Dark Spectral Doom (RDDR Reborn)

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Expand view Topic review: Dark Spectral Doom (RDDR Reborn)

DSDoom v0.2: Textures and Core Files Ready

by ChupaReaper » Tue Sep 21, 2010 12:07

Another update, I've sorted out all of the textures having a nice new texture pack fully working. I've added a lot of modern interior textures such as plaster ceilings, wallpapers and other surfaces such as false kitchen tiling, kitchen bench textures, etc.
  • Ambient Pack needs redone.
    -Sounds need reorganized.
    -Special Effects need implemented.

DSDoom: v0.1 The RDDR Reboot Begins

by ChupaReaper » Fri Aug 13, 2010 18:19

With this being a reboot I've already got a load of stuff ready done, so for now it's a matter of shuffling things about and tidying up some of the RDDR mess, though it was quite organized so that makes life even easier.

Plans for v0.1 > v0.2:
  • Setup the new System pack with things reorganized:
    -Items need sorted.
    -Particles need to be sorted, I plan on upgrading these too.
    -Base files such as KeyConf, LockDefs, Fonts, etc need looked through.
  • Setup the new Textures pack:
    -Textures need to be more organized, some need to go and space needs to be prepared so new textures can be easily added.
    -Splashes and Terrains need to be looked over.
v0.2 Should have the basics for a test map to be made.

As for Requiem, I want to have some of the base elements setup first before I begin working on this project, these include:
-System Pack ready, else nothing will work at all.
-Textures Pack ready, new textures can be added when necessary.
-Ambience Pack sounds ready, it gets boring without good sounds, particle effects like fire and weather, etc will be added later on.
-Obstacle Pack ready, I already have a large selection of obstacles in md2/md3 format so they just need sorted, new stuff can be added on the go.
-Weapon Pack started, the basic weapons from RDDR will do most things early on in the game., the more important stuff can then be worked on when required.
-Demon Creature Pack started, Trites are the first thing encountered so I'll need them first, everything else can then be added on the go.
-Races Pack started, I will need the Human race started up with at least one playable character and a few friend characters with skins, both genders preferable.
-Spells may be included much later on so for now no plans are set for spells, I will hopefully have them working separate to weapons.
-Other Creature Packs and Race Packs wont be in Requiem, at least for now so no work here.

Re: RDDR: Has Evolved...

by ChupaReaper » Wed Dec 23, 2009 13:55

Well a lot of progress has been done, with all these now working (i know the ticks and trites already work but I've had to do some tiny changes so that they'll work with the new weapons later)
Spoiler: Image
Also I've done the Vagary which is now a common enemy to fight rather than a boss so her healths shot down but her appearance in game will shoot up...
Spoiler: Image

Re: RDDR: Has Evolved...

by ChupaReaper » Tue Dec 15, 2009 15:52

Thats ok, I've got special plans for the weapons, I want to have customisable weapons which the player can alter in game, like the upgrades in the new Wolfenstein but better, because especially after RDDR, I found that though having around 100 different weapons adds a lot to the game, it makes it quite annoying as you don't know what weapon to use and the player can become too powerful so I want to reduce the total amount of weapons while still providing a wide choice. If you've played Codename: Outbreak, the weapons a tiny bit like that.

Re: RDDR: Has Evolved...

by dark-slayer-201 » Tue Dec 15, 2009 15:48

want some ut2k4 weapons in md5 format?
well, that depends if i am allowed to.

Re: RDDR: Has Evolved...

by ChupaReaper » Tue Dec 15, 2009 15:13

Yeah I wanted it to be extremely tough, with Soul Cube damage it'll go down faster, the D3 Cyberdemon has 4000 health, I gave Asmodeus 5000, but I will also be making new guns and removing the D3 ones so I'll make sure its pretty balanced, not too easy though...
Around 3 rockets after all that BFG damage would have finished it.

Re: RDDR: Has Evolved...

by Psycho » Mon Dec 14, 2009 21:55

Looks cool. Really strong though. Wasted a ton of BFG all over it and it's still walking.

