• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
[QUOTE=hoodoo456;50545385]The difference is is that Wolfenstein TNO and Doom both retained aspects of the classic games while being updated for modern times. Quake Champions looks and sounds like a cheap cash in on the character-based multiplayer trend[/QUOTE] You have seen one trailer that didn't show any gameplay???? How do you know this isn't the same thing???
[QUOTE=hoodoo456;50545385]The difference is is that Wolfenstein TNO and Doom both retained aspects of the classic games while being updated for modern times. Quake Champions looks and sounds like a cheap cash in on the character-based multiplayer trend[/QUOTE] Dude, you cant make that judgement. We havent seen the game yet.
Can we at least wait for a gameplay trailer before shitting on its gameplay aspects? I'm not exactly hype for it, but we've seen literally nothing gameplay-wise and only have "it has character abilities" to work with. For all we know it probably has servers with options where you can disable the abilities anyway.
Are we hopping on the assumption train again?
[QUOTE=hoodoo456;50545385]The difference is is that Wolfenstein TNO and Doom both retained aspects of the classic games while being updated for modern times. Quake Champions looks and sounds like a cheap cash in on the character-based multiplayer trend[/QUOTE] Which is what Champions is doing according to the news article I posted. Still has classic deathmatch modes, rocket jumping, the Quake 2+ staples. [QUOTE]That characterization naturally leads to thoughts of Overwatch, but Willits said said Quake Champions was not “inspired” by Blizzard's team-based shooter, noting that id had started working on it before Overwatch came out. It will be a “gritty, mature, bloody, competitive, twitchy, high-speed game,” intended to satisfy old-timer Quakers while simultaneously attracting a new audience with a taste for competitive esports. The conventional gameplay modes will all be there, but id is also “refining” one of the team-based modes to make it more esports-focused. The aim is to make it an “inviting and natural progression” from Quake Live, with staples like “rocket jumping, strafing, air control," contained in "a modern game for today." [/QUOTE]
[QUOTE=Bloodshot12;50542548]I had too much fun with this so i made it a console cheat [video=youtube;jKqdbuSYW4E]https://www.youtube.com/watch?v=jKqdbuSYW4E[/video][/QUOTE] Just wondering, what source port are you using? Wanting to make a indie arena FPS off of the quake engine.
If id are willing to put classic mode in Doom MP I'm pretty sure they'd be pushing for it in Quake. If not then enough requests from the community, which obviously there would be, would make them inclined to include the classic game type without character abilities and whatnot. They're making this for PC only and the majority of people who are gonna end up getting it are fans of the original series and they blatantly know that.
does anyone know if the new quake will have a story mode? going to be disappointing if not.
[QUOTE=SpyWolf;50546403]does anyone know if the new quake will have a story mode? going to be disappointing if not.[/QUOTE] Signs are pointing at nope. Which is a shame, since ideally I wanna see a return to a more Lovecraftian singleplayer campaign.
[QUOTE=SpyWolf;50546403]does anyone know if the new quake will have a story mode? going to be disappointing if not.[/QUOTE] multiplayer-only, at best you'd get bot matches like quake 3
[QUOTE=comet1337;50545203]incase you people haven't followed ZDoom development: they added support for 'stacked states' i tried something with this new feature that's quad wielding right there 4 mouse buttons worth of guns, each firing independently this is the greatest thing[/QUOTE] bro, mind pointing me in the right direction? I was gonna use Xaser's Synth-Fire but I had no idea about stacked states.
So i wanted to replay quake again, Should i get quake on steam? Does it include the music and glquake?
[QUOTE=Rummy.SM;50547714]So i wanted to replay quake again, Should i get quake on steam? Does it include the music and glquake?[/QUOTE] No. The steam version of Quake doesn't come with music. Get it on GoG.
[QUOTE=Mike Tyson;50547746]No. The steam version of Quake doesn't come with music. Get it on GoG.[/QUOTE] Oh wow, It's lower priced on GOG. Cool, Gonna snag it. Thanks man!
[QUOTE=Mike Tyson;50547746]No. The steam version of Quake doesn't come with music. Get it on GoG.[/QUOTE] If you have the Steam version, just grab a source port like Quakespasm, download the music from the net (not too hard to find), put it into your \id1\MUSIC\ folder and you're good to go. Why is the filesize so bloated on the GOG version by the way? The game, expansions and the music are hardly larger than 300MB, so where does the 1GB come from?
Testing actor states using jumps for squad chatter [video=youtube;RX0j_2htm64]https://www.youtube.com/watch?v=RX0j_2htm64[/video]
[QUOTE=Rummy.SM;50547771]Oh wow, It's lower priced on GOG. Cool, Gonna snag it. Thanks man![/QUOTE] Don't forget to implement [url=http://community.pcgamingwiki.com/files/file/744-fixed-gamecue-sheets-for-quake-the-offering-gogcom-version/]this fix[/url].
Was bored so I made a 16x16 caco for the facepunch update [IMG]http://puu.sh/py2GO/84028790d0.png[/IMG] [IMG]http://i.imgur.com/DnhYJVA.png[/IMG] feel free to use!
