Duke Jan posted:I always assumed he was the same guy as the one from Blue Shift. Has this ever been confirmed or is Blue Shift just as 'half-canon' as Opposing Force? Blue Shift is Half-Canon too. The difference between Blue Shift and Opposing Force is that I think Valve is not interested in turning anything related to Blue Shift canon.
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# ? Aug 31, 2011 16:55 |
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# ? May 15, 2024 06:53 |
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Hey, Germans can finally buy DOOM http://www.bbc.co.uk/news/technology-14748027
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# ? Sep 1, 2011 14:10 |
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quote:The rules have been relaxed because officials believe that Doom is now only of artistic and scientific interest and will not appeal to youngsters. Games are now officially art, but only in Germany.
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# ? Sep 1, 2011 20:06 |
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Luigi Thirty posted:Games are now officially art, but only in Germany. The other implication of that quote is that Doom is so archaic that it has the same appeal and relevance to youngsters as baroque music.
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# ? Sep 1, 2011 20:44 |
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Doom 2 won't be completely unscathed though: The German version has always excluded the secret Wolfenstein levels because... well, you know.
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# ? Sep 2, 2011 12:47 |
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Doing a Brutal Doom run and I'm up to the ending of E4M2. Is the Cyberdemon supposed to be able to walk over the small wall in front of him? The obvious telefrag opportunity seems nearly impossible to pull off. I think I've only played this level once before, so I don't quite remember how it is in regular Doom.
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# ? Sep 3, 2011 19:48 |
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Brutal Doom makes some of the monsters larger, the Cyberdemon included. Somehow this makes it able to step over the barrier, making the end of E4M2 a hell of a lot harder than it was.
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# ? Sep 3, 2011 19:52 |
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Oh in the normal game he's not supposed to be walking around on that platform shooting at you from all the way across the level?? drat that makes a lot more sense.
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# ? Sep 3, 2011 20:07 |
I honestly think Brutal Doom gives certain monsters the ability to ignore walls if they're low enough. Scythe / Scythe 2 have maps where fences were clearly supposed to keep pinkies confined, but Brutal Doom allows them to run over short barriers with impunity.
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# ? Sep 4, 2011 00:16 |
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The Kins posted:Doom 2 won't be completely unscathed though: The German version has always excluded the secret Wolfenstein levels because... well, you know. Why can't the 3D models in Doom source ports be more like this? Cream-of-Plenty posted:I honestly think Brutal Doom gives certain monsters the ability to ignore walls if they're low enough. Scythe / Scythe 2 have maps where fences were clearly supposed to keep pinkies confined, but Brutal Doom allows them to run over short barriers with impunity. It does give monsters new AI so that might cause weird things to happen. For example, imps can leap at you which can make some maps more difficult than they were intended to be.
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# ? Sep 4, 2011 04:49 |
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God I love Doom modders. https://www.youtube.com/watch?v=OBWsswsWL5E
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# ? Sep 4, 2011 09:56 |
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The Kins posted:God I love Doom modders. bee careful out there
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# ? Sep 4, 2011 23:02 |
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I have a couple quick questions regarding Descent. I got the game back when it was on sale on GOG and just really started playing it tonight using DXX-Rebirth. The game runs really well on my netbook (actually way way better than the DOSBox wrapper GOG uses), but the mouse feels really sluggish for turning. I did turn the in-game sensitivity all the way up, but it still feels like I have to move the mouse seven or eight times to do a 180 degree turn. Is there a way to make the mouse sensitivity even higher? Or, is there a better control scheme I should use that would make turning easier? I have mine setup in a regular-ish FPS fashion like so...code:
Obeast fucked around with this message at 09:34 on Sep 6, 2011 |
# ? Sep 6, 2011 09:32 |
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I've not downloaded it yet, but the much-awaited Project MSX mod for Doom 2 just came out, albeit in Beta 1 form. Not widescreen-friendly right now, and not all the new enemy types implemented yet, but it's the first public build. From the gameplay videos, it basically looks like Halo-style gameplay, with regenerating shields, offhand grenades and other such things, balanced out with enemies being really fast and aggressive. Downloaded: Initial thought is... this works really well, actually. Probably the most coherent 'weapon mod' I've seen. Lovely HUD, and some nice weapon mechanics, like the autocannon having a heat gauge, and the altfire on it being a vent function. Dominic White fucked around with this message at 10:33 on Sep 6, 2011 |
# ? Sep 6, 2011 10:16 |
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Dominic White posted:I've not downloaded it yet, but the much-awaited Project MSX mod for Doom 2 just came out, albeit in Beta 1 form. Not widescreen-friendly right now, and not all the new enemy types implemented yet, but it's the first public build. Hold alt-fire on your fists to charge up the loving Godhand! I love this mod.
