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Messages - EoceneMiacid

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16
id Tech 4 WIP / Re: Supremacy 3
« on: September 09, 2019, 09:04:40 AM »





17
id Tech 4 WIP / Re: Supremacy 3
« on: September 08, 2019, 09:04:52 AM »

18
id Tech 4 WIP / Re: Supremacy 3
« on: September 06, 2019, 11:53:42 AM »



19
id Tech 4 WIP / Re: Supremacy 3
« on: September 04, 2019, 04:46:14 PM »






Also monsters are now able to cloak as well:





Luckily, any visible damage such as bullet wounds or scorch marks are visible.






20
id Tech 4 WIP / Re: Supremacy 3
« on: September 04, 2019, 04:43:29 AM »





21
Haunting of Deck 12 / Re: Supremacy 3
« on: September 04, 2019, 02:10:40 AM »
It's not the Slayer, though - the Praetor suit just happens to be one of the armor suits you can find and wear in the game.

22
id Tech 4 WIP / Re: Supremacy 3
« on: September 03, 2019, 03:29:11 AM »























23
id Tech 4 Mod Coding / Re: new entity i made up called "func_funkytown"
« on: August 29, 2019, 05:25:09 AM »
This is giving me a few ideas, mind publishing the code so we can look? :)

24
Haunting of Deck 12 / Re: Supremacy 3
« on: August 28, 2019, 04:30:57 AM »
As if you didn't get this from the screenshots already, Supremacył now contains enough Prey assets to allow importing, dmapping and playing it's maps. Even if they aren't suited to what I have in mind (and also being designed around being able to wall walk, switch gravity and use portals), it's still nice to have all the materials, mapobjects, particles and other effects available for aspiring content makers.

I expect to finish importing the remaining assets today to make sure all of it's maps work, and then I will move onto the next phase - Quake 4 maps. However, Quake 4 materials aren't as straightforward to import and adapt as Prey's, a lot of materials will need to be re-written.

That's probably going to keep me busy for a few days.


25
Haunting of Deck 12 / Re: Supremacy 3
« on: August 27, 2019, 03:16:07 PM »











26
Haunting of Deck 12 / Re: Supremacy 3
« on: July 05, 2019, 11:18:44 AM »
I would like to take the opportunity to plug the Doom Reborn mod, which I've been playing and enjoying a lot - and you should too.

Props to GameHacker who made it!

(It should keep you nicely occupied until Supremacy3 is released ;) )

27
Haunting of Deck 12 / Re: Supremacy 3
« on: June 30, 2019, 03:09:04 PM »
Alright - 15 november it is.

28
id Tech 4 WIP / Re: Doom 3 Supremacy
« on: June 30, 2019, 08:33:32 AM »
Apologies for the lack of updates - things are still happening, but at a slower pace.

Recent events indicate that using a copyrighted name for your mod project increases scrutiny, so I'm dropping 'Doom' from the title and call it Supremacy 3 from now on. I will update things accordingly.

I also settled upon a release date for v1.0, which will be the same date Doom Eternal will be released - 22 November 2019. No new features will be introduced until then, focus will be exclusively on polish.

A test version will be released before that, though. If you are interested in helping out by testing and providing feedback (or fixes outright ;) ) just send me a personal message stating your interest.


29
id Tech 4 Mods / Re: Adding Coop to Doom 3
« on: June 30, 2019, 07:37:36 AM »
IIRC there are a couple of Doom 3 mods out there with Sikkpin's code included, and nobody raised a fuss.


30
Doom Discussion / Re: SIGIL is available for download
« on: June 29, 2019, 08:45:44 AM »
I think we were just too busy being awestruck with the fact we could walk around in a fully texture mapped world for the first time ever. And with Quake, framerate mattered because deathmatch.

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