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ookiimarukochan
Apr 4, 2011

superh posted:

I know I've seen that somewhere else before, too - maybe a magazine at the time or a strategy guide or something? It's super familiar.

I'm pretty sure that PC Format or PC Gamer (UK) had it as a cover - I remember picking up the issue when I was on holiday but I'm afraid my old magazines are all long gone.

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Flannelette
Jan 17, 2010


Babylon Astronaut posted:

It's the second mode of the mauler.

Ok thanks, why does it need a new hud?

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
I'm about halfway through Dark Forces now, it's a fun little game. Amused that all the design aspects of Jedi Knight that I don't like seem to be there solely because they were present in Dark Forces. It's a little less fun now that I'm at the phase of the game where they're cranking up the difficulty the only way they can - Tons of bullshit mines everywhere that you can't fully avoid even while sprinting. Katarn punching out several kell dragons is :black101: as gently caress though.

So I'll fully admit I got stuck on the prison level because I had no idea that this game had an inventory system, so I was clueless as how to work combination locks. I went searching for an walkthrough, and I found the greatest FAQ of all time. Written by a "Dr Karsten A. Loepelmann" and last updated in October of 1996, this article is practically an internet artifact. Note that there are six sections before the actual walkthrough portion, one of which is entirely dedicated to comparing Dark Forces to Doom. The weapon section is filled with quotes from the design team member who created them. The mission walkthrough section explicitly states it will become less detailed in later missions so that you can experience the details! I love this nerdy-rear end wall of text so much.

Bouchacha
Feb 7, 2006

This guy makes good videos. Here's a 32 minute review of why Strife is such a great game: https://www.youtube.com/watch?v=oPrU7LSqiX0

Zedsdeadbaby
Jun 14, 2008

You have been called out, in the ways of old.
Is it me or does it seem that Quake 1 hasn't really had much of a mod scene compared to Doom before it and Half Life after it? Why is that? Doom gets mods all the time, and Half Life had thousands over the years, some of them really good like Counterstrike itself, The Specialists, The Hidden, Day of Defeat, and etc.

The Kins
Oct 2, 2004
Night Dive Publisher Sale on Steam, to coincide with the second coming of the comet. If you like cool and scary Immersive Sims, get System Shock 2! If you like weird sprite-based FPSes nobody remembers, get Eradicator! If you like bad Duke Nukem 3D TCs, get NAM!

laserghost
Feb 12, 2014

trust me, I'm a cat.

Zedsdeadbaby posted:

Is it me or does it seem that Quake 1 hasn't really had much of a mod scene compared to Doom before it and Half Life after it? Why is that? Doom gets mods all the time, and Half Life had thousands over the years, some of them really good like Counterstrike itself, The Specialists, The Hidden, Day of Defeat, and etc.

Back in time to effectively mod Quake, you had to learn QuakeC - basically an internal programming language for Quake. There were a lot of simple "mods" in similar vein to Quake mutators (I remember such ones like friendly dogs which you could spawn and would attack enemies on sight, vampire axe which healed player as he was attacking monsters with it, cluster grenades launcher etc.), but writing anything more complicated was problematic. AlienQuake is essentially a reskin of Quake, and Special Forces or whatever was called the granddaddy of CounterStrike was multiplayer only. There were some quality mapsets released, but after the whole scene gained momentum, Quake 2 appeared and people split, and soon Unreal and Half-Life were released. Most of Q1 folks stayed with QuakeWorld and deathmatches.

Internet Friend
Jan 1, 2001

Zedsdeadbaby posted:

Is it me or does it seem that Quake 1 hasn't really had much of a mod scene compared to Doom before it and Half Life after it? Why is that? Doom gets mods all the time, and Half Life had thousands over the years, some of them really good like Counterstrike itself, The Specialists, The Hidden, Day of Defeat, and etc.

Quake 1 had its fair share of mods. Threewave CTF, Rocket Arena, and Team Fortress were the giants but there were also things like Headhunters, Quake Rally, that airplane mod, that paintball mod, Zerstörer, and loads of one-offs uploaded to ftp.cdrom.com's Quake section.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Zedsdeadbaby posted:

Is it me or does it seem that Quake 1 hasn't really had much of a mod scene compared to Doom before it and Half Life after it? Why is that? Doom gets mods all the time, and Half Life had thousands over the years, some of them really good like Counterstrike itself, The Specialists, The Hidden, Day of Defeat, and etc.

