[Release] SD3TII (no updates 01/03/12)

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Re: [WIP] SuperDoom3: Take II

Postby DBThanatos » Tue Dec 21, 2010 11:12 am

There's no release date for the mod. The pic was just to join the mood.

About that 4.6, I do hope you're not using (yet) any portion of the stuff from Take II, at all.
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Re: [WIP] SuperDoom3: Take II

Postby DOOMERO-21 » Tue Dec 21, 2010 11:50 am

DBThanatos wrote:There's no release date for the mod. The pic was just to join the mood.

About that 4.6, I do hope you're not using (yet) any portion of the stuff from Take II, at all.


if you meaning the visuals like those smoke effect from aeod or blood no....only my resources, rips and hud....and i dont have intention of work the new visual is laggy as hell on skulltag....the only connection with take II are the hud, cherub, zsec machinegun, imp crawl, vulgar, imp jumping attack, mancubus melee and archvile melee....but that are my rips...and i have the right of use those from any mod if i want...but your resources no...i respet that.. are yours....
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Re: [WIP] SuperDoom3: Take II

Postby DBThanatos » Tue Dec 21, 2010 12:02 pm

That's fine. I just wanted to make sure those effects were not going to be used before the release of take II (later on, I wouldnt mind, but definitely not before the release). As for the other extra monsters, sure thing. I'd recommend to use my "leap" code on those, since it seems to work a bit better.
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Re: [WIP] SuperDoom3: Take II

Postby DOOMERO-21 » Tue Dec 21, 2010 12:05 pm

removed by request.
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Re: [WIP] SuperDoom3: Take II

Postby DBThanatos » Tue Dec 21, 2010 7:07 pm

That looks promising indeed! Though I wonder how you're handling the code for the tentacle guy...
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Re: [WIP] SuperDoom3: Take II

Postby InsanityBringer » Tue Dec 21, 2010 7:08 pm

I am not going to lie, those model rips look horrible.
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Re: [WIP] SuperDoom3: Take II

Postby Major Cooke » Tue Dec 21, 2010 7:22 pm

InsanityBringer wrote:I am not going to lie, those model rips look horrible.


Probably because they are rendered in software mode.
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Re: [WIP] SuperDoom3: Take II

Postby InsanityBringer » Tue Dec 21, 2010 7:32 pm

From what I've seen, it's not much better in gl honestly
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Re: [WIP] SuperDoom3: Take II

Postby Major Cooke » Tue Dec 21, 2010 7:34 pm

Well, software is limited in terms of color ranges though. I suppose I'll just let DBT or Doomero post a screenshot of them in hardware.
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Re: [WIP] SuperDoom3: Take II

Postby DOOMERO-21 » Tue Dec 21, 2010 7:49 pm

removed by request.
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Re: [WIP] SuperDoom3: Take II

Postby Major Cooke » Wed Dec 22, 2010 9:29 am

DOOMERO-21 wrote:the new file size is 185mb


...

No comment. Just expressing my disapproval of how fucking huge those high-res files are when you could easily do... something or another to them that I just recently tried. I'll let DBT handle the explanation when time comes due for him to release this.
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Re: [WIP] SuperDoom3: Take II

Postby DOOMERO-21 » Wed Dec 22, 2010 3:22 pm

removed by request.
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Re: [WIP] SuperDoom3: Take II

Postby Shadelight » Wed Dec 22, 2010 10:10 pm

Looks like an awful photoshop.
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Re: [WIP] SuperDoom3: Take II

Postby DBThanatos » Fri Dec 24, 2010 7:47 pm

Perhaps is time to look at page one. 8-)
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Re: [Release] SuperDoom3: Take II

Postby InsanityBringer » Fri Dec 24, 2010 8:27 pm

Were none of the rips performed with proper shading? It really makes them look very flat and terrible. The animations don't help much, either.

Sorry, but this is just... really really bad. It isn't really your fault though.
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