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I dunno if anyone else here has seen this already, but I found this (in-progress) total conversion Doom mod project a bit ago: https://www.youtube.com/watch?v=TIA-2GQdQM8 Strawberry Octopus posted:This is the first footage of my Project, Memoirs of Magic! There's other videos with different spells and stuff: x x x x x
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# ? Jan 22, 2016 09:41 |
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# ? May 17, 2024 16:46 |
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I've just come off work at last and was excited about giving both Project Brutality and the Japanese pack a go together, but the game crashes about 10 seconds into the first map. Any ideas? I've updated to the latest GZDoom SVN too. Edit: Looks like it's solely a PB issue as I get the same crash from Saturn X (though I could play that for about 3 minutes before encountering the crash). Rev. Melchisedech Howler fucked around with this message at 16:58 on Jan 22, 2016 |
# ? Jan 22, 2016 16:53 |
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Dominic White posted:Ha, I know the Doom scene is still one of the most active for modding ever. Just expected it to be higher due to single-map releases, but then I realized that those aren't that common now. Marathon
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# ? Jan 22, 2016 16:53 |
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Rather Dashing posted:Edit: Looks like it's solely a PB issue as I get the same crash from Saturn X (though I could play that for about 3 minutes before encountering the crash). That's odd - working fine here (latest SVN, too). You got the very latest Brutality build too? It just got a little hotfix update, I believe.
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# ? Jan 22, 2016 17:13 |
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RyokoTK posted:Marathon It occurred to me the other day that, if I was inspired to make a new Marathon scenario, my first step would be to figure out how to do terminals in a Doom source port
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# ? Jan 22, 2016 17:32 |
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Dominic White posted:That's odd - working fine here (latest SVN, too). You got the very latest Brutality build too? It just got a little hotfix update, I believe. I downloaded it from moddb about 20 minutes before posting here so assume it's the latest - having said that, I do now wonder if I screwed up getting the latest svn as looking at my screenshot it says '2015' for the window title.
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# ? Jan 22, 2016 17:33 |
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Rather Dashing posted:I downloaded it from moddb about 20 minutes before posting here so assume it's the latest - having said that, I do now wonder if I screwed up getting the latest svn as looking at my screenshot it says '2015' for the window title. There are 2.1 builds for GZDoom in the SVN, try one of these instead of 1.8.10. I have 2.1pre-1666 (from 2016-01-13) and PB works without any problems.
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# ? Jan 22, 2016 18:00 |
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I'm a little confused as to why earlier builds were 2.1 but newer builds are 1.8.10. Is 2.1 now 1.8.10, or are these 1.8.10 builds inferior to the 2.1 builds, or...?
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# ? Jan 22, 2016 18:04 |
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2.1 is newer. I think 1.8 still only gets maintenance releases to fix crashes and other problems.
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# ? Jan 22, 2016 18:19 |
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1.8 is a new fork that ports new engine features back to the older, more old-hardware-friendly, messier-to-actually-work-with renderer, for people who want to have their extra DECORATE flags cake and eat it on their five-year-old laptop too... Wow, that analogy kind of ran away from me. At least, I think that's what's going on. I might have misread things.
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# ? Jan 22, 2016 18:25 |
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No, that's pretty much exactly it. Alexey "_mental_" Lysiuk, who maintains a fork of GZDoom for OS X but stopped once the relevant code was backported in GZDoom itself, has taken upon maintaining the older renderer, in large part because Apple is doing everything they can to be pains in the rear end of anyone who uses OpenGL so it's more practical for him to maintain the 1.8 renderer than to make the 2.0 renderer work on Macs.
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# ? Jan 22, 2016 19:15 |
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Quake 4 is like a Doom 3 that's actually good and cool. That stroggification part is great and after that yeah you'r faster better stronger and suddenly you can read the alien texts etc which i always thought was neat ! e; It also has a couple of extremely filthy/gory levels that are very well done, calling back to the Q2 meat plant and such, just nasty as hell heard u like girls fucked around with this message at 22:03 on Jan 22, 2016 |
# ? Jan 22, 2016 22:00 |
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I said it previously, I really like Quake 4. Raven made lots of solid FPS games (sadly they're a call of duty DLC studio now) and Q4 is a nice game. The vehicle sections are kinda lovely but you get to see how your weapons get upgraded, once you become a strogg, it gets even better. There are a bunch of HD mods and tweaks out there for improving the graphics. There's also a custom campaign, False Dawn http://www.moddb.com/mods/false-dawn wich is kinda nice and adds more open gameplay with non-linear objectives and that stuff.
