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I mean Half-Life is already technically a platformer... I guess.
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# ? Jan 9, 2022 16:41 |
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# ? May 30, 2024 04:18 |
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Before I clicked I thought it was gonna be like, somones painstaking efforts to recreate E1M1 in Spyro Year of the Dragon's Agent 9's level set or something
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# ? Jan 9, 2022 16:45 |
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Just watched the Gloomwood sneak peek and goddammit I want the game now.
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# ? Jan 9, 2022 16:55 |
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Today I made a boss fight for my Quake mod. https://www.youtube.com/watch?v=JjZtsZvZtRw
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# ? Jan 9, 2022 23:17 |
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Tei posted:Today I made a boss fight for my Quake mod. Whoa, red fur
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# ? Jan 9, 2022 23:22 |
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Started the original Red Faction for the first time yesterday, and am now at the final level. It's pretty cool, but what I did most interesting is seeing the way Volition reworks old assets. I'm a massive Saint's Row fan, and unless I'm mistaken there are multiple weapons in SR2 that are straight up taken from this game. I recognize the Sniper rifle, and I'm pretty sure I've seen that precision rifle in 2 or 3 as well. And of course there's the whole Ultor/Masako thing, but that goes without saying. It feels like a rough beta of the combat in SR2, only MORE janky. It also makes me think that a crossover would be great. We got Red Faction Guerrilla, which is basically Saint's Row set on Mars, but I would love to take some of the RF mechanics into a first person Saint's Row. Did anyone ever mod that in proper?
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# ? Jan 9, 2022 23:45 |
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You know when you would play a game made with Unreal Engine 3 or Quake 3 or IdTech 2 etc. game engine and it felt like the most basic experience you could have with that engine? That's what Serious Sam 3 and 4 have felt like, which is weird considering they have their own engines that only their developers really use.
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# ? Jan 10, 2022 02:12 |
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Sam 3 is probably the worst one but I do find a tiny bit of charm of making a leftover COD ripoff into a Sam game.
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# ? Jan 10, 2022 03:00 |
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i liked the cod bullshit because it meant that the levels werent just enormous flat rooms
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# ? Jan 10, 2022 04:43 |
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Farm Frenzy posted:i liked the cod bullshit because it meant that the levels werent just enormous flat rooms Yeah, I get that, but I expect that from a Serious Sam game. I assume others do, too.
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# ? Jan 10, 2022 05:10 |
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https://twitter.com/yoshinokentarou/status/1480435063569674240
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# ? Jan 10, 2022 11:02 |
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Convex posted:Whoa, red fur The Lore Heads say that shambler are actually covered in flesh, but I like more the yeti interpretation. Either way is kind of hard to skin the shambler, it almost like any change looks worse than the original.
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# ? Jan 10, 2022 11:25 |
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Tei posted:The Lore Heads say that shambler are actually covered in flesh, but I like more the yeti interpretation. https://twitter.com/SyncError/status/1357703295805108227
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# ? Jan 10, 2022 11:41 |
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What about the Timbler
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# ? Jan 10, 2022 13:00 |
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kirbysuperstar posted:What about the Timbler Still no consensus, except for the fact that my man's drips be downright otherworldly.
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# ? Jan 10, 2022 15:33 |
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kirbysuperstar posted:What about the Timbler https://twitter.com/KinoFabino/status/1210422104946094082
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# ? Jan 10, 2022 16:07 |
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https://twitter.com/Nibellion/status/1480565058753212416
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# ? Jan 10, 2022 16:41 |
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Not Important posted:Still no consensus, except for the fact that my man's drips be downright otherworldly. No lies detected.
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# ? Jan 10, 2022 17:03 |
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For those also going "Who TF is Timelock Studio?", they're apparently a new studio formed by various Serious Sam series modders from Russia.
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# ? Jan 10, 2022 17:10 |
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Can’t remember if it was this thread or some other one that recommended it but, I finally sat down and played Northern Journey for a while (got up to the diving bell launch) and holy poo poo this game is both terrible and fantastic lol. Recommended if you liked Half-Life but were constantly frustrated by how tough, agile, well-armed, capable and fearless Gordon was
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# ? Jan 10, 2022 17:53 |
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https://www.youtube.com/watch?v=SsteDE8h6jc
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# ? Jan 10, 2022 21:48 |
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I'm unconvinced.
