The City of the Damned III - Conclusion

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Davidos
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Re: The City of the Damned III - Conclusion

Post by Davidos »

Zero X. Diamond wrote:
Davidos wrote:Now, I got the game, but I'm pretty sure sending over the models would be copyright infringement... anybody got any ideas? >.>
Doesn't really matter because as of the moment there's no functional way to use Blood 2 models, as detailed in this post.

True, that, but you could rip the models apart and/or use a model viewer and sprite the thing to death...
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Zero X. Diamond
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Re: The City of the Damned III - Conclusion

Post by Zero X. Diamond »

No, you can't. Believe me, I've tried; right now, NOTHING can open them in any way. Not just to view them, not to take them apart. The only solution is either for the people over at XeNTaX to have a look and figure something out, for somebody to find a copy of Milkshape 1.5.3 or lower, or for a copy of 3DS (not MAX) from around when Blood 2 came out to surface somewhere. They're in a somewhat exotic format (LithTech ABC v6) that doesn't seem to be on the support lists of any 3D model viewers, editors or whatever.
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Nash
 
 
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Re: The City of the Damned III - Conclusion

Post by Nash »

Zero X. Diamond wrote:3DS (not MAX)
Anything that "is not Max" is 3D Studio which was waaaaaaaaay back for MS DOS. :P

Max was introduced in 1996. Blood 2 was released around 1998/1999 correct? That's like the Max R2/R3 era. I doubt they used the old DOS versions when developing Blood 2.

.3ds is just a format that most 3-d programs can import. I've successfully imported several .3ds models into Milkshape and also Max in the past.
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Zero X. Diamond
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Re: The City of the Damned III - Conclusion

Post by Zero X. Diamond »

Apparently they either used it or expected people to use it. The official Blood 2 Tools ABC23DS converter says right in the readme that it exports to "3DS (not MAX)" and when you attempt to open files exported with it in Milkshape they show up as completely screwed up and not at all resembling the model. (Last time it was a cube filled with screwed up geometry.)
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Tormentor667
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Re: The City of the Damned III - Conclusion

Post by Tormentor667 »

lzvk25 wrote:Please use the weapons you already have in Realm667's armory, don't try to invent guns that are weaker than a sling.
:roll:
Actually not ;) I have a few weapons already added but the main goal for me is quality and not quantity. You don't get that feeling that you are in great danger or that even the weakest monsters are real treats as long as you have a powerful armory on your hands. There will be about 4-5 weapons in TCotD3 that more likely will be used as frequent as in Resident Evil than in Doom. Hiding and running or using other clever tricks to avoid monsters is what you will have to do.

Concerning the model thing, have you ever taken a look at the files in a .txt or hex editor? Maybe you can get some hints out of the files?
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Godzilla
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Re: The City of the Damned III - Conclusion

Post by Godzilla »

I just played through them.
I liked the first one alot was really fun, I like the large maps where you keep returning to same spot like HeXen without the portals.

The 2nd one was fun too, I think it could do with a remake though, Don't get me wrong, it was fun! But some of the Decorate was borrowed from the old ZBlood, which a bit "jerky" and the wad deserved a little bit better, the game play was fun.
I mean like the cultists and zombie code. The pitchfork needs more of an offset a

Code: Select all

ACTOR ForkTrident : Weapon
{
Weapon.SelectionOrder 3700
Weapon.Kickback 100
//Obituary "$OB_MPFIST"
AttackSound "atk"
Decal BloodTrident
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON

