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Heavy Metal posted:
See now this I can get behind
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# ? Jul 23, 2017 07:02 |
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# ? Apr 25, 2024 04:42 |
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C.M. Kruger posted:As insufferable as the author? US Gamer did a review on the next book he wrote, The Next Starfighter. The excerpt they took from was enough to make me want to avoid anything by Ernest Cline: quote:An example, from the beginning of chapter 2: Heavy Metal posted:Duke Nukem and Freddy Krueger share the screen in Ready Player One, the new Spielberg movie, ok you win I'll see the movie
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# ? Jul 23, 2017 07:27 |
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https://twitter.com/neilcic/status/888866630306082817
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# ? Jul 23, 2017 07:33 |
Wamdoodle posted:See now this I can get behind Don Corleone's dead! But his sons, Michael and Sonny, need to convince the world he's still alive if they stand any chance at finding Old Man Fanucci's treasure. "You're outta your freakin' mind!" their lawyer, Tom Hagan, says as he slaps a palm across his forehead. He's sweating bullets...but not like the 17 that riddle Don Corleone's corpse! Mamma Mia! Italian antics ensue. Cream-of-Plenty fucked around with this message at 10:14 on Jul 23, 2017 |
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# ? Jul 23, 2017 10:11 |
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So one of those things that makes a fun five-minute fan-made short turned into a 90-minute movie? Ugh.
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# ? Jul 23, 2017 10:11 |
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Can ya'll awesome people link me some good ZScript starters and material? Can I compile it on Visual Studio? Also congrats to Duke Nukum for still being relevant in the 2050s.
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# ? Jul 23, 2017 12:55 |
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Here you go: http://www.zeldaclassic.com/wiki/index.php/ZScript https://www.zkoss.org/wiki/Zscript,_java,_EL http://docs.pixologic.com/reference-guide/zscript/ To give a more on-topic answer: GZDoom's ZScript is just some sort of DECORATE++. It isn't compiled externally. It's not complete but the ZDoom wiki is still the best place to begin. https://zdoom.org/wiki/ZScript
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# ? Jul 23, 2017 13:19 |
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I'm glad that Zelda Classic is still a thing.
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# ? Jul 23, 2017 18:38 |
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Uncle Kitchener posted:I moved from fl studio to aria maestosa. Generally was really pleased and comfortable with it until I saw you mention Sekaiju. Ill give it a through look since I've been searching for a more capable sequencer. Sekaiju looks older than it actually is. It looks like a program from the late 1990s, but it's in active development. It's very fast and lightweight. From the libraries it comes with, it appears to be written in Visual Studio 2008. I find that some of the defaults are not quite ideal (aside from it being in Japanese by default, but that's trivial to fix), but it doesn't take long at all to get used to. The piano roll is generally pretty cooperative, which already puts it miles ahead of Anvil Studio, which made me curse it every time I tried to use it. Zooming in each view is controlled by Ctrl and + or -, which is a little different. The axes it controls can be changed on a per-view basis, and I definitely took advantage of that setting because I didn't like the defaults. Sekaiju lets you define up to 16 individual MIDI inputs and 16 outputs. Application threading could be better. Any time the UI updates, it interrupts MIDI playback, which is sometimes noticeable, especially in the Events window, where there is usually a lot to update when a song is playing. My biggest gripe is, despite how new it is, it still doesn't implement a proper security model, so if you're going to put this program in your Program Files folder, you're going to need to give it write permissions for ordinary users (or run it as Administrator) so it can save changes to the configuration file it keeps in the program folder. It also likes to eat the INI file every few days. I'm not sure what causes this--possibly closing and reopening it too quickly. When this happens, it resets a bunch of things like zoom hotkeys and language. I keep a duplicate of that file just in case.
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# ? Jul 23, 2017 21:44 |
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I might have made a mistake. Thyrork fucked around with this message at 22:05 on Jul 23, 2017 |
# ? Jul 23, 2017 21:55 |
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That whip is making me remember that we still don't have a decent Castlevania TC.
