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Guillermus posted:I loved SoF II gold multiplayer and I kinda miss Hellgate London. It was a weird game but somehow enjoyable for me. I still keep my retail copy, wondering if they ever released the content patches for free or if is even possible to play considering that the servers died (the authentication ones i think). Yeah I played it for a while and there was a goon presence, but I doubt it any more. I got the itch to take a look again last week and it still seems to be around.
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# ? Jul 11, 2013 19:30 |
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# ? May 16, 2024 03:04 |
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A SLIGE/OBLIGE for true 3D engine games could work pretty well, the main thing would be the programmer behind it having suitable basic stuff for the generator to work off of. I think it could work especially well with the original Quake, because that still had a lot more leeway for nonsensical architecture that still worked for gameplay, although for newer engines I think procedurally generated maps could still work well with proper theming - i.e. have the generator set to designs for various locations. Like I'm thinking "generate a map set in a large office building", "generate a map in a freeform space station", "generate an underground bunker". Sets of constraints that would be easier for a random generation to still produce maps that make sense within a full 3D context.
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# ? Jul 11, 2013 20:02 |
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I could see random map generation working really well in a tribes game. There isn't much to it except dropping a few pre fab base buildings, then randomly morphing some terrain. It would be pretty cool to see how the game would develop around that as cap routes would need to be made up on the fly instead of pre planned and practiced. Then again, the difference between a tribes map that plays well, and one that plays bad is enormous, so it could just turn out a bunch of poo poo piles.
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# ? Jul 11, 2013 21:06 |
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Something like the invasion map mode where you are on offense one round and defense the next and switch spots in between would help even things out, at least as far as both sides having to suffer through a similar round.
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# ? Jul 11, 2013 21:09 |
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Irish Taxi Driver posted:Yeah I played it for a while and there was a goon presence, but I doubt it any more. I got the itch to take a look again last week and it still seems to be around. Yeah, Hellgate is still around. The F2P version has everything the original retail release did, plus the first couple of planned expansions - more London locations, Stonehenge, the Abyss, Tokyo, etc. It's a bit rough and patchy in places but it's really the game that should have launched in the first place. It was a solid game at heart, but it was definitely rushed out and used totally the wrong business model (Full retail + subscription + cash shop!?), hence the less-than-great reputation it had.
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# ? Jul 11, 2013 21:11 |
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Cream_Filling posted:Something like the invasion map mode where you are on offense one round and defense the next and switch spots in between would help even things out, at least as far as both sides having to suffer through a similar round.
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# ? Jul 11, 2013 21:28 |
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Install Gentoo posted:A SLIGE/OBLIGE for true 3D engine games could work pretty well, the main thing would be the programmer behind it having suitable basic stuff for the generator to work off of. OBLIGE supports Quake and supposedly Quake 2.
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# ? Jul 11, 2013 21:45 |
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Dominic White posted:Yeah, Hellgate is still around. The F2P version has everything the original retail release did, plus the first couple of planned expansions - more London locations, Stonehenge, the Abyss, Tokyo, etc. It's a bit rough and patchy in places but it's really the game that should have launched in the first place. Oh well that sounds awesome, thank you and Irish Taxy Driver. I played a lot back in the days and I have an itch to scratch. What I noticed is that there is no offline mode yet but well I can still play by myself or gently caress around with pubs. On the thread's subject, Project MSX beta 2, Back to Saturn X or UAC Ultra is a great combo. MSX is dumb fun and plays awesome with most wads (even community chest 1) I've tried.
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# ? Jul 11, 2013 22:18 |
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Guillermus posted:On the thread's subject, Project MSX beta 2, Back to Saturn X or UAC Ultra is a great combo. MSX is dumb fun and plays awesome with most wads (even community chest 1) I've tried. What I think makes Project MSX work so well with just about any level is the whole resource management angle. During bits that are made too easy by the mod, you end up stockpiling lots of ammo and grenades and health packs, and when it becomes unfair, you've usually got enough extra gear to take down anything it throws at you. Grenades are especially interesting, because there's a lot of drops-into-danger and elevators with ambushes at the top that would be ordinarily fatal in MSX, but letting you lob a regular or supercharged grenade into there before you move in helps reduce the threat a lot.
