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Doom Mod For X-com Ufo Defense


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#1 uncy

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Posted 06 May 2008 - 05:40 AM

Hey guys! :)

Here is a Mod I have prepared for you to see! Someone mentioned once that a Doom Mod for X-Com would be a good idea, so here it is my humble shot at it!

Please send me your feedback, hope you like it!

Thanks to Zombie, NFK, BBloke and Daishiva for their knowledge and applications!

Uncy

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Uncy

#2 Zombie

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Posted 06 May 2008 - 08:29 AM

Hey, nice mod Uncy! I ran it through a couple missions and did terrible of course - should have checked the UFOPaedia for weapon damages, etc. Overall though, it's a great start! Keep it up! :)

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#3 stewart

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Posted 06 May 2008 - 11:37 AM

Looking forward to trying it when I get home!
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I'm starting to like the heavy cannon more and more.

#4 uncy

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Posted 06 May 2008 - 12:57 PM

Hey, nice mod Uncy! I ran it through a couple missions and did terrible of course - should have checked the UFOPaedia for weapon damages, etc. Overall though, it's a great start! Keep it up! :)

- Zombie


Hey I am very glad you liked it!

How come you played "a couple of missions"?, it is only one mission. Did you get to see Zombies, Imps, Pinkies and Cacodeamons? hope you did! There is no UFOPaedia yet...

Well, if you can, any feedback is more than welcome.

Uncy
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Uncy

#5 Guest_Azrael Strife_*

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Posted 06 May 2008 - 02:52 PM

How about some screenshots?

#6 Zombie

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Posted 06 May 2008 - 03:00 PM

Like I said, it didn't go too well the first time I played through and the entire squad got slaughtered. The second time through it was a little better, saw everything but my nemesis, the Zombie. ;)

I looked in the UFOPaedia after the first mission to see what changes you made to the weapons. All I had to do was load up a new game without going through your mod and all the stats were right there. Suppose I could have went into obdata.dat for the info, but since I had the game running already... :)

I kinda miss grenades on the mission though. Usually if my men don't have enough Time Units to do anything constructive, I have them prime grenades in case they need 'em later. With only ranged weapons and flares, it's hard to cover yourself, even in a group. Then again, if this is a FPS mod, grenades probably aren't used to begin with. ^_^

Edit: Screenshots? Sure, I pulled three of them out of the game just now. Enjoy. :)

Equip_screen.png Mission1.png Mission2.png


- Zombie

Edited by Zombie, 06 May 2008 - 03:38 PM.

The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#7 NinthRank

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Posted 06 May 2008 - 08:22 PM

I have not been able to get it to run with the CE. Running the .bat file gives garbled graphics. Copying tact.ex_, renaming to UFO Defense.exe and running xcom1fix.exe just gives a quick black screen and back to Windows. Installing it with the DOS version also gives garbled graphics, and running in DOSBox fails, saying "This program cannot be run in DOS mode" or something along those lines. I'm on Windows 98.

Screenshots look amazing, by the way. I look forward to a TC! :D

#8 Zombie

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Posted 06 May 2008 - 09:09 PM

Sounds like the usual DirectX problem. Since the obvious fixes will not work in this case, try this:

Right Click on desktop --> Properties --> Settings --> Advanced --> Troubleshoot. Then move the hardware acceleration slider as far to the left as it goes (basically it turns off DirectX). At least this is how it is on my XP laptop. You may have to adjust this to fit your 98 system. ;)

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#9 uncy

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Posted 07 May 2008 - 02:03 AM

Thanks again Zombie, I can't take any screenshots, no Idea why this happens...

I am curious about the Zombies, the should be there, you know, the old pistol zombies...

I know about the grenades, it is not that fun without them... perhaps a grenade launcher? a very small one? I don't know...

Also, the damages are very rusty yet, I changed many Dmg Modifiers too.

I found the data in the executable to edit traveling bullets! I just messed around zith it to get the plasma and the imp's fireball, but there is still many offsets that I dont Understand...

I will send you all info I got from this part of the executable...

Uncy
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Uncy

#10 uncy

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Posted 07 May 2008 - 02:08 AM

Screenshots look amazing, by the way. I look forward to a TC! :D


I'm sorry, but what is that? (hope not Tauren Chieftain...)

Edited by uncy, 07 May 2008 - 02:09 AM.

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Uncy

#11 NKF

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Posted 07 May 2008 - 05:25 AM

TC = Total Conversion

I suppose much of it can be done by simply reskinning a lot of the battlescape tiles. A majority of the graphics in Doom consist of bitmaps with square dimensions like 64 x 64, 128 x 128. So it should be easy enough to resize and skew the graphics to fit into the shapes of the ground tiles and walls.

Ground tiles should be able to be converted effortlessly. Unfortunately wall tiles in X-Com appear taller than they are wide though, and Doom uses mostly squares.

Still an idea worth pursuing on a long winter's night. ;)

- NKF

Edited by NKF, 07 May 2008 - 05:27 AM.

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#12 NinthRank

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Posted 07 May 2008 - 07:47 AM

Sounds like the usual DirectX problem. Since the obvious fixes will not work in this case, try this:

Right Click on desktop --> Properties --> Settings --> Advanced --> Troubleshoot. Then move the hardware acceleration slider as far to the left as it goes (basically it turns off DirectX). At least this is how it is on my XP laptop. You may have to adjust this to fit your 98 system. ;)

- Zombie

That worked perfectly, thanks!

#13 stewart

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Posted 07 May 2008 - 05:27 PM

Has anyone made an Xcom .wad in Doom?
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I'm starting to like the heavy cannon more and more.

#14 uncy

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Posted 08 May 2008 - 01:46 AM

Has anyone made an Xcom .wad in Doom?


I don't know, but I remember being very disappointed with X-Com Enforcer, I just hated the fact of killing sectoids that easily with one guy...

It is possible to make a wad, but if you want to transfer grafics from X-Com to Doom, you would have to work a lot in those sprites so they at least look "decent" enough.

Uncy

Edited by uncy, 08 May 2008 - 01:47 AM.

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Uncy

#15 Ron Wood

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Posted 28 May 2008 - 03:11 PM

Hello

I was the one who was thinking about to do something like this, but gave up and forgot the forum... and now luckyly got a note in my email about this.

Gotta try this one out soon as I can. Those screenshots sure look great. :)

#16 Ron Wood

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Posted 20 September 2011 - 09:04 AM

Finally got some time to try this out, but it didnt work. I got black screen and the doom music.

I tried to play standard game and got to see zombie soldiers, when i downed a ufo. But it gave black screen on terror mission.