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# ? Jul 23, 2017 22:09 |
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I hate double posting but this is at least a separate thought. Most weapon mods seem to be kitchen-sinky, featuring overpowered guns and gimmicks. Which is fine, make what you want, etc etc. But I find it kind of odd that no one seems to have made either single mods or a combined mod that backports weapons from other Doom Engine (or their derivatives) games into Doom. There's no standalone Heretic Weapons for Doom wad, for example, although some of those weapons have made their way into other packs (the ubiquitous Gauntlets are a good example of this). I'd love to run around Doom or Doom 2 as the Elven Heretic blasting Former Humans with his wand, or take Kyle Katarn into Epic 2 and perform Thermal Detonator experiments on Nazis, or, and this is where we get pipe-dreamy, use a wad that includes the characters from Doom 2, Heretic, Hexen, Blood, Dark Forces, etc as selectable classes from within the game itself, and better yet, a custom class that lets you define your loadout from among all the classes (EX: 0- Gauntlets/Thermal Detonator, 1- Doomguy Pistol/Blaster pistol, 2- Blaster Rifle/DB Shotgun, etc) Aside from that last bit, Is it particularly difficult to do, or has no one just cared enough to do it?
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# ? Jul 23, 2017 22:37 |
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Samsara is pretty much exactly what you're talking about
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# ? Jul 23, 2017 22:39 |
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RickVoid posted:That whip is making me remember that we still don't have a decent Castlevania TC. There's Nightmare of the Sin, but nothing with enemies.
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# ? Jul 23, 2017 23:05 |
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Something I'm working on for the Hotline Miami Doom mods I think people with actual musical talent and MIDI familiarity might be able to give me some good advice. I feel like this sounds closer to the re-recorded version from Jasper Byrne than the one included in the original game and the soundtrack. Cat Mattress posted:Here you go: Huge thanks for these. I don't know how the Zdoom wiki went over my head tbh. Zorilla posted:Sekaiju looks older than it actually is. It looks like a program from the late 1990s, but it's in active development. It's very fast and lightweight. From the libraries it comes with, it appears to be written in Visual Studio 2008. I'll definitely keep these in mind. I haven't encountered the INI issue yet, but I went straight into 5.0. It's still a hell of a novel program. Honestly, some times, I wish I could just set the language to Japanese and pretend I'm on some PC-98 or something in a tiny apartment in Tokyo. Or maybe it's the marijuana.
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# ? Jul 24, 2017 01:12 |
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I just got into Ancient Aliens. I knew I had picked the right map pack to start playing as soon as I brought up the main menu. Fantastic MIDI soundtrack too. Apparently, you can buy it on Bandcamp, but it sounds like it was rendered on the Microsoft GS Wavetable Synth. Whyyyyy!? It sounds so much better on an actual Sound Canvas (or really anything for that matter).
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# ? Jul 24, 2017 01:37 |
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Because it was composed against that, and the composer thinks anything else sounds wrong for it. I mean, "Trapeze"'s taiko drums don't sound right even on Sound Canvas VA; it literally only sounds correct on Microsoft's incorrect implementation, where the pitch changes much more dramatically than it should.
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# ? Jul 24, 2017 02:01 |
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Shadow Hog posted:Because it was composed against that, and the composer thinks anything else sounds wrong for it. Eh, you work with what ya got ya know? One thing I've been told with regards to music is the only rule is there are no rules.
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# ? Jul 24, 2017 02:42 |
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Ancient aliens gets mean in the second episode.
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# ? Jul 24, 2017 03:46 |
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fishmech posted:Oh yeah Ready Player One is like if X-Entertainment... Hey don't drag Matt into this But seriously though that trailer and movie look loving awful, so glad I didn't bother reading that dumb book.
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# ? Jul 24, 2017 03:58 |
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Shadow Hog posted:Because it was composed against that, and the composer thinks anything else sounds wrong for it. Oh yeah, I just released a soundfont based on WinGroove and now I remember encountering this when creating the taiko drums. I had to set note scaling to 50% to match the original behavior, which was easy enough to do in an SF2 soundfont. I guess I would argue that taking a percussive instrument that is known to have reduced note scaling on industry standard hardware and using it for melodies is a bad idea for this exact reason. I'm left wondering if there's a way to set note scaling through CC events so it's normalized across MIDI hardware. I haven't found anything though. Not that it would accomplish much. Microsoft's implementation is also out of tune by a fifth, so you already have a problem even before getting into how it's scaled. If I were the one dealing with this problem, I probably would have just modified the MIDIs accordingly before rendering them and submitting them to Bandcamp. Klaus88 posted:Ancient aliens gets mean in the second episode. I'm playing through it now and it's reaching borderline Slaughterfest levels. You can pretty much place bets on how many Archviles and Revenants are released by each pickup or switch press.
