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Roobanguy posted:I started to play going down and I didn't know Cyriak made it until I heard the music. That came as a surprise. There's some downright gross biological stuff in later levels, too, as you'd expect given his usual video output. He does amazing things with just basic Doom textures. I hope he takes off the brakes for his next project and allows himself to use new textures and Zdoom features. Dominic White fucked around with this message at 19:08 on Nov 14, 2014 |
# ? Nov 14, 2014 19:03 |
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# ? Jun 5, 2024 05:53 |
In DoomRPG/DoomRLA, how exactly do I export a character and carry them over between WADs?
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# ? Nov 14, 2014 23:30 |
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SALT CURES HAM posted:In DoomRPG/DoomRLA, how exactly do I export a character and carry them over between WADs? Open the DoomRPG options menu from the pause screen, it should be way at the bottom. I think you can only have one character saved per install.
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# ? Nov 14, 2014 23:33 |
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Do note that character saving is currently disabled in the live version, pending a rewrite. (It's being swapped over from 40 separate integer blocks into a string, due to the amount of inconsistencies and maintenance hell it kept presenting.)
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# ? Nov 15, 2014 03:06 |
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Segmentation Fault posted:I love both the fantastic and practical applications of it. You can finally make moving sectors! Ah dunno if this is what you mean but mite B relevant: http://www.doomworld.com/vb/showthread.php?postid=1315756#post1315756
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# ? Nov 15, 2014 03:34 |
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jerkstoresup posted:I made pk3s out of each DoomRPG folder and loaded them with QLZ like so: Care to share those? I can't get my head around the DoomRPG launcher and it seems to want me to put all my WADS/PK3s in a single folder? And it doesnt work with Doom 1?
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# ? Nov 15, 2014 14:37 |
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You don't need to make PK3s of the DoomRPG folders. GZDoom can take the directories as parameters. Here's my command line load out:code:
code:
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# ? Nov 15, 2014 16:11 |
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Never mind, I found that pk3s are essentially zip files. Now that I have it working I can see that this is a pretty expansive mod. Is there a wiki or guide for this? It's a little overwhelming. Specifically, I'm playing with RL Arsenal and I can see a lot of assemblies in the store, but I can't buy them. I've already unlocked the full list of assemblies but there lots that aren't listed, like dual uzis. It's such a tease. Like, some weapons it says I can't buy because I'm not a high enough rank, but the assembled ones it just outright says 'You cannot buy this' nexus6 fucked around with this message at 22:48 on Nov 15, 2014 |
# ? Nov 15, 2014 17:18 |
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So I decided to take an hour break from DemonSteele and cook up a multiplayer mod and people seem to like it. https://www.youtube.com/watch?v=cscP_kHCOv4
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# ? Nov 15, 2014 19:25 |
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Oh, I remember having a mod like that for Quake 2, though it just used the regular railgun/rocketlauncher.
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# ? Nov 15, 2014 19:30 |
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TerminusEst13 posted:So I decided to take an hour break from DemonSteele and cook up a multiplayer mod and people seem to like it. Ricochet with different weapons? Cool.
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# ? Nov 15, 2014 19:42 |
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nexus6 posted:Never mind, I found that pk3s are essentially zip files. Now that I have it working I can see that this is a pretty expansive mod. I'm at work right now but I'll hopefully remember to type up some words when I get home. In the mean time https://github.com/Kyle873/DoomRPG/wiki/DoomRL This has some information Cerepol fucked around with this message at 21:42 on Nov 15, 2014 |
# ? Nov 15, 2014 21:39 |
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Came across this the other night. It's a concert in Doom done with some green screen trickery and with one of the guys who does remakes of the music (a la Sonic Clang and the like). Its kinda cheesy but also pretty awesome. He does a lot of my favorite songs. https://www.youtube.com/watch?v=gsvvIut19uA
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# ? Nov 17, 2014 06:07 |
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That is one of the most amazingly nerdy things I've ever seen but I can't hate on it at all. It simply is.
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# ? Nov 17, 2014 06:26 |
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Someone remade Brutal Doom in all it's glory for Duke3D: https://www.youtube.com/watch?v=Txqpp6Z7tOc
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# ? Nov 18, 2014 00:28 |
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IHatePancakes posted:Came across this the other night. It's a concert in Doom done with some green screen trickery and with one of the guys who does remakes of the music (a la Sonic Clang and the like). Its kinda cheesy but also pretty awesome. He does a lot of my favorite songs. I have no idea what I was expecting but it wasn't that. Incredible. Dudes playing the instruments need to jam a little harder though instead of just standing there, or is that a metal thing?
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# ? Nov 18, 2014 01:20 |
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laserghost posted:Someone remade Brutal Doom in all it's glory for Duke3D: https://www.youtube.com/watch?v=Txqpp6Z7tOc It's even more Duke Nukemier than then real thing!
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# ? Nov 18, 2014 01:43 |
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This is super cool, the world record for speedrunning Doom II has been broken, 23:03 https://www.youtube.com/watch?v=h8j2zj-A5tE
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# ? Nov 18, 2014 02:47 |
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The Doom64EX blog posted this recently: http://doom64ex.wordpress.com/2014/11/14/big-announcement-coming-soon Any guess on what those blurred screenshots are?
