Prometheus DOOM 3 Remaster Standalone

Started by bladeghost, Oct 07, 2024, 12:06:35 PM

Author
Prometheus DOOM 3 Remaster Standalone (Read 4,203 times)

[cancerblack]

Sick.

Also I have a request, I'm not sure if it's possible actually, but if it is, could you include a Player Speed slider in the options? Doom 3 always makes me feel like I'm walking and shooting through molasses.

bladeghost

Quote from: [cancerblack] on Nov 17, 2024, 03:33:16 AMSick.

Also I have a request, I'm not sure if it's possible actually, but if it is, could you include a Player Speed slider in the options? Doom 3 always makes me feel like I'm walking and shooting through molasses.

Usually adjusting a player.def file does the trick. but for some reason
walk speed changes does nothing so I'm kind of stumped a bit on this myself.
when I change the jump values I can jump a mile high but die when I go splat on the way down.
that works but changing the walk and run speeds does nothing in my testing so I'm confused
as well because I think the player walks too fast when walking alongside other npc's and I
wanted to slow the player but nothing happens for that. so I don't really have an answer for that.
as for making a gui slider, doom 3's guis are tricky to get right and I don't think that could be done
without some knowledgeable coding, I'm NOT a programmer in that sense. In Unreal engine I could do that
but for this in idTech4, probably not. it would be nice to have yet it's beyond me for that. ah well
again it's not perfect to begin with but it is interesting to create content with for what it is with all
it's limitations for what it is being a twenty year old tech platform to work with in the first place is hard enough
as it took me a very long time to learn how to build with it and not all of it works, again limitations don't make
it any easier to work with since it doesn't get updated or supported anymore.  Thanks.

bladeghost


Dangerous Ground.

Neila

damn, that's a lot of work.
i'm impressed.

bladeghost

bladeghost

#34


"Who's in charge here?" looking for answers. I have most of the landing crew built I believe there are two more to make. With idTech 4 there are still limitations as to the size of the plaza courtyard. Any larger than what I made and I get a MAX REACH PER AREA error so I made it as big as I can to be within the parameters allowed. at least it works and that is what matters. And to Neila, Thanks.

DarthJoker45

It amazes me as to what can still be accomplished by IdTech 4 even after exactly 2 decades have passed with the release of Doom 3. I look forward to seeing what other surprises are in store.

Prez

Prez

#36
@bladeghost sensational work mate. Looks amazing!!!

bladeghost

First off I'd like to Thank everyone interested in this project and say Many Thanks to all of you.
I read all your comments and that keeps me motivated to see that there IS interest.
And that keeps me going. Best Happiest Cheers Everybody! Thanks! J

bladeghost

bladeghost

#38
Here I've updated Dave's workshop. This is the Flute sequence... Everything from the beginning of Covenant up to this point is mostly completed so far. I still have to build a few parts in between after landing, then comes tweaking and testing, as well as all of the Prometheus parts as well, fortunately I have about 92% of Prometheus done....Oh my...yes indeed. more later...

I'm curious about something, would everybody be ok if I package everything into an Installer, or just pack up a .zip.
which would be better? Opinions? Thanks.

DarthJoker45

Quote from: bladeghost on Nov 29, 2024, 05:03:38 PMHere I've updated Dave's workshop. This is the Flute sequence... Everything from the beginning of Covenant up to this point is mostly completed so far. I still have to build a few parts in between after landing, then comes tweaking and testing, as well as all of the Prometheus parts as well, fortunately I have about 92% of Prometheus done....Oh my...yes indeed. more later...
https://media.moddb.com/images/mods/1/21/20674/Daves_Workshop.jpgI'm curious about something, would everybody be ok if I package everything into an Installer, or just pack up a .zip.
which would be better? Opinions? Thanks.

Personally, I prefer the installer, but a zip can also be fine as well.

Also, I am extremely curious what the final boss is so to speak at the end of this mod. Having David experiment on an engineer's corpse rather than what we got in the final film is a far more intriguing prospect.

bladeghost


Landing crew in search of a ghost. There are still creatures alive to contend with. Survival is key with teamwork. Again screenshots never do justice to the atmosphere presented as there is sound, only you just can't hear it from a screenshot. I have the landing crew made, landscape is a biotch to make in idTech4 so I've came up with some innovations to work with.

Corporal Hicks

Continuing to look fantastic! Thanks for your hard work and sharing these progress updates.

bladeghost

Quote from: Corporal Hicks on Dec 09, 2024, 08:59:46 AMContinuing to look fantastic! Thanks for your hard work and sharing these progress updates.
Indeed, but will it be any fun to play and interesting? I've often heard the phrase "that's a nice looking car ya got there but does it do anything?" Fortunately this car will fry your eggs and do your dishes at the same time. I have many surprises in store to make a better adventure overall. All with tech over 20 years old and still looking better than some new tech. Unreal Engine still has that cartoonish look and feel. where idtech4 makes you feel more a part of the environment. Example being I felt I was actually on the covenant bridge and could feel it. and that says something. Thanks Corporal Hicks for the confidence as that is much appreciated. On another note...

When I was testing the compression of archives for the Project I found .7zip
was the overall winner as it is also compatible with WinRAR and WinZip.
I tried setting up an installer and that just became a headache.
I still have more to build yet so far these are approx. file sizes for the project.
There are still some files that I can trim that are not used so that may make a difference.
I believe the final file size may be around 3 to maybe 4 GB. or somewhere in between when finished.
as a lot of new textures and models have been added. I'll update more as it comes along.


Compression of archives.

Prometheus_Covenant_iDTech4_Project.  .7zip  = 3.39 GB

Prometheus_Covenant_iDTech4_Project.  .rar  = 3.65 GB

Prometheus_Covenant_iDTech4_Project.  .zip  = 3.95 GB


Uncompressed the project is 6.46 GB in size.

Again this will be a simple 'Extract and Play' setup to where the main game goes to a drive
and the shortcut goes to the desktop. The shortcut is important as it has a setup of Fullscreen parameters
provided and High resolution is pre-setup in the .cfg so no adjustments are needed. This is all straight out of the box.
Short, Sweet and Simple. I still have a bit more to do, I'll provide more Updates when available.
Thanks everyone interested. J

bladeghost


Medical Emergency get to the Medbay quick... :P

bladeghost


Ledward is not having a nice day. Now just turn your head and cough. This is my rendition of Lander One's medical bay so far.

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