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MOHAA was a huge deal when it came out. Didn't most of those devs leave to form Infinity Ward and make COD anyway? Pretty sure they did...
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# ? May 14, 2024 15:07 |
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If I want to play multiplayer doom, what’s the setup to do so nowadays. Best ports, finding servers, etc. Looking to play vanilla-ish FFA or coop sets.
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Convex posted:Medal of Honor: AAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa AAAAAAAAAAH... Yourself ![]()
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One thing I forgot to mention in Quake Chat was The Quake Awards which had its inaugural run this year (for 2017's maps). I think the community consensus-ish is that the categories will need to be changed a bit for next year, but the first crop of winners were deserving. Personally I'll say you should not only look at the winners and the "shortlist", but also the honorable mentions posted. The dividing line between the shortlist and the honorable mentions was pretty arbitrary IMO.
JLaw fucked around with this message at 20:30 on Dec 30, 2018 |
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Lemon-Lime posted:Speaking of which, since I decided to go back to Q1 today - when is the music supposed to actually play? I've followed the Quakespasm music instructions to the letter but all I get ingame is ambience. ![]() Johnny Law posted:Good poo poo I was thinking about reinstalling Quake and setting it up to play user maps just the other day, so thanks for this. I've actually never played any before in my life but I'm blown away every time I see shots of Arcane Dimensions.
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It's not my fault it's genuinely impossible to tell whether I'm listening to the CD soundtrack or background noises. ![]()
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Lemon-Lime posted:It's not my fault it's genuinely impossible to tell whether I'm listening to the CD soundtrack or background noises. Do modern source ports not play the attract mode demo over the main menu to the rocking Tent Reznor music like the vanilla game did?
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Welp, once again PC gaming thwarts me. SiN is unbeatable for me as every-time an enemy shoots a grenade launcher the game hard crashes instead of allowing the grenade to explode. Edit: The grenades are more destructive than I thought; when it crashes from that all my keybindings get reset to defaults. Barudak fucked around with this message at 21:18 on Dec 30, 2018 |
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Jordan7hm posted:If I want to play multiplayer doom, what’s the setup to do so nowadays. Best ports, finding servers, etc. Get Zandronum. A server browser called Doomseeker is included in the files, and there's usually plenty of active coop/invasion/LMS servers, though straight vanilla is pretty rare. DM is a little less common but servers running it are generally vanilla. The most popular coop servers run "complex doom" which are basically more varied, more dangerous versions of Doom2 monsters (mostly chaingunners), but it's not too bad. Try to avoid the coop servers running Brutal Doom--not to poo poo on brutal doom, it just doesn't work well multiplayer at all. e; I should add, when you first launch Doomseeker, make sure to set a file path where WADs will be stored. You can join almost any server and the WADs you don't already have will be downloaded automatically. treat fucked around with this message at 21:39 on Dec 30, 2018 |
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If you're just looking for some simple coop with friends, regular GZDoom works pretty smoothly these days. Always rock solid for me. But yeah, if you're looking to be able to just jump into some public servers, Zandronum is, for better or worse, the only thing with a significant number of players.
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Lemon-Lime posted:It's not my fault it's genuinely impossible to tell whether I'm listening to the CD soundtrack or background noises. You can also try the extensions -- hipnotic and rogue -- they have more typical buttrock music. https://www.youtube.com/watch?v=IdIrMoEPi9w https://www.youtube.com/watch?v=i4eBKfzeD-w
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Barudak posted:Welp, once again PC gaming thwarts me. SiN is unbeatable for me as every-time an enemy shoots a grenade launcher the game hard crashes instead of allowing the grenade to explode. I haven't played as far into the game yet, when do enemies with grenade launchers start showing up? The player version didn't give me any problems when I spawned some weapons in the bank for testing - the worst I got is the rocket launcher apparently refusing to detonate with direct hits on an enemy, which is a comparatively minor issue.
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Casimir Radon posted:I thought Allied Assault was a lot of fun when I played it. Got stuck on the sniper map though. On the other hand I have no urge to ever play a WWII shooter again. Compromise: Devs can make all the WWII shooters they want but they have to be part of the expanded Doom/Quake universe
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With a rockin' synth soundtrack by Lee Jackson. And Paul Eiding (Col. Roy Campbell) on the radio, then I'd play it.