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# ? Jul 11, 2013 22:24 |
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Dominic White posted:It was a solid game at heart, but it was definitely rushed out and used totally the wrong business model (Full retail + subscription + cash shop!?), hence the less-than-great reputation it had. I remember wanting to like it, but it was buggy, and that's greedy. Pick ONE, guys. Retail, sub, OR microtransactions. I can just imagine some pointy haired boss somewhere saying "but... that way we'll make more money"
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# ? Jul 11, 2013 22:43 |
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I never played multiplayer. I had enough fun playing through the game twice with two characters and the randomly generated maps were cool enough to keep me interested. I loved the setting but at the time I was playing WoW so I never really bothered paying a second subscription.
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# ? Jul 11, 2013 22:52 |
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an_mutt posted:Hey guys, just going to do a bit of Doom wad-related (somewhat self) promotion: Yo this didn't get much attention here but I just want to tell you that it's because it's really really not good. Every single map is bland as balls.
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# ? Jul 12, 2013 02:32 |
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Doombuilder question: how do I make monsters friendly to the player by default? I've tried adding monsters but there's no option to make them help you instead of being hostile as usual. I know ZDoom has a command that lets you summon friendly monsters to fight alongside you, which is exactly what I'm going for. Do I need a special plugin to access ZDoom-specific features?
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# ? Jul 12, 2013 03:06 |
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Zero Star posted:Doombuilder question: how do I make monsters friendly to the player by default? I've tried adding monsters but there's no option to make them help you instead of being hostile as usual. I know ZDoom has a command that lets you summon friendly monsters to fight alongside you, which is exactly what I'm going for. Do I need a special plugin to access ZDoom-specific features? It depends. There's a thing flag you need to set to make them friendly. The editor should only show it if you use a configuration that supports friendly monsters. In a vanilla map, it won't be available. You need an MBF, Strife, or ZDoom config.
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# ? Jul 12, 2013 10:51 |
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Cat Mattress posted:It depends. There's a thing flag you need to set to make them friendly. The editor should only show it if you use a configuration that supports friendly monsters. In a vanilla map, it won't be available. You need an MBF, Strife, or ZDoom config.
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# ? Jul 12, 2013 11:07 |
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catlord posted:OBLIGE supports Quake and supposedly Quake 2. Does that actually work now? Last time I used it, all it did was generate a Doom level and then directly translate the geometry to Quake and place Quake enemy and item spawns in place of the Doom ones.
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# ? Jul 12, 2013 15:43 |
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Install Gentoo posted:Does that actually work now? Last time I used it, all it did was generate a Doom level and then directly translate the geometry to Quake and place Quake enemy and item spawns in place of the Doom ones. I have no idea, I only used the Quake one a couple times on a much older version. Edit: So I realised I have a problem with Blood. mainly, I have never seen a pod enemy (acid pods/fire pods). There's just nothing there and I get a bunch of boxes flying at me when it attacks. How I got through the entire game and several mods before this actually became an issue puzzles me, but either way, it's now bothering me. I'm using the GOG version. Anybody else have this problem? catlord fucked around with this message at 22:53 on Jul 12, 2013 |
# ? Jul 12, 2013 20:51 |
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https://www.youtube.com/watch?v=WNOsfV7cCyk A "Classic Editor" Mode for ROTT 2013's mod tools.
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# ? Jul 13, 2013 02:53 |
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Doctor Shitfaced posted:https://www.youtube.com/watch?v=WNOsfV7cCyk
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# ? Jul 13, 2013 10:22 |
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I'm getting more and more excited for RoTT than any of the other, bigger titles coming out in the next 2 months.
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# ? Jul 13, 2013 10:43 |
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Kakumei posted:Yo this didn't get much attention here but I just want to tell you that it's because it's really really not good. Every single map is bland as balls. There's a vanilla surge in the Doom mod scene recently where doing boring as gently caress maps with 'limiations' is the cool thing to do.
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# ? Jul 13, 2013 12:44 |
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Zaphod42 posted:I remember wanting to like it, but it was buggy, and that's greedy. Pick ONE, guys. Retail, sub, OR microtransactions. This was before the whole F2P craze thing kicked in, mind.
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# ? Jul 13, 2013 12:49 |
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maev posted:There's a vanilla surge in the Doom mod scene recently where doing boring as gently caress maps with 'limiations' is the cool thing to do. Not really my kind of thing, but at least they usually play nice with crazy gameplay mods of all kinds. The Kins fucked around with this message at 14:13 on Jul 13, 2013 |
# ? Jul 13, 2013 14:06 |
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maev posted:There's a vanilla surge in the Doom mod scene recently where doing boring as gently caress maps with 'limiations' is the cool thing to do. Hey, vanilla maps are fine for Duke Nukem 3D, where the engine and texture selection is more robust.
