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Reive posted:Still looks like rear end to me, then again I adore me some pixels, I wish there were a good modern Quake port that didn't filter the textures at all. You can turn off the texture filtering in Doom ports to preserve the grainy look, can't you do the same in Quake ports? Johnny Law posted:Fitzquake, Quakespasm, and probably DirectQ: gl_texturemode GL_NEAREST_MIPMAP_LINEAR Welp!
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# ¿ Nov 26, 2012 00:05 |
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# ¿ May 7, 2024 06:03 |
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x!te bike posted:I think brutal doom is totally fine as a gimmick joke wad like simpsons doom or something but when people treat it like it's the only way to play the game it seems really weird. Why is it weird? I'm ok with people treating it like it's the only way to play the game if it makes it that much of an enjoyable experience for them. I think some people have said that some wads are too hard in Brutal Doom, but I definitely haven't seen anyone blame the mapper or anything and I'm sure if they tried it in vanilla Doom they'd have even less fun.
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# ¿ Nov 29, 2012 03:46 |
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ten dollar bitcoin posted:I'm not saying loving with the wad author's intent is a big deal or anything, but maps aren't designed with the brutal doom balance changes in mind so some of them end up difficult to the point of being unfun. Uh so you agree with me? I mean my whole point was that Brutal Doom makes some maps way more difficult, and if someone really likes Brutal Doom over vanilla Doom they probably wouldn't have fun playing the map the way it was meant to be played. The only way I'd take issue over this is if the player criticized the mapper for it.
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# ¿ Nov 29, 2012 03:59 |
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ten dollar bitcoin posted:You said they'd have less fun if they tried the map in vanilla doom. They'd probably have more fun because the map wouldn't be balls hard anymore. I'm considering this absurd scenario where someone plays and enjoys Brutal Doom because they're tired or bored of the mechanics in vanilla Doom.
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# ¿ Nov 29, 2012 04:03 |
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WickedIcon posted:In some cases, I can see the argument, because if you change the gameplay too much you might as well just play another game instead of Doom. I don't understand how that argument is supposed to make sense. At what point does "you might as well just play another game" come in? Like, if I make a mod that adds CoD-style gameplay I might as well play CoD? What if you're changing the gameplay "too much" to create an experience you can't find in other games?
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# ¿ Nov 30, 2012 02:57 |
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Does Zandronum use a newer version of gzdoom as its base? If so, I might get back into making lovely mods to play with my friends.
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# ¿ Dec 5, 2012 06:55 |
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Cream-of-Plenty posted:I think it's a newer version of Skulltag, actually. Which is basically saying that yeah, they're related to (G)ZDoom renderers. I know that part, but Skulltag split off from an old version of gzdoom and they never ported over a lot of the significant updates that came in successive versions.
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# ¿ Dec 5, 2012 17:55 |
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Dominic White posted:Sgt Mark IV (the Brutal Doom guy) is a pretty drat good mapper, if this new level is any indication. Probably one of the more convincing city-themed levels I've seen. Holy poo poo, now that's what I wanted Earth to look like in Doom 2.
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# ¿ Dec 10, 2012 02:57 |
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Including a rail gun in a game with no real vertical axis was really a stroke of genius.
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# ¿ Dec 11, 2012 08:22 |
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Al-Saqr posted:I just finished Brutal Doom's Campaign mode (the default doom 2 campaign). My bloodlust has not been satiated. I must have more. You can use any map with Brutal Doom, just be warned that it came make some of them far more difficult than intended.
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# ¿ Dec 16, 2012 05:49 |
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Cream-of-Plenty posted:How exactly would one go about replacing Brutal Doom v0.17's rifle sprites with Brutal Doom v0.18's? I really love the newer version, but I can't seem to figure out how to replace them. That's strange, dropping the sprites from one to the other should work fine. Are you using SLADE?
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# ¿ Dec 27, 2012 07:17 |
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Mister Snips posted:What's the best way to play brutal doom? I tried running it in zdoom i think and it didn't seem to have any of the neato features like aiming down sights, new weapons, all that much gore, throwing barrels or the bird or really any neat features that were in the trailer at all. Latest build of gzDoom: http://svn.drdteam.org/gzdoom/
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# ¿ Jan 7, 2013 00:40 |
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RyokoTK posted:Nope. Shub-Niggurath is a real fake name from the Cthulhu Mythos. Then again, the Cthulhu Mythos manages to sound pretty racist itself. Oh no, I got beaten to the Lovecraft cat joke.
