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Project: X Insurrection (Beta)
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PostPosted: Thu Jan 20, 2011 4:01 pm
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Clever idea, well done! Smile

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PostPosted: Thu Jan 20, 2011 7:38 pm
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Very nice screenshots. How does the game determine which uniform color is spawned?
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PostPosted: Thu Jan 20, 2011 7:43 pm
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WSJ wrote:
Very nice screenshots. How does the game determine which uniform color is spawned?


if you take a look at my Project: X Source code and in the wl_draw.cpp and look how i did the doors....its the same thing

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PostPosted: Thu Jan 20, 2011 8:01 pm
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Richter Belmont wrote:
WSJ wrote:
Very nice screenshots. How does the game determine which uniform color is spawned?


if you take a look at my Project: X Source code and in the wl_draw.cpp and look how i did the doors....its the same thing

Ah, I see now. I had been planning on doing something like that for the enemies in one of my mods, since adding new cases for each guard can be very tedious and time-consuming. That's part of the reason why the guards were somewhat "randomized" in Castle Totenkopf SDL.
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PostPosted: Fri Jan 21, 2011 6:51 am
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Very nice!

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PostPosted: Fri Jan 21, 2011 7:17 am
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.....


Last edited by Thomas on Mon May 30, 2011 1:35 pm; edited 1 time in total
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PostPosted: Fri Jan 21, 2011 3:52 pm
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The status bar looks a bit confusing though. On the left is the ammo count but that also seems to be an ammo count for each weapon on the right, except the numbers don't match?

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PostPosted: Fri Jan 21, 2011 6:15 pm
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Dean wrote:
The status bar looks a bit confusing though. On the left is the ammo count but that also seems to be an ammo count for each weapon on the right, except the numbers don't match?


on the left show you how many ammo is left on a clip and the ammo count on the right shows how many ammo is reserved and the Max you can Carry

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PostPosted: Fri Jan 21, 2011 8:33 pm
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Ahhhh, interesting idea.

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PostPosted: Sat Jan 22, 2011 10:12 am
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Dean wrote:
Ahhhh, interesting idea.


Don't Worry you'll get use to it

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PostPosted: Sat Jan 22, 2011 2:17 pm
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Update: More Pictures Enemies in Mountain/Ruins Uniform

Note: The maps will not be in the game They are there for now








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PostPosted: Sat Jan 22, 2011 5:42 pm
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Love those eagle pics! Smile
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PostPosted: Mon Jan 24, 2011 11:31 am
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Those eagles are awesome...! I'm sure it's something in progress, but I think the numbers in the top left would look better if they too were in the Doom font.

I curious how this game will play. The graphics are quite something for sure...

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PostPosted: Mon Jan 24, 2011 11:44 am
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Lozer_42 wrote:
Those eagles are awesome...! I'm sure it's something in progress, but I think the numbers in the top left would look better if they too were in the Doom font.

I curious how this game will play. The graphics are quite something for sure...


Me and insurrectionman are figuring that out too I dont know how you do that This is why I'm looking for Extra Help with the Coding.

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PostPosted: Sat Jan 29, 2011 1:56 pm
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Update:

New Enemies Update

Heavy Trooper

Credits: Vader And Eriance

Sounds: Id Software, Blizzard Entertainment, Vader



Demon Trooper

Credits: Rottking

Sounds: Id Software (Quake 3 Arena)



Demon

Credit: Neoworm, Vader, Eriance, hnsolo77

Sounds: CyClones, Raven Software, Shadow Caster



Cyber Demon

Credits: Eriance

Sounds: id Software, Eriance



Death Knight

Credits: Eriance

Sounds: Raven Software, Eriance



Thats All.

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PostPosted: Sat Jan 29, 2011 2:13 pm
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Why so many enemies in the one game? Do they all have a purpose, are they back stories behind how each came to be and why they are fighting along side humans?

Sorry just seeing all this makes me asks questions.

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PostPosted: Sat Jan 29, 2011 2:25 pm
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Dean wrote:
Why so many enemies in the one game? Do they all have a purpose, are they back stories behind how each came to be and why they are fighting along side humans?

Sorry just seeing all this makes me asks questions.


They are not Fighting Along side Humans...

They all came From Hell in Which Edward and Jacob Unleashed and some are Experiments By the Twilight Army

And Again your Killing Twilight Vampires

You play as a Vampire From the Collision Army who is the Abouted Son of Thomas from the 1st game.

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PostPosted: Sat Jan 29, 2011 6:16 pm
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Richter - Are you interested in another palette to work with? I created a palette with "life-like colors". It has shades of flesh, brown, gray, red, blue, purple, yellow, orange, and a metallic blue-green (otherwise known as "cyan").

I haven't posted it yet because I need to port the colors (one at a time) to Wolf3D and Spear, and then transfer it to INC format (so the SDL mods can run the new palette).
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PostPosted: Sat Jan 29, 2011 6:25 pm
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Tricob wrote:
Richter - Are you interested in another palette to work with? I created a palette with "life-like colors". It has shades of flesh, brown, gray, red, blue, purple, yellow, orange, and a metallic blue-green (otherwise known as "cyan").

I haven't posted it yet because I need to port the colors (one at a time) to Wolf3D and Spear, and then transfer it to INC format (so the SDL mods can run the new palette).


