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Just got my DoomRPG+DoomRL Monsters+DoomRL Arsenal set-up all updated to the latest betas. There's a new tier of enemies, Armageddon, that I'm super psyched to see. What megawad should I throw at this? Did it with Hellbound last time and had a blast. Also, I kind of liked the old UAC base better. The new one is far too big and empty. It seems way out of scale.
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# ? Mar 28, 2015 16:19 |
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# ? May 31, 2024 09:49 |
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Armageddon is the coop difficulty and is also missing like 3/4 of its monsters. One of the Armageddon bosses (which isn't supposed to spawn but does and sometimes shows up on UV so gently caress UV) is a turbo fucker pain elemental with a quarter million health and rapidly spawning super fast packs of lost souls. And there's another pain elemental with a telefrag gun. Nightmare is the most fun to play, since it has all new monsters and you get a lot of exotic drops off zombies. Crack out OBLIGE for maps, that way you don't have to worry about whether the map has a ton of custom stuff that breaks or forced pistol starts killing your inventory. dis astranagant fucked around with this message at 20:08 on Mar 28, 2015 |
# ? Mar 28, 2015 19:45 |
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While this thread is a little bit quieter than normal, time to drop a bit of Quake in. Specifically, a revisit of RickyT23's Stark Monstrosity for Quoth, because I just fixed up the latest version of Quoth to play this map properly and packaged it for ease of playing. If you already downloaded Quoth before this weekend, grab the updated 2.2 patch as it fixes a broken door. shot1|shot2|shot3|shot4|shot5|shot6 Download Stark Monstrosity Quoth quickstart guide: 1. Download the full version of Quoth 2.2 2. Find your Quake folder, and make a folder inside called Quoth 3. Extract all the files from the zip into your Quoth folder 4. Drag and drop starkmon.pak onto launch.bat in the Quoth folder to play Heavy_D fucked around with this message at 22:30 on Mar 28, 2015 |
# ? Mar 28, 2015 22:24 |
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What should I know before playing Unreal for the first time?
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# ? Mar 28, 2015 22:24 |
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Heavy_D posted:While this thread is a little bit quieter than normal... Just wait until v20 of Brutal Doom gets released.
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# ? Mar 28, 2015 22:27 |
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Bouchacha posted:What should I know before playing Unreal for the first time? Get the 227 patch from oldunreal.com then if you want the high resolution textures. Get used to unreal dodging (double tapping a direction) and enemies dodging your stuff too. Other than that, is a pretty straight forward game and easy to learn.
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# ? Mar 28, 2015 23:45 |
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Bouchacha posted:What should I know before playing Unreal for the first time? The AI doesn't know how to dodge Eightball grenades.
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# ? Mar 29, 2015 00:08 |
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okay, I'm stuck on the AMC TC side mission "Clear the Coast". I found some crazy pit into an underground deathtrap arena, hit a switch to blow up the arena, and now... I have no idea what I'm supposed to do. A vital switch didn't display in the first Ep 1 mission and a vital door didn't open in the second one so I'm pretty much willing to write this up to "cursed"
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# ? Mar 29, 2015 01:38 |
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Bouchacha posted:What should I know before playing Unreal for the first time? No, you can't make the HUD bigger, the Dispersion pistol has upgrade tokens hidden in many levels, make sure you set the inventory keys to something handy because you're going to be using flares, headlamps, and damage amps all the time.
