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Klaus88 posted:Also I'm looking for good single player HL 1 mods, not multi player. Sorry about that.
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# ¿ Aug 6, 2015 05:18 |
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# ¿ May 15, 2024 16:29 |
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KozmoNaut posted:It's mostly to do with the fact that we've got exponentially more processing power to play with now, so these old engines can be brute forced into doing things they were never originally intended to do.
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# ¿ Aug 10, 2015 14:43 |
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Woolie Wool posted:Doom and the original Quake was made for computers without GPUs and make no use of the GPU whatsoever in their vanilla engines.
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# ¿ Aug 10, 2015 15:48 |
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I played the Half-Life DC version briefly a few months ago and I think the load times would drive me to suicide before the controller. The intro tram ride kind of loses some of its impact when you're staring at a progress bar 50% of the time.
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# ¿ Aug 14, 2015 21:16 |
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laserghost posted:Chasm's engine is really weird. It could do 800x600 under DOS without 3dfx with effects like smoke and dithering, everything was in 3D, yet there was barely any height difference on levels. Jumping between platforms is annoying because you nearly immediately hit roof, so you're more sliding than jumping. Also, everything is cramped and rooms feel really small. Yet I really like it, it clones Quake/Doom gameplay with really limited resources, it even uses a variant of Doom map system afaik. The boss fights are more engaging than Quake ones. Also the only FPS to have Egyptian motif, except Exhumed and Serious Sam. Too bad it was released so late and there never was a Windows implementation. Chasm really deserves a GOG treatment.
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# ¿ Aug 15, 2015 02:48 |
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Mak0rz posted:Chasm actually had a 2.5D engine in the spirit of Doom or Build. It was just really, really good at looking like true 3D. I also think david_a's explanation is correct. That could explain a lot of the level flatness.
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# ¿ Aug 15, 2015 04:24 |
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Yeah the Chasm editor works in DosBox (although I can't actually get Chasm itself to run ). Here's a screenshot: From playing around with it for 5 minutes (and skimming the printed manual, which I would be 100% lost without) a couple of things are notable: * It does in fact support angled walls. I think this capability was underused by the level designers. The level above is what happens when you create a new level - I just moved that one vertex on the left out a bit. * There is a global floor/ceiling height. * Anything that appears to be height variation (or a sloped wall) is actually a model. It's hard to tell from the screenshot, but that little box in the top right of the editor is a preview for the model (RUFF_) I have selected in the list. It appears to be a pair of angled walls with a ceiling (the ceiling is presumably lower than the "world" ceiling). I rotated/moved it over a bit so you can see one of the walls and the ceiling. You would plop down a bunch of these in a hallway to make it look like the walls are actually sloped and there is some height variation going on. There are a ton of other similar "architectural" models; everything from a single subtly sloped wall to a massive arch with lights intended to span a hallway. * It supports some primitive type of scripting and the lighting system seems interesting, however I'm not going to mess with that now. I didn't search very long, but I couldn't find a video where the player looks up sharply - I'm curious if you can tell whether or not it uses y-shearing. I wouldn't be shocked if the engine is actually a ray caster. The coordinate system is very suspicious - the numbers you see at the top with the colons are "squares" and world units; IE "13: 144" is square 13, unit 144. Each square is 256 units on a side. This seems like how you would organize things if you supported angled walls in a ray caster. david_a fucked around with this message at 05:44 on Aug 15, 2015 |
# ¿ Aug 15, 2015 05:19 |
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The Precursors is a lot prettier than I was expecting. Hey, is this that Curtain hologram girl from the Holo games you guys were talking about???
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# ¿ Aug 16, 2015 15:50 |
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ytisomauq posted:But Half-Life really ushered in the mod as commercial product, arguably more than Quake. It's harder to work out those commercial details when the assets aren't from the development team. I remember in the early days of source ports, there were often heated flame wars about ports "stealing" features from each other. Fraggle accused ZDoom of stealing the Quake-style texture warping from SMMU, prompting Randy to post a giant thing showing how the code wasn't remotely similar. It was even vaguely controversial that ZDoom added Boom support which seems insane in retrospect.
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# ¿ Aug 23, 2015 19:56 |
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Apparently nobody saw the word "mods" in this sentence. This was not an attack on Dark Places itself! This video is the absolute worst I've ever seen Quake look. I wonder what Adrian Carmack and Kevin Cloud think when they see people replace their textures with some poo poo scaled version run through 50 PhotoShop filters. Was the Shambler model a hacked version of the Doom3 Hell Knight???
