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JackMackerel posted:There was an attempt to source port Blood a while back, was there any more info on it or did it go dead? I vaguely recall the Blood creators giving it their blessing. It's still under construction, although work seems to be focussing mostly on the Daggerfall mode at the moment. The Dark Forces mode is already playable. I really hope he releases the source code, I'm worried that life will eat him and the project will die.
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# ? Nov 23, 2012 07:14 |
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# ? May 19, 2024 10:41 |
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ToxicFrog posted:It's still under construction, although work seems to be focussing mostly on the Daggerfall mode at the moment. The Dark Forces mode is already playable. I've kinda stopped waiting for this. An open source beta was supposed to happen for New Year's Day 2011 or 2010...
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# ? Nov 23, 2012 11:30 |
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You can use the $DOOMWADDIR environment variable to set WAD directories that most source ports will look in automatically. Makes things easy to organize and saves on having a separate set of IWADs for every port. The reduced clutter from keeping WADs and source ports separate also means that it's less of a big deal to keep the WADs and text files together in case you forget what something is.
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# ? Nov 23, 2012 13:18 |
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The Thief Collection is 75% off on Steam for the next six hours or so.
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# ? Nov 24, 2012 04:25 |
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Cat Mattress posted:All the best demos are going to be on the DSDA. Is there a way to nicely chain together watching the best speed run of each level sequentially?
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# ? Nov 24, 2012 04:32 |
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ten dollar bitcoin posted:Gotta admit I kinda like this trend in the community of making everything as retarded as possible now Whatdafuck.wad set the bar impossibly high.
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# ? Nov 24, 2012 09:27 |
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WHOIS John Galt posted:Is there a way to nicely chain together watching the best speed run of each level sequentially?
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# ? Nov 24, 2012 11:10 |
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Speaking of retarded wads, anyone got a good list of jokewads? i have played through all the nuts.wads and sky may be and so forth, but i always enjoy really bad/weird wads more than average normal megawads.
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# ? Nov 24, 2012 18:32 |
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The Kins posted:The Thief Collection is 75% off on Steam for the next six hours or so. Yoink! Thanks for this! Important: How well do these work on modern systems?
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# ? Nov 24, 2012 18:39 |
Mak0rz posted:Yoink! Thanks for this! They work fine for me, you might want to grab some texture packs and such for the first one, and I think there's a tool for Thief 2 that sets up mods and textures for you now.
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# ? Nov 24, 2012 18:42 |
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Mak0rz posted:Yoink! Thanks for this! There was a new patch for the Thief games a few months ago that makes it work on modern systems flawlessly. Just install this bad boy and you shouldn't have any problems. Also going to reiterate that Thief 2 has a massive following of mappers that create awesome levels for it. It reminds me a lot of Doom just for the sheer scale of how many missions exist for it, and the fact that people are still making innovative things with it even today.
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# ? Nov 24, 2012 19:31 |
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So, yeah. This kind of rules. The last screenshot reminds me of Fallout 2 for some reason I can't place my finger on.
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# ? Nov 24, 2012 20:51 |
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What mod is that?
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# ? Nov 24, 2012 22:02 |
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Convex posted:What mod is that? It is Eduke32 running with the HRP and Polymer. Pretty sure you can get everything you need here: http://hrp.duke4.net/download.php
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# ? Nov 24, 2012 22:03 |
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Thanks for the link. Have given it a try, getting some pretty bad performance though. Is this a general thing with using Polymer?
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# ? Nov 24, 2012 23:58 |
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Convex posted:Thanks for the link. Have given it a try, getting some pretty bad performance though. Is this a general thing with using Polymer? Not a clue in the world. It's kicking rear end on my iMac, windowed/fullscreen at 1920x1200.
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# ? Nov 25, 2012 00:15 |
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Convex posted:Thanks for the link. Have given it a try, getting some pretty bad performance though. Is this a general thing with using Polymer? Yes, especially if your hardware doesn't have good optimization for OpenGL. (Intel and ATI tend to focus more on DirectX when writing their drivers.)
