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MONKET posted:I loved Quake's atmosphere and general serendipitous art direction that was entirely the result of compromising between HeXen-like dark medieval fantasy and high-tech Doom space bases. It created this blend of magic and technology that most other games don't attempt that often and really should. The fact that the story was brief only helped it make it even more surreal, like I was the pawn of some Carmackian overlord that was plopped into the middle of a Beksinski painting and told to slaughter everything. Unreal 1 did something similar by combining a lighter version of Hexen's dark fantasy with rusty and futuristic technology. I wish more games combined medieval and futuristic.
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# ? Dec 15, 2014 23:38 |
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# ? Jun 5, 2024 09:03 |
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You can move and charge while zoomed in if you're crouching. Get hosed, Nar Shadaa.
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# ? Dec 16, 2014 07:59 |
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Geight posted:You can move and charge while zoomed in if you're crouching. Get hosed, Nar Shadaa. poo poo, now I gotta time travel and wreck all the saber duelists in JO/JA online.
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# ? Dec 16, 2014 08:01 |
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Zaphod42 posted:This artist Wayne Barlowe did a whole suite of paintings on a concept of Hell that he'd been working on, I think for a book he was writing. The whole thing has an unbelievable sense of scale and reality, he imagines Hell more like a sci-fi planet than a strict afterlife, and the surreal horror of it all is pretty intense. Wayne Barlowe already did the concept art for a big video game, but unfortunately for everyone involved, it was Dante's Inferno.
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# ? Dec 16, 2014 08:06 |
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i'm doing the sewer mission in strife and i don't really know what all's happening but all i do know is that occasionally the flashy green light of death has deemed it necessary that i feel pain no matter how many supposed protective suits i feed it
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# ? Dec 16, 2014 08:38 |
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Agent Kool-Aid posted:i'm doing the sewer mission in strife and i don't really know what all's happening but all i do know is that occasionally the flashy green light of death has deemed it necessary that i feel pain no matter how many supposed protective suits i feed it I found that backtracking until the green light disappears, putting on an Environment Suit, then returning satisfies the green light.
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# ? Dec 16, 2014 08:44 |
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Elliotw2 posted:poo poo, now I gotta time travel and wreck all the saber duelists in JO/JA online. On this note, I got to the first boss battle saber fight, and found it to be pretty dang hard. I read up on how you're supposed to actually like, do lightsaber vs lightsaber combat, and on my first attempt afterwards she force jumped into the air and didn't block my force push, and just went careening into the abyss. That's how a true Jedi does it!
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# ? Dec 16, 2014 09:00 |
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closeted republican posted:I found that backtracking until the green light disappears, putting on an Environment Suit, then returning satisfies the green light. the angry green light is very sporadic in when it feels like flashing at me and/or slowly killing me no matter when i use the suits. thankfully i got the rat guy his uniform and shouldn't have to deal with too much more of the sewers?
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# ? Dec 16, 2014 09:07 |
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Agent Kool-Aid posted:i'm doing the sewer mission in strife and i don't really know what all's happening but all i do know is that occasionally the flashy green light of death has deemed it necessary that i feel pain no matter how many supposed protective suits i feed it The green flash is a warning timer, not indicative of if you are being dealt damage or not, and the damage dealt is also on a timer. All the suit does is stop the timer from ticking up, so if you were already in a damaging area for too long, you will keep being dealt damage even after activating a suit, until the timer ticks back down below the threshold. I'll see if I can pull up the exact rules for it. Edit: Right. There's two sector specials in strife, and like with Doom standing on these floors triggers their behaviour. However, the specials themselves don't deal the damage. If the player isn't protected, it increases a "hazardcount" counter by 2 or 4 units (weak or strong) for every tic they stand in it. If the count is non-zero, the screen starts flashing, and the counter drops 1 (so it always ticks up faster than back down). Once the counter has passed 16*TICRATE (16*35, so 16 seconds), the flash stays on and they receive 5 damage every second. However, the important part here is they are still ticking up the "hazardcount" as long as they stand in the sector, and putting on an environment suit will only stop it from counting up. So unless you have stacked up enough health items, standing in that sector will be fatal over time, even if you haven't been killed by it yet. Rocket Pan fucked around with this message at 10:52 on Dec 16, 2014 |
# ? Dec 16, 2014 10:36 |
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Geight posted:You say this, but then link a video of nearly two minutes of dudes getting killed in the same way. If you didn't notice the video is a joke related to Dark Messiah. Sir Kicksalot Deathboot is present on all videogames with convenient placed spike racks and pits. Watch any Bulletstorm LP with someone knowing what to do and there's no stop.
