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Shadow Hog posted:That's generally the one I've seen suggested as best for getting that achievement. Walk into the room with the Cyberdemon; let him fruitlessly try shooting you, pissing off the Barons of Hell inbetween you and him; walk out for a while until the Cyberdemon takes out all the Barons in that room, then come back; grab Invincibility; switch to fist; go to town. I'm pretty sure there's even a Berserk Pack in one of the rooms that you can use to expedite the last step. I don't know how often it occurs, but I've seen it happen. So save before walking in there lol
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# ? May 29, 2015 21:06 |
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# ? Jun 5, 2024 00:36 |
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Elliotw2 posted:G/Zdoom have a specific license that forbids selling of them, and they've got way way higher system requirements than Chocolate Doom. So how can Doom Touch for Android exist? It has GZDoom and costs money.
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# ? May 29, 2015 21:25 |
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Because mobile marketplaces have obscenely lax policing. EDIT: ...or the below post. (My statement isn't entirely untruthful, just inapplicable.) Shadow Hog fucked around with this message at 22:40 on May 29, 2015 |
# ? May 29, 2015 21:27 |
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Nokiaman posted:So how can Doom Touch for Android exist? It has GZDoom and costs money. Beloko removed the non-commercial code from Doom Touch's fork of GZDoom. This is why he's using GZDoom (in addition to Choco and PrB+) and not plain old ZDoom: the software renderer was removed entirely to get rid of Build-licensed code. The OPL stuff was cleaned out as well to get rid of MAME-licensed code. Finally, the last obstacle is FMOD Ex, I forgot whether he bought a license from Firelight (it's cheap enough for small projects) or used the OpenAL branch to get rid of FMOD entirely, either/or. Anyway, don't worry about it, the guy behind Doom Touch has been cautious and there are no license issues with it despite the inclusion of GZDoom.
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# ? May 29, 2015 22:00 |
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Captain_Red posted:90's PC Zone was a wondrous time Ahahaha its a dinky little electric chainsaw that isn't even plugged in
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# ? May 29, 2015 22:12 |
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Cat Mattress posted:Finally, the last obstacle is FMOD Ex, I forgot whether he bought a license from Firelight (it's cheap enough for small projects) or used the OpenAL branch to get rid of FMOD entirely, either/or.
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# ? May 29, 2015 23:35 |
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Keiya posted:Man how come S3DNA gets steam achievements, but not Doom? Even if they'd probably have to be dumb, like... RIP AND TEAR: Get a beserker pack. Shoot It Until It Dies: Kill a Cyberdemon. Things like that. On the other hand, Doom from Steam is completely DRM free because it's just the original files in DOSBOX rather than any attempt at picking an official port and modify it to support acheivements and probably lock out WADs and poo poo so you can't cheat them. Tippis posted:In general maybe, but Quake is a pretty poor example in that case. It was available on Mac as well as on PC, and the original PC version is as compatible with modern PC OSes as the original Mac version is with modern Mac OSes. There's no easy open source MacOS-box thing to use for classic Mac OS games because working emulators require either a startup ROM or a complete reimplementation of classic MacOS. Meanwhile, FreeDOS does exist and that's why releasing things works. But you don't see a WindowsBOX!
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# ? May 29, 2015 23:52 |
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Nintendo Kid posted:There's no easy open source MacOS-box thing to use for classic Mac OS games because working emulators require either a startup ROM or a complete reimplementation of classic MacOS. My point is that to release it for PC, you already have to use source ports or emulation layers, and if you're doing that for windows, you might as well do it for OSX since the the original platform becomes irrelevant. If you're taking the emulation route, you could use the same original irrespective of the target platform; if you're taking the source port route, all that's left of the original is the game data, which once again will be the same irrespective of the target platform. If the System 7 version is hard to get to run on OSX because of the ROMs, then simply don't use that version — give the OSX users the same DOS and/or source port + original data version the Windows users get.
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# ? May 30, 2015 00:10 |
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Really, the biggest reason that Doom and Quake aren't Steamplay is because they were released before Steam had an OSX or Linux client, and they've never been updated. It's sheer laziness.
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# ? May 30, 2015 00:16 |
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Elliotw2 posted:Really, the biggest reason that Doom and Quake aren't Steamplay is because they were released before Steam had an OSX or Linux client, and they've never been updated. It's sheer laziness. As a mac gamer, this is very true. I couldn't tell you how many games I have on Steam that are both from before 2010 and PC-only.
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# ? May 30, 2015 00:21 |
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Elliotw2 posted:Really, the biggest reason that Doom and Quake aren't Steamplay is because they were released before Steam had an OSX or Linux client, and they've never been updated. It's sheer laziness. Pretty much. I can't really think of a game it has happened to unless it's from some developer that's heavily invested in being multi-platform, for whatever reason, or it's from Valve themselves and therefore helps their own attempts at expanding their market into every nook and cranny.