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# ? Jan 10, 2022 22:29 |
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I'll wait until 1.0, but this Doom TC looks pretty stylin. Can't embed the trailer: https://www.moddb.com/mods/siren-doom-tc/videos Dig that lever action railgun thing.
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# ? Jan 10, 2022 23:14 |
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I'm not super familiar, does gzdoom have the same basic top-down architecture restrictions as basic doom? Or can you have overlapping rooms like with build, quake, etc?
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# ? Jan 10, 2022 23:21 |
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Baron von Eevl posted:I'm not super familiar, does gzdoom have the same basic top-down architecture restrictions as basic doom? Or can you have overlapping rooms like with build, quake, etc?
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# ? Jan 10, 2022 23:26 |
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Baron von Eevl posted:I'm not super familiar, does gzdoom have the same basic top-down architecture restrictions as basic doom? Or can you have overlapping rooms like with build, quake, etc? It has UDMF map support, which is a Doom map format that has extra functionality like 3D floors that can create room-over-room spaces. You'll usually only ever see it supported fully in GZDoom though, I'm not too aware of other sourceports that support it.
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# ? Jan 10, 2022 23:27 |
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Is it normal for Bond to slide a little bit extra while moving in "007: Nightfire?"
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# ? Jan 11, 2022 01:27 |
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That's cool. I remember messing around briefly with zdoom back in the day and laughing at how quickly freelook and jump broke the game but it wasn't until that demo video got posted yesterday that I realized how far doom mods had pushed the engine, even just the voxel objects and colored lighting is wild. I was more familiar with build, but that handled overlapping rooms by having each room be a sector and only rendering sectors that you can see from neighboring sectors. It held up as long as you weren't able to see two overlapping sectors at the same time. Tier Drops was a good demo of this.
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# ? Jan 11, 2022 01:30 |
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Volte posted:The actual geometry is the same basic kind as Doom's but it has the ability to do overlapping rooms in other ways (BUILD is similar, it can't represent fully 3D geometry either). It's nowhere near as easy to create geometry for as something like Quake though. You can, but it requires a lot of preplanning for static mesh like walls and floors with linedefs acting as collision meshes. Lemon King fucked around with this message at 02:01 on Jan 11, 2022 |
# ? Jan 11, 2022 01:59 |
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Time for a post about neat things you can do with 3D floors (and slopes) in UDMF! Here is a tree: That tree is two separate levels of 3D floors across 8 sectors that are formed in a ring around the "trunk" sector. Here's a top-down view in the editor. You can see the octagon in the center of the room is the tree trunk, and the 8 trapezoids around that are the leaves/branches. Each leaf sector in the editor has red corners, which means a 3D floor is being drawn there. That's where those rectangular sectors (outside of the room with the tree and Doomguy) come in. When we look at them in 3D view... ...they're the same shapes and heights as the leaf sectors around the tree! These control sectors define the shape and textures of the 3D floors, then one line of those control sectors is given a "160 - Sector Set 3D Floor" action with a unique Tag ID. That transfers the textures and heights of the control sector to the leaf sectors around the tree that match the same Tag ID of the control sector. With a bit of variation with the control sector heights, the top row of leaves is a bit taller than the lower row of leaves. Another neat thing about 3D floors is that the 3D floors that are created are treated as solid level geometry. You can be blocked by them, stand on them, and even crouch under that lower row of leaves.
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# ? Jan 11, 2022 02:36 |
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Dieting Hippo posted:It has UDMF map support, which is a Doom map format that has extra functionality like 3D floors that can create room-over-room spaces. You'll usually only ever see it supported fully in GZDoom though, I'm not too aware of other sourceports that support it. That doesn’t really have anything to do with UDMF which is just a more flexible text-based format as opposed to the old binary map format(s). Eternity and at least one of the PrBoom engines are working on UDMF support (or have it already). The format name is Universal Doom Map Format after all. Baron von Eevl posted:I was more familiar with build, but that handled overlapping rooms by having each room be a sector and only rendering sectors that you can see from neighboring sectors. It held up as long as you weren't able to see two overlapping sectors at the same time. Tier Drops was a good demo of this. As to how far Doom has come, there was a converter project to transform Quake maps to Doom maps that I think is abandoned now. The resulting map would probably be incomprehensible in an editor and would run like trash compared to Quake, but a lot of it could technically be done. I think the main purpose of the tool was that creating 3D geometry was a lot simpler in a Quake editor versus a Doom editor.