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# ? Dec 16, 2014 11:24 |
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Rocket Pan posted:The green flash is a warning timer, not indicative of if you are being dealt damage or not, and the damage dealt is also on a timer. All the suit does is stop the timer from ticking up, so if you were already in a damaging area for too long, you will keep being dealt damage even after activating a suit, until the timer ticks back down below the threshold.
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# ? Dec 16, 2014 13:23 |
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DNF's engine was mentioned earlier, but here are the exact details: http://wiki.beyondunreal.com/Legacy:Unreal_Engine_Versions/1#DNF_engine_history TL;DR: It's running a heavily modified Unreal Engine 1.
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# ? Dec 16, 2014 21:10 |
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Doctor Shitfaced posted:DNF's engine was mentioned earlier, but here are the exact details:
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# ? Dec 16, 2014 21:15 |
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Doctor Shitfaced posted:DNF's engine was mentioned earlier, but here are the exact details: Bleeding heck. So it looks like a Ferrari but stutters along with a Lada motor under the bonnet.
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# ? Dec 16, 2014 21:19 |
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Don't the CoD games still have legacy code dating back all the way to Quake 1?
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# ? Dec 16, 2014 21:22 |
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Alain Post posted:Don't the CoD games still have legacy code dating back all the way to Quake 1? I believe you are thinking of every video game.
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# ? Dec 16, 2014 21:25 |
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Alain Post posted:Don't the CoD games still have legacy code dating back all the way to Quake 1? CoD still uses some of the same concepts and such in networking and some of the lower level systems, but there is almost certainly Q3 code, which could have very easily been in Q1. Nothing significant, though.
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# ? Dec 16, 2014 21:26 |
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Alain Post posted:Don't the CoD games still have legacy code dating back all the way to Quake 1? If you look through the Half-Life 2 SDK you'll see network subsystem code dating back to 96-97.
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# ? Dec 16, 2014 21:37 |
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Alain Post posted:Don't the CoD games still have legacy code dating back all the way to Quake 1? There's Quake 1 DNA in practically every modern game today. http://upload.wikimedia.org/wikipedia/commons/6/63/Quake_-_family_tree.svg for a few examples including BLOPS which was the latest game at the time of the image. People like to mention the importance of Carmack to the industry, you literally can't overstate it.
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# ? Dec 16, 2014 21:42 |
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Looking at the very bottom of that tree reminds me that I need to try Star Trek: Elite Force II at some point. I mean, I rather liked Star Trek Voyager: Elite Force; despite being rather unfamiliar with Voyager as a whole (the general opinion I've gathered since then being that I didn't miss much of value), and this one is more tied to TNG, the Star Trek I'm most familiar with. Can't be TOO bad, surely? I actually had a darn lot of fun with the Holomatches in Elite Force, too. Granted, I only played bots, but it was sort of a gateway into other arena games like the Unreal Tournament series, so I'm rather appreciative of it, considering.
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# ? Dec 17, 2014 00:26 |
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Alain Post posted:Don't the CoD games still have legacy code dating back all the way to Quake 1? The COD games through at least Black Ops 2 run Quake 3 still, completely with the fps/physics bug. Shadow Hog posted:Looking at the very bottom of that tree reminds me that I need to try Star Trek: Elite Force II at some point. I mean, I rather liked Star Trek Voyager: Elite Force; despite being rather unfamiliar with Voyager as a whole (the general opinion I've gathered since then being that I didn't miss much of value), and this one is more tied to TNG, the Star Trek I'm most familiar with. Can't be TOO bad, surely? I'm sorta halfway through Elite Force II, and it's ok. It's not as good as Elite Force 1, but it's still one of the five good Star Trek games.
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# ? Dec 17, 2014 00:30 |
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JUST missing the Cacowards, Threshold Of Pain Episode 2 is out now. I've yet to play it, but I really liked the first episode. This was meant to be the full three-episode release, but things apparently got big and complex enough so that it won't happen until sometime next year.
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# ? Dec 17, 2014 01:44 |
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Just tried Descent and Descent: Maximum for the PS1. Protip: Don't play Descent and Descent: Maximum for the PS1. Sure, I'm spoiled now that I'm using the XB360 dual analog gamepad and DXX-Rebirth, but come on. This poo poo is a slideshow.
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# ? Dec 17, 2014 02:35 |
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To be honest, that's probably better than how the PC version ran when it launched. It also looked a hell of a lot better at that.
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# ? Dec 17, 2014 02:43 |
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Elliotw2 posted:To be honest, that's probably better than how the PC version ran when it launched. It also looked a hell of a lot better at that. 'descent.exe -superhires' on a Pentium 100MHz was Descent bliss. The music was better on the PS1 and the FMVs were a welcome addition. Lord Dudeguy fucked around with this message at 03:19 on Dec 17, 2014 |
# ? Dec 17, 2014 03:16 |
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Just consider that there was also going to be a Saturn version of the game. I almost kinda wish there ultimately was, actually. I have a bit of a soft spot for Sega's little machine-that-really-couldn't-because-its-hardware-was-a-mess-but-it-tried-regardless.
