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[RELEASE] Hollywood Holocaust Rethinked

User is offline   Tea Monster 

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#151

The other problem is that we are still using ancient, worn-out tech like MD3. There are all sorts of cool stuff you can do with normals that just aren't going to work with MD3 and how the current renderer treats gloss and spec maps.

Ferinstance.... this is a recent model by Mark for the Doomsday 2.0 project. It will look a lot like this in game.
Posted Image
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User is offline   Mark 

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#152

It looks like we'll be hitting 500 downloads today for the project. I know it hardly compares to some previous releases from others but I'm quite pleased because at release time I was expecting maybe 200 max. Thanks to all of you that played the game. I hope you liked it.

Merry Christmas.
4

User is offline   Mark 

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#153

When I added the prank phonecall bit from Shadow Warrior into HHR I thought I was being clever. Now that I played the Nuclear Winter mod I see its already been done. Have other mods used it before me too?

Although mine also had a responses from Duke in the call which was different. Plus one of the secret areas shows LoWang making the calls.

This post has been edited by Mark.: 29 December 2017 - 09:05 AM

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User is offline   Dacoolguy 

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#154

View PostTea Monster, on 26 November 2017 - 07:49 AM, said:

The other problem is that we are still using ancient, worn-out tech like MD3. There are all sorts of cool stuff you can do with normals that just aren't going to work with MD3 and how the current renderer treats gloss and spec maps.

Ferinstance.... this is a recent model by Mark for the Doomsday 2.0 project. It will look a lot like this in game.
Posted Image

Any links to some project page of forum regarding that model?
I think it looks awesome and I'm curious to see more Doom 3d model work done at that level of quality.
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User is offline   Mark 

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#155

You would be surprised at how great some of the models from HHR look in a better renderer. Teamonster probably knows the right Doomsday link. I just handed off the model to him. He is working with the Project leader.
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User is offline   Dacoolguy 

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#156

View PostMark., on 22 February 2018 - 12:10 PM, said:

You would be surprised at how great some of the models from HHR look in a better renderer. Teamonster probably knows the right Doomsday link. I just handed off the model to him. He is working with the Project leader.

But that's an Energy Cell Pack 3d model made after the original Doom sprite.
Is there no project page related to that model?
I would have expected to be some forum link somewhere, where more of that stuff is posted.
If you made it, then it looks very detailed, really like it.
Doom is in desperate need of detailed looking 3d models since forever.
I never to this day undestood how from such a popular game with such a huge modding fan community, was there nobody talented enough to actually go through with a full HRP for Doom, that's at least as good looking as the Duke Nukem HRP if not better.
Everything I've ever seen is very low quality and very amateurish looking.
I never used 3d models in doom, precisely because by my standards they're very low quality low poly, very poorly animated amateurish shit.

This post has been edited by Dacoolguy: 22 February 2018 - 12:24 PM

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User is offline   Mark 

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#157

Teamomster had a link to a short video with some new models in Doomsday. The latest update pack is still WIP and unreleased. I'm not part of the team so I'm not sure where an official forum thread is for that.
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User is offline   Tea Monster 

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#158

There is an active thread on the Doomsday forum over here: http://talk.dengine....del-project/p10

We've tried to mention stuff a few times over on Doomworld, but I think that's a bit of a lost cause generally :(

I post pics occasionally on our own Doom thread here as well.


1

User is offline   Altered Reality 

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#159

Could you make a "lite" pack that only includes the new enemies and their textures, for use with the HRP?

If your brain tells you one thing and your heart tells you another, get rid of those silly doubts and listen to your brain.
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User is offline   Tea Monster 

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#160

KuriKai assembles the packs, I'll ask him. In Doomsday, it's possible to turn on just the items you want, even though the whole pack has been loaded into Doomsday. So you can create a completely custom pack, just by turning off the items you don't want to play with.
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User is offline   Tea Monster 

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#161

I've recorded a playthrough with commentary.
https://youtu.be/HqoxLr6hTQE

This post has been edited by Tea Monster: 26 April 2018 - 01:16 PM

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User is offline   Mark 

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#162

View PostMark., on 01 September 2017 - 09:10 AM, said:

Here you go guys. The Red Light District map for HHR.

As I promised, I spent only a few afternoons this week to see what I could come up with before I move on to my next major project. After spending so much time on HHR it seems I just don't have the will to do another map properly. That plus trying to do this without making many more required models and textures is making this look too much like the first map. So I guess this is just a teaser. Its loaded with a lot of half done areas with half assed ideas. :P But I said I would release what I have by the weekend. Because it was heavily W.I.P. try not to judge it too harshly. This was just a fun experiment for a few days for me.


