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Rupert Buttermilk posted:Wait, what's the invisible switch, and what's map33? Unfortunately, I didn't grow up with as much Doom as everyone else and still learn new things today, which is actually kind of awesome. There's also a E1M10 included in the Doom 1 port, which is arguably even worse. Linguica fucked around with this message at 00:37 on Jun 29, 2015 |
# ? Jun 29, 2015 00:34 |
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# ? May 28, 2024 16:15 |
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Linguica posted:The guy responsible for the Doom 2 port in the BFG edition decided to insert his own Baby's First Map as MAP33, complete with a new secret switch to access it. The switch itself is a completely non-descript piece of wall in Map02, which is a good indicator for the quality of the map you access using it. E: Also it was the guy who ported Doom2 to the original Xbox to be included with the Xbox port of Doom 3. The BFG edition just uses that same wad because ID is primarily composed of lazy hacks.
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# ? Jun 29, 2015 00:35 |
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Close, it was actually his first map from 1995 and he was the coder for Doom I/II for the Doom 3 For Xbox release. The other lead programmer for Doom 3 for Xbox also hid his 94 map in the Doom 1 port, as E1M10, both can be downloaded and played from this awful looking website MAP33 is included in BFG edition/XBLA Doom 2 but isn't reachable since they broke the switch behaviour, and E1M10 was removed from both BFG and XBLA Doom 1. Karasu Tengu fucked around with this message at 00:41 on Jun 29, 2015 |
# ? Jun 29, 2015 00:39 |
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Linguica posted:There's also a E1M10 included in the Doom 1 port, which is arguably even worse. lol
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# ? Jun 29, 2015 00:42 |
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Oh man I am definitely playing that, Betray was so bad it was hilarious.
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# ? Jun 29, 2015 00:45 |
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I wonder why more Doom ports don't have split-screen multiplayer. Seems like it would be trivial enough, even though it would also require better controller support.
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# ? Jun 29, 2015 00:55 |
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Elliotw2 posted:Close, it was actually his first map from 1995 and he was the coder for Doom I/II for the Doom 3 For Xbox release. The other lead programmer for Doom 3 for Xbox also hid his 94 map in the Doom 1 port, as E1M10, both can be downloaded and played from this awful looking website Heads up, if you want to play Sewers (the doom 1 map) from this download link, the provided .wad puts it in the slot for E3M1. Also having played it I would say his E1M10 is actually better than Map33, there's less laughably bad stuff and it's just a mediocre map. Geight fucked around with this message at 01:21 on Jun 29, 2015 |
# ? Jun 29, 2015 00:57 |
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Colon Semicolon posted:y'know I can't find any real reason to wanna mess with BFG edition after I figured out that it's an unmoddable nightmare. I don't suppose anybody's got some good recommendations for making Doom 3 more interesting? I have sikkmod and the various texture additions already (parallax is so cool holy poo poo), but what else can I shove on top of this? Doom 3 BFG is entirely open source, what's an unmoddable nightmare about it? It is completely moddable. https://github.com/id-Software/DOOM-3-BFG
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# ? Jun 29, 2015 02:20 |
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spongeh posted:Doom 3 BFG is entirely open source, what's an unmoddable nightmare about it? It is completely moddable. https://github.com/id-Software/DOOM-3-BFG extra code cannot be run via DLLs which break alot of things, pk4 is no longer supported in favor of streamed media .resources, and from what I was testing you can't simply change game script files to get any sort of results. Someone made a mod loader, sure, but only 5 mods have been converted to work with it.
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# ? Jun 29, 2015 02:58 |
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LORD OF BUTT posted:I wonder why more Doom ports don't have split-screen multiplayer. Seems like it would be trivial enough, even though it would also require better controller support. You know what still pisses me off? Duke Nukem 3D for XBLA has ZERO splitscreen support, despite Doom 1 and 2 both having it. What the hell? I know they're not the same engine, but come on, it's do-able. So many Duke matches would have happened... so many...
