|
Barudak posted:You want to play Quake in some way that automatically enables mouselook because otherwise you will be going into the command prompt and typing in the code to enable it every time. Morter posted:Here's hoping one of the aforementioned ways covers that Or just create an autoexec.cfg and add +mlook to the file and it'll be always on when you launch the game.
|
# ? Jun 6, 2020 01:01 |
|
|
# ? Jun 8, 2024 02:54 |
|
Yeah, it's a non-issue. All the sourceports have a menu option for that anyway and most have it on by default.
|
# ? Jun 6, 2020 01:58 |
|
Barudak posted:You want to play Quake in some way that automatically enables mouselook because otherwise you will be going into the command prompt and typing in the code to enable it every time. Nah, there’s a workaround: add +mlook to a text file named autoexec.cfg in the id1 folder, where it’ll be enforced for Quake and its ports by default.
|
# ? Jun 6, 2020 02:09 |
|
Only if you're a weirdo playing one of the retail versions of Quake fresh off the cd. I have to do that in macQuake on my antique computers, but even poo poo like GLQuake had mouselook options in the menu already.
|
# ? Jun 6, 2020 02:10 |
|
Anybody who interpolates animations is an enemy of mine just fyi.
|
# ? Jun 6, 2020 02:33 |
|
Morter posted:Here's hoping one of the aforementioned ways covers that Oh I know. Im just saying the sort of aged in a bad way you have to look forward to if you dont.
|
# ? Jun 6, 2020 02:38 |
|
al-azad posted:Anybody who interpolates animations is an enemy of mine just fyi. haha nailgun go brr
|
# ? Jun 6, 2020 03:23 |
|
weed cat posted:haha nailgun go brr No-interpolation on a high-framerate monitor like mine does have the bonus perk of looking like you're running around shooting claymation demons a la Clash of the Titans or something, but by and large the interpolated animations are way better.
|
# ? Jun 6, 2020 06:00 |
|
Shadow Hog posted:
yeah, I got accustomed to them in... I think I first played on the OS X source port. by Fruitz of Dojo? Here's a shooter I'd forgotten about : Pariah. Recently found the demo again. Totally didn't notice how much of a Halo clone it was back in the day. Thinking of buying it because I kinda like bad shooters. I just bought a copy of Devastation, should be here by the end of next week. weed cat fucked around with this message at 10:00 on Jun 6, 2020 |
# ? Jun 6, 2020 06:12 |
|
weed cat posted:yeah, I got accustomed to them in... I think I first played on the OS X source port. by Fruitz of Dojo? Pariah is one of those early games with Timesplitters rear end snap maps.
|
# ? Jun 6, 2020 07:53 |
|
If you are revisiting Quake II and have a modern rig, don’t forget about Quake II RTX. It has a demo and if you owned Quake II on Steam prior to the RTX version you got the full version for free. It’s like looking at the past AND the future at the same time, holy moley!
|
# ? Jun 6, 2020 08:06 |
|
My vague memory of Pariah is the first 2 hours are pretty good and fun and then it just becomes like thinning out a soup to make it last longer. Also I think the snap maps had some issues with it like they couldnt be shared or the physics were wonky or something, I just have a vague memory of it not working right.
|
# ? Jun 6, 2020 09:50 |
|
edit: wrong thread!
Turin Turambar fucked around with this message at 11:20 on Jun 6, 2020 |
# ? Jun 6, 2020 11:14 |
|
Wrath update trip report: The nerf to the shotgun's alt turned out to be quite modest- you can no longer one-shot the cerberocacos with it, but its utility in every other circumstance is more or less the same. It's a good change, I think; between this the changes to pain chance that mean you can no longer stunlock them with the fang spitter's secondary, the cacos are now super deadly and tough to deal with. Which has the knock on effect of making M3's final fight even more impossible without cheese, but whatever. The fang spitter buff is extremely real and it's now my go to weapon for clearing trash enemies. In fact, it's now the shotgun primary that feels a little pointless. I don't know if maybe it needs a tighter spread or a shorter reload or just plain more damage- I think it would be competitive if it was reliable at medium range or for taking out a big group of low tiers in one shot, but it's not quite there for either. New gun is a plasma gun on the primary and a rocket launcher on the alt. You cannot rocket jump with the alt: you will kill yourself. It is, as you might imagine, really loving good, and its one downside is the incredibly limited ammo capacity. That's something the fang spitter shares, after the rebalance- both have a max of a hundred. Given the ROF on both of them you will run that out very quickly with sustained fire, so you're constantly having to scrabble for ammo. This makes sense for the new gun, which would obsolete everything else if you could fire it all the time, but seems a little excessive for the fang spitter, which is merely good. Also! The fang spitter's ammo comes in packs of thirty. Thirty goes into one hundred three and one third times. WHY. New enemy is an arachnotron type thing, drops ammo for the new gun. Its greatest sin is not being an angry brain spider, and instead being some sort of fire golem. New level, the Priory, is really, really good. Huge, open, sprawling and with a fair variety of environments- snowy cliffside, ruined church, waterlogged caves, lava cavern. Hundreds of enemies, lots of places to explore and secrets to find in them. It's a huge step up from what they've been showing off previously. The final fight deserves special mention: a huge open cavern flooded with lava, dotted with flight powerups. Arachnogolems command the ledges and cerberocacos rule the skies. You don't quite get enough airtime or move fast enough to dogfight, exactly, but it's definitely thrusting in that direction. Shadow Hog posted:
The claymation look is great and it's something the next wave of throwback shooters should self-indulgently recreate
|
# ? Jun 6, 2020 13:59 |
|
Half-Life meets Stalker lookin rear end retro FPS HROT is getting a demo on the 9th. https://store.steampowered.com/app/824600/HROT/ Looks neato.
