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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Sat Jan 17, 2009 2:34 pm    Post subject: Reply with quote

I've thought of making some decorations from them, like in my first example of them. Something that don't look like normal text. But in this gun, there just weren't that much space around to write that stuff in other way than it is now. Oh and the font is designed so that most letters blend in together when written horizontally.
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Zylyx_



Joined: 05 Dec 2007
Posts: 111
Location: scotland, uk

PostPosted: Sat Jan 17, 2009 2:47 pm    Post subject: Reply with quote

Your work very inspiring. The fact that you are doing the art+programming is awsome.

Btw, did u have the demo of this on filefront or something, coz I remember trying to download it, but it couldnt find it.

Do you got a playable downloadable version anywhere?
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Sat Jan 17, 2009 4:17 pm    Post subject: Reply with quote

Yes, there was a download in filefront, but they like to keep deleting the files after they've been there for a month or so.. and I didn't want to submit the file into their files list, because then I wouldn't be able to delete the file when I wanted.

I've thought of trying to get some new demo done in some couple months, I think it can go as far as summer. I'd like it to have some more content than the previous demo and some proper maps.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Mon Jan 19, 2009 6:57 pm    Post subject: Reply with quote

Some rework on the character skin and a model/texture/animations for the view fists... I decided to take away the colour spots from the skin, because it just made it look like it's got some disease. And yes, I'm aware of that horrible seam in the back of it's head. I think I'll have to fix it someday. Otherwise I'm quite satisfied.


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Zylyx_



Joined: 05 Dec 2007
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Location: scotland, uk

PostPosted: Wed Jan 21, 2009 10:56 am    Post subject: Reply with quote

looks really cool dude. cant wait to play it.
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scar3crow
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Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Tue Jan 27, 2009 4:01 pm    Post subject: Reply with quote

http://wadsinprogress.info/?a=listwads&wad=1211
Aroo?
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Wed Jan 28, 2009 8:53 am    Post subject: Reply with quote

Surprised

Giving up on DP?
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Jan 28, 2009 10:34 am    Post subject: Reply with quote

too bad doomsday sucks
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Fri Jan 30, 2009 1:42 am    Post subject: Reply with quote

Aww.. you were faster...

I just got some really bad animation glitching and then I just didn't feel I'm in control of what's happening in the game. It felt like the character had some "obsessive movement disorder"...

So then I decided to try Doomsday as I have good memories on modding stuff on it. Now I'm a little less stressed. I guess I'm continuing this on Doomsday.
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jim



Joined: 05 Aug 2005
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Location: In The Sun

PostPosted: Sat Feb 07, 2009 2:06 am    Post subject: Reply with quote

I was wondering if I should still keep this project updated here, if it's not for quake anymore?
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sat Feb 07, 2009 2:22 am    Post subject: Reply with quote

I don't really see why you switched to Doomsday... The DP screenshots look a lot better.
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jim



Joined: 05 Aug 2005
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PostPosted: Sat Feb 07, 2009 3:11 am    Post subject: Reply with quote

It just felt too frustrating. The gameplay stuff just didn't work, it was full of weird glitches. Oh and Doomsday sounds a lot better than Darkplaces, it's got EAX effects Very Happy I need ear candy too. Maybe it was also that my quake style level making never got anywhere, except test maps that were just about one room.

Well.. if someone's still interested on what's been going on with this, here are some screenshots:

A new gun I made (note this image is a crop from 1680*1050 image):


Random screenshot from my map:


The map from above:

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SamUK



Joined: 17 Dec 2008
Posts: 98
Location: United Kingdom

PostPosted: Sat Feb 07, 2009 3:27 am    Post subject: Reply with quote

jim wrote:
I was wondering if I should still keep this project updated here, if it's not for quake anymore?


Hell yeah, I want to know more about it and future updates.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sun Feb 08, 2009 7:23 am    Post subject: Reply with quote

jim wrote:
Well.. if someone's still interested on what's been going on with this, here are some screenshots:


I'd like to see the continuing work you're doing.

jim wrote:
it's got EAX effects Very Happy I need ear candy too



Hmmm ... this has my curiousity. So a Doom engine pulls a surprise ...

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Zylyx_



Joined: 05 Dec 2007
Posts: 111
Location: scotland, uk

PostPosted: Mon Feb 09, 2009 8:15 pm    Post subject: Reply with quote

I've just read about doomsday on their website. Since you are switching to their engine, arent you throwing away a lot of work done on normal & specular mapping?
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