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Painkiller is adding doomgal to the next major project brutality update.
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# ? Jun 22, 2016 00:25 |
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# ? Jun 9, 2024 19:33 |
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Negrostrike posted:Ok ok try to imagine two NESes playing at the same time 4 channels each of this song. I'd be more impressed if this was done with Atari 2600 bleeps and bloops
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# ? Jun 22, 2016 00:26 |
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Klaus88 posted:Painkiller is adding doomgal to the next major project brutality update. I don't know what this means, why does it warrant the allbuttons
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# ? Jun 22, 2016 00:27 |
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A.o.D. posted:I'd be more impressed if this was done with Atari 2600 bleeps and bloops
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# ? Jun 22, 2016 00:31 |
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Klaus88 posted:Painkiller is adding doomgal to the next major project brutality update. Isn't her name Crash?
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# ? Jun 22, 2016 00:38 |
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https://twitter.com/viperwave/status/745268659275214848Klaus88 posted:Painkiller is adding doomgal to the next major project brutality update. CJacobs posted:I don't know what this means, why does it warrant the allbuttons Maybe this is why? (This was just something I found from doing a Google Search for 'doomgal'; it could be something completely different)
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# ? Jun 22, 2016 00:43 |
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Since it's Quake's 20th birthday (in my part of the world, anyway) I decided to install the Steam copy I bought a few sales ago and play the game for the first time in 18 years. Somehow I feel very, very old. Back then, my family didn't have a computer so most of my experience with Quake comes from Quake 64, which is definitely not the optimal way to play this thing and I was terrible at it anyway. Never made it past E1M3 without cheats when I was a kid, because those drat zombies creeped me out way too much and they were swarming everywhere and oh god Turns out there's like five zombies down in that corridor and they're super easy to kill without taking any damage. Well, I guess that's one childhood trauma overcome. This game is much more enjoyable with good controls and smooth framerate (and the Reznor soundtrack, which obviously wasn't in the N64 port or the pirated copies some of my friends had... or in the Steam version for that matter, but at least it was easy to put back in), I'll say that much. I'll continue with the rest of episode 1 after I get some sleep, and once that's done I think I'll try and finish the whole campaign. I briefly considered doing a stream, but figured that me trying to slowly fumble my way through mid-90s FPS level design wouldn't be very entertaining. DMorbid fucked around with this message at 01:13 on Jun 22, 2016 |
# ? Jun 22, 2016 01:04 |
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Max Wilco posted:Maybe this is why? Looks like a reskin of the Quake 2 female marine and so probably isn't what they're talking about. It's still pretty yikes but the reality may be better or worse than that.
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# ? Jun 22, 2016 01:49 |
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Cat Mattress posted:What, did they decide to make their own engine? I thought it would run on plain old Bernie Zandersnum.
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# ? Jun 22, 2016 04:06 |
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CJacobs posted:I don't know what this means, why does it warrant the allbuttons Female player character? In myyyyyyyy favorite game? This is an outrage even if it's optional! ______________________________________________________________________________________________
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# ? Jun 22, 2016 04:33 |
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Negrostrike posted:Female player character? In myyyyyyyy favorite game? This is an outrage even if it's optional! Are people actually saying that or are you making things up?
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# ? Jun 22, 2016 04:39 |
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I asked this in the 'help us remember a game' thread and it was suggested I try here: This is maybe too obscure; it's a Doom 2 wad. I think it had one, maybe two levels, but what I remember is that the first level was HUGE. It took place on this gigantic spaceship, and at one point, you see that the spaceship has crashed into or come in contact with some kind of gaping maw of hell. I loved that wad but have had no luck finding it. I'm pretty sure it would have dated from the 90s, I don't think I played much Doom since then. It's not much to go on, but certainly the huge size of it and the setting might help...?
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# ? Jun 22, 2016 05:02 |
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Mordja posted:Are people actually saying that or are you making things up? Give the Internet long enough and someone will say it completely in earnest.
