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catlord
Mar 22, 2009

What's on your mind, Axa?

david_a posted:

Argh this misconception is one of my pet peeves. The game was designed with 16:9 in mind and that's the optimal "proper" way to play it. For people with 4:3 monitors, they had two options - cut off the sides to make it even more claustrophobic (the viewing angle was already intentionally pretty snug) or expand the view vertically. They chose the second option. This is a completely legitimate design decision.

Movies occasionally do this too, or at least they used to when 4:3 TVs ruled the land. The director's preference might be some widescreen ratio, but they sometimes shoot it so it's "safe" for 4:3 (i.e. no boom mikes or cables on the top/bottom parts of the frame). The fullscreen version actually shows more than the widescreen version, but there's nothing interesting going on in the extra space. This is preferable to the infamous pan-and-scan.

Oh? I found this, which seems to answer my question, actually:

quote:

The initial release of the game was found to use a field of view (FOV) in widescreen that presented a smaller view compared to the game running at a 4:3 screen resolution, conflicting with original reports from a developer on how widescreen would have been handled. Though the choice of FOV was a design decision made during development, Irrational included an option for "Horizontal FOV Lock" in the December 2007 patch that allows widescreen users a wider field of view, without cutting anything off the image vertically.

I know that there are some movies that were designed specifically for fullscreen (barring many older films, of course), but the only one I can think of off the top of my head is Kubrick's The Shining. Looking it up it looks like Schindler's List and Top Gun used the same thing?

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Negostrike
Aug 15, 2015


al-azad posted:

I needed something funny to laugh at and thought of Assassin 2015. If any of you guys want to know where first person shooters would've gone if lovely 90s multimedia took off, here you go. If I ever beat this thing I'll do a full LP.

loving hell, those cutscenes are so drat intrusive. What a wreck.

Instruction Manuel
May 15, 2007

Yes, it is what it looks like!

al-azad posted:

I needed something funny to laugh at and thought of Assassin 2015. If any of you guys want to know where first person shooters would've gone if lovely 90s multimedia took off, here you go. If I ever beat this thing I'll do a full LP.

That is some smooth gameplay......

Lork
Oct 15, 2007
Sticks to clorf

al-azad
May 28, 2009



I know people joke about modern shooters being handholdy but this is the future we could've had. It came out the same year as Quake, too.

e: It might be the first FPS game with regenerating shields and your grenades are even on a cool down.

CJacobs
Apr 17, 2011

Reach for the moon!
That game is like that fake call of duty pastiche that was made as advertising for Bulletstorm, except real.

cinci zoo sniper
Mar 15, 2013




CJacobs posted:

That game is like that fake call of duty pastiche that was made as advertising for Bulletstorm, except real.
For reference:
https://www.youtube.com/watch?v=eE_msAKWdOs&hd=1

david_a
Apr 24, 2010




Megamarm

catlord posted:

I know that there are some movies that were designed specifically for fullscreen (barring many older films, of course), but the only one I can think of off the top of my head is Kubrick's The Shining. Looking it up it looks like Schindler's List and Top Gun used the same thing?
It depends on what format they shot it in. Super 35 allows you to do this because you're filming in full-frame but later crop the negative to whatever you want the presentation aspect ratio to be. Most of James Cameron's movies used Super 35, so if you find a fullscreen version of T2 or something you will see "more" of the movie. If the movie was shot in an anamorphic format it's not possible, because the entire frame is a squished widescreen shot.

Games are a bit different since you can change the aspect ratio and field of view to whatever you want. And, of course, you can change where the camera is pointing at any time. The thing I'm mostly annoyed by is the notion that the only "correct" relationship between running a game in 4:3 versus 16:9 is that the fullscreen version has a narrower horizontal field of view (with a constant vertical field of view). That's just as arbitrary a decision as deciding that the horizontal field of view should be constant and the vertical one should change.

