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THE HORSES rear end posted:I really hope the next version of Brutal Doom gives players the option of disabling them. I also hope the next version of Brutal Doom also gives you an option to revert the spectres to their classic sprites. While it was cool and scary for a little while to spot some red eyes and then frantically try to kill the thing, when a WAD throws 20 at you most of them might as well be truly invisible.
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# ¿ Aug 20, 2011 18:24 |
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# ¿ May 17, 2024 17:23 |
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Klaus88 posted:I have created the Derail that will not die. Stop using AVG, it's turned into a bloated shitpile that's awful at detecting viruses and throws out false positives like crazy. Use Microsoft Security Essentials or NOD 32 instead.
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# ¿ Aug 22, 2011 20:30 |
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The Kins posted:Doom 2 won't be completely unscathed though: The German version has always excluded the secret Wolfenstein levels because... well, you know. Why can't the 3D models in Doom source ports be more like this? Cream-of-Plenty posted:I honestly think Brutal Doom gives certain monsters the ability to ignore walls if they're low enough. Scythe / Scythe 2 have maps where fences were clearly supposed to keep pinkies confined, but Brutal Doom allows them to run over short barriers with impunity. It does give monsters new AI so that might cause weird things to happen. For example, imps can leap at you which can make some maps more difficult than they were intended to be.
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# ¿ Sep 4, 2011 04:49 |
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That Ignorant Sap posted:The stick itself twisted left and right for rudder control. This is the best for roll control in games like Freespace 2. Do modern joysticks not do that?
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# ¿ Sep 6, 2011 18:31 |
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Dominic White posted:7Zip shits itself when I attempt to insert files into the Brutal Doom PK3. I think it uses a slightly weird file system. Windows Explorers built-in ZIP support handles it fine, oddly enough. I use SLADE for messing with wads/PK3s. It's an amazing utility.
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# ¿ Sep 29, 2011 01:44 |
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I can't really figure out how to get Death Wish working. Normal Blood works fine in the GOG DOSBox install, but DW loads up all glitchy-looking and slow, and the movies won't work despite making sure the paths in the .ini were correct. I'm not sure how to get bmouse working with it, either. Can anyone help?
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# ¿ Nov 2, 2011 00:56 |
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The instructions in the readme are great, thanks! I got everything working fine except for bmouse, which I'm still not sure how to use since dw.bat runs "blood -ini dw.ini" while bmouse needs to do something like "bmouse.exe blood" and it won't accept the "-ini dw.ini"
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# ¿ Nov 2, 2011 01:15 |
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Vaos posted:Skulltag use a gzdoom version which is from 10 years ago, which doesn't have all the features current (g)zdoom has, so it can't run all mods. There's an alpha version of Skulltag running with a more recent version, but I didn't try it. The alpha versions of Skulltag are slightly more recent, but they tend to pick and choose only a couple features from newer versions to add to the builds. On one hand, they might have a good reason to do it. On the other hand, this completely ruins a lot of the potential for stable multiplayer mods.
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# ¿ Nov 15, 2011 00:37 |
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hippieman posted:We've also updated Aleph One to be a better first experience. It defaults to automatic full screen to match your current resolution. It uses a pretty standard WASD + Mouselook defaults. Also, you can download each game with one single link, no more frankensteining together a scenario and game engine. That's awesome! It always bugged me that the Aleph One team never put any time into making the whole process more inviting to newcomers.
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# ¿ Dec 1, 2011 06:56 |
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Dominic White posted:Heh, I remember people actually calling for Marathon 2 to be pulled from XBLA, back when Microsoft were considering that whole 'underperforming games will be taken off the store to make more space' policy. Bunch of tossers. The fact that this even came up makes my mind boggle. Why do indie developers even do releases on XBLA? The whole platform seems, at best, incompetently managed, and at worst, actively malevolent towards developers. More space???
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# ¿ Dec 2, 2011 01:34 |
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Dominic White posted:Ooh, neat - looks like the Worst Mod Of 2010 is getting a major update next week. There's even a teaser trailer up. Worst Mod of 2010 is Best Mod of Forever. Why do Doom dudes get so upset about mods that aren't 100% original content?
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# ¿ Dec 10, 2011 15:57 |
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victrix posted:Could someone point me in the direction of a great Doom wad - just good design, fun fights, etc. Nothing that's 'you have one bullet per imp and lots of annoying door/switch puzzles' Brutal Doom makes any Doom map pack 10x more fun. Even those horrible maps that make you fight imps and barons with your pistol.
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# ¿ Dec 11, 2011 04:56 |
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PirateNipple posted:Here's the thread, no idea where Romero posted. http://www.doomworld.com/vb/post/936515 That's his first post, he makes a few here and there from the on. Vertigus fucked around with this message at 06:44 on Dec 13, 2011 |
# ¿ Dec 13, 2011 06:40 |
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altie posted:Half-Quake: halfquake: amen is pretty rad. I had no idea they even made a 3rd part. Apparently it came out last year???
