[Release] SD3TII (no updates 01/03/12)
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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] SuperDoom3: Take II
I will presume that these digits were obtained using screenshots in 640 X 480. Try a higher screen resolution, like 800 X 600, then scale them. I think this will minimize the blur (correct me if I'm wrong).
By the way, nice job with the digits, they are far better than before.
By the way, nice job with the digits, they are far better than before.
- wildweasel
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Re: [WIP] SuperDoom3: Take II
Or search the .pk4 files for the raw images.Blue Shadow wrote:I will presume that these digits were obtained using screenshots in 640 X 480. Try a higher screen resolution, like 800 X 600, then scale them. I think this will minimize the blur (correct me if I'm wrong).
By the way, nice job with the digits, they are far better than before.
- DBThanatos
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Re: [WIP] SuperDoom3: Take II
Well, I did settle with what I have showing on the screenshot, so no more changes to the hud
Basically, because the more I look for, the more things I find to fix and change.
At this point, I can say that Im completely done with the editing of Take II. Right now is just a matter of testing to make sure no more bugs are around. So, no more changes/additions
Release date? that I cant give, but I hopefully, by the end of this month... That or I could wait until december 25th...

At this point, I can say that Im completely done with the editing of Take II. Right now is just a matter of testing to make sure no more bugs are around. So, no more changes/additions

Release date? that I cant give, but I hopefully, by the end of this month... That or I could wait until december 25th...

- Major Cooke
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Re: [WIP] SuperDoom3: Take II
...That's what you said last time, only for a different project.DBThanatos wrote:december 25th...
About the high-res stuff, you do know you can make a folder in the .pk3 file called hires/, right? That basically automatically works it's magic without needing any input whatsoever from the TEXTURES lump.
- DBThanatos
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Re: [WIP] SuperDoom3: Take II
I dont think you read what the whole context of the discussion is.Major Cooke wrote:About the high-res stuff, you do know you can make a folder in the .pk3 file called hires/, right? That basically automatically works it's magic without needing any input whatsoever from the TEXTURES lump.
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Re: [WIP] SuperDoom3: Take II
Okay... I saw the word "HIRESTEX" and words of remapping, which sparked the "hires/" folder into mind, so I jumped the gun a little.
- DBThanatos
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Re: [WIP] SuperDoom3: Take II
So, here's probably the last video of this thing before the release. As you can imagine, in whatever free time I have, I test this thing, and I liked this level as another demonstration.
Once again, this isnt easy, nor it was supposed to; I didnt record/upload the whole thing, because it would've taken a couple videos.
Once again, this isnt easy, nor it was supposed to; I didnt record/upload the whole thing, because it would've taken a couple videos.
- DOOMERO-21
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Re: [WIP] SuperDoom3: Take II
very nice! the supershotgun need to be more powerfull.
Spoiler:
- DBThanatos
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Re: [WIP] SuperDoom3: Take II
Works just fine for me. I dont see why I would need to make it stronger at close range, since the spread is taking care of that already like the original SSG in doom2 did. And to be honest, I dont remember it being that strong on Doom3.
- DOOMERO-21
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Re: [WIP] SuperDoom3: Take II
in doom3 roe you can kill with 1 shot a revenant, cacodemon 100% and sometimes archvilesDBThanatos wrote:Works just fine for me. I dont see why I would need to make it stronger at close range, since the spread is taking care of that already like the original SSG in doom2 did. And to be honest, I dont remember it being that strong on Doom3.
the doom wiki said the same thing:
Tactical Analysis
"The Super Shotgun can kill any enemy up to a Revenant in one shot, provided that all of the pellets connect. If aiming for the head, the Super Shotgun can kill powerful foes such as Hell Knights within three shots. When going against multiple foes or a powerful foe, use The Artifact so that you have enough time to successfully evade attacks and get close to a target without getting hit."
http://doomwiki.org/wiki/Super_shotgun_(Doom_3)
- DBThanatos
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Re: [WIP] SuperDoom3: Take II
True, but still, that's Doom3 "balance". Dont you think that killing a revenant with one shot on close combat is too much for a weapon that you get in map02 on doom2? Is not about following how strong it was in the original game, but to actually find a balance for what Im working on, instead of blindly copying "features" from the original game, caring little how unfair I make it.DOOMERO-21 wrote: Tactical Analysis
"The Super Shotgun can kill any enemy up to a Revenant in one shot, provided that all of the pellets connect. If aiming for the head, the Super Shotgun can kill powerful foes such as Hell Knights within three shots. When going against multiple foes or a powerful foe, use The Artifact so that you have enough time to successfully evade attacks and get close to a target without getting hit."
Overpowered != fun; at least here.
The whole structure of doom3 and doom2 is completely different, and in order to copy all 1:1, I would need to have maps too, to control better the gameplay. That's something I dont see happening any time soon, so, I'll just stick with this being a "gameplay" mod, rather than a TC.
@Cyanosis: thanks. Hopefully it'll play good (mostly, "fun") for others, as it does for me

- DOOMERO-21
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Re: [WIP] SuperDoom3: Take II
Ok will be my job then, when i start vol 5 next year.DBThanatos wrote:True, but still, that's Doom3 "balance". Dont you think that killing a revenant with one shot on close combat is too much for a weapon that you get in map02 on doom2? Is not about following how strong it was in the original game, but to actually find a balance for what Im working on, instead of blindly copying "features" from the original game, caring little how unfair I make it.DOOMERO-21 wrote: Tactical Analysis
"The Super Shotgun can kill any enemy up to a Revenant in one shot, provided that all of the pellets connect. If aiming for the head, the Super Shotgun can kill powerful foes such as Hell Knights within three shots. When going against multiple foes or a powerful foe, use The Artifact so that you have enough time to successfully evade attacks and get close to a target without getting hit."
Overpowered != fun; at least here.
The whole structure of doom3 and doom2 is completely different, and in order to copy all 1:1, I would need to have maps too, to control better the gameplay. That's something I dont see happening any time soon, so, I'll just stick with this being a "gameplay" mod, rather than a TC.
@Cyanosis: thanks. Hopefully it'll play good (mostly, "fun") for others, as it does for me
- Major Cooke
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Re: [WIP] SuperDoom3: Take II
Truth be told, I couldn't tell if that was a blessing statement or an outright bitch-slap... or something bittersweet.
Re: [WIP] SuperDoom3: Take II
Wow, that looks awesome! Can't wait to play it! 