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# ? Jul 13, 2013 14:33 |
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Doctor Shitfaced posted:https://www.youtube.com/watch?v=WNOsfV7cCyk Oh, I didn't realise the guy ( one of the guys? )who did the Return of the Triad mod for Doom is working on this. I really enjoyed that.
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# ? Jul 13, 2013 15:32 |
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jerkstoresup posted:I'm getting more and more excited for RoTT than any of the other, bigger titles coming out in the next 2 months. Yeah no kidding. July 31st can't come soon enough.
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# ? Jul 13, 2013 16:08 |
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I mentioned a while back that after searching most of my life for a Pyro-GX model, I finally found one and ordered it, and it arrived a couple months ago! Problem is, I was rather disappointed in the detail. There was certainly a LOT of detailing, but it wasn't very well-thought-out. Just noisy. Now here comes the reason why it's in the basement. MODIFICATION TIME! Lacquer abrasion and paint color testing. Lacquer removed, however there was a casualty in a laser cannon. Don't ever work on these things while drunk. Color decided, first coat. Adding the white stripes. I drilled holes into the engines and painted them white so the thrusters didn't look so dumb. Homing and guided missiles. Patient is prepped for spray painting. And now, it's pretty much done! I'm really pleased with how it came out, considering I've never done anything like this before. I was mentally prepared for a horrible disaster and a total waste of nearly $200. The one problem is, it still seems to be missing something. It's got some areas, like the bottom here, that are really really plain, but I'm not sure what it's missing. So I'm asking you Descent lovers here, what else should I add to this? I've thought about adding more small details from maybe some of the higher-rest 3D models out there, but I feel like I'd probably just ruin it like it originally was. I've also considered something like making a little mega missile to attach to the bottom. Any suggestions? EDIT: I was thinking of adding the headlights from Descent II, but I'm not sure if I should do this via painting a couple circles, or maybe drilling two small circles and painting them white like I did with the engines, or maybe go a little creative and design some sleeker-looking ones more reminiscent of modern vehicles? Fnoigy fucked around with this message at 18:41 on Jul 13, 2013 |
# ? Jul 13, 2013 18:32 |
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You'll want to add some shadows and highlights, it looks really flat right now. The reason is that light doesn't fall on a miniature like it does on a full-size object, so you have to fake it, otherwise it won't look right. Go hang out in this thread: http://forums.somethingawful.com/showthread.php?threadid=3210214 There are some real crazy-good talented people in there, who can give you awesome advice on how to make your Pyro GX look really badass.
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# ? Jul 13, 2013 18:50 |
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Yeah doing some layers of "smoke" which is a tinted clear coat could add a lot. Plus making burn marks near the cannons and engines could be cool too.
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# ? Jul 13, 2013 19:42 |
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I actually really like vanilla-style Doom maps. Maybe it's because I played the shareware version to death back in the day. Some of the recent 'the way id did' map packs were pretty cool
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# ? Jul 13, 2013 20:06 |
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KozmoNaut posted:You'll want to add some shadows and highlights, it looks really flat right now. The reason is that light doesn't fall on a miniature like it does on a full-size object, so you have to fake it, otherwise it won't look right. Games Workshop sell washes which are a really watered down paint (kinda) which you can pretty much slap all over the model. The darker colour finds all the holes and recesses to enhance shadows where they should be, and also gives a slight, natural 'tarnished' look. Lighter areas to highlight with the original colour mixed with white are the most protruding parts which can be dry brushed with a minimum amount of paint. Straight edges can have a small, subtle highlight run along the length of them.
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# ? Jul 13, 2013 22:49 |
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Hey, thanks for the advice! I'll check out that other thread. I'm not sure what a lot of those painting techniques really are, or where to get those supplies locally, but I'll be sure to look into it. I definitely was trying to get the vent stains and cannon scorch marks when I was first painting, but obviously acrylic paint isn't good for the job.
