Now that's one hell of a historical footnote. The lighting looks better than the final product, arguably, but then it's been a while since I've seen vanilla Quake lighting to compare properly.
Those trading cards are so... 90's.
[QUOTE=RikohZX;50569696]Now that's one hell of a historical footnote. The lighting looks better than the final product, arguably, but then it's been a while since I've seen vanilla Quake lighting to compare properly.[/QUOTE]
I played it recently for a class on game history. After running the original exe in DOSBOX, I think that the final lighting is indeed better, especially compared to the screenshot on the left.
The one on the right looks really good, but I think that's because it's taken at an angle you wouldn't normally see in-game.
I've been playing the DOOM 4 demo, and it's been amazing! Probably gonna get it when the Steam Summer Sale begins.
Bah when is the next Doom update out, I want that photo mode
and I want the centered weapons. I'm waiting for the update to do a nightmare run
[thumb]http://i.imgur.com/A0TzKHm.jpg[/thumb]
Just finished Doom 4's demo. Absolutely lovely stuff. The game also ran surprisingly well on my pc.
Been playing on the Quakeworld servers that PCGamer is hosting for the anniversary.
First thing I saw was someone complaining about the lack of fullbright Ronald McDonald skins.
It's a fucking blast though. A lot of high rank competitive players stopping by too.
[sp]And now I've also come to realize that I actually have no fucking clue how to Bunny Jump in Quake 1. I feel like a snail with all these people flying around like absolute madmen.[/sp]
[vid]https://my.mixtape.moe/ahwaml.webm[/vid]
This is nearly done. :v:
[QUOTE=Kegan;50570535][vid]https://my.mixtape.moe/ahwaml.webm[/vid]
This is nearly done. :v:[/QUOTE]
That backwards HUEHUEGH at the beginning when you put him away made me laugh way harder than it should have.
[QUOTE=RikohZX;50568740]with the mentioning of BUILD engine, and Sgt. Mark's obvious love for Duke Nukem given Brutal's inspirations draw a lot from it in various ways (and the Hollywood Holocaust recreation in his Starter Pack), i'm surprised he doesn't do DN3D mods[/QUOTE]
Must be harder to mod, perhaps?
[QUOTE=Pretiacruento;50570716]Must be harder to mod, perhaps?[/QUOTE]Basically. While BUILD.EXE was a revelation back in the day, GZDB has leapfrogged it in usability. As for the code side of things, half of the original Duke3D stuff (weapons, certain more esoteric actory behaviors) is hardcoded into the game source code, while the other half is controlled by a janky scripting language called CON. I believe EDuke32 makes things more malleable without requiring you to compile a new EXE or whatever, but its still quite a ways less user friendly than, say, DECORATE.
I havent been in this thread in like a month, why does it smell like old man ass.
[editline]23rd June 2016[/editline]
Okay but me being an unfunny fuckwit aside, i found this awhile back:
[t]http://i.imgur.com/p0T83vg.jpg[/t]
From Space Punisher. I think the guy who illustrated it, Mark Texeira i think, took some inspiration from the Doom cover.
[QUOTE=The Kins;50570852]Basically. While BUILD.EXE was a revelation back in the day, GZDB has leapfrogged it in usability. As for the code side of things, half of the original Duke3D stuff (weapons, certain more esoteric actory behaviors) is hardcoded into the game source code, while the other half is controlled by a janky scripting language called CON. I believe EDuke32 makes things more malleable without requiring you to compile a new EXE or whatever, but its still quite a ways less user friendly than, say, DECORATE.[/QUOTE]
The AMC TC or WGRealms 2 are good examples of how a mod for Eduke32 can achieve the same quality as some of the most ambitious mods created for G/Zdoom though.
[QUOTE=AaronM202;50572085]
[t]http://i.imgur.com/p0T83vg.jpg[/t]
From Space Punisher. I think the guy who illustrated it, Mark Texeira i think, took some inspiration from the Doom cover.[/QUOTE]
Punisher is fighting Alien Demon Nazis. This is is like, hell of a combination of id enemies in a multiple Hitler.
Wolfenstein TNO meets Doom 4
I finally got my computer moved into the new house! :toot: [sp]The internet is shit here but that's okay[/sp]
I rewrote the enemy AI to use a better, more reliable state-machine pattern and I made in-fighting work as well.
[vid]https://my.mixtape.moe/bekvvw.webm[/vid]
There's a special boolean called 'isCrazy' that has them target random NPCs nearby (including themselves) and flash red (Will probably change it to a static color later). Planning on using it in-game somehow.