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# ? Jun 22, 2016 05:10 |
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Negrostrike posted:Female player character? In myyyyyyyy favorite game? This is an outrage even if it's optional! I don't know what he meant but I really don't think it's that
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# ? Jun 22, 2016 05:14 |
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Babylon Astronaut posted:Last I checked, it was for Gzdoom so it running on Zammalamma sounds likely, but neither is indicative of what can be done on IDtech1 is my point. It's a testament to the source ports, which use a bunch of code from quake.
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# ? Jun 22, 2016 05:24 |
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Golbez posted:I asked this in the 'help us remember a game' thread and it was suggested I try here: HUGE + space makes me think of the Vrack series, but I don't think they had any wormholes or anything. There's videos of all three Vrack levels on YouTube (you should play all them anyway because they're pretty rad).
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# ? Jun 22, 2016 05:34 |
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david_a posted:Maybe the model code uses parts from Quake 3, but the level structure definitely doesn't. If a GZDoom map looks like something out of Quake it's because a mapper did an enormous amount of work with 3D floors/slopes. The end result might be visually similar but the process to get there is vastly different. Babylon Astronaut fucked around with this message at 06:29 on Jun 22, 2016 |
# ? Jun 22, 2016 06:04 |
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I'm so sorry Doomguy. You deserve better.
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# ? Jun 22, 2016 06:11 |
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Arivia posted:
Casper Van Dien, is that you? No joke I'd be pretty okay with him playing Doomguy in a Doom movie, he's an under appreciated class act.
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# ? Jun 22, 2016 06:25 |
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Babylon Astronaut posted:Also things you can't do with IDtech1. I don't think you get my point. Of course making detailed doom maps takes talent, but many amazing, cool, and talented maps will not run on vanilla doom, because as released, the engine cannot render them. Literally hundreds of people worked to remove the limitations of the doom engine to make things like slopes possible. I'm fairly sure the ways GZDoom does those things are unique, though, not taken from the Quake source code.
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# ? Jun 22, 2016 06:30 |
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Babylon Astronaut posted:Last I checked, it was for Gzdoom so it running on Zammalamma sounds likely, but neither is indicative of what can be done on IDtech1 is my point. It's a testament to the source ports, which use a bunch of code from quake. Nope. Quake code is under the GPL, making it legally impossible to use in the ZDoom codebase. There are a lot of features that were inspired by Quake, but coded independently; sometimes even before Quake's source code was released. (E.g., ZDoom's Quake-inspired console was there since March 1998; Quake code was released in December 1999.) The one exception is that one small part of the zip support code (the function to find the central zip directory) is taken from a non-GPL part of the Quake III Arena code.
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# ? Jun 22, 2016 08:09 |
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https://www.youtube.com/watch?v=4Aa2K_firtI
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# ? Jun 22, 2016 11:34 |
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Mr. Flunchy posted:I'm getting this error when I try and run the Seinfeld wad with GZDoom. Anyone got any ideas? I'd love it if it had custom error messages, at least on top of the REAL messages. "Error: Too thirsty; pretzels line 28" "What's the deeeeeaaaaaaaal with that script?"
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# ? Jun 22, 2016 14:25 |
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Babylon Astronaut posted:Also things you can't do with IDtech1. I don't think you get my point. Of course making detailed doom maps takes talent, but many amazing, cool, and talented maps will not run on vanilla doom, because as released, the engine cannot render them. Literally hundreds of people worked to remove the limitations of the doom engine to make things like slopes possible. When someone says "look at what you can do in doom" it usually implies that it is impressive what you can do within the limitations of the doom engine, when the limitations of the doom engine have been shattered by what modern source ports can do.
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# ? Jun 22, 2016 14:39 |
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Anyone got a recommendation for a map that really pushes Doom's limits? I don't care if it's particularly fun to play, I just want to see the engine doing neat things.
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# ? Jun 22, 2016 14:50 |
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Mr. Flunchy posted:Anyone got a recommendation for a map that really pushes Doom's limits? I don't care if it's particularly fun to play, I just want to see the engine doing neat things. NUTS
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# ? Jun 22, 2016 14:51 |
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Kind of disappointed it doesn't start with a title card that says "The WAD" Mr. Flunchy posted:Anyone got a recommendation for a map that really pushes Doom's limits? I don't care if it's particularly fun to play, I just want to see the engine doing neat things. Knee Deep in ZDoom's gimmick upon release was "remake episode 1 using every ZDoom feature we possibly can" so that's probably what you're looking for.