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# ? Nov 25, 2012 01:28 |
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I don't know how it looks in motion but that's the first I've seen of a 3Dified Duke3D that doesn't look like rear end.
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# ? Nov 25, 2012 02:13 |
Convex posted:Thanks for the link. Have given it a try, getting some pretty bad performance though. Is this a general thing with using Polymer? I get better performance with the Version 4 series of HRP, even with Polymost enabled. Anything in Version 5 + Polymer enabled takes a big, hearty poo poo on performance.
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# ? Nov 25, 2012 03:49 |
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Oh you kids and your polygons...
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# ? Nov 25, 2012 06:31 |
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Mak0rz posted:Oh you kids and your polygons... Who you calling kid. This is the first Duke Nukem I played:
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# ? Nov 25, 2012 16:38 |
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Yodzilla posted:I don't know how it looks in motion but that's the first I've seen of a 3Dified Duke3D that doesn't look like rear end. Still looks like rear end to me, then again I adore me some pixels, I wish there were a good modern Quake port that didn't filter the textures at all.
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# ? Nov 25, 2012 16:42 |
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Fitzquake, Quakespasm, and probably DirectQ: gl_texturemode GL_NEAREST_MIPMAP_LINEAR And if you're really picky: r_particles 2 Edit: http://www.quaddicted.com/engines/software_vs_glquake VVV And another happy customer! JLaw fucked around with this message at 19:55 on Nov 25, 2012 |
# ? Nov 25, 2012 17:29 |
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Johnny Law posted:Fitzquake, Quakespasm, and probably DirectQ: gl_texturemode GL_NEAREST_MIPMAP_LINEAR I love you so much right now.
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# ? Nov 25, 2012 18:21 |
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I have to admit, it does look better without the texture filtering. It's hard for me to explain why, I guess mainly it's because the texture filtering just makes things look blurry.
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# ? Nov 25, 2012 18:33 |
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SolidSnakesBandana posted:I have to admit, it does look better without the texture filtering. It's hard for me to explain why, I guess mainly it's because the texture filtering just makes things look blurry.
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# ? Nov 25, 2012 18:34 |
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FitzQuake is no longer updated but Quakespasm uses fitz code as a base. You can also run quakespasm in fitz mode by using -fitz in the command line. In that comparison he has a screenshot of a map "starkmon" which I decided to play. Its pretty good. Stark Monstrosity SPACE HOMOS fucked around with this message at 19:20 on Nov 25, 2012 |
# ? Nov 25, 2012 18:42 |
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Convex posted:Thanks for the link. Have given it a try, getting some pretty bad performance though. Is this a general thing with using Polymer? In my experience, turning on anything Polymer sends performance completely to poo poo even on a high-end gaming machine. Enabling 3d models seems to be a performance hit completely out of proportion to the number and complexity of the models involved, too.
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# ? Nov 25, 2012 19:15 |
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Can someone suggest some old school fpses like SS2 or DOOM that have multiplayer or co op over lan to play with friends? SS2 is pretty boring so far. I'd like to hear some other suggestions for co-opable fps games. Nothing more recent than SWAT 4 ought to run on all our computers.
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# ? Nov 25, 2012 22:47 |
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Polymer runs well for me, but I have a very modern desktop.