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# ¿ Jan 19, 2013 06:36 |
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Spaz Medicine posted:It was such a big deal they actually patched quicksaves into the game. I like the checkpoint style, but it's good to have both options. Yeah checkpoints really didn't work all that well in Far Cry since it was a very methodical game with large open levels, so it was very easy to waste half an hour of effort spent setting up the perfect approach. In Just Cause 2, however, I love that I can play it how I want without having to go out of my way to save. When you screw something up, you never waste much time and there are no real penalties. Korendian Leader posted:You can think this and also dislike the gameplay and aesthetic changes that brutal doom introduce to the game. They're not mutually exclusive positions. Yeah, you can. It's just when you get on peoples' case for liking a different approach to the game that you enter crazytown, which tends to happen more towards Brutal Doom players than pistol start dudes. I can't remember if it was Tiger or not, but someone a couple pages back was lamenting that people had the absolute gall to request that a wad be made compatible with Brutal Doom. Tiny Timbs fucked around with this message at 00:44 on Jan 23, 2013 |
# ¿ Jan 23, 2013 00:40 |
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Brutal Doom 1.0 will be a fully realized remake of Ethnic Cleansing.
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# ¿ Feb 7, 2013 20:59 |
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Tiger Schwert posted:There's an interesting comment in the Brutal Doom sourcecode. Right at the start of the GORE3 text lump : Alright let me be real for a second here, there's a non-zero chance he copy-pasted some code from another mod and didn't notice the comment. I know I saw some equally crazy poo poo when cribbing from a bunch of wads to make my own. However that doesn't mean I'd be surprised if the Brutal Doom author turned out to be one of those guys.
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# ¿ Feb 8, 2013 00:40 |
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Chinese Tony Danza posted:And already the autists are coming out of the woodwork to defend the joke. Just because the game is fun doesn't mean you have to approve of every single facet of it, dudes. I'm kind of curious to see what people will say to defend that poo poo but I just know it would make me angry.
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# ¿ Feb 8, 2013 01:27 |
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TOOT BOOT posted:It's safe to say the Brutal Doom dude has problems. I don't want to think about the process of painstakingly creating sprite renditions of corpse photos
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# ¿ Feb 10, 2013 08:24 |
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Cream-of-Plenty posted:Another version of Brutal Doom Arsenal was released today. It's a considerable improvement over the original--but still an alpha. I think the overall quality of the firearms has been improved, although there are a few turds in the bunch (like the double-barreled shotgun, which has sits perfectly still when fired). Also, even though each slot has 3 or 4 weapons available for it, you can only carry 1 weapon per slot at any given time. I don't particularly mind that, but I'm sure a lot of people will have issues with it. What am I supposed to use it with? It errors out on the latest gzDoom SVN and Zandronum.
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# ¿ Mar 7, 2013 04:02 |
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Cream-of-Plenty posted:Are you sure you're using the latest GZDoom version? I'm using r1535 (from Mar 02) and I'm not having any issues with it. Yep, that's the one I'm using. quote:Execution could not continue. Edit: Got it working, for some reason loading it up in the launcher wasn't working but dragging and dropping the files onto the exe worked. Tiny Timbs fucked around with this message at 04:13 on Mar 7, 2013 |
# ¿ Mar 7, 2013 04:09 |
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Guillermus posted:There is still some disortion. Back in the days I just shrugged and kept playing but today is a thing that annoys me. Eduke32 is a good source port but I hate that they put so much effort on polymer and they never tried to make multiplayer actually work. Yeah I've never managed to get a decent multiplayer game going with any of the source ports - even on a LAN, they'd always lag and desync like crazy and were far worse than just running the game in DOSBox and turning on its IPX mode.
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# ¿ Mar 9, 2013 21:38 |
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Mak0rz posted:So is this worth purchasing if you already own the GOG version? If they ever come out with working multiplayer, then yes. I assumed the initial release would have it, which is pretty disappointing.
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# ¿ Mar 20, 2013 23:26 |
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Cream_Filling posted:I hate to be one of those PC game supremacy types of people, but thinking about it again, the slowing of shooter games could definitely also be attributed to the rise of the controller and consoles over mouse and keyboard. You shouldn't have to excuse yourself, it's pretty non-controversial that gamepads force lots of restrictions on what you can do in an FPS game (verticality, for one).
