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.:DartmerC:.

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About .:DartmerC:.

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  1. .:DartmerC:.

    Doom3 in Doom2?

    lol, now we have to compete with nmn aswell. I've been doing alot of work on coding and scripting and will begin working on levels again real soon. Im just trying to tie all the loose ends toghether with the PDA and other objective things, but I really want to get to mapping delta labs, i've got some really cool ideas for that. I'm also mid way through making a real kick ass monorail section which if everything works how it should will probably be one of the coolest things i've done, and will use some features and tricks i've never before seen done in EDGE or doom for that matter. Patience is the key here though, i'm not going to give a date on the new release, but it wont be TOO far away. Also I'm real sorry Vegeta, but I really don't see any possibility of a 1.28 version of the mod, as far as leaps in technology have gone, 1.29 offers so much more that the mod would probably never work on it.
  2. .:DartmerC:.

    Doom3 in Doom2?

    Howdy, I just thought i'd update you on what im doing at the moment, I'm actually going over the levels making them a little more cinematic and dynamic, I realised we have all this amazing code for smoke effects etc and i'm busy adding some of this stuff into the maps. Also, someone else has begun mapping (sorry mate, dont remember your callsign by memory 0_o) so yeah, expect some updates sometime.. not too soon though. also, Dark_Shadow4002 if you have these resources or are thinking of creating your own tc, would you be interested in joining our project?
  3. .:DartmerC:.

    Doom3 in Doom2?

    Okay, its been a while since my last post - its been a while since i've looked at anything to do with this project, but work has started again. We have a new mapper/texture/anything else I can get him to do guy, Artem Tk. He'll be covering a few maps, and when those are complete, we will probably release our next update. As far as progress is going, this should take us up to just prior to entering hell. Also, it'd be nice if anyone with some interest could post something, so it doesnt just look like im talking to myself ^_^
  4. .:DartmerC:.

    Doom 3 HUD for Classic Doom?

    I made something similar for one of the DooM2.5 releases, but it used actual weapon icons instead of the little dots. Only problem is it lags older computers to fuck. Is actually pretty simple to do though.
  5. .:DartmerC:.

    Weapons In Progress (practice yer skills)

    Yeah Nick, how do you do your tracers? In a lot of my old weapon mods (unreleased) I simply trigger a projectile to be fired aswell as the bullet. This way, you can have some pretty nice looking dynamic lighting.
  6. .:DartmerC:.

    Doom3 in Doom2?

    For those interested, map04 is nearing completion and an update will be released in the comming days. Also, before this release I intend to clean up the first 3 levels a little and complete coding and enemy placement..
  7. .:DartmerC:.

    Doom3 in Doom2?

    For those interested, map04 is nearing completion and an update will be released in the comming days. Also, before this release I intend to clean up the first 3 levels a little and complete coding and enemy placement..
  8. .:DartmerC:.

    Doom3 in Doom2?

    Okay, next time I play with the frontend i'll try and add that option. Might be a little difficult considering somethings, but it should be quiet do-able. Also, I dont have much (or any) experience using alpha channels, can someone give me or dirrect me to a place where I can learn to use them in either Photoshop 6 or 7
  9. .:DartmerC:.

    Doom3 in Doom2?

    Can alpha channels be used to make parts of a spirte more tranclucent then others. For example, a sniper scope that fades to back around the edges rather then the sharp cutoff that we see in Lobo's excelect example.
  10. .:DartmerC:.

    Doom3 in Doom2?

    Ohh.. in tutorials. You seem to know quiet alot about EDGE, can you answer a few advanced questions for me please. Is it possible for transparancy with png images? Is it possible to use OGG files for sound effects rather then for music. What specail tags are avalible for images.ddf atm?
  11. .:DartmerC:.

    Doom3 in Doom2?

    Where can I get your sniper rifle demo. Also, Alpha channels would be awesome for texturing.
  12. .:DartmerC:.

    Doom3 in Doom2?

    yes.. yes I do. And to the question about the SSG.. we'll lets just say we have a few idea's we are going to throw in. Also, in my foolishness to upload the new stuffs, I neglected to actually write correct images.ddf entries for the png files. The correction is being uploaded as I type this post.
  13. .:DartmerC:.

    Models

    supermodels?
  14. .:DartmerC:.

    Looking for some work

    Can you map for EDGE? If so awesome, join me as a mapper for DooM2.5. If not, learn !! You'll truely love it, so much mapping freedom with EDGE.
  15. .:DartmerC:.

    Doom3 in Doom2?

    yay, I finally remember my password = I can finally post replys to the forums. Okay, seeing as alot of you people seem new to this thread, I'll give a quick rundown of the TC in general. Originally KRoNoS began this as a weapons mod with the help of Nick Perrin. The weapons were released, and activity died down a little. KRoNoS, in a way that only he can, dissapeared. I began mapping for the project, and Vegeta began making sprites. KRoNoS came back, ripped some sounds and made the chainsaw and a few other things.. ..then dissapeared again. Life took hold of me, and progress came to an almost complete holt. BUT now, progress has started again, EDGE is sexier then ever and the TC is beginning its transition to 24Bit. Go the the site, doom25.cjb.net and download the newest files (actually, all you need for this release is the new d3d2_25c and d3d2_tex files, or if you want the key setup we run, get doom2_5.zip aswell). Should I add an option to the front page to play doom2 with the doom2.5 weapons?
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