|
Ularg posted:Thanks guys for the Quake help. I may just be venting a bit because I tried Dimension of the Boomed, a mapset heavy on Quake theming, and expected Quake design sensibilities to go with it, only to be thrown up against a Cyberdemon on MAP01 on HMP, in a relatively tight room with plenty of obstructions for his (or your) rockets to hit and cause splash damage to you. Granted, the mapper made it quite possible to escape from the room with the Cyberdemon without killing him, just kind of annoyed with it. (And really, Lord knows I'm probably guilty of dumb difficulty curves too, so.)
|
# ? Jan 25, 2017 19:48 |
|
|
# ? Apr 27, 2024 02:56 |
|
Shadow Hog posted:I have noticed that custom mapsets tend to relish in being much more dickishly difficult than the original mapset for whatever reason. Like, many players got too skilled at the game at UV, so they make maps harder than that (but not impossible!) so their desire for some tougher challenge can be sated. The resulting maps sure as poo poo ain't bad, but it does make finding a mapset with a difficulty curve comparable to what id would give you trickier - closest I can think of is Doom/Doom II the Way id Did, honestly. While this also annoys me (even more so when it's done with sequels -- if you haven't played Marathon before you can ease into Marathon 2, but if you haven't beaten either of them good loving luck even getting halfway into Marathon Infinity) it probably makes sound sense from the point of view that the only people who are going to be playing custom map sets for game X are dedicated fans of X who have probably invested a good amount of time into becoming proficient and there isn't a compelling need to make it easy for new players. So the mappers just make it as difficult as they themselves are comfortable with.
|
# ? Jan 25, 2017 19:52 |
|
SolidSnakesBandana posted:Black Mesa is crazy good. The level of polish is just obscene. The biggest issue with it is the AI is a bit too responsive, I remember I downloaded some sort of mod that dialed them back to more HL1-esque standards The BMS devs put out a patch last year to make the AI a bit less deadly, which can only be a good thing. I'm really looking forward to Xen since they've done so well capturing the feel of the original levels and making hauntingly similar views while making them feel much more realistic. The biggest complaint I had was how they turned On A Rail from a slower-paced limited exploration chapter into an action-packed chase sequence, even though it was really well done. Shadow Hog posted:(And really, Lord knows I'm probably guilty of dumb difficulty curves too, so.) I just played your DUMP 2 level a week ago, so I'd agree with this
|
# ? Jan 25, 2017 20:16 |
|
I was thinking back on my DUMP 3 map when writing that, honestly, but Volcanic Oasis was also really rough in spots, yeah.
|
# ? Jan 25, 2017 20:43 |
|
How can I get 100% no auto-aiming in GZDoom in single player? There's so many options and menus it's kinda confusing.
Mystic Stylez fucked around with this message at 03:26 on Jan 26, 2017 |
# ? Jan 26, 2017 03:21 |
|
Diabetes Forecast posted:Everyone always forgets Gunman Chronicles, despite it being rad as gently caress. hell yeah - will always remember it fondly
|
# ? Jan 26, 2017 03:32 |
|
Mystic Stylez posted:How can I get 100% no auto-aiming in GZDoom in single player? There's so many options and menus it's kinda confusing. Options > Player settings
|
# ? Jan 26, 2017 03:52 |
|
Negrostrike posted:Options > Player settings Just dragging down that "autoaim" bar to the leftmost does the trick?
|
# ? Jan 26, 2017 04:33 |
|
99% sure it does. I never fiddle around with it, tbh.
|
# ? Jan 26, 2017 04:37 |
|
Mystic Stylez posted:How can I get 100% no auto-aiming in GZDoom in single player? There's so many options and menus it's kinda confusing. Gameplay options > Allow autoaim = no. Has to be set every time you load a wad, although there's almost certainly a command line argument you can use to disable it for you.
