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Interceptor Entertainment is doing a Rise Of The Triad remake.

User is offline   Player Lin 

#571

Looking good and just disappointed about that HUD... :angry:
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User is offline   thatguy 

#572

That HUD is fine. I don't want a big clunky HUD for sake of 'Nostalgia' for a remake. This isnt gmDoom.
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User is offline   ---- 

#573

With the mod tools the HUD can easily be updated/downgraded/retrofied, I believe.

This post has been edited by fuegerstef: 25 March 2013 - 01:15 PM

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User is offline   Spirrwell 

  • tile 1018

#574

Love the music from the first video Green posted.

And I fucking love the way the game looks so far... Am I overstating? Ah well, an opinion is an opinion.
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User is offline   ReaperMan 

#575

Hey i got a great question.... are the RemoteRidicule taunts still in multiplayer? I remember them being fun to use during lan games to annoy your friends when you killed them.

This post has been edited by ReaperMan: 25 March 2013 - 07:32 PM

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User is offline   Green 

  #576





EVGA at PAX EAST 2013 - Day 1
EVGA at PAX EAST 2013 - Day 2
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User is offline   Mr. Tibbs 

#577

Whoa, that's fast! I'm loving the framerate. Weren't we supposed to get a release date at PAX? I guess it shouldn't be too far away.
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User is offline   Player Lin 

#578

View Posts.b.Newsom, on 25 March 2013 - 11:12 AM, said:

That HUD is fine. I don't want a big clunky HUD for sake of 'Nostalgia' for a remake. This isnt gmDoom.


...wait, I didn't say I want big HUD or something like DooM, please don't try to guessing my word. :angry:

I would like see some small shitty HUD except that like a robot-like-meter(?) one, it's not bad but just feel it's not fits, even the original ROTT's one isn't big at all.

This post has been edited by Player Lin: 26 March 2013 - 05:35 AM

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User is offline   DaveyDoomsday 

  • Interceptor PR

#579

Yes, Remote Ridicule is in the game. "WHERE ARE YOUUUU" "LA DA DAAAA"

Release date announcement and uncut multiplayer gameplay from PAX coming soon!

People had an absolute blast playing the game at PAX and we had a line for 3 days in a row so it's really letting us know we're still taking things in the right direction. The team is very proud.
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User is offline   Micky C 

  • Honored Donor

#580

So far all people have been seeing and playing is the multiplayer, but what about the singleplayer?
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User is offline   Loke 

#581

More MP footage from TotalBiscuit.


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User is offline   Frederik Schreiber 

  • Slipgate Studios

#582

View PostTrooper Mick, on 26 March 2013 - 02:51 PM, said:

So far all people have been seeing and playing is the multiplayer, but what about the singleplayer?

Singleplayer is the primary component of the game.
We're saving the best for last :)
4

User is offline   Person of Color 

  • Senior Unpaid Intern at Viceland

#583

Oh. My. God.

That looks FUCKING PERFECT
1

User is offline   Frederik Schreiber 

  • Slipgate Studios

#584

View Post(420){AB}XxXKlannyDannyXxX, on 27 March 2013 - 05:55 PM, said:

Oh. My. God.

That looks FUCKING PERFECT

Thank you very much :)
1

User is offline   Lunick 

#585

You should tell us about the achievements. I hear teabagging.
1

User is offline   Player Lin 

#586

It's looks so fun and so old-school! :)
So looks like the pistol in the ROTT2013 needed reloading but still unlimited ammo, right?(Fine with this) And are akimbo pistols in original will exist too?
0

User is offline   Tetsuo 

#587

I hate when alt-fire doubles as aim down sights in games because I like having a separate key or button for both of those functions... and I never use right mouse button for aim down sights. Even if they are superfluous as they seem like they are going to be in this game. With keyboard and mouse we have plenty of keys and buttons so why not make use of them all and not coalesce the functions into one like that. Personally speaking I don't want alt-fire on the pistol to be sights.

Other than that I'm liking what I'm seeing.

I'm also still wondering if we are going to have a toggle function to toggle between current equipped explosive\magic weapon and the last equipped bullet weapon like ROTT '95 did.

This post has been edited by Tetsuo: 27 March 2013 - 09:59 PM

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User is offline   Micky C 

  • Honored Donor

#588

What's your problem with them having iron sights? They don't do anything, so you might as well ignore them and consider the bullet weapons as having no alt fire.
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User is offline   Tetsuo 

#589

You didn't understand what I was saying. I am not against iron sights I'm just against them sharing a button with alt-fire. I want for them to have their own separate button I can bind to a key on the keyboard instead. Certain other games have it like this and that's how I prefer it.

This post has been edited by Tetsuo: 27 March 2013 - 10:04 PM

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User is offline   DaveyDoomsday 

  • Interceptor PR

#590

View PostTetsuo, on 27 March 2013 - 09:56 PM, said:

I hate when alt-fire doubles as aim down sights in games because I like having a separate key or button for both of those functions... and I never use right mouse button for aim down sights. Even if they are superfluous as they seem like they are going to be in this game. With keyboard and mouse we have plenty of keys and buttons so why not make use of them all and not coalesce the functions into one like that. Personally speaking I don't want alt-fire on the pistol to be sights.

