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Killing Time

Posted: Fri May 17, 2013 2:55 pm
by zygo
Untitled-1.png
KILLING TIME
This GzDoom mod is a Total conversion of the original KillingTime game that Both i and tristan are working on.
This project is still very early in the makings but here are some screen shots to demonstrate its current progress.
This mod will feature both Deathmatch and COOP unlike the original.
DOWNLOAD : https://www.dropbox.com/sh/fgl6b34r7q6mz0n/gL4vLpgv6P

Re: Killing Time

Posted: Fri May 17, 2013 4:02 pm
by Death Egg
I like the late mid-90's PC game vibe those screenshots are giving off.

Re: Killing Time

Posted: Fri May 17, 2013 4:28 pm
by Caleb26
Hi. This looks great. I think that it would be cool if you could add some entirely new areas and plot twists that weren't present in the original game.

Re: Killing Time

Posted: Fri May 17, 2013 4:58 pm
by zygo
Caleb26 wrote:Hi. This looks great. I think that it would be cool if you could add some entirely new areas and plot twists that weren't present in the original game.
we do aim to improve on the game. if you have any ideas then please let us know :)

Re: Killing Time

Posted: Fri May 17, 2013 6:18 pm
by Valherran
Definantly different from alot of other MODs, I would recommend you work on the weapons more though.

Re: Killing Time

Posted: Fri May 17, 2013 6:26 pm
by Tristan885
Valherran wrote:Definantly different from alot of other MODs, I would recommend you work on the weapons more though.
We're actually trying to make the weapons like from the real game but we'll try getting them better once we've done all the weapons.

Re: Killing Time

Posted: Sat May 18, 2013 5:25 pm
by zygo
Tristan885 wrote: We're actually trying to make the weapons like from the real game but we'll try getting them better once we've done all the weapons.
Send me the rest of those textures from the docks when you can :)

Re: Killing Time

Posted: Sat May 18, 2013 11:55 pm
by grouchbag
Hey,I've played the original! It had it's ups and downs,but it was okay.

Re: Killing Time

Posted: Sun May 19, 2013 6:13 am
by Peter Bark
very excited! I wonder if there is any programs out there that can rip the monster sprites from kt

Re: Killing Time

Posted: Sun May 19, 2013 6:15 am
by zygo
Peter Bark wrote:very excited! I wonder if there is any programs out there that can rip the monster sprites from kt
apparently there is a program that can rip the REZ file in this game. but youl have to ask tristan about it, hes the one that found it

Re: Killing Time

Posted: Tue May 21, 2013 3:19 pm
by Tristan885
Hey zygo, I just gave you the movie file of the two ghosts talking in the little building next of the boat in the dock if you plan adding ghost dialogues cutscenes. Hope that's ok.

Re: Killing Time

Posted: Tue May 21, 2013 4:40 pm
by zygo
im experience a bug. can someone help me.
ive maed a actor, its suppose to be a movie thats about 400 frames in png format.
its writen out like this...
Spoiler:
its refusing to work, i can summon it perfectly. but the animation is invisible.

Re: Killing Time

Posted: Tue May 21, 2013 4:43 pm
by wildweasel
Try placing quotation marks around the sprite name, as I am not sure if sprite names that consist purely of numbers will work correctly otherwise.

Re: Killing Time

Posted: Tue May 21, 2013 5:01 pm
by zygo
wildweasel wrote:Try placing quotation marks around the sprite name, as I am not sure if sprite names that consist purely of numbers will work correctly otherwise.
Me and tristan just tried it and still no luck. I used a mpeg movie and imported it in adobe after effects, i then exported it to png format keying off the background for transparency. Then imported the png's to the wad. could it be the type of PNG it converted to the gzdoom engine dont reconise?
Ive had no problem in the passed naming my sprites using a 4 digit numbers i do it all the time to keep oraganised. but this is refusing to work.
here is the link to the wad file. https://www.dropbox.com/s/5t0vy8xzmad0o9g/MOVIES.wad

Re: Killing Time

Posted: Tue May 21, 2013 5:02 pm
by TheDarkArchon
Sprites aren't patches