I'm not dead, and neither is GMOTA.
[vid]https://my.mixtape.moe/bbujpa.webm[/vid]
I'm just redoing a bunch of shit, starting with the HUD, I'm taking steps to make sure it's easier to read and make it look a little nicer as well
It's finally here!
[video=youtube;AGK1dr-Ql0w]http://www.youtube.com/watch?v=AGK1dr-Ql0w[/video]
Now if only Andrew is kind enough to make Doom 2 soundtrack too.
[thumb]http://images.akamai.steamusercontent.com/ugc/260464759918715111/5AB0ACB4A6399819DCA34931644AEFE2CC9F17C5/[/thumb]
[URL="http://www.moddb.com/mods/opencoop"]reminder that this cool mod exists[/URL]
(and it runs on the non-shit doom3 aka not-bfg)
play it [URL="http://images.akamai.steamusercontent.com/ugc/260465213460245989/617D5DA4540C5E33AF312195FEE5EB53C2732E1D/"]plz[/URL]
[QUOTE=Kegan;50754489]I'm not dead, and neither is GMOTA.
[vid]https://my.mixtape.moe/bbujpa.webm[/vid]
I'm just redoing a bunch of shit, starting with the HUD, I'm taking steps to make sure it's easier to read and make it look a little nicer as well[/QUOTE]Is that knight dude from Dungeon Keeper?
I've noticed that the Vulkan crashes only happen on saves from before the update.
My old file crashes almost half way through any level, but I started a new game after the update and it hasn't crashed a single time.
Huh.
I'm gonna get slaughtered for saying this, but I think [sp]a lot of the multiplayer maps are prettier than the SP maps.[/sp]
I can't really put my finger on why though.
They just have so much damn detail. And each one has its own cool shit going on in it, like the grinder in that one map, the Cyberdemon tank, etc.
Also all the little details like dead demons, and big nests of organs and gore with people in it.
There's also just a ton of cool details and concepts that I think would've been really cool in SP. Stuff like Beneath, The Chasm, and that Mining centric one would've been great.
Keep in mind this is coming from someone who's only booted up the MP maybe once a month so far.
[QUOTE=Hammer7;50755301]It's finally here!
[video=youtube;AGK1dr-Ql0w]http://www.youtube.com/watch?v=AGK1dr-Ql0w[/video]
Now if only Andrew is kind enough to make Doom 2 soundtrack too.[/QUOTE]
This is the only remix version of Imp's Song that doesn't sound stupid.
[QUOTE=Satane;50761500]borderless input lag is unplayable.[/QUOTE]
Really? I have not noticed any lag here.
[QUOTE=Satane;50761500]Funny they went through all the trouble of implementing vulkan and now it doesnt even support exclusive fullscreen, it's worthless lol.
borderless input lag is unplayable.[/QUOTE]
what input lag?
Didn't know that Soldier of Fortune was available on PS2, and I was able to get a boxed copy in decent condition for just $5 from Amazon while a loose disc for PC was $15.
[QUOTE=comet1337;50748967]meanwhile: rollsprites AND flatsprites, oh my
[t]http://i.imgur.com/yAaIMbw.png[/t][/QUOTE]
Flatsprites and rollsprites have been my fucking hero recently.
Is there any way to turn of enemy glow in Snapmap or is that creator discretion?
The weird pseudo-MIDI music creator in SnapMap seriously needs an overhaul.
How do people wrap their heads around this?
[editline]24th July 2016[/editline]
I just played an interpretation of Hamlet in SnapMap.
I don't think Doom has ever made me laugh so hard. Go check it out, it's in the Featured Maps right now.
[vid]https://my.mixtape.moe/evypkl.webm[/vid]
and with that, the sword energy bar is properly overhauled, and GMOTA's HUD is that much more readable.
So my friend got an oculus rift, but HL2 kept crashing with VR enabled so we were looking for something to play. Ended up playing quake 1 with it.
It was quite something, even ogres look really large in VR. And I loaded up e1m7 to try the boss, it's really surreal because he's so tall i actually had to look up at him, but he doesn't feel that big in the regular game.
I mean the gun isn't independent so its a little weird to aim using your head, but if you pretend like the rift on your head is just the gun strapped to your head you kinda get used to it
I'd like to see Duke Nukem 3D in VR, because those bosses were pretty big.
sprites in vr probably look like shit
you could use the high resolution pack :^)
[thumb]http://hrp.duke4.net/screens/hrp_screen00.jpg[/thumb]
[QUOTE=Yummy Pie;50767143]you could use the high resolution pack :^)
[thumb]http://hrp.duke4.net/screens/hrp_screen00.jpg[/thumb][/QUOTE]
I never found that thing interesting to me, I much prefer old sprite games to have sprites.
[QUOTE=PaChIrA;50767246]I never found that thing interesting to me, I much prefer old sprite games to have sprites.[/QUOTE]
That's why I can't do sprite smoothing in games like Doom. It makes games look like old flash-based browser games from 2003 Newgrounds.
[QUOTE=Hell-met;50767000]sprites in vr probably look like shit[/QUOTE]
I can't imagine sprites working well. Especially something big, if you have to look up at it, either the sprites will billboard and you'll just be looking at the sprite from the same angle, or it doesn't and it'll be like standing in front of a cardboard cutout
And Voxels are pretty much impractical for actual modeling in terms of animated enemies or so forth. I saw someone try to do it and it looked jank as fuck (although that may just be due to Doom's limited movement for monsters). So I doubt that'd be a good route to go.
[QUOTE=PaChIrA;50767246]I never found that thing interesting to me, I much prefer old sprite games to have sprites.[/QUOTE]
It is fully possible to just use the textures and leave the enemies and weapons as sprites as well though.
Just toggle it in options.
[QUOTE=LTJGPliskin;50767386]That's why I can't do sprite smoothing in games like Doom. It makes games look like old flash-based browser games from 2003 Newgrounds.[/QUOTE]
It depends for me. If you can get the right effects and textures together I think you can work around it, but if you have really hi-res enemies or weapons or something by themselves then yeah, it looks weird. Generally I prefer the higher quality stuff, since a lot of the old sprite work is blurry or muddy looking.
[media]https://www.youtube.com/watch?v=Myb9iK6KzHQ[/media]
Some more details on active abilities per character.
[QUOTE=Hell-met;50767000]sprites in vr probably look like shit[/QUOTE]
They look alright, at least in the Cardboard version of Doom.
Nowhere as good as in Quake, though.
[QUOTE=Ganerumo;50771430][media]https://www.youtube.com/watch?v=Myb9iK6KzHQ[/media]
Some more details on active abilities per character.[/QUOTE]
Can people just leave this dumb moba trend already?
At first we have everyone make a shitty Dota/LoL knockoff. Now it's FPS with Moba elements everywhere.
Thank god, UT still keeps himself away from this shit.
It is nothing like a MOBA
to quote a person from the video section:
[QUOTE=Falstad007;50771702]The thing that rubs me the wrong way is that Tim talks about how this game is going to stick to the arena shooter paradigm, but then talks about how each "champion" will have different abilities.
That goes against the old school shooter experience where everyone spawns with a basic weapon and then you've got to collect the weapons that appeal to you. It's a level playing field.
[/QUOTE]
I was hoping that the new Quake would be like the new Wolfenstein or Doom. How cool would it have been to have a single player campaign where you fight against eldritch abominations while upgrading yourself using forbidden knowledge?
Sorry, you need to Log In to post a reply to this thread.