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# ¿ Sep 4, 2015 14:22 |
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drrockso20 posted:Yeah it's based on an idea I thought up back in High School for a Horror Movie franchise that'd basically be a more serious version of The Toxic Avenger
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# ¿ Sep 5, 2015 15:25 |
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The Kins posted:Here's something I haven't seen before that Romero posted on Twitter: A painting Don Ivan Punchatz, the guy who painted Doom's box art, did for an EGM cover at some point:
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# ¿ Sep 11, 2015 00:38 |
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Keiya posted:WHY do people do the 'it's not open source yet, when I get to Beta' thing? It inevitably ends in the project dying out before getting there.
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# ¿ Sep 15, 2015 13:42 |
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While I really liked both Deus Ex and DX:HR, I never seem to get around to replaying them. Part of it is that I play every open game like this exactly the same way - I become a walking armory. DX1 was the worst example of this. For some of the last levels, I was lugging around drat near every gun in the game. What's that, you say? Your inventory won't hold all of them? You are correct - I would actually progress a bit in a level, dump some gear in a pile, run back to the last pile I abandoned and pick those up, charge forward some more in the level, repeat, etc. Maybe this only happened in one level since you lose the ones on the ground, but I definitely had all the big inventory-hogging guns in the game plus an unhealthy amount of the smaller ones. You never know when you're gonna need that shotgun with max ammo!!!!!
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# ¿ Sep 16, 2015 22:53 |
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Segmentation Fault posted:So how do cacodemons mate? Are there male cacodemons?
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# ¿ Sep 25, 2015 13:37 |
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Back when I played SS1 I got hopelessly stuck at some point. I think there were only a few decks I hadn't visited but I had no idea how to unlock them. I remember endlessly walking around on a really dark deck filled with some kind of flying stealth manta rays and like zero resources. I had some kind of laser sword with unlimited ammo but they were still chipping away my health in every encounter.
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# ¿ Sep 25, 2015 17:04 |
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Is the "enhanced version" the same as the portable version that was floating around earlier? How did they change the controls?
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# ¿ Sep 26, 2015 18:43 |
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Internet Friend posted:I don't know how the portable version handled it but you can set your own controls in a cfg file in this one. From reading the GOG reviews it does not seem to be quite the same thing as the portable edition. People are apparently not too happy about the PE being forced offline, so there is apparently an effort to make a legal version of it. I presume this would be some kind of patching utility for the disk version which I don't understand why they didn't do to begin with.
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# ¿ Sep 26, 2015 22:49 |
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So does Revision modify any gameplay stuff or is it just the maps and Shifter/Biomod do the rest?
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# ¿ Oct 16, 2015 17:07 |
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Cat Mattress posted:
Also be sure to get a ball mouse and roll it around in grease, hair, and dust for 60 minutes to prime the rollers (if you got it at a yard sale it might be perfect already!). Having smooth mouse movement is for loving pansies. Any keyboard you use should also not support more than two-key rollover.
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# ¿ Oct 23, 2015 14:13 |
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laserghost posted:I was always thinking that if Doom would get an animated series, Doomguy would have a friendly helpful Lost Soul with him.
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# ¿ Oct 27, 2015 02:28 |
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The Kins posted:In an attempt to win back everybody's love after "The Incident", Hi-Rez threw the entire Earthsiege/Starsiege series up for free download. Yes, even the PS2 one.
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# ¿ Oct 30, 2015 14:41 |
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Al Cu Ad Solte posted:So I've beaten System Shock Enhanced Edition about a 1000 times and I wanna play through the original version for hilarious tank controls and sweet, sweet Sound Blaster 16 music. The only thing is that the horizontal mouse movement is slow and sluggish, but vertical is fine. Is there any way to fix this?
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# ¿ Nov 1, 2015 15:44 |
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For anybody else who is currently playing through System Shock or will do so in the future - rotate your loving saves. I just saved about 100 milliseconds before some plastique explodes and kills me (the game gives you zero indication they are timed charges). Of course I haven't flipped the cyborg conversion switch on this level yet. Fortunately I have one other save slot I've been using but it's at least 4 hours behind. For all the hand-holding and pampering that modern games do, at least they don't let you destroy your progress this easily.
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# ¿ Nov 5, 2015 03:33 |
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pro click
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# ¿ Nov 6, 2015 15:06 |
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The Kins posted:According to this story about Night Dive Studios, they're working on a full, proper remake (as opposed to the updated version they recently put out) of the original System Shock. What a weird time to be alive.
