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Holy poo poo that DR remaster looks fantastic! Now we just need a remaster of Jedi Knight.
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# ? Feb 25, 2024 19:48 |
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# ? May 31, 2024 04:09 |
Yeah I feel like this gives me a better impression than the previous teaser where the player (hilariously) missed every shot, either as a reference to Stormtrooper aim or perhaps as a way to reduce the teaser's rating?
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# ? Feb 25, 2024 20:11 |
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Cream-of-Plenty posted:Yeah I feel like this gives me a better impression than the previous teaser where the player (hilariously) missed every shot, either as a reference to Stormtrooper aim or perhaps as a way to reduce the teaser's rating? It was a Polygon tribute
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# ? Feb 25, 2024 20:12 |
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hrot featured a recipe at the end of each episode so i would have been sad if shrot didn't offer any
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# ? Feb 25, 2024 20:24 |
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chaosapiant posted:Holy poo poo that DR remaster looks fantastic! Agreed, can't wait for release day!
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# ? Feb 25, 2024 20:42 |
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Pumped for DF, the high-res assets seem to have been done really well, but obviously I'm also glad they're optional. I'm definitely a bit concerned about the MIDI issues they mentioned in that video, the timing does seem off just enough to be grating. Hopefully it's better in practice.
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# ? Feb 25, 2024 21:23 |
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Enjoyed that DF video. It sounds like Dark Forces was/is a lot more technically interesting than I ever gave it credit for, although I did only play the PS1 version. It and Alien Trilogy were the first FPS’ I ever played. Alien Trilogy is top of my personal NightDive wishlist for sure. I wonder if Dark Forces releasing will pave the road for the next wave of announcements soon. There’s nothing on their revealed schedule after this week.
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# ? Feb 25, 2024 21:27 |
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Cream-of-Plenty posted:Yeah I feel like this gives me a better impression than the previous teaser where the player (hilariously) missed every shot, either as a reference to Stormtrooper aim or perhaps as a way to reduce the teaser's rating? I think people figured out it was some sort of trailer rating/Disney requirement thing, since in the same trailer the player is hitting robots just fine.
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# ? Feb 25, 2024 21:55 |
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yeah that same phenomenon gave us the doom eternal switch trailer where they bend over backwards to not show anything get shot or chopped https://www.youtube.com/watch?v=2wdW0HB_NhM
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# ? Feb 25, 2024 22:01 |
The Kins posted:Also, off-topic but the HROT dev announced a new game coming out in a few months: SHROT, a retro-RTS/tribute to a Czech Dune 2 clone laden with "horses, tractors and techno music".
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# ? Feb 25, 2024 22:08 |
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The Kins posted:Also, off-topic but the HROT dev announced a new game coming out in a few months: SHROT, a retro-RTS/tribute to a Czech Dune 2 clone laden with "horses, tractors and techno music". but also cool!
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# ? Feb 25, 2024 23:07 |
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It honestly looks more like TA but I'm not familiar with either game enough to weigh in
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# ? Feb 25, 2024 23:57 |
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Ive come to the decision that as a people we can just stop attempting to make the Icon of Sin or C'Thon work as bosses. 30 years and no real world use case found
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# ? Feb 26, 2024 00:28 |
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The icon of sin fight owns though
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# ? Feb 26, 2024 00:52 |
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Vim Fuego posted:Yaw yaw yaw You can take that to the bank
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# ? Feb 26, 2024 01:58 |
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Milo and POTUS posted:The icon of sin fight owns though I mean, maybe in Doom Eternal where they pretty much abandon the original gimmick and make it a conventional boss fight. It is interesting seeing decades of WADs attempt, and usually fail, to try and make it interesting and not stupid or obnoxious. Auger;Zenith actually had a pretty good stab at it, although maybe I'm just saying that because its the last one I finished.
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# ? Feb 26, 2024 02:40 |
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No, I meant in 2. It's awesome, it's memorable and it's potentially hectic as hell if you don't have the skill to speedrun it. It's great. It kicks the poo poo out of the spider mastermind from doom 1 and is more memorable than the cyberdemon and especially the barons at the end of kditd
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# ? Feb 26, 2024 02:44 |
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Bumhead posted:Enjoyed that DF video. It sounds like Dark Forces was/is a lot more technically interesting than I ever gave it credit for, although I did only play the PS1 version. I do think they're overstating some of the tech a bit, although they clearly know what they're talking about regarding a lot of other technical stuff, so maybe I'm just unclear on it. I always thought the "room over room" stuff was pretty much just on par with what Doom was doing, and it was more just that they strove for more realistic design that pushed it as far as it could go. (Plus one or two neat tricks with 3D objects over sectors that had a secondary elevation.) It's definitely impressive that they were independently working on the engine before Doom even came out though, rather than just trying to copy it (albeit very well).
