D4T (New v2.5 Trailer pg 47)

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Re: D4T: v1.0.1.1 (TSPG servers up!)

Postby Doctrine Gamer » Thu Feb 23, 2017 7:43 pm

Can you disable the blood on the screen? I get with graphics glitch, in the normal version had like to take this out.
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby DBThanatos » Sun Feb 26, 2017 11:40 am

Doomenator wrote:
DBThanatos wrote:This is what it looks like when a bunch of players get together and start wreaking havoc
Michaelis today kicked me from the server


Im pretty sure that must've been by accident. He has been kicking spammers

Doctrine Gamer wrote:Can you disable the blood on the screen? I get with graphics glitch, in the normal version had like to take this out.

There's no option to disable it. You'd have to disable manually in your side. If you need asistance in that, you can PM me and I'll glady help you out with that
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Re: D4T: v1.0.1.1 (TSPG servers up!)

Postby TheDimensioner » Sun Feb 26, 2017 8:11 pm

Hello there, been using D4T on PC for a while! But I also have a Wii, and I discovered a source port of DOOM that is very good, based of Chocolate DOOM. I know D4T is supposed to run basically on low end PC configurations, so I was wondering if it could run on my Wii. This source port can run PWADs, and I know D4T is on a .pk3, but I guess a simple conversion wouldn't work... I was just wondering though XD! Guess it would need some kind of OpenGL to work, and I don't know if the Wii supports any. Is it worth trying conversion?

Here's the source port: https://gbatemp.net/threads/release-wii ... er.374400/
Latest version is r33 for DOOM, but it also supports other games. I know people might not have a hacked Wii ready to test it, but something else might work... well, for me it didn't, but who knows someone has luck doing it. Recently, the Homebrew Channel had it's anti-Dolphin (the Game Cube/Wii emulator for PC) code removed officially, and now it allows many homebrew that were originally developed for the Wii, to be booted on Dolphin. It's as simple as creating an SD card image, adding homebrew in it, and booting them through the Homebrew Channel, through Dolphin. Sadly I couldn't get this sourceport to work on my PC, but maybe someone with Wii/Dolphin knowledge could do it... This is just sky-high wishful thinking though, nothing to be terribly worried XD.

Here's the homebrew channel version that runs on Dolphin: https://github.com/fail0verflow/hbc
Of course, it needs compiling, but I don't know if I can share a compiled copy. If anyone actually, truly wants to try something out, I'll share it.
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Re: D4T: v1.0.1.1 (TSPG servers up!)

Postby wildweasel » Sun Feb 26, 2017 10:52 pm

The problem with this is that Wii-Doom is not ZDoom-based. ZDoom-based ports include a LOT of extra stuff on top of "just Doom" such as scripting languages, drastically expanded file formats, and other stuff that a port would have to specifically support. Unless someone's compiled something ZDoom-based for HBC, you will not be able to run D4T on your Wii.
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Re: D4T: v1.0.1.1 (Looking for new possessed sprites pg13)

Postby DBThanatos » Fri Mar 03, 2017 10:20 pm

It's not a secret that we're still working on this mod, and for the next version, im looking to replace the zombieman and shotgunguy sprites, seeing that the current ones don't look very doom4 ish, and in general look too clean and neat :P

And I've been looking around for sprites for these guys but haven't found much that could work,

So, does anyone have suggestions on new sprites for these guys? They don't have to be doom4 themed, only to be doom styled (good ol pixelated style); im just looking for something different than what we have already and the realm667 can offer only so much :P
Last edited by DBThanatos on Fri Mar 03, 2017 10:38 pm, edited 1 time in total.
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Re: D4T: v1.0.1.1 (Looking for new possessed sprites pg13)

Postby DoomKrakken » Fri Mar 03, 2017 10:35 pm

I haven't seen any that were completed... but there were multiple that were in progress.

HorrorMovieGuy posted a one-frame teaser for the Zombie Soldier and Hell Razer, and they both look very promising.

ImageImage
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Re: D4T: v1.0.1.1 (Looking for new possessed sprites pg13)

Postby DBThanatos » Fri Mar 03, 2017 10:41 pm

Those are really cool and if they were finished I'd add them, but im not even looking for doom 4 themed monsters (edit previous post to reflect that), just different monsters, because the nailborg and the rapid fire zombie that im currently using, they just feel off somehow, like they are too clean or too robotic-ish :P
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Re: D4T: v1.0.1.1 (Looking for new possessed sprites pg13)

Postby MrRumbleRoses » Sat Mar 04, 2017 4:59 am

D4T would be a perfect thing for the PSX Doom TC. just need to make a doom 4 nightmare specture. and make a keypatch thing
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Re: D4T: v1.0.1.1

Postby DBThanatos » Wed Mar 08, 2017 9:07 pm

I have never really played the psx version. What's the deal with the nightmare spectre?
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Re: D4T (Death Foretold) New teaser video. Pg 1

Postby DBThanatos » Thu Mar 09, 2017 12:35 pm

Well...

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Re: D4T (Death Foretold) New teaser video. Pg 1

Postby Machine-Reaper » Thu Mar 09, 2017 12:45 pm

Finally!
monster Brightmaps!
looks like D4T is finally different from rest of D4D related mods.
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Re: D4T (Death Foretold) New teaser video. Pg 1

Postby DBThanatos » Thu Mar 09, 2017 12:59 pm

But that's not the only thing here in this vid... Albeit, it's not easy to notice ;)
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Re: D4T (Death Foretold) New teaser video. Pg 1

Postby Captain J » Thu Mar 09, 2017 1:13 pm

Now 2016 doomguy's real hand sprites joins the prey. I'm really loving this!
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Re: D4T (Death Foretold) New teaser video. Pg 1

Postby CeeJay » Thu Mar 09, 2017 1:14 pm

From the 2.0 teaser video all I could see was a bunch of fancy-smancy ligthing, not much actual visual gameplay. Sorry, just being (brutally) honest here.
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Re: D4T (Death Foretold) New teaser video. Pg 1

Postby Captain J » Thu Mar 09, 2017 1:16 pm

look for the hand firing pistol at 0:16, take a closer look and pause when it's fully bright. You'll know what i mean!
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