It's very great job bro. I've found your mod about week ago and after watching youtube videos, my brains flew out of my headdbthanatos wrote: ↑Mon Feb 19, 2018 8:25 pmAbsolutely... not :DCombinebobnt wrote: ↑Sat Feb 10, 2018 10:10 pmnice mod maps and release but is it compatible with brutal doom?
Thanks! it sure was a blast! On the release day I played something like 7hrs straight
Here's a bit of that (in terrible quality!)
Spoiler: (Open)
I never tot this engine can be modified like that, but this is awesome work ever i've seen for DooM.
After playing a while i started to search for doom engine coding tuts. Was amazed, it's very similar to pawn and C++, i've coded before only GoldSource engine games with C++ and pawn.
Now i'm reading tuts and includes about ingame events, to modify your game more. I've made some changes in source code (thanks for scripts sharing, they are awesomly coded!), to see how i can feel inside .acs and decorate as newbie.
Nah, original Quake Champions sucks compare with this incredible game. Thanks bro for your hard work!
This engine is really insane, also i love 2D pixel graphics with some HD hud.
Sorry but this test vid with godmode xD, because bots kill me very quckly
Spoiler: (Open)And the great thing i've discovered we can use a lot of bots, omg once i've added about 40 bots at once my PC lagged like hell
But if using addbot step by step, there is no lagging, need to look more in Zandronum source code for this.
Started to remake weapon sprites from zero. I'll use new weapon skins of QC from Dec 2017 update.
Using gradient and smooth effects on corners to make them look more lovely.