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# ? Nov 18, 2014 02:58 |
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That first one looks like it might have a Quake element in it? That red circle reminds me of one of the stained glass windows, but, assuming this is another N64 thing, wasn't the N64 Quake basically the same as the PC version?
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# ? Nov 18, 2014 03:05 |
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Zeether posted:Any guess on what those blurred screenshots are? Post Processing Filters?
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# ? Nov 18, 2014 03:05 |
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I don't know what it is, but I'm almost positive I've played it before. edit: That Doom 2 speedrun is literally the first one I've seen that doesn't use a bad scaling and a 4:3 resolution.
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# ? Nov 18, 2014 03:06 |
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Third shot's bottom reminds me of the Daikatana HUD a bit...
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# ? Nov 18, 2014 03:08 |
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Amethyst posted:This is super cool, the world record for speedrunning Doom II has been broken, 23:03 He doesn't specifically mention, but was this down to route improvements or a really good run? No improvements since 2010 is really wild!
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# ? Nov 18, 2014 04:13 |
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Zeether posted:The Doom64EX blog posted this recently: http://doom64ex.wordpress.com/2014/11/14/big-announcement-coming-soon Looks kinda Quake 2-ish to me. Were there any 'big' changes to Q2 on PSX/N64?
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# ? Nov 18, 2014 04:16 |
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I'm thinking Slavedriver, that engine for the Saturn that powered the Powerslave, Quake and Duke3D ports for the system.
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# ? Nov 18, 2014 04:26 |
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Somebody in the comments tossed that out, that'd be super neat. I would love to play Powerslave with mouse and keyboard. And not have absolutely crippling strafing, like the PC version.
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# ? Nov 18, 2014 04:28 |
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catlord posted:Somebody in the comments tossed that out, that'd be super neat. I would love to play Powerslave with mouse and keyboard. And not have absolutely crippling strafing, like the PC version. Powerslave on the consoles was actually a completely different game than the PC version. It used a lot of the same assets but played more like Metroid, with open levels and non-linear progression.
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# ? Nov 18, 2014 04:31 |
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Quake 2 N64 has completely original levels and original music.
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# ? Nov 18, 2014 04:31 |
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kirbysuperstar posted:Looks kinda Quake 2-ish to me. Were there any 'big' changes to Q2 on PSX/N64? Q2 PSX's levels are pretty different, but not really enough to be a "big announcement"
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# ? Nov 18, 2014 04:31 |
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SwissCM posted:Powerslave on the consoles was actually a completely different game to the PC version. It used a lot of the same assets but played more like Metroid, with open levels and non-linear progression. Oh, I know, but the idea of being able to strafe makes me more excited than proto-Metroid Prime. Not that proto-Metroid Prime doesn't sound super good, of course. I just wanna shoot mummies with classy 1920's guns, really.
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# ? Nov 18, 2014 04:35 |
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PaletteSwappedNinja posted:Quake 2 N64 has completely original levels and original music. I liked Quake 2's single player enough that I found N64 Quake 2 to be worth playing just for the original levels, which actually got pretty creative at times.
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# ? Nov 18, 2014 04:41 |
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I don't think it's Powerslave... I recall that game being a tad more yellow than the screens shown. Also having a yellowish-brown HUD, as opposed to the very-green one seen at the bottom of the blurred pics there.Elliotw2 posted:edit: That Doom 2 speedrun is literally the first one I've seen that doesn't use a bad scaling and a 4:3 resolution.
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# ? Nov 18, 2014 05:01 |
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It's a Competition Doom run, not a COMPET-N run, they use a variant of Chocolate rather than the original DOS EXE.
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# ? Nov 18, 2014 05:23 |
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I was pretty sure a lot of COMPET-N runs were already done in chocolate doom and PrBoom+, due to having full demo compatibility in both while not having to deal with dosbox or whatever That people have been choosing to encode lmp playbacks using a default 4:3 view was more of an aesthetic choice
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# ? Nov 18, 2014 05:32 |
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Keiya posted:It's a Competition Doom run, not a COMPET-N run, they use a variant of Chocolate rather than the original DOS EXE. Nintendo Kid posted:I was pretty sure a lot of COMPET-N runs were already done in chocolate doom and PrBoom+, due to having full demo compatibility in both while not having to deal with dosbox or whatever Shadow Hog posted:It even runs at 60FPS! Linguica fucked around with this message at 06:20 on Nov 18, 2014 |
# ? Nov 18, 2014 06:10 |
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Nintendo Kid posted:I was pretty sure a lot of COMPET-N runs were already done in chocolate doom and PrBoom+, due to having full demo compatibility in both while not having to deal with dosbox or whatever Linguica posted:Did anyone call it a COMPET-N run?
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# ? Nov 18, 2014 06:21 |
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Can't you take the COMPET-N demo file and just run it through a prettier Doom port so that spectators have something better to look at?
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# ? Nov 18, 2014 06:28 |
My money's on N64 Quake 2. Quake 2 on N64 was a completely original game. I'd love to see a PC port of console Powerslave but I don't think this is it. Powerslave looks nothing like in the screenshots.
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# ? Nov 18, 2014 06:30 |
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# ? Jun 5, 2024 05:53 |
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Yeah, prboom+ will load and accurately play back demos, I'm sure that's what Nintendo Kid meant. My problem is mostly that when they do that they use the default bilinear filtering and 2x scaling, so all the sprites are muddy and nasty.
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# ? Nov 18, 2014 06:30 |