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Mechadon

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About Mechadon

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  1. Mechadon

    Counterattack - Now on /idgames!

    Ok cool, I guess I'll do an updated release sometime in the future then :). I don't know when I'll be able to do it exactly, but I will get to it as soon as I'm able. This is awesome stuff Deadwing, I will definitely update the track. Thank you for allowing me to use it! *edit* I just realized that I put together a changelog for all the updates I made in the past. So I'll post it here for you guys. If anyone happens to find any other bugs that aren't listed here, let me know and I will make sure they get addressed in the update.
  2. Mechadon

    Counterattack - Now on /idgames!

    Thanks for playing Maribo, glad to hear you enjoyed it! If you get a chance to play through Vela Pax, I hope you'll find some enjoyment in it as well. It's much less refined or focused than Counterattack, but I think there's still some fun to be had with it. Especially if you don't mind getting lost in huge maps :P. Maybe one day I'll get a chance to finish it. Since this got a bump, I should mention that I've been sitting on an update for this for a while now. I made a bug fix update shortly after the original release and then promptly forgot about it :P. A little while after that I remembered that I made a fixed version, but decided that there needed to be some sort of extra content to warrant an updated release. So I've got some updated graphics and a few other things added...but I just got busy at some point and forgot about it again. Now that so much time has passed, I'm not sure if its worth the hassle. Would anyone like an updated release? If I do that though, one thing I would like to spend some time on is cleaning the automap for all of the maps. That will take up a good chunk of time though, so that would delay the release by a good bit. But if there's any sort of demand for an update, I'll be happy to do it in the future.
  3. I'm not sure how your compilation is being put together, but ideally both should be included in some form.
  4. I'm think there have been 1 or 2 other guys who wanted to add this in some sort of compilation wad in the past. I think that's fine just so long as all the credit info is included.
  5. I guess the question has been answered already, but yea ray tracing isn't something we've looked at. I'm assuming that's an engine feature, so if GZDoom gets it (or already has it, I'm not up-to-date on this stuff), then Supplice may get support for it. But if it requires extra work on our end, then its probably not something that will happen, at least for the time being. We are focusing on the game's content first and foremost.
  6. I realized that I didn't post an update here, but Episode 3 was recently released! It's part of the Steam Summer Sale right now, so you can grab it at a discount if you're interested :) This was answered a while ago, but in a different thread. The short answer is that while we would love to have Supplice be available on as many platforms as possible, currently we don't have a say in that matter. I imagine that it will be available on other platforms in the future once v1.0 (with all 6 episodes) is released.
  7. Hello! We are currently working on Episode 3 and making some great progress. It should be a very nice content update once we're done. I haven't used this thread to make updates lately because we mostly go through our social media accounts to do that. Also I'm pretty terrible at multi-tasking and I haven't had the time to properly update the post here. If you want to keep track of our progress, keep an eye on our Twitter/X page for updates (we try to do Screenshot Saturday posts as much as we can). We also have a Discord group you can join, if you're into that. Anyway as an apology, have some screenshots of the newly completed E2M6 (I don't think these haven't been shared anywhere yet).
  8. I think Kinsie and Gez pretty much answered your question. But I'll say that if we are able to put Supplice on other platforms in the future, we will try to do that. I'm certainly in favor of having the game on other platforms, though I don't have a say in that matter. I'm sure we'll make an announcement if/when Supplice appears on other platforms.
  9. At the moment no, but that could change in the future. I believe we did base the character design off of her though. Thanks for taking the time to test it! Hopefully it was just a fluke then. I've had issues with GZDoom running strange for me on random occasions; restarting would usually fix the issue for me in that case.
  10. Hey thanks for playing, I'm glad you're enjoying it! That's an odd issue that I haven't seen any reports of (will have to double-check). If you want, try spawning one in from the console (summon ophaneon) and see if it causes issues. If it does, I'll bring it up with the team and see if we can figure out what the issue might be.
  11. Cage has plans to paint over the monster sprites at some point, so I would assume that issues like this will be alleviated once those are done. Right now the majority of the monster sprites are raw grabs from their 3D models (he may have done some cleanup work though, I'm sure its not exactly that simple :P). I think I might have an old build lying around somewhere before we did the Boom/ZDoom split, so it would be the Boom variant. But I don't think we'll release any of that old stuff until well after the main game is finished. Cage may release some of the old Doom monster sprite paint-overs at some point since those are pretty cool. Most of the old stuff is just going to be unused or old graphics so there's not much to actually play as far as maps go (other than unpopulated DM maps). ReaperAA already answered your question here, but I think GZDoom might have an option to change how skies are rendered (you might have to dig around the menus). We didn't have time for the EA release, but Cage had mentioned replacing the skies with higher-res versions (same sky, just higher definition). Actually since the subject of skyboxes came up, I might ask him if its possible to turn them into proper skyboxes in the future.
  12. Thanks for the kind words and continued support everyone! Thank you for taking the time to report that bug. QA actually found this one before the EA release, but I couldn't figure out exactly what was going on. It probably has something to do with the line portal there (near the orange key door). We ran into a lot of portal issues during the last few weeks of development. Hopefully I can get it figured out in the future. The Minigun is only in M5, you'll get to see more of it in Episode 2. Initially it wasn't going to be in E1 at all, but Cage and I wanted to do the Minigun turret defense thing for the final gate fight. I haven't addressed Supplice being on other platforms (like GoG) mostly because I don't have a definite answer for you. All I can say is that if we are able to release it on other platforms in the future, we will try to do that.
  13. Hello guys! I thought it would be a good idea to let you know that we released Supplice in Early Access today! https://store.steampowered.com/app/1693280/Supplice/ We've been working incredibly hard on this, so I hope everyone enjoys it! Also sorry about the outdated OP. At some point I'll see about updating that stuff.
  14. Hey welcome back mouldy! Glad to see you're still interested in mapping. I'll be sure to check this out :)
  15. I'm pretty sure the lone difference between the vanilla and boom maps are the conveyor belt voodoo dolls. Aside from that, the maps should be identical. The only other difference between them are the map lump names (ie. MAP02 vs. MAP02B).
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