Convex
Aug 19, 2010

catlord posted:

Oh? I found this, which seems to answer my question, actually:


I know that there are some movies that were designed specifically for fullscreen (barring many older films, of course), but the only one I can think of off the top of my head is Kubrick's The Shining. Looking it up it looks like Schindler's List and Top Gun used the same thing?

The first Evil Dead as well.

nigga crab pollock
Mar 26, 2010

by Lowtax

catlord posted:

I know that there are some movies that were designed specifically for fullscreen (barring many older films, of course), but the only one I can think of off the top of my head is Kubrick's The Shining. Looking it up it looks like Schindler's List and Top Gun used the same thing?

kind of. those movies had official pan-and-scans done by the director so their cropping is considered acceptable 'cause the director did them, where most of the time its just some schmuck unrelated to the rest of the production, usually later when they release it on home formats. but as other people have said it depends on the film format, super 35 can be adapted to fullscreen without cropping if they made sure the bottom half of the frame was clear. so i guess some fullscreen movies are alright

nigga crab pollock
Mar 26, 2010

by Lowtax

Cat Mattress posted:

Doom physics are always hilarious. To understand the limits of Doom physics, keep in mind that objects cannot rotate on any axis: they can only have vertical and horizontal translations. Then also remember that the whole momentum thing is greatly simplified. Based on this, you get weird results.

So for example, in the old MBF port there was an attempt at making things fall off ledges if their center of gravity is above the void. Since objects can't rotate, the way this is done is by giving the thing momentum away from the ledge. Problem is, what if the thing does not actually have room to fall? Then you've got some absurd results, notably perpetual motion systems. There's a perfect example of that in the exit room of The Catacombs. The room is a rough approximation of a round tunnel, so if you kill the chaingunners with MBF, they'll be accelerated to slide off into the bottom, but the bottom isn't wide enough for their corpses so they don't fall there, the momentum they gained moves them to the other side, and now the torque simulation accelerates them in the other direction to still try to make them fall in the bottom... Perpetual movement.

It's not MAP22 from Doom II but I found this gif that illustrates the issue:

Here the mancubus corpse cannot fall off the platform it's on because it's surrounded by impassable lines. The platform's center is a bit lower than the platform border, so the torque simulation kicks in.

ive been trying see what quake's physics can do and while its actually surprisingly passable the incredibly rudimentary collision detection makes anything large very uh... very questionable. there is only a single vector for velocity and another value for angular velocity so you can get realistic spatial movement but save for specific behaviors you can't really get realistic looking object rotation.

like those shell casings - they look real enough despite the fact that they're just bouncing point entities that get punted a random angular velocity each collision
https://www.youtube.com/watch?v=X7v2mSgpk2I&t=18s


it's been my plan to add new entities to flesh out my maps, maybe emulated physics objects like balls and boxes to give the illusion of a much more robust world. i was originally thinking of stuff that exploded into particles but that doesn't really work well within the limitations of og quake but stuff that flies away and bounces off walls is totally doable and probably mad cooler

Lemon-Lime
Aug 6, 2009
https://www.youtube.com/watch?v=acM7PElWI_4

(Also, the top comment is great.)

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies
For some reason, every time I see the title of that video I'm reminded of how my little brother called Halo: Combat Evolved "Guys" when he was a very young'un.

Dad always played co-op with him when that game was new, even though he was, like, 3 at the time. I dunno, he's Dad's kid, not mine, and Halo is fairly tame for an M-rated game - well, until the Flood show up, at least - so it could've been worse.

At any rate, nowadays he plays Overwatch - though he randomly asked me if he could play Deus Ex sometime in the past week, and has been keeping me posted on his progress thereof. (He's in Wan Chai now, and really wants the Dragon Tooth already.)

haveblue
Aug 15, 2005



Toilet Rascal
The Flood are the only reason it's rated M, it was getting a T until someone at the ESRB noticed you can shoot their limbs off.

