The Return of the Triad [TC] - some guy bumped this again

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Re: The Return of the Triad [TC] - Back on track.

Postby SamVision » Wed Jun 16, 2010 6:12 pm

See what m3ss I started? Now about that rifle...
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Re: The Return of the Triad [TC] - Back on track.

Postby el zee » Wed Jun 16, 2010 6:20 pm

SamVision wrote:See what m3ss I started? Now about that rifle...


I don't think it needs any more weapons, the pistols are good for taking out guys at a range though.

Plus trying to find a sprite that would fit in etc etc etc...
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Re: The Return of the Triad [TC] - Back on track.

Postby TheDarkArchon » Wed Jun 16, 2010 9:12 pm

Gez wrote:@|\|þ 2þ9 ¡§ |2€@££¥ |\|07 0|\|€ \/\/|-|0 §|-|0µ£þ 7@£|< @ß0µ7 @\/\/€§0|\/|€|\|€§§ £€\/€£ @|\|þ ߀¡|\|9 @££0\/\/€þ 70 þ0 §7µƒƒ 0|\| 7|-|€ ƒ0|2µ|\/|; ߀ç@µ§€ |-|¡§ @\/\/€§0|\/|€|\|€§§ £€\/€£ ¡§ §7€@þƒ@§7£¥ |\|€9@7¡\/€ @|\|þ |-|€ §|-|0µ£þ §|-|µ7 µp ߀ƒ0|2€ |-|€ |\/|@|<€§ 0ƒ |-|¡|\/|§€£ƒ @ £@|29€|2 €|\/|ß@|2|2@§§€|\/|€|\|7 7|-|@|\| |-|€ @£|2€@þ¥ ¡§.


Agreed. Though "þ" looks more like "p" than "d", which made deciphering it slightly trickier than it would have been
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Re: The Return of the Triad [TC] - Back on track.

Postby Godzilla » Wed Jun 16, 2010 11:28 pm

<i 00|) |_ I_I < |<, \/\/| 7 |--| 73|-| \/\/@|) |_| @ <00|_ /\/\ /-\ /\/ :D
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Re: The Return of the Triad [TC] - Back on track.

Postby el zee » Thu Jun 17, 2010 5:15 am

So I made a multiplayer level, here's a vid of it in action

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Re: The Return of the Triad [TC] - Back on track.

Postby Cage » Thu Jun 17, 2010 7:20 am

Wow, that's epic if you ask me :)

Just two complaints:

1. Doesn't that little hallway with a pillar in the midle impair movement a bit?
2. Are you going to do some gameplay tweaking for multiplayer? I didn't play original ROTT multiplayer, but at the moment it looks like you own pretty much everyone once you have the heatseeker. Plus it takes hours to kill someone with pistol(s) or MG

Looks great anyway, and sure is fast paced. Good luck with further development
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Re: The Return of the Triad [TC] - Back on track.

Postby hammer oz » Thu Jun 17, 2010 7:35 am

a few thing i noticed in the video

the mp40 fires abit faster
does the firebomb have explosive sounds or am i deaf?

apart from the rest that has already been told that was iv picked

its deffinatly coming along very nicely i hope a beta will be up soon

EDIT oh i just watched the mp video and ita has been imrpoved the only problem is *extremely sad face* i dont have a clue how to get mp running and i dont think anyone in australia still plays doom mods :( using zdoom skulltag et

EEEEEEXCALLLLLIIIIBAAAAAAT

that whooosh noise u hear when items respawn always scared me for some reason
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Re: The Return of the Triad [TC] - Back on track.

Postby SamVision » Thu Jun 17, 2010 12:19 pm

el zee wrote:
SamVision wrote:See what m3ss I started? Now about that rifle...


I don't think it needs any more weapons, the pistols are good for taking out guys at a range though.

Plus trying to find a sprite that would fit in etc etc etc...


The reason I keep insisting about the rifle is because I actually HAVE some fitting rifle sprites. I have been meanning to use them for something but since my 5ki112 4r3 1355 than average, I cant really make use of them. I think its modeled after a Kar98, ya know like the other ROTT weapons which are German weapons from WW2 era.

I will post them when I get home, if you want me to :?
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Re: The Return of the Triad [TC] - Back on track.