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# ? Nov 25, 2012 22:56 |
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Kneel Before Zog posted:Can someone suggest some old school fpses like SS2 or DOOM that have multiplayer or co op over lan to play with friends? What does SS2 stand for here? Serious Sam 2? Or Serious Sam Second Encounter? If the former, then I'd recommend trying Second Encounter... my group enjoys it. Left 4 Dead (1 or 2) might be a little out of your hardware range, but maybe not; it's surprisingly scalable. Descent 2 perhaps? It possible to do Quake co-op, especially using newer engines, but out-of-the-box that is a bit easy and janky. We've used a mod on a local QuakeWorld server to improve things; I'll dig that up later and edit it in here. It's not got a lot of long-term playability but it's good for a laugh. (Of course Quake/QuakeWorld is good for "normal" competitive multiplayer, as long as no one gets really offended when they lose 50 to 0.) We probably spend most of our FPS time playing Quake 3, and most of that in Rocket Arena. Edit: For the QW co-op we used mvdsv (as the server binary) with the exCoop mod: http://goqsane.info/coop/ JLaw fucked around with this message at 23:12 on Nov 25, 2012 |
# ? Nov 25, 2012 23:01 |
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Kneel Before Zog posted:Can someone suggest some old school fpses like SS2 or DOOM that have multiplayer or co op over lan to play with friends? Anything that runs in gzDoom can be played co-op, I think - not just Doom, but also Heretic, Hexen, Strife, and so forth. All of the Marathon games have co-op via Aleph One, and I believe most of the fan-made campaigns like Rubicon support co-op as well. Half-Life has Sven Co-Op, which lets you play through the main game in co-op and also has a lot of fan-made co-op campaigns (although many of them are poo poo). Descent Rebirth supports co-op in both D1 and D2. I'm told that Unreal supports co-op via mods, but have never tried it myself. quote:SS2 is pretty boring so far. What is it like, not having a soul? Does it hurt? Johnny Law posted:What does SS2 stand for here? Serious Sam 2? Or Serious Sam Second Encounter? If the former, then I'd recommend trying Second Encounter... my group enjoys it. I assumed System Shock 2.
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# ? Nov 25, 2012 23:02 |
Reive posted:Still looks like rear end to me, then again I adore me some pixels, I wish there were a good modern Quake port that didn't filter the textures at all. There used to be a project to convert all the Duke 3D HRP models into voxel format to more fit the game's style and give it more of a Shadow Warrior appearance (SW had voxel models for pickups). Not sure what happened to it but I miss it
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# ? Nov 26, 2012 00:01 |
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Reive posted:Still looks like rear end to me, then again I adore me some pixels, I wish there were a good modern Quake port that didn't filter the textures at all. You can turn off the texture filtering in Doom ports to preserve the grainy look, can't you do the same in Quake ports? Johnny Law posted:Fitzquake, Quakespasm, and probably DirectQ: gl_texturemode GL_NEAREST_MIPMAP_LINEAR Welp!
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# ? Nov 26, 2012 00:05 |
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Segmentation Fault posted:There used to be a project to convert all the Duke 3D HRP models into voxel format to more fit the game's style and give it more of a Shadow Warrior appearance (SW had voxel models for pickups). Not sure what happened to it but I miss it It's on their downloads page. http://hrp.duke4.net/download.php, and search for 'voxel'.
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# ? Nov 26, 2012 00:14 |
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Kind of a silly request, but anyone remember how to make brutal doom run in steam with the time tracking and all the usual features? I remember having to edit some stuff, but when I launched doom2 through the standard steam install of the game, it would automatically go to brutal doom rather than dosbox
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# ? Nov 26, 2012 02:38 |
WHOIS John Galt posted:It's on their downloads page. http://hrp.duke4.net/download.php, and search for 'voxel'. Was this actually completed? The last I knew it was half-finished.
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# ? Nov 26, 2012 04:20 |
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Is it fairly possible to make custom WADs with, say, all of a given designer's maps for Doom or Doom II? It would make it easier for me to get a better idea of some of the more famous designers' maps by playing them all in one go, I'd think. Are these available anywhere, I wonder? For instance, "Dr. Sleep" has 8 or 9 maps that he calls 'cantos' which are spread over a few different releases.
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# ? Nov 26, 2012 05:45 |
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It's very possible. All you have to do is open each of the maps in SLADE3, then make a new .WAD file, copy the maps into it, and then rename them in whatever sequence you want to play them. You can even make a MAPINFO lump with proper level names and custom skies and music and whatever if you're playing with (G)ZDoom.
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# ? Nov 26, 2012 06:23 |
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# ? May 19, 2024 10:41 |
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Make sure you copy over all the lumps for a given map, though. Generally a pre-ZDoom map will look like this in SLADE3's lump list:pre:MAP01 THINGS LINEDEFS SIDEDEFS VERTEXES SEGS SSECTORS NODES SECTORS REJECT BLOCKMAP
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# ? Nov 26, 2012 07:52 |