I wish I can but If I did I have to do all the sprites again

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PostPosted: Sat Jan 29, 2011 7:29 pm
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Okay, no problem. Maybe the next mod, then. Smile
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PostPosted: Sun Jan 30, 2011 2:19 am
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Richter Belmont wrote:
Dean wrote:
Why so many enemies in the one game? Do they all have a purpose, are they back stories behind how each came to be and why they are fighting along side humans?

Sorry just seeing all this makes me asks questions.


They are not Fighting Along side Humans...

They all came From Hell in Which Edward and Jacob Unleashed and some are Experiments By the Twilight Army

And Again your Killing Twilight Vampires

You play as a Vampire From the Collision Army who is the Abouted Son of Thomas from the 1st game.

WAIT, WHAT? This is a game based on Twilight? Those shitty movies (and books) with the pretend vampires?

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PostPosted: Sun Jan 30, 2011 4:11 am
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.....


Last edited by Thomas on Mon May 30, 2011 1:38 pm; edited 1 time in total
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PostPosted: Sun Jan 30, 2011 6:03 am
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The mapping is okay, but not that great. Definitely not as bad as it used to be though. So yeah, the coding is pretty great but you need some really good mapping to make the features flourish. Mr Green But since serpens and WSJ will be mapping for this I don't think that will be a problem. Thumbs Up
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PostPosted: Sun Jan 30, 2011 6:14 am
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Dean wrote:
Richter Belmont wrote:
Dean wrote:
Why so many enemies in the one game? Do they all have a purpose, are they back stories behind how each came to be and why they are fighting along side humans?

Sorry just seeing all this makes me asks questions.


They are not Fighting Along side Humans...

They all came From Hell in Which Edward and Jacob Unleashed and some are Experiments By the Twilight Army

And Again your Killing Twilight Vampires

You play as a Vampire From the Collision Army who is the Abouted Son of Thomas from the 1st game.

WAIT, WHAT? This is a game based on Twilight? Those shitty movies (and books) with the pretend vampires?


You know I hate Twilight with a Passion..someone got to show them we dont need Fake Vampires

ronwolf1705 wrote:
The mapping is okay, but not that great. Definitely not as bad as it used to be though. So yeah, the coding is pretty great but you need some really good mapping to make the features flourish. Mr Green But since serpens and WSJ will be mapping for this I don't think that will be a problem. Thumbs Up


You know i can use more mapper so to speak just in case

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PostPosted: Sun Jan 30, 2011 3:38 pm
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I'm a bit too busy to accept that offer (both with other mods and some upcoming university projects). Plus, you already have two excellent mappers with serpens and WSJ so I don't think you really need another one. Smile
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PostPosted: Sun Jan 30, 2011 5:41 pm
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ronwolf1705 wrote:
Plus, you already have two excellent mappers with serpens and WSJ so I don't think you really need another one. Smile

Well thanks for the compliment, though it wouldn't hurt for us to have a few additional mappers, since 60 levels is still a good deal of work, even for two people. Not to mention, I have my own projects going on as well. The more mappers we have, the faster this mod will get done.
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PostPosted: Sun Jan 30, 2011 7:16 pm
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Thomas - for me it's been a couple of things about Richter's mods;

Firstly, these are only MY opinions and are not meant to be criticisms!

- The mapping: years ago it was all ripped off maps from other people, then it was ok mapping but too much use of the same texture on all walls, floors and ceilings, it just all blended badly and made it difficult to see. The mapping in one of the other Project X mods (the one Balames did a walkthrough of) just looked terrible. I understand when Richter says that he isn't a mapper and that's why the maps were bad, but when you still do the maps and release the mod then it brings it all down, why release something that you know and feel yourself isn't something you are completely happy with?? Why not try to get someone to do the maps, and I don't just mean a 'I need a mapper' post in one of your threads and then getting upset when no one offers to help (in the past). I mean, actively PM and ask people to help you out.
- The other main problem was the strange mixture of all the sprites, walls and guards that he 'borrowed' from Doom and wherever else that just didn't work together. The mods just seemed cold with no real togetherness or individual feel. Those things may have all looked good in their original environments but that doesn't mean they are going to look good thrown in with a dozen other random things.

To be honest, seeing that WSJ and Serpens are involved in the new version gives me great hope that this will be the missing key to finally achieving the level that these games have shown they potentially always could reach.

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PostPosted: Mon Jan 31, 2011 8:55 am
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WSJ wrote:
ronwolf1705 wrote:
Plus, you already have two excellent mappers with serpens and WSJ so I don't think you really need another one. Smile

Well thanks for the compliment, though it wouldn't hurt for us to have a few additional mappers, since 60 levels is still a good deal of work, even for two people. Not to mention, I have my own projects going on as well. The more mappers we have, the faster this mod will get done.


I didn't know that there were going to be 60 levels, that is indeed quite a large number. Well, I suppose I could help out in a couple of months but that really depends on other mods and school ofcourse. So I'm not promising anything! Mr Green
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PostPosted: Mon Jan 31, 2011 9:03 am
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.....


Last edited by Thomas on Mon May 30, 2011 1:38 pm; edited 1 time in total
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PostPosted: Tue Feb 01, 2011 8:03 pm
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Update:

All the Weapons are Done and The enemies are Somewhat Done Waiting on WSJ to be done with the Sniper and Support Trooper

Lozer_42 Will be doing the Title Picture and the Signon....(I think I haven't Asked yet)

I still need a Few More Mappers I'll update the 1st Post on what Mapper takes what Chapter.

And the Sprtiecount is -Drum Rolls-: 2344 and still going up maybe.

Thats all

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