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Posted: Thu Dec 14, 2006 5:08
by hitmanx
oh. So...is he a male or like some sort of cyborg lol.
Posted: Fri Dec 15, 2006 20:41
by Marty Kirra
I don't think he was ever "somebody", in the sense that he had a storyline. He was nothing more than Hacx gloves with CAH sleeves recolored...

Posted: Fri Dec 15, 2006 23:45
by wildweasel
"Agent Zero" was essentially just an alternative set of hands that I used to stray away from the tired old Doomguy gloves. He was never actually a character, in the sense that The Stranger and Agent Olivia Diaz were characters. And the only reason I picked Kyle Katarn's voice set was also because I wanted something different.
Posted: Sat Dec 16, 2006 5:23
by hitmanx
ah i see. What game is Kyle Katarn's voice in. I've never heard it before. I assume it's a game lol.
Posted: Sat Dec 16, 2006 6:10
by wildweasel
Kyle is the player character in the Jedi Knight games.
Posted: Sat Dec 16, 2006 14:42
by hitmanx
oh yeah.. I remember those.
Posted: Sun Dec 17, 2006 18:26
by Paul
Speaking of character sounds, where did Mini mod guy's sounds come from? The same stuff was used for mr. Cola. They sound so goddamn redicolous..
Posted: Sun Dec 17, 2006 21:19
by wildweasel
Those sounds are (apparently) the voice of American McGee, and they came from the original QTest public beta.
Posted: Sun Dec 17, 2006 22:09
by Paul
Thank God they did replace them sounds in the final release. Some of them sounded like from some gangster game for some peculiar reason. Nevertheless they would never evar fit a tough marine necessary to infiltrate Strogg facilities.
Anyway.
Posted: Tue Dec 19, 2006 20:16
by Marty Kirra
Hey Weasel, is there some sort of priority list with your projects? With the addition of CHC2 to your list of projects (omg that's like four now...and three of those are sequels!), is there anything you need to be done? (Except for that gun for TSpart2? I'm working on it!

)
Posted: Wed Dec 20, 2006 1:44
by wildweasel
I've got the following projects in progress, officially:
- Mister Cola 2
- Ransom: The Stranger Part 2
- The hexen mod
- CHC: For Firepower and Profit
Since I've transferred control of the ARW project to Cleveland Rock, that's a serious load off. I admit that I have a lot of projects, but that keeps things from getting stale - I don't enjoy being bored of Doom.
Posted: Wed Dec 20, 2006 15:26
by Paul
I have tried Hexen mod sometime ago and I must say I'm really impressed by it. It feels as if folk (the characters) were sent back in time to clean up the Serpent riders. The weapons are very well balanced (at least for Agent Zero and Mecha-man) and it's pleasurable to play. Good work. Thus far that is.
Posted: Thu Dec 21, 2006 3:48
by Visplane_Overflow
I like how you're doing your mods! (Many at once, so you don't get easily bored doing them)
The only thing that bugs me about WildWeasel's Hexen Mod would be AgentZero's shotgun

It just seems to me that the shells would be ejecting on the wrong side. Right-handed weapons would eject shells to the right, for safety reasons. Nobody else probably cares, but I just felt like pointing that little thing out.
Posted: Thu Dec 21, 2006 5:52
by wildweasel
That's really just the way the source graphics came - I based that particular graphic on a ripped model, presumably of a left-handed weapon that was mirrored for the right hand. I'm not sure that it'd be worth my time to fix it, though.
Posted: Thu Dec 21, 2006 6:55
by Visplane_Overflow
I really think that you shouldn't waste time fixing that, it's a very, very small issue. Keep up the excellent work on your mods, WW!