• "Retro" PC Games Megathread v9 - From Dusk Till Doom
    999 replies, posted
Hello everyone! I just wanted to share the builds to all those FPS Projects I was working on a long time ago, because my living conditions haven't changed and it's going to be a while before I can work on any of them again. I dunno if you know this but I really want to make an FPS 600mb tar.gz | 1.6GB uncompressed This is mainly Dance Of Death and MezraMan Windows builds, with some Linux builds of the new one with the Jazzpunk like enemies. I flopped back and forth a lot for some reason, but my life has been pretty turbulent lately so that might be part of the reason why. For most of these it's WASD with number row to switch weapons and LMB/RMB to attack. In MezraMan the later builds let you use mousewheel to strike up and down. If you have any questions about any of this just HMU either here or on my Discord, Phobos001#4774
A couple of things that haven't been mentioned yet: Sigil has been delayed until April due to box production issues: https://rome-ro.squarespace.com/news/2019/2/16/sigil-update Eviternity saw its final release with lots of bugfixes: [FINAL RELEASE] Eviternity 3DRealms was working on a SiN remaster a while ago, but it was stuck in limbo. Quote from the man himself: https://i.imgur.com/5CyOgbA.png https://files.facepunch.com/forum/upload/210790/6fb72cb0-4653-4e33-be24-5c21a36195c6/grafik.png https://files.facepunch.com/forum/upload/210790/e7a174d5-1532-4efc-a37e-eb760341f01c/grafik.png (Before/After)
Damn. I'd like to see that SiN remaster get released, if only so the game can have the attention it deserved back in 1998 and all that work they did doesn't go to waste.
That looks like a damn fine remaster. What a shame. Sucks that the series ended up this way. Even if a remaster is somehow approved and successful, how would they handle the sequel? Ignore Emergence and make a whole new SiN 2 either based on the original Episodic plot or a completely new story, do the remaining episodes as planned as if nothing happened (barring the extreme technological shift between 2006 Source and modern Source) or continue straight from where Emergence left off in a whole new game? Even then, it probably wouldn't be feel the same anymore since the Ritual "attitude" is something that's completely gone from games these days. I wonder how's the voice actors doing these days?
The weirdest thing about it is that the trailer for the Emergence is voiced by Blade. https://www.youtube.com/watch?v=BYzQ89RSyHg Apparently Blade is silent for some story reasons. https://files.facepunch.com/forum/upload/133933/46b112f6-2d60-4767-9bde-60cb1aa9cfa2/image.png But was it really that important to make him mute in the story? Guess we'll never know. Thanks, office politics!
he isn't entirely mute though even in emergence. He clearly talks when you trigger the radio calls.
https://twitter.com/Freschism/status/1099256043815792640
holy shit, now that is a remaster. I hope they fixed the issues with the models being animated via vertices, as seen in this video: https://youtu.be/elcObmPzLH0?t=64
I will admit I quit SiN 1 at the water maze thingie and never looked back. i am ashamed
https://soundcloud.com/themistercat/belphor-sign-under-the?in=themistercat/sets/underdoom
Didn't we have a discussion about how that wonkiness wasn't from animating with vertices?
Honestly the new 3DR projects haven't been all that interested in me, but this is very intriguing for me. I knew 3DR were trying to get the SiN IP but, like everyone who's tried over the years, there were roadblocks. From what I've scrounged and heard there was a very good reason why he didn't speak that often, though there are a shitton of voicelines for him in the file.
We're grooming you into becoming the next Marphy Black: a nigh omnipotent being capable of scouring the discussions of a rather niche topic across realities and multiverses inexperienced by mortal men, and intervening in the horrid squalor and mundane bickering of our reality with some strange, obscure factoid that quite possibly less than 5 people have ever heard of.
