chaosapiant posted:Anyone ever play Star Trek: Elite Force? I remember that getting rave reviews back in the day and now it seems to have disappeared. I only remember trying to get Klingon Honor Guard working on my piece of poo poo computer, unfortunately.
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# ? Jan 4, 2019 05:52 |
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# ? May 13, 2024 23:53 |
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Negrostrike posted:Quake is bae Mei is bae ™, © Blizzard I liked Elite Force, and I still haven't even seen any Voyager. Pretty solid scripted high production value shooter game with the Borgs at the time.
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# ? Jan 4, 2019 05:55 |
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chaosapiant posted:Anyone ever play Star Trek: Elite Force? I remember that getting rave reviews back in the day and now it seems to have disappeared. I tried the Mac version recently. It seemed pretty cool, though I have zero experience with Star Trek outside of knowing the base concepts and race names I guess.
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# ? Jan 4, 2019 06:20 |
chaosapiant posted:Anyone ever play Star Trek: Elite Force? I remember that getting rave reviews back in the day and now it seems to have disappeared. Yeah it's another solid Raven fps. Can be a bit boring in bits but has lots of StarTrek lore stuff and you can disintegrate neelix. It had the neat mechanic of borg guys you can shoot x number of times with a weapon before they become permanently invincible to it and you have to switch, it was interesting resource management until they dump it and give you a boring anti-borg gun.
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# ? Jan 4, 2019 07:31 |
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skasion posted:Can they make some kind of upsampling algorithm for Hexens gameplay to make it suck less rear end Play it with Wrath of Cronos I'm doing a run through at the moment and it's loving great. You get a load of extra powers, there are extra weapons, special enemy types, everything is way more fun. You still have to play Seven Portals though which I always end up attempting before just noclipping through the last door to Shadow Wood
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# ? Jan 4, 2019 07:59 |
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Convex posted:Play it with Wrath of Cronos wrath of cronos rules, confirmed
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# ? Jan 4, 2019 08:53 |
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kirbysuperstar posted:I tried the Mac version recently. It seemed pretty cool, though I have zero experience with Star Trek outside of knowing the base concepts and race names I guess. Wrath of Khan is a movie that I think you'll enjoy, hell, who doesn't? It's one of the all time great films, and I haven't seen Star Trek 1 either don't let the 2 fool you, everyone needs to see Wrath of Khan.
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# ? Jan 4, 2019 09:06 |
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chaosapiant posted:Speaking of Quake 2, I've currently got it installed with some port. Not sure which one, but it's a mostly vanilla game. Anywho, is there a way to get rawinput for the mouse? There is this weird acceleration curve where my mouse is slow slow slow and then my dude does 4 360s in a row because it ramps up too fast. The only good bits in DNF are the parts where you get to shoot things in a battle arena and there's like 5 of those in the entire game. Even with the regenerating health most of the weapons feel fun to shoot even if it's nothing mind-blowing. Everything else in the game is a thousand garbage gimmicks and I've never had any idea why people say the DLC is better when it's even more gimmicks and jumping puzzles.
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# ? Jan 4, 2019 09:17 |
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Flannelette posted:
I still think the upscaled one looks good, but then the whole Hexen aesthetic looks like terrible 70s/80s fantasy films to me, and that's well in line with those.
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# ? Jan 4, 2019 09:44 |
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chaosapiant posted:Anyone ever play Star Trek: Elite Force? I remember that getting rave reviews back in the day and now it seems to have disappeared. It's a pretty great shooter, well worth playing. Sadly, it's also in licensing hell because Activision lost the Star Trek license. The multiplayer component was called "Holomatch", spent hours and hours on it. It was basically Quake 3 Arena meets Star Trek, letting you shoot phasers at other players in Voyager's cargo holds. Lambert fucked around with this message at 11:38 on Jan 4, 2019 |
# ? Jan 4, 2019 11:35 |
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Youre also irritatingly fragile in DNF so enemies dont come in large waves very often which is just sad. Theres a part fairly early on where duke makes fun of being offered halo armor and I was like, dude, a stiff breeze kills you put it on.
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# ? Jan 4, 2019 11:53 |
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Heavy Metal posted:Wrath of Khan is a movie that I think you'll enjoy, hell, who doesn't? It's one of the all time great films, and I haven't seen Star Trek 1 either don't let the 2 fool you, everyone needs to see Wrath of Khan. Strictly speaking I have watched Generations and First Contact but I was in hospital and half-awake so it doesn't really count.
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# ? Jan 4, 2019 11:59 |
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Flannelette posted:These look pretty good but I don't like it, the low res pixelated graphics these old games had is covering up for a lot of missing detail and depth in the art. So even if you upscale it really well you end up with a sharp digitsed 90s 3d model look which always looked bad and would be better as a modern 3d model with depth and PBR. And it makes the flatness of the architecture really stand out when it was hidden sort of in the low res wall textures. Running a normal and occlusion map over the walls would probably help. I get what you're saying, but in motion/gameplay it would probably be just fine.
