|
Bouchacha posted: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? https://www.youtube.com/watch?v=rNVviOZUEso
|
# ? Nov 18, 2014 06:31 |
|
|
# ? Jun 4, 2024 21:03 |
|
Linguica posted:Yeah, I was experimenting with making super high FPS versions and faking motion blur in them I like this a lot
|
# ? Nov 18, 2014 06:38 |
|
Speaking of vanilla compatibility quibbles, Chocolate Doom and it's variants have been updated. The big new features are support for streamed audio for music (intended for recordings of actual DOS-era sound hardware), improved OPL MIDI playback, improved gamepad support, and workarounds/fixes that allow for using the neutered BFG Edition IWADs.
|
# ? Nov 18, 2014 06:48 |
|
Is there any good QuakeII/III style hud for DOOM? Basically health on left and armor next to it and only show ammo for current weapon. Fully transparent too no overlays. And not stupidly tiny on 1080p.
|
# ? Nov 18, 2014 08:56 |
|
Zeether posted:The Doom64EX blog posted this recently: http://doom64ex.wordpress.com/2014/11/14/big-announcement-coming-soon I'm gonna bet on Strife. Kaiser's partner-in-crime Quasar has hinted he was involved in something involving Strife, and the both of them had worked before on the Strife part of Chocolate Doom. The blurry shots do look like some Strife areas to me, and the HUD matches too. Last shot seems to be use of the incendiary grenade launcher.
|
# ? Nov 18, 2014 12:12 |
|
That can't be Strife, unless they figured out how to add lightmapping on its levels.
|
# ? Nov 18, 2014 12:50 |
|
Bouchacha posted:That can't be Strife, unless they figured out how to add lightmapping on its levels. The unreleased Strife 64.
|
# ? Nov 18, 2014 12:55 |
|
Nokiaman posted:Is there any good QuakeII/III style hud for DOOM? Literally every source port has this, hit + once. If it's small, make sure "scale full screen hud" is on
|
# ? Nov 18, 2014 14:39 |
|
Elliotw2 posted:Literally every source port has this, hit + once. If it's small, make sure "scale full screen hud" is on I have GZDoom and it's not good enough. Too small with any scale option and health and armor being like this 100 100 instead of his 100 100 is only confusing me due to so many games having them next to each other. Also impossible to get rid of table that shows all weapon's ammo and replace it with current weapon's ammo. I just want something like this and I can't find it http://imgur.com/HY8cn7M Nokiaman fucked around with this message at 15:00 on Nov 18, 2014 |
# ? Nov 18, 2014 14:55 |
|
Why do a lot of Doom fans hate Brutal Doom? Vanilla campaigns on Ultra-Violence are way too easy for a modern gamer. I don't think many people even heard of a thing called 'mouse look' and 'strafing' (I certainly didn't) back when it came out. Brutal Doom makes Doom/Doom 2 campaigns fun and exciting to replay. I still haven't found a way to disable fatalities, though. That, and the no-reload mod is a must.
|
# ? Nov 18, 2014 15:02 |
|
Well yeah dude, when you disable two of the bigger game changes is it any surprise you don't think Brutal Doom makes things that much harder?
|
# ? Nov 18, 2014 15:08 |
|
Kubla Khan posted:Why do a lot of Doom fans hate Brutal Doom? A lot of it is the derail this question creates.
|
# ? Nov 18, 2014 15:15 |
|
Nokiaman posted:I have GZDoom and it's not good enough. Too small with any scale option and health and armor being like this You should go back into HUD options and disable the Alternative HUD. The default fullscreen hud is much clearer, though it still have the armor over health. Failing that, Here's a Doom 64 style hud, which is extremely similar to the Quake 2/3 HUD. Karasu Tengu fucked around with this message at 15:46 on Nov 18, 2014 |
# ? Nov 18, 2014 15:39 |
|
poptart_fairy posted:Well yeah dude, when you disable two of the bigger game changes is it any surprise you don't think Brutal Doom makes things that much harder? I meant the exact opposite. Brutal Doom makes vanilla Doom campaigns hard enough to be enjoyable again. Fatalities don't make the game harder or easier anyhow, they're just annoying. No reload makes it easier but an 'easier Brutal Doom' isn't a big deal since it's already pretty drat hard on the 4th setting (of which there are, like 8).
|
# ? Nov 18, 2014 15:45 |
|
Kubla Khan posted:Why do a lot of Doom fans hate Brutal Doom? Because it completely changes the way the game plays, and they want to play Doom, not something else. Not that difficult.
|
# ? Nov 18, 2014 17:07 |
|
But for some reason the hundreds of other gameplay changing mods don't seem to generate the same kind of pissy anger.
