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I just so happen to be working on the motion sensor display now. Great minds thinks alike. haha
Got to admit, I really like that track you linked to. Gonna try it out in-game. Send along anything you come across that I can use. Thanks!
Those work great, but I kinda want some kind of satchel charge that explodes a couple secs after throwing but can also be remote detonated with a hand held switch or something. Good for throwing and setting traps. I know I've seen it in some weapon mods.
Again, though, I got so much mapping to finish and test, I haven't been focused on charges. I will revisit the idea and try again at some point. Thanks for your help, I still might use some of your assets for the seismic charges (with full credit, of course).
Thanks, I'd like to try them out.
I have, actually. I tested some pre fab stuff and wasn't entirely happy with it. I do like the idea, I just need to find some I like or make them from scratch. In other words, it's an idea that's on the back burner right now:).
Ahhh… a fellow Dark Tower reader. Nice. Don't watch the movie...if you haven't already. lol
Thanks for the feedback. All suggestions will be seriously considered.
Send along any music choices you can and I will give them a listen.
The next update will include the ability to "order" the NPCs to either stand-in-place or follow you by pressing the "use" key on them. Keep in mind, they are traumatized and frantic, which explains their erratic pathfinding and inability to take care of themselves at times.
Thanks again for playing and commenting.
You don't need the older files. Each update will stand on its own.
Thank you! I really wanted a lot of enemies on-screen at once (especially on UV) while keeping a high frame rate. It meant compromising on some things, but its worth it. I have a low-to-medium tier rig so its a good benchmark to achieve widespread playability. Thanks again for playing and especially for commenting.
Nevindar, I just learned that it is NOT your rig, it is GZDoom v4.2.1 that no longer supports the old way of making a flashlight. I am implementing a new one today (hopefully won't take too long) and will get it uploaded (possibly with a new map as well) later today. Thanks for pointing out this bug. I'm on it.
Ok... let me look at this issue. I can't reproduce the problem at the moment, but I'm checking it out. Thanks for your patience.
You should be able to bind it to a key in control options. The default key is "F". Make sure to use GZDoom v3.7.2 or newer.
I'll get you some stuff to playtest and feature on your channel in a couple days.
That is a separate project entirely. I know it is still available here on Moddb and the author is still working on it.
That's all I know.
Try a playthrough as the Colonist class. The demo has two groups of other colonists you'll meet who follow you around and provide some extra firepower. You'll hear them yell "don't shoot!" when you near them.
If you play as the colonist class, you will encounter 2 groups of other colonist npcs in the first map. You can't issue them orders but they will follow you around and provide some extra fire power. They die easily and are not needed to finish the map. When I work on the co-op for this, I will try to add bot npcs also, but that will be after the single player release. Have a great day!
Ok, so some of the recent changes I made in the last update conflict with GZDoom v3.3.2 and earlier. You must use v3.7.2 or newer until I fix this. Sorry bout that. Thanks for the heads up.
Thanks! Still a lot of work left, but I'm working tirelessly on this thing. I would love to release before 2020. Even though this was planned around the single player experience, I do see the need for co-op, because that would be loads of fun.
lol...yeah, he's using his own soundtrack, but pieces of this song do appear in small doses. Thanks for the feedback. The large smartgun reticule is to indicate to the player that the gun is in seeker/locked mode (you can make it go away with manual mode). I will continue trying to make the flares more useful, but I am against a timer for the flashlight. At least for now. I will certainly consider all of your ideas. Thanks!
Try removing all spaces in the file names
If that don't do it, What error are you getting?
Wow. Pretty cool and ambitious stuff.
Yes! Your videos are very helpful and much appreciated. I'll get something to you in a week or so. Map02 is just about wrapped up and Map03 isn't far behind.
Thanks for playing and commenting. I really enjoyed Colonial Marines TC as well. I'll be posting dev updates, videos, screens, etc. to my profile blog. Thanks again.
I will be adding a lot of new enemy sounds through out dev. I got some good ideas to address your above comment (about blasting the friendlies, lol), so thanks for the heads up.
The npcs part of the gameplay will be fleshed out more in subsequent maps. The marine class, in map2, will be given the choice to join forces with the colonists against the aliens or continue to fight them. However, none of this will be necessary to complete the maps/game. I'm focusing mostly on a solitary experience but I do plan on putting in co-op later. Thanks for playing and commenting.
Hello everyone! New to the site and group. Hope you are all having an exceptional day.
Thanks for playing and commenting! 2020 will be the year for an official sequel.
Thanks for checking it out. Working hard to get it finished.
Thanks. I'll keep posting updates as often as I can.
This map is 99.9% complete, with only a couple of areas to touch up. If you've played the first demo, you shouldn't skip on this one even though it is the same map. Lots of gameplay changes and more (see description).