Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
The Kins
Oct 2, 2004

Awesome Welles posted:

I just want some loving vanilla DM, TDM and CTF (with some relatively plain classes old-school Team Fortress style), why is this so hard, game developers :smith:
Yeah, I know, right? Just look at the millions of people playing Quake Live!

Adbot
ADBOT LOVES YOU

The Kins
Oct 2, 2004

Zaphod42 posted:

I'm not sure, I don't think megatextures supported real-time lighting and that's definitely going on in DOOM, so IdTech6 may just not have megatextures, or maybe they found some workaround so they could have lighting on top of it.
They've mentioned in the past that rewrote the renderer.

Zaphod42 posted:

Everything about Quake Live was horribly mismanaged. It was free with paid support that would get you bonuses, then it went free-er? Then they wanted you to buy it on steam?
Also hilariously they hosed up Quake Live and drove everyone who was playing it away from it by doing exactly this same sort of horseshit.
They added "loadouts" to loving quake 3 so you could spawn with a rocket launcher or a lightning gun or whatever and wouldn't have to run around the map or know where guns spawn.
The loadout stuff was added years after release, because nobody played it under classic rules, as a final desperate attempt to salvage the money that it had bled out over years of giving you what you claim you want - classic Deathmatch and CTF. The subscription stuff was custom server support and various extra maps - all the original Q3A maps were free. The pricetag was added as an alternative to just closing the game down forever and deleting everything, so that the six Europeans who still played it could still do so on their own servers with their own rules.

The Kins
Oct 2, 2004

Keiya posted:

You know what one feature from Doom 1/2 I really, really hope comes back? The loving automap. Why don't games have that anymore :(
Automap is confirmed to come back.

The Kins
Oct 2, 2004

FutonForensic posted:

Bethesda. You own the Quake Announcer audio files. Just use that. Everyone likes that
The guy who voiced the Quake 3 Announcer was a programmer at Id who left alongside Carmack to work at Oculus, IIRC. This is why Quake Live got a new announcer VO when they had to record new lines in one of their updates - because the old guy was unavailable. They eventually managed to bring him back in another update, but apparently it wasn't the easiest thing in the world to arrange...

Awesome Welles posted:

Definitely a huge improvement over the Doom 1 port. For some reason the developers based that one off the Jaguar port?
Jaguar port was done by Id themselves, and their cut-down IWAD was used as the base for most of the console ports of the era. The SNES port was exempt because it was developed in secret and presented to Id for approval once it was finished.

Awesome Welles posted:

I thought it was interesting too that Industrial Zone and The Chasm were both split into two levels (A and B I think) rather than being cut from the game entirely. The group that did the Doom 2 port deserves a lot more credit IMO.
Doom 2 used a whole new, GBA-specific engine, Southpaw. There's a lot of work in that port...

The Kins
Oct 2, 2004

Awesome Welles posted:

Had no idea, that's cool though. Was Southpaw used for anything else?
Two other games: Duke Nukem Advance (which was a new game that recycled a lot of Duke3D sprites) and Ice Nine (which I haven't played).

The Kins
Oct 2, 2004
The reasoning I'm hearing for the weird pausing on the opening video is that it's trying to create some data or whatever (shaders?) on first load during that video. Kind of a weird way to do things, but whatever.

I'm enjoying the multiplayer a lot, but I don't really see it having a lengthy lifespan by itself.

Kazvall posted:

Demons and guns is every shooter that's not bent on realism :D

That reminds me, Reelism is loving the best.

Zaphod42 posted:

Amen to that dude.
Ehh, it's okay.

The Kins
Oct 2, 2004

Hot Karl Marx posted:

also is there no text chat in the beta? hate that games do this now
Pretty sure there's text chat, just not in the pre-game lobby for some reason.

The Kins
Oct 2, 2004

Mordja posted:

When is Maching Games' next thing. :(
Probably next year.

Double Bill posted:

Are the weapons different in SP? Because if not it'll be terrible no matter what
There's some sort of "weapon mod" system they've talked about to give weapons different modes, some of which are the alt-fires from multiplayer.