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# ? Feb 26, 2024 03:02 |
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Milo and POTUS posted:No, I meant in 2. It's awesome, it's memorable and it's potentially hectic as hell if you don't have the skill to speedrun it. It's great. At best I'd say its a clunky way of trying to create a unique encounter beyond having another dangerous enemy with a long health bar, but everything about it just feels weird and awkward to me. In Doom 2 its basically just a puzzle boss which can only work once until you figure out its gimmick, and its very disappointing as a final level imo, especially since the Living End before it was one of Doom 2's strongest maps. When it comes to community content, I'm never exactly excited to play the Icon map in basically any WAD I've ever played. It sort of hangs over most 32 map wads with people struggling to figure out how to make it work and be fun and interesting, too often it can just descend into a total mess with mappers trying to make it hard by increasing the amount of monster spawners, but in almost every variation of this I've ever played it just throws out any semblance of real design and it becomes a clusterfuck, in part because you can't really do that much with random monster spawns. I mentioned Auger;Zenith having one of the better versions of an Icon level, I'd say the only other one that ever really worked for me was the Speed of Doom's Darkness Without End, where it just fully embraces the clusterfuck and has thousands of enemies, a zillion spawners and tons of megaspheres and invincibilities in a very atmospheric setting where the objective is to manage to survive for 3 minutes until you can kill Romero's Head.
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# ? Feb 26, 2024 03:05 |
Sometimes I think about the alternate dimension where, instead of the Icon of Sin, iD made some third super-heavy enemy to rival the Spider Mastermind and Cyberdemon as Doom II's final boss. Sometimes I wonder what it would look like.
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# ? Feb 26, 2024 03:22 |
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I don't necessarily hate the Icon of Sin but let's be real it's a big scary wall that spawns enemies at you.
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# ? Feb 26, 2024 03:25 |
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Milo and POTUS posted:It honestly looks more like TA but I'm not familiar with either game enough to weigh in As a TA expert, it definitely does not.
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# ? Feb 26, 2024 04:45 |
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I appreciate it the same way I appreciate the Chthon fight from Quake.
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# ? Feb 26, 2024 04:47 |
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Cream-of-Plenty posted:Sometimes I think about the alternate dimension where, instead of the Icon of Sin, iD made some third super-heavy enemy to rival the Spider Mastermind and Cyberdemon as Doom II's final boss. Sometimes I wonder what it would look like. Honestly it would be nice to see more variety even among custom bosses, since I dunno how many times I've seen the final boss of a wad turn out to be one of those black pain-elemental-looking things that I can't remember the name of. It's definitely an effective way to cap off your map sure, but I wonder why aren't there more different boss enemies.
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# ? Feb 26, 2024 05:15 |
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Sir Lemming posted:I do think they're overstating some of the tech a bit, although they clearly know what they're talking about regarding a lot of other technical stuff, so maybe I'm just unclear on it. I always thought the "room over room" stuff was pretty much just on par with what Doom was doing, and it was more just that they strove for more realistic design that pushed it as far as it could go. (Plus one or two neat tricks with 3D objects over sectors that had a secondary elevation.) It's definitely impressive that they were independently working on the engine before Doom even came out though, rather than just trying to copy it (albeit very well). Room over room in the original Doom wasn't possible outside of using invisible teleporters and hidden instant elevators, sectors couldn't overlap. The Jedi engine was considerably more advanced than Doom's engine, closer in capability with Build and in some cases surpassing it as Build had no support for polygonal models, only voxels and basic shapes made up of flattened sprites. SCheeseman fucked around with this message at 05:32 on Feb 26, 2024 |
# ? Feb 26, 2024 05:21 |
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Mordja posted:As a TA expert, it definitely does not. If you say so, looks like it to me. Baron von Eevl posted:I appreciate it the same way I appreciate the Chthon fight from Quake. See now the chthon fight didn't do much for me, despite likewise being a "puzzle" boss. I guess it felt more like you were actually fighting the icon
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# ? Feb 26, 2024 05:21 |
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Because it's way more work trying to make your own custom boss monster than it is to re-arrange the existing icon of sin parts in a new way.
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# ? Feb 26, 2024 05:23 |
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Sir Lemming posted:I do think they're overstating some of the tech a bit, although they clearly know what they're talking about regarding a lot of other technical stuff, so maybe I'm just unclear on it. In less-well-engineered-games news, Dusk has updated to allow for custom Endless Mode maps and to add even more revamped assets to Dusk HD. Future updates will allow for support for custom enemies and weapons, as well as making the HD stuff available to mod makers.
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# ? Feb 26, 2024 07:45 |
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wonder how dark force's custom missions will play (if at all) with the remastered. some of those really relied on some crazy engine hacks and workarounds, so not sure how the heck they'd hold up
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# ? Feb 26, 2024 09:35 |
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Narcissus1916 posted:wonder how dark force's custom missions will play (if at all) with the remastered. some of those really relied on some crazy engine hacks and workarounds, so not sure how the heck they'd hold up Custom mission support is definitely a thing in The Force Engine so I'd be (a little) surprised if it's not in the remaster. I know I was able to play my janky attempt at a custom map from back in the day and it mostly worked. Not sure what kind of hacks they were using in some of them so I can't speak to that. SCheeseman posted:Room over room in the original Doom wasn't possible outside of using invisible teleporters and hidden instant elevators, sectors couldn't overlap. Ah, I think I get it now. I knew for sure that neither game had actual room over room, but the overlapping sector thing sounds right. And of course DF clearly has multiple "floors" in the automap.
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# ? Feb 26, 2024 12:19 |
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DF also does poo poo where there's custom 3d props added to a level that might be something like the tie fighters flying around or it might be a huge bridge or cliffside. So maybe the engine can't do true room over room but it can do a big empty room with a fuckoff huge building model slapped down in it.
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# ? Feb 26, 2024 14:55 |
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Narcissus1916 posted:wonder how dark force's custom missions will play (if at all) with the remastered. some of those really relied on some crazy engine hacks and workarounds, so not sure how the heck they'd hold up Lucius was talking in the discord yesterday saying that the remaster isn't limit removing so some mods will work, but tfe will still be the port to play all of them He also said part of the deal of him working with nightdive is that after remaster release tfe will be able to use all the new assets created for the remaster
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# ? Feb 26, 2024 16:04 |
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site posted:
sick
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# ? Feb 26, 2024 16:12 |
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I was looking forward to playing the DF remaster this evening but I find that I have to wait a few days still???? Please release it early for me tia
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# ? Feb 26, 2024 17:08 |
So can somebody explain to me what "limit removing" means? I see it here in the context of Dark Forces and I know it exists in the context of Doom as well, but I've never figured it out.
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# ? Feb 26, 2024 17:09 |
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old engines often have a hard-coded limit of how many of each type of entity can exist at a time, and source ports can lift those limits
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# ? Feb 26, 2024 17:31 |
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repiv posted:old engines often have a hard-coded limit of how many of each type of entity can exist at a time, and source ports can lift those limits Not just entities. Removing/enlarging the geometry/rendering limits makes all those super-detailed huge levels that make Doom look so cool these days possible: https://doomwiki.org/wiki/Limit_removing
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# ? Feb 26, 2024 17:34 |
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Arivia posted:Not just entities. Removing/enlarging the geometry/rendering limits makes all those super-detailed huge levels that make Doom look so cool these days possible: https://doomwiki.org/wiki/Limit_removing Y'know unless you're a true madlad and are helping to make the next installment of Back to Saturn X.
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# ? Feb 26, 2024 21:37 |
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On top of cool rendering tricks Dark Forces also supported rotating brushes and a bunch of other things. I never dug into it but it was probably as scriptable as, say, Hexen. Levels had triggered voice lines and narratives, integrated cutscenes, complicated switch-driven mechanisms, and other stuff
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# ? Feb 26, 2024 23:10 |
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# ? May 31, 2024 04:09 |
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Doctor Bishop posted:Y'know unless you're a true madlad and are helping to make the next installment of Back to Saturn X. I can’t tell if you’re lampshading Doom32, or if you didn’t know.
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# ? Feb 26, 2024 23:17 |