If you stare at Jessica's butt she will alternately get mad or wonder aloud if her boss is an ass man. "Aha!" you cry, "But I knew that already! That's not obscure!" Did you know that you used to be able to change the radio station in her car, though? It was never available in any release build, but it was an intended feature, and Jessica even had preferred radio stations (Deathstalker Radio, a metal station, and one that's unnamed). The only one piece of this that remains outside of the voiceline files is the fact that Jessica will call you and mention that she loves Deathstalker Radio if you stare at a poster of it. JC also comments on posters if you stare at them, or at least is intended to. My memory of what you can do in Episodes versus what you're intended to be able to do but never got implemented is kind of blurry.
Apparently someone remade Blood Covenant from Quake Champions in Quake 3 / Quake Live. https://www.youtube.com/watch?v=NauKNVUZngU
Not so freaky when you consider that for human brains it's in most scenarios most convenient to map areas purely based on how they connect to each other. In nature it wasn't all that important for navigation to think in terms of 3d geometry.
Specially if you consider how much your brain distorts your cognition of most places, it's very easy to notice that when you take a map of a place you know like the back of your hand and notice how much things are different than how you remember them. Long, straight roads are actually curved as hell, etc.
You know a lot of roads in the US have artificial curves in order to induce memory creation and prevent people being hypnotized into listlessness by the banality and boredom of a completely straight road.
if you lads did, I wasn't here for it. I looked it up, and it seems that the wonkiness wasn't entirely from animating via vertices, although according to Carmack animating with skeletons would have made the problem even worse.
I honestly can't remember if Thief used vertice animation or not, but the weird mocap/rotoscope animation system made every NPC legitimately terrifying to behold, especially when they were attacking you with a sword, because they held and swung it like a wand rather than the six foot long death machine it was.
Dusk spoilers - One of Dusk's last bosses being another FPS protagonist who bunnyhops around the room with no run animation is total genius. It somehow perfectly evoked the feeling of playing online instead of single-player.
I didn't even know/remember there's even a radio in the game.
The game tells you once, and only once, that you can activate your comm-link throughout the game, and the only indicator for it is a little beepbeep sound and an icon in the corner of your screen.
https://www.youtube.com/watch?v=gF8Z90Saz0Q [code]-Completely reworked whip. It is now way easier to hit small targets, and anything in general. -Holy Water's flask now stuns enemies and deals +ripper damage before touching the ground. -Axe Armor's projectiles are now +RIPPER (They don't bounce back when they hit you). -Axe Armor's melee attack is weaker. -Reduced player bobbing. -Candles will now ALWAYS spawn hearts on New Moon and Crescent Moon. (They still have a chance not to drop anything on Full Moon). -Whip upgrades will not spawn anymore if you've already got a maxed out morning-star whip. (A big heart will drop instead). -Improved MAP01's courtyard.[/code] [b]Download V1.4[/b] https://www.moddb.com/mods/castlevania-simons-destiny/downloads/castlevania-simons-destiny-v14 It's a bit overdue, but it's finally here! This will probably be my final release for this mod. Thank you all for your support!
I don't really play classic FPS but Dusk was amazing. Is there anything similar out there? I've played Quake 1 and didn't really love it.
Trying to complete that level in Arcane Dimensions where you can find 8 books to unlock a thing is such a headache inducing quest. I have two books left and I'm at a loss for where they're gonna be.
I remember that level to be a huge pain for exactly that reason. Most of books are stuffed in deviously hidden secrets, and the fact that level is enormous while being laid out almost like a maze doesn't help. I spent like 3 hours trying to figure them out even with copious amounts of noclip shennanigans (to look around and also make brush entities disappear visually and thus reveal secret doors, buttons and other stuff). There's also a secret inside 'super secret library' secret, look for shootable button on ceiling next to book pedestal.
Have you tried Unreal?
https://files.facepunch.com/forum/upload/206867/5650d03d-b51c-4881-9ae6-a17d2ed0a049/Sans titre.png is this a retro also i lost
Well, I'm not surprised since you decided to fight a random stack of Throngs of Naga Queens.
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