Re-Exhumed [Public Test 1.2]

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
YukesVonFaust
Posts: 1345
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: Re-Exhumed [Public Test 1.2]

Post by YukesVonFaust »

Hey, MaxED.
Would you implement the Cobra Staff and the Amun Mines?
User avatar
BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: Re-Exhumed [Public Test 1.2]

Post by BFG »

what is the biggest features from the original game that would be impossible to port over to GZDoom? and is there any hacky solutions to compensate for them?
User avatar
Ozymandias81
Posts: 2067
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: Re-Exhumed [Public Test 1.2]

Post by Ozymandias81 »

YukesVonFaust wrote:...implement the Cobra Staff...
A fun fact/consideration of mine: the original STUFF.dat of PowerSlave (and not Exhumed, I'm european, don't know if it's different) has the weapon inside (obviously I'm referring of an .art lump like Duke3d ones) but it seems to lack of some more sprite anims IMOH, but when I played the game so far (it was 2000) I had no visual problems too.
So there seems to be that Powerslave developers have used weapon anims tricks like our actual beloved z-gzdoom ones. :cool:

BTW I really hope that Re-Exhumed will be released because it seems to be a superb TC / fresh iWAD. Just awaiting it greedily. :-)
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: Re-Exhumed [Public Test 1.2]

Post by SamVision »

YukesVonFaust wrote:Hey, MaxED.
Would you implement the... Amun Mines?
Amun Mines are identical to the grenades.

Console Exhumed = Amun Mines

PC Exhumed = Grenades
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: Re-Exhumed [Public Test 1.2]

Post by MaxED »

YukesVonFaust wrote:Would you implement the Cobra Staff
It was in the PC version, so yes.
YukesVonFaust wrote:and the Amun Mines?
It was not in the PC version, so no :)
BFG wrote:what is the biggest features from the original game that would be impossible to port over to GZDoom?
Err... Junky controls? Lives system? No manual saves? The ability to play video files?..
User avatar
BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: Re-Exhumed [Public Test 1.2]

Post by BFG »

MaxED wrote:
BFG wrote:what is the biggest features from the original game that would be impossible to port over to GZDoom?
Err... Junky controls? Lives system? No manual saves? The ability to play video files?..
That's epic news, none of those things will be missed at all!
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Re-Exhumed [Public Test 1.2]

Post by Captain J »

since he didn't explained about these, i'll do it; i think he meant awkward controls, extra life system, no saving the game manually and ability to play videos, cutscenes or something. and although i'm a korean who knows english little bit, but i couldn't understand, too.
Last edited by Captain J on Thu Mar 26, 2015 12:35 pm, edited 1 time in total.
User avatar
BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: Re-Exhumed [Public Test 1.2]

Post by BFG »

Captain J wrote:since he didn't explained about these, i'll do it; i think he meant awkward controls, extra life system and ability to play videos, cutscenes or something. and although i'm a korean who knows english little bit, but i couldn't understand, too.
Yeah but he's right that's one of the things that turned me away from PS on DosBox because of the controls, and the cutscenes wont be missed, and if he really wanted to he could recreate them with camera script and sprites, but it's not big loss, most old games you'd need the CD in to see the cutscenes so we usually lived without.
User avatar
StrikerMan780
Posts: 486
Joined: Tue Nov 29, 2005 2:15 pm
Graphics Processor: nVidia with Vulkan support

Re: Re-Exhumed [Public Test 1.2]

Post by StrikerMan780 »

SamVision wrote:
YukesVonFaust wrote:Hey, MaxED.
Would you implement the... Amun Mines?
Amun Mines are identical to the grenades.

Console Exhumed = Amun Mines

PC Exhumed = Grenades
Amun Mines exploded on impact, and you could "Mine Jump" with them, so they were a bit different, not identical.
User avatar
Jaxxoon R
Posts: 772
Joined: Sun May 04, 2014 7:22 pm

Re: Re-Exhumed [Public Test 1.2]

Post by Jaxxoon R »

So I played through this, the first then minutes were entirely made up of "Whoa, that's so cool!". Though I will say that ammo seemed a bit scarce and melee range was a bit finicky. If it was like that in the original, fair enough.
nicolascy
Posts: 11
Joined: Mon Mar 23, 2015 10:57 pm

Re: Re-Exhumed [Public Test 1.2]

Post by nicolascy »

I was looking around and found some amazing egyptian models in Turbosquid a online 3d model shop.Check this model of anubis !
http://www.turbosquid.com/3d-models/3d- ... tue/783397

Now texturing it and animating it realistically its another matter as it needs a lot of work.
User avatar
Ozymandias81
Posts: 2067
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: Re-Exhumed [Public Test 1.2]

Post by Ozymandias81 »

nicolascy wrote:I was looking around and found some amazing egyptian models in Turbosquid a online 3d model shop.Check this model of anubis !
http://www.turbosquid.com/3d-models/3d- ... tue/783397

Now texturing it and animating it realistically its another matter as it needs a lot of work.
...also you'll need to pay for them...
nicolascy
Posts: 11
Joined: Mon Mar 23, 2015 10:57 pm

Re: Re-Exhumed [Public Test 1.2]

Post by nicolascy »

Yes sadly those models are commercial but its not like exhumed has that many different enemies models...Probably 50% of enemies in the pc version are consisted of the anubis model so why not have a great looking one ?
User avatar
BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: Re-Exhumed [Public Test 1.2]

Post by BFG »

cool models, I guess models could be used for some of the decorations like he did with the trees, but they have to look pretty close to the original, plus there would be an option to turn them on or off, but that's not something to think about right now, perhaps at the end.
User avatar
Ozymandias81
Posts: 2067
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: Re-Exhumed [Public Test 1.2]

Post by Ozymandias81 »

I think that for the modesl stuff MaxED must take a look into Serious Sam ones, expecially First Encounter, while I don't know how they could be extracted from resources, too.

Return to “Abandoned/Dead Projects”