[QUOTE=doommarine23;50546485]bro, mind pointing me in the right direction? I was gonna use Xaser's Synth-Fire but I had no idea about stacked states.[/QUOTE] [url=http://zdoom.org/wiki/A_Overlay]that a way[/url] remember to get the latest dev build of (G)ZDoom
[QUOTE=Doom64hunter;50547860]Why is the filesize so bloated on the GOG version by the way? The game, expansions and the music are hardly larger than 300MB, so where does the 1GB come from?[/QUOTE]I remember hearing that their way of legally including the music in the release was to bundle an ISO of the original game disc. If they did that for the expansions as well, that's about 900-ish mb right there.
[QUOTE=The Kins;50548550]I remember hearing that their way of legally including the music in the release was to bundle an ISO of the original game disc. If they did that for the expansions as well, that's about 900-ish mb right there.[/QUOTE] They actually released the music in OGG form, but the people who own Nine Inch Nails license were butthurt over it and demanded GOG to remove it, thus we have em in a form of disk images. Even NIN themselves hate that licensing company. At least Sonic Mayhem is ok with his music being included at GOG version of Quake 2 in OGG format.
I was wondering something: Did bunnyhopping exist in the original Quake, or was that something introduced by QuakeWorld?
Original Quake, it was an accidental movement physics quirk
[QUOTE=Bloodshot12;50547938]Testing actor states using jumps for squad chatter [video=youtube;RX0j_2htm64]https://www.youtube.com/watch?v=RX0j_2htm64[/video][/QUOTE] Are you remaking this from the ground up? Pretty damn good so far.
Kind of, I don't think it'll be exactly the same but I hope to at the very least implement squad movement orders, (maybe swapping between living troops) and remaking at least 6 of the skirmishes that were in the original game. It probably won't have the RTS radar screen where you give orders though unless I can figure out how to make a camera that hovers over the map and looks into it. Maybe I could supplement that with a free floating spectator camera though [QUOTE=Bitl;50545958]Just wondering, what source port are you using? Wanting to make a indie arena FPS off of the quake engine.[/QUOTE] Darkplaces
[QUOTE=Bloodshot12;50547938]Testing actor states using jumps for squad chatter [video=youtube;RX0j_2htm64]https://www.youtube.com/watch?v=RX0j_2htm64[/video][/QUOTE] Honestly, were it not for the specific UI texts to G/ZDoom and all, i'd legitimately be able to think this wasn't Doom anymore
Edit: I fixed it, I just had to rip my own copy of CD into the packs.
So, after a long time i played the new DOOM thanks to a friend that shared it with me. SP was fucking amazing! Started playing on UV so the game would make me die a bit but, it was pretty chill aside from some small sections in Lazarus Labs and 2 bosses (Cyberdemon and Hell Guards). I also feel kinda insulted by how easy the Spider Mastermind was, it was the boss that killed me least times (I died only 4 times before picking up the strategy), wished they made it harder but, ohwell. MP feels easy, my Quake habilities ensure i always keep a spot on the Top 3, especially with the RL. I also made a few other stuff using stuff from it, which i will show soon. [sp]Actually it was a friend of mine but OK[/sp] [url=http://pastebin.com/4CWeCDg8]Ta-da![/url] Not sure on how many people will use it and if they will use it at all but, here's Doom's DOF ported to ReShade (with the FilmGrain effect included). It looks more or less like this (Sorry for the dark Pic, had to show that the bokeh shapes worked aswell): [t]http://i.imgur.com/EgIYUCt.jpg[/t] Name it as ReShade.fx or DOOMDOF.fx (incase you are using ReShade 3.0) and it should work. Part of the code is based on ADOF (focussing), but that doesn't change the looks of the DoF at all...
[QUOTE=Rummy.SM;50552421]Hate to be the the wielder of bad news.. But i didn't get the music from the gog version. I'm from canada and how do i install quakespasm because glquake is giving me some problems and i would rather just use that. Edit: Nevermind, Got quakespasm working, But the music is still an issue.[/QUOTE] You should check the gog community board, there are tutorials on getting the music working. I use the gog version and used one of the tutorials and my music works. I recall offhand that you download some executable and run it in the Quake directory, then you move some folders and the music should work. [editline]19th June 2016[/editline] This tutorial, follow it exactly. [url]https://www.gog.com/forum/quake_series/my_oneclick_audioextractor/page1[/url]
Turns out my phone has a microphone good enough to get some good sound, so when I go on walks I can just record whatever and edit together later. :smile: Replaced the two or so sounds I had with my own now. I also upgraded the blood system to the one that Dance Of Death uses, so now you can have thousands of blood splatters with only a few draw calls and some extra tris. [vid]https://my.mixtape.moe/pimref.webm[/vid] The second gun isn't finished and doesn't do any direct damage, but it launches enemies into the air for falling damage and spreads them out (Based on the direction a surface is pointing when the hit lands) if you get a good shot, which can be useful if you're surrounded and need some breathing room. Thoughts?
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