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There's probably a way to mod the projectiles or portals themselves to pass through.
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# ? Jul 19, 2014 18:34 |
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# ? Jun 4, 2024 13:27 |
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QwertySanchez posted:However I only ever find like 12 or so servers on doomseeker in total over all mods and game modes, is there any better master server lists or some other doom game finder out there? or is that really all there is out there? Just opened up the Doomseeker list for Zandronum and found this: That's not even all of the servers with dudes in it, so it sounds like something is going wonky. What master server are you connecting to?
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# ? Jul 19, 2014 18:37 |
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Shadow Hog posted:I could understand this if it was hitscan weapons, but projectiles not going through portals like player entities would is... highly weird. It was a long time ago, I just got it the wrong way round. Now you've said it, I recall it was hitscan weapons that didn't work, because I remember dicking about with grenades, watching them change trajectory as they went through the portal. Yeah, coding hit scan weapons through a portal doesn't bare thinking about.
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# ? Jul 19, 2014 18:56 |
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Can't you just mod hitscan weapons to instead shoot a very fast projectile? Seems like an easy workaround in order to properly implement a headache inducing DM map
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# ? Jul 19, 2014 19:15 |
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SolidSnakesBandana posted:I reloaded my super shotgun after every shot That reminds me of a mod I got many years ago off of one of those "5000 Doom levels!!!!!" CDs, where it made the shotgun fire as fast as the plasma gun. You could mow down rooms of Barons in about two seconds. It was glorious until you immediately ran out of shells.
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# ? Jul 19, 2014 19:33 |
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Bouchacha posted:Can't you just mod hitscan weapons to instead shoot a very fast projectile? Seems like an easy workaround in order to properly implement a headache inducing DM map
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# ? Jul 19, 2014 20:04 |
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Projectiles from the flak cannon and crystal gun move very fast so the game's probably capable of it, it would just take some work to apply that to the weapons that fire hitscans. And everyone would have to relearn the ASMD combo.
haveblue fucked around with this message at 20:12 on Jul 19, 2014 |
# ? Jul 19, 2014 20:06 |
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Mr. Fortitude posted:http://en.wikipedia.org/wiki/Id_Tech_6 Most likely, but in the end it doesn't really matter to the player which particular entity is responsible for horking things up.
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# ? Jul 19, 2014 20:11 |
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Man, I'm playing through Blood again with the steam release and I have no idea how I got as far as I did as a kid. This game is drat hard; unfairly so. It reminds me how little I like hitscan weapons in these old games.
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# ? Jul 19, 2014 22:25 |
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Brackhar posted:Man, I'm playing through Blood again with the steam release and I have no idea how I got as far as I did as a kid. This game is drat hard; unfairly so. It reminds me how little I like hitscan weapons in these old games. No kidding, im on difficulty 2 because of it, games ruthless. I think its the spareness of health, it makes you play quick and dirty with lots of saving. Doc Bags are a lifesend and the life seeds moreso. But my god, the dynamite is the best weapon by far. Its just crazy fun.
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# ? Jul 19, 2014 22:32 |
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haveblue posted:Projectiles from the flak cannon and crystal gun move very fast so the game's probably capable of it, it would just take some work to apply that to the weapons that fire hitscans. And everyone would have to relearn the ASMD combo. Come to think of it, how does the ASMD respond to portals? From (distant) memory, I'd imagine that the secondary fire would move through just fine, but what about the primary? Does it run afoul of the hitscan problems?
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# ? Jul 19, 2014 22:36 |
FirstPersonShitter said that Blood isn't so much of a first-person shooter as much as it is a first-person dynamite chucker. I have to agree, especially regarding the first episode. I scraped by up until episode 4 on difficulty 3 where I stopped playing (not because of Blood or anything, I think I just got distracted by another game).
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# ? Jul 19, 2014 22:45 |
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Tippis posted:Come to think of it, how does the ASMD respond to portals? From (distant) memory, I'd imagine that the secondary fire would move through just fine, but what about the primary? Does it run afoul of the hitscan problems? Yup. Primary fire doesn't work (much to my disappointment, as I was an instagib addict), but secondary is fine.