The Kins
Oct 2, 2004

PrincessWuffles posted:

At the same time, there was something in the SnapMap stream about demon allies.
This was mentioned in past press about SnapMap. You can set individual monsters to be friendly to players. This has apparently been used internally to create escort missions where you have to get some random cannon fodder zombie to the exit...

The Kins
Oct 2, 2004

Zaphod42 posted:

The SP has no loadouts, and didn't it have individual weapon ammo or am I crazy?
You're right, ammo is individual. The ammo pickups just look kinda samey.



The Kins
Oct 2, 2004

A.o.D. posted:

I think he was playing with iddqd on.
They didn't have God Mode, but they did have way more equipment and upgrades then they should have at that point in the game.

The Kins
Oct 2, 2004

Zedsdeadbaby posted:

Call of Duty gets farmed out regularly, I think one game had 3 devs working on the same one.
There's three "main" studios each taking three years to make a game, so that a new COD comes out annually, with lots of other little studios pitching in in various ways. That's what Raven's been doing since Wolfenstein 2009 and Singularity nearly killed them.

The Kins
Oct 2, 2004

Lumpy the Cook posted:

Four actually. Ghosts was done by Infinity Ward, Raven Software, Neversoft and Certain Affinity (who's doing Retard 4's MP) and it shows. Ghosts isn't the worst CoD but it's noticeably disjointed.
There was also the issue where Infinity Ward had gone through a messy, messy situation with the whole Respawn Entertainment thing. Probably didn't help.

The Kins
Oct 2, 2004

Vakal posted:

The PSX Doom games had better soundtracks that the originals.
The composer released a 10th Anniversary Edition of the soundtrack recently, containing remastered and extended 10 minute versions of every level track and eight new tracks made using the same methodology.

The Kins
Oct 2, 2004

croutonZA posted:

Will that work? I assumed you needed the doom 2 wad loaded for the super shotgun.
Final Doom is based on Doom 2 and includes the Super Shotgun.

The Kins
Oct 2, 2004

AirRaid posted:

No. If you have the Final Doom IWAD loaded, you will not get the SSG.
Are you guys referring to Final Doom (TNT + Plutonia) or Ultimate Doom (Doom 1 with extra episode)? I know it's a bit confusing...

The Kins
Oct 2, 2004
Also, here's a shorter, less gory cut of the Launch Trailer.

https://twitter.com/Xbox/status/728283263307911168

It has different music and extra footage like a cool hell tower.

The Kins
Oct 2, 2004

Doctor Nick posted:

Why does all the gameplay footage and trailers that we've seen in the past month look significantly faster than the beta? I can't imagine they would have enough time to tweak the gameplay at this stage.
The singleplayer and multiplayer use different gameplay statistics. When the closed alpha launched, someone hacked it to get access to the singleplayer version of the shotgun, and it was quite a bit more powerful than the multiplayer one.

While we won't know for 100% until we can see for ourselves, it looks like Certain Affinity dialed down the speed and lethality in multiplayer to try and make firefights last longer.

The Kins
Oct 2, 2004

Gobblecoque posted:

Isn't the multi and single player made by separate developers too?
Singleplayer is by Id.
Multiplayer is by Certain Affinity (Various Halo multiplayer projects, some COD map packs)
Snapmap is by Escalation Studios (Various mobile games, Please Don’t Touch Anything VR remake, TF2 Pass Time gamemode)

The Kins
Oct 2, 2004

widespread posted:

Wonder why they decided "HEY LET'S TACK ON MP PEOPLE REMEMBER DOOM MP RIGHT" when I don't even think Multiplayer Doom existed before Quake.
You've been corrected on this already, but I thought I might throw an extra bit of trivia onto the pile:




DWANGO was essentially a subscription-based primitive lobby for players to organize dial-up modem play in Doom, the various other games using its engine (Heretic etc.) and other contemporary games like Duke 3D and Warcraft 2. While it was a third party service, Id Software took a cut from the initial profits and John Romero provided coding support for the client.