[vid]https://my.mixtape.moe/klxgfv.webm[/vid]
Developing Samsara is fun.
that's pretty short for invisibility
unless you get multiple uses for it
also goddamn that exaggerated gore
[QUOTE=comet1337;50575405]that's pretty short for invisibility
unless you get multiple uses for it[/QUOTE]It's pretty easy for me to adjust the length and number attained on pickup. Just needs balancing playarounds. It'll work very differently in multiplayer (more like in Halo and Doom4)
[QUOTE=comet1337;50575405]also goddamn that exaggerated gore[/QUOTE]Was added before I took over. :) It's a clientside setting, too, so each player can have a level of gore that best suits their shitbox PC. Intentional client desynchs are fun and good development practice!
took over? When did this happen? I knew the project was dead/on hiatus
[vid]http://webm.land/media/SBql.webm[/vid]
More gameplay
Okay this is the first time I've seen this. If that's a wad, kudos. That much engine modification is impressive.
So i'm currently attempting to play co-op with my friends and one of my friends hosted a server, while my other two friends were able to connect to the server. I couldn't. I tried disabling firewall, Rebooting my router and everything.
Host_Error Cl_Connect Connect failed.
Fritzquake btw.
[QUOTE=Batandy;50575748][vid]http://webm.land/media/SBql.webm[/vid]
More gameplay[/QUOTE]
I gotta say, Super Mario World and Doom seems like an excellent crossover.
[QUOTE=Rummy.SM;50575990]So i'm currently attempting to play co-op with my friends and one of my friends hosted a server, while my other two friends were able to connect to the server. I couldn't. I tried disabling firewall, Rebooting my router and everything.
Host_Error Cl_Connect Connect failed.
Fritzquake btw.[/QUOTE]
I'm assuming you're playing over TCP/IP, and your friends are using FitzQuake too right? Try opening port 26000 on your router, and then checking your internal IP the game is trying to use.
You can do this by going into Multiplayer>New Game>TCP/IP.
If it doesn't show any address, start a game in this menu, and then look at the address again. If the address shown here is not in the DHCP range shown in your router options, then you won't be able to establish a connection.
If this is the case, you'll need to either find a way to change the internal IP Quake is using, or to change the range of the DHCP IP address pool itself to include said address.
Additionally, I know for a fact that if you have any Virtual Machine tools like VMware or VirtualBox installed, then you'll need to deactivate their adapters in your Network options, or else they WILL override the internal IP that Quake is trying to use. This was the problem I had when I tried playing the game with a friend a week ago, as it was using the VirtualBox adapter's internal IP, which was outside of my own DHCP range.
Finally, if all this still didn't help, try putting the aforementioned internal IP address into the Demilitarized Zone (DMZ) in your router options. I've read some forum posts that mentioned this fixing the issue, but I can't confirm it myself.
Edit: It looks like any kind of program that uses an adapter will cause Fitzquake and it's derivatives to use that address instead of your own Ethernet address.
This includes LogMeIn Hamachi, as well as any Virtual Machine tool.
[QUOTE=Skerion;50576132]I gotta say, Super Mario World and Doom seems like an excellent crossover.[/QUOTE]
Watching a stream of golden souls 1 the other day got me into playing it, would totally recommend. For how silly the idea is it's really damn fun.
[QUOTE=Dr.Scrake;50576377]Watching a stream of golden souls 1 the other day got me into playing it, would totally recommend. For how silly the idea is it's really damn fun.[/QUOTE]
The whole mod is fantastic. The moon level is possibly the most fun I've ever had with a doom WAD.
Waiting for a steam card, I have enough for Doom 3. Mods make it better than the BFG Edition, right? Get it or no?
[QUOTE=chipsnapper2;50579138]Waiting for a steam card, I have enough for Doom 3. Mods make it better than the BFG Edition, right? Get it or no?[/QUOTE]
while the UI and the performance aren't as clean, the PDA interface in the original version is arguably a lot better, the original intended game balance is kept, and you have mods that can improve the game a lot, yeah
plus it's so much cheaper than BFG Edition by default that the only reason you'd get BFG Edition is for the Lost Mission (not really worth it unless you want more action for a couple hours) or for the changes since Doom 3 + all the Classic Doom games besides the Master Levels are a better deal if you break source ports out for classic
Also Doom 2's wad has the secret Wolfenstein levels censored in BFG Edition
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