Other than that I'm liking what I'm seeing.

I'm also still wondering if we are going to have a toggle function to toggle between current equipped explosive\magic weapon and the last equipped bullet weapon like ROTT '95 did.


You can rebind your keys however you wish. And yes, you will have weapons in slots 1-5. Pistol/Dual Pistols/MP40/Missile/Magic

Glad you guys are liking it more and more! Stay tuned!
0

User is offline   Tetsuo 

#591

Well, answer A Is good to know although if those two functions are combined moving iron sights to another key would also move alt-fire.

Answer B isn't what I was asking about. I wasn't asking about weapons slots. I was asking about the function that for example. Let's say you picked up the MP40 and you also picked up a bazooka. In ROTT '95 there where two ways to select them. One is by the number keys. The other is a toggle function that swaps between the two directly and the bullet weapon it pulls up depends on which one you where using last.

For example, bring up the dual pistols and press it and it'll go to the last equipped explosive weapon press it again and it goes back to the dual pistols. Same thing with the MP40. It's sort of like the flashlight toggle in Doom 3 except you choose which weapon it toggles between more or less. In ROTT 2013 one should be able to toggle between the explosive weapon or magic weapon and last used bullet weapon depending on which they used last.

I know some people may think it unnecessary with number keys to switch between them but I always found it handy especially in ROTT '95 where there was no alt-fire so I used my right mouse button for that function. I used to toggle between explosive weapon an the MP40 with that function a lot. Sort of like toggling plasmids & weapons in bioshock. I did a simple edit to Doom 3 Resurrection of Evil to do the same thing with the grabber.

In ROTT 2013 I'd most likely bind it to a keyboard key since right mouse button will be taken up by alt-fire.

This post has been edited by Tetsuo: 28 March 2013 - 09:36 AM

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User is offline   Spirrwell 

  • tile 1018

#592

I am going to post what I said on Facebook, "So what, is your next project going to be a competitor to FRAPS? :)"

This post has been edited by Spirrwell: 10 April 2013 - 12:30 PM

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User is offline   Frederik Schreiber 

  • Slipgate Studios

#593

Brand New Kickass Gameplay and Interview with our Marketing Director Dave!
https://www.youtube....d&v=UFfxbeSsb4s

This post has been edited by Frederik Schreiber: 10 April 2013 - 11:36 AM

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User is offline   Micky C 

  • Honored Donor

#594

So George Broussard is still involved with business at Apogee/3D Realms?
0

#595

I just would like to say to PLEASE PLEASE make it easy to figure out how to import new player models into this because I am in dire need of a new game to mod the hell out of. most games that allow for such make creating new player models a bitch and a half and I just wanna make a bunch of grotesque cartoon characters.
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User is offline   Spirrwell 

  • tile 1018

#596

View PostColon Semicolon, on 12 April 2013 - 10:23 AM, said:

I just would like to say to PLEASE PLEASE make it easy to figure out how to import new player models into this because I am in dire need of a new game to mod the hell out of. most games that allow for such make creating new player models a bitch and a half and I just wanna make a bunch of grotesque cartoon characters.

I don't think that they could make it any more simple than it already is. It's the Unreal Engine. I'm not too familiar with it, but I would think that it would be a simple UDK interface to work with.
0

#597

I get that, but there should atleast be some sample files so that you can atleast rig a new model to an existing skeleton, or at the very least use the file to figure out what animations go where and how many are needed. UT3 was particularly aggravating about that stuff.

This post has been edited by Colon Semicolon: 12 April 2013 - 02:10 PM

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#598

This looks amazing thus far. The Quake/UT-style fast-paced multiplayer is a real throwback and I look forward to seeing how the SP is done, in particular the level design.
1

User is offline   DaveyDoomsday 

  • Interceptor PR

#599

View Postmechmorphix616, on 12 April 2013 - 05:11 PM, said:

This looks amazing thus far. The Quake/UT-style fast-paced multiplayer is a real throwback and I look forward to seeing how the SP is done, in particular the level design.


I love how Fred links the interview with my buddy Dan from 510 but not from TekSyndicate!



This post has been edited by DaveyDoomsday: 14 April 2013 - 03:12 PM

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User is offline   DaveyDoomsday 

  • Interceptor PR

#600

View Postmechmorphix616, on 12 April 2013 - 05:11 PM, said:

This looks amazing thus far. The Quake/UT-style fast-paced multiplayer is a real throwback and I look forward to seeing how the SP is done, in particular the level design.


Danke! After next week we are DONE showing multiplayer and will focus on single player until we launch! Yes, that means you're getting a boatload of multiplayer tomorrow. Green has already seen the footage. I think he gusta.
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