 17, 2019 UPDATE! Sorry i took so long with this update making a new player class was quite challenging for me. Adittions: New plyer class black templar New Black templar Ally marines 3 new weapons for the Black templar: Powersword With shield replaces the Chainsword Lascannon replaces the PlasmaCannon Grenade Launcher replaces flamer 1 New weapon for the Blood Angel: Flamer Fixes and Changes: Melee Attacks are more powerful Thanks to doomenator PlasmaCannon's plasma ball explotion is fully blue Deleted the Astartesmugshot.wad file and added mugshot sprites for both curret player classes Berserk meele attacks animations look better Notes: If you wish to summon the Black Templar allies via console use these commands Summon FriendMarine2B - Summons a plasmagun Marine Summon FriendMarine3B - Summons a Bolter Marine Summon FriendMarine4B - Summons a Shotgun Marine Summon FriendMarine5B- Summons a Heavy Bloter marine this should work regardless of what player class you use Screenshots: 2 Quote Share this post Link to post
Astora_mtt Posted November 17, 2019 11 hours ago, nekostuffing said: UPDATE! Sorry i took so long with this update making a new player class was quite challenging for me. Adittions: New plyer class black templar New Black templar Ally marines 3 new weapons for the Black templar: Powersword With shield replaces the Chainsword Lascannon replaces the PlasmaCannon Grenade Launcher replaces flamer 1 New weapon for the Blood Angel: Flamer Fixes and Changes: Melee Attacks are more powerful Thanks to doomenator PlasmaCannon's plasma ball explotion is fully blue Deleted the Astartesmugshot.wad file and added mugshot sprites for both curret player classes Berserk meele attacks animations look better Notes: If you wish to summon the Black Templar allies via console use these commands Summon FriendMarine2B - Summons a plasmagun Marine Summon FriendMarine3B - Summons a Bolter Marine Summon FriendMarine4B - Summons a Shotgun Marine Summon FriendMarine5B- Summons a Heavy Bloter marine this should work regardless of what player class you use Screenshots: It looks really good, and as a W40K fan It makes me really happy to see someone finally doing a Doom mod of Warhammer, I will try it. Btw, which mapset would you recommend to play with this mod? 1 Quote Share this post Link to post
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