|
# ? Jun 6, 2020 15:43 |
|
Al Cu Ad Solte posted:Half-Life meets Stalker lookin rear end retro FPS HROT is getting a demo on the 9th. “A custom engine written in Pascal imitating 1990s software-style rendering with unfiltered textures and polygon jitter.” What pascal runtimes are still around?
|
# ? Jun 6, 2020 15:45 |
|
Twerk from Home posted:“A custom engine written in Pascal imitating 1990s software-style rendering with unfiltered textures and polygon jitter.” FreePascal? It's what DoomRL was written in and is still getting updates.
|
# ? Jun 6, 2020 15:51 |
|
Twerk from Home posted:“A custom engine written in Pascal imitating 1990s software-style rendering with unfiltered textures and polygon jitter.” So in a weird way it’s a love letter to Chasm: The Rift, which was also written in Pascal. Interesting.
|
# ? Jun 6, 2020 17:12 |
|
Al Cu Ad Solte posted:Half-Life meets Stalker lookin rear end retro FPS HROT is getting a demo on the 9th. “Those times were dark and terrifying and so is the game” is oddly charming
|
# ? Jun 6, 2020 17:27 |
|
Battleborn Update: It recognizes I have the deluxe edition that came with all the DLC, but I didn't click the unlock button 4 years ago when these levels/characters launched so after they went free to play they changed how all that worked it now wants me to pay. Thanks Randy, for finding new and innovative ways to piss everyone off.
|
# ? Jun 6, 2020 17:32 |
|
Twerk from Home posted:A custom engine written in Pascal imitating 1990s software-style rendering with unfiltered textures and polygon jitter. Uh, was polygon jitter ever a thing in PC games? I thought it happen only in PS1 games.
|
# ? Jun 6, 2020 20:15 |
|
Negostrike posted:Uh, was polygon jitter ever a thing in PC games? I thought it happen only in PS1 games. It was absolutely a thing in Quake 2 engine games, though I think it was unique to them (and not overly noticeable in Quake 2 itself compared to, say, Kingpin or Soldier of Fortune).
|
# ? Jun 6, 2020 20:23 |
|
Quake 2 had really bad vertex jitter because it was doing mesh interpolations at low precision, or at least it did once you had a sufficiently high frame rate which most people didn't upon release. Texture jitter was almost never seen in PC games because they implemented perspective correction in texture mapping, the big thing the PS1's graphics chip left out.
|
# ? Jun 6, 2020 20:30 |
|
haveblue posted:Quake 2 had really bad vertex jitter because it was doing mesh interpolations at low precision, or at least it did once you had a sufficiently high frame rate which most people didn't upon release. Texture jitter was almost never seen in PC games because they implemented perspective correction in texture mapping, the big thing the PS1's graphics chip left out. Fun fact: Doom on PS1 didn't jitter because in a response to the PS1 being able to crap out tons of polygons but being terrible at texture mapping, they just rendered each pixel as its own polygon and used its GPU as a line renderer! Cribbed from: https://fabiensanglard.net/doom_psx/index.html "John Carmack posted:We wound up using the hardware to render triangles that were one pixel wide columns or rows, just like the PC asm code, and it worked well. The more common Playstation approach turned out to be tessellating geometry in two axis, but I was always pretty happy with how Doom felt less "wiggly" than most other Playstation games of the time.
|
# ? Jun 6, 2020 20:39 |
|
The ps1 could also dynamically subdivide meshes which worked well in very blocky games like Metal Gear Solid or Tomb Raider but then you look at Croc and it’s like the whole geometry is threatening to tear apart.
