[Release] SD3TII (no updates 01/03/12)
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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.
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Re: [WIP] SuperDoom3: Take II
There's no release date for the mod. The pic was just to join the mood.
About that 4.6, I do hope you're not using (yet) any portion of the stuff from Take II, at all.
About that 4.6, I do hope you're not using (yet) any portion of the stuff from Take II, at all.
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Re: [WIP] SuperDoom3: Take II
if you meaning the visuals like those smoke effect from aeod or blood no....only my resources, rips and hud....and i dont have intention of work the new visual is laggy as hell on skulltag....the only connection with take II are the hud, cherub, zsec machinegun, imp crawl, vulgar, imp jumping attack, mancubus melee and archvile melee....but that are my rips...and i have the right of use those from any mod if i want...but your resources no...i respet that.. are yours....DBThanatos wrote:There's no release date for the mod. The pic was just to join the mood.
About that 4.6, I do hope you're not using (yet) any portion of the stuff from Take II, at all.
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Re: [WIP] SuperDoom3: Take II
That's fine. I just wanted to make sure those effects were not going to be used before the release of take II (later on, I wouldnt mind, but definitely not before the release). As for the other extra monsters, sure thing. I'd recommend to use my "leap" code on those, since it seems to work a bit better.
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Re: [WIP] SuperDoom3: Take II
removed by request.
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Re: [WIP] SuperDoom3: Take II
That looks promising indeed! Though I wonder how you're handling the code for the tentacle guy...
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Re: [WIP] SuperDoom3: Take II
I am not going to lie, those model rips look horrible.
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Re: [WIP] SuperDoom3: Take II
Probably because they are rendered in software mode.InsanityBringer wrote:I am not going to lie, those model rips look horrible.
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Re: [WIP] SuperDoom3: Take II
From what I've seen, it's not much better in gl honestly
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Re: [WIP] SuperDoom3: Take II
Well, software is limited in terms of color ranges though. I suppose I'll just let DBT or Doomero post a screenshot of them in hardware.
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Re: [WIP] SuperDoom3: Take II
removed by request.
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Re: [WIP] SuperDoom3: Take II
...DOOMERO-21 wrote:the new file size is 185mb
No comment. Just expressing my disapproval of how fucking huge those high-res files are when you could easily do... something or another to them that I just recently tried. I'll let DBT handle the explanation when time comes due for him to release this.
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Re: [WIP] SuperDoom3: Take II
removed by request.
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Re: [WIP] SuperDoom3: Take II
Looks like an awful photoshop.
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Re: [WIP] SuperDoom3: Take II
Perhaps is time to look at page one. 

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Re: [Release] SuperDoom3: Take II
Were none of the rips performed with proper shading? It really makes them look very flat and terrible. The animations don't help much, either.
Sorry, but this is just... really really bad. It isn't really your fault though.
Sorry, but this is just... really really bad. It isn't really your fault though.