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Cool and funny dude Civvie dropped part one of a series of vids on Blood! https://www.youtube.com/watch?v=puYhzJvXz2s Highly recommend watching his Pro Wang vids about Shadow Warrior because they are hilarious and also made me a better Shadow Warrior player. I always played it like DN3D and would get my rear end handed to me on the lowest difficulty.
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# ? Nov 16, 2018 20:37 |
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# ? May 21, 2024 09:55 |
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I'm hyped
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# ? Nov 16, 2018 21:36 |
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Shoehead posted:I'm hyped and .
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# ? Nov 16, 2018 23:00 |
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In Weird Uses of Doom News, Sonic Robo Blast 2 now has a kart racer mod that's hit 1.0, and has some 100+ tracks/battle rooms to play around in. Grab it over here! https://www.youtube.com/watch?v=gAqQ68-Cx0w Honestly what even IS impossible on this engine by now? Diabetes Forecast fucked around with this message at 02:22 on Nov 17, 2018 |
# ? Nov 17, 2018 02:14 |
Shoehead posted:I'm hyped Is that an Ion Maiden gif?
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# ? Nov 17, 2018 03:46 |
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Yes!
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# ? Nov 17, 2018 03:56 |
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I like how in two pages of Far Cry chat that Primal was never talked about even once. What a complete waste of a game.
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# ? Nov 17, 2018 04:33 |
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If any of you remember Lucasarts' Outlaws, it's now on Steam: https://store.steampowered.com/app/559620/Outlaws__A_Handful_of_Missions/ It's a forgotten gem of the genre, which I think was due to it being a 2.5d fps released shortly after everyone started the switch to 3d. The shooting is solid, it has a great Morricone inspired spaghetti western soundtrack, and animated cutscenes that give it a lot more character than the other fps games of its time.
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# ? Nov 17, 2018 05:09 |
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Vakal posted:I like how in two pages of Far Cry chat that Primal was never talked about even once. Lots of shooter devs think that literally the most fun that can be had is nothing but bows and repetitive takedown moves, and Ubi is at the front of that push.
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# ? Nov 17, 2018 05:52 |
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Al Cu Ad Solte posted:https://forum.zdoom.org/viewtopic.php?f=19&t=62152 That was neat and I hope there’s more to come.
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# ? Nov 17, 2018 06:12 |
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Al Cu Ad Solte posted:https://forum.zdoom.org/viewtopic.php?f=19&t=62152 This looks real cool.
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# ? Nov 17, 2018 07:10 |
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Shoehead posted:I'm hyped Yes I did notice that it was strange that you had a one handed SMG and couldn't duel wield it.
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# ? Nov 17, 2018 07:21 |
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Vakal posted:I like how in two pages of Far Cry chat that Primal was never talked about even once. I did mention it, but only to say I never played it so can't comment on it. I own it and I've heard it's about half the length of Far Cry 4 so I'll get to it eventually.
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# ? Nov 17, 2018 10:38 |
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Vakal posted:I like how in two pages of Far Cry chat that Primal was never talked about even once. I actually really enjoyed Primal. It was the first Far Cry game that felt difficult without mods. Can't really remember much beyond that though, its been a long time.
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# ? Nov 17, 2018 11:46 |
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Far Cry Primal was easily my favourite Far Cry game.
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# ? Nov 17, 2018 11:52 |
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Shoehead posted:I'm hyped It's funny how you can instantly recognize it's the Build engine. You could recreate this level in GZDoom perfectly and it'd look different.
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# ? Nov 17, 2018 13:18 |
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So I like Doom gameplay mods like High Noon Drifter, Heretical Doom, or Contra Doom. What are some others I should check out?
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# ? Nov 17, 2018 13:48 |
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Stabbey_the_Clown posted:My Doom 2 Map11 replacement "Control Tower" is ready for testing. I stopped playing in the area with all the half doors.
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# ? Nov 17, 2018 14:02 |
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Cat Mattress posted:It's funny how you can instantly recognize it's the Build engine. You could recreate this level in GZDoom perfectly and it'd look different. I think it's the colour palette. In the 256 colour days you had to be choosy and Duke 3D went with a pretty muted selection. The red sector lighting makes it really obvious compared to Doom or Quake which went with very vivid shades of red. From the way it looks, Ion Maiden is going with more or less the same palette as Duke 3D. Also the way special effects sprites (fire, explosions, blood, etc.) are dynamically scaled is also uniquely Build engine.