Postby el zee » Thu Jun 17, 2010 7:16 pm

I kinda uploaded that video in a hurry last night,
It's surprisingly fun playing multiplayer, except it seems to quit out sometimes for no reason, zdoom isn't really the best multiplayer port.

I was playing with my brother, it funny that even though I made the level, he's way better than me :oops:


Cage wrote:Wow, that's epic if you ask me :)

Just two complaints:

1. Doesn't that little hallway with a pillar in the midle impair movement a bit?
2. Are you going to do some gameplay tweaking for multiplayer? I didn't play original ROTT multiplayer, but at the moment it looks like you own pretty much everyone once you have the heatseeker. Plus it takes hours to kill someone with pistol(s) or MG

Looks great anyway, and sure is fast paced. Good luck with further development


1. Yeah it does, I'll change it
2. Yes, the original ROTT deathmatch was a rush for the missile weapons, however I think they might do too much damage, so I'm going to fix that.

hammer oz wrote:a few thing i noticed in the video

the mp40 fires abit faster
does the firebomb have explosive sounds or am i deaf?



1. I'm still working on that, the mp40 is a fickle bloody thing to get right.
2. Yeah it sounds way better in game, the video sounds never seem to come out good :)
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Re: The Return of the Triad [TC] - Back on track.

Postby sniperchance » Thu Jun 17, 2010 11:14 pm

That multiplayer video looks good. Great job so far!

Just remember, you can't have ROTT MP without Remote Ridicule.
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Re: The Return of the Triad [TC] - Back on track.

Postby Davidos » Fri Jun 18, 2010 11:43 am

Also, is there any way to remove the big red screen on death? I don't remember it turning all glowy bright red like that...
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Re: The Return of the Triad [TC] - Back on track.

Postby .+:icytux:+. » Fri Jun 18, 2010 12:24 pm

looks really epic in multiplayer, its nice to see multiplayer in games with a doomlike engine, i made some maps for strife DM, and its fun as hell aswell, aslong as you keep away from having the player use worthless weapons, but rocketlauncher like weapons and bfg likes is epic to DM with :D


oh and remember to add obituaries to weapons, because right now the only thing that comes up when some one kills the other is "Tarablahblah Died"
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Re: The Return of the Triad [TC] - Back on track.

Postby InsaneFury » Fri Jun 25, 2010 11:54 am

I've been working on my own take on ROTT for inclusion in my special project. I've got a question regarding the Lightning Guards: do they feign their deaths like in the original?

If so, do you allow them to be shootable/nonshootable? In my mod I'd like to have them shootable while feigning, but (auto)aim shouldn't target them right away. The shootable and nonshootable flags aren't sufficient I think: nonshootable actors will have the bullets/projectiles pass through them while -shootable actors can't be damaged. I ended up making mine nonshootable altogether, but vulnerable (allowing for AoE damage like rockets). Downside: only rockets will kill them while pretending to be dead.
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Re: The Return of the Triad [TC] - Back on track.

Postby el zee » Fri Jun 25, 2010 6:36 pm

InsaneFury wrote:I've been working on my own take on ROTT for inclusion in my special project. I've got a question regarding the Lightning Guards: do they feign their deaths like in the original?

If so, do you allow them to be shootable/nonshootable? In my mod I'd like to have them shootable while feigning, but (auto)aim shouldn't target them right away. The shootable and nonshootable flags aren't sufficient I think: nonshootable actors will have the bullets/projectiles pass through them while -shootable actors can't be damaged. I ended up making mine nonshootable altogether, but vulnerable (allowing for AoE damage like rockets). Downside: only rockets will kill them while pretending to be dead.


Yeah I made them feign death, they're shootable on the ground just like the original. getting them to get back up when you're not looking at them was difficult though, it's still not perfect.
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Re: The Return of the Triad [TC] - Back on track.

Postby EnsaladaDeTomate » Sat Jul 24, 2010 6:09 pm

Hmm for me the speed for the mp40 is good because if you played the game, the speed its the same from the video and who want to know about the old rott with the cutted enemies check this video:

http://www.youtube.com/watch?v=N9_EMJEzB6E

Its about the beta / pre-relased rott with some unused textures and some of the cutted enemies in the video, if you want the images from there, the download page is at the description of the video.
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