Re: RDDR: Has Evolved...

by ChupaReaper » Mon Dec 14, 2009 15:06

Yea the video quality is pretty bad I'm going to upload a better version at some point, I used ZDSoft Screen Recorder but forgot to up the fps, and the aspects off cause I uploaded it around 3am lol.

Re: RDDR: Has Evolved...

by dark-slayer-201 » Mon Dec 14, 2009 15:03

2 things could be better.
1: Your fps it really low. Try using low or medium quality.
2: Your aspect ratio looks like 16:9 squished into 4:3

Re: RDDR: Has Evolved...

by ChupaReaper » Mon Dec 14, 2009 14:38

The Doom 3 Spider Mastermind: Asmodeus is finally active...
http://www.youtube.com/watch?v=UTxyHbh-tzE

Re: RDDR: Has Evolved...

by ChupaReaper » Mon Nov 23, 2009 1:21

Yep I'm animating her at the minute, I've made an skeleton and will hopefully be able to nab a bit of the trite animation but obviously alter it so thats its more suitede, then I need to make the model smaller, alter some things maybe add eyeballs not sure on that and we have an Arachnotron too, the scripting is gonna be tricky but I'm starting to get used to it, very different to good old decorate script but with Doom 3 there is soo much more and my mod on the gzdoom/skulltag engines uses so many hi res textures and models that it needs just about equal maybe more or less power than doom 3 itself so I might as well work with a more powerful engine.

And for my website I used Dreamweaver CS4 the code is this, I've used a CSS stylesheet though but you don't have to use those for a fixed background, it works in Google Chrome too as thats my default browser:

Code: Select all

background-image: url(../Images/Background.png);
background-repeat: repeat;
background-attachment: fixed;

Re: RDDR: Has Evolved...

by dark-slayer-201 » Tue Nov 17, 2009 2:22

even just this looks promising...
Spoiler:
oh, and is there any chance to release a separate keyconf file for RDDR's weapons?

Edit: the abandoned projects have no hyperlink.

Re: RDDR: Has Evolved...

by PeskySaurus » Mon Nov 16, 2009 21:56

i have a question ... on your website for thsi project how the hell did you get that background to stay fixed? i'm on firefox and i thought that was an ie only code. please teach me id love to be able to do that! :D

Re: RDDR: Has Evolved...

by ChupaReaper » Sat Nov 07, 2009 1:56

I have stopped development for this mod, but in a way it hasn't been abandoned as its entire concept and a few materials are moving on to the hellish ground of the IDTech 4 Doom 3 engine... A few of you will hate to hear that as Doom 3 is one hell of of a hard core engine but since its release it no longer takes a super computer to run it (unless you have a crappy Mac lmao).

If you're interested in this new project, check out my brand new website http://darkspectral.totalh.com/Games.html
Dark Spectral is a rebirth of Reaver Dragon, on it I will eventually have the old RDDoom files for grabs but more importantly my new Dark Spectral Doom project. Thanks to the producers of Recall to Hell (an abandoned Doom 3 TC mod), I have this to kick my new project into action:
Image
It's annoying really, if I was still working on RDDR it would take me less than a day to get this to replace the current Spider Mastermind model and maybe with some alterations it could replace the Arachnotrons too.
You may notice the image is called AsmodeusDev.png, that is because I decided to name the Spider Mastermind Asmodeus, said to be one of hell's top demonic commanders so a will fitting name and it beings with an A matching Arachnotron and Astaroth (replacing the RDDR Trachnatic in DSDoom). Enjoy, this image is not a graphical edit of those other ones as you will tell by the unique angles and 3DS Max screenshot, I do not take credit for the model or texture but will be claiming credit for its animation when I get round to it and its Doom 3 scripts...
For more info see my new website.

Re: RDDR: Huge 3D Additions for GZDoom

by Rachael » Wed Jul 29, 2009 13:11

7z is better than rar, compression wise.

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