DooM the Tei-Tenga Incident NOT DEAD YET!

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Athel
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Re: DooM the tei-tenga incident

Post by Athel »

I can tell you they aren't part of his resources. Good finds, I don't remember those in the Doom_unused zip that i got.
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

Well addressing the unused doom stuff, ill put in the zapper when i get around to it, as for some of the sprites they dont really fit the style of the mod right now, may use the rifle, and the hud stuff is definitly going in. As for the tree that looks burned, that might get held over for doom 2"chaos awake"

Also the weekly update will be live at 8:30 tonight
Added/changed
Tracers for bullets, all bullet weapons now use WW-nazis styled tracers
a new episode 1 level
weapon balencing
and much more
Edit i neither confirm nor deny anything about doom 2 "chaos awake"
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

The update is now live
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TheMightyHeracross
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Re: DooM the tei-tenga incident

Post by TheMightyHeracross »

The bayonet leaves a blurry mark on the screen on the last frame.
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

ok ill take a look at it, which rifle is it on the marksman(green targeting sight) or the standard?
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TheMightyHeracross
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Re: DooM the tei-tenga incident

Post by TheMightyHeracross »

Both, actually.
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

ok
i might have to re-sprite the bayonets, also how is the screen tilting and weapon tracers working for you?
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TheMightyHeracross
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Re: DooM the tei-tenga incident

Post by TheMightyHeracross »

Actually not a big fan of weapon tracers, to be honest, for three reasons:
  • No impact sounds
  • The idea that id would switch mid-development to tracers rather than hitscans is strange to me.
  • The tracers being straight out of Nazis! sort of breaks the idea that this is supposed to be an interpretation of what ID would do- somewhat related to the above.
If the majority of people like it, however, I can live with it. It's not really bad, and the first issue is an easy fix.
Also, why resprite the bayonets? Just delete the blurred part. :?
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

Sounds good. The tracers make the weapons seem more real to me, as it feels better than the sprite firing and a smoke puff appearing on a wall.
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Doomer
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Re: DooM the tei-tenga incident

Post by Doomer »

The mod is great, but
Image
is the hud supposed to be this small? My resolution is 1366x768.
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faslrn
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Re: DooM the tei-tenga incident

Post by faslrn »

Doomer wrote:The mod is great, but
Image
is the hud supposed to be this small? My resolution is 1366x768.
Image
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

Thanks, on the list is a new helmet hud that is better than the 0.2 hud. The current hud is currently temporary
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demo_the_man
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Re: DooM the tei-tenga incident

Post by demo_the_man »

Update Notes and log
~changed hud
~loreli chen now has a pistol and combat knife as starting weapons
~shotgun has slug firing altife, so that the other 3 players can fire slugs
~Added E3M1,E3M2,E3M3,E3M5
mallo
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Re: DooM the tei-tenga incident

Post by mallo »

Didn't finish yet but I'm really digging it. :D Also, change your nodebuilder because there are a lot of Slime trails.
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Athel
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Re: DooM the tei-tenga incident

Post by Athel »

It should be worth noting that at the start of E3M1, it gives you a pistol which is sprited as the rifle. Also a few missing textures.
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