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Duke Dead Quick shows the real danger of doors in BUILD.
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# ? Sep 1, 2015 23:43 |
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# ? Jun 4, 2024 08:36 |
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M.Ciaster posted:Holy drat this looks dope as hell. I always wanted to make an 80s virtual reality mapset for Doom. Your system is invaded by hostile demon programs, and only you, the SysOp of the Virtual Paradise, can stop them! I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: https://www.youtube.com/watch?v=9s7GtqULi5c
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# ? Sep 2, 2015 08:43 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic:
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# ? Sep 2, 2015 09:11 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic:
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# ? Sep 2, 2015 09:28 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: This is awesome and makes me want a Tron TC very much.
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# ? Sep 2, 2015 09:59 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: This looks fantastic, and great choice with Starcadian.
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# ? Sep 2, 2015 10:52 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: Powerups should be in the form of animal masks, not guns!
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# ? Sep 2, 2015 11:37 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: Looks cool but the Doom sound effects for doors and platforms detract from the groove, you should find something to replace them. Something that sounds synthy and abstract to fit with the neon look of the architecture, not like grimy hydrolics.
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# ? Sep 2, 2015 12:27 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: Needs dinosaurs
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# ? Sep 2, 2015 12:46 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: Hell yes How'd you do the fake bloom/glowy effects? A.o.D. posted:Powerups should be in the form of animal masks, not guns! Hell yes x2 https://www.youtube.com/watch?v=SNE2oCZH_4k
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# ? Sep 2, 2015 13:26 |
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M.Ciaster posted:Hell yes
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# ? Sep 2, 2015 13:33 |
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The Kins posted:Might be a PNG with full translucency, but that's a bit wasteful... That's exactly what they are... it's not wasteful filesize-wise, they're only about 300bytes each, dunno what effect they'd have on performance for lower-end machines though. Also the vertical wall edges are sprites so the glow bleeds out from the sides. Causes some occasional z-fighting though
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# ? Sep 2, 2015 13:53 |
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A.o.D. posted:Powerups should be in the form of animal masks, not guns! Glad I'm not the only one that got a Hotline Miami vibe from it. I think it was the palm trees actually. Well, and the level exists in a void. It's basically Hotline Miami meets Tron, yeah.
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# ? Sep 2, 2015 13:55 |
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jimmy boag posted:That's exactly what they are... it's not wasteful filesize-wise, they're only about 300bytes each, dunno what effect they'd have on performance for lower-end machines though. That's what I figured, thanks! Man I really gotta get around to figuring out mapping further. And finishing that drat gameplay mod I've had in the works for like half a year now.
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# ? Sep 2, 2015 14:01 |
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I love how the ceiling criss-crosses as you turn, how did that happen? Transparent ceiling texture with a parallax sky or something?closeted republican posted:Duke Dead Quick shows the real danger of doors in BUILD. Wow, I appreciate the build engine for allowing for more realistic levels, but jesus, is it a buggy, unstable mess. Careful, Duke, don't stand too close to that small wall-mounted panel! Rupert Buttermilk fucked around with this message at 14:19 on Sep 2, 2015 |
# ? Sep 2, 2015 14:11 |
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To be fair, you gotta really work to cause most of those to happen. I almost never ran into these things when I would play Duke. The most i ever got was an opening door accidentally crushing me.
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# ? Sep 2, 2015 14:32 |
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Rupert Buttermilk posted:I love how the ceiling criss-crosses as you turn, how did that happen? Transparent ceiling texture with a parallax sky or something? It's 2 semi-transparent 3d floors that scroll in different directions just below the ceiling, and an ACS script that constantly rotates the texture of one of them. Another thing that's quite possibly terrible for performance, but it looks cool so whatevs
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# ? Sep 2, 2015 14:32 |
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My favorite Duke 3D glitch was how the Noclip cheat was useless in the original v1.3d release because if you poked your toe out through a one-sided wall into the void you'd get crushed to death once every frame, even in God Mode.
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# ? Sep 2, 2015 14:33 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: Hotline Doom? This is pure sexy. A.o.D. posted:Powerups should be in the form of animal masks, not guns! Yes, please, this. Oh my god. A hotline miami WAD would be so loving awesome.
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# ? Sep 2, 2015 16:07 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: This is styling as heck. I love it.
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# ? Sep 2, 2015 17:19 |
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closeted republican posted:Duke Dead Quick shows the real danger of doors in BUILD. Getting crushed in Duke3d isn't really all that easy, though there are a few badly thought out areas that will do it. Stupid revolving doors in Babeland for instance.
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# ? Sep 2, 2015 17:46 |
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https://www.youtube.com/watch?v=S6UviHCc7mM
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# ? Sep 2, 2015 19:02 |
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jimmy boag posted:I started working on a map for GZDoom a couple of days ago with almost exactly that aesthetic: This looks awesome. What's the music track you're playing? I like it.
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# ? Sep 2, 2015 19:20 |
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site posted:This looks awesome. It's Ronnie by Starcadian.
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# ? Sep 2, 2015 20:12 |
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M.Ciaster posted:Haha holy poo poo you really can make Doom do anything. Didn't the guy who made that Sunglasses at Night Deus Ex playthrough make a rudimentary digital computer using Doom, even? But can it run Doom??
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# ? Sep 2, 2015 21:18 |
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wa27 posted:But can it run Doom?? If he can build a NAND gate, then it can (given sufficient monsters).