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Okay I have QuakeSpasm up and running and I'm testing it out, but it's doing some really goofy poo poo such as not saving my console flags. I have model/movement interpretation set to 0 and sometimes I'll fire it back up and the interpolation will be on again. Even changing the .cfg file to include these strings doesn't stop it from happening. They just get deleted from the file. Another thing it's doing is this bullshit: ![]() What's going on there? I'm running it through the QLauncher 2 thing in that package that Johnny Law mentioned a while back if that matters at all. Also what else do I have to do to make this look as close to vanilla quake as possible? So far I have - No model interpolation (r_lerpmodels 0) - No movement interpolation (r_lerpmove 0) - Square particles (r_particles 2) - No texture filter (gl_texturemode 3 or "GL_NEAREST_MIPMAP_LINEAR") What else? How do I get completely opaque water? Any way to replicate the cool underwater effect from the original game in QuakeSpasm? Mak0rz fucked around with this message at 00:50 on Dec 31, 2018 |
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The default maps aren't "vised" for alpha water. Set r_wateralpha to 1. You can patch your maps to enable transparent water. https://quakewiki.org/wiki/External_Lit_And_Vis_Files Certain cvars aren't flagged as "save to config". You can put them in an autoexec.cfg in /id1/ and this will make them stick. The underwater effect in QS has to be created by a shader as the original effect is a software one. You can try using MarkV or FTE to see if you like their effects better.
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Mak0rz posted:Okay I have QuakeSpasm up and running and I'm testing it out, but it's doing some really goofy poo poo such as not saving my console flags (I have model/movement interpretation set to 0 and particle shape set to squares). Sometimes I'll fire it back up and the interpolation will be on again or I'll have round or no particles. Even changing the .cfg file to include these strings doesn't stop it from happening. It's totally random too. I can close the game and open it again and it'll be fixed. Are you editing the right cfg? I don't use Quakespasm but in FTE there's a cfg_save command that tells you where it's located. I remember having the same kinda problem with it not saving automatically
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c0burn posted:The default maps aren't "vised" for alpha water. Set r_wateralpha to 1. Super. Thanks! c0burn posted:The underwater effect in QS has to be created by a shader as the original effect is a software one. You can try using MarkV or FTE to see if you like their effects better. Considering this. There's a reason why I just abandoned all fan source ports and just used WinQuake the last time I decided to play Quake, heh. There doesn't seem to be a way to scale the HUD for higher resolutions though. Or am I just dumb? If QuakeSpasm is considered the gold standard, wouldn't I possible run into compatibility issues with some maps? I'm mostly worried about that.
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I was able to run through Arcane Dimensions without any problems on FTE. And because I'm a huge nerd when it comes to audio, I'm always gonna recommend FTE for headphone users cause it supports OpenAL Soft
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Kadorhal posted:I haven't played as far into the game yet, when do enemies with grenade launchers start showing up? Sintek Warehouse. I dunno how far into the game it is but if I had to guess 1/3rd to 1/2
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HolyKrap posted:I was able to run through Arcane Dimensions without any problems on FTE. And because I'm a huge nerd when it comes to audio, I'm always gonna recommend FTE for headphone users cause it supports OpenAL Soft I think I'll stick with what I got. I miss the old water effects, but thankfully everything else is as I remember it. If I really want the old Quake chunk I can just fire up Mark V's WinQuake engine with the pixel scaling on. c0burn posted:The default maps aren't "vised" for alpha water. Set r_wateralpha to 1. You can patch your maps to enable transparent water. ![]() Edit: Nevermind. I discovered that messing with other source ports overwrote the drat settings ![]() Mak0rz fucked around with this message at 01:50 on Dec 31, 2018 |
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Barudak posted:Sintek Warehouse. I dunno how far into the game it is but if I had to guess 1/3rd to 1/2 In a playthrough that doesn't satisfy any of the conditions that skip levels, the Warehouse is maps 8 and 9 out of 36. Given the nature of the branching paths you can basically end up skipping vast parts of it, and afterwards there's also between 3 and 4 maps that can be skipped entirely and many more where doing the right things beforehand mean you won't see most of them. You can see how the way the game works, it gets difficult to tell how far in someone really is.
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I finally finished Quake, which I never played past E1 before. I just started Quake 2 and I don't want to poo poo on a classic too much, but gently caress me what a breath of fresh air. It's so nice to have guns that kill things and also not have grenades bouncing around all the goddamn time. Quake's aesthetic is awesome but the gameplay felt like kind of a chore. At least they throw a lot of quads at you later.
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Barudak posted:Sintek Warehouse. I dunno how far into the game it is but if I had to guess 1/3rd to 1/2 Well, I cheated myself to that level for a test, and my game handles enemies tossing explosives at me just fine. Unless it's an issue with your renderer (I switched back to the default 3dfx/nglide one after I learned bumping up the gamma lets me actually loving see) I've got no idea what's up.
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The Quake 2 Railgun is the most satisfying weapon to use in gaming history.
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HolyKrap posted:I'm a huge nerd when it comes to audio, I'm always gonna recommend FTE for headphone users cause it supports OpenAL Soft Greetings fellow audio nerd! Despite having worked as a sound designer with devs who were using OpenAL, I have no idea what OpenAL Soft is. Help?
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Vakal posted:The Quake 2 Railgun is the most satisfying weapon to use in gaming history. I’m still partial to the Doom 2 super shotgun. The equivalent in Doom 2016 is also very nice. I also dug in the flak cannon from the first Unreal Tournament.
