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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 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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# ? Aug 14, 2020 21:13 |
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# ? Jun 8, 2024 12:02 |
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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
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# ? Aug 14, 2020 21:28 |
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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.
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# ? Aug 14, 2020 21:33 |
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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
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# ? Aug 14, 2020 22:07 |
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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
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# ? Aug 14, 2020 22:53 |
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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.
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# ? Aug 14, 2020 23:51 |
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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.
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# ? Aug 15, 2020 00:02 |
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I love texture swim.
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# ? Aug 15, 2020 01:24 |
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Groovelord Neato posted:I love texture swim. Same.
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# ? Aug 15, 2020 02:06 |
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Overwatch Porn posted:I finished Blood and Cryptic Passage and it ruled. It all ruled. Blood is so loving good verbal enema posted:nooooo 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.
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# ? Aug 15, 2020 02:41 |
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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.
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# ? Aug 15, 2020 02:57 |
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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?
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# ? Aug 15, 2020 05:44 |
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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.
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# ? Aug 15, 2020 05:55 |
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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.
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# ? Aug 15, 2020 07:20 |
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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.
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# ? Aug 15, 2020 08:05 |
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Final Doomer is a famous Doom weapon replacement mod, that includes seven different weapon sets designed for famous wads. Btsx is one of them.
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# ? Aug 15, 2020 08:26 |
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SeANMcBAY posted:What’s Final Doomer? Pirate Doom is an early classic worth playing at least once
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# ? Aug 15, 2020 08:41 |
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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.
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# ? Aug 15, 2020 09:07 |
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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.
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# ? Aug 15, 2020 09:37 |
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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.
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# ? Aug 15, 2020 09:53 |
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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 |
# ? Aug 15, 2020 10:13 |
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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.
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# ? Aug 15, 2020 10:17 |
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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.
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# ? Aug 15, 2020 10:40 |
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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!
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# ? Aug 15, 2020 12:53 |
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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?
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# ? Aug 15, 2020 13:02 |
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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.
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# ? Aug 15, 2020 13:02 |
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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.
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# ? Aug 15, 2020 13:13 |
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God how has it been 6 years since BTSX episode 2 already
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# ? Aug 15, 2020 13:59 |
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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
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# ? Aug 15, 2020 23:56 |
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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.
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# ? Aug 16, 2020 00:15 |
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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
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# ? Aug 16, 2020 07:02 |
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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
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# ? Aug 16, 2020 07:16 |
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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?
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# ? Aug 16, 2020 17:24 |
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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.
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# ? Aug 16, 2020 17:26 |
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Guillermus posted:I just got this recommended in my youtube feed, I never saw a thing about this mod or TC. 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
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# ? Aug 16, 2020 18:37 |
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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
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# ? Aug 16, 2020 19:47 |
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treat posted:This is pretty obvious but I'm blanking on what the screams at this timestamp are from. help me out I know this pitched down version https://www.youtube.com/watch?v=T6de3nqBpFs&t=22s
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# ? Aug 16, 2020 19:55 |
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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. SeANMcBAY fucked around with this message at 20:06 on Aug 16, 2020 |
# ? Aug 16, 2020 20:03 |
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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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# ? Aug 16, 2020 20:23 |
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# ? Jun 8, 2024 12:02 |
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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. 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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# ? Aug 16, 2020 20:27 |