Do you mean historically or nowadays? Because it did have a ridiculous amount of mods up until HL came out. My guess is that it rather died out after that because it was just plain superseded by GoldSrc (and to a lesser extent Q2).

Much of the modding (and mapping and modelling) skills one might have developed for Q1 were immediately applicable to updates and forks to the same engine, such as idTech 2 and GoldSrc, and they yielded much nicer results since it didn't have many of the limitations Q1 were straddled with.

Kliff
Feb 7, 2009

Forgotten by everyone? Kanako's fault.

Geight posted:

I'm about halfway through Dark Forces now, it's a fun little game. Amused that all the design aspects of Jedi Knight that I don't like seem to be there solely because they were present in Dark Forces. It's a little less fun now that I'm at the phase of the game where they're cranking up the difficulty the only way they can - Tons of bullshit mines everywhere that you can't fully avoid even while sprinting. Katarn punching out several kell dragons is :black101: as gently caress though.

I was never of the impression that you had to sprint through the mines, but rather that's what the thermal detonators were for, setting them off at a safe distance.

Linguica
Jul 13, 2000
You're already dead

In the Doom games, the sprites for the doomguy, trooper, and sargeant all exhibited mirroring at certain angles, i.e., the front-left view was just a mirror of the front-right view. This is evident in the way that the gun jumps from one position to another:



However people have known for years that full rotations of those sprites existed at one point, because the original Doom manual actually showed some of the missing frames in the cast section:



Anyways, one thing Romero managed to dig up and release was the full rotations! Rejoice!

mod sassinator
Dec 13, 2006
I came here to Kick Ass and Chew Bubblegum,
and I'm All out of Ass

Zedsdeadbaby posted:

Is it me or does it seem that Quake 1 hasn't really had much of a mod scene compared to Doom before it and Half Life after it? Why is that? Doom gets mods all the time, and Half Life had thousands over the years, some of them really good like Counterstrike itself, The Specialists, The Hidden, Day of Defeat, and etc.

Back in the day when it was new Quake had a huuuuge mod scene. I remember stuff like QuakeCarts (Mario Kart clone) were really popular. The guys that did that mod went on to Valve if I remember correctly. Also lots of grappling hook and other weapon mods when QuakeWorld came out. I think a lot of those mods kind of vanished into obscurity after a while because later games like Half Life had much, much better mods (CounterStrike, etc.).

closeted republican
Sep 9, 2005
Quake 1's mod scene was gigantic enough that it served as the springboard for a ton of game developers getting their break and game types becoming mainstream. It's just that so much time has passed a lot of people have forgotten the sheer amount of content made for the game. It doesn't help that the Q1 modding scene now is tiny compared to back in 96 and 97, making people think that Quake 1 modding wasn't that big of a deal.

mod sassinator
Dec 13, 2006
I came here to Kick Ass and Chew Bubblegum,
and I'm All out of Ass
So Strife is on steam now: http://store.steampowered.com/app/317040/ 25% discount so it's $7.49 (normally $9.99). Not a bad price!

edit: Also it supports Mac, Linux, and Windows.

Linguica
Jul 13, 2000
You're already dead

wooo motion blur wooo

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

I now finally own System Shock 2 :toot: (It's currently on a crazy sale, for anyone interested).

I've never played it, any tips on starting out? I heard not to bother with psi powers just yet. Also, I'm on a mac, but can I still install the hi-res texture pack (that exists, right?)

Good soup!
Nov 2, 2010

Linguica posted:

In the Doom games, the sprites for the doomguy, trooper, and sargeant all exhibited mirroring at certain angles, i.e., the front-left view was just a mirror of the front-right view. This is evident in the way that the gun jumps from one position to another:

However people have known for years that full rotations of those sprites existed at one point, because the original Doom manual actually showed some of the missing frames in the cast section:

Anyways, one thing Romero managed to dig up and release was the full rotations! Rejoice!


It would be awesome to see the full rotations back in the game, particularly for something like SmoothDoom.

ToxicFrog
Apr 26, 2008


Rupert Buttermilk posted:

I now finally own System Shock 2 :toot: (It's currently on a crazy sale, for anyone interested).

I've never played it, any tips on starting out? I heard not to bother with psi powers just yet. Also, I'm on a mac, but can I still install the hi-res texture pack (that exists, right?)

It exists, yes.

