[QUOTE=PikaCommando;51485688]You need to beat the first one to be disappointed by the second.[/QUOTE]
To be fair, first Unreal starts to get repetitious after the sky islands, should have went straight to the mothership after that, just put Bluff eversmoking before sunspire, they are both in a volcanic area anyway.
[QUOTE=DrPyspy;51484865]I released a gameplay testing build of my mod. If you try it out, report any frame rate problems, as they are related to the minimap in the HUD.
[img]http://i.imgur.com/MlrxvPH.png[/img]
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=52262[/url][/QUOTE]
God damn, that's some great work so far!
You've got a lot of stuff down pat.
I'm definitely getting some weird stuttering and jittering because of the minimap in the HUD, but it never seemed to really be a solid FPS drop.
If I could make any suggestions, I remember one of the early versions showing that the rocket launcher was originally actually a shoulder mounted sprite. It could be a neat addition in the future to further the "authenticity". I can't remember if this was ever actually sprited however.
[QUOTE=HL_Tentacle;51487325]To be fair, first Unreal starts to get repetitious after the sky islands, should have went straight to the mothership after that, just put Bluff eversmoking before sunspire, they are both in a volcanic area anyway.[/QUOTE]
Bluff and Sunspire back to back? Are you insane?
That's a fast track to instant "WHERE THE FUCK DO I GO" mega burnout
[QUOTE=DrPyspy;51484865]I released a gameplay testing build of my mod. If you try it out, report any frame rate problems, as they are related to the minimap in the HUD.
[img]http://i.imgur.com/MlrxvPH.png[/img]
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=52262[/url][/QUOTE]
Nice mod! Played a few levels with it and it felt pretty great.
However, it was too choppy, the game freezed evertime the map moved, this gets worse in maps with more walls.
I'd suggest to have something to disable it for potatoes like mine.
[QUOTE=PikaCommando;51485688]You need to beat the first one to be disappointed by the second.[/QUOTE]
Or play the second to be impressed by the first.
[QUOTE=Matsilagi;51488061]Nice mod! Played a few levels with it and it felt pretty great.
However, it was too choppy, the game freezed evertime the map moved, this gets worse in maps with more walls.
I'd suggest to have something to disable it for potatoes like mine.[/QUOTE]
Even my rig gets noticeable microstutters due to the map. If I play with rendering interpolation off, it's even more noticeable and excessive.
[QUOTE=PikaCommando;51485688]You need to beat the first one to be disappointed by the second.[/QUOTE]
I liked both as a kid, but I was disappointed by Unreal 2 going back to it.
I think its biggest problem aside from lacking the atmosphere of the original was the lack of new aliens that fit in with existing stuff.
Like, the izarians were okay but instead of expanding the creature roster the skaarj fuck off after a handful of missions, and you start fighting either giant spiders or marines for waaay too much of the game. It had some good music though, and one of the tracks was even by Alex Brandon and captures the original feeling pretty well
[video=youtube;Xmom38QP2sY]https://www.youtube.com/watch?v=Xmom38QP2sY[/video]
Except instead of being used on a pretty alien planet, it was used when assaulting a pretty standard marine complex
I didn't mind that the Skaarj were only in a couple of missions and that they only had a relatively minor role tbh. I think it worked as an "extended cameo" of sorts.
Yeah but I mean, I felt like they were the only enemies that were actually fun to fight against. The marines were all hitscanners and the only weapon that was fun against spiders really was the flamer.
idk, maybe it's the really slow movement speed too
The movement speed was definitely detrimental to the game. I never noticed how bad it was when I first played it, but I tried replaying it recently and the sluggish speed just completely sapped my willingness to finish it.
But the most important Unreal 2 matter to remember here is that Unreal 2 [url=http://www.shacknews.com/article/18079/unreal2-shots-are-real]lied to us about their fake shadows in their promo screenshot[/url] and then [url=https://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&boardid=1&threadid=32284&id=22597]had to apologize for their fake promo shadows screenshot being fake[/url].
[t]http://i.imgur.com/WAUcxd0.jpg[/t] [t]http://i.imgur.com/QgPa4c1.jpg[/t]
And thanks to this shocking and eye-opening controversy 14 years ago, fake and misleading game advertisements no longer happen today.
Doom RL just became open source, because of the C&D
[QUOTE]ChaosForge
Doom, the Roguelike (or DRL as we may have to start calling it) is now open source! The plan was to release this upon conclusion of the Kickstarter campaign as a thank you to backers, but Zenimax® have pushed our hand.
DoomRL can now be found on GitHub: [url]https://github.com/ChaosForge/doomrl[/url]
The code is in FreePascal, distributed under GPL 2.0. Derek Yu’s original artwork is released with the game under CC-BY-SA 4.0 license.
DRL is a passion project dating back to 2002, and I would like to take a moment to especially thank everyone who has played the game, the community who have supported me over the years, and everyone who has provided feedback and ideas. The game wouldn’t be what it is now without such a fantastic community, and I would not have the confidence to embark on the creation of Jupiter Hell without the faith so many have shown me. Thank you all!
Finally, we're entering the the last week of the Kickstarter - 7 days left, 70% through. Let’s see this to the end!
[url]https://www.kickstarter.com/projects/2020043306/jupiter-hell-a-modern-turn-based-sci-fi-roguelike[/url][/QUOTE]
I still really want the DOOM 2016 Praetor armor to be ripped with textures. I want someone to port that glorious model for XCOM2, damnit.