Shoehead
Sep 28, 2005

Wassup, Choom?
Ya need sumthin'?
Eh I was eight when I first played Ultimate Doom and I turned out fiiiiine..

Convex
Aug 19, 2010
Started playing Doom at 11, only thing that bothered me was the twitching guys on sticks. It's really cartoony and looking back it's kinda funny how tame all the mid-90s ultraviolent games (Blood, Carmageddon etc.) look these days. Most of the 15-rated games now are far worse than the 18-rated games from when I was younger.

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Shadow Hog posted:

For some reason, every time I see the title of that video I'm reminded of how my little brother called Halo: Combat Evolved "Guys" when he was a very young'un.

Dad always played co-op with him when that game was new, even though he was, like, 3 at the time. I dunno, he's Dad's kid, not mine, and Halo is fairly tame for an M-rated game - well, until the Flood show up, at least - so it could've been worse.

At any rate, nowadays he plays Overwatch - though he randomly asked me if he could play Deus Ex sometime in the past week, and has been keeping me posted on his progress thereof. (He's in Wan Chai now, and really wants the Dragon Tooth already.)

Posts like this make me really excited for when my son is old enough to play co-op or even deathmatch with me :allears:

CJacobs
Apr 17, 2011

Reach for the moon!
My little brother is 8 and he is better at ARK Survival than I am. It's actually kind of fascinating to watch him play because he's got the same sense of wonder I had about games when I was his age, but now there's so much more to see and experience in any given videogame that you can maintain that sense for a very long time.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
For me it wasn't the violence in doom that was scary, it was the demon sounds. poo poo creeped me out real bad

Convex
Aug 19, 2010
Should have played it with PC Speaker then!

https://www.youtube.com/watch?v=jRqticdr6UE

A shame it doesn't attempt the music as well...

al-azad
May 28, 2009



I can't stress how good Doom's sound design is and it's brought to a new level in the console ports where the simple addition of ambient music turns it into a spooky horror funhouse.

Another reason why Doom 3 is disappointing, nothing exists until they spawn it so you don't get creepy ambient sounds of camels grunting imps and demons.

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies
Yeah, on that note, I kinda thought Doom 4's enemy sound design was a bit lacking. The screaming was decent enough, but it all sounded kinda the same to me? The only sounds I really remember standing out is the incessant screaming the lowest-level mooks constantly made, and the screams the Lost Souls got. That's pretty much it.

I know that Doom just used silly things like camel grunts and such for their enemies, but hell, I can at least distinguish what sort of enemy's attacking me from audio alone with that.

catlord
Mar 22, 2009

What's on your mind, Axa?

david_a posted:

Games are a bit different since you can change the aspect ratio and field of view to whatever you want. And, of course, you can change where the camera is pointing at any time. The thing I'm mostly annoyed by is the notion that the only "correct" relationship between running a game in 4:3 versus 16:9 is that the fullscreen version has a narrower horizontal field of view (with a constant vertical field of view). That's just as arbitrary a decision as deciding that the horizontal field of view should be constant and the vertical one should change.

I was under the impression that the wider horizontal field of view was because that's how the human eye works, we see more to the sides than we do up and down.

david_a
Apr 24, 2010




Megamarm

catlord posted:

I was under the impression that the wider horizontal field of view was because that's how the human eye works, we see more to the sides than we do up and down.
You are assuming that a 16:9 monitor is a wider 4:3 monitor, when it's just as valid to think of a 4:3 monitor as a taller 16:9 monitor :)

I think the confusion is that BioShock was released during the transition period between 4:3 monitors and widescreen.

A game like Quake was designed on 4:3 monitors. To add widescreen support, chopping off the top and bottom of the screen doesn't make much sense, so you make the horizontal field of view wider. This of course gives widescreen gamers a bit of an advantage and probably sowed the seeds of this issue.