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# ? Mar 29, 2015 01:40 |
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I've never used that crap. Some items are straight up broken I think. Bouchacha posted:What should I know before playing Unreal for the first time? Don't ignore translator messages, read them all. Sometimes they tell you what to do and where to go, what to press, unreal gets miserable when you don't know what to do to proceed. Also actively look for secrets, you can get some weapons much earlier this way. Some secrets are basically hidden in places where you'll never look, that's kinda different from doom style secrets, others are a bit more complicated like you need more than once to save an npc from getting killed. There are a few, maybe just that one actually, places where you can miss a big chunk of the map and a lot of cool stuff by taking the wrong turn. So if if you think you may have done that, like it doesn't look like the path is looping back, backtrack. Alternatively, go straight and get it on your next play through
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# ? Mar 29, 2015 01:51 |
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Enemies are unable to dodge Eightball grenades, Razorjack blades, Biorifle blobs, and Flak Cannon alt-fire shots. The only weapons that register headshots are the Razorjack and Rifle. Unlike other games, the token pistol, the Automag, is good throughout the entire game. It's the second-best weapon for dealing with enemies at range. I always have some ammo for it to take out Gasbags or pick off a Kraal at a distance to conserve Rifle ammo. The Minigun is technically inferior to the Automag because it takes about two Minigun shots to do the amount of damage one Automag shot does, but it's way too fun and cool to ignore. Beware that the crosshair is misleading if you're playing the game in widescreen and trying to land headshots with the Razorjack or Rifle. The gun fires from where it is positioned, not where the crosshair is. This can be fixed a bit by making weapons centered. closeted republican fucked around with this message at 22:18 on Mar 29, 2015 |
# ? Mar 29, 2015 02:10 |
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Elliotw2 posted:No, you can't make the HUD bigger
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# ? Mar 29, 2015 03:17 |
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Bouchacha posted:Mind-reader I posted this like a year ago, but here's your hud options: Tiny as gently caress or ugly as gently caress
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# ? Mar 29, 2015 03:27 |
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Has anybody here managed to get Requiem Avenging Angel working on a 64-bit system? There's a patch available that updates it to DX8 and solves compatibility issues, but it's a 16-bit application sand thus useless... Has anybody tried using a virtual PC to run stuff like this?
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# ? Mar 29, 2015 03:47 |
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I've never beaten Plutonia and finally got to (and finished) the arch-vile maze level and goddamn is it a ton of fun.
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# ? Mar 29, 2015 04:05 |
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SparkTR posted:Has anybody here managed to get Requiem Avenging Angel working on a 64-bit system? There's a patch available that updates it to DX8 and solves compatibility issues, but it's a 16-bit application sand thus useless... Has anybody tried using a virtual PC to run stuff like this? If you're lucky it just uses a 16 bit installer and you might be able to find someone who can rig you up a new install script. Otherwise you're hosed.
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# ? Mar 29, 2015 04:12 |
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Dr. Dos posted:I've never beaten Plutonia and finally got to (and finished) the arch-vile maze level and goddamn is it a ton of fun. Plutonia has so many legendary maps it's insane. I really love Caughtyard and Speed too.
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# ? Mar 29, 2015 04:13 |
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Unreal first impressions: - It's really interesting how dynamic fighting the Skaarj is as they leap and dodge and poo poo. This must've blown people's minds in 1998. - The music and the engine are making me super nostalgic about when I first tried Deus Ex - The only times I've died is either because of bullshit traps, inadvertently dodging into a bullshit trap, or the collision detection - What is up with the collision detection? Enemie's collision model doesn't seem to match up to their actual 3d model so I'm often "missing" when shooting at them until I figure out the sweet spot. Super lame.
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# ? Mar 29, 2015 06:12 |
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Unreal 1 uses collision boxes instead of per-vertex collision, so the collision boxes are usually a bit smaller than the actual model.
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# ? Mar 29, 2015 06:36 |
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Confession: I don't really like the additional Quoth bestiary that much, and have tended to avoid Quake levels that require Quoth because of it. I mean, I suppose the added grunts do flesh out the bottom rung of Quake's bestiary a bit, although the flamethrower guy might be a bit much. Other than that, though... eh?
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# ? Mar 29, 2015 06:43 |
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So I just spent some time on Doomworld, trying to figure out which wads to play, and... I don't know. I'm not sure if I'm looking in the wrong places or what (I tried a lot of cacoward winners, too), but I was wondering what you guys had to say on the subject. What would y'all recommend, in terms of wads (that feature new maps, not gameplay modifications, although I suppose mods could work, within reason)? There are no wrong answers, unless your suggestion causes my computer to crash. (It's like that horrible feeling you get when you are at the library or the bookstore, and you've already read all the books written by your favorite authors, and you don't know where to go from there.) edit: I already know about OBLIGE... but it can't make maps the way humans do. Jakcson fucked around with this message at 06:51 on Mar 29, 2015 |
# ? Mar 29, 2015 06:44 |
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Dammit I got so distracted by Pillars of Eternity I forgot to vote in April Agitation Round 2. gently caress!
