D4T (New v2.5 Trailer pg 47)

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DoomKrakken
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DoomKrakken »

Going back to that previous issue with punches spawning decals belonging to the weapons themselves... what if you used the FORCEDECAL or NODECAL flags for the punch's puff?
The ZDoom Wiki wrote: FORCEDECAL

A puff with this flag has its decal used instead of the one defined by the weapon.

NODECAL

A hitscan attack using a puff with this flag does not generate decals.
kadkad
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by kadkad »

Alright, I talked to the author of the Doom Slayer sprite that posted his work on the deviantart.
He said that he doesn't have time to finish his work, because he is too busy.
But he also said that you can finish his work all by yourself.
He also provided a source file of his work.
Here is the source file: http://www105.zippyshare.com/v/9yGmJSFP/file.html
I don't know if this would help you.
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DoomKrakken
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DoomKrakken »

I haven't looked into it yet... but I'm thinking that if we also patched that stuff onto Sarge's Brutal Doomguy sprites, we can have a dynamic Doom Marine sprite that will also look like he has the proper weapon selected. :D
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DBThanatos
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DBThanatos »

Apparently announcing the "event" ( as in mentioning that michaelis and i would go play for a good while in the tspg servers) worked nice to get some people on board, so here, we're making it "official" xD



@kadkad sadly im not a guy who can do any type of good sprite editing, so unless someone volunteers, we're sorta doomed about it. Pun sorta intended :P
Aethun
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by Aethun »

A little gift for the eyes ;-)

Image
Image
Image

Map in progress.
I think for 12 players, perfect for team death match. I have to try it without D4T, do not jump, fly XD.
The bad thing is that the bots do not give them to explore and the action is concentrated in two points. But the good thing is the absolute freedom that the flying demons have.

Greetings.
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DBThanatos
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DBThanatos »

That's looking amazing! I'd love to play test it! :D
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Captain J
 
 
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by Captain J »

Looks medieval and lovely!
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DBThanatos
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DBThanatos »

Here's a bit of what went down in today's session of D4T Fridays

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Doomenator
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by Doomenator »

DBThanatos wrote:Here's a bit of what went down in today's session of D4T Fridays
I see you out there having fun. :D
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DBThanatos
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DBThanatos »

Yeah. It seems that playing at predefined times helps to get players around :D
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Captain J
 
 
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by Captain J »

Looks intensely battling! Those ol' changes and that mancubi telefrag is always something new! :P
XxRobinxX456
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by XxRobinxX456 »

Idea!!!Make ammo backpacks crates from D4!
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DBThanatos
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DBThanatos »

Ohh! I like that idea, but it will get weird when there's several backpacks in one single spot. Also, a crate that size in sprites will look definitely strange. Like the rocket box in vanilla, i always felt they had this very awkward perspective :P
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DoomKrakken
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DoomKrakken »

Maybe find a place that commonly has one item instead of multiple in an area... such as a blursphere.
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DBThanatos
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Re: D4T (Death Foretold) Praetor hands demonstration video P

Post by DBThanatos »

Usually replacing a powerup ends up breaking maps, or at least messing a bit too much with the balance, particularly with a health powerup. But it could perhaps replace a decoration. Which will mess with aesthetic but at least it would be a "plus" for the player inventory, rather than a "minus" (as with replacing an existing powerup, even if only sometimes).

It has happened to me in other mod where you're expecting health in x battle, and boom there you have some stuff that is not health :P

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