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laserghost posted:Well, I'm sorry you didn't like PK, ultimately. If you want, add me on Steam (steamid: iprokka), I'll gift you Necrovision and Reflex to compensate for spent money. It gets better right after where I stopped, sorry for being a baby. I guess it's similar to Unreal where some maps are just way worse than others.
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# ? Feb 12, 2016 21:43 |
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# ? May 19, 2024 17:29 |
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fishmech posted:
Beautiful. http://www.warnerbros.com/archive/spacejam/movie/jam.htm
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# ? Feb 12, 2016 21:45 |
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joedevola posted:There don't seem to be any low end 3D engines for this sort of thing. May as well go with UE4 since from what I've seen it's a bit easier to work with than Unity. Can't you just... unbind that? Or give the player a dummy gun that does nothing?
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# ? Feb 12, 2016 21:57 |
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Keiya posted:Can't you just... unbind that? Or give the player a dummy gun that does nothing? Its definitely possible, people make racing games and poo poo out of unreal engine. But its always been easiest at building FPS and takes a lot more work to turn into anything else. I could imagine it being surprisingly tricky to disable the gun Still probably worth googling about.
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# ? Feb 12, 2016 22:01 |
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Zaphod42 posted:Idtech3 is written in C. It's because segfaults are sexier than link errors.
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# ? Feb 12, 2016 22:12 |
Tippis posted:It's because segfaults are sexier than link errors. hello,
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# ? Feb 12, 2016 22:19 |
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Zaphod42 posted:Idtech3 is written in C. Idtech 2 and 3 are both written in incredibly solid C that compiles without a hitch even in present-day compilers over 15 years later. I haven't had as much free time lately but I've been playing around with Idtech 2 and I've found it pretty easy to make modifications to. On the other hand I wasn't very happy with the mess of C++ that Idtech 4 was with bizarre coding choices like functions in classes having the same name as class members (it's a valid thing to do but it's confusing and I like seeing a couple thousand warnings when I compile thanks) and just seemed sloppy by comparison. Also I never could get the code provided by id to work properly; it would compile with only a few modifications but would work perfectly on some maps, crash on others, run at sub-1 FPS on others, and have yet more diverse issues on other maps like monsters not leaving corpses. (I'm not trying to make a commentary on C versus C++ because I like both a lot but I feel like Idtech 4 is a particularly sloppy example of C++)
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# ? Feb 12, 2016 22:41 |
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Zaphod42 posted:Its definitely possible, people make racing games and poo poo out of unreal engine. But its always been easiest at building FPS and takes a lot more work to turn into anything else. You can make a gametype where you just don't give a player a gun in UT99, it's how the original Unreal campaign started even.
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# ? Feb 13, 2016 00:22 |
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I think Id Software made a big mistake adding energy armor to Quake II. As soon as you pick it up, the game ceases to be a challenge.
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# ? Feb 13, 2016 00:29 |
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Woolie Wool posted:I think Id Software made a big mistake adding energy armor to Quake II. As soon as you pick it up, the game ceases to be a challenge. Rogue and Xatrix's solutions for this in their expansions was to give a bunch of enemies power shields as well, plus energy weapons which ignore the armour. Edit: You can get a Power Shield very early in The Reckoning from a secret but it almost doesn't matter because of all the Laser Guard and Phalanx Gladiator spam BattleMaster fucked around with this message at 00:39 on Feb 13, 2016 |
# ? Feb 13, 2016 00:37 |
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Phalanx Gladiators are such triumphantly terrible enemies that I actually quit The Reckoning when they started to show up in numbers. gently caress that noise. Also the power screen like the Brains have would have been better than the energy armor because you'd still be vulnerable at the back and sides. Either that or make energy armor use cells at a rate of 5:1 or even 10:1 instead of 1:1 so it doesn't last long.
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# ? Feb 13, 2016 00:47 |
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Woolie Wool posted:Phalanx Gladiators are such triumphantly terrible enemies that I actually quit The Reckoning when they started to show up in numbers. gently caress that noise. Also the power screen like the Brains have would have been better than the energy armor because you'd still be vulnerable at the back and sides. Either that or make energy armor use cells at a rate of 5:1 or even 10:1 instead of 1:1 so it doesn't last long. You're essentially at the end of the game when they start showing up in large quantities (first one is on board the cargo ship to the moon, and then there's only a few more levels left) so you didn't miss much except an unexplained rehash of the Makron fight. The game actually has a fully-functional but unused Power Screen item which can be swapped in for the original, and it isn't hard to make either item less efficient. If you want I can make these changes and throw up the DLL or source somewhere.
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# ? Feb 13, 2016 00:56 |
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BattleMaster posted:You're essentially at the end of the game when they start showing up in large quantities (first one is on board the cargo ship to the moon, and then there's only a few more levels left) so you didn't miss much except an unexplained rehash of the Makron fight. I'll think about it if I start Xatrix or Rogue. If so then I'd ask you to nerf Phalanx Gladiators or turrets as well.