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# ? Mar 29, 2015 07:24 |
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Jakcson posted:So I just spent some time on Doomworld, trying to figure out which wads to play, and... I don't know. If you haven't played them, Back to Saturn X episodes 1 and 2 are phenomenal examples of Doom mapmaking. Episode 1: http://www.doomworld.com/vb/thread/62529 Episode 2: http://www.doomworld.com/vb/thread/69960
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# ? Mar 29, 2015 07:35 |
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Jakcson posted:Just wait until v20 of Brutal Doom gets released. Uuugh god drat it, it's literally my most anticipated release this year besides Bloodborne. Where the heck is it. It was supposed to be out a month ago.
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# ? Mar 29, 2015 07:42 |
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Shadow Hog posted:Confession: I don't really like the additional Quoth bestiary that much, and have tended to avoid Quake levels that require Quoth because of it. I actually find them a welcome expansion for Quake's normal bestiary. What I really like is how there are plenty of monsters that have the same sort of general role. While that may sound redundant when I put it that way, I love that you can create truly consistent environments with them. No longer must you have a tech base with medieval ogres in leather just because you want something that shoots grenades! I suppose that might work for some scenarios, but not all of them. Also, Quake has kind of sorely needed boss monsters since the only two the base game has are "lava guy that your weapons don't even faze" and "completely immobile blob you have to telefrag".
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# ? Mar 29, 2015 07:54 |
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Jakcson posted:So I just spent some time on Doomworld, trying to figure out which wads to play, and... I don't know. Have you looked at "10 years of Doom" feature, that lists 100 wads from first decade of Doom mapping? I can reccomend Deus Vult (the first one is a one huge slaughterish map, the second is a megawad), Valiant, Doom 2 Resurrected, Ultimate Torment & Torture (it has new monsters and weapons though, but the maps are great mix of Doom and Quake styles), Scythe 2, Strain, among others.
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# ? Mar 29, 2015 09:03 |
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LvK posted:okay, I'm stuck on the AMC TC side mission "Clear the Coast". I found some crazy pit into an underground deathtrap arena, hit a switch to blow up the arena, and now... I have no idea what I'm supposed to do. What switches were missing for you in those levels? If you can take a picture I can fix it or let you know if you've missed something.
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# ? Mar 29, 2015 09:58 |
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Shadow Hog posted:Confession: I don't really like the additional Quoth bestiary that much, and have tended to avoid Quake levels that require Quoth because of it. I think they were hard to love in earlier versions, because they were just a little bit too tough and relentless. They lacked that give and take where you made openings in combat using pain frames and confusing the ai, and it's something I've attempted to improve in the latest patch (to demonstrate how far off the scale they went, the code that's meant to make monsters less susceptible to pain in nightmare was actually doing the opposite on some monsters in 2.1). Apart from the stuff Tony Danza mentioned, I'm a big fan of the way the death knight variants work (which I can't take any credit for), letting you have a heterogeneous mix of monsters that won't infight.
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# ? Mar 29, 2015 10:05 |
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Elliotw2 posted:I posted this like a year ago, but here's your hud options: Where is the ugly as gently caress? I've been playing the unreal gold version since it came out retail and on steam (I even own the original unpatched) and all I can do is press (~) or use the slider from the options to get more tiny HUDs.
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# ? Mar 29, 2015 10:09 |
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Jblade posted:If you look down the room from across the switch (standing in front of it) You should see a small room in the upper right corner - it's dark down there so it's a bit hard to miss. You should have a jetpack at this point, just fly up and inside is the exit. In the first base mission, with the scientists who trapped themselves in a forcefield closet, the exit switch doesn't show up. In the mars moon mission, when you have to make your escape, the exit door doesn't open and I had to noclip in, then godmode so I could make it the rest of the way with what little time I had left.
