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At least BFG issue was fixed already, so downloaded the latest version.
Just you have to run and turn left instead of right. This way you won't be hurt. I was also suprised about this, but I knew it must be a way to dodge it.
TGW hasn't got a seperate AI coder. Basically everything is being done by one man/developer. About trenches, as far as I know, it's possible to code that for AI, but AI wouldn't use that trenches at all. In short words, it's unlikely that AI will be improved.
Couldn't someone (like Sarge) just use the magazine's picture sprite and redraw it for better quality? Current blurred weapon sprite doesn't look good if you compare it to other weapons.
Why the weapon's sprite is blurred?
It's Mousqueton Berthier 1892.
No, it's gonna stay like that.
Yes, they will.
That would slow down the French faction development.
Something else than being a command tank.
This mod was considered dead too many times. Sometimes even one month without update is enough for people to say it's dead.
Austro-Hungarian army almost did not have any armored units. They used a few Junovicz P.A.1 cars and one (maybe two) Romfell P.A.2 which were quite interesting.
It's for the whole Doom 1 game.
Take your time. Nobody is rushing you. It's better to have finished product than rushed one.
To have them, go to rewards menu (such menu where you change your vehicles in vanilla CoH). Choose CEP, make sure that only one skin is chosen, because if more skins are chosen, then you'll have default British uniform.
Trust me, it is. Just development is slow like a snail.
I share the same thoughts mate. Comparing mods with games is no use at all. I like Brutal Doom and other Doom mods too. Of course you can criticize Doom 4 for this and that, but at the end, for a non-fanboy Doom player, it's a nice game.
An interesting mod. I'm gonna try it for sure when it's released.
Thanks! I read in Duke4net how difficulties work in this mod. Makes more sense now!
I tried this mod. It's awesome! But I felt like it's very hard. Enemy lazer projectiles are very fast (which can be like that I guess) and pig cops are replaced by enemies who have powerful weapons... maybe too powerful? In general it's very interesting mod, but still needs work on balance.
Ohh and if you don't mind, I feel like that Duke's pistol sprites are very low quality. Why didn't you just copy (and change a bit) pistol blaser from Dark Forces?
This mod looks very promising. I loved playing Star Wars: Dark Forces and this is a perfect mix of two games. Good job!
French Part II is en route. Stay tuned.
Most of the models are done, only a few left. Stay tuned.
Yes, it is. The development has been again resumed.
Nope, like I wrote, either you're really sure of date or better don't give any. I am developing myself a fangame named Terrordrome and our team never give any dates unless we're really sure. Just like Sarge, we're doing it in our spare time. Just I've noticed that Sarge is giving a lot of dates which are very flexible. Again, like I wrote, I never take those dates as serious.
So you're doing basically what I thought, darker dark places, brighter bright places. I just wanted to be sure what direction you're taking.
If you don't mind, I want to ask you another question. Are you going to add missing monsters which didn't make it for Doom 64? That task might be very difficult, considering the option you're gonna draw an imitation of pre-rendered 3D models of monsters. Sure, using Doom II's sprites is much more easier, but contrast between Doom 64 and Doom II creatures will be hurting eyes... at least for me, I know that's subjective. But since you said it's not an ambitious project as Brutal Doom, I guess you won't be doing them.
I noticed you're doing something wrong. You should never give any dates unless you're 100% sure. Later people get frustrated and disappointed. I am not one of these people, but I just wanted to give you a friendly advise.
Seriously, the lighting you showed in the recent screenshots looks good, but you're killing Doom 64's dark ambience. You should consider making maps darker. I don't mind those nice looking torches, just don't abuse those, otherwise it's gonna be just another Brutal Doom with different sprites. Anyway, keep the good work.
I agree, despite it looks good, it's killing original Doom 64's dark ambience.