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# ? Jan 22, 2016 22:26 |
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With the exception of the on-rails sections, Quake 4 is great and I recommend it. The three great things that came out of idtech for that generation were Quake 4, Enemy Territory and Prey.
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# ? Jan 22, 2016 22:47 |
Prey was really good and not enough people give it credit.
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# ? Jan 22, 2016 22:57 |
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Segmentation Fault posted:Prey was really good and not enough people give it credit. I actually forgot that game existed.
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# ? Jan 22, 2016 22:59 |
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There would be a lot more Marathon maps if people just released them individually after giving up on making full scenarios. Like the Syndicate maps e: the hosed up part is there were like five good levels there from the 2 or 3 people on the dev team who could actually maps so they could have released an actual level set. DisDisDis fucked around with this message at 23:28 on Jan 22, 2016 |
# ? Jan 22, 2016 23:18 |
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For better or worse people tend to expect a plot in their Marathons, and it's hard to do much plot beyond "kills aleins" in one map.
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# ? Jan 22, 2016 23:27 |
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Messing with Project Brutality, I know there's some classic map packs in the OP but are there any that are more PB-friendly? Barring that is there a way to lower the number of enemy spawns because PB seems to multiply them by a factor of 4.
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# ? Jan 22, 2016 23:38 |
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Thompsons posted:Messing with Project Brutality, I know there's some classic map packs in the OP but are there any that are more PB-friendly? Barring that is there a way to lower the number of enemy spawns because PB seems to multiply them by a factor of 4. Edit: For what it's worth I'd try checking Back to Saturn X Episode 1 and 2 - haven't played them myself (yet) but what I heard makes me think they'll be easier to use with PB than some of the megawads I see in the OP. Maybe you could try Doom 2 Reloaded but that gets pretty nasty in last third of the wad. Malek Deneith fucked around with this message at 23:50 on Jan 22, 2016 |
# ? Jan 22, 2016 23:47 |
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DoombatINC posted:It occurred to me the other day that, if I was inspired to make a new Marathon scenario, my first step would be to figure out how to do terminals in a Doom source port
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# ? Jan 22, 2016 23:59 |
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uncleKitchener posted:The three great things that came out of idtech for that generation were Quake 4, Enemy Territory and Prey. Wolfenstein 2009 was also IdTech 4, and is one of my favourites. Multiplayer apparently stank though.
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# ? Jan 22, 2016 23:59 |
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Rather Dashing posted:I've just come off work at last and was excited about giving both Project Brutality and the Japanese pack a go together, but the game crashes about 10 seconds into the first map. Any ideas? This is a memory error. Pretty straightforward. Means you don't have the 676 bytes to spare playing this. I don't know why it can't access a meager 676 bytes, but...
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# ? Jan 23, 2016 00:09 |
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skasion posted:For better or worse people tend to expect a plot in their Marathons, and it's hard to do much plot beyond "kills aleins" in one map. Being saved from marathoners' terrible writing would be a nice side effect. Speaking of, an SP map I started in 2011 is finally almost finished in 2016
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# ? Jan 23, 2016 00:18 |
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Sven Co-op 5 is live. http://store.steampowered.com/app/225840/ This release contains A Lot: http://www.svencoop.com/manual/maps.html
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# ? Jan 23, 2016 00:51 |
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hey if any goons wanna play sven co-op 5.0 we will be playing for a while join my pal's server - name: cacodemon crew pass: goon
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# ? Jan 23, 2016 01:04 |
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Sven Co-Op 5 protip: you have to run two .bat files in the svencoop directory to enable Blue Shift and Opposing Force co-op campaign support if you have them installed, Install_bshift_Support.bat and Install_OpFor_Support.bat.