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# ? Jun 29, 2015 03:16 |
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Nintendo Kid posted:ZDoom stuff lets you have more secret maps and have them enterable from more levels than the standard two. In addition, it sometimes feels like the whole "only secret exit in the main 30 maps is in MAP15, with another secret exit in the secret level (MAP31) that takes you to" schtick tends to just result in "okay, MAP31 is an interesting/unique map, and MAP32 is a really hard slaughtermap because everybody loved "Go 2 It" right" these days.
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# ? Jun 29, 2015 03:29 |
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LORD OF BUTT posted:I wonder why more Doom ports don't have split-screen multiplayer. Seems like it would be trivial enough, even though it would also require better controller support. It's a bit of a mixed bag. Most of the code is designed around there being only one controllable player per node. The Xbox/XBLA code-base got around this by turning most of the globals into a C++ class, and then just swaps the classes for reach rendering routine, while the netcode is left to handle controlling 4 players. It's kind of a weird "run 4 sessions" hybrid where it just runs the playsim once. There's a bit of a problem in repeating this behaviour in other ports, however. Chocolate-Doom is still written in ANSI C, so it can't use classes (It's also Chocolate-Doom, and thus wont), and on the opposite end, ZDoom has 15 years of code assuming it never could, and the renderer/sound/a bunch of other stuff was only designed as one instance, so that's locked off as well. TL;DR Doom wasn't designed to run in splitscreen, so the source ports weren't designed to either. Xbox/XBLA port struck gold in being able to use classes in an engine that hasn't used any. And dedicated development time for the feature. Rocket Pan fucked around with this message at 04:27 on Jun 29, 2015 |
# ? Jun 29, 2015 04:19 |
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I'm pretty sure Doom Legacy still supports split screen. On the other hand, that engine has been mostly a buggy slurry of gimmick features since it still ran on DOS.
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# ? Jun 29, 2015 04:23 |
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And also, Doom is simply better than Duke.
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# ? Jun 29, 2015 04:25 |
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I kind of miss when people were still releasing high-profile projects in Legacy and EDGE and you had to have like four or five ports to catch up on everything. Actually I don't miss it and I really prefer "pretty much all the levels are boom-compat" but still, memories.
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# ? Jun 29, 2015 04:27 |
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Rocket Pan posted:It's a bit of a mixed bag. Most of the code is designed around there being only one controllable player per node. The Xbox/XBLA code-base got around this by turning most of the globals into a C++ class, and then just swaps the classes for reach rendering routine, while the netcode is left to handle controlling 4 players. It's kind of a weird "run 4 sessions" hybrid where it just runs the playsim once. Except Doom was from the start and split screen wasn't patched out til pretty late in development, mostly for performance reasons. It's the main reason why rendering and logic are separated to the degree they are.
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# ? Jun 29, 2015 04:29 |
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dis astranagant posted:Except Doom was from the start and split screen wasn't patched out til pretty late in development, mostly for performance reasons. It's the main reason why rendering and logic are separated to the degree they are. Uhm... source please? There's nothing anywhere about this in the Doom Wiki, and there certainly isn't any signs of such functions in the Alphas. Rocket Pan fucked around with this message at 05:02 on Jun 29, 2015 |
# ? Jun 29, 2015 04:48 |
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Oh, looks like I was thinking of that dumb faux VR mode for 3 monitors that worked up until 1.2 broke some networking stuff it required.
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# ? Jun 29, 2015 05:08 |
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I made a small map for the joe ilya project on Doomworld, anyone want to test it before it's finalised? map here http://www.mediafire.com/download/xa5haft0ym4wqp6/joe3V009.wad requires Gothictx textures http://www.doomworld.com/afterglow/textures.shtml
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# ? Jun 29, 2015 12:43 |
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Szymanski posted:I made a small map for the joe ilya project on Doomworld, anyone want to test it before it's finalised? Welp, you certainly don't gently caress around with the difficulty.
