Sonic and Sega Retro Message Board: There's Something About Tails [unofficial topic] - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 3 Pages +
  • 1
  • 2
  • 3
    Locked
    Locked Forum

There's Something About Tails [unofficial topic]

#16 User is offline Vendettagainst 

Posted 04 August 2011 - 11:54 PM

  • Apparently shooting kills things
  • Posts: 1147
  • Joined: 22-August 08
  • Gender:Male
  • Location:Clarksville, TN
  • Wiki edits:5
Interesting... maybe this deserves a server on ZDaemon for testing sometime? ;)

#17 User is offline Sodaholic 

Posted 09 August 2011 - 09:11 PM

  • Colony ship for sale, cheap!
  • Posts: 1004
  • Joined: 05-September 04
  • Gender:Male
  • Location:Ohio
Addressing everyone here.

View PostFuzedknight, on 28 July 2011 - 03:15 AM, said:

Trying not to pester you too much but I must ask, for this game does PDF have any intentions of various difficulty settings much like the basic Doom ones? I don't know how ZDoom works as I've never heard of it so excuse my lack of knowledge. ... Although after watching that video I am worried about how the normal Doom AI might affect your enemies, it doesn't seem to be going too well as I see a lot of the guys just running around aimlessly while you slaughter them.

Difficulty settings are in, of course. Believe me when I say that ZDoom is so much more capable than the original engine, any concerns with how well this game will work with the Doom engine are probably irrelevant; ZDoom is loads more capable. When it comes to AI, I dunno if we can change that, though. I mean, it is possible to code new AI, but neither PDF or I really have the skill or patience to do it.

View PostBlackhearted Knight, on 01 August 2011 - 10:54 PM, said:

Reading the comic, at current. I'm actually curious to know what kind of BattleMech Jake was piloting when he "died". At Year 3232, though, I'm not too sure if any will actually be available. Since he mentioned the Inner Sphere, you should probably knock back the date to at least 3055, during the Clan Invasion. For the sake of accuracy anyways. I'm liking the concept and the story so far, and I look forward to more. Shoot, the webcomic alone makes it worth it.

Don't ask me any questions about the story: I'm not the one writing it, and I'm not too familiar with all of the nuances and details of it anyway. If anyone wants to know anything about the story, try contacting PDF instead.

View PostWind, on 02 August 2011 - 08:58 AM, said:

I'm just wondering, will it have online gameplay? This is running on the Doom engine...

I haven't confirmed this with PDF, but from the looks of things, this is only going to be a single player project. I might try to convince him to add co-op to Invasion mode, though, but don't count on it. ZDoom is mostly a singleplayer port. While it can do multiplayer, it's based on a much older peer-to-peer LAN architecture, not modern internet-based client-server.

View PostVendettagainst, on 04 August 2011 - 11:54 PM, said:

Interesting... maybe this deserves a server on ZDaemon for testing sometime? ;)

Err, no... A few things about that. First off, ZDaemon's community is a cesspool of retarded shit and drama, and the rest of the Doom community hates them for the shit they pull all the time. (just recently, a few of their fanboys were trolling the Doomworld forums in yet another heated debate over the port) The thread starts out calm enough, but it turns into a real shit-fest within the first few pages. Link: http://www.doomworld...urns-109-today/

Besides that, while ZDaemon is based on ZDoom, you do realize that it forked off like almost a decade ago, right? ZDaemon is extremely primitive compared to how ZDoom is nowadays, it's almost a completely different engine. Skulltag is a port that is based on a much more current build of ZDoom, but even it's starting to fall behind...

Trust me, anything made for ZDoom since at least 2005 (especially starting 2007) doesn't have a chance in hell of running on ZDaemon (without some serious stripping-down), it's just too outdated. ZDaemon still relies heavily on DeHacked, something that's been abandoned for years in ZDoom, Decorate and ACS are far more capable. As I said, the engines are incompatible now, since they've branched years ago.

If there is any multiplayer aspect of the game, I doubt PDF wants to be involved, and it would more likely be a semi/un-official branch of the mod by me for Skulltag. And I don't even care about it that much, so don't expect it.
This post has been edited by Sodaholic: 09 August 2011 - 10:26 PM

#18 User is offline Vendettagainst 

Posted 10 August 2011 - 01:40 AM

  • Apparently shooting kills things
  • Posts: 1147
  • Joined: 22-August 08
  • Gender:Male
  • Location:Clarksville, TN
  • Wiki edits:5

View PostSodaholic, on 09 August 2011 - 09:11 PM, said:

View PostVendettagainst, on 04 August 2011 - 11:54 PM, said:

Interesting... maybe this deserves a server on ZDaemon for testing sometime? ;)

Err, no... A few things about that. First off, ZDaemon's community is a cesspool of retarded shit and drama, and the rest of the Doom community hates them for the shit they pull all the time. (just recently, a few of their fanboys were trolling the Doomworld forums in yet another heated debate over the port) The thread starts out calm enough, but it turns into a real shit-fest within the first few pages. Link: http://www.doomworld...urns-109-today/

Besides that, while ZDaemon is based on ZDoom, you do realize that it forked off like almost a decade ago, right? ZDaemon is extremely primitive compared to how ZDoom is nowadays, it's almost a completely different engine. Skulltag is a port that is based on a much more current build of ZDoom, but even it's starting to fall behind...

