REKKR - V1.16

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Re: REKKR - V1.16

Postby Abba Zabba » Sun Nov 03, 2019 11:14 pm

Wanted to play this again, but when I got to the 3-digit code secret in E1M3, I couldn't get the door to open with the proper code. Was this always the case with GZDoom? I'm using GZ version 4.2.4.

Edit: tested the combo lock in Crispy Doom and PrBoom+, and they both work just fine. Seems to be a GZ problem.
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Re: REKKR - V1.16

Postby NightFright » Thu Nov 07, 2019 12:57 am

If it's only happening in GZD, maybe you should report it as a bug in the proper forum section here. Don't forget to provide as many details as possible, including screens.
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Re: REKKR - V1.16

Postby payayoe » Tue Feb 25, 2020 6:45 am

Thanks Revae and Rekkr team for creating an awesome mod! Here's a fanart from me. :D
Spoiler:
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Re: REKKR - V1.16

Postby Revae » Sat Feb 29, 2020 12:43 pm

That's tight as hell! Thanks!
I wish I'd checked this forum earlier to give you more timely props, because this made my day just now.
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Re: REKKR - V1.16

Postby Redneckerz » Sat Feb 29, 2020 4:32 pm

That looks sick. That could work well as an intermission or ending screen.

Great stuff, Paya!
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Re: REKKR - V1.16

Postby Captain J » Sun Mar 01, 2020 12:16 am

Now come to think of it, some kind of official REKKR collection with concept art, behind stories or fan art from others might be dandy.
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Re: REKKR - V1.16

Postby Revae » Sun Mar 01, 2020 7:41 pm

I don't have a lot of concept art. Most of the monsters were sketched out first while I was at work on frayed and creased paper that's since been disposed of. I might have some of the sculpts or Maya scenes. They're pretty bare bones, nothing is topologized correctly or anything.
Back story wise it's all in my head, or in the heads of the other mappers, but I tried to have the environments tell the main back story to a degree. If any of it's parse-able I don't know.

Looking at it, I've got a fair few of the sculpting files, with paint data on most of them.
example:
Image
There's not a lot of detail on most of them because they were going to be shrunk down to be like 60 px tall anyway.
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Re: REKKR - V1.16

Postby Captain J » Sun Mar 01, 2020 8:46 pm

But it's nice to see one of the models in full HD. Maybe collection of just model pics might work.
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Re: REKKR - V1.16

Postby MrDowntempo » Wed Apr 15, 2020 6:10 pm

Since the assets exist as 3D models, I'd LOVE it if we could get a angled weapon mod.
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Re: REKKR - V1.16

Postby Revae » Thu Apr 16, 2020 11:33 pm

MrDowntempo wrote:Since the assets exist as 3D models, I'd LOVE it if we could get a angled weapon mod.

They're all in a format I don't use anymore, and they were all painted over so the workload would be pretty extensive anyway.
Also I'm not sure I have all the original assets anymore.
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Re: REKKR - V1.16

Postby Thorogrimm » Fri Apr 17, 2020 6:22 pm

Is there ever a possiblity of this getting a Steam release?
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Re: REKKR - V1.16

Postby Revae » Sat Apr 18, 2020 2:44 pm

Thorogrimm wrote:Is there ever a possiblity of this getting a Steam release?

Possible. I'm working on an episode 4 now, and will likely make an attempt at selling the whole thing bundled up.
Trying to decide a fair price. Don't want to overcharge, or undersell.
The tricky part atm is time. I don't have a lot of it, but so far I've made 3 new enemies, and 3 new maps, and some sporadic areas for other maps. Plus a bunch of textures.
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Re: REKKR - V1.16

Postby NightFright » Tue Apr 21, 2020 2:11 am

Any price you ask for will be OK for me. I could imagine this as a standalone on Steam for like 8.99 USD/EUR, for example.
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Re: REKKR - V1.16

Postby Revae » Thu Apr 23, 2020 12:14 pm

NightFright wrote:Any price you ask for will be OK for me.

400 dollars!
But yeah, it'll be something reasonable. Considering most of REKKR will still be free, the only new content would be E4, and maybe some bugfixes.
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Re: REKKR - V1.16

Postby Barry Burton » Thu Apr 23, 2020 12:27 pm

Hey Revae, Have you thought about reaching out to the Nightdive guys? They've done a great job with quite a few older and retro style games and they seem pretty open minded.

Also, perhaps, package REKKR with Odamex so that online multiplayer could be a possibility. Odamex is also pretty accurate to vanilla Doom (even being demo compatible) and the Odamex guys also seem pretty accessible.

Just thoughts. :)
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