[t]http://i.imgur.com/3X3dyXJ.jpg[/t]
more bombshell prequel
That GL looks pretty sweet
The Shining carpeting, for some reason.
[QUOTE=Jetamo;51489508]I still really want the DOOM 2016 Praetor armor to be ripped with textures. I want someone to port that glorious model for XCOM2, damnit.[/QUOTE]
[T]http://orig04.deviantart.net/f3c4/f/2016/287/4/b/aaaaaaaaaaaa_by_blueflytrap998-dakzk0m.jpg[/T]
If you're up to the challenge be my guest.
A guy in the modelling subforum [url=https://facepunch.com/showthread.php?t=1519102&p=51486484&viewfull=1#post51486484]is toying around[/url] with the Praetor Armor model from Bethesda Pinball. The polycount and texture resolution is obviously much lower, but since the texture doesn't have to be assembled like a jigsaw puzzle the odds of things being done with it are a lot higher.
[img]http://puu.sh/sGhQI/b15106c02e.jpg[/img]
been working on my first proper snapmap. it's supposed to be a UAC outpost located on titan. idk if the lore would even allow that but my rough justification is that it's a remote base used for really dangerous experiments that could blow up the planet or something
anyway the gimmick is that there's outdoor areas with subzero temperatures so you can only handle so long in the cold before you take damage, but you can duck into heat zones that restore your resistance
[video=youtube;5_YYvJlqeSo]http://www.youtube.com/watch?v=5_YYvJlqeSo[/video]
now I'm trying to come up with the rest of the level to really make use of this setpiece :v:
[QUOTE=Bloodshot12;51490103][t]http://i.imgur.com/3X3dyXJ.jpg[/t]
more bombshell prequel
That GL looks pretty sweet[/QUOTE]
[t]http://whatido.com/files/10shining.1.jpg[/t]
Neat!
[sp]Old Blood boss battle with Rudi is a fucking joke[/sp]
[sp]nevermind, saw rudy escape[/sp]
[QUOTE=Megadave;51491940][sp]Old Blood boss battle with Rudi is a fucking joke[/sp]
[sp]nevermind, saw rudy escape[/sp][/QUOTE]
Just you wait, [sp]he'll be back, angrier and more upset than ever.[/sp]
i got my steam controller working with brutal doom, its surprisingly good. i love the actuators which let me chain kick and use together so i kick doors open now
[editline]7th December 2016[/editline]
[QUOTE=SuperPlamz;51489396]Doom RL just became open source, because of the C&D[/QUOTE]
i thought the C&D was only for them to remove mentions to doom, ID and zenimax though so it didnt imply it was official, licensed or partly connected to them
New update is out, includes a bunch of MP and snapmap additions, including the Praetor Suit
Just 11Gb of MP Praetor Suit and some stuff for snapmap.
I need to stop being optimistic about every big updates.
It also has cross level storing of variables and loadouts, health, etc. so you can have actual persistence, as well as greatly increased object limits, new lazarus modules
[QUOTE=Bloodshot12;51493538]It also has cross level storing of variables and loadouts, health, etc. so you can have actual persistence, as well as greatly increased object limits, new lazarus modules[/QUOTE]
People have said the limit for objects has increased so much that their limit went down from 80% to 25%.
Also I was right about the armor bro, one piece suit and no customization.
Wow fuck id what a pos company can't even separate a model ffs
EDIT:
[QUOTE]A lot of neat stuff here.
Most of the modules are taken from Advanced Research, Lazarus Labs and VEGA Central Processing. Standouts include that giant arena at the beginning of VEGA, the chapel, the tram arena near the end, and (my personal favorite arena ever) the lobby before you meet Hayden. Curiously, some arenas require a special connection module as they have a different door shape, but the vast majority bolt onto Industrial modules just fine. There's a new doorway and plenty of new endcap modules for this set too.
The new GUI category is interesting - it's basically animated stuff you can place on monitors and you can scale it to fit. "System Offline," "Lockdown," etc. This complements a number of new Touchscreen interactives, as well as numerous new console designs in Large Props, mostly with a sterile medical theme.
New Interactives round out pretty much everything from the campaign. Taking the key from an Elite Guard, ripping the arm from a Technician, grabbing Jump Boots, punching the Upgrade Bot, etc. It doesn't bring up their respective campaign GUIs, mind you, but you can use the On Used output to trigger an upgrade or anything else you want.
One of the most surprising additions is the Echo, which is basically the UAC spokesperson hologram. You can tell it to play different animations as well as set its opacity and "glitchiness." I can see a lot of neat possibilities with this, whether it's a standard hologram like in the game or even a G-Man Easter egg. He's a immobile "friendly" NPC.
New FX include an array of embers and flickering ash, similar to what you see in many of the outdoor Hell modules, which is a nice atmospheric touch.
Basically, Update 5 brings even more exciting possibilities. :D[/QUOTE]
[QUOTE=doommarine23;51493663]People have said the limit for objects has increased so much that their limit went down from 80% to 25%.[/QUOTE]
Does this mean I can spawn roughly 40 Revenants now?
Hopefully that means people will start putting a lot more props and details into their levels. A lot of Snapmap levels feel pretty barren, which contributes to most of them feeling the same.
Being able to play as the Doomguy in SnapMap is nice.
I liked the customization for MP, but if I'm going for a "Campaign" experience, I want Doomguy.
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