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# ? Jan 4, 2019 12:22 |
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The thing I learned with the starcraft remaster is the low res graphics kinda just made us see something completely different from what was intended. Like honestly as a kid the Marines were just their shoulderpads most of the time.
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# ? Jan 4, 2019 13:08 |
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Could someone fill me in on how the mouselook works when playing games that didn't have it, like Doom? For example, say I see an imp up on the second story chilling with his bros, but then he gets all aggressive due to my sweet armor threads and starts throwing balls of death at me. If I use my mouse and look up at him and start shooting, is it the same as when you'd use your keyboard to look in the general direction of the baddie and it would "aim" up for you?
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# ? Jan 4, 2019 13:09 |
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crondaily posted:Could someone fill me in on how the mouselook works when playing games that didn't have it, like Doom? Doom just automatically points your gun bullets to the elevation of the enemy. Its why you can very comfortably play Doom without a mouse at all, its basically a twins stick shooter from first person view the only aiming you need to be responsible for is aiming towards the enemy in general. Later games introduced elevation that mattered and didn't have mouselook and the results are... bad. TekWar bad.
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# ? Jan 4, 2019 13:28 |
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In doom all objects had infinite height so it used raycasting to check if youd hit or miss on a 2d plane. The z-axis only mattered for the renderer.
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# ? Jan 4, 2019 13:29 |
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Great, thanks. Picked up doom/doom2/FD/half life/hexen/heretic/q1/q2/blood/ROTC during the steam/gog sales because I don't have any of my disks anymore and was curious about that when I was playing through Doom. Man these games are great, Dusk is a good time but something about these classics once you get them running on some sort of source port just brings me back.
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# ? Jan 4, 2019 13:37 |
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To add to this: (some) modern source ports like GZDoom implement "true" Z-axis aiming, and also prevent your view from being completely distorted when you look up/down, making the game behave like a true 3D environment. I just can't play without a Z-axis, it really fucks with my hand-eye coordination. The first shooters I really played a lot were X-Wing and Descent, so I was used to being able to use all axes. I couldn't get into Doom when I was a kid thanks to that, and Duke 3D and Outlaws were the first 'classic' FPS games I played, and I always enabled full mouselook (even though it distorted the poo poo out of everything).
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# ? Jan 4, 2019 13:39 |
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https://www.pcgamer.com/metal-gear-doom-will-attempt-to-recreate-the-1987-stealth-classic-in-first-person/ Hrrngh, Colonel, there's demons here, hrrngh.
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# ? Jan 4, 2019 13:44 |
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crondaily posted:Could someone fill me in on how the mouselook works when playing games that didn't have it, like Doom? Doom had mouse look from day one. In engines that don't add in vertical mouse look, it uses the default vertical autoaim which is much more active than horizontal autoaim is - and if you're trying to use a projectile weapon like the rocket launcher it may get aimed in the wrong place to hit what you wanted. In engines that bring in vertical mouse look, the aiming will obey where you point it more so you can do things like a point a rocket up to the imp on the ledge instead of it aiming to the imp in front of the cliff.
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# ? Jan 4, 2019 13:44 |
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Al Cu Ad Solte posted:https://www.pcgamer.com/metal-gear-doom-will-attempt-to-recreate-the-1987-stealth-classic-in-first-person/ https://www.youtube.com/watch?v=vXTAkpnXpwA and then venom snake was a demon
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# ? Jan 4, 2019 13:49 |
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Al Cu Ad Solte posted:https://www.pcgamer.com/metal-gear-doom-will-attempt-to-recreate-the-1987-stealth-classic-in-first-person/ Hrrmmmgh demons?
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# ? Jan 4, 2019 14:13 |
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fishmech posted:Doom had mouse look from day one. My bad, that makes more sense.
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# ? Jan 4, 2019 14:22 |
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Dying in OG Doom because a Cacodemon is floating above (but behind) another enemy and can shoot fireballs at you while you can not shoot it due to infinitely tall monsters is very very frustrating.
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# ? Jan 4, 2019 14:24 |
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Finished the second episode of Dusk just now and did the first level of episode 3. It reminded me of Daikatana with that sword and crossbow combo and I'm not really sure how I feel about that so far!!!!
