Treasure Tech (NEW 1.2 RELEASE!)

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Khodoque
Posts: 12
Joined: Thu Apr 02, 2020 2:30 pm

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Khodoque »

Ah yeah, I don't remember Epic 2 well, and I haven't got to that part yet. I guess I confused them with similar aliens from AAliens.

At the risk of sounding rude, would it be possible to make WolfSS exempt from the enemy replacement? Would it cause any other problems beside them not dropping coins and being immune to stun? It's just that many PWADs tend to replace WolfSS with custom monsters, and them not dropping coins in Doom 2 secret levels would be lesser evil compared to custom monsters suddenly turning into blue nazis (which does happens in AAliens, I just checked). Just a thought, of course. I could always make a copy of .pk3 and edit it for my own personal use (obviously not going to upload it anywhere).
jaargon
Posts: 4
Joined: Sun Apr 21, 2019 9:41 am

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by jaargon »

Love the mod!

I'm stuck in the tutorial. I've wiped out every monster and smashed every block, but I seem to need either a red or blue key to progress and I can't find either of them.
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Enjay
 
 
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Location: Scotland

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Enjay »

Has anyone mentioned the broken normals on the cube model? It causes some really quite nasty lighting effects for me. I can see it just about everywhere the model is used.

e.g.




and here it is with the normals fixed (using Npherno's MD3 Compiler)


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Alptraum
Posts: 116
Joined: Mon Apr 22, 2019 12:39 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Alptraum »

Icarus just uploaded a gameplay video of TT ^^

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mentha
Posts: 65
Joined: Fri Aug 30, 2013 4:56 pm

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by mentha »

glad to see this has been finished! can't wait to play it!
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Blackgrowl
Posts: 88
Joined: Sun Oct 06, 2019 8:47 am
Graphics Processor: nVidia with Vulkan support

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Blackgrowl »

Damn! This is something I expect Combine_Keegan to make.
We got Wario on this bitch now :lol:
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Mugger
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Joined: Sat May 23, 2020 5:37 pm

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Mugger »

Are you planning to make this compatible with LZDoom?
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Alptraum
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Graphics Processor: nVidia (Modern GZDoom)

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Alptraum »

Blackgrowl wrote:Damn! This is something I expect Combine_Keegan to make.
We got Wario on this bitch now :lol:
Well, you get Combine Kegan influences and inspirations in mod :D
Thorogrimm
Posts: 31
Joined: Fri Jun 07, 2019 12:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Thorogrimm »

Hey, I was playing this just and the ammo pickups didn't seem to work?
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HyperUltra64
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Joined: Wed Dec 20, 2017 4:36 am

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by HyperUltra64 »

Like all of them? Or just some of them?
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<rd>
Posts: 15
Joined: Tue May 26, 2020 3:41 am

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by <rd> »

Hey, this is awesome. Just sharing a couple of pretty short playthrough snips from a couple weeks ago, so they don't go to waste, and in case you want to see more people playing around with it.

The second one has one of the coolest abilities in the mod imo: the ability to hurl barrels miles away in an arc and still hit stuff. The permissive explosion radius (?) means I don't actually have to bonk the imps directly on the head or even land right next to them, because yeah, that'd be too hard for me :P. Also, all the really open spaces make Lost Civilization a great mapset to play with this mod in general.



https://www.youtube.com/watch?v=uB_yfR1OD6Y
cybie69
Posts: 13
Joined: Tue Mar 19, 2019 12:26 pm

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by cybie69 »

Great mod! Love the whole Wario Land vibes and the Pokemon upgrade levels HUD. I really wish this was compatible with maps that made use of different monsters(not complaining) because this feels like it would work so well in Golden Souls. Oh the tutorial level aesthetic is fantastic and a nice little bit of foreshadowing for the upcoming megawad which I cannot wait for bet its going to be great. Keep up the good work!
cybie69
Posts: 13
Joined: Tue Mar 19, 2019 12:26 pm

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by cybie69 »

Enjay wrote:Has anyone mentioned the broken normals on the cube model? It causes some really quite nasty lighting effects for me. I can see it just about everywhere the model is used.

e.g.




and here it is with the normals fixed (using Npherno's MD3 Compiler)


could the filtering have anything to do with it cause i don't use texture filtering and this hasn't shown up.
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Enjay
 
 
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Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by Enjay »

Definitely bad normals on the model. I fixed them and the problem went away. HyperUltra64 has the fixed model now.
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xenoxols
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Post by xenoxols »

This is great! I loved Wario Land 4 and there's not much like it. Though I would suggest adding a quick melee/ability to pick things up without switching to your fists.

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