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# ? Nov 17, 2018 14:03 |
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A.o.D. posted:I stopped playing in the area with all the half doors. I was afraid that might happen. Partway through designing it, even I thought the section was going on too long. I did put in an abrupt change to a very different style partway through, but it seems that wasn't soon enough. It's not an excuse, but because I built the level from the center out, I was working with limited space. I tried to make better use of the space in the other areas. Oh well, I guess I'll need to scrap that part and redesign. I assume that it's just not fun in any way, and not just a case of goes on too long. EDIT: Out of curiosity, did you stop at the part with the door which partly closes when you approach it? Thanks for your feedback. Stabbey_the_Clown fucked around with this message at 14:47 on Nov 17, 2018 |
# ? Nov 17, 2018 14:29 |
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Pope Guilty posted:So I like Doom gameplay mods like High Noon Drifter, Heretical Doom, or Contra Doom. What are some others I should check out? Trailblazer, D4D, final doomer, combined arms
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# ? Nov 17, 2018 14:44 |
BattleMaster posted:I think it's the colour palette. In the 256 colour days you had to be choosy and Duke 3D went with a pretty muted selection. The red sector lighting makes it really obvious compared to Doom or Quake which went with very vivid shades of red. From the way it looks, Ion Maiden is going with more or less the same palette as Duke 3D. Also the weapon and enemy pallet swaps to match the light when you move into the red sector in the pipe. Flannelette fucked around with this message at 14:48 on Nov 17, 2018 |
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# ? Nov 17, 2018 14:46 |
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Pope Guilty posted:So I like Doom gameplay mods like High Noon Drifter, Heretical Doom, or Contra Doom. What are some others I should check out? Demonsteele
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# ? Nov 17, 2018 14:46 |
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Stabbey_the_Clown posted:I was afraid that might happen. Partway through designing it, even I thought the section was going on too long. I did put in an abrupt change to a very different style partway through, but it seems that wasn't soon enough. I stopped after the third time I went back to the place where platforms drop on both sides. The main problem is that it's just too much fiddly movement in tight spaces with no real threat or reward. You can get away with doing something like this a couple of times to slow down the pace, but you need to make the way forward clear for it to not be tedious. If you're making a puzzle map, you can get away with more, and if you're using it to hide a secret, you can of course get away with doing it a few times as well. As it's implemented currently, it's just too much tedium in too dense a space. Also, your map has over 600 enemies on HMP. I wouldn't worry about packing a lot of geometry into the interior. It takes a lot of time to chew through that many enemies.
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# ? Nov 17, 2018 15:19 |
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Today I'm going to do something different. I'm going to basically livejournal my attempts to learn some things about doom editing. First, let's start off with a scene as it appears in Doombuilder. Ignore the black on the left, that's just the draw distance limit in the 1st person editor mode. Gosh, look at those untextured walls. What does that look like in game? Huh, pretty good, actually. The skybox extends all the way to the textured floors and walls. Note that the mesa in the background is a part of the sky box. But that's GL mode. What does this look like in software? https://www.youtube.com/watch?v=qyrJUKC3L-U Now I've got to figure out how to fix this.
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# ? Nov 17, 2018 15:29 |
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If I'm understanding your problem correctly, that's an easy fix. If you make a sector with the ceiling height equal to the floor height, with the ceiling sky texture as sky, any wall it shares with other sectors will look like sky. So add a sector adjoining that big open area and make its floor height and ceiling height equal to the floor of the open area, make the ceiling texture sky, and it will look right. edit: You should never have a visible textureless wall anywhere because it will look wrong in software and can look wrong in OpenGL. BattleMaster fucked around with this message at 15:49 on Nov 17, 2018 |
# ? Nov 17, 2018 15:46 |
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If you look underneath the crosshairs in the next image, you'll see that the hall of mirrors effect is gone. The skybox is showing correctly, both for the playable area and the skybox itself. How did I accomplish this, and what was the problem in the first place? First, I had to slope the ceiling to meet the floor. Since the renderer doesn't distort the skybox no matter what angle it's drawn at, sloping the ceiling doesn't cause and distortions. Not bad! However, for this to work, I had to also do it in the skybox zone, like so: In the GL renderer, none of this mattered, because for some reason the GL engine extends the skybox into untextured walls. If I want to support software mode, then I have to ensure that no untextured area is visible to the player. I COULD make a pass through the map and do this, or I could just say in the .txt file that this map supports GL render only. Don't ask what Softpoly render modes see. It's unspeakable and I have no idea how to fix it. edit: oh hey the ceiling height= floor thing works too, and it's a lot faster. A.o.D. fucked around with this message at 15:56 on Nov 17, 2018 |
# ? Nov 17, 2018 15:49 |
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That's one way to do it I guess, though I would have stuck with the classical way of doing it.
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# ? Nov 17, 2018 15:52 |
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Man, there's so much poo poo I don't know about doing this.
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# ? Nov 17, 2018 15:56 |
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Well hey, it's a good learning experience. By the way, you can pull off fancier effects than that with the sky rendering behaviour. In E1M1, the entrance to the blue armour courtyard, the wall it's connected to, and the walls of the main level building all have different apparent heights because of this effect. You can see that the sector geometry isn't very complex either. In those cases the floor and ceiling height are not the same.