I had no idea there was even a Mac version of SS2. For windows there's "SS2Tool", which automatically handles installing the latest unofficial engine build (you really want this) and also, optionally, texture/model/sound upgrades. I have no idea if there's an OSX equivalent.

If there's not, you can still install texture packs and whatnot by hand. I don't know if there's a mac version of the new engine, though.

haveblue
Aug 15, 2005



Toilet Rascal

ToxicFrog posted:

It exists, yes.

I had no idea there was even a Mac version of SS2.

There isn't, but there's a Wine-based wrapper for it. I don't know if it works with the new engine but it worked for stock.

ToxicFrog
Apr 26, 2008


haveblue posted:

There isn't, but there's a Wine-based wrapper for it. I don't know if it works with the new engine but it worked for stock.

Aah. In that case you can probably just run SS2Tool in the same wineprefix and it'll do the right thing.

Jordan7hm
Feb 17, 2011




Lipstick Apathy

mod sassinator posted:

So Strife is on steam now: http://store.steampowered.com/app/317040/ 25% discount so it's $7.49 (normally $9.99). Not a bad price!

edit: Also it supports Mac, Linux, and Windows.

I almost never buy games near full price, especially from a studio that pushes so many games to bundles, but I bought this. The fact Night Dive has been able to wrangle so many of these rights issues and release the games is great, but to also get source port authors to create custom ports and wads is a step even further. Super deserving of my money - GOG style releases are great but I wish more companies would release old games in this manner.

Convex
Aug 19, 2010
Best of all, the game is completely DRM-free and includes the source code as standard. Snapped up as soon as it went on sale!

mod sassinator
Dec 13, 2006
I came here to Kick Ass and Chew Bubblegum,
and I'm All out of Ass

Convex posted:

Best of all, the game is completely DRM-free and includes the source code as standard. Snapped up as soon as it went on sale!

Oh drat, now that is really cool.

Bouchacha
Feb 7, 2006

Has anything been posted about how the Strife re-release came into being? Was this also reverse-engineered?

Dominic White
Nov 1, 2005

Bouchacha posted:

Has anything been posted about how the Strife re-release came into being? Was this also reverse-engineered?

No info yet, but it's from the developer of Doom64 EX, who's entire schtick is reverse-engineering game engines. Looks like this is why his Turok project got put on hold; so he could do Strife.

Edit: Apparently the engine is based on Chocolate Strife, but adds a lot on top of that.

Double Edit: Oooh, big ol' pile of info below. Nice.

Dominic White fucked around with this message at 21:25 on Dec 12, 2014

Linguica
Jul 13, 2000
You're already dead

Bouchacha posted:

Has anything been posted about how the Strife re-release came into being? Was this also reverse-engineered?
http://doomwiki.org/wiki/Strife:_Veteran_Edition

quote:

Stephen Kick was approached mid-summer 2014 by former employees of Rogue Entertainment who retained partial legal rights to Strife, after the latter were approached by several community members with questions about the game's legal status. After resolving the various issues left by the dissolving of the involved companies, Stephen set out to produce a new professional-quality release of the game, updated for needs of the modern market.

After initially approaching Simon Howard (Fraggle) to see if he would be interested in developing a custom version of the game, he was referred to James Haley (Quasar) and Samuel Villarreal (Kaiser), developers of the Chocolate Strife source port. He then commissioned a custom version of the game based on a specification devised by the two programmers and set an optimistic release date of October, 2014. This was later pushed up to December due to delays and increasing scope of development.

Sven Ruthner (ptoing) was brought on as an artist to create new assets needed for the user interface, to fill in for deficiencies in widescreen support, and to touch up existing art where needed. Though it was an initial goal to have high resolution sprites and textures, this proved impossible to accomplish on the restricted budget and timeline of the project.

Due to still-ongoing recovery efforts with regard to the long thought lost Strife source code, basing the product on an existing code base was a necessity. Due to the timely completion of Chocolate Strife in 2013, Chocolate Doom was chosen as an ideal basis. This necessitated that the project be open source, with the code released under the GNU General Public License. A linking exception for the Steamworks API was provided by Simon Howard with the justification that it constitutes a system component due to ubiquitous distribution and the existence of SteamOS.

Kaiser's primary focus was on the graphics engine, which is largely based on Kex 2, an evolution of the Doom64 EX code base. Quasar's primary focus was on removal of limits, stability of the game engine and fixing bugs in the original game (many conditionally, under the game's "classic mode" feature), and addition of new features such as Capture the Chalice.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!

