[project] Arctic Wolf remake

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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wildweasel
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Post by wildweasel »

It's worth a try, I suppose.
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David Ferstat
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Post by David Ferstat »

wildweasel wrote:It's worth a try, I suppose.
Very enthusastic, aren't we? :)


I should be able to do this in about 2-3 weeks, once I've bought my new PC (and the free hard disk space that will come with it), and re-installed CoD:UO.

A sudden thought. How useful would it be if, instead of taking static screen grabs, I used FRAPS or similar to do movie captures? This way we could get weapon sway/bob, plus any other animations. Also, if I do this, what's your preferred resolution for the footage?
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wildweasel
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Post by wildweasel »

Well, keep these things in mind when you're getting source material for rips:

1. Rip it at as low a resolution as possible. 640x480 is usually optimal, but go down to 320x200 if you can.
2. Make sure anti-aliasing is off.
3. Look at a contrasting surface, like the ground, the sky, or a wall (whatever presents the best lighting).
4. Maximum frame rate ought to be about 15 FPS - any more is overkill in my opinion. We don't want this turning into another Counter-Doom.
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wildweasel
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Post by wildweasel »

I just went digging through my game CD's collection and discovered my copy of Codename Eagle, with CD audio soundtrack. Pretty much all the tracks sound like MIDI compositions, but I get the feeling at least one or two of them would fit in with the rest of the tracks. If anyone wants, I can pick out the highlights of the soundtrack and upload them on the FTP.
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Skunk
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Post by Skunk »

Hey, do you guys need any extra help with this? I loved Arctic Wolf... it was the best mod from Laz's WolfenDoom site, and I'd jump right in and help if it was needed.
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wildweasel
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Post by wildweasel »

Sure, Skunk - what sort of position are you after?
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Skunk
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Post by Skunk »

Well, I can map, sprite, texture, pretty much anything art related. I perfer to do sprites though cause I can make sprites better than I can maps.
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wildweasel
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Post by wildweasel »

You have been added to the Graphics section.
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Post by deathz0r »

wildweasel wrote:this is for 96x (which still has several glaring co-op issues, from what I can tell).
News to me. I test do-tims co-op constantly with 96x and I don't ever see any problems (apart from crappy scripting and mapping that can be resolved after I formally test it, such as single-use teleporters) whatsoever.
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solarsnowfall
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Post by solarsnowfall »

Does my (albeit meager) contribution get me placed on the scripters list?
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wildweasel
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Post by wildweasel »

solarsnowfall wrote:Does my (albeit meager) contribution get me placed on the scripters list?
I totally forgot to put you in the list, so in you go.

A serious issue needs to be taken care of, too...we still don't have a development forum, and I'm considering just starting a temporary InvisionFree space to use for it.
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Siggi
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Post by Siggi »

Did Randy respond?
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Post by farlowj »

Hey, uh, Nash, how's the music coming? You said you had two rough tracks, have you made any progress on them? Right now I've got a little over a minute of my first track, which still needs work. What kind of instrumentation are you using? I've got 14 parts right now, which consist of a symphonic blend rather than orchestral, but just curious as to how your stuff is coming along.
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wildweasel
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Post by wildweasel »

Psycho Siggi wrote:Did Randy respond?
No. I'm aware he's a busy man, but at this point I'm ready to just start a new forum.
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Siggi
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Post by Siggi »

How about DRDteam?
You could ask Grubber maybe.
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