• "Retro" FPS Megathread v10 - Pink on the Inside
    367 replies, posted
It should be considered a decent/good score, but in the trends of the present day that is rarely the case. Most AAA games are as pricy as ever and have to compete for people's time and attention, in some cases even across wildly different genres. A mediocre score can severely dump on a game's sales. Why buy a "mediocre" game instead of a lineup of titles rated 85% or higher? Everyone in this thread knows that Rage 2 isn't going for a gritty, compelling story like The Last of Us, it focuses on the gunplay instead, which happens to be something that Id does exceptionally well to this day. It's just another case of critics comparing apples to oranges.
https://youtu.be/D1ZywPfWzIo https://www.youtube.com/watch?v=xPvUmXEPKSs&feature=youtu.be Are these behaviors intentional or no?
It's been a while since I've played DOS Blood, but the ghost AI has always been wonky so I think that one is intentional. Should be fixed obviously since it's a remaster, but I'm pretty sure that's how they acted in the original. The gargoyle one however looks painfully broken and not once did I remember that happening. I actually didn't even know they could die from drowning so I'm going to say that's a bug.
I know that the Gargoyle's interest in swimming has been mentioned before ND's Blood release, so it's possible.
Something seems... off with the music in BloodEX, also it's a PITA that there's no way to change soundfonts without rewriting the sf2 in the game. Also a few more lost points for no OPL support.
Yeah I had an issue with a huge stutter while driving.... completely gone after patch.
US-centric rating systems where anything 70% and below is considered an F is to be partially blamed for that.
Yeah, the ghosts used to spin around all the time. Come to think of it, the gargoyles and the ghosts were painful to fight, mostly because you had to wait for them to stop flying at mach-9 so that you could properly hit them
What mods and settings did you set up to get this? Because i'm trying to get this same style and it feels missing some stuff
https://twitter.com/DOOM/status/1129474515237580807 I see id's concept artists are in top form.
https://files.facepunch.com/forum/upload/210790/147d249e-1095-4af1-b37f-7147fef3d185/grafik.png The console command shown above can be used to change which .sf2 file the game uses to play the music. Note that any change here will only apply after restarting. To get it to sound as close as possible to the original, use Patch93's SC55 soundfont, which can be downloaded here: Patch93s Roland Sound Canvas V2.2 soundfont You'll need to extract it using SFPack. Then simply drop it in the Blood folder and use the above command to point to it.
I'm not the best when it comes to noticing these differences, any reason to use P93's instead of SC-55 Soundfont HUGE UPDATE - Duke4.net Forums ?
looks like it could be one of tung or geller's ArtStation - Emerson Tung ArtStation - Bryan Flynn ArtStation - Colin Geller
Now I'm 14 hours into RAGE 2 and I still love it, especially now that I've found all the arks and upgraded my shit further. To be honest, aside from the aforementioned slow start and some technical shortcomings, the only other major gripe I have with the game is the microtransactions (but even so, while I will never find them justified, here they're just for some stupid weapons skins that can be unlocked normally and the store can easily be missed since it only appears on the main menu and is never brought up in the game itself). Despite the amount of hours I've put into it I still have several story missions to do along with a ton of side content, the latter of which still hasn't gotten stale not just because of the combat, but also due to a good amount of variety and having nicely designed arenas for fighting. I have no idea why people are saying that the game world is "empty". Whenever you go in a direction it won't take long for you to encounter something, whether it be an outpost, a skirmish between two factions, abandoned structures with data pads and loot, the list goes on. Seriously, if I could pick the winner of a hypothetical "most underrated game of 2019" award, it would be this game. It's hard for me to believe that a good amount of people find it boring.
Once you get that hover bike thing you may as well never touch a car again.
I've used both. The one from Duke4 is also not bad, but the instruments it uses are sometimes way too loud compared to Patch93's. (easily comparable if you start E2M1) There are also soundfonts that attempt to emulate the OPL3 sound, but the one I could find on the AUR sounds poor compared to NukeYKT's emulation in NBlood.