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# ? Jun 29, 2015 13:23 |
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Klaus88 posted:Welp, you certainly don't gently caress around with the difficulty. I've toned it down from earlier revisions, I tried to make the orange key really challenging by adding archviles
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# ? Jun 29, 2015 13:56 |
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Chinese Tony Danza posted:According to that page though, you can only successfully get it if you run it with ZDoom or Eternity Engine, so it's not a feature of the original engine. Yes, but it's a feature in some engines which got updated to handle the BFG edition IWADs. I don't think Choco does it, but I believe Crispy Doom and Doom Retro do, for example. Rupert Buttermilk posted:Wait, what's the invisible switch, and what's map33? Unfortunately, I didn't grow up with as much Doom as everyone else and still learn new things today, which is actually kind of awesome. The invisible switch is in one of the monster closets on MAP02. IIRC, when you grab the red key from the window, it's in the gray closet to the right, the one that opens on two sides. Just hump its inner walls like you were in Wolf 3D and you'll find it.
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# ? Jun 29, 2015 15:25 |
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15-year anniversary of Deus Ex retrospective, plus interviews with Spector and others. http://ca.ign.com/videos/2015/06/26/dx15-the-legacy-of-deus-ex
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# ? Jun 29, 2015 18:18 |
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Rocket Pan posted:There's a bit of a problem in repeating this behaviour in other ports, however. Chocolate-Doom is still written in ANSI C, so it can't use classes (It's also Chocolate-Doom, and thus wont), and on the opposite end, ZDoom has 15 years of code assuming it never could, and the renderer/sound/a bunch of other stuff was only designed as one instance, so that's locked off as well. Also on PC you could just run two copies with different controller configurations and have them talk using sockets so it's kinda pointless.
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# ? Jun 30, 2015 06:27 |
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Except you can't, since neither works properly if they're not the focused window (at least in Windows.) GZdoom freezes the renderer and input, ZDoom freezes input.
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# ? Jun 30, 2015 06:43 |
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Rocket Pan posted:ZDoom has 15 years of code assuming it never could, and the renderer/sound/a bunch of other stuff was only designed as one instance, so that's locked off as well. In any case, I'm pretty sure the problem with doing split screen is just a user experience one. None of the developers want to put in the required effort. Or I suppose another way to put the problem is that programmers don't have enough friends for it to be a personally relevant problem. :P
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# ? Jun 30, 2015 07:14 |
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I played through episode 1 of Quake! Using Quakespasm and playing on normal difficulty, as recommended here. That was a fun slice of game right there. All the environmental stuff took me by surprise, like the way walls might move around or a stairway would kind of drop into the floor. And the Tomb Raider-esque death traps! There's this sense you don't get in Doom that the levels themselves hate you. Having a blast and can't wait to get into episode 2.
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# ? Jun 30, 2015 15:55 |
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Oh man, played some Deus Ex on my lunch at work, first time in probably 10 years. So clunky, and I'm so bad, but I still love it. Any way to change the field of view? I'd love something like 75-90, instead of the 5 that it seems to be right now.
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# ? Jun 30, 2015 18:08 |
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Rupert Buttermilk posted:Oh man, played some Deus Ex on my lunch at work, first time in probably 10 years. So clunky, and I'm so bad, but I still love it. Use Deus Exe, it'll set up everything for you and auto-scale the HUD.
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# ? Jun 30, 2015 18:12 |
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Rupert Buttermilk posted:Oh man, played some Deus Ex on my lunch at work, first time in probably 10 years. So clunky, and I'm so bad, but I still love it. code:
EDIT: Actually, yeah, use Deus Exe. It's great.
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# ? Jun 30, 2015 18:12 |
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Rupert Buttermilk posted:Any way to change the field of view? I'd love something like 75-90, instead of the 5 that it seems to be right now. Stop downing every bottle of wine, beer, and zyme you come across…
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# ? Jun 30, 2015 18:13 |
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Thanks, all!
