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The Cheshire Cat
Jun 10, 2008

Fun Shoe

al-azad posted:

I complain about reactions in Blood but Lithtech engine enemies don't even take time to pivot, it's just instant turn and shoot and that's why those games suck.

I just don't understand how you can be a contemporary to Doom and learn zero lessons from it. Not even talking about Blood 2 specifically, it's like FPS games forgot the basics of game design after Quake came out. For some reason reaction speed and pain chance became relics and enemies turned into walking turrets.

I feel like there was a point in time when it was a big race to be the "hardest" FPS and Monolith was a big offender here. Everybody had to have the "smartest" enemies which just translated to faster reactions, better accuracy, less chance for the player to do anything in response.

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Convex
Aug 19, 2010

The Cheshire Cat posted:

I feel like there was a point in time when it was a big race to be the "hardest" FPS and Monolith was a big offender here. Everybody had to have the "smartest" enemies which just translated to faster reactions, better accuracy, less chance for the player to do anything in response.

TBF we did get FEAR a few years later which is still one of the top FPS imo

Twerk from Home
Jan 17, 2009

This avatar brought to you by the 'save our dead gay forums' foundation.

Convex posted:

TBF we did get FEAR a few years later which is still one of the top FPS imo

Fear AI was incredibly fun because of its exaggerated reactions, which led to slower reaction times. That and the great environmental scripting and apparent teamwork.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

Overwatch Porn posted:

i'll avoid blood II and look up death wish then. thanks y'all

Do go watch Civvie11's video on Blood II so you can understand why it's so bad though

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?

haveblue posted:

Non-skeletal animation interpolation with too few keyframes will look like that, the vertices are taking shortcuts to their final positions and the engine doesn't care what it does to their relative separation or the volume of the model.

Ironic

https://twitter.com/id_aa_carmack/status/519828531950665728?s=21

Linguica
Jul 13, 2000
You're already dead

haveblue posted:

Non-skeletal animation interpolation with too few keyframes will look like that, the vertices are taking shortcuts to their final positions and the engine doesn't care what it does to their relative separation or the volume of the model.
This isn't what happened with Kingpin. Kingpin had models with destructible limbs but because it was vertex animation it had to store the animations for each possible limbless variation separately. The only way to get this to fit in memory was to compress the animations with a lossy compression format that literally made each individual vertex swim around because its precise position had been lost in favor of a compressed approximation.

Kamrat
Nov 27, 2012

Thanks for playing Alone in the dark 2.

Now please fuck off

Yeah I was thinking about this as well, the Saturn port would've been pretty good if Carmack would've just let them use a 3D-engine for the game instead of forcing them to rewrite it using the 32x port as a base.

I wonder how Doom would've played using the custom 3D-engine they made for the game, as I understand it, it would've ran faster than the Playstation-port.

Groovelord Neato
Dec 6, 2014


I love texture swim.

al-azad
May 28, 2009



Groovelord Neato posted:

I love texture swim.

Same.

Guillermus
Dec 28, 2009



Overwatch Porn posted:

I finished Blood and Cryptic Passage and it ruled. It all ruled. Blood is so loving good

Is Blood II any good


Shadow Hog posted:

Obligatory



Quoting all of this in case anyone thinks about playing Blood II. Also this:

drrockso20 posted:

Do go watch Civvie11's video on Blood II so you can understand why it's so bad though

At the other hand his video is well worth watching.

Barudak
May 7, 2007

The only part of Blood 2 I remember is the dead guy stuffed in a washing machine and thats in the first 15 minutes so either there was a demo with that or I blacked out all memories past that point.

Automata 10 Pack
Jun 21, 2007

Ten games published by Automata, on one cassette

Hasturtium posted:

Oh Lordy, this with the Final Doomer BtSX weapons will keep me happy for a while, thank you.

Wait, they put Final Doomer in the Switch port?

Rocket Pan
Nov 3, 2011

Anything can be sent, as long as it's less than 1200 bytes

Odd Mutant posted:

Wait, they put Final Doomer in the Switch port?

Very not. Final Doomer is built in ZDoom which is extremely not compatible with the original engine.

The Kins
Oct 2, 2004
The original WAD release of the episode also put out a big update with all the (non-lawyer-mandated) changes from the official Bethesda release, so Final Doomer is still an option! Just... not on your Switch. Unless there's a homebrew port of GZDoom floating around, in which case I take absolutely zero responsibility for any overheating-induced meltdowns my mods cause.

SeANMcBAY
Jun 28, 2006

Look on the bright side.



What’s Final Doomer?

What are some good mods to start with once I finish with Thy Flesh Consumed, Doom 2, 64 and all the wads that are in the new ports? I know there’s a big list in the OP but it’s overwhelming how many there are.

