[Unstable] There's Something About Tails

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
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.
User avatar
FireSeraphim
Posts: 405
Joined: Thu Nov 18, 2010 12:45 am

Re: [No BS Zone/WIP] There's Something About Tails

Post by FireSeraphim »

Might I propose the ability to "sheath" or hide your weaponry when your in Knothole Village? It doesn't seem right for your character to be pointing his gun at someone while he's talking to them (part of the same reason why I normally change back to the knife while I'm in the main town when I'm playing Strife, I guess I must have picked up that tendency from playing Oblivion and the like where normally NPC would be more hostile towards you when you have your weapons out)
User avatar
Kate
... in loving memory ...
Posts: 2975
Joined: Tue Jul 15, 2003 8:06 pm

Re: [No BS Zone/WIP] There's Something About Tails

Post by Kate »

Switch to fists.
User avatar
TheLightBad96
Posts: 438
Joined: Tue May 08, 2012 12:59 am
Location: Jonathan Crimson pleased to make your acquaintance.

Re: [No BS Zone/WIP] There's Something About Tails

Post by TheLightBad96 »

FireSeraphim wrote:Might I propose the ability to "sheath" or hide your weaponry when your in Knothole Village? It doesn't seem right for your character to be pointing his gun at someone while he's talking to them (part of the same reason why I normally change back to the knife while I'm in the main town when I'm playing Strife, I guess I must have picked up that tendency from playing Oblivion and the like where normally NPC would be more hostile towards you when you have your weapons out)
yeah i believe that the "holster" option would be good idea so someone wont have the urge to go shoot some villager or kill major characters. even though i sometimes do the occaisonal village shootout to see how long i last before i die. :chaingun:

PS i really like this mods due to its unique nature for a doom mod
Last edited by TheLightBad96 on Sun Sep 09, 2012 11:48 pm, edited 3 times in total.
User avatar
wildweasel
Moderator Team Lead
Posts: 21444
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10, 21H1
Graphics Processor: nVidia with Vulkan support

Re: [No BS Zone/WIP] There's Something About Tails

Post by wildweasel »

If slot 0 isn't being used for anything, I suppose it'd be minimal work to add a "no weapon" weapon...the one problem with that, though, is hiding it from the mousewheel rotation. Though you could define the weapon, not give it a slot number, and bind a key to "use NoWeapon." The problem with that, though, is you wouldn't be able to use the mouse wheel to select anything else once you've holstered the weapon, and unless your Script Fu is very strong, you wouldn't be able to pull your last used weapon by pressing the Holster key again, either.
User avatar
scalliano
Posts: 2840
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: [No BS Zone/WIP] There's Something About Tails

Post by scalliano »

Nice to see TSAT back in business. Good luck with nailing it this time.
User avatar
Project Dark Fox
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Dark Fox »

Zombieguy wrote:YES. Oh.... Wait... NO. Are you left handed or something? :)

Seriously though, it's not a big deal. I can easily mirror the weapon sprites.
I didn't realize Jake being left-handed was such a big deal.

And no, I'm not, actually.
Esselfortium wrote:The cloudy blue sky would likely fare much better without the dithering, which rarely if ever looks right in Doom.
Likely, yes, but I had a look at a sky similar to it that wasn't so dithered... and it was a complete and awful mess in the software renderer. It looked like an abstract painting and in a bad way.
User avatar
Kate
... in loving memory ...
Posts: 2975
Joined: Tue Jul 15, 2003 8:06 pm

Re: [No BS Zone/WIP] There's Something About Tails

Post by Kate »

Project Dark Fox wrote:Likely, yes, but I had a look at a sky similar to it that wasn't so dithered... and it was a complete and awful mess in the software renderer. It looked like an abstract painting and in a bad way.
Yeeaah that can happen. That's kind of a problem inherent to working with a palette - outside-palette resources need a lot of extra treatment done on them to look alright.

In this case though it looks more like there's just simply not enough shades to properly express what the sky is supposed to look like, which will always look god-awful, dithering or not. I can think of two things that could possibly fix this:

A. Give the sky a bit more contrast. With more shades to work with it shouldn't be so merry-go-pukey, or
B. Make the sky a high enough resolution that the dithering will actually do its' job when the sky is scaled down. It'll still look bizarre, but it shouldn't look awful since there's less noticable pixellation going on.