|
# ? Jan 26, 2017 08:24 |
|
I finally got around to seeing Rogue One and did anyone else see that Baze Malbus guy and immediately think of a Doom chaingunner with hair? I mean just look at the lego version of this guy:
|
# ? Jan 26, 2017 21:52 |
|
Shadow Hog posted:I have noticed that custom mapsets tend to relish in being much more dickishly difficult than the original mapset for whatever reason. Like, many players got too skilled at the game at UV, so they make maps harder than that (but not impossible!) so their desire for some tougher challenge can be sated. The resulting maps sure as poo poo ain't bad, but it does make finding a mapset with a difficulty curve comparable to what id would give you trickier - closest I can think of is Doom/Doom II the Way id Did, honestly. I think TNT had a map where there was a cyberdemon that kept teleporting between two small rooms with a window in between that he can shoot through and you had to wait until he teleported before dashing through the room. Tough wads can be tough yet satisfying, but people who create encounters you're supposed to avoid if you want to have enough ammo are just assholes. Speaking which, I'm trying to find a weapon set mod that doesn't make everything an absolute cakewalk, something to compliment colorful hell or the Maps of Chaos set. I think Vanilla/Smooth doom end up still too hard for the amount of high level enemies (to be fair I can't get smooth doom to work with colorful hell at all) and a weapon mod like Trailerblazer makes everything way too dull and easy. But for any map set with a Id difficulty curve Smooth Doom is just a joy to play with.
|
# ? Jan 26, 2017 22:14 |
|
What could it mean???
|
# ? Jan 27, 2017 01:20 |
|
Lemon-Lime posted:Gameplay options > Allow autoaim = no. I turn it off once with every new computer and off I go.
|
# ? Jan 27, 2017 01:20 |
|
Shadow Hog posted:I was thinking back on my DUMP 3 map when writing that, honestly, but Volcanic Oasis was also really rough in spots, yeah. I haven't made it to your map in DUMP 3, since I play doom very slowly, but I actually really enjoyed Volcanic Oasis. Platforming and dodging attacks next to instakill lava is always a bad idea, but I enjoyed it a lot. That last frantic run was also really cool and almost got me.
|
# ? Jan 27, 2017 01:53 |
|
Chinese Tony Danza posted:
Where did you see this?!
|
# ? Jan 27, 2017 04:15 |
|
I still kinda want a version of the first with dedicated strafe keys. Like, watching Ancient DOS Games, apparently you can do that to an extent with DOSBox and controller mappings, but the source port for the game doesn't support it at all. Kind of annoying.
|
# ? Jan 27, 2017 04:38 |
|
Chinese Tony Danza posted:
Where did you find this??
|
# ? Jan 27, 2017 17:04 |
|
The guy who did the Doom 2016 documentary is putting out a one-off next week returning to the Id well from a different angle... https://www.youtube.com/watch?v=iQ_UHWHjI2s The Kins fucked around with this message at 19:48 on Jan 27, 2017 |
# ? Jan 27, 2017 18:10 |
|
FYI I updated the "Quake singleplayer starter pack": https://github.com/neogeographica/quakestarter/releases Mainly this is to include the latest build of Mark V, which: fixes glitches on NVidia GPUs, adds a DirectX 9 renderer option, adds a winquake-like underwater warp effect to the GL/DX9 renderers, adds support for optional (and experimental) volumetric monster shadows, allows window to be freely resized in non-fullscreen, exposes more settings in the ingame menus, and other stuff. (To be super clear: I'm not the developer of Mark V. I just bundle it in here, and the Mark V dev is OK with that.) Other changes in the package are described in the changelog on the release page above. Most of it involves improving the documentation, and I haven't added any additional mods to the downloader batch files. If you were already using the first release of this package, you could just unzip this new release over top of it and replace various files. It won't hurt whatever Quake installation you've built. e: Forgot to include Simple Quake Launcher. Fixed now. JLaw fucked around with this message at 21:51 on Jan 27, 2017 |
# ? Jan 27, 2017 21:40 |
|
Rupert Buttermilk posted:Where did you see this?! Mak0rz posted:Where did you find this?? Not exactly where I found it, per se, but let's just say this is the source for now: https://twitter.com/KensLabyrinthII
|
# ? Jan 28, 2017 06:08 |
|
https://twitter.com/KensLabyrinthII/status/825356962409873409 🤔 Ah well, probably easier to work with than Build itself is, I guess.
|
# ? Jan 28, 2017 19:43 |
|
That sounds illegal IMHO.
|
# ? Jan 28, 2017 20:51 |
|
Yodzilla posted:That sounds illegal IMHO. There's GZDoom-GPL, which is totally legal to use for commercial products.
