|
Finished Dukehard. I found it fun overall, but holy poo poo gently caress that level "Power Out". I guess I'm not oldskewl ~~tr00~~ gamer enough but man it took me forever to figure out that you can jump outside on the ledges, simply because I couldn't see around the edge of the window when I was outside so I never thought to try.
|
# ? Sep 14, 2014 21:17 |
|
|
# ? May 30, 2024 13:12 |
|
Just played through Going Down on Hurt Me Plenty. I highly recommend avoiding UV unless you're incredibly hardcore, as even carrying weapons between levels, they're pretty intense and hardcore maps. They're also exceedingly creative. Episode 3 has a really squishy, gory, meaty hellscape-ish feel to it with a lot of tricks and traps and a few straight-up slaughter maps. Pretty neat final boss, and the epilogue map was very clever, too, although I was stuck for a while. My advice: Check the living room again after going to the toilet, near the doorway. General rule of thumb for episode 3: Don't even try to clear all the enemies on each map. Sometimes, you just have to run like hell.
|
# ? Sep 14, 2014 22:08 |
Does anybody have D/L links for Going Down EP1 and EP2? I can't find them anywhere, and the "Episode 2" thread's OP on the Doomworld Forums has been edited to only have EP3 for some dumb reason.
|
|
# ? Sep 14, 2014 22:20 |
|
Cream-of-Plenty posted:Does anybody have D/L links for Going Down EP1 and EP2? I can't find them anywhere, and the "Episode 2" thread's OP on the Doomworld Forums has been edited to only have EP3 for some dumb reason. The author merged all three episodes together to create a full 32 map megawad. He just left the "E3" in the wad name, which would certainly cause confusion.
|
# ? Sep 14, 2014 22:36 |
CoarsestGrate posted:The author merged all three episodes together to create a full 32 map megawad. He just left the "E3" in the wad name, which would certainly cause confusion. Oh okay, cool. Yeah that clears things up then.
|
|
# ? Sep 14, 2014 22:38 |
|
CoarsestGrate posted:The author merged all three episodes together to create a full 32 map megawad. He just left the "E3" in the wad name, which would certainly cause confusion. I kinda like the idea of some of the maps. Time Warp (map05) was pretty unique and unexpected. That's about as far as I've gotten so far, but it's an impressive start to a megawad. I like the theme of going down floors in a building and wiping out monsters on each one.
|
# ? Sep 15, 2014 05:24 |
|
Dominic White posted:going down Playing through going down for the first time and I'm glad that I started on HMP too. It's harsh and loves to teleport loads of enemies where you previously cleared, but is really fun. Also Dominic, are you going to update your lovely.pk3 with the latest smooth doom? Your compilation is my to-go for vanilla gameplay right now.
|
# ? Sep 15, 2014 09:19 |
|
Guillermus posted:
Have to second this, Lovely.pk3 is very nice. I tried to overlay the latest smooth doom over/under it in the launcher and that didn't seem to work. Can you put pk3 files in a pk3 file?
|
# ? Sep 15, 2014 12:28 |
|
Guillermus posted:Playing through going down for the first time and I'm glad that I started on HMP too. It's harsh and loves to teleport loads of enemies where you previously cleared, but is really fun. Already done - just forgot to upload it!
|
# ? Sep 15, 2014 12:56 |
|
Cheers thank you. I'm lazy and is very handy to have everything packed in a single file.
|
# ? Sep 15, 2014 13:17 |
|
I fully tested it yesterday by playing through most of Going Down. The only problem I noticed was that some level endings are meant to strip you of all your weapons, but don't - I guess it's because Smooth Doom uses renamed inventory items. You'll have to honor-system it and just restart those levels manually.
|
# ? Sep 15, 2014 13:35 |
|
http://www.bbc.com/news/technology-29203776 Add it to the list, Kins.
|
# ? Sep 15, 2014 17:53 |
|
Commander Keenan posted:http://www.bbc.com/news/technology-29203776 So disappointed that this works by displaying it on a screen and not by printing out one frame at a time.