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# ? Jul 19, 2014 22:46 |
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To anyone who is playing Blood, secret levels are on every 4th. They are cleverly hidden and worth the trouble.Segmentation Fault posted:FirstPersonShitter said that Blood isn't so much of a first-person shooter as much as it is a first-person dynamite chucker. I have to agree, especially regarding the first episode. You can throw Hairspray later, you can hold both it and TNT too long...
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# ? Jul 20, 2014 00:12 |
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Johnny Law posted:Most likely, but in the end it doesn't really matter to the player which particular entity is responsible for horking things up. Yep, and Wolfenstein and RAGE weren't exactly perfect on Nvidia cards either. I had awful framerates in any slightly open areas, and texture popin to put early Unreal Engine 3 to shame. The idea of an OpenGL only engine is ok, but AMD cards don't run OpenGL well since no one really uses it on Windows, and id doesn't even bother to properly port the games to Linux/OSX.
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# ? Jul 20, 2014 00:16 |
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They'd have to exist in DirectX in some form if there are console versions, right?
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# ? Jul 20, 2014 01:49 |
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Thyrork posted:But my god, the dynamite is the best weapon by far. Its just crazy fun. I'll always find it interesting how Blood's dynamite is so satisfying to use, yet the dynamite in Redneck Rampage is so unbelievably lovely.
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# ? Jul 20, 2014 02:09 |
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Mr. Fortitude posted:They'd have to exist in DirectX in some form if there are console versions, right? The PS3 at least uses a form of OpenGL, and I think you can make OpenGL work on the 360 with various tricks. I know the Doom 3 and Riddick ports on the original Xbox were OpenGL
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# ? Jul 20, 2014 02:51 |
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catlord posted:I was thinking maps for Doom, or Quake, or Duke or something (I've apparently forgot about all the obvious ones ). Quake has a bunch of Egypt themed maps, and Doom has Epic2 (and a handful of others), and there's a lot of Medieval styles maps, and I'm certain I've seen Greco-Roman styles too, but a Middle Eastern style theme seems oddly missing. Middle Eastern architecture (well the Arabian Nights theme park version) is heavily dependent on arches, round towers, and other architectural elements that are difficult or impossible to replicate in an old 2.5D engine, and intricate decorations that can't be put onto a 64x64 texture. Generifantasy, Groman, Egyptian, and Mesoamerican styles lend themselves much beter to low polycounts and blocky architecture.
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# ? Jul 20, 2014 03:09 |
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Woolie Wool posted:Middle Eastern architecture (well the Arabian Nights theme park version) is heavily dependent on arches, round towers, and other architectural elements that are difficult or impossible to replicate in an old 2.5D engine, and intricate decorations that can't be put onto a 64x64 texture. Generifantasy, Groman, Egyptian, and Mesoamerican styles lend themselves much beter to low polycounts and blocky architecture. Makes sense, at least in the early days, but by this point, wouldn't most, if not all, the limits have been removed? I just find it somewhat surprising that nobody's tried since. I even saw a Venetian style Quake map, which was cool to see.
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# ? Jul 20, 2014 03:29 |
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Perhaps, but considering no texture packs exist for such a theme that I know of it would be a tremendous amount of work. And even then, making an Arabic-style arch would be an incredible challenge, requiring sloped 3D floors and with no room for error.
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# ? Jul 20, 2014 03:35 |
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Quake maps made with the ikblue or ikwhite textures are close: https://www.quaddicted.com/reviews/ikspq2.html https://www.quaddicted.com/reviews/ikspq3.html https://www.quaddicted.com/reviews/ikspq4.html https://www.quaddicted.com/reviews/kjsp1.html https://www.quaddicted.com/reviews/shesp1.html The current map jam at func_msgboard is using these textures, so more stuff is one the way (and will probably look quite nice). You can see some work-in-progress shots in the thread at http://www.celephais.net/board/view_thread.php?id=61049 such as:
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# ? Jul 20, 2014 03:37 |
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That looks absolutely amazing.