|
# ? Nov 18, 2014 17:26 |
|
It overstayed it's welcome greatly, and at some point (I'll say 16th version) become so gimmicky it stopped being fun.
|
# ? Nov 18, 2014 17:38 |
laserghost posted:It overstayed it's welcome greatly, and at some point (I'll say 16th version) become so gimmicky it stopped being fun. How, precisely, does an optional mod overstay its welcome?
|
|
# ? Nov 18, 2014 17:41 |
|
I like the increased death animations and I think the assault rifle is a welcome change vs the pistol since the chaingun just feels like an autofire pistol anyways. Also blood and gibs everywhere, and the imp jumps at you or something? Pretty cool.
|
# ? Nov 18, 2014 17:58 |
|
Cream-of-Plenty posted:How, precisely, does an optional mod overstay its welcome? By being constantly tweaked, changed, redesigned, with features haphazardly added and removed, with every released version having additional upgrades and addons, not going close to being a finished vision ever.
|
# ? Nov 18, 2014 18:05 |
|
My main issue with Brutal Doom is that it gets awfully crowded with all the extra gibs and blood, and the noise enemies make when you're a pixel off and their arm flies off. Whoever thought that playing the pain sound 600 times in 3 seconds was a good idea should be shot. I also don't think the locational damage or increased violence work well with sprites, or even just the basics of what I consider a retro FPS.
|
# ? Nov 18, 2014 18:13 |
|
Cream-of-Plenty posted:How, precisely, does an optional mod overstay its welcome? By having too high a hype/coolness ratio.
|
# ? Nov 18, 2014 18:25 |
|
All this brutal doom talk made me want to try it again. I think v19 is the latest? But it's borked on the latest stable release of gzdoom, and the latest git build. Manually reloading and iron sights don't work. Fatalities are hilariously stupid, and to make it even more hilarious, pinkies turn into imps, and chain gunners turn into regular zombiemen. tldr: Quality
|
# ? Nov 18, 2014 18:49 |
|
i think it gets brought up every single time in a fairly concise fashion why the mod leaves a sour taste with some people but without fail someone shows up later and goes I JUST DON'T GET WHY PEOPLE DON'T LIKE THIS that about sums it up
|
# ? Nov 18, 2014 19:01 |
|
Cream-of-Plenty posted:How, precisely, does an optional mod overstay its welcome? The same way as a joke, or a book, or game itself.
|
# ? Nov 18, 2014 19:15 |
|
laserghost posted:By being constantly tweaked, changed, redesigned, with features haphazardly added and removed, with every released version having additional upgrades and addons, not going close to being a finished vision ever. That's everything on the ZDoom forums.
|
# ? Nov 18, 2014 19:15 |
|
Agent Kool-Aid posted:i think it gets brought up every single time in a fairly concise fashion why the mod leaves a sour taste with some people but without fail someone shows up later and goes I JUST DON'T GET WHY PEOPLE DON'T LIKE THIS My favorite are the people that, when you give your reasons, just respond "pffftt well you don't HAVE to use it it's just OPTIONAL ".
|
# ? Nov 18, 2014 19:18 |
|
They aren't really my "thing", but are people even making plain-old ZDoom maps anymore? It really seems like it's almost all gameplay mods these days. I mean, there's stuff like Reelism which at least has standalone maps (which is really nice), but the last really hyped ZDoom mapset I can remember is, uh, ZDCMP2?
Feels Villeneuve fucked around with this message at 19:29 on Nov 18, 2014 |
# ? Nov 18, 2014 19:23 |
|
Cream-of-Plenty posted:How, precisely, does an optional mod overstay its welcome? It doesn't really happen in this thread that I've noticed, but it happens all the time on places like NeoGAF. It gets grating after time to keep hearing how Brutal Doom is so much better than vanilla from nobodies who didn't even fully read the thread in question to see if it hadn't been brought up and debated 4-5 times already. straight jerkers posted:But for some reason the hundreds of other gameplay changing mods don't seem to generate the same kind of pissy anger. Alain Post posted:They aren't really my "thing", but are people even making plain-old ZDoom maps anymore? It really seems like it's almost all gameplay mods these days. I mean, there's stuff like Reelism which at least has standalone maps (which is really nice), but the last really hyped ZDoom mapset I can remember is, uh, ZDCMP? Also, thinking about it, I half-wonder if it's possible to make an add-on mod for Reelism that'd let it work in any DM map. Players start at 1P-4P starts (obviously these would need to be present), enemies would spawn at DM starts, weapons would spawn where any DM weapon had been placed... not sure about item spawns, though. Shadow Hog fucked around with this message at 19:30 on Nov 18, 2014 |
# ? Nov 18, 2014 19:26 |
|
Alain Post posted:They aren't really my "thing", but are people even making plain-old ZDoom maps anymore? It really seems like it's almost all gameplay mods these days. I mean, there's stuff like Reelism which at least has standalone maps (which is really nice), but the last really hyped ZDoom mapset I can remember is, uh, ZDCMP? The extra ZDoom mapping features aren't all that interesting on their own if you're not going to take the tools and make something with gameplay changes as compared to a standard BOOM compatible or vanilla level. Plus if you really do use the ZDoom stuff heavily for an otherwise normal level, you don't have much of a hook to get people to play it. It won't work with ports that aren't ZDoom/GZDoom/Zandronum and much of the potential playerbase has a habit of sticking to whatever their favorite source port is unless you give them a real good reason to use ZDoom. So a lot of those projects end up getting down-converted into something most BOOM-compatible ports will handle.
