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Uncle Kitchener
Nov 18, 2009

BALLSBALLSBALLSBALLS
BALLSBALLSBALLSBALLS
BALLSBALLSBALLSBALLS
BALLSBALLSBALLSBALLS
Dreams and voxels are cool. We need more voxels with old FPS.

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juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Is there anywhere I can find a copy of Requiem: Avenging Angel that'll run on windows 7? GOG doesn't have it.

cis_eraser_420
Mar 1, 2013

uncleKitchener posted:

Dreams and voxels are cool. We need more voxels with old FPS.

Voxels are so loving cool, man. When I first saw the spinning voxel pickups in Blood I was just absolutely amazed (despite playing it for the first time like a year ago :v:)

I wonder how well would voxel enemies work in say GZDoom? Can voxels even be animated in that?

RyokoTK
Feb 12, 2012

I am cool.
Voxel enemies would probably look pretty bad but there is a GZDoom mod that has voxelized pickups and they look fine (although way out of place).

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

M.Ciaster posted:

Voxels are so loving cool, man. When I first saw the spinning voxel pickups in Blood I was just absolutely amazed (despite playing it for the first time like a year ago :v:)

I wonder how well would voxel enemies work in say GZDoom? Can voxels even be animated in that?

Yeah you could definitely add voxel environments or enemies or vehicles to GZDoom, it'd just be a matter of the effort to implement it and then whether or not the style of voxels and sprites would fit together properly.

david_a
Apr 24, 2010




Megamarm
Voxels are slow as hell compared to sprites/models, at least in the way they are currently integrated into the Doom engine. Somebody made a voxel wall segment to see what it would look like, and, while pretty cool, just that one wall was enough to chug the engine noticeably.

Ken Silverman (the infamous creator of the Build engine) made a tech demo for a 100% voxel game called Voxlap. I see he has a newer thing from 2014 that I haven't played with yet. The demo was fun to play around with but hard to imagine as a functional game. Someone was crazy enough to try with Voxelstein 3D but it has some, ah, minor quirks.

Segmentation Fault
Jun 7, 2012

david_a posted:

Voxels are slow as hell compared to sprites/models, at least in the way they are currently integrated into the Doom engine. Somebody made a voxel wall segment to see what it would look like, and, while pretty cool, just that one wall was enough to chug the engine noticeably.

Ken Silverman (the infamous creator of the Build engine) made a tech demo for a 100% voxel game called Voxlap. I see he has a newer thing from 2014 that I haven't played with yet. The demo was fun to play around with but hard to imagine as a functional game. Someone was crazy enough to try with Voxelstein 3D but it has some, ah, minor quirks.

Ace of Spades was a freeware multiplayer FPS game that ran on Voxlap, until it got bought out by Jagex and they rewrote the game and made it infinitely worse.

memy
Oct 15, 2011

by exmarx

Segmentation Fault posted:

Ace of Spades was a freeware multiplayer FPS game that ran on Voxlap, until it got bought out by Jagex and they rewrote the game and made it infinitely worse.

:rip:

Man I loved aos before it went to poo poo

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

david_a posted:

Voxels are slow as hell compared to sprites/models, at least in the way they are currently integrated into the Doom engine. Somebody made a voxel wall segment to see what it would look like, and, while pretty cool, just that one wall was enough to chug the engine noticeably.

Ken Silverman (the infamous creator of the Build engine) made a tech demo for a 100% voxel game called Voxlap. I see he has a newer thing from 2014 that I haven't played with yet. The demo was fun to play around with but hard to imagine as a functional game. Someone was crazy enough to try with Voxelstein 3D but it has some, ah, minor quirks.

To be fair, most of Voxelstein 3D's quirks come from letting you really play with the voxels. If they simply restricted the gameplay to being a Wolf3D clone using voxels for rendering it would probably play pretty well and without any major quirks. Letting you tunnel through walls or dig away at the pixels that make up a lamp or a bookshelf is what makes it quirky.

Half of the fun of having a voxel environment is letting you blow holes in walls, though.

JLaw
Feb 10, 2008

- harmless -

Segmentation Fault posted:

The fan-run Quake facebook page shared some pictures of an Arabian/ikwhite map done in Quake 1, and :holymoley:

I think that's part of the latest "map jam", this time dedicated to this arena/waves mod: http://www.wantonhubris.com/qonquer/Qonquer.html

So there's probably not going to be any traditional explore-y maps in this pack, but... nice for a change of pace. First time I'd heard about that mod.

cis_eraser_420
Mar 1, 2013

david_a posted:

Voxels are slow as hell compared to sprites/models, at least in the way they are currently integrated into the Doom engine. Somebody made a voxel wall segment to see what it would look like, and, while pretty cool, just that one wall was enough to chug the engine noticeably.