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# ? Feb 13, 2016 01:00 |
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Woolie Wool posted:I'll think about it if I start Xatrix or Rogue. If so then I'd ask you to nerf Phalanx Gladiators or turrets as well. Aha, sure. Just PM me or poke me in the thread. I've played with the Quake 2 code for so long that these kinds of changes are no trouble at all.
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# ? Feb 13, 2016 01:05 |
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Have you overcame the problems you last mentioned with the invasion mod? Or still no luck?
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# ? Feb 13, 2016 01:12 |
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laserghost posted:Have you overcame the problems you last mentioned with the invasion mod? Or still no luck? poo poo's been getting crazy at school (I'm fourth year nuclear engineering) so I had to give serious programming a rest since I can easily just sit and spend days at a time on one project if I'm not careful. I plan on revisiting it when things slow down. Sorry :{ The main problem I was facing is that Quake 2's netcode freaks out if the packet being sent is too big (this happens with lots of enemies on screen or if lots of gibs are spawned when you blow up a large group of enemy all at once, etc.) A lot of the features I had planned are implemented but a bit unpolished though. This isn't something I could fix without putting the spawn limits down to levels that would probably be boring, so I was going to figure out which source ports fix this problem and what I have to do to get the mod to work on them. It's my understanding that KMQuake2 is the most up to date port that fixes this problem but changes the mod API so I'll have to port my code over to it. Edit: This is going to be my first project to finish when things slow down but I'm sorry that you've been waiting on me BattleMaster fucked around with this message at 01:20 on Feb 13, 2016 |
# ? Feb 13, 2016 01:16 |
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Jehde posted:Actually it was. Being written in ASM allowed the code to be much more effecient, which allowed for more concurrent simulations, allowing for bigger parks. Something RCT3 had a big problem with, which didn't use the same ASM engine as the first two games. Things that have changed since:
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# ? Feb 13, 2016 01:34 |
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Rupert Buttermilk posted:Have you played Delver? It's not really a shooter, but a first person sprite-based roguelike. I haven't but it looks pretty neat, I'll check it out. Thanks!
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# ? Feb 13, 2016 01:35 |
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Cat Mattress posted:Things that have changed since: That's kind of irrelevant to his point, which was that there was a good reason why the engine was coded in assembly at the time.
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# ? Feb 13, 2016 01:41 |
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To be fair it's still mostly because Chris Sawyer was a crazy coding wizard.
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# ? Feb 13, 2016 01:43 |
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Cat Mattress posted:Things that have changed since: This would be a good point if Rollercoaster Tycoon was released this year
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# ? Feb 13, 2016 01:55 |
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RyokoTK posted:This would be a good point if Rollercoaster Tycoon was released this year Just lol if you aren't building to specs 10 years in the future.
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# ? Feb 13, 2016 02:11 |
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BattleMaster posted:poo poo's been getting crazy at school (I'm fourth year nuclear engineering) so I had to give serious programming a rest since I can easily just sit and spend days at a time on one project if I'm not careful. I plan on revisiting it when things slow down. Sorry :{ No need to be apologize, good luck at school! You're probably doing some of the most complex work on Q2 modding in at least few years. Maybe some people will feel the itch to make a few maps for this mod, similar how Qonquer received a bunch of maps year or two ago. I always thought that there wasn't enough done with Q2 outside few ambitious TC' like Gloom.
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# ? Feb 13, 2016 02:35 |
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BattleMaster posted:fourth year nuclear engineering Well, guess my accountancy exams don't sound too bad after all
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# ? Feb 13, 2016 07:00 |
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BattleMaster posted:Idtech 2 and 3 are both written in incredibly solid C that compiles without a hitch even in present-day compilers over 15 years later. I haven't had as much free time lately but I've been playing around with Idtech 2 and I've found it pretty easy to make modifications to. A comment from Carmack on that that I remembered reading: http://fabiensanglard.net/doom3/interviews.php posted:Fabien Sanglard - What motivated to move the team to C++ for idTech4 ?
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# ? Feb 13, 2016 08:59 |
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Further to the Vietnam FPS chat, what was the name of that truly appalling shovelware Vietnam game where 90% of the game was running around identical tunnels with about four total art assets and totally broken physics? I remember watching a let's play of the whole game once and listening to the guy almost losing his mind.Elliotw2 posted:You can make a gametype where you just don't give a player a gun in UT99, it's how the original Unreal campaign started even. I know and I always managed to make it work somehow. Ideally I'd like a simple bare bones 3D engine that I can just launch into without a videogame front end and make more elaborate stuff. I'm going to give UE3 a go, presumably if it can output games for an old phone I can make it so it'll run on an old PC without a graphics card. I should just learn how Minecraft works. Korean kids loving love minecraft. joedevola fucked around with this message at 18:57 on Feb 13, 2016 |
# ? Feb 13, 2016 18:50 |
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joedevola posted:Further to the Vietnam FPS chat, what was the name of that truly appalling shovelware Vietnam game where 90% of the game was running around identical tunnels with about four total art assets and totally broken physics? I remember watching a let's play of the whole game once and listening to the guy almost losing his mind. Please be thinking of Tunnel Rats, the video game tie-in to an Uwe Boll movie.
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# ? Feb 13, 2016 19:10 |
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catlord posted:Please be thinking of Tunnel Rats, the video game tie-in to an Uwe Boll movie. Wasn't it Nam, and it was done on the Build engine? Or am I thinking of something else?
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# ? Feb 13, 2016 20:22 |
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I'm pretty sure it was Tunnel Rats. Can't find the good Let's Play I was thinking of though. vvvv edit: I think so! joedevola fucked around with this message at 21:57 on Feb 13, 2016 |
# ? Feb 13, 2016 20:28 |
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joedevola posted:I'm pretty sure it was Tunnel Rats. Can't find the good Let's Play I was thinking of though. Was it the one Habermann did?
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# ? Feb 13, 2016 21:15 |
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I'm not sure if this is the right place to ask, since they're technically not shooters but they are old and first person, but I'm trying to dredge up the identities of two games from my childhood. This must have been back in the mid to late 90s and truth be told, I only ever played either game at a friend's house or my dad's laptop or something but for some reason they've stuck with me. The first was some kind of early-3d, polygonal tank game. The (I assume) first level had you starting out on a road, being shot at by a blocky battleship off to the side and I think you'd end up sunk in a lake if you just drove forward. I remember this fact because nobody had any idea what controls were if they didn't involve arrow keys or a mouse and one of us only hit the throttle by accident. The other game was considerably more advanced, graphics wise. It took place in a futuristic city and you flew around in a hover car. I think there were weapon pickups and badguys, but you might have also been able to just play the game like a space taxi. A lot of inertia to the controls, I think. Anyway, if anybody has a clue to what the gently caress I am talking about that'd be swell. Mordja fucked around with this message at 22:40 on Feb 13, 2016 |
# ? Feb 13, 2016 22:37 |
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Mordja posted:The other game was considerably more advanced, graphics wise. It took place in a futuristic city and you flew around in a hover car. I think there were weapon pickups and badguys, but you might have also been able to just play the game like a space taxi. A lot of inertia to the controls, I think. My dad used to play this all the drat time. Trying to figure out the name. Will get back to you if I can drudge it up from the ol' memory banks.
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# ? Feb 13, 2016 22:41 |
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Quarantine? https://www.youtube.com/watch?v=a4rK5iqJke8 It also had a sequel, The Road Warrior, that was pretty cool. Convex fucked around with this message at 22:54 on Feb 13, 2016 |
# ? Feb 13, 2016 22:50 |
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Convex posted:Quarantine Just checked, and nah, that's not what I'm thinking of. You were literally zipping around in a flying car and the aesthetic was much more Blade Runner. Might have been able to go 3rd person too.
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# ? Feb 13, 2016 22:53 |
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In 2022 AD cabbies will drive flying Checker Marathons.
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# ? Feb 13, 2016 22:56 |
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fishmech posted:https://www.youtube.com/playlist?list=PLdzBCg8nf5ug4WmqoUrvQ6ACDlYX97Y_Q Here's the main playlist for those bad FPSes by the way. Here are some particularly notable ones: https://www.youtube.com/watch?v=ApXltJ57QlM&t=60s
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# ? Feb 13, 2016 23:02 |
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Mordja posted:I'm not sure if this is the right place to ask, since they're technically not shooters but they are old and first person, but I'm trying to dredge up the identities of two games from my childhood. This must have been back in the mid to late 90s and truth be told, I only ever played either game at a friend's house or my dad's laptop or something but for some reason they've stuck with me. #1. I don't remember the mission format, but could this be Tank Commander by Domark (1995)? #2. G-Police (1997)? There was another maybe more likely game that I remember playing a demo of, also in the late 90s. You flew a spaceship around a sci-fi city doing trading or combat or whatever a bit like in Elite, except in a city. Can't find what it was called. I do remember it had a pretty terrible draw distance.
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# ? Feb 13, 2016 23:04 |
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Nition posted:#1. I don't remember the mission format, but could this be Tank Commander by Domark (1995)? Second one sounds a bit like Hardwar?
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# ? Feb 13, 2016 23:11 |
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Convex posted:Second one sounds a bit like Hardwar? That's it!
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# ? Feb 13, 2016 23:17 |
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# ? May 19, 2024 17:29 |
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i'm only enjoying project brutality for doom more and more as i play it. everything feels great to use and there's a huge amount of crazy enemies that feel like they belong. i highly recommend it.
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# ? Feb 13, 2016 23:19 |