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About Collegia Titanica
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Warming Up
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Knee-Deep in KDiZD: Released! It's KDiZD for doom2.exe - 1.7 is out
Collegia Titanica replied to esselfortium's topic in WADs & Mods
Why. The. Fuk. Would you make something that doesn't work on the MAIN Doom engine EVERYONE uses ??!?!? -
Wow. Amazing.
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what are you working on? I wanna see your wads.
Collegia Titanica replied to everennui's topic in WAD Discussion
Nice job comrade. -
what are you working on? I wanna see your wads.
Collegia Titanica replied to everennui's topic in WAD Discussion
That looks like Plutonia Map 12 -
Ever heard of Oblidge ? It's a doom map wad generator, set up some prefabs and click generate ...
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My english is quite good, I could improve your texts so it doesn't sound like broken English. As for translation, if you mean from russian to english then yes, even though I don't know the language, I have friends who can assist in translating, and I can make it sound decent.
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Well that makes sense. Do you need help with anything ? You seem to be working mostly on your own. Also, when it's done, we can give your mod a shoutout in the PB, BD , and black mass discords with @everyone, there are a lot of doom members in these, it will be seen and played. A survival style mod, well designed levels, it goes perfectly with Brutal mods. I found a gameplay video, maybe you should have included it in the post :)
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This look amazing, never been done before. Looking forward to playing it. As far as I know, the required maps are Normal,Metallic,roughness and AO, and they all must be in 8bpp right ? Then defined in gldefs:
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So what is the current status of the mod ? Overall how close is it to a release-ready state ? And what software do you use to create these materials ? How long have you been working with graphics ? Because it's obvious you have experience, recently I've taken great interest in this stuff as well
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We won't release you from your vows that easily :P To anyone reading this, I'd strongly recommend this wad with Project Brutality on higher difficulty
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UltraHD Texture Pack - 2nd Tech Demo released!
Collegia Titanica replied to hoover1979's topic in WADs & Mods
Solution to performance problems: Enable Texture Precache in Display Options --> Open Gl options --> Texture Options .... Precache GL Textures. This takes all the loading and adds it as the map is loading, it's like a loading screen, without any graphical interface. After this, there won't be any problems -
(Special Movement) -Only move with Patrol command
Collegia Titanica posted a question in Editing Questions
I want my unit to move ONLY when given the patrol special, never on it's own.SO none of that zig zag nonsense. Yes, it's a tank, with a turret that is spawned repeatedly via A_Warp to the master base.The turret rotates and fires while the base only moves straight at the patrol point. -
While Angle changes are left and right movements ( Z axis rotation) Pitch changes are up and down (Y axis rotation) What about sideways (x- axis ) ? How can I rotate an actor sideways ? I'm trying to make the [A] and [D] keys do this
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Collegia Titanica changed their profile photo
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I'm new to doom modding and am trying to create a unit which fulfills 3 roles that I need help with: 1) Eligible targets must be a certain height Z above the unit in order to be targeted or even considered. I don't want this firing on ground targets. 2) Missile trajectory must be curved in the beginning , then switch to homing. (nohomo) . . (homo) . . . . . . (x) . ____(You must be this high in order to be killed)________________________________________________ . . (Poom Poom) Yes, it's an AA platform. I assume (2) would be done by adding a certain pitch to the projectile with a fast change in angles for a certain time 3) Making sure once a missile is fired, the target is considered dead. I'm aware of the existance of ClearTarget but I'd like certainty, forcing the unit to choose another target. This is my first post and I'd appreciate detailed answers and code contributions. With your help, I can get my project done and will feature all those who help.