There's Something About Tails [unofficial topic]
#16
Posted 04 August 2011 - 11:54 PM
#17
Posted 09 August 2011 - 09:11 PM
Fuzedknight, on 28 July 2011 - 03:15 AM, said:
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.
Blackhearted Knight, on 01 August 2011 - 10:54 PM, said:
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.
Wind, on 02 August 2011 - 08:58 AM, said:
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.
Vendettagainst, on 04 August 2011 - 11:54 PM, said:
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starting 2007) doesn't have a chance in hell of running on ZDaemon (without some serious stripping-down), it's just too outdated.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.
#18
Posted 10 August 2011 - 01:40 AM
Sodaholic, on 09 August 2011 - 09:11 PM, said:
Vendettagainst, on 04 August 2011 - 11:54 PM, said:
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
Posted 11 August 2011 - 12:40 AM
Screwdriver, on 18 July 2011 - 01:01 AM, said:
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.
Screwdriver, on 19 July 2011 - 12:37 AM, said:
This is just bad art in action. I am in the process of completely redoing those sprites.
Fuzedknight, on 27 July 2011 - 03:28 PM, said:
Not at this time. Once the demo is released, work on the comic will resume.
Quote
Later on there'll be more than just Marines to shoot.
Quote
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.
Blackhearted Knight, on 01 August 2011 - 10:54 PM, said:
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.
Vendettagainst, on 04 August 2011 - 11:54 PM, said:
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.
#20
Posted 11 August 2011 - 02:11 PM
Not that I'm ready to offer vocal auditions, but have you sorted out the voice actors yet?
#21
Posted 11 August 2011 - 04:25 PM
#22
Posted 11 August 2011 - 05:03 PM
#23
Posted 11 August 2011 - 07:39 PM
#24
Posted 21 November 2011 - 05:25 PM
#26
Posted 22 November 2011 - 07:13 AM
#27
Posted 22 November 2011 - 08:50 AM
Fuzedknight, on 22 November 2011 - 07:13 AM, said:
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.
Fuzedknight, on 22 November 2011 - 07:13 AM, said:
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
Posted 23 November 2011 - 03:44 AM
#29
Posted 23 November 2011 - 08:47 PM
#30
Posted 06 January 2012 - 01:22 PM

00