Trust me, anything made for ZDoom since at least 2005 (especially starting 2007) doesn't have a chance in hell of running on ZDaemon (without some serious stripping-down), it's just too outdated. ZDaemon still relies heavily on DeHacked, something that's been abandoned for years in ZDoom, Decorate and ACS are far more capable. As I said, the engines are incompatible now, since they've branched years ago.

If there is any multiplayer aspect of the game, I doubt PDF wants to be involved, and it would more likely be a semi/un-official branch of the mod by me for Skulltag. And I don't even care about it that much, so don't expect it.

I don't really pay much attention to the "community" around it... I don't visit the forums or anything, just jump onto servers and play. And yeah, I know it forked, but I've seen some semi-modern mods played on it, so I wasn't sure about that.

#19 User is offline Project Dark Fox 

Posted 11 August 2011 - 12:40 AM

  • Nightmare Fuel Station Attendant
  • Posts: 8
  • Joined: 10-August 11
  • Gender:Male
  • Location:Lexington, NC USA
  • Project:There's Something About Tails, a ZDoom mod
Hello! I'm here to answer the questions Sodaholic couldn't answer. :)

View PostScrewdriver, on 18 July 2011 - 01:01 AM, said:

I remember this comic. Fun stuff. (and by fun I mean slightly disturbing.) I'll have to try this out.

I thought it was only available on the Mystical Forest Zone.

It is also on an offshoot site, Treadhead Studios. I will be trying to release the mod to as many places as possible, including The Mystical Forest Zone (if Kajin allows me to), Treadhead Studios, as well as Doomworld /idgames.

View PostScrewdriver, on 19 July 2011 - 12:37 AM, said:

Am I the only one who noticed that Jake is holding the gun with his right hand but it is on the left side?

This is just bad art in action. I am in the process of completely redoing those sprites.

View PostFuzedknight, on 27 July 2011 - 03:28 PM, said:

I am sold, I cannot wait to see a demo for this. Just curious but is that comic still being worked on?

Not at this time. Once the demo is released, work on the comic will resume.

Quote

Edit 2: Ah my apologies I posted before checking out the vid, mainly just Marines equipped with different weapons and colors to represent them as your main foes. Definitely looks like an interesting game.

Later on there'll be more than just Marines to shoot.

Quote

Damn... that does look good. I'm suprised other hacks don't use this.
WOW! Just found the page about your hack on there, upgrades in Doom!?!? Excuse me???
Almost stunning! Best of luck to you on this, I'll certainly be watching.

One should never underestimate the power of ZDoom. ;) As a bigger plus, no hacking of the engine has been done. Everything is "external" and in the WAD. Or rather, the PK3.

View PostBlackhearted Knight, on 01 August 2011 - 10:54 PM, said:

Reading the comic, at current. I'm actually curious to know what kind of BattleMech Jake was piloting when he "died". At Year 3232, though, I'm not too sure if any will actually be available. Since he mentioned the Inner Sphere, you should probably knock back the date to at least 3055, during the Clan Invasion. For the sake of accuracy anyways. I'm liking the concept and the story so far, and I look forward to more. Shoot, the webcomic alone makes it worth it.

I actually picked a time that far in the future because I was young and not that well versed in the BattleTech universe. The BTech fanfic is much older than TSAT itself, and as a result, MechWarrior: Dark Age is actually newer than it. I still wound up picking a time ahead of THAT, and started referencing the "Age of Destruction" more and more.
But I also picked the 33rd century because I wasn't aware of any serious genetic science going on in the 31st/32nd. There was, I did find out later, but nothing on such a significant scale as to breed super-soldiers...
The 'Mech Jake was in was actually a custom model designed by himself. See [this article] on Treadhead about the RF2-O Red Fox II.

View PostVendettagainst, on 04 August 2011 - 11:54 PM, said:

Interesting... maybe this deserves a server on ZDaemon for testing sometime? ;)

This will be incompatible with Skulltag and ZDaemon. However, there has been consideration to make an "official" and near-canon Deathmatch mod, and a canon Cooperative mod.
This post has been edited by Project Dark Fox: 11 August 2011 - 12:55 AM

#20 User is offline MegaDash 

Posted 11 August 2011 - 02:11 PM

  • :D
  • Posts: 2164
  • Joined: 06-February 10
  • Gender:Male
  • Location:Florida
Cool. Welcome to Retro, you two. Best of luck on the project and the comic, I'm looking forward to it.

Not that I'm ready to offer vocal auditions, but have you sorted out the voice actors yet?