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# ? Jul 20, 2014 03:39 |
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Johnny Law posted:Quake maps made with the ikblue or ikwhite textures are close: Oh my God, that is pretty much exactly what I was looking for. Woolie Wool posted:Perhaps, but considering no texture packs exist for such a theme that I know of it would be a tremendous amount of work. And even then, making an Arabic-style arch would be an incredible challenge, requiring sloped 3D floors and with no room for error. Ah, yeah, the textures would definitely be an issue, and one that I hadn't thought of.
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# ? Jul 20, 2014 03:50 |
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Is there a Doom port that prevents your fist from alerting enemies? I always thought that was stupid.
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# ? Jul 20, 2014 04:08 |
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Johnny Law posted:Quake maps made with the ikblue or ikwhite textures are close:
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# ? Jul 20, 2014 04:56 |
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I always get lost in the different sourceports and none of them seeming to be optimized for people who want to play single player...
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# ? Jul 20, 2014 05:42 |
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There are definitely some SP-oriented sourceports! I just recently did an infodump about this on Shacknews; if you don't mind I'll just link that here: http://www.shacknews.com/chatty?id=32196412#item_32196412
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# ? Jul 20, 2014 06:02 |
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Former Human posted:Is there a Doom port that prevents your fist from alerting enemies? I always thought that was stupid. Stupid it may be, but watching a demo where the guy runs around pumping the fist to get a massive infight started is always funny.
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# ? Jul 20, 2014 06:15 |
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Former Human posted:Is there a Doom port that prevents your fist from alerting enemies? I always thought that was stupid. And yet an idling chainsaw is silent
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# ? Jul 20, 2014 10:41 |
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TerminusEst13 posted:Just opened up the Doomseeker list for Zandronum and found this: I just ran the doomseeker again and yep, I get lotsa servers. I guess evenings in the UK are a low time for doom play..
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# ? Jul 20, 2014 16:45 |
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QwertySanchez posted:I just ran the doomseeker again and yep, I get lotsa servers. I guess evenings in the UK are a low time for doom play.. Pretty sure it just bugs out sometimes and doesn't get the whole list. There's almost always people playing Doom.
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# ? Jul 20, 2014 18:47 |
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QwertySanchez posted:I've been playing lots of Doom recently, I found an amazing mod that combines Ghoul's Forest with Megaman 8bit Deathmatch, it's pretty awesome.
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# ? Jul 21, 2014 00:59 |
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Does anyone know the name of the UT99 map that's on a moving train? I saw a gif of it on Tumblr and went "huh, never knew that was in the game" but I think it may be a user created map. And it's definitely not the convoy map that's in 2004 back ported to 99.
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# ? Jul 21, 2014 04:49 |
It was an assault map, I know that much. It was in the base game, I remember playing it when I went through the game in single-player.
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# ? Jul 21, 2014 04:54 |
Zeether posted:Does anyone know the name of the UT99 map that's on a moving train? I saw a gif of it on Tumblr and went "huh, never knew that was in the game" but I think it may be a user created map. And it's definitely not the convoy map that's in 2004 back ported to 99. AS-HiSpeed.
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# ? Jul 21, 2014 04:57 |
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Yeah it was an assault map. I really liked it, along with the other assault maps like the Normandy beach map. Before Counterstrike came out and took over, UT99 assault was fun as hell.
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# ? Jul 21, 2014 05:16 |
mod sassinator posted:Yeah it was an assault map. I really liked it, along with the other assault maps like the Normandy beach map. Before Counterstrike came out and took over, UT99 assault was fun as hell. AS-Overlord. Yeah, Overlord in particular was a loving meat-grinder, especially when the teams were heavy on the bots.
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# ? Jul 21, 2014 06:01 |
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Reminds me of that one totally obscure historical battle, Operation Overlord.
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# ? Jul 21, 2014 06:16 |
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# ? Jun 4, 2024 13:27 |
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Zeether posted:And it's definitely not the convoy map that's in 2004 back ported to 99. Man that map was awesome. I'm not sure if it was a big mistake or a stroke of genius to put the best map from the game in the Demo, but I have some damned fond memories of playing that map.
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# ? Jul 21, 2014 10:13 |