Turin Turambar
Jun 5, 2011



Final Doomer is a famous Doom weapon replacement mod, that includes seven different weapon sets designed for famous wads. Btsx is one of them.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

SeANMcBAY posted:

What’s Final Doomer?

What are some good mods to start with once I finish with Thy Flesh Consumed, Doom 2, 64 and all the wads that are in the new ports? I know there’s a big list in the OP but it’s overwhelming how many there are.

Pirate Doom is an early classic worth playing at least once

Fame Douglas
Nov 20, 2013

by Fluffdaddy

Rocket Pan posted:

Very not. Final Doomer is built in ZDoom which is extremely not compatible with the original engine.

The Switch port is running on the Unity engine.

al-azad
May 28, 2009



Blood 2 was one of the first Atari “gets” when GOG was still a baby, I believe before securing the D&D licenses so the meme was GOG is now officially just OG.

Fame Douglas posted:

The Switch port is running on the Unity engine.

Pretty sure Unity is just used as a wrapper for network integration and such.

The Kins
Oct 2, 2004
The modern re-release is Id and Nerve's "DoomClassic" port they've been using and reusing since Doom 3 on the original Xbox, sitting nestled inside of a Unity shell that handles menu UI, input and other such things.

Rocket Pan
Nov 3, 2011

Anything can be sent, as long as it's less than 1200 bytes

Fame Douglas posted:

The Switch port is running on the Unity engine.

To add to the other responses: I am one of the devs of the 2020 Doom64 port, and with such credentials I can definitively say that it's the original Doom engine, built from the Linux doom 1.11 release, and by extension the original xbox port and the Xbox360 port. While it may be running inside Unity, it's nothing more than a simple I/O vector for Doom's inputs and render buffer.

As a pretty drat good example, the attract demos still run, even from the new addons, which require the original playloop to be identical. Another example is partial invisibility and the spectres; fun fact this effect only works accurately in a software renderer, you can't do it in quite the same way on a GPU, even with shaders, due to how it's dependent on linear frame buffer access.

Also if you nab BTSX, the invulnerability colourmap is another thing that can only be done in an 8 bit renderer (you'll notice it doesn't look the same in gzdoom as it does in other ports like prboom+, Eternity and the official doom ports).

Not to mention other things like line swimming which is plain as day in levels like The Chasm, which is a very relevant thing to the original Carmack renderer, and how they keep fixing bugs that were present in the original DOS version like save game buffer overflows.

Rocket Pan fucked around with this message at 10:17 on Aug 15, 2020

Barudak
May 7, 2007

What is the save game buffer overflow, because my copy of Doom 2 on the switch's save system was completely borked to the point where I had to stop using it.

Rocket Pan
Nov 3, 2011

Anything can be sent, as long as it's less than 1200 bytes

Barudak posted:

What is the save game buffer overflow, because my copy of Doom 2 on the switch's save system was completely borked to the point where I had to stop using it.

https://doomwiki.org/wiki/Save_game_buffer_overflow
Simply put, Doom's save game buffer was only as big as its frame buffer (because it used the same memory). If too much was going on in the game, the save game would completely fail. Unlikely to occur in the base game.

There are others like the icon of sin crashing on load because the targets weren't kept (I think this one is fixed?) and a specific lift type (use in Doom2 Downtown most notably) wasn't stored properly and could softlock the game if it was reloaded while in use. Pointer targets are also cleared but this doesn't cause any harm, just enemies tend to fall asleep when you reload.

Hasturtium
May 19, 2020

And that year, for his birthday, he got six pink ping pong balls in a little pink backpack.
I am frequently out of the loop and thought they were announcing that episode 2 was out, not that it was now available for the Switch. Sorry for confusing people!

haveblue
Aug 15, 2005



Toilet Rascal

Rocket Pan posted:

Another example is partial invisibility and the spectres; fun fact this effect only works accurately in a software renderer, you can't do it in quite the same way on a GPU, even with shaders, due to how it's dependent on linear frame buffer access.

Can you go into detail about this? What does it do that you can't do by binding the render target to a sampler?

Rocket Pan
Nov 3, 2011

Anything can be sent, as long as it's less than 1200 bytes

Hasturtium posted:

I am frequently out of the loop and thought they were announcing that episode 2 was out, not that it was now available for the Switch. Sorry for confusing people!

It's actually both, kinda. Episode 2 was in beta until now.

Rocket Pan
Nov 3, 2011

Anything can be sent, as long as it's less than 1200 bytes

haveblue posted:

Can you go into detail about this? What does it do that you can't do by binding the render target to a sampler?