The two main ones I'm using for the effect are Retro FX with Dither and Troo Cullers. GZDoom options like ambient occlusion work really well with them. Other minor mods include Nash's Gore Mod, Smooth Doom and Procedural Water/Fluid Shader.
whats with the performance in rage 2, it runs better on vega56 and a 2060 compared to a 1080, are those cards better with vulkan or something? RAGE 2 PC Performance Review | 1440p Performance
I think Vega and Turing (16xx, 20xx) are better at async compute than Pascal (10xx) is which is probably why
Finally, a New Version of Golden Souls 2! https://i.imgur.com/bWX31NEl.png Features some major changes such as enemies having to be in a certain range in order to fire at you, so no more bullet hell at higher difficulties! Tons of maps tweaked, bugs fixed and there's also a fully reworked fullscreen hud! DOWNLOAD: https://www.moddb.com/mods/doom-the-golden-souls-2/downloads/doom-the-golden-souls-2-14 Changelog ___Map Changes____ -MAP01 "Green Plains *Removed teleport from the second coin, added some platforms to jump back to the bridge. -MAP06 "Calescent Castle" *Tweaked Big Coin jumping section near indoor moving block *Tweaked hallway after the cannons *Removed the Red Plant in the final section before the boss door -MAP19 "Pumpkin Pathway" *A sign now informs the player that there are in fact 3 secret exits in this map. -MAP21 "Venom Villa" *Fixed being able to jump through small holes in the wall and break the switch puzzle (Thanks, Icarus!) -MAP22 "Fort Phantom" *Reworked section with moving spike pillars to be less frustrating -MAP23 "Pretty Petals Peak" *Fixed Exit switch not using the correct texture -MAP24 "Mount Mirror" *Tweaked final platforming section so it requires less precision (Near the Mancubus spawn) -MAP31 "Crescent Moon Manor" *Fixed door texture alignment in the first outdoor section -MAP32 "Tower Rewot" *Added some pillars in the inverted starting section that make it easier to reach the doors -MAP39 "Demonic Den" *Fixed exit using wrong switch texture -MAP44 "Silhouette Sunset *Tree near the first checkpoint now correctly display as pitch black like the rest of the map *Fixed the placement of several ceiling plants in the underwater section *Fixed vine hole not displaying the correct skybox in the underwater section -MAP47 "Spider Mansion" *Fixed alignment of several wooden ceilings -Hell World Map *Fixed texture alignment near slopes ___General___ *New, fullscreen compatible hud that doesn't stretch anymore and works with any resolution! *Vader is in the game credits under the Sprites section (he was credited as KDIZD team and not individually before) ___Balance Changes___ -Regular Enemies *Several enemies must now be in a certain range to shoot at you (No more getting shot by random projectiles across the map!) *Cactuses now ignore the +FASTMONSTERS flag *Spike Throwers' don't disappear anymore after their gib death animation. -Bosses *A certain Cyberdemon servant now has half the health he had before (Not spoilers!) *Final Boss and several other bosses now ignore +FASTMONSTERS flag *Final Boss can no longer spawn Hierophants and Revenants *Final Boss can no longer be stunlocked with the Star Starshooter's Alt Fire
Several enemies must now be in a certain range to shoot at you This is actually a big game changer for open levels, hopefully means less time sniping enemies at the beginning of some of the levels.
Weird question, but does anyone have a plot summary of Doom VFR? I forgot it existed and I wasn't sure if it had any potential plot relevance for Doom 2016 or Eternal.
You play as a scientist, Dr. Peters, who dies and then has his mind implanted into a robot. He talks to himself a lot, making him the first (voiced) Doomguy in the Doom series. Peters decides he wants to shut down the hell portal, which he does. Or maybe he doesn't. Anyway, it doesn't matter as then Hayden turns him off. The end. Also, Peters fought another Cyberdemon they just forgot about in the main game that has never been brought up before or since.
Biggest issue I have with Rage 2 is I just dont feel like the environments are that interesting compared to the first. The first was very cluttered and detailed, and places like the Dead City were both interesting and stood out. Also, many encounters and outposts end way too quickly
I threw a proximity bomb at a fanatic around a corner, this ended up happening. https://www.youtube.com/watch?v=4K5xzXyPWM4
The amount of effort you put into your mods is still impressive
https://files.facepunch.com/forum/upload/398027/0fcfa381-2089-48a1-a412-9dc308cdd88d/Screenshot_Doom_20190520_223851.png Man fuck this level.
I seem to have managed to softlock Rage 2's main quest while on Marshall's second quest "The Signal". Looks like either leaving the quest area and/or dying caused the flag associated with an audio log to bug out so now it's not giving me the next objective even after the log plays... Hopefully something will unstick the works if I leave the area and come back later.
Going from Vineland to Gunbarrel with a few Arks along the way, this game doesn't feel like it should be open world. Granted, it's also painfully easy on Normal difficulty, but the story feels like it's a bit disconnected to tear your way through mutants, bandits and other potential threats on the field only to stumble into what feels like a beginner's mission.
Is the BFG supposed to appear right away near the starting area or is that a later thing ? Because in spite of the message popping up it simply never materialized for me.
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