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# ? Jan 4, 2019 14:48 |
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Flannelette posted:
It's funny how the neral network inverted the scale pattern between both snakes. 0 rows returned posted:In doom all objects had infinite height so it used raycasting to check if youd hit or miss on a 2d plane. The z-axis only mattered for the renderer. Not entirely true; you do aim on a 2D horizontal plane, then if you hit something in 2D it computes the vertical slope to hit it, then it shoots. Now for hitscans it normally works*, but for projectiles it means that they can hit a ledge and never hit the enemy. Projectiles are also one of the rare things that are fully checked for collision in 3D, which means that you can pass under a fireball without getting hit, while you can't pass under the cacodemon that fired it. * Because of a bug that prevents hitscan traces from getting intercepted by floors and ceilings. It's why you can stand up right on the opening of the Icon of Sin's brain, but outside, shoot your pistol, and hit the Romero head that you don't actually have a straight line to. I think the deal is that if you get aimed down, then the trace will continue along the floor, and if you get aimed up, the trace will continue along the ceiling. This was fixed in ZDoom, though. Cat Mattress fucked around with this message at 15:15 on Jan 4, 2019 |
# ? Jan 4, 2019 15:04 |
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did id, GT, activision or bethesda ever make prints of the original quake cover art? i want it in a frame
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# ? Jan 4, 2019 15:05 |
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The Quake shotgun was good when it released simply because of what it implied. Every FPS at that point had a standard pattern of weapon 1 being your melee or weak infinite ammo peashooter, weapon 2 being your starting pistol or equivalent, and 3 being your shotgun. Doom set that as a standard that pretty much every FPS I can think of at that point except Hexen followed. Then you boot up Quake for the first time and the game went "This poo poo is going to be so serious you're going to need a shotgun right out of the loving gate." It's a fun little bit of one-upmanship from the originators to the imitators. Also I really want to see that neural network redo the Heretic sprites. Iron Liches would look amazing.
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# ? Jan 4, 2019 15:46 |
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Wild T posted:The Quake shotgun was good when it released simply because of what it implied. Every FPS at that point had a standard pattern of weapon 1 being your melee or weak infinite ammo peashooter, weapon 2 being your starting pistol or equivalent, and 3 being your shotgun. Doom set that as a standard that pretty much every FPS I can think of at that point except Hexen followed. Except that even shotgun wasn't any more powerful than the pistol - or at least didn't feel any more powerful. Even the basic enemies needed two close-range shots to take down.
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# ? Jan 4, 2019 16:13 |
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Have they run the upscaling AI on Doom's splash screen yet? I wanna see what the AI would think the details should be.
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# ? Jan 4, 2019 16:15 |
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DatonKallandor posted:Have they run the upscaling AI on Doom's splash screen yet? I wanna see what the AI would think the details should be.
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# ? Jan 4, 2019 16:42 |
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I'm with that guy in thinking that the game looks better as blurry sprites. The assets just weren't designed to be up-resed and look kind of silly when they are.
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# ? Jan 4, 2019 17:01 |
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I feel like the quake shotgun is functionally a pistol without the aiming requirements of hitting a single pixel shot in a game that many people played with a keyboard at the time, I definitely did before half-life introduced me to wasd. It works for what it is but it's not powerful. I think Arcane Dimensions has some weapon tweaks that makes things like the shotgun feel better, but I haven't played much of that, which I should probably do since it's flat out gorgeous level design.
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# ? Jan 4, 2019 17:08 |
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There's a dirty rumor going around (accompanied with the usual easily-faked screenshot of an email from GabeN) claiming that Erik Wolpaw is back at Valve. I guess his name is also in the Artifact credits, too.. so, maybe?
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# ? Jan 4, 2019 17:21 |
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To add to the 'Quake shotgun is pistol equivalent' chat: the weapon has very little spread. So little in fact that there's hardly any enemies found far enough away in the vanilla game to make it matter. Super shotgun on the other hand sprays pellets like a hydrant.
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# ? Jan 4, 2019 17:37 |
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0 rows returned posted:In doom all objects had infinite height so it used raycasting to check if youd hit or miss on a 2d plane. The z-axis only mattered for the renderer.
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# ? Jan 4, 2019 17:42 |
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GuyonthecoucH posted:I feel like the quake shotgun is functionally a pistol without the aiming requirements of hitting a single pixel shot in a game that many people played with a keyboard at the time, I definitely did before half-life introduced me to wasd. It works for what it is but it's not powerful. That's pretty much what I think it is as well. Although I like the idea of Quake being the kind of game that just doesn't need Pistols... You're shooting a medieval knight in the face in some weird lovecraftian castle, don't bring a pistol here. You need a shotgun or something more powerful I've not found a shooter since that quite has the same asthetic look & feel of Quake. The sequel went into the Sci-Fi world (which was great, but different), Quake 3 then made you take your PC to work so you could use their ADSL and we never quite returned to the Lovecraftian mess of the first game.
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# ? Jan 4, 2019 17:49 |
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Mak0rz posted:To add to the 'Quake shotgun is pistol equivalent' chat: the weapon has very little spread. So little in fact that there's hardly any enemies found far enough away in the vanilla game to make it matter. I liked the base SG + Quad for taking out a bunch of zombies at once, if I was out of grenades/rockets
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# ? Jan 4, 2019 17:49 |
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# ? May 13, 2024 23:53 |
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manero posted:There's a dirty rumor going around (accompanied with the usual easily-faked screenshot of an email from GabeN) claiming that Erik Wolpaw is back at Valve.
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# ? Jan 4, 2019 17:53 |