[WIP] Project: Aurora
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Re: [WIP] Project: Aurora
New video uploaded, showing off the latest 'build' of Project: Aurora in E1M1. First post contains new updated information under the spoilers.
EDIT: Fixed video, enjoy! Download coming soon!
EDIT: Fixed video, enjoy! Download coming soon!
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Re: [WIP] Project: Aurora
Looking very nice! I hope to play this and probably use this for a mod I am working on.
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Re: [WIP] Project: Aurora
I have no problem with that. Once I get the mod it self done, I'll clean it up and release the 'engine' for everyone to use or hack up them selves. As long as credit is due to those who have created the sprites and my self for staring at the screen like an idiot for many hours.Hellstorm Archon wrote:Looking very nice! I hope to play this and probably use this for a mod I am working on.
Edit: And yet another video was uploaded, this time in E1M2!
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Re: [WIP] Project: Aurora
Sorry for the bump, but weren't two more videos of this mod uploaded to Youtube? If I recall, both maps took place in MAP32, one had a Cyberdemon and the reworked Spider Mastermind, and the other showed the reworked Revenants.
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Re: [WIP] Project: Aurora
Yep, just uploaded them the other day, was showing Ryan my new re-worked monsters and their attacks.Hellstorm Archon wrote:Sorry for the bump, but weren't two more videos of this mod uploaded to Youtube? If I recall, both maps took place in MAP32, one had a Cyberdemon and the reworked Spider Mastermind, and the other showed the reworked Revenants.
Edit: Put up the two new videos on the OP. I'll upload another video of me running through one of ADO's maps.
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Re: [WIP] Project: Aurora
Maybe I'm missing something here--I run it through ZDOOM, and nothing happened. It's just standard ZDOOM.
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Re: [WIP] Project: Aurora
The Engine is what you downloaded. I'll probably do a SVN-sorta thing like Ryan is doing for the mod it self. Also, the wad is designed with GZDooM in mind, ZDooM will down palette everything.TheDoomGuy wrote:Maybe I'm missing something here--I run it through ZDOOM, and nothing happened. It's just standard ZDOOM.
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Re: [WIP] Project: Aurora
Doing a overhaul on the Engine, I was starting to stray from what I originally planned for it. So, in the process of this, I'm also overhauling the torch effects. Which one do you guys think looks better?
Left (new) or Right (old)?
Also, note: The new flame effects looks awesome without the flare, however. The flare hides the rather obvious 'glitchy' effect in the center of the torch.
Left (new) or Right (old)?
Also, note: The new flame effects looks awesome without the flare, however. The flare hides the rather obvious 'glitchy' effect in the center of the torch.
Spoiler: I hate glitches
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Re: [WIP] Project: Aurora
I don't know, the torch from the right looks better, also it's fits very good for ambience. I hate make decisions.
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Re: [WIP] Project: Aurora
The one on the right is the first edition, the 'second' edition 'feels' better, but has a sort of 'meh' feel to it as well. I might keep it the old style.E.C.S wrote:I don't know, the torch from the right looks better, also it's fits very good for ambience. I hate make decisions.
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Re: [WIP] Project: Aurora
Uploaded a new video. Video is on the OP, showing off the new BOOM-style HUD.
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Re: [WIP] Project: Aurora
ARGH! Why does this mod keep getting better?!Hellser wrote:Video with new features
Seriously though, keep up with the good work!
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Re: [WIP] Project: Aurora
Thanks alot.Hellstorm Archon wrote:ARGH! Why does this mod keep getting better?!Hellser wrote:Video with new features
Seriously though, keep up with the good work!
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Re: [WIP] Project: Aurora
Great work, you should consider submitting this stuff to the SFX Shoppe, it's awesome Just make sure to ask Keksdose before, I am not sure if he's fine if someone reuses his work.
Looks really cool, especially in motion
Looks really cool, especially in motion
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Re: [WIP] Project: Aurora
It's not really something to look at (especially from a screenshot) view, but when it's in motion is where it counts.
I just had to convert the code from A_CustomMissile to A_SpawnItemEx in preparation to getting it to Realm667. I'm just waiting for the "OK" from Keksdose to see if I can "port" it over there. I might even change some of the sprites to offer white and yellow torches as well (as well as able to spawn the actors via clientside for Skulltag users)
Edit: Keksdose said 'no', basically. If anyone still has some sort of (good) flame sprite, I'll be willing to continue on.
I just had to convert the code from A_CustomMissile to A_SpawnItemEx in preparation to getting it to Realm667. I'm just waiting for the "OK" from Keksdose to see if I can "port" it over there. I might even change some of the sprites to offer white and yellow torches as well (as well as able to spawn the actors via clientside for Skulltag users)
Edit: Keksdose said 'no', basically. If anyone still has some sort of (good) flame sprite, I'll be willing to continue on.