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# ¿ Dec 14, 2011 08:02 |
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SavageMessiah posted:Ah yes, the cram as many controls as possible into 1 square inch school of ui design. I'm a fan of the "ZDL" button that pops up the very important configuration screen. It took me 5 solid minutes to figure out how to get to it - "That's just going to show me the credits, right? Like the name of the developer and a paypal link?".
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# ¿ Dec 17, 2011 21:16 |
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Is that parallax mapping?
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# ¿ Dec 27, 2011 00:00 |
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closeted republican posted:Here's something interesting recently released that's related to early FPS games: You son of a bitch
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# ¿ Dec 27, 2011 00:12 |
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Zeether posted:We should do multi on Red Faction 1 at some point. That would be awesome. Only if you like getting wallhacked by the railgun over and over. I got really good at RF1 multiplayer before hackers ruined it.
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# ¿ Dec 27, 2011 00:23 |
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Ijuuin Enzan posted:It is. The entire high-res set's getting revamped. Originals on top, high-res 1.0 in the middle, current high-res 2.0 progress beneath. Awesome. I've never actually seen that kind of technique used in a 2.5d sourceport before and I figure it would be a really nice way of adding detail without taking away from the old-school artstyle.
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# ¿ Dec 27, 2011 03:40 |
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SwissCM posted:Eduke32 has supported it for 3 years. Eduke32 also happens to be a pile of poo poo if you try running it with Polymer.
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# ¿ Dec 30, 2011 02:36 |
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Cream-of-Plenty posted:My mind is still blown by how grossly inefficient Polymer is, even on Nvidia rigs. I've committed to the HRP V4.x packs and Polymost, which run exponentially smoother. Yep. I keep trying to play Duke Nukem Eternity with the latest Polymer and it's never been playable. I even upgraded from an ATI HD4850 to an NVidia GTX 460 recently and performance seems to have gotten worse. It's not that it's slower than I expect, it's that it adds these really long load times and then the game doesn't run at all. I think the developer really needs to forget about features like per-pixel lighting and focus on making everything else efficient. Vertigus fucked around with this message at 03:32 on Dec 30, 2011 |
# ¿ Dec 30, 2011 03:28 |
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Plagman posted:Your second point doesn't really make sense to me; the point of Polymer _is_ advanced rendering features. There's already a basic renderer that's plenty fast. There's probably plenty of people out there who are into advanced rendering features for the sake of advanced rendering features, but I think there's a lot of wisdom in reservation. One of the things I admire about GZDoom is that it does implement fancy new features, but the teams behind it take care to keep things speedy and preserve the tone of the game without making it look garish. I don't think that has to do with the larger community, just a different approach. I know I'm one to talk, since I'm not doing much to come up with a middle ground between Eduke32's basic renderer and the crazy stuff going on in Polymer, but it's what I'd like to see. Also, here's a couple rad pictures of GZDoom that I found: quote:It seems to me you're just a bunch of whiners; it's fine if you can't afford the Quad-SLI setup that you need to run Duke3D, but don't vent your frustration on others and go back to playing your ugly-rear end "Crysis 2" or "Battlefield 3". Oh you bitch
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# ¿ Dec 30, 2011 05:08 |
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Ectohawk posted:I am having trouble instaling the Ultimate Quake Patch for the steam version of Quake. When I run quake, it has error messages saying it can't load the GLSL Shader or something like that. It sort of works, but most things just look white, and I can't see the levels. Do you have an ATI card? Make sure you install the latest drivers for it, DarkPlaces uses OpenGL and ATI has horrible support for the standard that's only now getting better. And try this fix if that doesn't work: http://forums.inside3d.com/viewtopic.php?t=571
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# ¿ Jan 14, 2012 20:23 |
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Guillermus posted:I agree with that because Jesus Wolf3d was ugly even on its days, i never liked it. I have no nostalgia for that piece of trash, I was busy playing better games like Dune 2 and Ultima 7. I think I played a couple levels of the shareware episode and thought "The hell, is it just mazes?" before putting it away. Then Doom came out in 1993 and I realized FPS games were rad.
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# ¿ Jan 15, 2012 01:57 |
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Zeether posted:So this thing came out: Half-Life Dreamcast, a port of the ill fated Dreamcast version of HL. There was an exclusive co-op campaign in the Dreamcast version, but I can't tell if it made the port. Also, I think the DC version had minute-long load times.
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# ¿ Jan 18, 2012 04:00 |
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It would be pretty easy to make Brutal Doom work with whatever mod you want if you take the time to figure out how the slade editor works . I made a compatibility mod for Real Guns Hardcore and Nazis and it just took a couple hours.
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# ¿ Feb 12, 2012 08:12 |
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The Kins posted:Skulltag is now open-source if you want to see how not to implement netcode. Holy poo poo I can't believe it finally happened. Maybe now people will implement features that gzDoom had 6 years ago.
