Treasure Tech (NEW 1.2 RELEASE!)
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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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- Posts: 11
- Joined: Tue Nov 20, 2018 11:56 am
Re: Treasure Tech (RELEASE 1.01 BUG FIX)
I am also having an absolute blast with this mod, waiting for the official mapset to go along with it with much enthusiasm, and I would also like to know people's recommendations for good map packs to pair along with the mod for now. Haven't really found a "sweet spot" quite yet.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)
I forgot to put some words to this Mod. Actually loved it. The mechanics of the beefy weapons with low ammo and meele perks is something nice to take in mind. And the items replacement are nice (the chest/healing chest are in general helpful). The only drawbacks I felt are the high recoil of almost all primary fires, that could be troublesome for plataforming or areas with some kind of brigdes. Also the PMB first fire cost is hight even with max ammo upgrate its kinda hight to the point of being better to save some ammo for hornet, but in general I loved the guns of treasure tech.
I tried Lost civilization, and even If I only played some few levels because I needed to change mi Computer, it feels just nice with the theme of the mod. In general the mod would work well with non-slaugther mapsMilestone wrote:I am also having an absolute blast with this mod, waiting for the official mapset to go along with it with much enthusiasm, and I would also like to know people's recommendations for good map packs to pair along with the mod for now. Haven't really found a "sweet spot" quite yet.
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- Graphics Processor: nVidia (Modern GZDoom)
Re: Treasure Tech (RELEASE 1.01 BUG FIX)
It's not about the mod but in gameplays channel the mod page doesn't have its own thumbnail but instead it has a piece of thorn off paper ^^;
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)
a little question, will there be more weapons in the future?
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)
Can you give a sprite sheet of all the hands in the mod? Some of them (like the Duke nukem hand) could be useful
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)
Hey, Im On Mac, But The Hud Is Broken, And Its Cut Off.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)
Does Teasure Tech work on Delta Touch?
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- Posts: 93
- Joined: Sun Oct 06, 2019 8:47 am
- Graphics Processor: nVidia with Vulkan support
Re: Treasure Tech (RELEASE 1.01 BUG FIX)
You know, I got a feeling this mod will benefit from a "Universal Adapter", similar to what Guncaster has.
Anybody tried making one?
Anybody tried making one?
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)
Not to my knowledge
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)
Sorry if I seem like an idiot, but my HUD is just straight-up invisible and I have no clue how to be able to actually see the damn thing. Help pls...
(using GZDoom version 4.5.0, btw)
(using GZDoom version 4.5.0, btw)
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- Joined: Wed Nov 17, 2010 6:35 pm
Re: Treasure Tech (RELEASE 1.01 BUG FIX)
Try the [Decrease Display Size] command.CtrlAltDoomyDooms wrote:Sorry if I seem like an idiot, but my HUD is just straight-up invisible and I have no clue how to be able to actually see the damn thing. Help pls...
(using GZDoom version 4.5.0, btw)
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- Posts: 47
- Joined: Sat Jan 16, 2021 10:21 am
Re: Treasure Tech (RELEASE 1.01 BUG FIX)
Hi i get error message when i run this mode.I can play various modes(project brutality 3.0,high noon,live through doom etc)
I am using LZDoom_3.87.
This is the error message:
Script error, "treasuretech.pk3:zscript/tech/menu_mainmenu.zsc" line 72:
Unknown identifier 'mFont'
Script error, "treasuretech.pk3:zscript/tech/menu_mainmenu.zsc" line 78:
Unknown identifier 'mSubstitute'
Script error, "treasuretech.pk3:zscript/tech/menu_mainmenu.zsc" line 78:
Unknown identifier 'mSubstitute'
I am using LZDoom_3.87.
This is the error message:
Script error, "treasuretech.pk3:zscript/tech/menu_mainmenu.zsc" line 72:
Unknown identifier 'mFont'
Script error, "treasuretech.pk3:zscript/tech/menu_mainmenu.zsc" line 78:
Unknown identifier 'mSubstitute'
Script error, "treasuretech.pk3:zscript/tech/menu_mainmenu.zsc" line 78:
Unknown identifier 'mSubstitute'
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)
Would it be possible to implement the weapons from treasure tech land into this mod?
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Re: Treasure Tech (NEW 1.2 RELEASE!)
Bumping this to the front page.
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- Posts: 11
- Joined: Sat Sep 19, 2020 5:00 pm
Re: Treasure Tech (NEW 1.2 RELEASE!)
Oh, heck yeah! This was quite an interesting mod back in the day, so I'm glad that it got another update! And, I gotta say,it's real fun so far!