States
 {
  Ready:                
    CTRI  A 1 A_WeaponReady
    loop
  Deselect:
    CTRI  A 1 Offset (1, 0) A_Lower
    NULL A 0 A_Lower
    loop
  Select: 
    CTRI  A 1 Offset (1, 0) A_Raise
    NULL A 0 A_Raise
    loop
  Fire:
    CTRI  B 1 OFFSET (0, 43)
    CTRI  C 1 OFFSET (0, 43)
    CTRI  D 1 OFFSET (0, 53)
    CTRI  D 1 OFFSET (0, 43)
    CTRI  D 1 OFFSET (0, 33) A_CustomPunch(4,0,0,"BulletPuff")
    CTRI  D 1 OFFSET (0, 35)
    CTRI  D 1 OFFSET (0, 37) 
    CTRI  D 1 OFFSET (0, 43)
    CTRI  D 1 OFFSET (0, 53)
    CTRI  C 1 OFFSET (0, 33)
    CTRI  C 1 OFFSET (0, 43)   
    CTRI  C 1 OFFSET (0, 53)
    CTRI  B 1 OFFSET (0, 33)
    CTRI  B 1 OFFSET (0, 43)   
    CTRI  B 1 OFFSET (0, 53)
    CTRI  A 1 OFFSET (0, 33)
    CTRI  A 1 OFFSET (0, 33) A_ReFire
    goto Ready
 }
}
Anyway, nethertheless, enough of this!
The new look is great and i'm looking forward!
Last edited by Godzilla on Sun Jan 17, 2010 12:04 pm, edited 1 time in total.
Naitguolf
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Re: The City of the Damned III - Conclusion

Post by Naitguolf »

Great news! I loved how worked the first one, then how it evolved into a great silent hill game, and now... well... who knows what to expect? Im looking foward this ^^ Thank you Tormentor :)
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Tormentor667
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Re: The City of the Damned III - Conclusion

Post by Tormentor667 »

Still in the need of help concerning the things and requests on the first page...
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Zenon
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Re: The City of the Damned III - Conclusion

Post by Zenon »

Where can I find City of the Damned I?
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Tormentor667
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Re: The City of the Damned III - Conclusion

Post by Tormentor667 »

realm667.com
Naitguolf
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Re: The City of the Damned III - Conclusion

Post by Naitguolf »

What did you like about TCotD2 and what was terrible?

Almost everything was ok. I dont remember anything to say: was terrible.

But what to expect: Fear. Also, make the weapons "fun" to use it against the monster. I mean, if a gunfight appears, i want it as dynamic as possible as DooM. Music. I really expect a pretty good music. Ripped or not, but in order to make you in game. Silent Hill is great in that department. Adding sounds like music, also music when is needed. But you already know that :)

History: I want really to know what happened. How was before, and how could be, if you dont do anything. Proyect Zero was great in that department: Telling what happened to those ghosts, also how where the dammed, reading books, notes, and so on. Adding some phone rings, tv with white noise, and all those bizarre stuff in order to communicate or explain things.

Weird places where you think you are losing your mind. I loved the dammed carnival in second part. A pity so short. But it remembered vaguely one game: Sanitarium. Its pretty easy to rip sounds from that game, and give you ideas. Yes, i loved that game.

No needed (to me) NPC. I loved the idea to be the only survivor. Maybe you could make the player the idea that another "survivor" is there, but is not :)

And of course, i want a hellish end. As hellish as possible. I loved the first Painkiller last stage. What do you expect in hell? Of course, a really big boss should appear. Maybe as bigger as the city itself.

Sorry my english, i hope you could understand me. Anyway, you surely will make an excelent mod/game :)
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wildweasel
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Re: The City of the Damned III - Conclusion

Post by wildweasel »

Tormentor, if you'd like someone to look over your weapons to see if they're fun or not, I could volunteer for that, unless you're doing some kind of secrecy veil or something.
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phi108
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Re: The City of the Damned III - Conclusion

Post by phi108 »

I need to now go play TCOTD 2. The first was neat, but the second sounds like a different experience! And this third one is lookin good, too.

And Tormentor, I'd be happy to help however I can!
Captain Red
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Re: The City of the Damned III - Conclusion

Post by Captain Red »

wildweasel wrote:Tormentor, if you'd like someone to look over your weapons to see if they're fun or not, I could volunteer for that, unless you're doing some kind of secrecy veil or something.
Please let Mr. Weasel do this for you! TCotD II's crud weapon patches and poor monster balance really hurt what was otherwise a very impressive mod.

Besides, the thought of a Tormentor and Weasel team up for a survival horror mod makes me happy in the pants.
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Recurracy
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Re: The City of the Damned III - Conclusion

Post by Recurracy »

Need trees? I'm going to model some anyway very soon, I could hand them to you. Or perhaps some lanterns or whatever else you need.

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