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# ? Dec 17, 2014 07:33 |
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Hey, Saturn Quake's pretty cool, since they made custom enemy layouts in return for not supporting any form of multiplayer.
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# ? Dec 17, 2014 07:49 |
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Elliotw2 posted:Hey, Saturn Quake's pretty cool, since they made custom enemy layouts in return for not supporting any form of multiplayer. Really? So you could just say where you wanted however many enemies before starting a level? Or do you mean they screwed around with the enemy layouts themselves, so it was different than the pc version?
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# ? Dec 17, 2014 10:26 |
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Rupert Buttermilk posted:Really? So you could just say where you wanted however many enemies before starting a level? Or do you mean they screwed around with the enemy layouts themselves, so it was different than the pc version? It was probably more a consequence of having to optimize the enemy layouts so there weren't too many on screen at the same time. The Saturn being able to play Quake and play it well is a bit of a miracle. It does have 4 exclusive levels that replaced the 4 secret levels from the original game, though.
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# ? Dec 17, 2014 13:35 |
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Can someone recommend me some Doom maps that plays well with the DemonSteele gameplay mod?
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# ? Dec 17, 2014 16:37 |
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Lord Dudeguy posted:Just tried Descent and Descent: Maximum for the PS1. I've been trying to offload my PS1 copy of Descent. It isn't going well.
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# ? Dec 17, 2014 16:49 |
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Reive posted:Can someone recommend me some Doom maps that plays well with the DemonSteele gameplay mod? You could try Resurgence. It gets pretty brutal, but that should make it interesting/exciting with Demonsteele. Also, I've just played through Plutonia with Demonsteele, and it was good even though you can totally jump/dash straight to the exit in some maps.
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# ? Dec 17, 2014 17:57 |
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Rupert Buttermilk posted:Really? So you could just say where you wanted however many enemies before starting a level? Or do you mean they screwed around with the enemy layouts themselves, so it was different than the pc version? Yeah, I meant they changed the enemy layouts themselves. It's a lot harder and denser, and they also added real time lights to a few things, so it's more like darkplaces on hard than normal quake on medium. https://www.youtube.com/watch?v=N14TinDCrS0
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# ? Dec 17, 2014 17:59 |
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Reive posted:Can someone recommend me some Doom maps that plays well with the DemonSteele gameplay mod? Most of the testing was done in Scythe 2 so that's supposed to work really well.
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# ? Dec 17, 2014 18:19 |
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Elliotw2 posted:Yeah, I meant they changed the enemy layouts themselves. It's a lot harder and denser, and they also added real time lights to a few things, so it's more like darkplaces on hard than normal quake on medium. My favorite part of Saturn Quake was the inclusion of Dank and Scud as an easter egg. https://www.youtube.com/watch?v=O4lCaLsoYxg
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# ? Dec 17, 2014 19:12 |
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Elliotw2 posted:To be honest, that's probably better than how the PC version ran when it launched. It also looked a hell of a lot better at that. I dunno. I remember Descent running smooth as silk on my family's IBM Aptiva back in the day, and it only had a 75 MHz processor.
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# ? Dec 17, 2014 19:49 |
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SavageMessiah posted:Most of the testing was done in Scythe 2 so that's supposed to work really well. It's not bad (i mean, Scythe 2 is one of the best mapsets ever made, so of course it's not bad), but a lot of it is trivialized by the jumping abilities DemonSteele gives you.
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# ? Dec 17, 2014 19:52 |
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Elliotw2 posted:Hey, Saturn Quake's pretty cool, since they made custom enemy layouts in return for not supporting any form of multiplayer. I still kinda need to play more than a few stages of that, if only to see the forest stage in episode 2, although I really worry Quake with a controller will be about as painful as it sounds, even if Powerslave's control scheme generally works. Especially Spawns. I can barely kill the bastards in a timely, not-exploding-in-my-face fashion with mouselook; I shudder to think how difficult it must be with the Saturn controls. (The cheat-enabled analog-look mode is kinda nice I guess but you can't customize it worth a drat, vertical aiming is inverted and you can't look directly up/down like you can in the default controls, which is weird.)
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# ? Dec 17, 2014 20:24 |
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Quake 2 on the PS1 is a pretty good technical achievement too. They rejigged some layouts to fit the architecture of the console, but didn't diminish the quality at all. You could also plug in the PS1 mouse and use it for aiming with the d-pad in your left hand replacing WASD.
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# ? Dec 17, 2014 20:34 |
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# ? Jun 5, 2024 09:03 |
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I love E1M1 in Quake so much
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# ? Dec 17, 2014 21:01 |