See my blog ;)
Very detailed, very frightening!
Yeah, I meant commercial, it'd be awesome to see this on steam.
Even if a port retains no original Doom/engine code though, I believe there was an issue about some third party code that prohibits commercial use so you'd still have to work that out or find out what parts work this way and remove them.
Yeah it'd be a **** ton of work so you're right it's best to not go there yet. I'll be happy see this moving along for GZDoom (if that's what you're going with)
Would be nice to be able to release things like this as a "game" but if I remember correctly there is a lot in the code of the ports that makes it illegal right? Or am I wrong?
Make it happen, charge a bit, Ruiner is a great mod and would certainly be cool as its own game.
Sorry guys, the project will shut down soon. Too much going on and it would take too long to finish, no point in keeping you waiting for so long over nothing.
Thanks to everyone who supported it as it was up.
My sincere hope goes to Doom4, I hope it's a good game and you all enjoy it. That may be the only chance to get a new Doom at its glory
Very nice work on the retopo! Just wondering now what the polycount is, looks rather high but hopefully that's just because of the normal map.
We have something of a story, and probably not alot of narrating will be needed anyway as most of the game will be straight forward gameplay.
I might need details to fill in once in a while, in which time I can ask the questions here and you can feel free to state your suggestions, opinions and such, I always read everyone's feedback
I'll probably darken the whole texture. If you see the high poly model, the whole texture was darker.
I think it was in the baking process that the texture for the low poly became very bright, I'll just re-darken it in a while
The eyes won't make lights, they'll simply have a glow effect.
But yes we do plan to use dynamic lighting and realtime shadows in the game, or whatever the Unreal Engine let's us do.
Thank you, I appreciate it
The eyes will be yellow, and hopefully they'll glow in the dark :)
Very nice artstyle
Yes, that would be great! The images in your profile section look spectacular! I'll be sending you a message in a bit
Rift support? Sign me up!
EVERY Rage mod will only work with 64bit, that should become common knowledge. Only people with 64bit will be able to play mods unless idsoftware decides to change that at some point.
Almost done texturing it, I'll show you a wip image in a bit
Indeed, 'tis what will become the Pinky demon! :)
Don't worry guys, he's getting nice and plump, more "Pinky-ish," I'm putting more emphasis on the head now since the huge jaws are kinda the Pinky's trademark
Yes, they are something I will change through texture, don't need to change the model for that ;)
Things will not be "more like the original" though, I'm not trying to make them exact. Some monsters might end up looking very different from the original.
You're right, I forgot them claws! I'll add them as separate meshes.
At this stage I can really just add though, I can't remove some things without meaning a re-texture.
Keep in mind though, I'm not going for literal recreations, some things will be different.
Okay, here's all I have at the moment:
1- I have learned alot since I started this, and I will make full use of what I've learned.
2- The project is now a collaboration between me and a programmer. He has his own project too, check out his page (Sahkan). At the moment it's up to me to get the assets done before he can help.
3- There is a chance I'll port the models to popular Doom ports like Zdoom, Zandronum/"Skulltag," etc. If I do this, I will also retouch the classic maps to look even better and match the new graphics.
That's all I can say for now, other than that I can say that I'm much more motivated now and this is not dead at all.
Thanks, I'm posting another picture of this guy for the moment, will be posed :)
Okay, I thought I'd update something people might not know.
There are mods being worked on, but apparently the AI can't even compile correctly for enemies, so modders are screwed at the moment until the next update.
That's why nothing is releasing.
Hey, can you tell me what your system specs are? Also, what resolution are you running this in?
I have the mod tools and I'd like to try running the slowmap :)
Thank you, I've been waiting years to see that reply :)
The more I see this the more I think it looks like Prey2. In a good way, again.
That outer-space scifi nightlife look is amazing and you guys got it perfectly.
I agree the rainbow lights are too much, though about bright worlds I have seen many examples already of Doom3 maps in open, bright environments ;)
Nice. Greatest looking D3 mapping I've seen so far.
There are people working on mods, rellax ;)
You can see what people are doing over at the official Rage forum. Some guys are working on maps, others on code-related mods, and some on both.
You can continue after the end buying the Scorchers DLC. I know it seems silly to have to do so, but it only costs $5 and the Scorchers is really awesome
Never mind this. What you mentioned is unnecessary.
I don't understand. We get these weird 30 00 number combos, where do I put in "0(String)"?
Same with Catalyst AI = 30 00 00 00 ... I don't wonna screw up my drivers?
AS STATED IN ALMOST EVERY PICTURE NOW, THIS IS TOSSED.
I am using a new style for the models, a "scary" and gruesome one. I will no longer make the models this cartoony.
I hope you guys are okay with gruesome scary monsters ala' classic Doom :)
Lol, Vilde has quit. He hasn't said anything, but I haven't heard from him since he started college.
It appears he has no more free time. I can relate, it's getting tough.
This thing looks like it could sell like Angry Birds o_0