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# ¿ Nov 9, 2015 21:55 |
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The Kins posted:The XL Engine guy we so regularly curse out for vanishing has returned. Sort of. quote:What about source code access? I plan on releasing a few builds before I release the source code – unfortunately I’m too picky about the code for my own good – but I do plan on opening up read-only access to the repository (with the option to submit patches of course, if you are so inclined) within the first quarter of the year. I'll believe any of this when I see it
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# ¿ Nov 11, 2015 15:08 |
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Large, open outdoor areas are the worst case for a portal engine so I would be surprised if Daggerfall originally used one. From what I remember the first thing he started was a Dark Forces engine. Then he started working on Blood and Daggerfall engines at the same time while DF was still in early alpha stages. Only later did he for some reason combine them all into XL. I remain fairly skeptical about the whole thing because Blood by itself would be an enormous amount of work to reverse engineer. He promised to release the source code a long time ago but keeps coming up with excuses to push it back. I expect him to plug away for a bit (on all three games at once of course, so none of them get close to done) and get everyone excited before announcing that the XL engine will now support CyClones and Cybermage, doing some bare minimum hacking on that, then vanishing again for 18 months.
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# ¿ Nov 12, 2015 01:32 |
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Shadow Hog posted:Midlevel saves
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# ¿ Nov 13, 2015 01:43 |
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Parrotine posted:Tell me your favorite Star Wars: Dark Forces experiences! I want to hear them and imagine what it was like being a fifth grader again and scared shitless of those god-forsaken sewer monsters in the third level You could also crouch down, look all the way up, and run around punching guys into the ceiling (you may have needed the weapon booster power up for maximum effect).
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# ¿ Nov 21, 2015 18:58 |
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Cat Mattress posted:I'll take the block level design in the original engine over what looks like the worst of both worlds. Hopefully the Citadel project will be completed because it looks a lot more appealing.
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# ¿ Nov 26, 2015 05:12 |
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Huh, I never knew those two Terminator games used the same engine as Daggerfall. I guess we know the next games to be added to XL Engine.
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# ¿ Nov 26, 2015 06:08 |
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Luigi Thirty posted:Those Zero-G and invisible mutants are still scary in the bowels of level 2 of System Shock
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# ¿ Nov 28, 2015 02:25 |
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Linguica posted:Yeah I have always used an inverted y-axis in all FPSes and I can't really explain why. I imagine it must be from playing flight simulators??
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# ¿ Dec 7, 2015 22:00 |
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# ¿ Dec 11, 2015 06:10 |
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Split the difference between Doom and RoTT and play the Doom mod Return of the Triad. I honestly thought it felt like what RoTT should have been. Ditching the warmed-over Wolf 3D engine makes an enormous difference in atmosphere.
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# ¿ Dec 23, 2015 19:37 |
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Half the fun was figuring out how other people pulled off interesting Dehacked tricks. Twice Risen turned both the pistol and chain gun into laser projectile equivalents and the big, bad gun fired a devastating burst of SSG attacks instead, which was pretty creative. The ultimate was Batman Doom, though. It arrived out of nowhere and pulled off a ton of insane tricks nobody had seen before. I nearly fell out of my chair when Killer Croc lifted a rock off the ground and threw it at me! Impossible! It was only years later that I learned it was using the Arch-Vile resurrection effect to reanimate (lift) rock entities which would instantly fly toward you and die on impact. And I thought I was clever when I made bouncing plasma balls (have the projectile fire another another ball when it dies) and nuclear rockets (use the Arch-Vile jump combined with the BFG spray).
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# ¿ Dec 31, 2015 06:12 |
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blackmarketlimb posted:It could if you actually went with weird DOOM demon design. But yeah, this dude wants a really out of place sexy sprite instead of something terrifying.
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# ¿ Jan 2, 2016 01:23 |
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netcat posted:It's probably not too hard to make one but it's not the most fun thing to do. I mostly want something that can place vertices and connect them into polygons and then I could postprocess it myself to create sectors/portals/whatever. Maybe I can hack together something from the Doom Builder source...
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# ¿ Jan 4, 2016 19:42 |
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# ¿ May 15, 2024 16:29 |
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Narcissus1916 posted:Outside of Pirates, Batman, Aliens, Army of Darkness, the unfinished Ghostbusters mod, and a scattered amount of Star Wars mods am I missing any other licensed property mods that cross over with Doom? Rupert Buttermilk posted:Someone mentioned Contra Doom. I looked it up. Now I need it, thanks.
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# ¿ Jan 7, 2016 15:40 |