[v1.01 released (03-03-12)] TUTNT: Take II
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
Megasphere lens flare, glare and strobe effects!
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
Well, I'll be honest. Im not too fond about the coronas on either case. I have an idea in mind for the powerups, but I'll see how it turns out in practice. But for the weapons, I'll simply pass.Tormentor667 wrote:Very nice By the wy, what about adding coronas to powerups like the soulsphere, the armor and similar things that feel "supernatural"?
What I also like a lot are the coronas from "Brütal Doom" (which are actually directly from Doomsday) and that they were used for the torches and also for the hud-weapons when firing. Take a look at the following thread, the first video: http://forum.zdoom.org/viewtopic.php?f=19&t=28920 ... that would be cool, but it's only a suggestion
Now, time for another video, just because I keep on (slowly) testing this, and I like to record the boss fights
Now I wonder, was the flamer always THAT strong or did I somehow mess the balance regarding that weapon?
Time to re-check the code again, I guess.
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
you know. after seeing all the nice effects, this is a really nice mod
but something still bothers me.
the weapon sprites
Can you also improve them with smother ones like in Beautiful doom, Re doom or Brutal doom? because I'm sure that there are a lot of improved sprites for most of those weapons.... The monsters are already fine if you're wondering.
or you're not going to bother changing the sprites. just asking.
but something still bothers me.
the weapon sprites
Can you also improve them with smother ones like in Beautiful doom, Re doom or Brutal doom? because I'm sure that there are a lot of improved sprites for most of those weapons.... The monsters are already fine if you're wondering.
or you're not going to bother changing the sprites. just asking.
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
A really cool thing IMO, would be particle like Muzzle flashes for SSG, SG, CG and such, like RGA2, or JDoom.
And the effects so far are really nice , I especially loved the plasma gun.
And the effects so far are really nice , I especially loved the plasma gun.
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
Yes, you're doing a good job
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
I also think the weapon sprites should be changed
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
Nah. Same goes for "smooth" weapons.ArchXeno wrote:I also think the weapon sprites should be changed
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
Changing the sprites, as for "totally new weapon sprites": I'll pass. However, about the smooth weapons... Not too long ago I was precisely messing with that, so I have part of the work already done.
I'll check the permissions for perkristian's smooth weapons, and if he allows it, I might just add them.
I'll check the permissions for perkristian's smooth weapons, and if he allows it, I might just add them.
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Re: [WIP] TUTNT: Take II (AKA "Visual Noise Edition")
That is much preferable.DBThanatos wrote:Changing the sprites, as for "totally new weapon sprites": I'll pass. However, about the smooth weapons... Not too long ago I was precisely messing with that, so I have part of the work already done.
I'll check the permissions for perkristian's smooth weapons, and if he allows it, I might just add them.
Thanks.
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Re: [Beta release] TUTNT: Take II
Ok. Beta released.
It would take me too long to test this completely, and I'd rather sit and enjoy playing it, rather than rushing to the exit to ensure is all working fine (which should be the case, I have got zero problems this far).
It would take me too long to test this completely, and I'd rather sit and enjoy playing it, rather than rushing to the exit to ensure is all working fine (which should be the case, I have got zero problems this far).
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Re: [Beta Released] TUTNT: Take II
Sorry for the mini bump, but I just realized of a bug with the chaingun that was causing it to shoot 2 bullets instead of one when holding fire. It was also using twice as much ammo, but that meant balance change, and that was never the intention. I just reuploaded the file. So, for those 2 users that did download the file, I'd suggest to redownload it
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Re: [Beta Released] TUTNT: Take II
Because I finally got to finish...
... this episode.
One episode to go.
... this episode.
One episode to go.
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Re: [Beta Released] TUTNT: Take II
for the minigun, you can ask Sergeant_Mark_IV for his smooth sprited minigun.
you just have to rehand it
you just have to rehand it
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Re: [Beta Released] TUTNT: Take II
Very nice video I have to force myself to not download what is done so far btw... I want to play the finished piece
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Re: [Beta Released] TUTNT: Take II
You might want to check out my already-rehanded version in "X-Marines", from an older version of the same weapon (http://www.doomworld.com/idgames/index.php?id=16677).for the minigun, you can ask Sergeant_Mark_IV for his smooth sprited minigun.
you just have to rehand it
I also have another flavor of it in the arsenal for the "Trainee" class in "Parallel Forces", but it's derived from another set of starting sprites... (http://www.doomworld.com/idgames/index.php?id=16221)