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At the moment for the most part yes, but this has only been the first step in a larger plan, where I'll move on to making a single player game out of this base I've built.
Hi Booman, sorry for the late reply. But you can check this video for a guide on how to make the current version of Doombringer run on Linux. Sorry for the complications. Youtube.com
Thank you. I hope you'll join us on Discord for a few games. :)
This game is not dead. Just progressing rather slowly.
Thanks. Will do.
Netcode and movement needs a lot of work. At 50 ping the game is almost unplayable because of stuttering movement (which it is at even 0 ping in Single player) and laggy netcode.
Plus, the big repository of weapons doesn't really help the game play.
The game is costing 3.99€ That's literally coffee money. Don't be such a cheap skate.
Nice trailer. :)
For Wrack? Yes. There's even been a few custom maps released.
Sound effects are very disappointing. And the deaths of the monsters are as well.
Caulk is only necessary behind patch meshes in Doom3. Not like in Q3 where you needed to do it everywhere.
I play to crush my enemies, see them driven before me, and to hear the lamentation of their women.
It should be. Since the Steam release should be essentially the same as the regular version. But I never use Steam so I can't tell for sure.
Thanks. Well, probably not. There's a lot of things we need to do and changing something for the sake of changing it is not something that we prioritize.
Indeed, those are the Arachnotrons. Terribly aggressive critters they are. :p
Looking good here. I hope to see it finished someday. Hopefully soon.
I get a feeling that you're not baking the normals from a hi poly with these faces.
13.Cut-scenes where You have to input correct keys - also optional, like in CB Jericho or D3 Zobmie Slayer mod, think of hand to hand combat with imp or breaking neck to revant or zombie;
Quick time events are the DEVUL. D:
It's so we can show more shots without having to go through the process of polishing every area first. Many of the areas in the smaller shots aren't even close to being finished yet. While the large images are of areas that look pretty much what you can expect them to do in the final version.
Thanks all. Your support is most appreciated. :)
Actually. it's been released for many years now.
There's even an inofficial updated version to work with GZdoom instead of the old obsolete ZdoomGL.
Is this mod still alive? Please say yes.
Great to see this being picked up again. :)
Great news. :)
To quote The bloodhound gang. "-Wake up you're asleep at the wheel!"
Indeed you can have Megatextures in Doom3, but it'd not do any good in this scene anyway. Though I suppose it'd be possible to use it for every texture in Doom3 like it is done in Rage. But Rage is using a way more powerful incarnation of the megatexture tech.
Megatextures in Doom3 generally is good for big fields. But it's in a very experimental stage there. Not like in ETQW for instance.
Anyway, for a scene like this Megatextures wouldn't help us all that much really. It's not what makes big scenes possible. Just makes big scenes possible w/o tiling the texture. IE, it makes really big textures possible.
Anyway, don't worry. It runs just fine.
Of course not, I hate consoles.
Actually. I've had contact with the OpenCoop team about making a Coop version. But there's always one thing first. Finishing the mod so you can play it alone... kinda takes first place.
Only getting better. :)