BioShock was designed for 16:9 though - all the level architecture and combat was created and tweaked with this in mind. What do you do for 4:3 users? Chopping off the left/right edges won't work that great since it already uses a very tight field of view. So, in order not to totally screw people with CRTs, they just increased the vertical field of view instead. They can see some more but most of the time it's just ceiling and floor.

Convex
Aug 19, 2010
The 4:3 FOV in Bioshock was comparable to other 4:3 games in the preceding decade and a half, and furthermore there's an established issue with dozens of UE games whereby the widescreen mode just clips off the top and bottom of the image resulting in reduced FOV. See also Medal of Honor, Singularity, Bulletstorm, Mass Effect 1-3, Borderlands, Rainbow Six Vegas (pre-patch), etc.

Occam's razor and that - it's a lot easier to say "designer's intent" than admit you couldn't be bothered to fix the FOV at launch.

CJacobs
Apr 17, 2011

Reach for the moon!
I made a magnum for my weapon pack and it does so much damage that when you get the random 3x damage multiplier it instantly gibs any of the low-ranking enemies. Making guns is fun!

catlord
Mar 22, 2009

What's on your mind, Axa?

Convex posted:

Occam's razor and that - it's a lot easier to say "designer's intent" than admit you couldn't be bothered to fix the FOV at launch.

Yeah, I played an indie FPS, Dark Salvation, and its "saves" load up the beginning of the level. I thought it was a bug, so I sent an email and they told me it was intentional, a throwback to classic games. I think they just couldn't be arsed to figure out how to get saves working in idtech3.

A FUCKIN CANARY!!
Nov 9, 2005


I wish more games had handled it like the Wii port of Resident Evil 4 and just displayed at 16:9 no matter what, with letterboxing on 4:3 displays.

Takes No Damage
Nov 20, 2004

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.


Grimey Drawer

Shadow Hog posted:

Yeah, on that note, I kinda thought Doom 4's enemy sound design was a bit lacking. The screaming was decent enough, but it all sounded kinda the same to me? The only sounds I really remember standing out is the incessant screaming the lowest-level mooks constantly made, and the screams the Lost Souls got. That's pretty much it.

I know that Doom just used silly things like camel grunts and such for their enemies, but hell, I can at least distinguish what sort of enemy's attacking me from audio alone with that.

I thought a lot of Doom's sounds were various sped up/slowed down pig squeals? That's sure what the Spider Mastermind sounds like to me.
https://www.youtube.com/watch?v=ZS1TQKe_D18&t=146s

Old foley stuff is fun, I remember when they were making that lovely 1998 Godzilla movie they said they were never able to recreate the roar from the original '60s Japanese films. I think they said they used a camel call that had been slowed down and reversed or something.

GUI
Nov 5, 2005

a retard posted:

I agree what you're saying but if you're calling games like CoD and BF "xenophobia shooters" then you haven't actually played the games.

Call of Duty Ghosts has all of South America allying together to overthrow the USA and the latter building a wall to keep them out. Black Ops 2 has a similar theme with the USA nearly being destroyed by ~~ the evils of socialism and communism~~ and your only Hispanic teammate betraying you at the end of the game. In the same game, the only friendly middle Eastern character gets unceremoniously shot in the head and then he's never mentioned again by any of the characters.

Come on now, Call of Duty has never shied away from demonizing whoever the USA hates at the time of its development.

Instruction Manuel
May 15, 2007

Yes, it is what it looks like!

CJacobs posted:

I made a magnum for my weapon pack and it does so much damage that when you get the random 3x damage multiplier it instantly gibs any of the low-ranking enemies. Making guns is fun!

I live when mods do this. I had one that added that property to the super shotty :hellyeah:

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies

Takes No Damage posted:

I thought a lot of Doom's sounds were various sped up/slowed down pig squeals? That's sure what the Spider Mastermind sounds like to me.
https://www.youtube.com/watch?v=ZS1TQKe_D18&t=146s
I mean, they're not all camel noises, but these ones definitely are.