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# ? Jun 22, 2016 14:58 |
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The Brutal Doom campaign has some interesting level ideas/gimmicks during the middle city chapter even if half the time they don't work too well.
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# ? Jun 22, 2016 15:12 |
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Mr. Flunchy posted:Anyone got a recommendation for a map that really pushes Doom's limits? I don't care if it's particularly fun to play, I just want to see the engine doing neat things. I haven't played them yet but according to the Doom wiki, the Zdoom community projects look like they would do nicely.
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# ? Jun 22, 2016 16:19 |
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Phocas Island 2, Planisphere 2, The Great Urban Battle, The Island.
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# ? Jun 22, 2016 17:02 |
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Mak0rz posted:Knee Deep in ZDoom's gimmick upon release was switch hunts agreed also gzdoom maps by ed cripps have a high emphasis on 3d Szymanski fucked around with this message at 18:25 on Jun 22, 2016 |
# ? Jun 22, 2016 17:25 |
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david_a posted:If these guys can't help you, try here. They helped; it was INVADE1, and for Doom, not 2. Wheee!
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# ? Jun 22, 2016 18:36 |
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Happy Quake Day!The Kins posted:Doom is all well and good, but this week is the Quake's 20th birthday! I bet you feel old now. And hey if anyone happens to be working on any Quake (1/2/3) project, you could create a "booth" at Quake Expo 2016. You can already see a few previews of booths that are starting to be created. The expo will officially open on July 16.
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# ? Jun 22, 2016 19:20 |
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If you want to have a gander at Quake without installing anything, WebQuake is pretty great. (Although not having Quake installed should be a sin for this thread.)
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# ? Jun 22, 2016 19:37 |
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DUMP 3 turned out to somehow be even larger than DUMP 2 did, upping the former's 64 maps to 80. And that's not to speak of the 40 weapons on top of it. Criminy. ...anyway, in a bit of self-aggrandizement, this was my submission. Fitting for today, as it's Quake-themed! You'd probably guessed based on the screenshots I posted earlier! Johnny Law posted:Happy Quake Day!
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# ? Jun 22, 2016 19:47 |
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Jehde posted:If you want to have a gander at Quake without installing anything, WebQuake is pretty great. (Although not having Quake installed should be a sin for this thread.) Wow this is amazing. Do other games have this? edit: Well poo poo, I wasn't planning on playing Quake today but... Any way to get mouselook on this bad boy? SolidSnakesBandana fucked around with this message at 20:27 on Jun 22, 2016 |
# ? Jun 22, 2016 20:00 |
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Cat Mattress posted:Nope. Quake code is under the GPL, making it legally impossible to use in the ZDoom codebase. There are a lot of features that were inspired by Quake, but coded independently; sometimes even before Quake's source code was released. (E.g., ZDoom's Quake-inspired console was there since March 1998; Quake code was released in December 1999.) Babylon Astronaut fucked around with this message at 20:29 on Jun 22, 2016 |
# ? Jun 22, 2016 20:26 |
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Iirc vavoom was based on Build3D. Or maybe was it EDGE?
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# ? Jun 22, 2016 22:09 |
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SolidSnakesBandana posted:Any way to get mouselook on this bad boy? It flashes by in the console, but mouse tracking support is not universal. Maybe try a different browser?
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# ? Jun 22, 2016 22:11 |
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# ? Jun 9, 2024 19:33 |
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Babylon Astronaut posted:Doesn't GZDoom use code from Vavoom for 3d rendering and thus code from Quake? I may be wrong, but that's where I got the impression. As for impressive doom mapping: void.wad has been a go to for impressive effects, and I think Turbo Arcade pushes the game in weird and amazing directions. Nope, but Vavoom does use code from ZDoom. laserghost posted:Iirc vavoom was based on Build3D. Or maybe was it EDGE? Vavoom's renderer is based on Quake. The only source ports with some bits of Build code in them are ZDoom and its derivatives (except Odamex). The Build license is incompatible with the GPL, and all non-ZDoom ports are GPL.
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# ? Jun 22, 2016 22:14 |