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# ? Sep 6, 2011 10:43 |
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Reive posted:Hold alt-fire on your fists to charge up the loving Godhand! I love the little flash as it channels all of your shields into your fist, for that one almighty cataclysmic man-punch. So satisfying. Ammo is fairly scarce so you can't spray and pray in this mod. Use grenades where appropriate, conserve healing, etc. It's impressive how well all the Halo-style elements (and even a little bit of Crysis for suit powers) mesh with the arcadey Doom gameplay.
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# ? Sep 6, 2011 10:56 |
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Dominic White posted:I've not downloaded it yet, but the much-awaited Project MSX mod for Doom 2 just came out, albeit in Beta 1 form. Not widescreen-friendly right now, and not all the new enemy types implemented yet, but it's the first public build. Fun stuff. I like the visuals on the barrel explosions (and the god hand). Feels like there should be a couple more weapons (and maybe more variety in them). The lack of health/shield pickups (and the lack of necessity for them) is fun. Is the game just really FAST? I find that the enemies are bouncing around really fast, and I don't even have Fast Monsters enabled.
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# ? Sep 6, 2011 11:14 |
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Dominic White posted:I love the little flash as it channels all of your shields into your fist, for that one almighty cataclysmic man-punch. So satisfying. Absolutely: Also yes I do think enemies are a little too fast, maybe someone can point it out to the creator.
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# ? Sep 6, 2011 11:20 |
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Chinook posted:Is the game just really FAST? Yep. Enemies are meant to be super fast and aggressive, as your weapons are now mostly rapid-firing, hitscan and very powerful. Apparently more weapons and enemies are on the way, too. Dominic White fucked around with this message at 11:52 on Sep 6, 2011 |
# ? Sep 6, 2011 11:46 |
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Obeast posted:I have a couple quick questions regarding Descent. I got the game back when it was on sale on GOG and just really started playing it tonight using DXX-Rebirth. The game runs really well on my netbook (actually way way better than the DOSBox wrapper GOG uses), but the mouse feels really sluggish for turning. I did turn the in-game sensitivity all the way up, but it still feels like I have to move the mouse seven or eight times to do a 180 degree turn. Is there a way to make the mouse sensitivity even higher? Or, is there a better control scheme I should use that would make turning easier? I have mine setup in a regular-ish FPS fashion like so... If I remember correctly… code:
A friend of mine had the luxury of having two flight sticks with those coolie hat switches to control the “left-over” axes, and still have enough firing buttons to satisfy all needs.
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# ? Sep 6, 2011 12:56 |
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But why would you want to turn Doom into a modern FPS with regenerating health and all hitscan weapons and aaaargh There should be a mod that turns Halo into Doom, if anything.
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# ? Sep 6, 2011 13:03 |
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Xythar posted:But why would you want to turn Doom into a modern FPS with regenerating health and all hitscan weapons and aaaargh Because it results in a really interesting mix of fast, twitchy Doom gameplay but with a lot more resource management as you juggle weapons and grenades and health/shield boosters.
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# ? Sep 6, 2011 13:10 |
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Xythar posted:But why would you want to turn Doom into a modern FPS with regenerating health and all hitscan weapons and aaaargh Doom is way, way easier to mod then Halo.
