Hi.
Well, yes and no. Real life has gotten in the way, but I have plans. I've gotten Dan Bickel's Quake 2 models in the game: Robodoom.com
Hi.
Well, yes and no. Real life has gotten in the way, but I have plans. I've gotten Dan Bickel's Quake 2 models in the game: Robodoom.com
It gets released when I get off of my ***.
Ok, you anus-spelunkers.
Time to get crackin' on this mod again!
Technically, there shouldn't be anything that would keep you from running it on ZDoomGL, if you really wanted to do so. In fact, the differences are so minute, I could make the launcher check to see if you want to use ZDoomGL, for the time being.
It's being specifically designed for Skulltag, mostly for its client/server networking. But the next release of Skulltag provides the most up to date version to vanilla ZDoom AND includes GL support. Plus, Skulltag has a couple small nifty features that make the game better for me as a mod developer.
I can only assume that Skulltag is basing its renderer on ZDoomGL. If Skulltag is based on ZDoom and GZDoom, then RoboDoom will feature full 3D models. GZDoom IS based on ZDoomGL and vanilla ZDoom.
Check yer pm's. I didn't get your message until about a month after you left it.
Hi again. Back from Vegas.
Yeah, I never really liked Edge a whole lot, either, but Lobo's doing a bang-up job on his mod and Edge has been improved upon because of him. He's currently waiting on a new version of Edge so he can make more progress on his mod. He's gotten it to the point where it looks real good and is playable.
Actually, Lobo contacted me when he started up his mod. We almost decided to work on it together. But I liked ZDoom too much and Edge needed too much in the way of code-changes at the time.
Thanks, MrJ. It would never have gotten this far without your help.
Like I posted - no new release quite yet.
Just wanted to let you know - No New Beta Release this week. I'm leaving for vacation and there's just no way I can have it all ready - I got sidetracked trying to create a RoboDoom IWAD. It'll happen, it just derailed my plans to be finished with a new beta by now.
Howdy!
Thanks for the offer! I always need feedback. The actual gameplay is going to be a bit difficult to hit, I think. Most of my maps have very wide-open spaces and the players can FLY, so that changes the whole game.
I do have levels where the player is rummaging through spaceships and so it's basically maze-like and he can't fly around to get out of the way. So, gameplay will very much be an issue to deal with.
I'm going on vacation to Vegas next Saturday, but before I leave, I hope to have that multiplayer demo finished.
I bet I can put out a release before YOU can!!!!!
RoboDoom is gearing up for a summer 2006 demo release.
Forums are located here: PhobosSupplyDepot.servegame.com
Galaxy_Stranger
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