Ken Silverman (the infamous creator of the Build engine) made a tech demo for a 100% voxel game called Voxlap. I see he has a newer thing from 2014 that I haven't played with yet. The demo was fun to play around with but hard to imagine as a functional game. Someone was crazy enough to try with Voxelstein 3D but it has some, ah, minor quirks.

Yeah performance was mostly what I was worried about. Plus, I have no idea how to make voxels in the first place so that was just me idly wondering about stuff :v:

site
Apr 6, 2007

Trans pride, Worldwide
Bitch

Zaphod42 posted:

To be fair, most of Voxelstein 3D's quirks come from letting you really play with the voxels. If they simply restricted the gameplay to being a Wolf3D clone using voxels for rendering it would probably play pretty well and without any major quirks. Letting you tunnel through walls or dig away at the pixels that make up a lamp or a bookshelf is what makes it quirky.

Half of the fun of having a voxel environment is letting you blow holes in walls, though.
Voxelstein sounds like Super Wolfenstein HD

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

FirstPersonShitter posted:

Is there anywhere I can find a copy of Requiem: Avenging Angel that'll run on windows 7? GOG doesn't have it.

Oh god, i forgot that game existed! Turning people into pillars of salt never got old. :allears:

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Either my copy of GZdoom, hexen or samsara mod is hosed up.

I finished the first level as duke in hexen, then instead of dumping me into the hub at the right place I get dumped in one of the rooms with the closed brass doors, then when I try to enter the portal inside that room it says "no player 1 start" for the guardian of fire level.

What the gently caress?

david_a
Apr 24, 2010




Megamarm

M.Ciaster posted:

Yeah performance was mostly what I was worried about. Plus, I have no idea how to make voxels in the first place so that was just me idly wondering about stuff :v:
That's the other big headache: the tools to create them. From what I can tell, the tools are more or less 3D versions of pixel editing tools. You can easily generate a voxel model from a traditional polygonal 3D model, but if you already have the normal model, what's that point of the voxel one?

If you're feeling masochistic, you can download SLAB6 which was the tool used to create the voxel models for Blood, Shadow Warrior, and the Doom Voxel Project.

cis_eraser_420
Mar 1, 2013

david_a posted:

That's the other big headache: the tools to create them. From what I can tell, the tools are more or less 3D versions of pixel editing tools. You can easily generate a voxel model from a traditional polygonal 3D model, but if you already have the normal model, what's that point of the voxel one?

If you're feeling masochistic, you can download SLAB6 which was the tool used to create the voxel models for Blood, Shadow Warrior, and the Doom Voxel Project.

'cause models in Doom are lame and voxels are rad, obviously :cheeky:

Seriously tho, thanks for the link - like I said, I don't know poo poo about that stuff, but I've picked up a fuckload of Doom related modding knowledge over the last month or so despite pretty much starting from zero, so hey I might actually find out I have a knack for that. At the very least, maybe I'll replace sprited projectiles with voxels? now there's an idea...

Cat Mattress
Jul 14, 2012

by Cyrano4747

FirstPersonShitter posted:

Either my copy of GZdoom, hexen or samsara mod is hosed up.

I finished the first level as duke in hexen, then instead of dumping me into the hub at the right place I get dumped in one of the rooms with the closed brass doors, then when I try to enter the portal inside that room it says "no player 1 start" for the guardian of fire level.

What the gently caress?

If you're using a dev build, it might be GZDoom that's screwing up. Graf has changed the way ZDoom handles editor numbers and it needed some bugfixing for player starts.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Cat Mattress posted:

If you're using a dev build, it might be GZDoom that's screwing up. Graf has changed the way ZDoom handles editor numbers and it needed some bugfixing for player starts.