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# ? Sep 6, 2011 14:28 |
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Obeast posted:I have a couple quick questions regarding Descent. I got the game back when it was on sale on GOG and just really started playing it tonight using DXX-Rebirth. The game runs really well on my netbook (actually way way better than the DOSBox wrapper GOG uses), but the mouse feels really sluggish for turning. I did turn the in-game sensitivity all the way up, but it still feels like I have to move the mouse seven or eight times to do a 180 degree turn. Is there a way to make the mouse sensitivity even higher? Or, is there a better control scheme I should use that would make turning easier? I have mine setup in a regular-ish FPS fashion like so... There's an upper limit on how fast your ship can turn regardless of whether you're using keyboard, mouse, or joystick - this helps keep mouse players from completely dominating multiplayer by turning a thousand times faster than everyone else. D2X-XL has an option to uncap turn speed (Controls->Mouselook), but I'm pretty sure it only applies in singleplayer. Don't know about DXX-Rebirth, but given that it's all about closely replicating the original experience (as opposed to XL's kitchen-sink design philosophy), it probably doesn't. As for the actual controls, I found this to work well (in the original game, and before D2X-XL had the mouselook option): code:
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# ? Sep 6, 2011 14:31 |
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Obeast posted:I have a couple quick questions regarding Descent. I got the game back when it was on sale on GOG and just really started playing it tonight using DXX-Rebirth. The game runs really well on my netbook (actually way way better than the DOSBox wrapper GOG uses), but the mouse feels really sluggish for turning. I did turn the in-game sensitivity all the way up, but it still feels like I have to move the mouse seven or eight times to do a 180 degree turn. Is there a way to make the mouse sensitivity even higher? Or, is there a better control scheme I should use that would make turning easier? I have mine setup in a regular-ish FPS fashion like so... What I remember from the Descent days is that 95% of folks used an MS Sidewinder which was one of the first flight sticks with a twist axis, 4.999% used a mouse with hacked mouse drivers just for playing Descent that jacked the sensetivity through the roof just so you could turn as fast as joystick users, and then me who used a Thrustmaster TopGun and had to resort to having a toggle button to switch from yawing to rolling. And while there was an upper limit to turn speeds, default mouse movements never even approached it; people really did have to have special mouse drivers loaded before loading Descent just to be able to turn the maximum turn speed in game. I am surprised that the Rebirth and the DXL guys didn't incorporate the over-the-top sensitivity required for playing with the mouse in their ports... but my guess is that they all play with flight sticks anyway. As for movement key assignments, if I used a mouse, I'd probably go with this... but it would certainly not be ideal: pre:ESDF - forward left right backward A - down SPACE - up Mouse X/Y - yaw/pitch MOUSE3 - toggle roll
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# ? Sep 6, 2011 15:38 |
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Xythar posted:But why would you want to turn Doom into a modern FPS with regenerating health and all hitscan weapons and aaaargh Because I want something more to do than look at enemy click repeat. At least the level design in old-school games was more interesting than 'continue down corridor', but still having modern trappings in old school levels just brings this feeling of everything being just right. I'm only bummed that more of the weapons don't have sights, the pistol should at least, and maybe a neat sci-fi targeting system for the autocannon to match the HUD.
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# ? Sep 6, 2011 16:18 |
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Essobie posted:What I remember from the Descent days is that 95% of folks used an MS Sidewinder which was one of the first flight sticks with a twist axis, 4.999% used a mouse with hacked mouse drivers just for playing Descent that jacked the sensetivity through the roof just so you could turn as fast as joystick users, and then me who used a Thrustmaster TopGun and had to resort to having a toggle button to switch from yawing to rolling. On a completely different note - I beat "Thy Flesh Consumed" late last night. This morning I had a dream in which I got a pet bunny. I didn't make the connection until just now.
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# ? Sep 6, 2011 16:36 |
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You all have some really bootleg Descent mouse controls. This is what I've always used and it works really well:code:
The hardest part of controlling Descent is switching weapons though. There being 10 weapon slots and a decent number of them being useful sort of forces you to come up with some interesting placements for them.
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# ? Sep 6, 2011 16:45 |
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I can't imagine playing Descent with a mouse; for the reasons already mentioned, it feels like an unnatural way to control ship movement. It works for "human" FPSes because it's analogous to the nearly instantaneous action of actually looking at stuff. I feel that joystick is really the way to go, even though it's inconvenient; but even a dual-anlog pad would "feel" better than a mouse even though there are obviously some issues with the number of buttons. Just my two cents.