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# ? Jun 30, 2015 18:23 |
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Minidust posted:I played through episode 1 of Quake! Using Quakespasm and playing on normal difficulty, as recommended here. That was a fun slice of game right there. All the environmental stuff took me by surprise, like the way walls might move around or a stairway would kind of drop into the floor. And the Tomb Raider-esque death traps! There's this sense you don't get in Doom that the levels themselves hate you. Having a blast and can't wait to get into episode 2. I'm glad you're liking it so much! It's an awesome game that has fantastic map design and movement.
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# ? Jun 30, 2015 19:06 |
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I'm feeling a need to get into Duke Nukem, I see a few different purchasing options for Duke 3D, GOG.com is $5.99, and steam has a "Duke Nukem 3D: Megaton Edition" release in 2013 for $9.99, and "Duke Nukem 3D" released in Similarly, I am pretty surprised that on Amazon.com, Duke Nukem Forever is the standard $19.99 for a digital download, but for $7 I can use prime and have a boxed DVD mailed to me. . . which would have a key that I could then import into steam. Is there anything obvious I am missing from my plan? The only thing I can think of is that the $9.99 steam version is probably the 2010 refresh, GOG is probably the 1996 release, and who knows what is going on with the $24.99 steam pack.
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# ? Jun 30, 2015 22:08 |
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Get the Megaton edition. It has functional netplay, a nifty rewind feature, and various enhancements to be playable on modern systems. It also includes the original game data files so you can throw eduke32 and all your favorite mods at it.
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# ? Jun 30, 2015 22:11 |
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Crotch Fruit posted:I'm feeling a need to get into Duke Nukem, I see a few different purchasing options for Duke 3D, GOG.com is $5.99, and steam has a "Duke Nukem 3D: Megaton Edition" release in 2013 for $9.99, and "Duke Nukem 3D" released in Megaton has the original game and the three expansion packs, while the others don't. For actually playing, Megaton is a decent source port, but for any sort of custom content, you'll want EDuke32, which is the gold standard for Duke modding. If you download EDuke32, it'll automatically detect your Duke3D data from your Megaton installation, so you won't need to make a copy of the data and put it in your EDuke32 folder.
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# ? Jun 30, 2015 22:12 |
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Crotch Fruit posted:I'm feeling a need to get into Duke Nukem, I see a few different purchasing options for Duke 3D, GOG.com is $5.99, and steam has a "Duke Nukem 3D: Megaton Edition" release in 2013 for $9.99, and "Duke Nukem 3D" released in That $24.99 version has Duke, Duke 2, Duke 3D (not Megaton Edition it looks like?), Manhattan Project and Balls of Steel. If you're going just for shooters, just pick up the Megaton Edition, as Duke 1, 2 and Manhattan Project are side-scrollers and Balls of Steel is a pinball game. I personally liked Forever for the most part, but it's also divisive enough that I find it difficult to recommend. Also the Octobrains are more annoying and every level with them as the main enemy is pretty drat bad.
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# ? Jun 30, 2015 23:05 |
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Crotch Fruit posted:I'm feeling a need to get into Duke Nukem, I see a few different purchasing options for Duke 3D, GOG.com is $5.99, and steam has a "Duke Nukem 3D: Megaton Edition" release in 2013 for $9.99, and "Duke Nukem 3D" released in I'd reccomend going with the Megaton Edition. The only thing the other version has over it is the inclusion of Duke!Zone 2, which, while I kind of like it, is far from essential. You'll still get plenty of play out of the base game and the other expansions, and Megaton is otherwise just better and easier to deal with in every way.
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# ? Jun 30, 2015 23:18 |
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I don't suppose you guys know if the megaton edition engine has controller support do you? Eduke32's is spotty at best from what I've been able to manage...
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# ? Jun 30, 2015 23:29 |
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# ? May 28, 2024 16:15 |
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Megaton Edition does, since it's a port of the 360 game. I wonder why Doom is the only game to have a good source port.
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# ? Jun 30, 2015 23:42 |