Not to say that'll excuse the graphic from being touched up, it'll still need some editing to hide where the dithering lines start and end (not to mention you should have the clouds sort of be more flat so it utilizes the palette better), but it'll help because it'll minimize the visibility of the borders between each shade and help it look look less noisy.
User avatar
doomjoshuaboy
Posts: 83
Joined: Wed Jan 05, 2011 2:00 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Australia

Re: [No BS Zone/WIP] There's Something About Tails

Post by doomjoshuaboy »

woot cant wait for you to keep it up

keep up the good work projectdarkfox ;)
User avatar
Jimmy
 
 
Posts: 4715
Joined: Mon Apr 10, 2006 1:49 pm

Re: [No BS Zone/WIP] There's Something About Tails

Post by Jimmy »

Yay, good to have it back! :D
User avatar
Cage
Posts: 470
Joined: Sun Jan 08, 2006 2:47 pm
Location: San Escobar

Re: [No BS Zone/WIP] There's Something About Tails

Post by Cage »

A project with a distinct flavor/style of it's own getting back on track - very cool! Good luck with this

Is there any place I could read about the plot? I was wondering what's the story behind this crossover world - it's kinda unusual, therefore more interesting :)
User avatar
Project Dark Fox
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Dark Fox »

Cage wrote:A project with a distinct flavor/style of it's own getting back on track - very cool! Good luck with this
Thank you, big praise coming from you! :)
Is there any place I could read about the plot? I was wondering what's the story behind this crossover world - it's kinda unusual, therefore more interesting :)
Best way right now is to read the comic. It's not aged well however.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it

Re: [No BS Zone/WIP] There's Something About Tails

Post by RV-007 »

It doesn't have to be considered a crossover. TSAT can be its own game (its a fps, not a platformer [let's hope that the secrets will be easier of access]). Since you are made sonic player sprites, why not make sonic enemies sprites? I don't recall much of sonic enemies except for some grenade monkey, drill bee, and mortar crabs.

Also, it might be a good idea to make the levels interconnected as a hub, not some level intermission stuff.
User avatar
BlueFireZ88
Posts: 1086
Joined: Tue Jan 18, 2011 9:04 pm
Location: Argent Tower

Re: [No BS Zone/WIP] There's Something About Tails

Post by BlueFireZ88 »

I remember this wad having a rocky history. It'll be interesting to see it finished.
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: [No BS Zone/WIP] There's Something About Tails

Post by Blox »

Kate wrote:Outside-palette resources need a lot of extra treatment done on them to look alright.
Heavily depends on what it is, but this only took four selections and a bit of messing around:

Image

Good to see that you finally posted this, though.
User avatar
Project Dark Fox
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: [No BS Zone/WIP] There's Something About Tails

Post by Project Dark Fox »

RV-007 wrote:It doesn't have to be considered a crossover.
But it is a crossover. It crosses over the plotlines of a BattleTech fanfic and early Archie Sonic the Hedgehog comics. Doom just isn't in the picture. Nor does it need to be.
TSAT can be its own game (its a fps, not a platformer [let's hope that the secrets will be easier of access]).
You can fly, but don't expect many platformer elements. It will be FPS and some pieces RPG. I just want the player to think a little ... higher, since you can fly in most maps.
Since you are made sonic player sprites, why not make sonic enemies sprites? I don't recall much of sonic enemies except for some grenade monkey, drill bee, and mortar crabs.
Mechanical enemies are planned to be FAR more lethal than what prior Sonic games presented. You can expect some vaguely BattleTech related design going into some of the enemy design; missiles, machine guns, lasers, sprouting out of every mechanical orifice you can think of. Some of the "cuter" designs might still make their way back but you should expect them to be up-gunned. Robotnik is done fucking around.
Also, it might be a good idea to make the levels interconnected as a hub, not some level intermission stuff.
They are already going to be interconnected as a hub, congratulations for not understanding that in the level descriptions.

Return to “TCs, Full Games, and Other Projects”