#21 User is offline Project Dark Fox 

Posted 11 August 2011 - 04:25 PM

  • Nightmare Fuel Station Attendant
  • Posts: 8
  • Joined: 10-August 11
  • Gender:Male
  • Location:Lexington, NC USA
  • Project:There's Something About Tails, a ZDoom mod
I've insisted that the voice acting is going to be far too much of a hassle to deal with. We're just going to upgrade the dialogue from simple text lines (as seen in the trailers on YouTube) to nicer black text boxes with portraits.

#22 User is offline MegaDash 

Posted 11 August 2011 - 05:03 PM

  • :D
  • Posts: 2164
  • Joined: 06-February 10
  • Gender:Male
  • Location:Florida
Fair enough. Gives the game a much more retro influence. Although I'm sure there were a few talented entrepreneurs who could've stood up to the job, but as you will.

#23 User is offline Project Dark Fox 

Posted 11 August 2011 - 07:39 PM

  • Nightmare Fuel Station Attendant
  • Posts: 8
  • Joined: 10-August 11
  • Gender:Male
  • Location:Lexington, NC USA
  • Project:There's Something About Tails, a ZDoom mod
It was to save said entrepreneurs' insanity than ours; the scripts keep getting fine tuned as we're/I'm lopping off whole segments of maps to make SURE the experience remains fun, not to mention that progress has remained slow for about two years. Sodaholic has not been on-board for long and he's done far more in six months than I did those two years.
This post has been edited by Project Dark Fox: 11 August 2011 - 07:42 PM

#24 User is offline Sodaholic 

Posted 21 November 2011 - 05:25 PM

  • Colony ship for sale, cheap!
  • Posts: 1004
  • Joined: 05-September 04
  • Gender:Male
  • Location:Ohio
Just so you guys know, development of the demo is almost done. Expect it soon. Whoops, spoke too soon.
This post has been edited by Sodaholic: 17 December 2011 - 01:27 AM

#25 User is offline Blivsey 

Posted 21 November 2011 - 06:17 PM

  • Charismatic Sonicaholic
  • Posts: 591
  • Joined: 20-September 11
  • Gender:Male
  • Location:Ioway
  • Project:Throwing my support behind others' projects (aka none)
Holy shit I might have to play DOOM now.

#26 User is offline Fuzedknight 

Posted 22 November 2011 - 07:13 AM

  • Epic Gnome Time!
  • Posts: 111
  • Joined: 25-December 10
  • Gender:Male
  • Location:British Columbia Canada
As inactive as I seem, curious how you filled that *gap* so quickly. As in beforehand it sounded like you guys still had issues with the story and all of that but your telling me a demo is soon? I may not be on Retro often but damnit I'm gonna check this thread daily now.

#27 User is offline Sodaholic 

Posted 22 November 2011 - 08:50 AM

  • Colony ship for sale, cheap!
  • Posts: 1004
  • Joined: 05-September 04
  • Gender:Male
  • Location:Ohio

View PostFuzedknight, on 22 November 2011 - 07:13 AM, said:

As inactive as I seem, curious how you filled that *gap* so quickly. As in beforehand it sounded like you guys still had issues with the story and all of that but your telling me a demo is soon?

I don't recall any story issues or "gaps". There were gameplay and scripting bugs we still had to work out, but most are fixed.

We were already planning a demo by the end of the year in the first place.

View PostFuzedknight, on 22 November 2011 - 07:13 AM, said:

I may not be on Retro often but damnit I'm gonna check this thread daily now.

It's not gonna be out that soon, so there's no need to check the thread daily. What I meant is that it should be out in early to mid December.

#28 User is offline Fuzedknight 

Posted 23 November 2011 - 03:44 AM

  • Epic Gnome Time!
  • Posts: 111
  • Joined: 25-December 10
  • Gender:Male
  • Location:British Columbia Canada
Ahhhh I had a feeling it was a little closer, still though can't wait to try out one of the most interesting Sonic concepts I've heard of.

#29 User is offline Sodaholic 

Posted 23 November 2011 - 08:47 PM

  • Colony ship for sale, cheap!
  • Posts: 1004
  • Joined: 05-September 04
  • Gender:Male
  • Location:Ohio
Just for general public knowledge, despite being 99% done, the TSAT demo will unfortunately not see release this year. PDF wants to do some sprite related work on it before it gets released, and I was informed that it won't be at least until January. I apologize for announcing that it would be released in 2011, I did not foresee this delay occurring.
This post has been edited by Sodaholic: 17 December 2011 - 01:28 AM

#30 User is offline Sodaholic 

Posted 06 January 2012 - 01:22 PM

  • Colony ship for sale, cheap!
  • Posts: 1004
  • Joined: 05-September 04
  • Gender:Male
  • Location:Ohio
PDF decided to throw another fit and cancelled the game. Sorry guys. :(

  • 3 Pages +
  • 1
  • 2
  • 3
    Locked
    Locked Forum

2 User(s) are reading this topic
0 members, 2 guests, 0 anonymous users