Tormentor667 Posted May 29, 2020 Thanks kindly for the words :) More remasters will happen in the future but I have no idea if I find the time to continue creating new stuff like that from scratch. Before, some other projects need to be finished - like Blade of Agony 2 Share this post Link to post
RichardDS90 Posted June 1, 2020 (edited) Just come across a bug, one of the demon's death animation, the demon simply disappears and leaves a second arm it seems to happen at random. Other than that, it's absolutely fantastic. A very worthy update! Just a question, is the ZDoom Community Map Projects getting the same treatment? Edited June 1, 2020 by Salahmander2 1 Share this post Link to post
seed Posted June 11, 2020 (edited) Made a let's play of Austerity as well today. Or okay, started it anyway, it was longer than expected lol. Part 1 is here - sorry for linking to it rather than posting it, but with Twitch's yesterday overhaul it looks like they've broken video embedding, everytime I post it the video just craps out as a result. And yes it's the real remaster this time, unlike TCOTD. I've ended up enjoying this even more than Sapphire, which I already loved as it was. The palette, the atmosphere, the combat, the level design, and the music, it all just clicks the right buttons in my book :) . So much so I actually can't think of anything I dislike, which says something I guess :p . Okay x2, apart from the fact that it seems to suffer from the same issue Sapphire did, the weapons are too close to the screen again, as if they ignore the status bar completely. With the transparent version of it it's not a big deal, but with it fully opaque it looks kinda dumb. Hope y'all have a good time watching this, like I had playing it. 1 Share this post Link to post
Tormentor667 Posted June 13, 2020 Thanks kindly for that experience, just showcased your stream on the Realm667 :) On 6/1/2020 at 3:25 PM, Salahmander2 said: Other than that, it's absolutely fantastic. A very worthy update! Just a question, is the ZDoom Community Map Projects getting the same treatment? Definitely :) 1 Share this post Link to post
seed Posted June 13, 2020 1 hour ago, Tormentor667 said: Thanks kindly for that experience, just showcased your stream on the Realm667 :) Noice, just seen the post :D . I hope everyone will have as much fun watching my let's play as I did playing Austerity. 0 Share this post Link to post
DoomKrakken Posted June 14, 2020 Actually rediscovered Austerity thanks to a friend, who played my weapon mod on the mapset. Once I saw effects were present that weren't previously there, I knew Torm was back in action. :D 2 Share this post Link to post
KevvyLava Posted June 14, 2020 This game is gorgeous, and I like that it's only 3 levels, but these levels are just too long. There is some good variance in the second and third levels (the third level was great) but if they were half as long, they would be just as good. I'd love to see a lush, foresty level. Or maybe something akin to the Forest Temple in Zelda:OOT. Just an idea. Excellent architecture on this. Good atmosphere, too. 1 Share this post Link to post
DoomKrakken Posted June 15, 2020 By the way, @Tormentor667, mixins classes cannot support Default blocks. I had to edit them myself in order to actually get to playing Sapphire and Austerity. 0 Share this post Link to post
Ozymandias81 Posted June 27, 2020 Well, while the code has not been done originally by me but Nash for TCOTD2, warnings happen under 4.3.3 indeed and only from Austerity (since the devbuild of Sapphire didn't need torches and got removed after, it simply needs to be updated), but then everything works fine under most recent 4.4.2 for example. Is it related by something where warnings are not enabled for these kind of issues on 4.4.2, and instead they were enabled on 4.3.3?Screenshots 1 Share this post Link to post