|
# ? Sep 15, 2014 18:11 |
|
haveblue posted:So disappointed that this works by displaying it on a screen and not by printing out one frame at a time. 60 frames per minute
|
# ? Sep 15, 2014 18:52 |
|
The inkjet inside the printer should slide around while the game is running to make music.
|
# ? Sep 15, 2014 19:10 |
|
quote:"The colour palette is still not quite right," he said. "But it proves the point and it runs quite quickly, though it's not optimised."
|
# ? Sep 15, 2014 19:24 |
|
RyokoTK posted:The inkjet inside the printer should slide around while the game is running to make music. Reminds me of the guy making classic videgames themes with floppy disk readers https://www.youtube.com/watch?v=7a7-5WYOKxE
|
# ? Sep 15, 2014 20:28 |
|
Commander Keenan posted:http://www.bbc.com/news/technology-29203776
|
# ? Sep 15, 2014 20:31 |
|
RyokoTK posted:The inkjet inside the printer should slide around while the game is running to make music. That would depend on if the printer's using voice coils for that movement.
|
# ? Sep 15, 2014 21:12 |
|
RyokoTK posted:The inkjet inside the printer should slide around while the game is running to make music. https://www.youtube.com/watch?v=pG8RAbWs1yo
|
# ? Sep 15, 2014 21:59 |
|
This is amazing\hilarious
|
# ? Sep 15, 2014 22:16 |
|
Guillermus posted:Reminds me of the guy making classic videgames themes with floppy disk readers God drat both these videos own so much.
|
# ? Sep 15, 2014 23:02 |
|
It's amazing how much those things sound like the synth chips found in the Genesis/Megadrive and such. They still sound better than 32x Doom though.
|
# ? Sep 16, 2014 00:15 |
|
Dominic White posted:Because I was bored for an hour, I put together a little all-in-one starter pack for those who want modern Windows Doom without the hassle. It's cool that you put this together. I couldn't find info on what "GZDoom Lights.pk3" does. Is it also possible to set up dynamic lighting that doesn't clip through walls like it does in your screenshot? Also, does "SBrightmaps.pk3" apply the proper brightmaps for the extra Smooth Doom sprites? I'm assuming in adapting the HUD to Smooth Doom you had to edit the extra mugshot sprites so they scale properly right?
|
# ? Sep 16, 2014 05:39 |
|
Pretty sure that there's no way to make dynamic lights not clip through walls due to the way the renderer handles them. I wouldn't know the specifics but I've heard this discussed before and I'm pretty sure that was the bottom line of things.
|
# ? Sep 16, 2014 06:37 |
|
Last I checked, it was due to the lack of information for the resulting vertex buffer, making any and all surfaces simple polys, and clipping lights against every surface would look silly (or was it outright impossible?). It's not actually a problem exclusive to GZDoom. Most modern renderers have a simple "point lights on dynamic surfaces don't clip" method (even idtech4 (Doom3) had simple sphere lights), only with GZDoom every surface is a dynamic one, and every dynamic light is a simple sphere.