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# ¿ Apr 14, 2013 21:52 |
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Red_Mage posted:You can do verticality just fine on any modern console controller No, not really. Quick response along the Y axis is a requirement that went out the window with dual analog sticks. quote:you really just cannot demand quite as much accuracy in a fast time frame. Yeah, ok.
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# ¿ Apr 14, 2013 23:11 |
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ChickenHeart posted:For those of you hungry for more information on the new ROTT, here's your chance to meet the multiplayer characters. One of them's a skeleton. A smoking skeleton.
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# ¿ Apr 18, 2013 01:55 |
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Duke it Out in LA: "God drat, my apartment is lovely"
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# ¿ Apr 18, 2013 14:08 |
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Brovstin posted:I'd argue that Hard Reset had a great deal of enemies that were annoying as hell. I couldn't stand the game past the first level. Very large bullet sponge enemies that move much faster than you do are not fun to deal with.
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# ¿ May 20, 2013 20:09 |
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Shadow Warrior is ridiculously difficult and I have no idea how someone could claim that Blood is harder
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# ¿ Jun 1, 2013 23:33 |
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Convex posted:Thank God they finally added a cvar to cap FPS Holy poo poo finally. Vsync fucks up mouse movement and letting it run at 800 FPS causes all sorts of weird warping beyond the normal screen tearing.
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# ¿ Jun 9, 2013 18:37 |
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TOOT BOOT posted:It's a dick move but I can't say I'm too broken up about it all the same. A lot of sprites and such in the mod scene are stolen. I don't know if they're still doing this, but for a while the Doom community was tearing people apart for daring to use assets from community resource packs in their own mods.
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# ¿ Jun 17, 2013 02:31 |
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Hard Reset. It's like Doom in that you move incredibly slowly, all the enemies are faster than you, and everything just tries to ram into you.
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# ¿ Jun 21, 2013 01:33 |
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Hard Reset is a turd and it's hard to argue that I'm just looking at Doom through rose-tinted glasses since I still play it regularly.
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# ¿ Jun 21, 2013 03:51 |
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Jblade posted:What kind of issues are people talking about when they say they need bmouse.exe? Is it more of a general feel of the mouse control? I didn't have any issues with the free SW released on Steam, or Blood - I have played Build games forever and ever though. They're talking about the hosed-up vertical mouse movement, but it's not like Build games played any better back when they came out. Anyway, source ports like I assume this version of Shadow Warrior is using don't suffer from that problem.
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# ¿ Jul 8, 2013 18:37 |
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They're not even advertising multiplayer support for Shadow Warrior, are they? I'm still waiting for them to put it into their Duke Nukem 3D port. From DN3D's product page: quote:Duke Nukem 3D: Megaton Edition will continue to receive feature updates including Steamworks-enabled online multiplayer
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# ¿ Jul 8, 2013 20:58 |
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You can turn the texture filtering off if you want. It's not hard to figure out.
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# ¿ Jul 11, 2013 00:40 |
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Narcissus1916 posted:Is there any actual footage of Reloaded? Every article mentions it looking great, but I don't think I've ever seen running footage of it. Polymer is unplayable on every PC.
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# ¿ Jul 18, 2013 05:47 |
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Scyther posted:A retarded bullet sponge. Yeah this is totally better than regular Icon Of Sin. Yeah it is actually
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# ¿ Jul 23, 2013 01:28 |
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The Kins posted:Update on multiplayer for Duke3D Megaton Edition: Understandable but it would've been nice to hear that a while ago. I'd assumed they'd cancelled it.
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# ¿ Jul 29, 2013 14:26 |
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Fag Boy Jim posted:Brutal Doom has been afforded a weird "legitimacy" that stuff like, say, Project MSX, or, if you want to get really old-school, Batman Doom, have not. I've seen it here, and at other gaming forums- this isn't being advertised so much as a gameplay mod, but something that "makes Doom Doomier", implying that it's true to Doom's gameplay, which is only true superficially. Part of my problem with the complaints about Brutal Doom is that they often seem to be a case of someone not liking a thing that lots of people like and feeling like they know better. It's not the mod they have a problem with, because they can just not use it. It's the community that gets turned into the "problem" and that's kind of weird.
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# ¿ Sep 10, 2013 03:47 |
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# ¿ May 7, 2024 06:03 |
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Bouchacha posted:I remember back in the day how much *gushing* the PC Gamer staff over Star Trek Elite Force. I never understood why after playing a demo. Was there merit to the infatuation? I thought both games were rad as hell when they came out.
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# ¿ Oct 7, 2013 05:41 |