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# ¿ Feb 20, 2012 00:43 |
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ToxicFrog posted:At a guess, because increasing the updates per second would cause everything to move and animate at twice normal speed, since all the game logic is timed by ticks rather than by seconds. Well, for example, zDoom runs at about 800 FPS on my computer yet the game logic is still tied to 1/35 of a second. The extra FPS is noticeable since it's tied to mouse control - I can turn on vsync and bring it down to 60 FPS but then the mouse feels sluggish.
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# ¿ Feb 23, 2012 05:26 |
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Yodzilla posted:I just found my CDs for Redneck Rampage, Shadow Warrior, Allied Assault, AvP, and a bunch of other old poo poo. Just upload it, I guarantee you everything on that disc was ripped from newsgroups and FTPs anyway.
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# ¿ Apr 4, 2012 05:16 |
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Yodzilla posted:Really? Or just the Quake demo CD because if you bought the game in the store why would you have to buy it again from home? The Quake shareware CD, specifically.
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# ¿ Apr 7, 2012 04:41 |
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Fag Boy Jim posted:This is basically my thought entirely, I really don't care that people are playing with "awesome" gameplay mods, but I'm absolutely opposed to the way it's completely dominated Doom discussion here lately, and the implications people have been making that it's like, a mandantory mod to make modern-day Dooming enjoyable. So discuss something else. It dominates the discussion because people like it, I'm so sorry that you don't and thus feel put out.
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# ¿ Jun 3, 2012 16:48 |
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ToxicFrog posted:This is not a goal compatible with using Polymer. Polymer wouldn't even run properly on my 4 GHz quad core with an NVidia GTX 460. It's really a mess right now, and there's only one dude working on it.
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# ¿ Jun 10, 2012 03:20 |
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iceaim posted:Also I disagree with Capilarean about shareware not having a place in the Internet world. Of course it does. This discussion is hilarious, because shareware only came about because the Internet started becoming popular.
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# ¿ Jun 10, 2012 15:29 |
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Install Gentoo posted:I didn't say Doom 2 was well balanced. He just needs to turn the difficulty down. Doom 2 is a pain in the rear end in Brutal Doom on UV, but playing it at a lower difficulty with Brutal Doom was still a lot more fun for me than playing vanilla.
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# ¿ Jun 23, 2012 05:19 |
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Johnny Law posted:Aside from that, the only fundamental flaw that nagged at me was the lack of a map. I know that with real 3D levels this is harder, but hopefully they take a whack at it. Filling out a map is one of the simple pleasures of a retro shooter, and it also makes secret-hunting more fun and helps to paper over some of the sins of having a limited palette of colors/materials/patterns/architecture for your levels. This just made me remember the item in Doom that fills in the automap. I used to avoid the hell out of that thing because it meant I'd be way more likely to get lost, instead of knowing which parts of the map I hadn't explored.
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# ¿ Aug 9, 2012 05:57 |
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JackMackerel posted:I finally figured out how to get Berserker for Quake 2 working, but dios mio, man, what's it called when everything stretches and distorts when you look around? I'm not sure if it artificially inflated my FOV, or something, but I know I used to have this problem with DooM.... This will happen in Doom if your fps is some absurd number like 700 and you dont have vsync on.
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# ¿ Aug 15, 2012 18:29 |
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RyokoTK posted:When you play a megawad with Brutal Doom and complain about the difficulty or monster balance, it's usually BD's fault, not the wad's. It seems like he'd rather cheat through a couple levels than play without Brutal Doom so who gives a poo poo. He definitely didn't sound like he was blaming the mapper, just idly complaining like human beings tend to do.
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# ¿ Sep 6, 2012 04:36 |
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Prenton posted:This is underselling it. I think - and this is a big thing, and I've not played with it much yet, so I may be wrong - this means you get: Yeah it means you install the game, install the patch, and you've got the best possible experience. That's really huge for the player, especially when you're trying to get new people to play the game.
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# ¿ Sep 27, 2012 00:46 |
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JackMackerel posted:Hey, does anyone have the AEOD 5 .wads and the relevant patches/graphics packs? The AEOD team apparently took down their downloads or something. I really miss the character classes... I was confused for a second but then I realized that they're up to AEOD 6 now. I love AEOD to bits but I couldn't stop laughing at this screenshot:
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# ¿ Oct 9, 2012 00:49 |
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# ¿ May 17, 2024 17:23 |
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Chinese Tony Danza posted:Does anyone know if there's still a way to directly contact iD Software? Last time I tried I could only find a way to contact Zenimax, but somehow I don't think they would care in the slightest about the inquiry I'm interested in making. Back in the day they had an e-mail if I remember right, but I can't find anything on it anywhere. I have John Carmack's email address that I grabbed from an old .plan file when I wanted to ask a question about Doom RPG. No joke.
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# ¿ Nov 1, 2012 03:52 |