(WIP) Fortune's Run TC [Demo, 20/12/15]
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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.
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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thonglover
- Posts: 67
- Joined: Thu Jun 13, 2013 5:08 pm
- Graphics Processor: ATI/AMD (Modern GZDoom)
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Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
Played the demo, They the game is made reminds me of the build engine and the mod itself reminds me the days DOS games...If this game was a kick starter I would fund right away, Keep up the awesome work And can't wait until the full version is released. 
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OliveD
- Posts: 18
- Joined: Sun Jan 06, 2013 8:54 pm
Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
I'm not sure what you mean. After you fall down the vent, you can just crawl back through it the other way and you'll get back to the cafeteria or the engine room access.Gez wrote:try going to the cafeteria and jumping down the vent to the lower level without first picking the blue keycard. You're now a prisoner.
This is made strictly for software mode, it doesn't use any OpenGL features and I've never even tried launching it that way.Gez wrote:(...)OpenGL(...)
I don't see the HoM effect but unfortunately there's a lot of places where my poor map editing causes issues. One example is the cafeteria area, where enemies will sometimes be invisible when viewed through the doorway.
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OliveD
- Posts: 18
- Joined: Sun Jan 06, 2013 8:54 pm
Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
Wow, this really should be a thing. I can't believe how hacky my solution is, just because I wanted to add the slight vertical offset when looking up and down from dark forces!Nash wrote:Really wish ZDoom would just have the GunOffset ACS commands that Ryan Cordell did years ago already so that OliveD can get rid of that HUDMessage weapon sprite hack. I've merged the code in my project and have used it for years; if used carefully, it will be fine. The "if used incorrectly it will mess things up" argument is really weak IMO...
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Nash
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- Posts: 17505
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Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
Yup! The swaying and offsets in this was done using the GunOffset stuff in ACS. It doesn't not break weapons that are coded properly. The same way any feature in ZDoom will not break if used properly. I still think it should be added officially...OliveD wrote:Wow, this really should be a thing. I can't believe how hacky my solution is, just because I wanted to add the slight vertical offset when looking up and down from dark forces!Nash wrote:Really wish ZDoom would just have the GunOffset ACS commands that Ryan Cordell did years ago already so that OliveD can get rid of that HUDMessage weapon sprite hack. I've merged the code in my project and have used it for years; if used carefully, it will be fine. The "if used incorrectly it will mess things up" argument is really weak IMO...
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SamVision
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Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
Just played a bit and, having the player fight up to three gun wielding opponents with nothing but a weak melee weapon right at the start is just bad design.
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ramon.dexter
- Posts: 1562
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- Graphics Processor: nVidia with Vulkan support
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Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
The file is gone. PLEASE, use dropbox, or some serious filesharing.
Sharing files on services, which delete the file after a while is just useless...
Sharing files on services, which delete the file after a while is just useless...
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Tormentor667
- Posts: 13556
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- Location: Germany
Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
Is this finished or is it just a demo?
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Captain J
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- Posts: 16891
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Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
since it only has only one map and takes back to the beginning when it's cleared, so i'm sure it's not finished.
EDIT: already knew it, of course it is demo.
EDIT: already knew it, of course it is demo.
Last edited by Captain J on Tue Jan 12, 2016 7:00 am, edited 2 times in total.
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Gez
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- Posts: 17946
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Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
The download link was http://www.filedropper.com/fortunesrundemo and the filename is FortunesRun_Demo.wad. Maybe... maybe there's a hint in these names? 
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Tormentor667
- Posts: 13556
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Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
It's even in the thread title... dear god, I have tomatoes on my eyes
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ramon.dexter
- Posts: 1562
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Re: (WIP) Fortune's Run TC [Demo, 20/12/15]
Can anyone, who downloaded this before, reupload the file somewhere else? The link on filedropper is dead.
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VitSm
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