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# ? Sep 2, 2015 21:23 |
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M.Ciaster posted:It's Ronnie by Starcadian. Thank you
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# ? Sep 2, 2015 21:42 |
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I'm not sure if the painkiller series qualify for early fps but they are pretty cheap on the humble store atm.
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# ? Sep 2, 2015 21:57 |
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wa27 posted:But can it run Doom?? That might be the most recursive thing to ever exist and I really hope the answer is yes
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# ? Sep 2, 2015 22:44 |
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I'd be more interested in knowing what happens when you kill the Doom process from within Doom I expect it's about as boring as an immediate crash-to-console, but still
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# ? Sep 2, 2015 22:49 |
Seems like a good time to bring up the time someone made a process manager using Doom.
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# ? Sep 2, 2015 22:52 |
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Ah, my mistake, I thought that was what was being discussed. No, we're discussing some sort of binary logic operators executing within the game. Shows how much I read, clearly.
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# ? Sep 2, 2015 22:56 |
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Best part is, there's at least two independent implementations of the concept.
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# ? Sep 3, 2015 00:04 |
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Looks more fun than the actual Doom 3 too.
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# ? Sep 3, 2015 00:15 |
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I'm going to have to rescind my endorsement of super8 to anyone seeking a limit removing software Quake experience. While playing through Quake 1.06 for DOS, I noticed that the lighting looked a bit different from super8's, and investigated. It turns out, super8 does not render overbrights (light levels above 100%, imagine if Doom lighting went all the way up to 511 instead of 255, that's what overbrights do). Like, at all. It clips light levels to 100% like old versions of GLQuake. I raised this up with Qbism, and he seemed a bit surprised by my findings, and then I said that the default super8 palette's high brightness and saturation give the appearance of overbrights, but this illusion is dispelled when you switch to the original Quake palette (like pretty much anyone who wants to play software Quake would, because if you're not here for the Quake palette, why even bother?). Then he said that he knows super8 doesn't look good with the original Quake palette and that's why s8pal.lmp was created, and he has little interest in satisfying players who want authentic 1.0x/WinQuake style rendering. So yeah, there's no authentic limit removing software Quake source port in existence, and the only one that implements even basic extended features like colored lighting is Engoo, which is buggy and incomplete and no one can fix it because leileilol wrote it to compile under Visual C++ 6.0 because he insists on having a WIndows 95 version. Blzut3 could port it to a modern compiler if I bought him a copy of Visual C++ 6, but likely someone else would have to actually do the fixes and enhancements to make Engoo a viable general purpose port. I'm probably going to get VC 6 for Blzut3 fairly soon, but I have no idea if anybody would be willing to step up to improve Engoo, or if anybody could work with all the ASM leileilol used.
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# ? Sep 3, 2015 00:17 |
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Have you tried the software-renderer versions of bjp/aguirRe, TyrQuake, or QuakeForge? All of them are "limit raising", TyrQuake & QuakeForge support bsp2, and QuakeForge supports playing music soundtrack files. (Not sure about colored lighting support.)
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# ? Sep 3, 2015 00:36 |
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QuakeForge is a pile of flaming garbage with terrible interface design made for grognards and only grognards. It also didn't load Backsteingotik in software mode so apparently the raised limits are GL only! I guess I'll try TyrQuake. E: TyrQuake won't run Backsteingotik either and it doesn't support interface scaling, which is an instant dealbreaker. Neither have colored lighting and both are way worse than Makaqu, which is not limit-removing and doesn't have colored lighting but at least has lots of quality of life features. Woolie Wool fucked around with this message at 01:11 on Sep 3, 2015 |
# ? Sep 3, 2015 00:58 |
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I just started playing Doom 2 In Name Only with Demonsteele, and it's just so glorious BD is for when I want to play something a bit more involved and violent than vanilla. DS is for when I need a near-complete (and fun) change-up of how things are going. Reelism is when I need Silly Doom. And I'm eternally thankful to the countless level designers who have provided a virtually endless list of areas to muck around in.
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# ? Sep 3, 2015 04:01 |
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I don't see why anybody feels the need to pull out their neckbeard hairs in frustration over getting a modern source port to be 100% exactly like the original DOS renderer. If you absolutely CANNOT handle there being differences for whatever reason, just use DOSBox? I honestly do not see what the big deal is.
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# ? Sep 3, 2015 04:32 |
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# ? Jun 4, 2024 08:36 |
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Chinese Tony Danza posted:I don't see why anybody feels the need to pull out their neckbeard hairs in frustration over getting a modern source port to be 100% exactly like the original DOS renderer. If you absolutely CANNOT handle there being differences for whatever reason, just use DOSBox? I honestly do not see what the big deal is. I think the idea is a limit-removing sourceport that looks exactly like the original renderer, since there are plenty of maps that are impossible to run in the original? I'm not a purist though, I'm fine with my stuff looking somewhat modern. Although, since I've moved to Quakespasm, I kinda miss the particle effects from Darkplaces. I kinda liked the ones from some Engoo videos I saw, is there a way to get something like them in Quakespasm? Edit: gently caress, I'm stuck on the final boss of Strange Aeons. Episode 4 is far more annoying and much less fun that the others, and I missed the weapon that uses the energy cells. I'm mostly positive on the mod, but there are just a few things that piss me the gently caress off about it. I'll try to wrap it up and do an effort post on it. catlord fucked around with this message at 05:52 on Sep 3, 2015 |
# ? Sep 3, 2015 04:40 |