Douk Douk
Mar 17, 2009

Take your pervert war elsewhere.
https://www.youtube.com/watch?v=E4z4AtfOolI

Converted the best weapon in FPS history to the best game in FPS history. He even talks!

Download link here: http://www.mediafire.com/download/a7061cq1t5uxa9u/skullstorm.zip

Replaces the Rocket Launcher and also get the new GZDoom build, always.

WeedlordGoku69
Feb 12, 2015

by Cyrano4747

GUI posted:

Call of Duty Ghosts has all of South America allying together to overthrow the USA and the latter building a wall to keep them out. Black Ops 2 has a similar theme with the USA nearly being destroyed by ~~ the evils of socialism and communism~~ and your only Hispanic teammate betraying you at the end of the game. In the same game, the only friendly middle Eastern character gets unceremoniously shot in the head and then he's never mentioned again by any of the characters.

Come on now, Call of Duty has never shied away from demonizing whoever the USA hates at the time of its development.

Those two are bizarrely jingoistic by series standards though. The Modern Warfare games, as mentioned, are all about America getting shat on and other countries having to pick up the slack.

Heavy Metal
Sep 1, 2014

America's $1 Funnyman

Douk Douk posted:

https://www.youtube.com/watch?v=E4z4AtfOolI

Converted the best weapon in FPS history to the best game in FPS history. He even talks!

Download link here: http://www.mediafire.com/download/a7061cq1t5uxa9u/skullstorm.zip

Replaces the Rocket Launcher and also get the new GZDoom build, always.

Looks pretty rad! Kudos.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.



I'll never understand why people who upload themselves playing this game try to play it like it's a real game.

CJacobs
Apr 17, 2011

Reach for the moon!
https://www.youtube.com/watch?v=H_-qI5QKG8w

Making progress on my weapons! The magnum doesn't look extremely different from the revolver but I figure they're easy enough to differentiate, plus the former is held two-handed. It's kind of hard to represent the differences between the two from Doom's POV, they look pretty different from the side. Let me know what you think of them!

edit: By the way, the remaining weapons are a machine gun, sniper rifle or carbine or something, rocket launcher, and then whatever I decide to do with the BFG. So I've got a fair bit of work in store still!

CJacobs fucked around with this message at 13:21 on Sep 24, 2016

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.
What's the point of the extra holy baubles, daggers etc in Meta Doom? I've been staring at the HUD when picking them up and looking through the options but can't see any use for them.

the cool posts kid
Jul 24, 2007


CJacobs posted:

https://www.youtube.com/watch?v=H_-qI5QKG8w

Making progress on my weapons! The magnum doesn't look extremely different from the revolver but I figure they're easy enough to differentiate, plus the former is held two-handed. It's kind of hard to represent the differences between the two from Doom's POV, they look pretty different from the side. Let me know what you think of them!

edit: By the way, the remaining weapons are a machine gun, sniper rifle or carbine or something, rocket launcher, and then whatever I decide to do with the BFG. So I've got a fair bit of work in store still!

Yo dawg, maybe instead of just scrolling the weapon downwards to approximate recoil, do the sgt shivers thingy where he uses rotsprite to increase the weapon sprite size to make it look like it's coming towards you??? I dunno i'm a mapper not a weapon man but it seems like a thing. also maybe the sprites need highlights in the shading, they look pretty flat??

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CJacobs
Apr 17, 2011

Reach for the moon!
I tried using rotsprite to do that but I wasn't really a fan of the results. The sprites have some 1-pixel-width lines that get kinda weird looking when they're blown up, to the point where I'd be doing so much cleanup that I may as well have just sprited them from scratch! :downs:

And yeah, I hear you on the colors. Doom's weapons have real harsh highlights/shadows, but I didn't want to jump right to that with my guns because I'm not much of an artist and I'm not sure I can make that look good! But I'll probably try it anyway.

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