|
# ? Jan 28, 2017 22:10 |
|
No I mean for a sequel to a Ken Silverman game to use the Doom engine.
|
# ? Jan 28, 2017 22:16 |
|
I'll allow it, but only if Ken releases Build under a sane license already.
|
# ? Jan 28, 2017 22:23 |
|
I think there needs to be more Ken's Labyrinth easter eggs and references in other games
|
# ? Jan 29, 2017 20:56 |
|
Rupert Buttermilk posted:I think there needs to be more Ken's Labyrinth easter eggs and references in other games Not sure that it really counts, but as a kid I swear to God I had some weird build of LameDuke in which Duke's sprite was the red jelly blob you shoot in Ken's Labyrinth. I... really have no idea.
|
# ? Jan 29, 2017 21:08 |
|
Shadow of the Wool Ball is legit more fun than 90% of shooters I've played. Really wish we had more Adventures of Square/Chex Quest stuff in the mix. So so good.
|
# ? Jan 29, 2017 23:13 |
|
Those Ken's Labyrinth II screenshots remind me a lot of Ken's own Build engine demo that had all the loose maps to run around in. The guy's got a pretty fun sense of aesthetic.
|
# ? Jan 30, 2017 05:30 |
|
Is this official or a fan game? Is Silverman making this?
|
# ? Jan 30, 2017 06:42 |
|
Why would Silverman be using something he didn't write?
|
# ? Jan 30, 2017 16:20 |
|
Dropping the cloak and daggers, I might as well reveal that I am the director of the Ken's Labyrinth II project!! Let me answer some of the frequently asked questions in the form of... a FAQ. Q: Is this official or a fan-game? A: It's 100% official! We have licensed the series from Ken Silverman. Q: Is Ken Silverman making this? A: Sadly, no. While he did license us Ken's Labyrinth, he decided not to be involved past being an observer. He has however given us high praise for what he's seen of our development process so far: Ken Silverman posted:Well, the story is totally pointless and cheesy and seems to be made up on the fly. The weapons and power-ups seem way too powerful and likely to ruin the gameplay. All I can say is: Well done! Seriously. You have totally captured the spirit of Ken’s Labyrinth. Q: Why GZDoom? Why not BUILD? A: The long and short of it is that I want to be directly involved in the process, and in order to facilitate that I chose an engine with which I am already familiar. Don't get me wrong: I love BUILD, probably in an unhealthy or illegal way. But I've simply not got the experience in working with it.
|
# ? Jan 31, 2017 01:15 |
|
Kinda figured it had Silverman's blessing to some degree. (A very large degree, as it turns out.) It does look good! Just was a little surprised it used GZDoom instead of Build - but then, Build's a pain in the rear end to work with at times, and given GZDoom has portals now, it can do a lot of the things Build could now (though not everything - subway cars like those in the Build Engine test or E3L6 "Rabid Transit" from Duke 3D wouldn't really be feasible atm, nor can you change slope angles mid-level like Shadow Warrior's engine test map does), so...
|
# ? Jan 31, 2017 02:33 |
|
Chinese Tony Danza posted:Q: Why GZDoom? Why not BUILD? Why not Gloome?
|
# ? Jan 31, 2017 03:02 |
|
Keiya posted:Why not Gloome? GLOOME is out of development now and it has been for a while. GZDoom-GPL has succeeded it and as far as I'm aware it's kept up to date with the bleeding edge builds of the main engine.
|
# ? Jan 31, 2017 03:12 |
|
Not sure why but sometimes when I exit gzdoom my monitor goes black and stays black until I hold down the power button and reboot my PC. It's still running, I managed to accidentally activate windows narrator while trying all the button combinations I know. Also apparently my monitor got reset from 120hz to 60hz but I'm not sure if it was cause of the crash or something else earlier on since I'm not constantly checking the monitor options. Ularg fucked around with this message at 17:32 on Jan 31, 2017 |
# ? Jan 31, 2017 17:30 |
|
Playing full-screen or windowed?
|
# ? Jan 31, 2017 17:44 |
|
Full-screen.
|
# ? Jan 31, 2017 17:47 |
|
|
# ? Apr 27, 2024 02:56 |
|
Are you by any chance using W10 Anniversary (1607)? It has issues with exclusive fullscreen that cause this.
|
# ? Jan 31, 2017 18:27 |