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# ? Jan 11, 2022 02:44 |
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Here is a link a GZDoom level I made with a three level room with an elevator. https://1drv.ms/u/s!Asd3aUvQSXMxp8ceS5X-JLvaxZqMZw?e=qqLSHF It's amazing what you can do with 3d floors and Zscript in GZDoom as long as you plan ahead.
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# ? Jan 11, 2022 02:52 |
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david_a posted:That doesn’t really have anything to do with UDMF which is just a more flexible text-based format as opposed to the old binary map format(s). Eternity and at least one of the PrBoom engines are working on UDMF support (or have it already). The format name is Universal Doom Map Format after all. You are 100% correct that GZDoom isn't the only one using UDMF, but practically the only support for it at the moment is ZDoom ports and Eternity (ok, and Vavoom/Doomsday). I was actually surprised to see Eternity had support for it (Doom Wiki says it has full support and it has to be manually enabled as an option in UDB) but then again I don't hear much about EE unless it's Heartland It's also got support for vanilla Doom mapping, but WADs made in UDMF format will not be playable on vanilla Doom/ports. It's a format that is universal, but is most closely associated with GZ/ZDoom.
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# ? Jan 11, 2022 03:13 |
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david_a posted:That doesn’t really have anything to do with UDMF which is just a more flexible text-based format as opposed to the old binary map format(s). Eternity and at least one of the PrBoom engines are working on UDMF support (or have it already). The format name is Universal Doom Map Format after all. If you're patient or crazy, you can build a quake / quake 2 map and export sections of the map as a polygon group. This allows you to use a basic actor where you can draw sections of the quake map as static meshes. Although you may have to get a bit creative with materials for lighting data.
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# ? Jan 11, 2022 04:05 |
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Dieting Hippo posted:You are 100% correct that GZDoom isn't the only one using UDMF, but practically the only support for it at the moment is ZDoom ports and Eternity (ok, and Vavoom/Doomsday). I was actually surprised to see Eternity had support for it (Doom Wiki says it has full support and it has to be manually enabled as an option in UDB) but then again I don't hear much about EE unless it's Heartland It's also got support for vanilla Doom mapping, but WADs made in UDMF format will not be playable on vanilla Doom/ports. Yeah it's kind of a pedantic distinction in practice but Quasar (Eternity author) was one of the co-authors of the spec. The point of it is that we can have one flexible text format instead of a bunch of "proprietary" binary formats for every port. I'm mainly familiar with it because I'm coding a level generator for fun and doing stuff in UDMF is nicer than the binary format. Edit: Here's the BSP2Doom tool I was talking about. I forgot that it could also "bake in" lightmaps into Doom. david_a fucked around with this message at 04:17 on Jan 11, 2022 |
# ? Jan 11, 2022 04:13 |
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I hated trying to do room-over-room stuff in Duke 3D. The editor is top-down, unless you're in first person view, of course, so any little detail that you had to change couldn't really be done easily once your sectors were in place. You had to create your rooms, FINISH THEM, and then drag everything over another thing, assuming that you've got the height set up properly. Oh, you forgot to do something that can't be fixed in first person, and you've already placed your rooms and objects on top of one another? Goooooood luck sorting that poo poo out.
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# ? Jan 11, 2022 14:02 |
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I wonder why the Doom community is so much more alive and creative than the Quake one. Or so I heard. I know the Quake community, and maybe is because content creating takes more work since is pure 3D. Also the Quake community is pretty insular, with the mappers in one place, quakeworld in other place, and so on. And maybe because the Quake community was a bit too protective of the original game, departs from the original game where rare.
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# ? Jan 11, 2022 14:46 |
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Tei posted:I wonder why the Doom community is so much more alive and creative than the Quake one. Or so I heard. Quake was certainly popular but Doom is evergreen. Doom is a game recognized fairly easily even by non-gamers. I assume that has something to do with it; Doom is just way more popular still, and that would carry over to the modding and mapping population of each respective game.
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# ? Jan 11, 2022 15:24 |
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easier to mod doom
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# ? Jan 11, 2022 15:27 |
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# ? May 30, 2024 04:18 |
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it's much easier to make and implement sprites for things like new weapons/monsters and doing total conversions than it is to do the same with 3d models, and that alone is what drives a lot of doom modding and why you can find a million totally new games built entirely in gzdoom or whatever nowadays
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# ? Jan 11, 2022 15:28 |