The service shut down in 1998 after free Internet-based online play like Quakeworld stole its thunder, but the Japanese division it had set up lived on and runs a number of online entertainment services.

The Kins
Oct 2, 2004

wipeout posted:

How are some of you fuckers decrypting early?
Using VPNs to temporarily fulfil their secret desires to be Australian.

The Kins
Oct 2, 2004
Couple of gigs left to go on my download! I'd say I'm getting pretty psyched, but they already released that game a few years back...

Meanwhile, here's a brief look at the music.
https://www.youtube.com/watch?v=ua-f0ypVbPA

The Kins
Oct 2, 2004

Superanos posted:

I read all of that and I don't know anything about this stone tablet stuff. Do I need to play Doom 3 to understand the deep rich lore of doom?
Warning: Incredibly Deep, Rich Lore Ahead: There's a crumbling stone tablet near where you get the Soulcube in Doom 3 that has a carving of the Doom 1 box art on it, but with the Soulcube instead of the Shotgun.

The Kins
Oct 2, 2004
http://i.imgur.com/OYGP697.gifv

u my bro

The Kins
Oct 2, 2004

Zaphod42 posted:

This game has berserk pack too, but it makes things explode into insta-gibs and red mist instead of you punching them in the face and ripping off their arms or whatever.

poo poo is fun :black101: rip and tear
The Berserk powerup still has glory kills, but they use their own unique animations that are even more over-the-top. Like tearing an Imp's head in half vertically. :gibs:

The Kins
Oct 2, 2004

Good Citizen posted:

How's the performance on PS4?
Let's ask the DigitalFoundry lads!

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

The Kins
Oct 2, 2004

Mordja posted:

Huh, I stopped in at the EBGames near work at lunch today and there is zero promotion for this game. None. I saw Overwatch posters, Uncharted 4 boxes stocked at the window, and even a ton of COD: Infinite Warfare stuff but the only showing for DO4M was a couple of copies in the new releases section.
Huh. In Australia? I went to my local EB and they had a bunch of t-shirts, novelty wallets, artbooks and Cacodemon socks at the front counter. Maybe the staff at my local one are just more excited about ripping and/or tearing?

The Kins
Oct 2, 2004

Beastie posted:

Did you print that or is it the reverse side of the shipped cover? I love when games do that.
It's the reverse cover. They held a Twitter poll to choose a reverse cover after everyone shat on the normal cover. The choices were a pentagram design, a take on the old Doom 2 "Icon of Sin" design, and that.

You can guess just how unanimous the decision was.

Here's a time-lapse showing snippets of the artist working on it:
https://www.youtube.com/watch?v=V8Q16Jwb3zY

The Kins
Oct 2, 2004

Zaphod42 posted:

Possessed Security are really annoying though. I don't know what they want you to do. It isn't like Jackals in Halo where there's a hole in the shield you can aim for. The shield seems to take way too many bullets to try to put it down through brute force, so what I end up doing is just running up and meleeing them until they melee me back and then shoot them while the shield is out of the way, which feels super awkward and frustrating. I don't know what the idea is there.
One of their firing animations (the one where they charge up a shot) has them move their shield out of the way, giving you a big fat window to wail on him.

The Kins
Oct 2, 2004
One thing that surprised me was a thing in Snapmap's tutorials section called Snap Puzzles which is basically The Incredible Machine - you're given an impossible task (for example, killing ten security guys in a strict time limit when there's only five in the level) and have to manipulate a limited set of objects and logic thingies to complete the puzzle.

Well worth a look!

The Kins
Oct 2, 2004

Batham posted:

No, it didn't have co-op (although I think some people modded that in later)
They added it to the okay-I-guess Xbox port.

https://www.youtube.com/watch?v=LfXYYn7bDH0

The Kins
Oct 2, 2004

Ra Ra Rasputin posted:

How much was bethesda involved in making this? am I going to find the next elder scrolls heavily influenced by their time on this or did they barely do much?
Judging by the credits, it looks like a bunch of other Bethesda-owned studios were called in to lend a hand in one way or another. So I guess they called in the cavalry?

