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c0burn posted:https://youtu.be/hOdjijyWUOw I'd love to see a mod (or a full game) where a really big, perhaps-unkillable monster is hunting you throughout the map. They always know where you are, or maybe are just really good at figuring it out, without knowing exactly, and you have to get poo poo done without dying to them. Sort of like RE3: Nemesis style, except it's completely organic when and where the unkillable thing will get you.
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# ? May 20, 2016 13:00 |
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# ? Jun 7, 2024 02:34 |
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That's kinda the idea behind the Marine and Predator levels in Aliens vs Predator (Classic 2000.) Each level for these two have the Xenomorphs spawn in nest zones while you're wandering around trying to not die and do whatever your objective is.
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# ? May 20, 2016 13:03 |
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Rupert Buttermilk posted:I'd love to see a mod (or a full game) where a really big, perhaps-unkillable monster is hunting you throughout the map. They always know where you are, or maybe are just really good at figuring it out, without knowing exactly, and you have to get poo poo done without dying to them. Sort of like RE3: Nemesis style, except it's completely organic when and where the unkillable thing will get you. The last few levels of Dead Space 2 did something like this and were loving awful.
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# ? May 20, 2016 13:10 |
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I don't know why, but after playing Doom 4, Trailblazer 1.3 and replaying a bunch of vanilla Doom 1, I'm finding Project Brutality way less fun to play.
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# ? May 20, 2016 13:13 |
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Rupert Buttermilk posted:I'd love to see a mod (or a full game) where a really big, perhaps-unkillable monster is hunting you throughout the map. They always know where you are, or maybe are just really good at figuring it out, without knowing exactly, and you have to get poo poo done without dying to them. Sort of like RE3: Nemesis style, except it's completely organic when and where the unkillable thing will get you. That's literally Alien: Isolation and it loving rules.
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# ? May 20, 2016 13:13 |
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Convex posted:The last few levels of Dead Space 2 did something like this and were loving awful. Only because the monster wasn't so much 'unkillable', as 'hyper-killable'. If you had any sort of explosive weapon (fully upgraded javelin gun is hella OP) you could gib it every time it appears and just treat it like any other monster in your path. As the post above says, Alien: Isolation does it right. Ideally, you avoid it, but you have a limited set of resources that you can use to distract or ward it off, but it's always intense and you're never quite 100% sure if your plan will work.
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# ? May 20, 2016 13:20 |
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Elliotw2 posted:That's kinda the idea behind the Marine and Predator levels in Aliens vs Predator (Classic 2000.) Each level for these two have the Xenomorphs spawn in nest zones while you're wandering around trying to not die and do whatever your objective is. Oh, wait... I suppose Alien Isolation is kind of like this. E:f, b (but thanks!)
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# ? May 20, 2016 13:24 |
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Elliotw2 posted:Aliens vs Predator (Classic 2000.)
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# ? May 20, 2016 13:31 |
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FEAR will do that if you have it fully updated on the PC, but I can't think of anything else.
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# ? May 20, 2016 13:35 |
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LogicalFallacy posted:Part of the problem is that Doom II was tested with pistol starts, so it was never properly balanced for a full playthrough. I can't remember the source for this info, and I'm on my phone on lunch break so hopefully someone else here can corroborate. No, Doom II was properly balanced for a full play-through by lower skilled players who were taking saves every level or so. It was also balanced so that high skill players could beat every level from a pistol start on UltraViolence. And it was separately balanced so that low skill players who didn't save often enough weren't completely screwed by going back to a pistol when they started a level over. Keep in mind that the ammo limits in vanilla Doom/Doom II keep you from being too overpowered at any one time just from having been through previous levels. Something that massively increases ammo limits, like you can do with DEH and BEX files, now that can really unbalance things. (Which is why messing with those is fun)
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# ? May 20, 2016 14:30 |
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nftyw posted:There's a free server host you can use at best ever (http://www.best-ever.org/) but you'll have to set up an IRC account (so you can use the IRC bot) along with another one at Best Ever (so you can upload files and get blocked for trying to host circus2.wad). It will take some testing but they have a basic command for setting up a simple server on the frontpage, you can probably ask around for help setting up exactly the wads and settings you want. Cheers man, I'll check that out! Yeah, we were fannying about with a local server and playing ENTRYWAY over and over again, and I was finding myself sandbagging just to keep it competitive, and I'm not a great player by any stretch of the imagination.
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# ? May 20, 2016 15:00 |
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LORD OF BOOTY posted:I was more asking in the sense of "is it noticeably less fun on HMP?" because, while I'm honestly doing okay on UV for the most part, having to fight two mancubi and a shitload of fodder enemies in a tiny space is a bastard. LORD OF BOOTY posted:e: a mancubus and a bunch of imps, demons, and two shotgunners before you pick up the red key, and then a mancubus, two loving revenants, and a bunch of shotgunners and demons after you pick it up. Good loving god. LORD OF BOOTY posted:got the red key and ran like hell in AA map 02 UV, guess what I find behind the door the red key switch opens, MORE loving REVENANTS LORD OF BOOTY posted:i am very agitated by the skeletons LORD OF BOOTY posted:"RUN, HIDE, OR DIE (Though the sign saying "the spiders never stop" lied. There's only like five of them on the pillar closest to you, if you have the rockets spare to snipe them down.)
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# ? May 20, 2016 16:58 |
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Modders keep breaking new grounds in Doom science, and making colossal strides toward a better future. https://www.youtube.com/watch?v=cyMjNqLXPr8 https://www.youtube.com/watch?v=sBLikwEgsh0
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# ? May 20, 2016 17:12 |
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Hey guys, I dunno if this is old enough to count but I don't know where else to ask besides the Steam thread. I'm looking to play through the original Far Cry again however I remember the original version having problems with enemies being able to see across valleys and through mountains. Are there any mods that have re-balanced the game and made it enjoyable or does it still become a slog at a certain point. I looked on Mod DB and saw some stuff, but all the patch/fix mods didn't have very specific notes for what they changed.
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# ? May 20, 2016 18:28 |
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widespread posted:Ah. Figured there was a port out there that gave the BFG away early. Nice! You're making me want to post pics of the map I was playing around with a week or two ago. (I should finish that!) c0burn posted:https://youtu.be/hOdjijyWUOw Oh ho ho, custom AI pathing in Quake? This is very much my poo poo. Looks like you've got things working pretty well already. How does the vanilla quake AI pathing work? I've never really played around with it enough to test its limits. Do they use a navmesh or just calculate off the room polygons by casting rays or what? Rupert Buttermilk posted:I'd love to see a mod (or a full game) where a really big, perhaps-unkillable monster is hunting you throughout the map. They always know where you are, or maybe are just really good at figuring it out, without knowing exactly, and you have to get poo poo done without dying to them. Sort of like RE3: Nemesis style, except it's completely organic when and where the unkillable thing will get you. The Dahaka in Prince of Persia was kinda like that, more of an environmental hazard than an enemy, that would keep tracking you down throughout levels. Or Nemesis from Resident Evil. But I've always loved that idea and wanted people to do more with it. Was really hoping that The Pursuer in Dark Souls 2 would work that way, but not so much.
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# ? May 20, 2016 18:35 |
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Cat Mattress posted:Modders keep breaking new grounds in Doom science, and making colossal strides toward a better future. They should make this animation play when you beat a level, like the falling cards all over the screen when you win at Solitaire. Love the corpse throwing.
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# ? May 20, 2016 18:37 |
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Shadow Hog posted:All of this is still very much present on HMP. I mean, yeah, but I would imagine they're slightly less beefy and there's somewhat less imps, shotgunners, and demons restricting my movement. Also, that's really good to know, because I killed like four of them and then stopped. If I can take all the Arachnotrons down that level will probably get a lot easier.
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# ? May 20, 2016 18:52 |
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I want to play DooM with Brutal(-esque) mods but without needing to reload weapons. I assume my best bet would be Project Brutality in "Traditional" mode, right?
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# ? May 20, 2016 19:16 |
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Traditional mode is vanilla gameplay with the Brutal aesthetic and (my favorite) no hitscan weapons.
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# ? May 20, 2016 19:28 |
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LogicalFallacy posted:Traditional mode is vanilla gameplay with the Brutal aesthetic and (my favorite) no hitscan weapons. Yeah that's what I'm playing (the Master levels) and it's nice. Is there anything else like it? Or is that what I should stick with when I play the classic levels again.
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# ? May 20, 2016 19:45 |
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There's also Random deaths & Decorations which is an aesthetic mod going for the feel of Brutal Doom by someone who used to spend a lot of time playing with Brutal Doom. I haven't tried it myself so I couldn't tell you exactly how good it is though.
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# ? May 20, 2016 19:49 |
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I want something that affects the weapons as well. Basically Brutal Doom (by itself, not PB) without reloads, but that doesn't seem to be a feature. I'll stick with PB Traditional then, thanks!
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# ? May 20, 2016 19:53 |
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Morter posted:I want to play DooM with Brutal(-esque) mods but without needing to reload weapons. I assume my best bet would be Project Brutality in "Traditional" mode, right? You could also try Weapons of Saturn which tries to keep the weapons vanilla. http://forum.zdoom.org/viewtopic.php?f=19&t=36821&hilit=Weapons+of+saturn
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# ? May 20, 2016 20:05 |
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FanaticalMilk posted:I'm looking to play through the original Far Cry again however I remember the original version having problems with enemies being able to see across valleys and through mountains. Are there any mods that have re-balanced the game and made it enjoyable or does it still become a slog at a certain point. I looked on Mod DB and saw some stuff, but all the patch/fix mods didn't have very specific notes for what they changed. I don't know about valleys and mountains, but the last official patch for Far Cry broke the enemy AI, allowing them to see and shoot through certain walls. The unofficial patch supposedly fixes the issue.
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# ? May 20, 2016 20:09 |
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Was just fumbling around the internet and stumbled across Total Chaos. Does anyone here know of some more vanilla-esque mods that look this drat pretty and are (preferably) in a released/playable state? Because holy poo poo this looks fantastic.
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# ? May 20, 2016 20:12 |
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Zaphod42 posted:The Dahaka in Prince of Persia was kinda like that, more of an environmental hazard than an enemy, that would keep tracking you down throughout levels. Oh yeah, I remember that. And how he would also play Godsmack music at you. Except when the audio glitched. Which was always.
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# ? May 20, 2016 20:23 |
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Lemon-Lime posted:I don't know why, but after playing Doom 4, Trailblazer 1.3 and replaying a bunch of vanilla Doom 1, I'm finding Project Brutality way less fun to play. I mentioned it before in the thread but Doom 4 is going to provide a lot of inspiration to all the brutality modders. The stuff they'll come up with will be pretty great.
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# ? May 20, 2016 20:42 |
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Wamdoodle posted:You could also try Weapons of Saturn which tries to keep the weapons vanilla. http://forum.zdoom.org/viewtopic.php?f=19&t=48985 The Faspons variant is also really good. The weapons feel a bit punchier and you have the option of turning reloading on or off. Most importantly, it adds things like imps, pinkies, and former humans getting charred when killed by the plasma rifle. There's lots of switches in the options menu to make it as vanilla as you want.
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# ? May 20, 2016 20:57 |
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Al Cu Ad Solte posted:http://forum.zdoom.org/viewtopic.php?f=19&t=48985 Oh yea, that one too. I forgot it's a little customizable. I usually just use it with everything on
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# ? May 20, 2016 21:01 |
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Zaphod42 posted:Nice! You're making me want to post pics of the map I was playing around with a week or two ago. (I should finish that!) It doesn't have anything remotely like that. There are two ways of making a monster move in the QuakeC via engine functions it can access. Walkmove() steps the monster x units in a direction. If something's in the way it simply fails. Movetogoal() is slightly more advanced but all it really is is randomly wobbling towards something. If you're interested check sv_move.c in the Quake engine source.
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# ? May 20, 2016 21:03 |
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FanaticalMilk posted:I'm looking to play through the original Far Cry again however I remember the original version having problems with enemies being able to see across valleys and through mountains. Are there any mods that have re-balanced the game and made it enjoyable or does it still become a slog at a certain point. I looked on Mod DB and saw some stuff, but all the patch/fix mods didn't have very specific notes for what they changed.
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# ? May 20, 2016 21:05 |
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I downloaded Doom Builder. God help me.
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# ? May 20, 2016 21:08 |
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CJacobs posted:I downloaded Doom Builder. God help me. I'm gonna be doing this after work tonight. Can't wait to make some terrible crap.
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# ? May 20, 2016 21:09 |
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Man, why the hell does GOG not have the Soldier of Fortune games? I have a sudden urge to replay SoF1 and de-limb mooks with the shotgun. Stop being greedy shits, Activision.
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# ? May 20, 2016 21:10 |
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Trailblazer is the way Ancient Aliens was meant to be played.
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# ? May 20, 2016 21:14 |
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FanaticalMilk posted:Hey guys, I dunno if this is old enough to count but I don't know where else to ask besides the Steam thread. The last patch, which is how the game comes from Steam and GOG, fixed some MP stuff but introduced the bug in SP where enemies can see through things they shouldn't, like tents and such. Depending on the difficulty they'll still be able to see you from pretty far away, but not as much as with the patch. To get it back to the way it should be before the patch you have a bunch of options, but I would suggest the AMD patches first. They add a tiny bit more to the game and make it look a bit better. You can find the patches and clear instructions here: http://pcgamingwiki.com/wiki/Far_Cry You might run into a bug with the patches where on a couple of levels where textures come up missing, I just uninstalled the extra content patch for those levels and put it back after. Also add "e_vegetation_sprites_distance_ratio = "100.000000"" and "e_vegetation_min_size = "0.000000"" in system.cfg in your main FarCry dir to get rid of the ugly pop-in sprites. I wouldn't play anything past medium difficulty if you want to have fun. What exactly a slog is kinda up to interpretation, it's a 12 year old game and it shows. Outside of a few specific are-you-loving-kidding-me encounters with the slicey trigens in inside areas I didn't mind them, but the game generally keeps you on your toes anyway. Use flashbangs and the shotgun against the small jumpy slicy trigens if you can. foozwak fucked around with this message at 21:21 on May 20, 2016 |
# ? May 20, 2016 21:17 |
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GlitchThief posted:I'm gonna be doing this after work tonight. Can't wait to make some terrible crap.
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# ? May 20, 2016 21:18 |
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GlitchThief posted:I'm gonna be doing this after work tonight. Can't wait to make some terrible crap. Remember to get GZDoom Builder instead for added functionality. Someone told me that and so far it's going good.
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# ? May 20, 2016 21:21 |
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Are there any good tutorials I should start with or should I just jump in and start filling square spaces full of cyberdemons?
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# ? May 20, 2016 21:23 |
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# ? Jun 7, 2024 02:34 |
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c0burn posted:It doesn't have anything remotely like that. There are two ways of making a monster move in the QuakeC via engine functions it can access. Walkmove() steps the monster x units in a direction. If something's in the way it simply fails. Movetogoal() is slightly more advanced but all it really is is randomly wobbling towards something. If you're interested check sv_move.c in the Quake engine source. I figured it'd be something dumb as a box of tacks. So they just pretty much spawn, move towards the player, and stop when they can't? Well, it works okay. I've got the quake source downloaded somewhere already... CJacobs posted:I downloaded Doom Builder. God help me. Do ittttttt GlitchThief posted:Are there any good tutorials I should start with or should I just jump in and start filling square spaces full of cyberdemons? I would read this article real fast: http://doom.wikia.com/wiki/Doom_rendering_engine That's what helped me figure out how the engine works and the things you'll need to know in order to manipulate it, like what the difference between a one-sided and a two-sided linedef is. Once you know that, you should be good enough to just jump in and start throwing around verticies. Then maybe google for tutorials on things like doors and elevators which are a little trickier, or just post here which is what I did a few months ago when I got stuck
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# ? May 20, 2016 21:27 |