Gah yeah I updated to a dev build so I could run hocus pocus doom and I guess that hosed up everything else.

the wizards beard
Apr 15, 2007
Reppin

4 LIFE 4 REAL
Can anyone who has played through The Pyramids in AMC TC tell me what I'm doing here? There are 6 switches with a legend showing different highlighted sides of a box/room. Shooting some switches seems to open and close a nearby passageway in a way I haven't figured out


e: ok the legend seems to be the outline of the map, switches seem to raise and lower sections of the ceiling. But the logic controlling things isn't apparent to me right now, toggling switches back and forth doesn't toggle the effect...

e2: turning on cheats to kill all the trap enemies let me figure out what would work, then I loaded a save and did it legit. Would still like to know how this works though...

the wizards beard fucked around with this message at 12:31 on Apr 8, 2015

Jblade
Sep 5, 2006

the wizards beard posted:

Can anyone who has played through The Pyramids in AMC TC tell me what I'm doing here? There are 6 switches with a legend showing different highlighted sides of a box/room. Shooting some switches seems to open and close a nearby passageway in a way I haven't figured out


e: ok the legend seems to be the outline of the map, switches seem to raise and lower sections of the ceiling. But the logic controlling things isn't apparent to me right now, toggling switches back and forth doesn't toggle the effect...

e2: turning on cheats to kill all the trap enemies let me figure out what would work, then I loaded a save and did it legit. Would still like to know how this works though...
The enemies spawn if you step on a shaded sector, that thing there is pretty much a failsafe system to kill them if you spawn a ton and make it out.

It's a Zaxtor map, he has a habit of making things fairly oblique :v: I still enjoy them but they're an acquired taste and pretty much any complaints about the episode's gameplay has been about Jungle Base (which is part of why I made it an optional only lvl 5 difficulty level)

the wizards beard
Apr 15, 2007
Reppin

4 LIFE 4 REAL

Jblade posted:

The enemies spawn if you step on a shaded sector, that thing there is pretty much a failsafe system to kill them if you spawn a ton and make it out.

It's a Zaxtor map, he has a habit of making things fairly oblique :v: I still enjoy them but they're an acquired taste and pretty much any complaints about the episode's gameplay has been about Jungle Base (which is part of why I made it an optional only lvl 5 difficulty level)

I think you have to play with the switches to open up the area with the shaded sections? Maybe I messed up and hit a switch before investigating the area.

Oblique is right. I got through by drawing a diagram of how the corridors connect together. Now I think I am at the end, I've gotten to the crystal skull room and it has blown up. I've realised I have no idea how to finish the map...

Jblade
Sep 5, 2006

the wizards beard posted:

I think you have to play with the switches to open up the area with the shaded sections? Maybe I messed up and hit a switch before investigating the area.

Oblique is right. I got through by drawing a diagram of how the corridors connect together. Now I think I am at the end, I've gotten to the crystal skull room and it has blown up. I've realised I have no idea how to finish the map...
At the other side of the pyramid's surface, there's a metal plate on the floor opposite a ladder. There should be a little switch there floating next to it. I didn't want to change too much about the level's gameplay, but I think I should change that part since out of all of the things in the map it is way too hard to notice.

the wizards beard
Apr 15, 2007
Reppin

4 LIFE 4 REAL

Jblade posted:

At the other side of the pyramid's surface, there's a metal plate on the floor opposite a ladder. There should be a little switch there floating next to it. I didn't want to change too much about the level's gameplay, but I think I should change that part since out of all of the things in the map it is way too hard to notice.

Yeah I don't think I would have found that. I did find the secret with the floating square of water though.

I have noticed that the "scarab" buttons don't show up as switches when I use the scanner. I tend to swing the scanner around when I can't figure out what I'm doing, it's a little annoying that they have to be spotted by eye.

Jblade
Sep 5, 2006

the wizards beard posted:

Yeah I don't think I would have found that. I did find the secret with the floating square of water though.

I have noticed that the "scarab" buttons don't show up as switches when I use the scanner. I tend to swing the scanner around when I can't figure out what I'm doing, it's a little annoying that they have to be spotted by eye.
They should do, I'll have to replay the level and add them in manually to the ones that don't (sometimes sprites get lost if there's sectors over sectors unfortunately)

Kazvall
Mar 20, 2009

Went to four game stores today and was confronted by four copies of Daikatana 64 between them. The willpower I used to not buy them was monumental. I did get Hexen 64, however.

Guillermus
Dec 28, 2009



Just buy it as colector's item. I own a Balls of Steel edition of Duke Nukem Forever and I wear it like a badge of both shame and... and... :smithfrog:

Nintendo Kid
Aug 4, 2011

by Smythe

Kazvall
Mar 20, 2009

So, when you plug it in it looks like he's pissing on your hands?

