QuakenDoom 2: First Enemy: Enforcer Crouches!!

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Indecom
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Indecom »

Thanks for that link, i'll give it a glance though i think i might have just played it lol. If anyone has any suggestions, feel free to let me know, or if anyone wants to help when it comes time to do the maps, i'm all for it! :)
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Kinsie
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Kinsie »

This looks pretty good technically! It's just a pity that you picked such an awful game to remake. :(
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ProjectAngel
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by ProjectAngel »

I wouldn't call Quake 2 awful.

Quick question: Might weapons and enemies from the Mission Packs (Ground Zero and The Reckoning) be something you might consider doing in the future?
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Blade3327
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Blade3327 »

@Kinsie: Dude, don't let your opinion drag an awesome project down. Quake 2's great. I mean sure I prefer Quake, but it's a still pretty sweet game.

@IndeCom: You could actually be able to do the mission pack stuff and just add the weps to existing wep slots. I dunno about the enemies, but I might end up doing some of the Quake Mission Pack weps for my project... Dunno. Seems easy enough. Plus, doesn't one of the Quake 2 Packs have a nailgun? Seems like a pretty important weapon to me.
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ProjectAngel
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by ProjectAngel »

Yeah, the ETF Rifle from Ground Zero acts like the nailgun a bit...
CaptainToenail
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by CaptainToenail »

And it's also completely useless and ugly :P

The Ion Ripper, Phalanx Cannon and Proximity Mine Launcher on the other hand...
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InsanityBringer
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by InsanityBringer »

I used it quite a bit -- when I was out of bullets and shells :P
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Blade3327
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Blade3327 »

Well, you can totally change the damage for the weps (that'd make 'em more useful).

Oh, and IndeCom? There's something I've been meaning to ask you, since you're pretty much trying to make a completely Quake 2-like TC. You know how in the game, the more you shoot an enemy, their skins get bloody? There's like, two versions. One for a full-health Strogg and one for a hurt Strogg. You gonna try to do something like that?
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Indecom
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Indecom »

Yea i'd planned on creating an addon pack that will have bloody sprite duplicates, but that will pretty much double the filesize of the project, so it will be an optional accessory. As for the mission packs, i might do them later on, i'm working on getting the enemies from regular q2 finished first.

Also, one other project of mine that i think you guys might be interested about, its not doom related, but it is Id related:
http://developer.palm.com/distribution/ ... =39&t=1285
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Potnop
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Potnop »

The weapons and sprites look a little too low res or something. They look worse than the original Doom weapons and they don't look as good as they do in Quake 2 IMO. Smooth out the pixels or do model snapshots with Bilinear filtering or something...
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Indecom
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Indecom »

Hey potnop, havent seen you since the i left the gmc. as of right now i'm focusing on smoothness of the animations and the accuracy of the weapons. Like i mentioned somewhere else in this thread, i'll make a hidef addon later on that will fix that issue.
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Mullac (é)
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Re: QuakenDoom 2: Weapons 19%, Youtube Link Added

Post by Mullac (é) »

MY EYES... no offense but you might wanna consider a palette change or pngs... that colour loss is really pukey... and as for the maps... the seem a little 1996ish :P
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Indecom
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Indecom »

what maps? this mod contains no maps other than the test map that contains all the weapons. thats not a part of the mod, its just a place hosting the weapons. And as for the color loss, there is minimal color loss, what you are looking at are sprites that were rendered out when there was no texture interpolation, aka the textures on the models appear pixelized and not smooth, cuz i personally prefer the oldschool look it gives.
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Blade3327
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by Blade3327 »

Yeah. I like pixelated, too. Sigh... obviously not a huge OpenGl fan.
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hitmanx
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Re: QuakenDoom 2: First Enemy: Enforcer Crouches!!

Post by hitmanx »

since when did quake 2 have self shadows??

On a few of the weapons, the weapons are casting shadows on the gun and his arms. How is this achieved?!

TELL ME! I MUST KNOW!!
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