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This contest will come up with:
The Ultimate Weapon 50%  50%  [ 26 ]
The Enemy To Redefine The Boss In EndBoss 13%  13%  [ 7 ]
The NPC You Always Wanted To Interact With 19%  19%  [ 10 ]
The Static Model You'd Build Your House Around 15%  15%  [ 8 ]
Total votes : 51
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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sun Mar 29, 2009 3:46 am 
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BNA! wrote:
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location.


i've actually got mine about done (technically just need some new SFX for it to be 100% finished, play tested in MP & all). There still going to be an e-mail?

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sun Mar 29, 2009 9:38 am 
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The Happy Friar wrote:
BNA! wrote:
We will set up a specific email address for this contest where everyone can send either the file to or the link to the download location.


i've actually got mine about done (technically just need some new SFX for it to be 100% finished, play tested in MP & all). There still going to be an e-mail?


Yes, there will be an email address.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Wed Apr 01, 2009 6:09 am 
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http://www.fileplanet.com/hosteddl.aspx ... ta_001.zip

"The Happy Friar's Paintball to the Max"

Anyway.... a new mod with new gameplay & (the important part) new weaponS. 4 to be exact: semi-automatic pb marker, full auto, pump (default starting) & semi-auto long range. Fists included to avoid a MP crash & flashlight included. Supports all default Doom 3 multiplayer modes. Readme & how to run instructions included. Images forth coming as I need sleep now (it's 1am). Basically MP only as it's not much fun against current AI.

Each new weapon has a new world pickup model, new view model & new player world model (what other players see & you see in mirrors).

Shouldn't get any crashes in MP games as they all seem to have been squashed during play testing (that's [BTF]Jehar @ tastyspleen).

Still some bugs that don't happen in SP but do in MP that I need to creatively squash, most of them are listed in readme.txt, but none of them will actually kill the game. A map or two based on the new gameplay will eventually be coming.

All modeling (except the arms already in the view model), textures, animation are me. Blender & Edit pad light for 95% of the work (textures in blender), gimp used to make the heightmaps & specular maps. [BTF]Jehar of tastyspleen.com & Pappy-R of Planetdoom.com both helped test.

EDIT: supports all current Doom 3 MP maps.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Wed Apr 01, 2009 7:03 am 
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Here is the email addy for the contest:

cc2@doom3world.org

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Wed Apr 01, 2009 5:02 pm 
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http://www.moddb.com/mods/the-happy-fri ... to-the-max

moddb.com page for my mod.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Wed Apr 01, 2009 8:58 pm 
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I officially announce i'll not submit anything related to the contest. :?

I have to struggle irl to found another job after some real hard times, so i didn't had the time, nore the will, to make something.
(except a very raw Warhammer marine's bolter low poly model)

the good news is that i found a job monday. 8)

Another good news is that i'll show you all something i've working on for 3 days now, that every one will surelly love.
(i'm really really enthousiast about it)

@THF: I'll test it asap in sp :( and give you feedbacks, but it certainly looks like you worked a lot on this, so congratz!

Congratulations to all of you submitters anyway!

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Wed Apr 01, 2009 9:32 pm 
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So far I have received two emails - I hope this is not the end of it...

I'll be away on business travell including Friday, April 3rd, so please send your work till Saturday, April 4th.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Thu Apr 02, 2009 1:44 am 
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BNA! wrote:
So far I have received two emails - I hope this is not the end of it...


I hope not either. some D3 "heavy hitters" said they'd love to do a weapon contest. Eager to see what they've come up with.

6th Venom wrote:
@THF: I'll test it asap in sp :( and give you feedbacks, but it certainly looks like you worked a lot on this, so congratz


it's not really exciting in SP... everything dies pretty quickly. Works, but MP is the way to go. I don't think I removed any SP weapons that aren't used from being able to be picked up, but I did remove references to them in game, so it may crash the game if you pick up a 'nade, plasma, chain gun or BFG.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Thu Apr 02, 2009 4:12 am 
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erm... extension? :oops:


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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Thu Apr 02, 2009 5:03 pm 
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parsonsbear wrote:
erm... extension? :oops:


Be more specific...

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Thu Apr 02, 2009 6:24 pm 
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he wants to know if he's allowed to use extendable rods for weapons. :D

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Thu Apr 02, 2009 6:30 pm 
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I had first modelled some weapon but at the end I realised that
it was way to detailed. :D

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sat Apr 04, 2009 8:59 am 
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I have a finished (mostly) submachine gun that I want to enter, if you'll pardon my lateness. For some reason I imagined the contest was just getting underway :oops: Aanyway, could you please give me till Sunday night because I need to export the world model plus some minor tweaks.
That way at least we'll have more than two competitors, even if mine is somewhat crappy.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sat Apr 04, 2009 10:37 pm 
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whitewolf wrote:
Aanyway, could you please give me till Sunday night because I need to export the world model plus some minor tweaks.


Well, it's a community contest for fame, not fortune - go ahead...

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sun Apr 05, 2009 11:24 am 
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Ok thanks, sent it. Hey Friar, you used blender too :) I share your pain.

Mp5 Burst Fire Submachine Gun
Link: http://files.filefront.com/13536634

Author: Rudolf "Whitewolf" Wentzel

Release date: 5/4/09

Email: whitewolfw2@gmail.com
whitewolfw2@hotmail.com

Instructions: Place the folder "whitewolf_submachine_gun" in your Doom 3 directory.
Select it from the mods dialogue in the Doom 3 main menu.

Description: A submachinegun for Doom 3, based on the Heckler And Koch Mp5 model.
Fires 4 shots in a burst, and holding the trigger makes for almost fully automatic fire.
Replaces the pistol.

This weapon was created for the 2009 doom3world.com weapons contest.
It is unpolished and can be considered an alpha.

Software: Blender 2.48
Gimp 2.6

Credits:
Blender md5 export/import scripts by Bob Holcomb and Thomas "der_ton" Hutter
Burst Fire script by Kamikazi Fred
Fire sound by Matt_G
Reload sound by Vosvoy
Select weapon sound by NoiseCollector

All sounds are subject to the "Creative Commons Sampling Plus 1.0" licence,
and are freely available at http://www.freesound.com.

Permissions: If you want to use this model in a project, please contact me.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sun Apr 05, 2009 2:04 pm 
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whitewolf wrote:
Ok thanks, sent it. Hey Friar, you used blender too :) I share your pain.


I'm finding blender pathetically easy to use. I'm really really wishing I started using it a decade ago instead of waiting until now. :shock:

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sun Apr 05, 2009 3:28 pm 
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How easy is it to model a head? Is it true that you can scan a photo and it maps out a grid or something?

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sun Apr 05, 2009 6:56 pm 
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It doesn't do it automatically, but you could take a side,front,top image & put it in the respective view & use that for reference. We should talk about modeling techniques in a new thread though.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sun Apr 05, 2009 9:37 pm 
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whitewolf wrote:
For some reason I imagined the contest was just getting underway :oops:
...
That way at least we'll have more than two competitors.

That's strange, i thought that there were more than 4-5 people interested by this contest when i saw the votes. :roll:
Maybe not enough communications about it, i had other priorities and didn't had the time... :?

So i'll finish my bolter gun just for fun and share it when it's done.

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 Post subject: Re: Doom3World Community Contest # 2
PostPosted: Sun Apr 05, 2009 9:54 pm 
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I think this contest was only ~a month vs the boss one that was two months. I didn't realise @ the time, but a weapon is a lot more work then a boss. You've got three models to do (pickup, player POV & 3rd person), but texturing each, plus making the anim's if neccessary.

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