|
# ? Nov 18, 2014 19:32 |
|
Alain Post posted:They aren't really my "thing", but are people even making plain-old ZDoom maps anymore? It really seems like it's almost all gameplay mods these days. I mean, there's stuff like Reelism which at least has standalone maps (which is really nice), but the last really hyped ZDoom mapset I can remember is, uh, ZDCMP? There's discussion on Doomworld now about starting up another ZDoom mapping project as of late, so we might get to see otherwise soon. http://www.doomworld.com/vb/wads-mods/70879-idea-just-gzdoom-monthly-mapping-sessions/ From what I can gather from occasionally eavesdropping in on #doomtwid and #zdoom, the basic problem is that a lot of people who want more Doom gameplay tend to be mapping for Boom or limit-removing source ports, and for people who map with ZDoom they tend to go all out and use a whole bunch of features that make it incompatible with other mods aside from itself, which hurts its overall lasting playability. I'm a big ol' Dissolution fan, myself, so I'd like to see more ZDoom-style mapsets in that early vein. e: basically beaten TerminusEst13 fucked around with this message at 19:36 on Nov 18, 2014 |
# ? Nov 18, 2014 19:33 |
Did Sgt. Mark IV get banned from the zdoom forums yet for being a racist price?
|
|
# ? Nov 18, 2014 19:34 |
|
The Doom64 hud is really good and exactly what I want. Wish I could swap ammo and armor and replace the text with the icons and it'd be perfect. Thanks for the help
|
# ? Nov 18, 2014 19:37 |
|
The Kins posted:Speaking of vanilla compatibility quibbles, Chocolate Doom and it's variants have been updated. I don't think this counts as so I did a quick google to find Roland SC-55 Music Packs. This might put off my itch to buy a SC-55 for a while.
|
# ? Nov 18, 2014 20:26 |
|
Shadow Hog posted:Because literally no other mod ever gets brought up. Samsara? Project MSX? DoomRPG? Demonsteele? Pshaw, man, hell naw, it's Brutal Doom or bust! The point was that nobody gets irritated when people bring those up. Really the only problem with Brutal Doom is that its advocates often seem to implicitly assert that it is better than Doom, rather than being something different. I like to play it sometimes for a change of pace, but it sure as hell isn't better. Alain Post posted:They aren't really my "thing", but are people even making plain-old ZDoom maps anymore? It really seems like it's almost all gameplay mods these days. I mean, there's stuff like Reelism which at least has standalone maps (which is really nice), but the last really hyped ZDoom mapset I can remember is, uh, ZDCMP2? Well there's still some high profile ones in development, presumably The Shores of ZDoom is going to be finished one day. Personally, I'm glad that the period where tons of ZDoom stuff came out. I'm a lot happier seeing all the good vanilla/limit removing/boom stuff.
|
# ? Nov 18, 2014 20:29 |
|
Segmentation Fault posted:Did Sgt. Mark IV get banned from the zdoom forums yet for being a racist price? Uh, yeah? Easily over two years ago at this point. Pretty sure he's banned from most major Doom forums at this point.
|
# ? Nov 18, 2014 20:46 |
|
I like Brutal Doom
|
# ? Nov 18, 2014 20:48 |
Chinese Tony Danza posted:Uh, yeah? Easily over two years ago at this point. Pretty sure he's banned from most major Doom forums at this point. Oh word? Where does he post his new versions of Brutal Doom though?
|
|
# ? Nov 18, 2014 20:50 |
|
This is clearly the only version of Brutal Doom you need: https://www.youtube.com/watch?v=vwDfgal_rRo
|
# ? Nov 18, 2014 20:54 |
|
|
# ? Jun 4, 2024 21:03 |
|
Zedsdeadbaby posted:I like Brutal Doom i can't believe this
|
# ? Nov 18, 2014 20:55 |