Arivia
Mar 17, 2011
Can you even plug that in? It looks like Duke's arm would run right into the controller.

Nintendo Kid
Aug 4, 2011

by Smythe

Arivia posted:

Can you even plug that in? It looks like Duke's arm would run right into the controller.

Standard N64 controller memory cards are rather short, the Duke statue thing is placed more than far enough back to not interfere with plugging it in.

Of course it would still make your controller pretty off balance

closeted republican
Sep 9, 2005

Guillermus posted:

Just buy it as colector's item. I own a Balls of Steel edition of Duke Nukem Forever and I wear it like a badge of both shame and... and... :smithfrog:

I have the Balls of Steel edition of DNF and I don't regret it.

Linguica
Jul 13, 2000
You're already dead

If any of you have Doomworld forum accounts, don't forget to vote in the final round: http://www.doomworld.com/vb/doom-general/72364-final-showdown-april-agitation-the-tournament-for-ids-best-doom-doom-2-level/

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Kazvall posted:

So, when you plug it in it looks like he's pissing on your hands?

It looks like he's shooting his own dick off.

It looks like he's looking down on the player (the only perspective we are capable of seeing Duke from) and forcing them at gunpoint to play more Duke Nukem.

It looks like he's trying to put the N64 controller out of its misery.

closeted republican posted:

I have the Balls of Steel edition of DNF and I don't regret it.

True story: When I went to pick up my pre-order of the Balls of Steel edition, the first thing the dude behind the counter said was, "We can still give you store credit if you want to give up your pre-order." Like, he wasn't even smiling. He was dead serious.

Cream-of-Plenty fucked around with this message at 03:29 on Apr 9, 2015

Lork
Oct 15, 2007
Sticks to clorf
Finally got around to actually playing a bit of AMC TC and I've gotten myself stuck in the first mission. I found a small building with a lab and some scientists behind a forcefield and figured I'd drop in from what looked like a vent above them. I found a vent on the roof that looked like it would lead there, but it ended up just dumping me in an inescapable pit. Not even wall kicking could get me out.

Buck Turgidson
Feb 6, 2011

𓀬𓀠𓀟𓀡𓀢𓀣𓀤𓀥𓀞𓀬
Surely they should have made it a Rumble Pak instead.

Jblade
Sep 5, 2006

Lork posted:

Finally got around to actually playing a bit of AMC TC and I've gotten myself stuck in the first mission. I found a small building with a lab and some scientists behind a forcefield and figured I'd drop in from what looked like a vent above them. I found a vent on the roof that looked like it would lead there, but it ended up just dumping me in an inescapable pit. Not even wall kicking could get me out.
This is a Duke bug that rarely occurs sometimes, what happened (I'm assuming) is that the teleport effect that moves you from the top to the bottom of the room didn't work properly and stuck you at the bottom of the sector. If you type noclip into the console you can walk out of it (and the game shouldn't consider that as a cheat)

Guillermus
Dec 28, 2009



closeted republican posted:

I have the Balls of Steel edition of DNF and I don't regret it.

My badge of shame is that I rather enjoyed it and the DLC. And despite how bad it was, the actual Balls of Steel edition was awesome with all the cards, duke bust and casino coins.

Segmentation Fault
Jun 7, 2012
DNF's multiplayer was fun, felt like Unreal meets Halo. I have like 80 hours in that game because of it (and my wanting to fill out my wardrobe and mansion) and that's my mark of shame I guess.

Single player sucked though past the casino.

closeted republican
Sep 9, 2005
DNF MP is cool, but the ping issues killed it for me. Felt like I could rarely get a decent connection. Being a ble to chuck Tripwire Mines with a seperate key made them more practical than in other games.

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Al Cu Ad Solte
Nov 30, 2005
Searching for
a righteous cause
Decided to play Return to Castle Wolfenstein again, since I hadn't touched it since it came out. Holy poo poo, I don't remember this game being so HARD. Enemies do a shitload of damage and are super accurate. It doesn't feel particularly unfair, at least not until the end, it just means you have to play really defensively. It's really good but these stealth missions can gently caress right off. Playing this just makes me want to play The Old Blood even more, since I'm curious how they're retconning all this plot poo poo. Yeah, I care about the plot in my Wolfensteins. :colbert:

The Venom Gun is the Doom 2 Super Shotgun of automatic weapons in videogames. :black101:

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