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# ? Sep 6, 2011 17:50 |
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Minidust posted:Hmm, you mention the Sidewinder. Is there a recommended flightstick out there with a USB interface that plays nice with modern Windows 7 systems? I never did finish Descent II and I've been wanting to get back into it. The itch is strong now that I've gone back and played all the way through Doom 1 for the first time. Logitech 3D Extreme Pro is the closest thing to a Sidewinder you will find... so long as you are right handed (it is ergo-right-handed, where the Sidewinder was symmetrical). It's super inexpensive and a great stick. I actually have a Saitek x52Pro for flight simming, and there's some weird forced deadzones on that stick within all of the Descents, even using the source ports available now, so I haven't really been back to play them. I don't think you'll see that on the Logitech 3D Extreme Pro, however. Edit: There was this controller called the SpaceOrb 360 that had software that actually hacked into Descent 1 and 2 specifically so you could do 180 flips and turn at any speed at all. By all accounts it was cheating, but the controller was so unwieldy that most of us didn't give a poo poo if our opponent used them because while they could do 180 flips instantly, they couldn't do things like, you know... aim. Or track. I had one guy at a LAN in Houston we went to bimonthly that had a dual controller setup with: 1) A Sporb in his left hand (for general left-right-up-down movements, as well as the flip functionality) 2) A Sidewinder in his right hand (for actual aiming and some turning) 3) Custom "foot pedals" which was really a 2x4 with buttons from Radio Shack drilled into them to go forward/back and weapon switch. He would play on a giant projector at a LAN party. He was... odd. Essobie fucked around with this message at 18:11 on Sep 6, 2011 |
# ? Sep 6, 2011 18:05 |
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Used to have a Microsoft Sidewinder back in the day. Got it for Mechwarrior 2, but it was AWESOME for Descent. The stick itself twisted left and right for rudder control, and that middle thumb button was a HAT switch for sliding. I miss that stick Tried playing Descent again without it recently, could not get used to just a keyboard and mouse. If I played more games that would actually benefit from this, I'd look for another.
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# ? Sep 6, 2011 18:08 |
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For Descent I use WSAD for forward/backward/slide left/slide right, Shift for burner and Space/Ctrl for sliding up and down. Works good enough for me.
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# ? Sep 6, 2011 18:11 |
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My controls were essentially this for Descent 2: ESDF - forward/back/left/right Joystick X/Y - yaw/pitch Joystick X + Joystick Pinky Button - roll Joystick HAT - up/down/left/right (redundant left/right) X and V - Afterburner (allowed using afterburner while hitting both E and F or E and S) Joystick Trigger - Fire primary SPACE - fire secondary 1-6 - weapon selection This was ages ago, and I'd probably change a bit of this if I were to try to play Descent again. And I'd do that except, as I said, my x52pro has some controller issues with these games for some reason. At least... a couple of years ago this was the case. I should probably load this up again and give it a shot.
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# ? Sep 6, 2011 18:25 |
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A modern dual-analogue stick is pretty much perfect for descent. Left stick: Facing Right stick: Strafing Analogue triggers: Throttle Bumbers: Primary/Secondary fire And that then gives you 8 more buttons and the D-pad for all the secondary functions. I have clicking the left/right sticks as roll left/right, although if you wanted to economize, you could just have it as a hold-toggle on one of the buttons.
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# ? Sep 6, 2011 18:27 |
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That Ignorant Sap posted:The stick itself twisted left and right for rudder control. This is the best for roll control in games like Freespace 2. Do modern joysticks not do that?
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# ? Sep 6, 2011 18:31 |
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Vertigus posted:This is the best for roll control in games like Freespace 2. Do modern joysticks not do that? Most do (Saitek's/Cheaper Logitechs) but some of the hard core ones don't (Thrustmaster Warthog/Logitech G940 Force Feedback/CH Products) which expect you to own pedals.
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# ? Sep 6, 2011 18:57 |
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Essobie posted:Logitech 3D Extreme Pro is the closest thing to a Sidewinder you will find... so long as you are right handed (it is ergo-right-handed, where the Sidewinder was symmetrical). It's super inexpensive and a great stick.
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# ? Sep 6, 2011 19:07 |
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That Ignorant Sap posted:Used to have a Microsoft Sidewinder back in the day. Got it for Mechwarrior 2, but it was AWESOME for Descent. The stick itself twisted left and right for rudder control, and that middle thumb button was a HAT switch for sliding. I miss that stick Tried playing Descent again without it recently, could not get used to just a keyboard and mouse. I have this joystick sitting on my desk next to my (rarely used anymore) desktop right now.
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# ? Sep 6, 2011 19:15 |
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Thanks for the suggestions, guys! I wish I had a USB joystick right now, but due to economic reasons, I don't think I can buy one even though they are probably a lot cheaper than they used to be.ToxicFrog posted:
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# ? Sep 6, 2011 22:29 |
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# ? May 15, 2024 06:53 |
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Seriously, if you're playing Descent 1/2, then the best controller for the job is a Xbox 360 gamepad or equivalent. Full analogue movement across all axes, and plenty of buttons to spare. D2XL binds it all dead easy. 30-second easy, even.
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# ? Sep 6, 2011 22:39 |