AirRaid posted:

Oh and something else that bugged me a bit as I went through the campaign. But not something directly to do with the campaign itself.

They had three voice actors they could have used for the announcer in the multiplayer. They had Samuel Hayden, who has a really awesome growly artificial voice, the Slayer Testament guy, who sounds like an awesome demonic preacher, and they had VEGA, who by admitance in the codex was designed to sound like a friendly 50 year old fart.

Guess which one they chose for the MP announcer? :doh:
The loading screen tips refer to multiplayer as "the simulation" so I guess it makes some vague form of sense in that way. Still disappointing, though!

The Kins
Oct 2, 2004

MisterBibs posted:

Huh, so a restart solved the issue.

That said, how do you get into the Security Quarters room early on in the research facility? The map* shows no way in, and I've already cleared out a demon lockdown. I'm afraid of going too far because I don't want to be locked out of the area.

* I'm beginning to think that taking the find-all-the-secrets options for my suit was a bad idea. If I didn't know where all the secrets were from the thing, I could just effortlessly move on and never fret. But nooo, I maxed the thing out, so now I have to scuttle around finding everything.
There should be an air vent in the toilets that you can shoot out and enter.

The Kins
Oct 2, 2004

Anime Schoolgirl posted:

humanity may have indeed started over from almost zero following the events of Doom 1/2/64 and nobody was ever really privy to that because for all they knew, Hell was gone.
It's mentioned in one of the lore dumps that nobody outside of the UAC knows what Argent Energy really is, and UAC is obviously super-cagey about answering government queries in that regard, but humanity kind of has no choice but to use it since they've run out of Uranium and other nuclear fuels. That's probably not a good sign.

The Kins
Oct 2, 2004
Don't wanna be a big ol' self-promotional rear end in a top hat, but I took over and resumed development of this mod recently, after a few years of no updates.

widespread posted:

Also I'mma try to make a map using Doom Builder 2/64 because it seems aight.
If you're gonna use Doom Builder 2, grab GZDoom Builder instead. It's the same program but with more buttons to do things easier. I used it when building a ZDoom map for a my-first-map community project and was very happy with it. Stable Build from January - Daily Dev Builds

The Kins
Oct 2, 2004

widespread posted:

Now that I think about it, I could just throw the Doom64.WAD I had to make for 64 EX into that and go from there.
Doom 64 EX only allows Doom Builder 64 maps, IIRC, because EX uses the Doom 64 file formats directly and that engine had a bunch of new features relating to vertex colours because the N64 had sweet gently caress-all texture memory.

...This should probably go in the Retro FPS Thread. :v:

The Kins
Oct 2, 2004

titanium posted:

I never paid attention to the Wolfenstein the New Order thread but why after that not give DO4M some hope? Having not read that the MP was done by another company I thought the game was going to be really bad after the beta but now I'm glad I gave it a chance.
Because Wolfenstein was developed by another Bethesda-owned studio (MachineGames) using Id's properties and tech. Id's previous self-developed game was Rage, which wasn't bad but certainly wasn't worth seven years of development time.

The Kins
Oct 2, 2004

Mercury Crusader posted:

Speaking of TNO, did The Old Blood cut down on the cutscenes and "wander around the hideout doing stuff" parts in-between the parts where you run around and shoot stuff up?
Yes. There are only a couple of non-combat scenes in the game, and they're all pretty brief.

The Kins
Oct 2, 2004

Samurai Sanders posted:

If they really wanted it to be cinematic they would limit it to 24 frames a second.
They added this as a joke, but it didn't feel good to actually play so they removed it.

Adbot
ADBOT LOVES YOU

The Kins
Oct 2, 2004

Steve2911 posted:

gently caress me the soundtrack gets better the further I get. Is it available officially anywhere or am I stuck with Youtube?
Not yet, but given all the screaming for the soundtrack I've seen across the internet, it's probably just a matter of time.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply