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Posted: Fri Jul 06, 2007 5:49 am
by Bashe
Well, I was working on a sequel to my "Eternal Shellshock" midi, but I've kinda not been working on it lately.

Posted: Sat Jul 07, 2007 12:40 pm
by DoomRater
Recovery from concussion nearly complete. I may lag behind on anything I'm working on while I get my ass back in shape.

Posted: Sat Jul 07, 2007 3:20 pm
by Wills
Catharsis II - The Bloodletting. A companion mission to Catharsis II. I'm experimenting to see how having all light come from dynamic lighting objects turns out.

Posted: Thu Jul 12, 2007 9:15 pm
by QBasicer
Currently implementing my version tracking system.

Posted: Thu Jul 12, 2007 10:00 pm
by Ryan Cordell
An attempt at a fangame, it has no real name, just a project codename. I'll try to iron out the engine before I start making the graphics.

Posted: Fri Jul 13, 2007 12:42 pm
by Unknown_Assassin
I am currently adding more custom monsters into one full zip that can be compatible with each other. I am also making them more powerful as well so I can summon them when playing mass monster wads. :twisted:

Posted: Fri Jul 13, 2007 2:19 pm
by Lamneth
I'm not working on anything in particular right now but my computer is:

Code: Select all

[19:00:11] Project: 2424 (Run 1, Clone 10, Gen 0)
[19:00:11]
[19:00:11] Assembly optimizations on if available.
[19:00:11] Entering M.D.
[19:00:34] (Starting from checkpoint)
[19:00:34] Protein: p2424_Ribo_lys_aux
[19:00:34]
[19:00:34] Writing local files
[19:00:34] Completed 6474 out of 250000 steps   (3)
[19:00:40] Extra SSE boost OK.
[19:19:23] Writing local files
[19:19:23] Completed 7500 out of 250000 steps   (3)
[20:04:56] Writing local files
[20:04:56] Completed 10000 out of 250000 steps   (4)

Posted: Sat Jul 14, 2007 12:34 am
by Ryan Cordell
Here's the pic of the attempted fangame in question, not a lot done, really, most of the art, if not all, is 100% custom made.

Image

Posted: Sat Jul 14, 2007 12:18 pm
by DoomRater
http://rapidshare.com/files/42910845/ippo.zip.html

Ready frames need to have the background ripped away but that won't be a problem. Starting on the hooks, body blows, uppercuts next. (They have a lot of frames!)

Posted: Sat Jul 14, 2007 1:40 pm
by XutaWoo
DoomRater wrote:http://rapidshare.com/files/42910845/ippo.zip.html

Ready frames need to have the background ripped away but that won't be a problem. Starting on the hooks, body blows, uppercuts next. (They have a lot of frames!)
Me wants to have that mod when it's finished.

Posted: Sat Jul 14, 2007 2:46 pm
by DoomRater
I'll probably submit it to ARW, piece by piece. Eventually I'll do all the Hajime No Ippo styles like this.

Oh dear, I just realized I never got any frames of blocking! That'll be important if I ever manage to get blocking working the way I envision it...

Posted: Sun Jul 15, 2007 3:07 pm
by QBasicer
ZDLSharp now has a DMFLAG picker.

Posted: Sun Jul 15, 2007 5:57 pm
by Shadelight
Which is a nifty little thing too. :3

Posted: Sun Jul 15, 2007 8:54 pm
by QBasicer
Hey, BP, your version has a bug, check out 3.0.4.1.

Posted: Mon Jul 16, 2007 1:52 pm
by Dutch Devil
I'm trying to make maps for Call of Duty it took me an couple of hours to make this L-shaped room, these are my first efforts into mapping for this game I thought I'd start out simple with some easy stuff.
Image
I hope I get better with this cause I would like to make some nice death match maps for this game I still got alot to learn of course.