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# ? Nov 17, 2018 16:01 |
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I've just discovered that in software mode, distance fog only works with lower light levels, completely destroying the effects I'm trying to create. I am going to drop any attempt at software rendering support. edit: and apparently distance fog replaces light levels in software. Yeah, that's not going to work. A.o.D. fucked around with this message at 16:10 on Nov 17, 2018 |
# ? Nov 17, 2018 16:04 |
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A.o.D. posted:I stopped after the third time I went back to the place where platforms drop on both sides. The main problem is that it's just too much fiddly movement in tight spaces with no real threat or reward. You can get away with doing something like this a couple of times to slow down the pace, but you need to make the way forward clear for it to not be tedious. If you're making a puzzle map, you can get away with more, and if you're using it to hide a secret, you can of course get away with doing it a few times as well. As it's implemented currently, it's just too much tedium in too dense a space. You're only required to pass through that point three times, and you're almost done with the narrow hallway section, and the next part of the puzzle is relatively straightforward. But that doesn't matter, I've already started a redesigned area in that section. I guess I should have gone back to the drawing board the moment I started having doubts. I also have doubts about whether the Yellow Key door section is fun. It plays out much differently, but might also feel too repetitive. High enemy counts in my levels are usually for cases which require passing through the same area multiple times. In this case, the vast majority of the enemies are actually reinforcements which show up as you circle the tower. It wouldn't be all that interesting to circle the tower over and over if you killed everything the first time. Often a significant fraction of the enemies naturally fall to infighting. You aren't going to need to kill all 600 yourself. Plus, over 100 of that count are Zombiemen, the weakest enemies in the game. EDIT: Oh, and I haven't finished adjusting the monster count for difficulty, so it will be a little less on HMP. Stabbey_the_Clown fucked around with this message at 21:26 on Nov 17, 2018 |
# ? Nov 17, 2018 17:37 |
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A.o.D. posted:If you look underneath the crosshairs in the next image, you'll see that the hall of mirrors effect is gone. The skybox is showing correctly, both for the playable area and the skybox itself. Instead of sloping the sky, learn how to use Line_Horizon.
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# ? Nov 17, 2018 17:41 |
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Cat Mattress posted:Instead of sloping the sky, learn how to use Line_Horizon. I did not know about this, and I can probably use it to good effect in certain circumstances, but it doesn't look right if I use it on this map. Thanks for bringing this up! ( I spent about 10 minutes playing around with it)
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# ? Nov 17, 2018 18:06 |
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ponzicar posted:If any of you remember Lucasarts' Outlaws, it's now on Steam: https://store.steampowered.com/app/559620/Outlaws__A_Handful_of_Missions/ I played through Dark Forces this year, so this is a good followup. Any gotchas or things to know about before playing?
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# ? Nov 17, 2018 20:58 |
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ponzicar posted:If any of you remember Lucasarts' Outlaws, it's now on Steam: https://store.steampowered.com/app/559620/Outlaws__A_Handful_of_Missions/ Huh, it looks like they may have actually updated it instead of doing the usual old barely-working CD rip.
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# ? Nov 17, 2018 22:13 |
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it's probably the same version that came out on gog a while back
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# ? Nov 17, 2018 22:40 |
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Don't know. I have the GoG version and it doesn't look that smooth. Edit: Bought it. It's 400MB. Don't see much difference between the versions. Runs at a smooth 60 frames. Can't tell if some of the lines in the screen are tearing or just how surfaces look when you run past them. Plan Z fucked around with this message at 23:51 on Nov 17, 2018 |
# ? Nov 17, 2018 23:20 |
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Cat Mattress posted:Instead of sloping the sky, learn how to use Line_Horizon. This is one of my favourite special effects added in source ports even though it's fairly narrowly applicable. edit: I spent some time on a bullet hell themed arena map taking place in a creepy dark desert using line horizons on the edge to extend it into infinity with AR-style effects showing teleporter status (red inactive, blue active when all enemies are dead) and when you're close, the zone boundaries show in green. I was thinking of revisiting it when I have more time but I'm not sure how well it was working out gameplay wise. BattleMaster fucked around with this message at 00:01 on Nov 18, 2018 |
# ? Nov 17, 2018 23:47 |
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# ? May 21, 2024 09:55 |
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pairofdimes posted:I played through Dark Forces this year, so this is a good followup. Any gotchas or things to know about before playing? It's pretty straightforward. Only thing I can think of is to not forget that some items that act as keys, such as a shovel, will need to be manually activated when you're near the patch of dirt that it's used on.
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# ? Nov 18, 2018 00:20 |