|
# ? Jun 6, 2020 21:03 |
|
The wigglyness of PS1 graphics is interesting, and I think probably the only FP Walker(?) that took real advantage of that was LSD. I like the look, and if you make games about shubniggurath and eldritch horrors it feels like a must includeal-azad posted:The ps1 could also dynamically subdivide meshes which worked well in very blocky games like Metal Gear Solid or Tomb Raider but then you look at Croc and it’s like the whole geometry is threatening to tear apart. Croc is a game where you are like "how did this cute lil guy on an adventure to save fluffy lactose intolerants not go on to great success" and then you play it for a few minutes and its so bad that the feeling of the game tearing itself apart feels like it trying to do you a mercy
|
# ? Jun 7, 2020 01:39 |
|
Al Cu Ad Solte posted:Ye I did. I know it's an alpha demo so I'm not too peeved about it. Found a few more glitches too. Grenades like to phase through the floor and explode harmlessly in the void. And that opening video text crawl still doesn't work. I think that's what caused the performance issue, because I tested it again. Video files playing really pisses off the Unreal engine it seems. An update: Your performance issues may be solved in the patch just released (apparently ragdolls at rest weren't being turned off, or just weren't ever being considered at rest). https://twitter.com/pripyatbeast/status/1269417131029880832
|
# ? Jun 7, 2020 02:25 |
|
Barudak posted:The wigglyness of PS1 graphics is interesting, and I think probably the only FP Walker(?) that took real advantage of that was LSD. I like the look, and if you make games about shubniggurath and eldritch horrors it feels like a must include Looking at online videos, it seems pretty par for the course for PS1. I got into 3d games around 2002/2003, so I never found texture jitter very acceptable. Always looked awful to me. But, now I feel some sentimental attachment to it.
|
# ? Jun 7, 2020 02:28 |
|
oops bought a copy of Pariah too, gonna get my mediocre 'aughts shooter on. now to figure out how to play ubersoldier again. it used starforce and might require windows xp to run. not sure if a virtual machine would work for that or not. i actually bricked a windows 7 system trying to play/install it at one point.
|
# ? Jun 7, 2020 04:51 |
|
Rocket Pan posted:An update: Your performance issues may be solved in the patch just released (apparently ragdolls at rest weren't being turned off, or just weren't ever being considered at rest). https://twitter.com/pripyatbeast/status/1269417131029880832 Yeah I just did a playthrough with the patch. General performance is better but those videos, like the opening text crawl and v-mail, still suddenly cause things to chug. vv I let them know on the Night Dive discord channel but I might be the only one having this problem? No one else seems to. Maybe my codecs are all screwy. Anyway the demo slaps and I'm really looking forward to the full game, even if I doubt they can make a 2020 release.
|
# ? Jun 7, 2020 10:18 |
|
My bigger problem with the demo is the combination of random crashes and saving being completely disabled for some reason. After it crashed a third time while just generally being around the rad trench area, I'm done.
|
# ? Jun 7, 2020 11:32 |
|
Watching this Arkane documentary and man gently caress Half-Life 3, I'm mad we missed out on Dark Messiah of Headcrabs & Booby Traps.
|
# ? Jun 7, 2020 12:13 |
|
al-azad posted:Watching this Arkane documentary and man gently caress Half-Life 3, I'm mad we missed out on Dark Messiah of Headcrabs & Booby Traps. Ravenholm looked really fun. The electric traps is a thing they used in Dishonored and you can see the experience in building that HL stand alone was nicely used afterwards. I'm glad that even if they aren't selling gangbusters, their games do good enough and get praised enough to keep publishers putting trust on them. I recently installed Arx Fatalis (with Libertatis patch) and despite its old quirks, it's really fun and "inmersive". I tried playing it years ago, before Dishonored and Prey and now after the docummentary I kind of understand the game better.
|
# ? Jun 7, 2020 16:01 |
|
Guillermus posted:I'm glad that even if they aren't selling gangbusters, their games do good enough and get praised enough to keep publishers putting trust on them. They're owned by Bethesda.
|
# ? Jun 7, 2020 16:21 |
|
DatonKallandor posted:They're owned by Bethesda. I know and since then, Dishonored 1, 2, Outsider and Prey happened. All of them were amazing but didn't sell THAT much. Hell, they even had resources for Prey: Mooncrash. Bethesda (publisher, not studios) may do some dumb stuff but they are the only publisher out there trusting on AAA single player experiences.
|
# ? Jun 7, 2020 16:53 |
|
Witness the unholy amalgamation of demon and machine. The cyberdemon has truly been birthed, and he looks... bloated, I guess.
|
# ? Jun 7, 2020 17:47 |
|
Croc is good actually (but is better on PC where the graphics aren't wobbling the hell out when using hardware acceleration - though you'll prolly need that mod to add the missing music tracks from the PS1 version).treat posted:Witness the unholy amalgamation of demon and machine. The cyberdemon has truly been birthed, and he looks... bloated, I guess. Looks like Tobias Funke or something.
|
# ? Jun 7, 2020 21:54 |
|
so how come no one ever talked about how night dive open sourced SiN back in march????????? https://github.com/NightDive-Studio/sin-ex-game ETPC fucked around with this message at 23:51 on Jun 7, 2020 |
# ? Jun 7, 2020 23:46 |
|
Oh cool. Didn't realise they did that! Night Dive have just been the best thing for early FPS games. Managing to rerelease System Shock 2 alone was a herculean effort.
|
# ? Jun 8, 2020 00:22 |
|
|
# ? Jun 8, 2024 02:54 |
|
Night Dive clearing up Blade Runner must’ve been a Herculean effort but not even they could bring back NOLF.
|
# ? Jun 8, 2020 00:34 |