D4T (New v2.5 Trailer pg 47)
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Please read the full rules for more details.
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: D4T (Death Foretold) Praetor hands demonstration video P
What replaces nightvision goggles? That seems to be one of the least useful items around... and you find only one of them around in any given area...
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Re: D4T (Death Foretold) Praetor hands demonstration video P
True. It's with looking into, but i still have a gripe with using sprites for that. A model could be a good thing to use, considering it would be as low poly as it gets, but i have zero idea how to. Maybe someone can volunteer for that one task?
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Re: D4T (Death Foretold) Praetor hands demonstration video P
Would it be a good idea to have a no-monster-sprites version of D4T? The glory kill state can simply call upon the pain frames of the demons. The new AI can stay though.
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Re: D4T (Death Foretold) Praetor hands demonstration video P
But that'd bland the flavor of D4T. There had better be a good reason behind this... XD
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Re: D4T (Death Foretold) Praetor hands demonstration video P
I'm running this on gzdoom 2.2 on linux, and I can not get weapon sounds to work, can't hear stuff nether when I shoot nor when enemies shoot. Anyone had such problem, or maybe has some advice I could try? I think some other mod also had similar problem, but not sure what it was.
EDIT: possibly could ignore this, all sounds seem to work on Zandronum dev version
EDIT: possibly could ignore this, all sounds seem to work on Zandronum dev version
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Re: D4T (Death Foretold) The last teaser (3)
This is the last teaser, I promise
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Re: D4T (Death Foretold) The last teaser (3)
I saw this last night! I was surprised it wasn't here sooner... I was even considering posting that here myself lol.
Man, do those sprites look BEAUTIFUL! The animations for the fists could use a bit of smoothing out... I hope to do that once it's released...
Man, do those sprites look BEAUTIFUL! The animations for the fists could use a bit of smoothing out... I hope to do that once it's released...
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Re: D4T (Death Foretold) The last teaser (3)
Oh, that'd be lovely XDDoomKrakken wrote:I saw this last night! I was surprised it wasn't here sooner... I was even considering posting that here myself lol.
Man, do those sprites look BEAUTIFUL! The animations for the fists could use a bit of smoothing out... I hope to do that once it's released...
Im terrible at doing smooth animations via offsets
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Re: D4T (Death Foretold) The last teaser (3)
Alrighty. Looking forward to it.
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Re: D4T (Death Foretold) The last teaser (3)
One thing has been bugging me: Elements of the HUD disappears when viewing maps (disregard of the map mode)
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Re: D4T (Death Foretold) The last teaser (3)
That's because it switches over to the 10-screenblock version of the HUD. It always does this whenever viewing the automap. This is an engine thing, and it's most definitely not a bug.
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Re: D4T (Death Foretold) The last teaser (3)
Delicious Balls! Now finally partial invisibility sheds tears. Those are great effort for each powerups, there. And i do hope they have fitting pickup sound effects, too.
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Re: D4T (Death Foretold) The last teaser (3)
kekCaptain J wrote:Delicious Balls!
Hell yeah! I was looking forward to those! Though I thought all this time that the (not partial) invisibility powerup actually had a nerve attached to the eye, rather than the eye crying blood. Also, for the comets orbiting around the invulnerability orb, was that pure spritework, or were you guys able to figure out how to orbit other actors around another actor?Captain J wrote: Now finally partial invisibility sheds tears. Those are great effort for each powerups, there. And i do hope they have fitting pickup sound effects, too.
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Re: D4T (Death Foretold) The last teaser (3)
I don't know why the thing that stands out to me the most is good ol' Doom Slayer boot in the Glory Kill animations.
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Re: D4T (Death Foretold) The last teaser (3)
Something has been bugging me. Normally if you set "Use Fuzz Effect" to "Translucent", a Specter will show up as a Demon with 50% translucency, right? But know what happens in D4T?
It doesn't happen.
Why though?
(FYI, I'm without Graphics Card, and ATI Radeon on-board is beyond awful. So, no OGL for me)
Edit: Nevermind, found why. You made D4Spectre inherit from D4Demon, in the same way Spectre inherits from Demon, but you forgot the property "Alpha" (which is Alpha 0.5 in Spectre, ut I think for D4Spectre Alpha 0.3 should do), which is used for "Translucent". Fixed it on my end.
On other things, could we have a Grenade Change button rather than switch on pickup? I hate accidentally losing my good one because I stood on a bad one.
It doesn't happen.
Why though?
(FYI, I'm without Graphics Card, and ATI Radeon on-board is beyond awful. So, no OGL for me)
Edit: Nevermind, found why. You made D4Spectre inherit from D4Demon, in the same way Spectre inherits from Demon, but you forgot the property "Alpha" (which is Alpha 0.5 in Spectre, ut I think for D4Spectre Alpha 0.3 should do), which is used for "Translucent". Fixed it on my end.
On other things, could we have a Grenade Change button rather than switch on pickup? I hate accidentally losing my good one because I stood on a bad one.