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    THE MUTANT UPRISING

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    lilmanjs
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    THE MUTANT UPRISING

    Post by lilmanjs on Sat Jun 09, 2007 2:48 pm

    First topic message reminder :

    this is going to be my next addon. you will play as a captured american solider that has been used for experiments and has been turned into a mutant. but they forgot to wipe out his memory all the way and the mutant remembers who he is and what he has to do. so you get to try and get out of the place. if anyone wants to do coding you can do that now while the final fight is getting done. and whoever can delete threads can you delete the I have a new addon Idea thread?


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    Dark_wizzie
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    Re: THE MUTANT UPRISING

    Post by Dark_wizzie on Sat Oct 18, 2008 10:58 am

    Hey, the last message for this is at july! Any new news?

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    Re: THE MUTANT UPRISING

    Post by lilmanjs on Sat Oct 18, 2008 12:06 pm

    Dark_wizzie wrote:Hey, the last message for this is at july! Any new news?

    there really isn't any news as the coding wasn't even finished at the point that Toni left for the army. when he gets back TMU will be back in full swing. we are thinking of having a Dos version and an SDL version.

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    Re: THE MUTANT UPRISING

    Post by Dark_wizzie on Wed Jun 17, 2009 7:43 am

    Now that all you can do is wait for the coding, why not get started on Final fight 2? =F

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    Re: THE MUTANT UPRISING

    Post by lilmanjs on Thu Jun 18, 2009 2:38 pm

    we have been working on FF2, but I wanna get back to work on this mod and sadly it seems like most of the team is gone.

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    Re: THE MUTANT UPRISING

    Post by doomjedi on Fri Jun 19, 2009 10:47 am

    Well, too bad...it's a promicing project. Not to mention I did some art for it hoping it'll get used Smile

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    Re: THE MUTANT UPRISING

    Post by lilmanjs on Fri Jun 19, 2009 6:26 pm

    yea, the sad thing is that I told john and toni to work on the graphics file by themselves so I don't have any graphics file for the mod.

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    Re: THE MUTANT UPRISING

    Post by doomjedi on Sat Jun 20, 2009 1:25 am

    Well, beyond art that was posted in this thread, that is... Wink

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    Re: THE MUTANT UPRISING

    Post by doomjedi on Sat Jun 20, 2009 1:36 am

    I could give it art assistance, but without good mappers and coders....this project will be ...in trouble.

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    Re: THE MUTANT UPRISING

    Post by lilmanjs on Mon Jun 22, 2009 4:05 pm

    this project is in trouble. now if only toni was around.

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    Re: THE MUTANT UPRISING

    Post by lilmanjs on Tue Jun 30, 2009 2:34 pm

    anyways, some news is that John is willing for the summer at least to work on the mod.


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    Re: THE MUTANT UPRISING

    Post by doomjedi on Thu Jul 02, 2009 7:28 am

    Now what about weapons? for undead/mutant/scary theme shotgun was always THE weapon Smile
    Reloading feature can fit it well.
    I can also design some more unique weapons, even futuristic....mutantkillers Smile


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    Re: THE MUTANT UPRISING

    Post by lilmanjs on Thu Jul 02, 2009 4:52 pm

    well we have 2 different types of mutants, a shotgun guard and much more. If I remember correctly there was supposed to be like 7 or 8 weapons for the mod. as far as guards go we have a standard mutant, and then later on in the mod you start to see mutants that were experiments to make a better stronger and faster mutant. plus last I talked to toni we were moving the mod over to SDL.


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    Mods being worked on:
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    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
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    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: THE MUTANT UPRISING

    Post by doomjedi on Thu Jul 02, 2009 9:06 pm

    We need some new gibbier death frames for a mutant IMO. Even a few different random-loaded death sequences...


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    Re: THE MUTANT UPRISING

    Post by rgamesinc on Sun Jul 05, 2009 12:10 am

    Hello. Long time no see, Wolfenfans Very Happy

    I'm working on a rough draft for a heavily armored 'mini uber mutant' of sorts, mostly to see if I still have that Wolfenstein bone in my body in good shape.

    I'll probably have it done tomorrow sometime, and then I'll post it up on this thread.

    Edit:

    Alright, finished earlier than expected.




    He's in the TMU palette and everything.

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    Re: THE MUTANT UPRISING

    Post by doomjedi on Sun Jul 05, 2009 2:58 am

    Veeery nice...I'm IMPressed (a bit doomy humor)...this is one of the better enemy work I've seen recently.
    The belt areas is a little....not finished though...bulky...you should round it a bit with shading...


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    ronwolf1705
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    Re: THE MUTANT UPRISING

    Post by ronwolf1705 on Sun Jul 05, 2009 5:09 am

    Great looking enemy! Good to see that you're back, your graphics always look superb! Smile


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    Re: THE MUTANT UPRISING

    Post by rgamesinc on Sun Jul 05, 2009 8:01 am

    I created a sort of in-depth look on all the steps I followed to make the enemy. This sort of thing might be helpful if you're looking at getting into or have just started making Wolfenstein graphics.

    This is the process I usually follow, and generally takes just a couple hours or less to finish an enemy once I've started. The image is sort of large, so open the Spoiler to see it.

    Spoiler:


    Edit:



    I made a hi-def single frame for a help picture or something. I might do this later for other enemies too. I don't plan on animating anything in this style though, as a single frame was too much of a pain.

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    Re: THE MUTANT UPRISING

    Post by doomjedi on Sun Jul 05, 2009 10:24 am

    I've looked at your manual...it's was sure interesting, between one sprite artist and another Smile
    I wonder why you use SpriteMaker for recoloring, when you could do this much easier with RecolorBMP in a sec. I use spriteMaker only for palette converting and darker texture creating.
    Not only that, but you could lower the unbalanced shining of the lower metal with RecolorBMP without touching the rest of the sprite.

    Overall it's anazing work, so I'll leave the enemy making to you. I might focus on weapons, scenery and textures...when project's head will finally decide when he needs and will start giving tasks.


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    Re: THE MUTANT UPRISING

    Post by rgamesinc on Mon Jul 06, 2009 5:34 am

    Thanks for the feedback, guys. It's good to know my absence from the Wolfing scene hasn't made my skills too worse off.

    Also, as I said above, I made some more hi-def single frames of some of the other enemies in the game. Click the spoiler to see 'em.

    Spoiler:

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    Re: THE MUTANT UPRISING

    Post by jayngo26 on Mon Jul 06, 2009 6:28 am

    Really nice work/tutorial. I liked the doctor in lab coat. Cool


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    Re: THE MUTANT UPRISING

    Post by lilmanjs on Mon Jul 06, 2009 3:29 pm

    this is amazing. if we can get a coder and some mappers we should be in business. also, megabyte when he's got a place where his comp can be set up he shall get to work on stuff for FF2 and he has offered to make a map or 2 for TMU.


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    Mods being worked on:
    The Mutant Uprising, Final Fight 2
    Mod ideas:
    Stargate SG-1 addon, Mega Man addon
    Team Aardwolf Mods:
    The Mutant Uprising, Ghost
    Mods being worked on with other people:
    Return to Castle Hollehammer with Raziel A. (Karharis)
    Award winning mods:
    The Final Fight

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    Re: THE MUTANT UPRISING

    Post by rgamesinc on Fri Jul 24, 2009 6:22 am

    In the spoiler is some more high def stills. Next update should have some crazy lab equipment, so stay tuned Cool

    Spoiler:

      Current date/time is Sat Nov 07, 2009 12:09 pm