|
# ? Sep 16, 2014 07:43 |
|
Bouchacha posted:It's cool that you put this together. I couldn't find info on what "GZDoom Lights.pk3" does. Is it also possible to set up dynamic lighting that doesn't clip through walls like it does in your screenshot? Also, does "SBrightmaps.pk3" apply the proper brightmaps for the extra Smooth Doom sprites? The brightmaps are correct for the most part, but not 100% perfect. I figured they were good enough, though. I notice that they might be one pixel out of alignment on a couple of frames, but it doesn't look too bad. May not be consistent between sprite variants, though. And as mentioned, I can't do much about the lights clipping through walls. It's still good-looking for the most part. Surprisingly, I didn't need to make any tweaks to mugshots for that HUD. That part just worked automagically, much to my surprise! I did need to revert the ammo/weapons counters to pre-Brutal-Doom designs from an earlier build, and shift around the position on a few elements though. Edit: Updated all downloads, as parts were updated yesterday/today: Lovely Doom All-In-One (Just Add Doom2.WAD) Lovely Doom PK3 BTSX-Style HUD for Smooth Doom/Vanilla Looks like some of the Smooth Doom bugs are fixed. Level 20 of Going Down now correctly strips the players weapons. Dominic White fucked around with this message at 03:07 on Sep 29, 2014 |
# ? Sep 16, 2014 13:37 |
|
Knee Deep in Printer Ink. https://www.youtube.com/watch?v=7TFzZyNE5CU Always Typeset on Duke. (It doesn't work quite as well as the Doom one)
|
# ? Sep 16, 2014 14:04 |
|
Dominic White posted:The brightmaps are correct for the most part, but not 100% perfect. I figured they were good enough, though. I notice that they might be one pixel out of alignment on a couple of frames, but it doesn't look too bad. May not be consistent between sprite variants, though. And as mentioned, I can't do much about the lights clipping through walls. It's still good-looking for the most part. I wonder how the mugshot worked automatically, maybe Smooth Doom fixed it. I've had to manually add the new frames and specific the appropriate size before it worked on the NC HUD
|
# ? Sep 16, 2014 19:38 |
|
I'm going to take a guess and assume that GZDoom Lights.pk3 is dynamic lights settings and lightmaps specific for GZdoom.
|
# ? Sep 16, 2014 19:40 |
|
Elliotw2 posted:I'm going to take a guess and assume that GZDoom Lights.pk3 is dynamic lights settings and lightmaps specific for GZdoom. Yeah, the basic Lights.pk3 is the dynamic light file, although I think Smooth Doom may cover most of those anyway - can't hurt to double up. Brightmaps/SBrightmaps handle glowy points on textures and sprites.
|
# ? Sep 16, 2014 20:13 |
Man I think I really love brightmaps. A while back, I took one of the more common brightmap packs and threw it into a sort of Frankenstein'ed modifications WAD that I use for a lot of Doom playthroughs. I'm a big fan of the little details it adds to vanilla Doom II textures, like lighting up the tech base computer screens/controls, and giving a lot of the enemies glowing features. I can see where it wouldn't be for everybody (for example, it can make it easier to see some enemies in the dark because their eyes glow) but, man, I'm all for it. In other sacrilegious news, I've been playing my Doom WADs to the tune of Hotline Miami's soundtrack.
|
|
# ? Sep 17, 2014 03:44 |
|
Cream-of-Plenty posted:In other sacrilegious news, I've been playing my Doom WADs to the tune of Hotline Miami's soundtrack. That's not sacrilegious, Hydrogen would be really good music to shoot demons to. It's really good music to do just about anything to.
|
# ? Sep 17, 2014 05:26 |
|
Cream-of-Plenty posted:In other sacrilegious news, I've been playing my Doom WADs to the tune of Hotline Miami's soundtrack. I thought I was the only one! The Colonel fucked around with this message at 06:56 on Sep 17, 2014 |
# ? Sep 17, 2014 06:54 |
|
Quake Live and its litany of... interesting recent design choices come to Steam tomorrow. https://www.youtube.com/watch?v=4aNG7cd7rGM That new announcer sounds terrible.
|
# ? Sep 17, 2014 06:57 |
I like the new announcer.
|
|
# ? Sep 17, 2014 07:02 |
|
Funny how that is pretty much a "you fragged rapha" video.
|
# ? Sep 17, 2014 07:10 |
|
|
# ? Sep 17, 2014 07:25 |
|
Bethesda is just loving the corpse of id software now. What a travesty.
|
# ? Sep 17, 2014 07:48 |
|
|
# ? May 30, 2024 13:12 |
|
I'm really curious as to why they changed the announcer. I mean, I can understand getting a hold of the VA again after this long is practically impossible, but were a whole bunch of lines really needed? It's not like they introduced any dramatically new game modes. Besides, that voice is iconic. I mean, seriously iconic. You say "IMPRESSIVE" in that voice and even people who've never played Quake before recognize it.
|
# ? Sep 17, 2014 07:54 |