Killing Time
-
- Posts: 93
- Joined: Sun Nov 07, 2010 7:13 pm
- Location: Uk
Killing Time
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
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
You do not have the required permissions to view the files attached to this post.
Last edited by zygo on Sun Jul 07, 2013 12:13 pm, edited 14 times in total.
-
- Posts: 198
- Joined: Tue Aug 14, 2012 10:16 pm
Re: Killing Time
I like the late mid-90's PC game vibe those screenshots are giving off.
-
- Posts: 200
- Joined: Sun Feb 07, 2010 4:53 am
Re: Killing Time
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.
-
- Posts: 93
- Joined: Sun Nov 07, 2010 7:13 pm
- Location: Uk
Re: Killing Time
we do aim to improve on the game. if you have any ideas then please let us knowCaleb26 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.
-
- Posts: 1410
- Joined: Tue Oct 27, 2009 12:58 pm
Re: Killing Time
Definantly different from alot of other MODs, I would recommend you work on the weapons more though.
-
- Posts: 117
- Joined: Tue Sep 04, 2012 6:11 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Canada, Québec
Re: Killing Time
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.Valherran wrote:Definantly different from alot of other MODs, I would recommend you work on the weapons more though.
-
- Posts: 93
- Joined: Sun Nov 07, 2010 7:13 pm
- Location: Uk
Re: Killing Time
Send me the rest of those textures from the docks when you canTristan885 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.
-
- Posts: 579
- Joined: Thu Dec 06, 2012 1:48 am
Re: Killing Time
Hey,I've played the original! It had it's ups and downs,but it was okay.
-
- Posts: 244
- Joined: Sat Apr 20, 2013 7:35 am
- Location: Italy
Re: Killing Time
very excited! I wonder if there is any programs out there that can rip the monster sprites from kt
-
- Posts: 93
- Joined: Sun Nov 07, 2010 7:13 pm
- Location: Uk
Re: Killing Time
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 itPeter Bark wrote:very excited! I wonder if there is any programs out there that can rip the monster sprites from kt
-
- Posts: 117
- Joined: Tue Sep 04, 2012 6:11 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Canada, Québec
Re: Killing Time
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.
-
- Posts: 93
- Joined: Sun Nov 07, 2010 7:13 pm
- Location: Uk
Re: Killing Time
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...
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.
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: Killing Time
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.
-
- Posts: 93
- Joined: Sun Nov 07, 2010 7:13 pm
- Location: Uk
Re: Killing Time
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?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.
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
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Re: Killing Time
Sprites aren't patches