

The DooM Quentin by Vinedalf Software will be a little non commercial, fps game , including the whole monsters & weapons from original DooM.
''''ALPHA VERSION WILL BE RELEASED IN THE END OF JULY''''
It is not made by professionals, also please don't flame that Vinedalf Software is such an amateur team
First as you can see the Zombie Commando TM from Doom 3 model, let me explain how i will deal with copyrights here (if some1 has anything to say, that it is illegal etc)
Yes, i am using models from DooM 3 but not exacly. Only mesh fence was copied, and exported to another format, then to again another format and finally (after some "upgrades") packed into Milkshape 3d. As Milkshape is a great modelling/animation tool for such amateur & fun projects, I am animating the models myself , so i didnt took any of doom's animations. Also the skin you can see on the image of zombie commando is just a TEST one. ALL skins will be remade due to copyright "idea" stealing. Also i can say that i am exporting all models to MD2 by Milkshape of course
What game features?
1) Player with multiple weapons system, weapon changing system, reloading option. There are 3 weapons avaible right now, every weapon has shoot animation.
2) Enemies as you can see Zombie Commando
3) simple AI based on movement and spotting reaction; it is based on Omaremads source, updated to my needs but still a bit hard to get it working in extravagant conditions, but it works very well
4) Audiere for Sound (including Omaremad's 3d sound update); weapons have diffrent sound of firing and reloading, enemies have diffrent sound for 4 statements: attack, lookafter, pain, die. Hedasw (my bro) is responsible for in game musics... as i heard few sound and music themes so far that would be very creepy (for example, some cool computer beeps, or some pipes are breaking in the background when you are in walkthrough of some level, right now these musics will not be implemented. I must say that there are a little problems with 3d music, if it will be solved it will be solved.
5) Level with physics & world physics based on irrlicht physics - that means nothing special, i know i know physics are so slow... Well actually right now physics arent slow etc, monster have got implemented physics, sometimes they don't work to properly when they are alive i mean the mesh collision...
6) Menu with options avaible.
7) I almost forgot to say about the shooting system, right now it works very good , but rarely it can swap, i mean sometimes if you are playing with enemy for veeeeery long time shooting may not working properly, enemy will receive a hit but his health won't drop, to resolve that you have to find any other monster and attack it then return to the last monster, and if that doesnt make it
So this is it for now. I just wanted to show off this project because i was planning that for a looooong time, if you are not satisfied with this screenshot i will post another one with another monster within few days.
Also i wanted to thank Omaremad who wrote a great open source framework for any project. I definately was in need of AI because i dont have "head" for programming, so i definately wouldnt make any AI with my very noob and basic skills. Please dont flame me about that ...
I hope you enjoyed this little preview or how to call it : developers diary
PS please remember that i am not any kind of super programming , animating, modelling designer ann in one, this is gonna be really amateur but i promise i will do my best with help of my few friends.
Thanks for you great reader who made it to the end of this message, Dawasw