REKKR - V1.16

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AvzinElkein
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by AvzinElkein »

Make sure it works with 3.4.0, okay?
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wildweasel
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by wildweasel »

AvzinElkein wrote:Make sure it works with 3.4.0, okay?
Image
It works by definition.
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Mere_Duke
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Mere_Duke »

wildweasel wrote:
AvzinElkein wrote:Make sure it works with 3.4.0, okay?
It works by definition.
Does this mean REKKR will have DeHackEd patch and no ACS/Decorate/ZScript? Actually a cool idea, to release a game that is "old" not only in its visuals, but in the way it is done.
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ReX
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by ReX »

Mere_Duke wrote:Does this mean REKKR will have DeHackEd patch and no ACS/Decorate/ZScript?
If vanilla DooM-compatibility is one of the primary objectives, I'd imagine it would be redundant (and time-consuming) to duplicate the DeHacked work with ACS/Decorate/ZScript.

On the topic of the theme & visuals, the whole retro vibe is really appealing. Keep up the excellent work!
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Revae
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Re: [WIP] REKKR - An Ultimate Doom Total Conversion

Post by Revae »

Yah. It's all dehacked. Except for some super minor decorate to make it all work correctly in zdoom derivatives (overcoming a physics glitch zdoom fixed, but a projectile required).
ChaseSP
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by ChaseSP »

Having issues getting it running in Chocolate Doom/Dosbox get error about an unknown object, seems like the 05/25 version of 1.9 doesn't work. ,

However it works fine in gzdoom and is pretty damn great. Neat to see something using old vanilla doom as a base.
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Dynamo
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by Dynamo »

Congratulations on the release! Looking forward to play this.
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Zaratul
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by Zaratul »

Topic title says "released" but i dont see any download link.
Talon1024
 
 
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by Talon1024 »

I found a download link in the thread on Doomworld: http://manbitesshark.com/
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Captain J
 
 
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by Captain J »

You probably should include the download link at the 1st post so people can download this awesome mod. And nice to hear that Terminuest is involved with making this mod, too.
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QuakedoomNukem Cz
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by QuakedoomNukem Cz »

The shotgun replacement is also duplicated as a super shotgun replacement. Is it intentional?
EDIT: Found this out, when doing IDFA
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Batandy
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by Batandy »

This is fantastic :D
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Revae
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by Revae »

Oh what the hell. I copied the doomworld post, and somehow clipped out the DL Link. Sorry about that.
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Captain J
 
 
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by Captain J »

So i played this for a hour, and it's really unique, enthusiastic addictive. Monster designs are really rad and weapon sound effects are satisfying, as i expected from Term's amazing sound works.

However, there were some weird moments during gameplay and i'd like to tell you everything;
Spoiler:
And that's about it. It's been amazing to play this mod. Each maps are very adventurous too!... And you know, you should consider making this mod an iwad that appears on the IWAD selection list.
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Revae
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Re: [Released] REKKR - An Ultimate Doom Total Conversion

Post by Revae »

Those are all due to vanilla limitations, except the aesthetic stuff.

You should never have 1 shotgun round btw. You may not have loaded it right if you do.
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