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# ? Jan 23, 2016 02:06 |
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Jblade posted:You might want to check out Barista for Zdoom if you haven't already since it's a heavily Marathon inspired short little Doom project. That has Terminals in it which might give you a few ideas.
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# ? Jan 23, 2016 05:21 |
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Richard Boderman is still the best goddamn map
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# ? Jan 23, 2016 06:25 |
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The greatest tragedy of Sven Co-Op 5.0 is the fact that Afrika Korps is no longer included with the mod
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# ? Jan 23, 2016 06:46 |
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Looks like some other outlets are getting stuff related to Doom 4. PCGames.de posted some new screenshots, including this sick one of the Baron of Hell... ...as well as a hands-on article that "Hans-Gunther 3." on the Facepunch forums politely translated. Some highlights: There's TWO automaps (2D and 3D), checkpoint saving (no quicksave abuse for you!), No Id Studio mod tools (at least from the get-go), but Snapmap is Little Big Planet levels of detailed with a cool scripting system that lets you twiddle with everything down to the HUD. Apparently the author is very enthusiastic about the game. Gamesradar is also chattering. Of special note is more details about what people are hacking together with Snapmap - memory test quizzes and tower defense games! Latest Gameinformer article is a podcast community Q&A with Marty Stratton which goes into some of the frequently asked questions.
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# ? Jan 23, 2016 13:11 |
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gently caress checkpoint saves
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# ? Jan 23, 2016 13:49 |
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Megadyptes posted:gently caress checkpoint-only saves
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# ? Jan 23, 2016 13:54 |
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Megadyptes posted:gently caress checkpoint saves The one garbage trend in modern FPSes.
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# ? Jan 23, 2016 14:09 |
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Lemon Curdistan posted:The one garbage trend in modern FPSes. I'd argue that regenerating health might be worse, but then again, I guess scripted confrontations are built around that.
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# ? Jan 23, 2016 14:13 |
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Rupert Buttermilk posted:I'd argue that regenerating health might be worse, but then again, I guess scripted confrontations are built around that. Regenerating health lets mappers design encounters with the assumption that the player will always be at full health, rather than having to guesstimate how much health they'll be at or screw over less skilled players. I mean, the alternative is just dumping medkits in front of the player before each fight, but regenerating health does the same thing more elegantly. It's good for both the player and the designer. Only being able to carry 2-3 weapons also has upsides (with limited ammo placement, the player is forced to constantly change the limited subset of weapons they're carrying; without limited ammo placement, it means a bigger variety of ways to approach any given fight; in either case, it forces designers to balance their weapons rather than having a linear progression, at least in theory). Checkpoint saves just make everything shittier for everyone involved.
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# ? Jan 23, 2016 14:31 |
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Checkpoint saves are good and this is probably the only decent feature to be announced in a sea of poo poo.
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# ? Jan 23, 2016 15:02 |
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Lemon Curdistan posted:Regenerating health lets mappers design encounters with the assumption that the player will always be at full health, rather than having to guesstimate how much health they'll be at or screw over less skilled players. I mean, the alternative is just dumping medkits in front of the player before each fight, but regenerating health does the same thing more elegantly. It's good for both the player and the designer. You rationalized regenerating health and forced small weapon loadouts, but giving us the median between "saving whenever we drat well wanted and possibly abusing it" and "if you die you start at the beginning" is just not okay?
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# ? Jan 23, 2016 15:34 |
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The Kins posted:Some highlights: There's TWO automaps (2D and 3D) The automap thing is good news. Having an automap might give their level designers a little more freedom to get wacky with topology/connectivity. I honestly think that the absence of an automap has negatively affected every FPS since Doom.
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# ? Jan 23, 2016 18:25 |
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# ? May 17, 2024 16:46 |
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There's two good reasons for checkpoint saving: controllers don't have an f5 key, and it's a lot harder to save in a dead end if the developer saves for you. If they actually set up checkpoints correctly, I like them better than quicksaves.
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# ? Jan 23, 2016 18:31 |