The Return of the Triad [TC] - some guy bumped this again

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
el zee
Posts: 128
Joined: Sun Aug 15, 2004 8:29 pm
Location: New Zealand

Re: The Return of the Triad [TC] - Back on track.

Post by el zee »

NeuralStunner wrote:WinROTT is cool, although it's been out of dev for quite a while I think. I get random game freezes after boss battles... And the random map feature likes to bug out and crash. :(
There has been a new version quite recently http://www.riseofthetriad.dk/RecNews.htm give it at try. Winrott never worked well for me, Dosbox is way faster for some reason.
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: The Return of the Triad [TC] - Back on track.

Post by NeuralStunner »

Woah, hey, wow! Thanks! :D
User avatar
Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: The Return of the Triad [TC] - Back on track.

Post by Crudux Cruo »

Time for an update:

The main thing I did lately was add the original ROTT font, makes the whole thing so much better.

Multiplayer actually seems to work fine. 5hfifty and I have been playing almost every day - Its really fun.
The only problem I have is in co-op; each instance of a weapon can only be picked up once, so you can't get more ammo - anyone have any ideas how to get around that? If not I was thinking of making special ammo pickups for co-op only.

I've got the remote ridicule & god mode working a lot better since those videos.
1.) nice adding the font.

2.) in the original rott, you picked up a RL, moved on to the next (no ammo), so... when you pick up another weapon ,will you drop your current with the amount of ammo it had? or how will that work.

3.) i noticed this almost 6 years ago on wadsinprogress.com, so im happy that you have revived it and started working on it. however, i
and no doubt countless others have been wondering where the project is exactly. it would be nice if you added some stats. ie

Maps: ???%
Weapons: ???%
SFX: ???%
GFX: ???%
monsters/characters: ???%

would be NICE, but i can also understand if you dont. I/we that is.

Good luck with this, i look foward to the finished product

-Doomer1
User avatar
el zee
Posts: 128
Joined: Sun Aug 15, 2004 8:29 pm
Location: New Zealand

Re: The Return of the Triad [TC] - Back on track.

Post by el zee »

doomer1 wrote:
1.) nice adding the font.

2.) in the original rott, you picked up a RL, moved on to the next (no ammo), so... when you pick up another weapon ,will you drop your current with the amount of ammo it had? or how will that work.

3.) i noticed this almost 6 years ago on wadsinprogress.com, so im happy that you have revived it and started working on it. however, i
and no doubt countless others have been wondering where the project is exactly. it would be nice if you added some stats. ie

Maps: ???%
Weapons: ???%
SFX: ???%
GFX: ???%
monsters/characters: ???%

would be NICE, but i can also understand if you dont. I/we that is.

Good luck with this, i look foward to the finished product

-Doomer1
1) Thanks!

2) The weapons are going to be doom style - you can keep them untill they run out of ammo, but like ROTT there are no ammo pickups.

3) I think I'll update the wadsinprogress.info page.
  • Maps - 13 Singleplayer plus 5 Deathmatch.
  • Weapons - All the original ROTT weapons, no new ones.
  • SFX - All the ROTT sound effects
  • All the original ROTT Enemies, none of the original bosses though.
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: The Return of the Triad [TC] - Back on track.

Post by Duducrazy »

All the original ROTT Enemies, none of the original bosses though.
what about El Oscuro?
User avatar
el zee
Posts: 128
Joined: Sun Aug 15, 2004 8:29 pm
Location: New Zealand

Re: The Return of the Triad [TC] - Back on track.

Post by el zee »

Duducrazy wrote:
All the original ROTT Enemies, none of the original bosses though.
what about El Oscuro?
nope, he died! :)
User avatar
Zenon
Posts: 531
Joined: Thu Apr 20, 2006 6:05 pm
Graphics Processor: nVidia with Vulkan support
Location: New Zealand

Re: The Return of the Triad [TC] - Back on track.

Post by Zenon »

Will Rottking be back to make more Rott Skins?

It would be awesome to use a lightning guard skin or an overpatrol skin..

Also, Gaijin, a good friend of mine, managed to make a Snake Oscuro skin
You do not have the required permissions to view the files attached to this post.
User avatar
hammer oz
Posts: 124
Joined: Tue Dec 23, 2008 9:59 pm

Re: The Return of the Triad [TC] - Back on track.

Post by hammer oz »

im guessing this project is dead since ther hasnt been any news in a really long time :(
User avatar
el zee
Posts: 128
Joined: Sun Aug 15, 2004 8:29 pm
Location: New Zealand

Re: The Return of the Triad [TC] - Back on track.

Post by el zee »

It's not dead, in fact I just finished another map.

So here are some screenies:

ImageImageImageImage

I have also made the HUD widescreen compatible, and managed the get the bigfont from the ROTT menus.
User avatar
Per-Scan
Posts: 180
Joined: Tue Sep 20, 2005 5:12 pm
Location: One Year in the Future

Re: The Return of the Triad [TC] - Back on track.

Post by Per-Scan »

I can't tell you how excited I am about this. I really can't wait. :)
User avatar
cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: The Return of the Triad [TC] - Back on track.

Post by cq75 »

el zee wrote: The only problem I have is in co-op; each instance of a weapon can only be picked up once, so you can't get more ammo - anyone have any ideas how to get around that? If not I was thinking of making special ammo pickups for co-op only.
If you haven't figured it out, you can fix that with DMFLAGS, don't worry about it.
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: The Return of the Triad [TC] - Back on track.

Post by NeuralStunner »

cq75 wrote:If you haven't figured it out, you can fix that with DMFLAGS, don't worry about it.
Nope. Weapon Stay is always enforced in co-op. The only real solution to that is using a [wiki=Classes:CustomInventory]CustomInventory[/wiki] for the pickup instead, or perhaps - just perhaps - forcing the DROPPED flag on.
User avatar
hammer oz
Posts: 124
Joined: Tue Dec 23, 2008 9:59 pm

Re: The Return of the Triad [TC] - Back on track.

Post by hammer oz »

groovy glad to know its still kicking now can we pretty please have a demo :D
User avatar
el zee
Posts: 128
Joined: Sun Aug 15, 2004 8:29 pm
Location: New Zealand

Re: The Return of the Triad [TC] - Back on track.

Post by el zee »

Here's yet another deathmatch video of a map I just finished:

User avatar
Xim
Posts: 2085
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: The Return of the Triad [TC] - Back on track.

Post by Xim »

Whoa it actually kinda seems weird seeing the Firebomb shoot missiles, and not be a flamethrower. Damn Weapons Resource Wad.

Anyways, this is looking REALLY awesome!

Return to “Abandoned/Dead Projects”