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 Website Launch and new Monster, Website Launched, new monster screens.
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Posted: Jun 9 2005, 12:26 PM


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Yesterday we opened up the website, and today we've added a screenshot of the arachnatron, OR if you will, an arachna-trite-atron, till we get a modeller. Check out the screenshots on our new website, on the Doom II page.

http://www.planetdoom.com/disposableheroes/
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Death Stalker
  Posted: Jun 9 2005, 05:53 PM


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Nice. One of the trite pics I couldn't quite make out well but does it shot the plasma shots though its mouth? If so... cool. And what's a "modollor"? Just curious.

teach.gif help.gif teach.gif


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Lemming
Posted: Jun 9 2005, 05:54 PM


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I think it was supposed to be modeller. Fixed it anyway :)


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OmegaSupremeX2k4
Posted: Jun 9 2005, 06:05 PM


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QUOTE (Death Stalker @ Jun 9 2005, 05:53 PM)
Nice. One of the trite pics I couldn't quite make out well but does it shot the plasma shots though its mouth? If so... cool. And what's a "modollor"? Just curious.

teach.gif help.gif teach.gif

yes in deed he does shoot plasma balls from his mouth, although i doubt you'll want to get close to find out.

as for the typo, sorry, was in a rush this morning.
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Death Stalker
Posted: Jun 9 2005, 07:11 PM


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That's all good. Thought maybe it was some sort of a scaling program cause the trites are so small.

QUOTE
(OmegaSupremeX2k4) yes in deed he does shoot plasma balls from his mouth, although i doubt you'll want to get close to find out.


No I don't think so, but with the amount of them on Dead Simple I believe you may not have much of a choise. eek.gif

Will they take more damage? Trites go down after 2 or 3 pistol shots. I don't remember right off hand how many shots an Archnatron can take.


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OmegaSupremeX2k4
Posted: Jun 9 2005, 07:22 PM


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These dudes require rockets to take down, a few actually, or well placed dbl barrel action.
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brett9000
Posted: Jun 9 2005, 07:43 PM


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kewl looks well gud its just a shame doom 3 wont play on my computer banana.gif


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TS_Dav
Posted: Jun 9 2005, 10:09 PM


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Well, congratulations with launching your own web site!
Screenies look great especially with modern HUD!
It's sad that you still haven't found a modeller, I gess that lack stops developing process pretty much!
So, what new maps in development now, if there is one?
Best regards!
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TS_Dav
Posted: Jun 9 2005, 10:22 PM


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Well, you still don't have a modeller, maybe you have a consepts for Arachnotron and SpMastermind?
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OmegaSupremeX2k4
Posted: Jun 9 2005, 10:40 PM


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Having a modeller doesn't really stop development, all it means is we come up with the monster differently, with a place holder monster, but get the attacks down. Hopefully we will get one at some point.

As for concepts for these monsters i'm not sure.

As for maps, we do have a couple, we just can't say what :).

There's also game play tweaks that we are still working on, ie a map and co-op play.
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TS_Dav
Posted: Jun 9 2005, 10:55 PM


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BTW what about music?
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OmegaSupremeX2k4
Posted: Jun 9 2005, 11:34 PM


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QUOTE (TS_Dav @ Jun 9 2005, 10:55 PM)
BTW what about music?

ah yes the music question. Music is an interesting topic, i know that ClassicDoom is redoing music, but only for the shareware levels. We don't have a team member to do music, so we won't be redoing it.

However, i will setup all the maps to call a music sound shader. So people who want to make music add on packs can make them and drop them in. I will also have music control, basically a cvar that says music yes or no, cause i don't think Doom 3 comes with one natively.

I personally never really heard the music for Doom ][ the first time i played it, which was in '94. As my pc back then had no sound.

So whereever you get the music sources is upto you. I'll document how to name the files. which will probably in the form of mapname.ogg.
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OmegaSupremeX2k4
Posted: Jun 10 2005, 01:55 AM


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Ok i implemented this feature now. It will be in the next release. So what that means is..... There is a new folder \music, here is where you place the ogg files of the songs you want to hear playing while the maps are running. There is a d2music.sndshd, that basically maps the music shaders that the game will call when a level starts to the ogg files. So for instance:

You start d2map01, which is entryway, the game will start playing the soundshader d2map01, which has the following definition.

d2map01 {
looping
music/d2map01.ogg
}

the reason it calls a shader, and not the music file directly, is so people can change the properties of whats played.

for instance my custom shader is

d2map01 {
looping
music/acdc-biggun.ogg
}

I'll post more details in faq or something on the website when the mod is released.
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Death Stalker
Posted: Jun 10 2005, 04:15 AM


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Sweet! Time for alittle DooMterra! banana.gif

DooM to Pantera and Sepultera for those of you that don't know...

wiggle.gif hyper.gif wiggle.gif


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TS_Dav
Posted: Jun 10 2005, 09:24 AM


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Hmm...
KICK ASS!

P.S. Let's invite Trent Reznor to make sound for D2 4 D3.....Or at least Manson He he he he he
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