I was looking through my project folders and decided to attempt to finish what I started with the remaking of Red Light District. I have been working on it a hour here and an hour there. It shouldn't take more than another week or 2 if I stick with it. Like in the above post, it will still use existing HHR assets. Like HH, I'm adding a few new areas, retexturing original ones and of course adding more eye candy to the map.
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User is offline   Mark 

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#163

I forgot to mention in the previous post that at the same time I will also be releasing a version of the previous HHR map without the humor and NPCs. E1L2 will also be without those elements. Even though the mod had overwhelmingly positive reviews according to Youtube replies, most of the haters pointed to the static NPCs and their dialog.
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User is offline   Mark 

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#164

Sorry, nothing new here. I was reading through this thread and realized I forgot to provide a link to the thread for the other maps I released for this project.
https://forums.duke4...post__p__301678
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User is offline   Mark 

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#165

I was happy to see 2 more video playthroughs of HHR on Youtube. However, it comes with a downside. Presentation can mean so much and if someone does a bad one it can hurt the mod.

The first video has no narration and played without the Polymer lighting which was a main feature of the mod. Other annoyances in his gameplay but I won't go into detail.

The second video is from a guy that has experience doing game reviews and it had the potential to be a great review. But he had massive stuttering and lockups from his computer. HHR does push a comp hard along with recording slowdowns. But he also had trouble finding new areas of the map. Some which were needed to complete it. He also got killed a bunch of times because the areas he missed contained weapons and health. He also missed 4 of the 7 secret areas and other not secret but new areas. Overall he had some nice things to say but HHR would have been better served with a litlle pre-recording practice round. It would have allowed his video to show better gameplay and some of the stuttering would have been gone since his cache would be present for texture loading after the first play.

And last, both guys mis-spelled the title of the mod. But luckily Youtube was smart enough to present them in a search anyway.

This post has been edited by Mark: 29 October 2018 - 05:37 AM

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User is online   Trooper Dan 

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#166

View PostMark, on 29 October 2018 - 05:36 AM, said:

I was happy to see 2 more video playthroughs of HHR on Youtube. However, it comes with a downside. Presentation can mean so much and if someone does a bad one it can hurt the mod.

The first video has no narration and played without the Polymer lighting which was a main feature of the mod.


This is why some EDuke32 mods put up a big screen on top of the hud telling the player when they are using the wrong renderer. It sucks to have to do that.

View PostMark, on 29 October 2018 - 05:36 AM, said:

The second video is from a guy that has experience doing game reviews and it had the potential to be a great review. But he had massive stuttering and lockups from his computer. HHR does push a comp hard along with recording slowdowns. But he also had trouble finding new areas of the map. Some which were needed to complete it. He also got killed a bunch of times because the areas he missed contained weapons and health.


And this is why so many modern fps games are just fancy looking corridors, where people can't miss anything.
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User is offline   Phredreeke 

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#167

The first may be a symptom of the latter though (player turned off lights because they were giving him performance issues)
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User is offline   Micky C 

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#168

View PostMark, on 29 October 2018 - 05:36 AM, said:

I was happy to see 2 more video playthroughs of HHR on Youtube. However, it comes with a downside. Presentation can mean so much and if someone does a bad one it can hurt the mod.

The first video has no narration and played without the Polymer lighting which was a main feature of the mod. Other annoyances in his gameplay but I won't go into detail.

The second video is from a guy that has experience doing game reviews and it had the potential to be a great review. But he had massive stuttering and lockups from his computer. HHR does push a comp hard along with recording slowdowns. But he also had trouble finding new areas of the map. Some which were needed to complete it. He also got killed a bunch of times because the areas he missed contained weapons and health. He also missed 4 of the 7 secret areas and other not secret but new areas. Overall he had some nice things to say but HHR would have been better served with a litlle pre-recording practice round. It would have allowed his video to show better gameplay and some of the stuttering would have been gone since his cache would be present for texture loading after the first play.

And last, both guys mis-spelled the title of the mod. But luckily Youtube was smart enough to present them in a search anyway.


That's not unique to your mod. I remember someone doing a playthrough of the DNF DLC; Davox's excellent bike ride through the city in the 2nd map. However, the player is simply incapable of making one of the jumps, and keeps trying it over and over again, only to fail each time. It's actually pretty funny and worth a watch (the interesting bit starts around the 3 minute mark).

https://youtu.be/5u_Cf0RJPRg?t=190

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!

This post has been edited by Micky C: 29 October 2018 - 04:42 PM

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User is offline   Tea Monster 

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#169

In one of them, the dude literally walks straight past the Die Hard joke, and then wonders for the next minute or so what the voiceover is for. I mean, how do you miss a dude pinned to a wall with a length of sewer pipe?
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User is offline   MusicallyInspired 

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#170

Isn't that Commando?

Roland SC-55 Music Packs
It's Green (Duke3D BETA Track!) in FLAC, OGG, & MP3 with metadata loop tags
Duke3D, Doom, Descent, Hocus Pocus, and more...
Legacy of Grabbag Metal Medley
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