Treasure Tech (NEW 1.2 RELEASE!)

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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Khodoque » Wed May 27, 2020 9:38 am

Ah yeah, I don't remember Epic 2 well, and I haven't got to that part yet. I guess I confused them with similar aliens from AAliens.

At the risk of sounding rude, would it be possible to make WolfSS exempt from the enemy replacement? Would it cause any other problems beside them not dropping coins and being immune to stun? It's just that many PWADs tend to replace WolfSS with custom monsters, and them not dropping coins in Doom 2 secret levels would be lesser evil compared to custom monsters suddenly turning into blue nazis (which does happens in AAliens, I just checked). Just a thought, of course. I could always make a copy of .pk3 and edit it for my own personal use (obviously not going to upload it anywhere).
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby jaargon » Sat May 30, 2020 7:45 am

Love the mod!

I'm stuck in the tutorial. I've wiped out every monster and smashed every block, but I seem to need either a red or blue key to progress and I can't find either of them.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Enjay » Sat May 30, 2020 3:00 pm

Has anyone mentioned the broken normals on the cube model? It causes some really quite nasty lighting effects for me. I can see it just about everywhere the model is used.

e.g.




and here it is with the normals fixed (using Npherno's MD3 Compiler)


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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Alptraum » Sun May 31, 2020 11:33 am

Icarus just uploaded a gameplay video of TT ^^

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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby mentha » Sun May 31, 2020 12:10 pm

glad to see this has been finished! can't wait to play it!
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Blackgrowl » Tue Jun 02, 2020 2:24 am

Damn! This is something I expect Combine_Keegan to make.
We got Wario on this bitch now :lol:
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Mugger » Tue Jun 02, 2020 5:24 am

Are you planning to make this compatible with LZDoom?
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Alptraum » Tue Jun 02, 2020 11:11 am

Blackgrowl wrote:Damn! This is something I expect Combine_Keegan to make.
We got Wario on this bitch now :lol:


Well, you get Combine Kegan influences and inspirations in mod :D
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Thorogrimm » Tue Jun 02, 2020 12:05 pm

Hey, I was playing this just and the ammo pickups didn't seem to work?
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby HyperUltra64 » Tue Jun 02, 2020 3:54 pm

Like all of them? Or just some of them?
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby <rd> » Tue Jun 02, 2020 10:45 pm

Hey, this is awesome. Just sharing a couple of pretty short playthrough snips from a couple weeks ago, so they don't go to waste, and in case you want to see more people playing around with it.

The second one has one of the coolest abilities in the mod imo: the ability to hurl barrels miles away in an arc and still hit stuff. The permissive explosion radius (?) means I don't actually have to bonk the imps directly on the head or even land right next to them, because yeah, that'd be too hard for me :P. Also, all the really open spaces make Lost Civilization a great mapset to play with this mod in general.



https://www.youtube.com/watch?v=uB_yfR1OD6Y
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby cybie69 » Wed Jun 03, 2020 3:14 am

Great mod! Love the whole Wario Land vibes and the Pokemon upgrade levels HUD. I really wish this was compatible with maps that made use of different monsters(not complaining) because this feels like it would work so well in Golden Souls. Oh the tutorial level aesthetic is fantastic and a nice little bit of foreshadowing for the upcoming megawad which I cannot wait for bet its going to be great. Keep up the good work!
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby cybie69 » Wed Jun 03, 2020 3:22 am

Enjay wrote:Has anyone mentioned the broken normals on the cube model? It causes some really quite nasty lighting effects for me. I can see it just about everywhere the model is used.

e.g.




and here it is with the normals fixed (using Npherno's MD3 Compiler)



could the filtering have anything to do with it cause i don't use texture filtering and this hasn't shown up.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Enjay » Wed Jun 03, 2020 3:30 am

Definitely bad normals on the model. I fixed them and the problem went away. HyperUltra64 has the fixed model now.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby xenoxols » Wed Jun 03, 2020 5:47 pm

This is great! I loved Wario Land 4 and there's not much like it. Though I would suggest adding a quick melee/ability to pick things up without switching to your fists.
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