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# ? Mar 29, 2015 16:02 |
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Can you send me a savegame of these occurences to my e-mail address? (jstanf36@gmail.com) Those errors you describe are very bizarre and I can't think of a reason why they would happen. Cheers.
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# ? Mar 29, 2015 16:36 |
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Guillermus posted:Where is the ugly as gently caress? I've been playing the unreal gold version since it came out retail and on steam (I even own the original unpatched) and all I can do is press (~) or use the slider from the options to get more tiny HUDs. It's a giant pain in the rear end, but you basically copy your Unreal/Maps and Unreal/Music folders into your UT install, install Old Skool Amp'd, install the Unreal: Enhanced mutator, install Operation Na Pali, and then start a new Singleplayer game of Unreal using the mutator to enable the better hud. You can't bring your Unreal save files into UT, and it doesn't work with RTNP, but RTNP also sucked so you're really not missing that much.
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# ? Mar 29, 2015 18:26 |
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Elliotw2 posted:It's a giant pain in the rear end, but you basically copy your Unreal/Maps and Unreal/Music folders into your UT install, install Old Skool Amp'd, install the Unreal: Enhanced mutator, install Operation Na Pali, and then start a new Singleplayer game of Unreal using the mutator to enable the better hud. Oh well, I think I played two times through RTNP all these years and I always felt that it sucked, played through vanilla unreal more than 20 times I think in comparison. And to be honest, I can just play with lower resolution and call it a day to get a bigger hud. I one of these that like to play Quake 2 with a low 16:9 resolution just to get some pixels around (or quake with linear filtering).
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# ? Mar 29, 2015 20:18 |
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Heavy_D posted:While this thread is a little bit quieter than normal, time to drop a bit of Quake in. Specifically, a revisit of RickyT23's Stark Monstrosity for Quoth, because I just fixed up the latest version of Quoth to play this map properly and packaged it for ease of playing. If you already downloaded Quoth before this weekend, grab the updated 2.2 patch as it fixes a broken door. It gets easier afterwards, but that opening section sucks rear end. The Night Gaunt's(I think, I looked on the mod website) attack can push you, so you have to rush through and hope the attack(which is undodgeable?) doesn't mess with one of your jumps over the lava or dance around on a tiny platform plinking away with your starting shotgun and the tiny amount of nailgun ammo you get on one of the platforms. I think that kind of section could be fun, but not as the opening of a map when you're so limited in your weapon selection. I'll post more thoughts once I finish. A Fancy 400 lbs fucked around with this message at 21:01 on Mar 29, 2015 |
# ? Mar 29, 2015 20:59 |
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It seems like Zandronum is finally upgrading to 2.0 today, at least according to the global server announcement I got earlier. edit: It happened. Karasu Tengu fucked around with this message at 22:41 on Mar 29, 2015 |
# ? Mar 29, 2015 22:17 |
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A Fancy 400 lbs posted:The Night Gaunt's(I think, I looked on the mod website) attack can push you, so you have to rush through and hope the attack(which is undodgeable?)
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# ? Mar 29, 2015 22:22 |
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Elliotw2 posted:It seems like Zandronum is finally upgrading to 2.0 today, at least according to the global server announcement I got earlier. Now they're only 5 years behind zdoom development instead of
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# ? Mar 29, 2015 22:43 |
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dis astranagant posted:Now they're only 5 years behind zdoom development instead of They're caught up enough that playing a 2005 pwad doesn't cause opengl mode to run at half speed on my computer, good enough for me.
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# ? Mar 29, 2015 22:52 |
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I think it says all it needs to when the first reply to a pretty major update on Zandronum on their forums is 'first'. gently caress that's still such a stupid loving name. I had to double check like three times to make sure I had spelt it right.
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# ? Mar 29, 2015 23:11 |
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# ? May 31, 2024 09:49 |
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What's super cool about it that I should try this over other source ports?
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# ? Mar 29, 2015 23:14 |