REKKR - V1.16

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Re: REKKR - V1.16

Postby Revae » Fri Apr 24, 2020 8:03 pm

Nightdive tends to do remakes. Not sure what they or anyone could do for rekkr, really. I have thought about multiplayer a bit, but I'm not sure where to go with that either. Just focusing on mapping atm. Then a boss, then maybe a new weapon if I have the bandwidth for it.
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Re: REKKR - V1.16

Postby Ozymandias81 » Mon May 04, 2020 6:36 am

Revae wrote:
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.

You might want consider to add also modern statusbar, shaders and brightmaps, maybe spice up water effects and include ESrgan scaled graphics, and some Heimdall 1-2 inspired cutscenes between levels in case, just ideas dropping here for you to spice up things (and which I might help for some stuff in case I get enough free time) :)
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Re: REKKR - V1.16

Postby Revae » Mon May 04, 2020 5:37 pm

There actually are brightmaps, for the sprites. I could add some for the walls and floors too though, that's a good idea. Not sure what all I can add and maintain vanilla compatibility.
Maybe more water frames? Not sure how that works in vanilla. Not gonna do shaders or higher res sprites/textures, or cutscenes.
I imagine a modern status bar would be possible, as vanilla just ignores lumps it isn't looking for. Probably a good idea to look into that, the brightmaps, and water at least.
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Re: REKKR - V1.16

Postby Khodoque » Wed May 06, 2020 12:40 pm

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

I'd buy that for a dollar! Jokes aside, when I was playing REKKR, I kept wondering - "how is this even free?" That's a professional product, made from scratch, good-looking and fun to play, it totally deserves a price tag.

Ozymandias81 wrote:You might want consider to add also modern statusbar, shaders and brightmaps, maybe spice up water effects and include ESrgan scaled graphics, and some Heimdall 1-2 inspired cutscenes between levels in case

Consider that vanilla compatibility is one of the things that makes REKKR so impressive. Gives it this whole "90s Doom clone from alternate reality" charm. Though in case of Steam release it would be possible to allow player to choose between "Bells and Whistles mode" and "1993 mode" on startup. Something similar can be done on GOG as well, I assume.

Anyway, something is bugging me - part of the E1M3 music that starts at 1:30 reminds me of something, but I can't put my finger on it:
https://youtu.be/47kcQzN-JEQ?t=1m30s
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Re: REKKR - V1.16

Postby Kinsie » Tue Sep 22, 2020 10:40 pm

Punting up into the light of day because this mod is now playable on consoles via Bethesda's official Unity-wrapped source port. Congrats Revae!

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Re: REKKR - V1.16

Postby Vostyok » Wed Sep 23, 2020 7:57 am

Indeed. I was very happy to hear this news.

Well done, Revae!

I hope the Doom community continues to enjoy this time in the spotlight!
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Re: REKKR - V1.16

Postby Revae » Thu Sep 24, 2020 5:40 pm

Thanks! It's been a trip.
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Re: REKKR - V1.16

Postby Captain J » Thu Sep 24, 2020 10:03 pm

Oh yeah, this is very awesome! I always thought this mod, i mean own game supposed to be get spotlighted so a lot of people could play it and whatnot. And i'm glad that happened. Congratulations!
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Re: REKKR - V1.16

Postby Leglock » Fri Sep 25, 2020 6:47 am

This is one of those mods that I somehow have in a "to play list", but I keep distracted with newer releases (and life stuff). The shame it's on me, because I heard only good things about this proyect. I think this is gonna be my next game after 2 other older mods. I see the screens and some videos and I can't wait.
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