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# ? May 30, 2015 00:33 |
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Tippis posted:Then you're not using the original quake.exe, since it was a spectacular DOS hack through and through, and requires direct hardware access to a level that modern OSes simply will not allow. Well, that, or your brand new Windows computer is runing Win95 and exiting to DOS when you run the game. Many copies of Quake came with WinQuake as the default executable. I don't think the OEM copy I once had even had a DOS executable at all.
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# ? May 30, 2015 01:38 |
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Woolie Wool posted:Many copies of Quake came with WinQuake as the default executable. I don't think the OEM copy I once had even had a DOS executable at all. Sure, after '98 or so, that's probably how it came pre-packaged most everywhere. It's more that I don't buy the argument “it was originally a PC game” because going by the original release version, it would't even be available on windows these days. The difference between a modern Mac and a modern Windows machine (both of which are almost interchangeable PCs) is far smaller than the difference between a modern Windows machine and the DOS machine Quake originally ran on. Of course, if we want to talk about the mess that is source port distribution licenses,, then it's a different matter. It kind of leads full circle to the original problem: why do they make it such a faff to get hold of the only part anyone really wants, which is the game data? Wouldn't it be nice if we could just get that from Steam (or wherever) — entirely independently of the platform — and then pick our own choice of binaries to run them with? With more and more classics finding their way onto various distribution platforms, and with already-involved enthusiasts being the most likely audience, wouldn't that just solve a lot of problems in one go? Tippis fucked around with this message at 02:02 on May 30, 2015 |
# ? May 30, 2015 01:47 |
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Tippis posted:In general maybe, but Quake is a pretty poor example in that case. It was available on Mac as well as on PC, and the original PC version is as compatible with modern PC OSes as the original Mac version is with modern Mac OSes. WinQuake actually still runs on Win8.1. It's just terrble.
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# ? May 30, 2015 03:44 |
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Tippis posted:Sure, after '98 or so, that's probably how it came pre-packaged most everywhere. It's more that I don't buy the argument “it was originally a PC game” because going by the original release version, it would't even be available on windows these days. IMO that's overly pedantic. WinQuake (and GLQuake for that matter) was released quite quickly, back when id was actively developing Quake. But by the time OS X came out, Quake 1 was deep in their back catalog. Also WinQuake/GLQuake is the product of their own development, while none of the current OS X ports are. id/Zenimax could attack the OS X and Linux Quake situation on Steam these days if they prioritized it, sure. I think it would be cool if they would. But it wouldn't be free/trivial. I guess I could enumerate all of the licensing, support, compatibility, etc. checkboxes I think they'd need to tick off, but eh. I'm too lazy. :-) (And it would just be speculation anyway.) Calling it pure laziness on id's part, on the other hand, is probably a little wide of the mark. JLaw fucked around with this message at 03:50 on May 30, 2015 |
# ? May 30, 2015 03:46 |
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NuclearPotato posted:Chocolate Doom is far more faithful to the original Doom exe than Zandronum or GZDoom. To the point of deliberately crashing and giving obtuse errors. No excuse for that. At the very least it should give sensical error messages and suggested remedies ('use a limit removing port' mostly).
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# ? May 30, 2015 03:50 |
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Keiya posted:To the point of deliberately crashing and giving obtuse errors. No excuse for that. At the very least it should give sensical error messages and suggested remedies ('use a limit removing port' mostly). It's the year 2015 and you went out of your way to buy a game old enough to buy alcohol. You have an internet connection and can google a message you don't understand.
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# ? May 30, 2015 03:57 |
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Chocolate Doom is not very good to be honest...
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# ? May 30, 2015 04:04 |
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It is good at doing exactly what it is advertized to do.
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# ? May 30, 2015 04:20 |
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Man a lot of people don't "get" Chocolate Doom
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# ? May 30, 2015 04:25 |
I prefer chocolate doom. the bits are warmer
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# ? May 30, 2015 04:48 |
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A friend of mine is at some nerd convention for nerds, and he picked up an old game called Carnivores: Cityscape. It's a weird-looking multiplayer FPS (and not a hunting game like the rest of the Carnivores series) using the Serious Sam engine. Apparently it's gimmick was that you could play as the dinosaurs as well as the humans? https://www.youtube.com/watch?v=3pTbe1WkuC8 It looks pretty bad (as all multiplayer dinosaur games tend to be ), and I'm looking forward to hearing back about it, but has anyone here had the pleasure(?) of playing it?
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# ? May 30, 2015 05:31 |
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Nintendo Kid posted:It's the year 2015 and you went out of your way to buy a game old enough to buy alcohol. You have an internet connection and can google a message you don't understand. Furthermore is anyone in this thread an actual paid production-code programmer Building an OS emulator/virtualized environment for a 20+ year old game has both nontrivial technical challenges and limited returns, not to mention the hard sell of telling the engineer he'll be on the payroll for one project and that's about it
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# ? May 30, 2015 06:11 |
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I am playing through Black Mesa right now, and while it is fun and true to the original there is one detail I hate. They got rid of the radio chatter voices of the soldier enemies. Now they just talk in normal voices. I used to think the distorted radio chatter was so cool and intimidating in the original half-life.