It's a combination of both darkening pixels based on a specific 40 byte pattern table and a scrambler. The pattern isn't an animation but it looks like it moves because the position is constant between all draws (it can appear frozen if your weapon sits in an exact frame and position because it keeps looping perfectly). It also scrambles the pixels behind it to produce a slight refracted distortion.

The way this effect ultimately looks is extremely dependent on the linear behaviour of a software renderer. A GPU shader (or a multithreaded renderer even) can't produce the same patterns and behaviour because it would require access to pixels being processed in a different thread. GPU shaders work by running the same task on multiple compute units at once to produce the screen faster, but in turn it means each part can't know what the other is doing or has done which is antithetical to how the fuzz effect gets its look.

Convex
Aug 19, 2010
God how has it been 6 years since BTSX episode 2 already :stonk:

Mordja
Apr 26, 2014

Hell Gem
It's early in development and looks a little faster/arcadey than I'd like, but this mod looks dope AF. https://www.moddb.com/mods/iron-assault

Lemon King
Oct 4, 2009

im nt posting wif a mark on my head

The Kins posted:

The modern re-release is Id and Nerve's "DoomClassic" port they've been using and reusing since Doom 3 on the original Xbox, sitting nestled inside of a Unity shell that handles menu UI, input and other such things.

Thinking of UI, I should start working on that project again. Burnt myself out last time due to the pita that is zscript.

The Kins
Oct 2, 2004
The arcade port of Quake that you probably didn't know existed five minutes ago has been decrypted so you can play it on PC. You'll need to find and extract the files from the MAME ROM, quakeat.chd.
https://www.youtube.com/watch?v=RTx4JAEzBPQ

Also on Quake news:

JLaw posted:

Another Quake jam pops out of the chute, this time using Doom 3 style textures from artist Tintin



Doom Tintin Jam

(uses a standalone mod based on Arcane Dimensions; separate Arcane Dimensions installation is not required)

e: stand by, looks like a map was omitted, pack is being updated

e2: all better now!
Here's one more map that didn't quite make the deadline: The Master's Tools Will Never Dismantle The Master's House.

Barudak
May 7, 2007

I find it fascinating when projects like Quake Arcade (which I never knew existed till now) get shut down because a load bearing employee quits

Guillermus
Dec 28, 2009



I just got this recommended in my youtube feed, I never saw a thing about this mod or TC.

https://www.youtube.com/watch?v=rVBR1U623as

Looks really cool, anyone played it?

Mill Village
Jul 27, 2007

Reelism 2 is great but I think there should be a slight invulnerability period when leaving Tank Mode so you don’t get mauled to death by dogs.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Guillermus posted:

I just got this recommended in my youtube feed, I never saw a thing about this mod or TC.

https://www.youtube.com/watch?v=rVBR1U623as

Looks really cool, anyone played it?

I remember watching this Icarus vid on it but I don't think I ever checked it out.

https://www.youtube.com/watch?v=IcrYfmkPl-E

treat
Jul 24, 2008

by the sex ghost
This is pretty obvious but I'm blanking on what the screams at this timestamp are from. help me out

https://www.youtube.com/watch?v=rVBR1U623as&t=1518s

HolyKrap
Feb 10, 2008

adfgaofdg

treat posted:

This is pretty obvious but I'm blanking on what the screams at this timestamp are from. help me out

https://www.youtube.com/watch?v=rVBR1U623as&t=1518s

I know this pitched down version
https://www.youtube.com/watch?v=T6de3nqBpFs&t=22s

SeANMcBAY
Jun 28, 2006

Look on the bright side.



I love Blood’s aesthetic and Caleb but man, it’s really not that fun to play imo as it goes on. It feels way too hard with shooting enemy reactions and the zombie enemies are just annoying with waiting for them to get up. I much prefer Duke.

I’d still probably buy it again on Switch if it got a port though.:shobon:

SeANMcBAY fucked around with this message at 20:06 on Aug 16, 2020

SCheeseman
Apr 23, 2003

Once you get a fair amount of ammo zombies can usually be dispatched in one hit with either dynamite or a double shotgun blast. Note that you can kill them while they're down with explosives too.

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Convex
Aug 19, 2010

SeANMcBAY posted:

I love Blood’s aesthetic and Caleb but man, it’s really not that fun to play imo as it goes on. It feels way too hard with shooting enemy reactions and the zombie enemies are just annoying with waiting for them to get up. I much prefer Duke.

I’d still probably buy it again on Switch if it got a port though.:shobon:

Are you playing Fresh Supply? If so, use Made To Order difficulty and max the enemy count, but reduce enemy health and reaction times. Makes a massive difference to how well it plays!

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