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# ? Jul 14, 2013 01:15 |
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Zaphod42 posted:I remember wanting to like it, but it was buggy, and that's greedy. Pick ONE, guys. Retail, sub, OR microtransactions. I actually had fun with Hellgate London for the short time I played it but it was so loving buggy. Forget what Diablo 3 was like at launch, the lag you'd see in any high concentration areas was awful. That and quests would routinely bug the gently caress out trapping you with some items in your inventory in a game where inventory space was a key selling point. I don't remember anything being fixed before the whole thing was just completely shut down. e: the weapon and mod system in that game was absolutely great though. you could make a BEE SWORD
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# ? Jul 14, 2013 03:52 |
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I picked up Duke 3D on steam during the sale and I'm glad I can finally play the expansions! It's not as robust as eduke32 but for the experience I want, it's basically the same. I did notice the skybox textures don't extend all the way up which is a bit weird, BUT it doesn't do the weird thing where the sky rises up and over the buildings when you look up. I don't know if that was an eduke32 thing or what but it used to make me sick. Having Steam integration is nice as well, and everything ran perfectly out of the box so that's a plus. Has there been any word about the multiplayer that's supposedly going to be patched in? It's been 4 months since the Megaton Edition was released so I hope that's still in the works.
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# ? Jul 15, 2013 04:00 |
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Ok, yeah, still having problems with not being able to see the pods in Blood. Is there a way to fix this, ideally without completely reinstalling the game? I'm playing Inherit, but there's a bit with some firepods, but I can't see them at all, so I have no idea how many there are and they keep killing me.
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# ? Jul 15, 2013 04:35 |
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catlord posted:Ok, yeah, still having problems with not being able to see the pods in Blood. Is there a way to fix this, ideally without completely reinstalling the game? I'm playing Inherit, but there's a bit with some firepods, but I can't see them at all, so I have no idea how many there are and they keep killing me. It's from having other addons installed that overwrote tiles used by the Plasma Pak. For instance, if you install Cryptic Passage after Plasma Pak the pods will be invisible and will shoot a gray stone floor texture instead of the animation for the green slime. If you reinstall the Plasma Pak (or just the tile files in the Blood main directory) it should fix it.
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# ? Jul 15, 2013 05:15 |
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FuriousGrey posted:It's from having other addons installed that overwrote tiles used by the Plasma Pak. For instance, if you install Cryptic Passage after Plasma Pak the pods will be invisible and will shoot a gray stone floor texture instead of the animation for the green slime. If you reinstall the Plasma Pak (or just the tile files in the Blood main directory) it should fix it. That is exactly my issue, but I have a GOG install. Is there a way to get the tile files from the setup?
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# ? Jul 15, 2013 05:25 |
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catlord posted:That is exactly my issue, but I have a GOG install. Is there a way to get the tile files from the setup? Not that I know of... you could always do another install into a temporary folder then just drag the "tiles###.art" files over to your current directory, deleting the temp folder when you're done.
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# ? Jul 15, 2013 06:41 |
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FuriousGrey posted:Not that I know of... you could always do another install into a temporary folder then just drag the "tiles###.art" files over to your current directory, deleting the temp folder when you're done. That did it, thanks. Guess I had an older setup file that had that as a bug? All updated now, at least. Certainly going to make a lot of levels much easier. Edit: Welp, Cryptic Passage had its skies all messed up, giving me a hall of mirrors effect. Going to go ahead ad reinstall the whole thing. Edit 2: Haha, trying to get it all back the way it was is a loving pain in the rear end. GOG completely changed the file path and .conf files between the installer I originally used and the latest. Edit 3: I go through everything, get all my mods set up and everything, load it up, and I can't see the firepods again. gently caress me. So I take out all the BPF stuff, because if anything is going to gently caress things up, it's that. Still can't see them. But the Cryptic Passage skies are ok. Argh. catlord fucked around with this message at 08:49 on Jul 15, 2013 |
# ? Jul 15, 2013 07:03 |
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# ? May 16, 2024 03:04 |
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wa27 posted:I picked up Duke 3D on steam during the sale and I'm glad I can finally play the expansions! It's not as robust as eduke32 but for the experience I want, it's basically the same. I did notice the skybox textures don't extend all the way up which is a bit weird, BUT it doesn't do the weird thing where the sky rises up and over the buildings when you look up. I don't know if that was an eduke32 thing or what but it used to make me sick. Having Steam integration is nice as well, and everything ran perfectly out of the box so that's a plus. They're working on MP code right now. There's nothing interesting to report, so they aren't saying anything about it right now.
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# ? Jul 15, 2013 07:19 |