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# ? May 30, 2015 06:27 |
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Bulkiest Toaster posted:I am playing through Black Mesa right now, and while it is fun and true to the original there is one detail I hate. They got rid of the radio chatter voices of the soldier enemies. Now they just talk in normal voices. I used to think the distorted radio chatter was so cool and intimidating in the original half-life. SIR. I. HEAR. SOMETHING.
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# ? May 30, 2015 06:32 |
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Linguica posted:Man a lot of people don't "get" Chocolate Doom
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# ? May 30, 2015 06:48 |
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Geight posted:SIR. I. HEAR. SOMETHING. Your dead freemen
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# ? May 30, 2015 06:57 |
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Hae-Lin and Shihong eating doritos? Why not!
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# ? May 30, 2015 07:09 |
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Bulkiest Toaster posted:I am playing through Black Mesa right now, and while it is fun and true to the original there is one detail I hate. They got rid of the radio chatter voices of the soldier enemies. Now they just talk in normal voices. I used to think the distorted radio chatter was so cool and intimidating in the original half-life. I'm not entirely sure why it's stuck with me for as long as it has.
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# ? May 30, 2015 07:10 |
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Speaking of voices in Half-Life, I recently discovered that this file still existed on my web space http://www.doomworld.com/linguica/whiskey.wav
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# ? May 30, 2015 07:14 |
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Shadow Hog posted:Just remembering the grunt radio chatter was a thing reminds me of this YTMND. Oh man, I loved that YTMND back in the day. I was also a fan of this one, which has some HL1 Vox shenanigans. He sounds so enthusiastic about the mantrain.
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# ? May 30, 2015 11:41 |
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Linguica posted:Speaking of voices in Half-Life, I recently discovered that this file still existed on my web space http://www.doomworld.com/linguica/whiskey.wav
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# ? May 30, 2015 11:58 |
The Goonstation server for Space Station 13 has all the HL1 Vox files. It used to be set up so that the Station AI (a DM-esque player character slot) had access to them, but sadly only admins have access to it now. rear end DAY WOOP WOOP
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# ? May 30, 2015 12:02 |
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Johnny Law posted:IMO that's overly pedantic. WinQuake (and GLQuake for that matter) was released quite quickly, back when id was actively developing Quake. But by the time OS X came out, Quake 1 was deep in their back catalog. Also WinQuake/GLQuake is the product of their own development, while none of the current OS X ports are. It's mostly QA related and getting everything approved. I'm looking into doing the same with Quake as I would like to do with Doom. Offer QuakeSpasm as default, probably have other options for Win/Dos Quake. Quake is a bit messier than just using Chocolate/Crispy Doom due to the existence of QuakeWorld, though.
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# ? May 30, 2015 13:40 |
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I've installed Ballistic weapons fro UT2004 and it's pretty crazy but a couple of things bug me. First, the custom crosshairs are enormous, is there any way to scale them. Second, quite often (due to recoil or running or something) my aim will wander all over the place. Is this supposed to happen? Edit Yes, these are both thing you can change in the mod options. nexus6 fucked around with this message at 14:29 on May 30, 2015 |
# ? May 30, 2015 13:42 |
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spongeh posted:Quake is a bit messier than just using Chocolate/Crispy Doom due to the existence of QuakeWorld, though. Hmm yeah. For something that ticks all the crossplatform boxes and also both Quake & QuakeWorld, have you looked at TyrQuake? I haven't played around with that much myself though. e: Although I don't think that TyrQuake has soundtrack file support, which is one of the big benefits of sourceports for singleplayer. JLaw fucked around with this message at 16:42 on May 30, 2015 |
# ? May 30, 2015 14:24 |
spongeh posted:It's mostly QA related and getting everything approved. I'm looking into doing the same with Quake as I would like to do with Doom. Offer QuakeSpasm as default, probably have other options for Win/Dos Quake. Quake is a bit messier than just using Chocolate/Crispy Doom due to the existence of QuakeWorld, though. It'd be cool if you guys added Steam trading cards to the Doom and Quake games. All that's needed are art assets. I want a :cacodemon: steam emoticon.
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# ? May 30, 2015 17:30 |
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I hate to admit that I would be a sucker for those, but: I would be a sucker for those.
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# ? May 30, 2015 17:47 |
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I have a weird question. I remember Doom95 had some rendering bug that caused "transparent" objects (specters, etc) to produce a weird refraction effect instead of the normal fuzz. Is there a mod that replicates that? I always found it kind of neat. Also: Segmentation Fault posted:I want a :cacodemon: steam emoticon. Mak0rz fucked around with this message at 17:56 on May 30, 2015 |
# ? May 30, 2015 17:54 |
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# ? Jun 5, 2024 00:36 |
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The default fuzz mode in GZdoom is probably closest, though GZdoom has a bunch of Spectre rendering options you can play with until you like it.
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# ? May 30, 2015 18:03 |