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Rupert Buttermilk posted:Greetings fellow audio nerd! Despite having worked as a sound designer with devs who were using OpenAL, I have no idea what OpenAL Soft is. Help? spatial sound
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Wouldn't mind a Wolfenstein game that goes back to the '40s again. I really liked that intro to New Order and of course Old Blood and want more of it.
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This thread has given me the itch to go back through the entire Half-life series. Are there any good texture replacers for the original Half-life and expansions? Just somethign to sharpen up the image without ruining the look/feel of the games?
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Rupert Buttermilk posted:Greetings fellow audio nerd! Despite having worked as a sound designer with devs who were using OpenAL, I have no idea what OpenAL Soft is. Help? What Jose Mengelez said, spatial sound. I'm not a developer so I can't tell you everything it does different from regular OpenAL, but it supports HRTF audio and you can set up custom HRTF tables if you want https://github.com/kcat/openal-soft HRTF is something I first noticed a couple years ago playing through Unreal with the Oldunreal patch, it just sounds so much better and now I want it in everything. Any game that uses OpenAL, you can replace the dll with the OpenAL Soft dll to add in HRTF. On the Oldunreal forums there's patches to enable ALAudio for a bunch of Unreal engine games, including Deus Ex. As a bonus it adds better lipsynch support which actually looks pretty good. It's a decent upgrade if you don't mind spending 20 minutes configuring everything chaosapiant posted:This thread has given me the itch to go back through the entire Half-life series. Are there any good texture replacers for the original Half-life and expansions? Just somethign to sharpen up the image without ruining the look/feel of the games? Com Truise on Facepunch forums is working on exactly that, I believe using AI upscaling. It looks pretty great but he's developing it for HL Source ![]() ![]() ![]() ![]() HolyKrap fucked around with this message at 06:10 on Dec 31, 2018 |
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Kadorhal posted:Well, I cheated myself to that level for a test, and my game handles enemies tossing explosives at me just fine. Unless it's an issue with your renderer (I switched back to the default 3dfx/nglide one after I learned bumping up the gamma lets me actually loving see) I've got no idea what's up. Ill try fiddling with that before I give up. Ive had a long history of inexplicable game ending bug issues in my pc gaming so this isnt exactly new to me that Ive hit an impassable wall. Edit: Rendering changed nothing, I'll never know what sound a grenade makes in Sin but I assume its that standard sound library one one thats like somebody hitting a quarter full trashcan every FPS game from its era used. Barudak fucked around with this message at 06:22 on Dec 31, 2018 |
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HolyKrap posted:Com Truise on Facepunch forums is working on exactly that, I believe using AI upscaling. It looks pretty great but he's developing it for HL Source I was sitting here thinking "Half-Life doesn't need any visual tweaks, it always has and always will look perfect ![]()
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chaosapiant posted:I’m still partial to the Doom 2 super shotgun. The equivalent in Doom 2016 is also very nice. I also dug in the flak cannon from the first Unreal Tournament. DUSK's super shotgun is also a worthy heir to that tradition.
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This genre tends to treat the shotty right. Duke's pipe bomb is my fav weapon, and rocket launchers and shottys in general. Agreed the Quake 2 railgun was a beautiful. And Castor Troy's gold colt pistols in Action Half-Life. (Also solid in The Specialists) I'd also like to say I'm not into organic weapons, while I like Cronenberg, I like my weapons to be made of steel. British Steel (1980) preferably.
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Heavy Metal posted:This genre tends to treat the shotty right. People would say the pipe bomb was a grenade with extra steps(and prefer the dynamite bundle), which has me wondering why it wasn't a grenade? There aren't many (any?) fps with thrown bouncy grenades before duke3d and they went with the remote triggered straight out of the gate (maybe to show off security cameras?). I like a good chain gun but you have to do it right: https://www.youtube.com/watch?v=qO-ttM33zwA Ion maiden, doom and a few other ones make them wrong by having them shoot too slow or too weak or too uncontrollably/screenshakey. Convex posted:Medal of OnAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa Definitely wasn't like quake, limited speed, no jumping, realistic level design and weapons, 1-2 shot kills, AI helpers and they expanded on it for CoD (same dev team) with iron sights, TDM refinement and endless respawning dudes and they've been running with that model ever since. Same time as MoH:AA RTCW came out and that was more like quake (more rocket jumping at least) so it was sort of the last old fps and after that they were always of the MoH:AA style.
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Civvie is great and I'm glad his audience is growing.
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He's gotta be one of us. He has a Doom House reference in one of his videos for god's sake.
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Plan Z posted:He's gotta be one of us. He has a Doom House reference in one of his videos for god's sake. I noticed that and thought the same thing. SHOW YOURSELF, CV-11.
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# ? May 14, 2024 15:07 |
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Happy new year old fps thread have a bouncing Cacodemon![]()
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