ROTT TC - Update 1.6 [save bug fixed]

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Re: ROTT TC - Update 1.6 [save bug fixed]

Postby jute » Sun Sep 18, 2011 9:57 pm

Now that the save bug is finished it would be great to put in a feature request to have this added to the ZDoom iwad list, like Harmony and Action Doom 2.
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Re: ROTT TC - Update 1.6 [save bug fixed]

Postby NeuralStunner » Sun Sep 18, 2011 10:47 pm

Except those other TCs you mentioned use original resources. (I wouldn't even consider asking for one of my own mods to be added to the list unless it's completely original, or has a Deathkings-style dependency on another IWad.)
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Re: ROTT TC - Update 1.6 [save bug fixed]

Postby FireSeraphim » Mon Sep 19, 2011 5:41 pm

I played a small bit of this and found it to be rather enjoyable. I have beaten Episode one of this TC and I'm probably going to play episode 2 of it sometime soon. Excellent work by the way.
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Re: ROTT TC - Update 1.6 [save bug fixed]

Postby SamVision » Fri Sep 23, 2011 9:08 pm

Terribly sorry for the bump but I have noticed cosmetic issues.

When you are playing as a female character, all of the corresponding sound effects are still male sounds
There is a barely noticeable visual bug with the firing animation for the white male dual pistol

Finally, would it be possible to implement 3D models from WinRottGL for the jump pads and the gravity disks in OpenGL?

Spoiler:
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Re: ROTT TC - Update 1.6 [save bug fixed]

Postby Gez » Sat Sep 24, 2011 1:25 am

I was thinking the other day that the jump pads would be good candidates for voxelization. Using models would make the mod GZDoom-exclusive, while with voxels it'd also work with plain old ZDoom.
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Re: ROTT TC - Update 1.6 [save bug fixed]

Postby SamVision » Sat Sep 24, 2011 11:59 am

Models will not make the mod GZDoom exclusive. The sprites will still work, but models would only appear in OpenGL renderer.
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