Killing Time

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Killing Time

Postby zygo » Fri May 17, 2013 3:55 pm

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
Last edited by zygo on Sun Jul 07, 2013 1:13 pm, edited 14 times in total.
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Re: Killing Time

Postby Death Egg » Fri May 17, 2013 5:02 pm

I like the late mid-90's PC game vibe those screenshots are giving off.
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Re: Killing Time

Postby Caleb26 » Fri May 17, 2013 5:28 pm

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.
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Re: Killing Time

Postby zygo » Fri May 17, 2013 5:58 pm

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 :)
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Re: Killing Time

Postby Valherran » Fri May 17, 2013 7:18 pm

Definantly different from alot of other MODs, I would recommend you work on the weapons more though.
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Re: Killing Time

Postby Tristan885 » Fri May 17, 2013 7:26 pm

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.
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Re: Killing Time

Postby zygo » Sat May 18, 2013 6:25 pm

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 :)
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Re: Killing Time

Postby grouchbag » Sun May 19, 2013 12:55 am

Hey,I've played the original! It had it's ups and downs,but it was okay.
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Re: Killing Time

Postby Peter Bark » Sun May 19, 2013 7:13 am

very excited! I wonder if there is any programs out there that can rip the monster sprites from kt
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Re: Killing Time

Postby zygo » Sun May 19, 2013 7:15 am

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
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Re: Killing Time

Postby Tristan885 » Tue May 21, 2013 4:19 pm

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.
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Re: Killing Time

Postby zygo » Tue May 21, 2013 5:40 pm

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.
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Re: Killing Time

Postby wildweasel » Tue May 21, 2013 5:43 pm

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.
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Re: Killing Time

Postby zygo » Tue May 21, 2013 6:01 pm

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
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Re: Killing Time

Postby TheDarkArchon » Tue May 21, 2013 6:02 pm

Sprites aren't patches
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