Kliff posted:

I was never of the impression that you had to sprint through the mines, but rather that's what the thermal detonators were for, setting them off at a safe distance.

Oh for sure, but there are more than a few mines that are dastardly placed, like -under- shield powerups or right around corners, and even doomguy-speed Kyle can't fully avoid the blasts. It's not a game-breaker or anything it's just an annoyance.

Commander Keenan
Dec 5, 2012

Not Boba Fett
Wow, how long has Nam been on Steam? I like the game, screw you guys.

http://store.steampowered.com/app/329650/

Duke Jan
Dec 27, 2009

AGITATING SKELETON
I just bought Eradicator on steam because why not it's cheap. Had never heard of the game, but it seems pretty rad so far (on the third level), even though it has the potential to end up like a switch hunting nightmare.

Doctor Shitfaced
Feb 13, 2012
What are some good Christmas themed maps and mods for various early FPS games? I'm feeling festive and violent.

Jehde
Apr 21, 2010

I too would like Christmas Doom in the same vein as Christmas Lemmings.

Replace imps with snowmen, zombie grunts with elves with candycane guns, pinkies with reindeer, cyberdemons with Santas that lobs present rockets at you. :allears:

Jehde fucked around with this message at 01:25 on Dec 13, 2014

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

I'd love a complete reskin where you get gift cannons and holiday cheer rifles, and you have to make all the people happy in each level.

Convex
Aug 19, 2010

Doctor Shitfaced posted:

What are some good Christmas themed maps and mods for various early FPS games? I'm feeling festive and violent.

Duke 3d: Nuclear Winter

(not really, it's loving terrible)

Segmentation Fault
Jun 7, 2012
Here's a couple of really awful Christmas-themed FPS games.

closeted republican
Sep 9, 2005
I'm playing through Strife now, and gently caress the sewers. What a godawful level. I swear it's designed entirely to drain any sort of interest or enthusiasm of the game from you.

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...

Duke Jan posted:

I just bought Eradicator on steam because why not it's cheap. Had never heard of the game, but it seems pretty rad so far (on the third level), even though it has the potential to end up like a switch hunting nightmare.
I saw that Eradicator was on sale as part of the Night Dive sale, and I was going to ask about it. Is it worth picking up for $1.74? One of the reviews I read on Steam said that there issues with aiming.

Convex posted:

Duke 3d: Nuclear Winter

(not really, it's loving terrible)
I've been playing Nuclear Winter on and off this month (mainly to mark it off of my backlog), and I don't think it's absolutely terrible. There are some parts that are kind of poorly done, but overall I just find it kind of mediocre compared to the other two expansions. That being said, I've only completed the first four levels, so maybe it get really bad after that point.

A Fancy 400 lbs
Jul 24, 2008
Bad sewer levels in an FPS? How shocking!

Max Wilco posted:

I've been playing Nuclear Winter on and off this month (mainly to mark it off of my backlog), and I don't think it's absolutely terrible. There are some parts that are kind of poorly done, but overall I just find it kind of mediocre compared to the other two expansions. That being said, I've only completed the first four levels, so maybe it get really bad after that point.

Aren't some of the levels literally just Duke 3D levels backwards?

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



closeted republican posted:

I'm playing through Strife now, and gently caress the sewers. What a godawful level. I swear it's designed entirely to drain any sort of interest or enthusiasm of the game from you.

i watched the video someone linked earlier and the sewers were actually one of the definite negative points brought up due to the map being confusing and you having to deal with colorful painwater most of the time

Linguica
Jul 13, 2000
You're already dead

closeted republican posted:

I'm playing through Strife now, and gently caress the sewers. What a godawful level. I swear it's designed entirely to drain any sort of interest or enthusiasm of the game from you.
The worst part of that whole bit is when you have to hit a random switch and then backtrack to another location without any real indication that the switch had done something to let you progress. Why yes that happened to me an hour ago and I had to go look up a Youtube playthrough to see what to do next, how did you know.

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Feels Villeneuve
Oct 7, 2007

Setter is Better.

closeted republican posted:

I'm playing through Strife now, and gently caress the sewers. What a godawful level. I swear it's designed entirely to drain any sort of interest or enthusiasm of the game from you.

The dirty secret about strife is that it isn't very good

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