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# ? Jul 24, 2017 03:59 |
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Max Wilco posted:US Gamer did a review on the next book he wrote, The Next Starfighter. The excerpt they took from was enough to make me want to avoid anything by Ernest Cline: You left out the part where in "The Next Starfighter" apparently Star Citizen actually came out
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# ? Jul 24, 2017 04:00 |
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Uncle Kitchener posted:Something I'm working on for the Hotline Miami Doom mods Just chiming in to say I let your version play and then it went right into playing Jasper's Miami next and it felt really familiar, so that's a good sign. I haven't played Hotline Miami but after checking out the DooM mods and the original I'm very confused how I missed it. I really like the song and how chill it is, but how does it play when you are blowing up barrels and the subsequent explosions light the enemies on fire?
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# ? Jul 24, 2017 04:04 |
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Dumb question: What's the point of the invisibility power-up in Doom? Once enemies are alerted to your presence, it seems like the invisibility doesn't really serve any purpose. Does sound/proximity play into it, or is there some other benefit that I'm not familiar with.
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# ? Jul 24, 2017 08:34 |
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Max Wilco posted:Dumb question: What's the point of the invisibility power-up in Doom? Once enemies are alerted to your presence, it seems like the invisibility doesn't really serve any purpose. Does sound/proximity play into it, or is there some other benefit that I'm not familiar with.
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# ? Jul 24, 2017 08:53 |
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Projectiles I find tend to go wide, but I feel like we get used to them moving in a certain way so it can make things harder because there's a fireball where you didn't expect it.
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# ? Jul 24, 2017 09:04 |
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Max Wilco posted:Once enemies are alerted to your presence, it seems like the invisibility doesn't really serve any purpose. An enemies "alertness" of you isn't actually affected by the invisibility sphere. As The Kins states, it affects their aiming offset, and in Doom that's all it's supposed to do. Heretic altered this behavior so that you are less likely to alert enemies (on sight) based on distance and speed. Rocket Pan fucked around with this message at 23:40 on Jul 24, 2017 |
# ? Jul 24, 2017 09:34 |
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The Kins posted:Monsters that fire at a player with the invisibility powerup have their aim offset by a random angle. In theory, this should cause monsters to miss players with that powerup more often. In theory. Ah yes. In practice this means I dodge into their bullets, every god damned time. Invisibility Powerup- Not Even Once.
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# ? Jul 24, 2017 09:49 |
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What's a good mapset for a first time playing Hideous Destructor?RickVoid posted:Ah yes. In practice this means I dodge into their bullets, every god damned time. Custom monster mods should steal more shmup tricks, like shooting patterns around the player instead of directly at them DisDisDis fucked around with this message at 10:06 on Jul 24, 2017 |
# ? Jul 24, 2017 10:04 |
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The partial invisibility is a trade-off: hitscan enemies miss a lot, while projectiles become dangerously unpredictable. It can either be a blessing or a curse. If it's placed before a bunch of shotgunners or chaingunners, it's helpful. Before a roomful of imps of something, it can serve as a trap. Emrikol fucked around with this message at 11:00 on Jul 24, 2017 |
# ? Jul 24, 2017 10:49 |
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https://www.youtube.com/watch?v=w1QYD8Dz2FE Found this randomly on youtube and it's got some interesting history I didn't know
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# ? Jul 24, 2017 12:20 |
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I didn't get to DM until 2001 on Doom Connector + Doom Legacy but even so watching this kind of stuff gives me that nostalgic feeling from the shareware days. Unrelated news: https://twitter.com/tdDaz/status/889420269022060544
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# ? Jul 24, 2017 13:09 |
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DisDisDis posted:https://www.youtube.com/watch?v=w1QYD8Dz2FE This is fascinating, and I don't even know why. Also, woo, Montreal!
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# ? Jul 24, 2017 13:13 |
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Max Wilco posted:Dumb question: What's the point of the invisibility power-up in Doom? Once enemies are alerted to your presence, it seems like the invisibility doesn't really serve any purpose. Does sound/proximity play into it, or is there some other benefit that I'm not familiar with. I've actually taken to placing them in situations in my maps where it's not obvious if it's of any use or not, as I like the idea of putting the dilemma to the player of "Will this hurt me more than it will help me?", "Will I be fighting mostly hitscan or projectile attacks going forward?", etc. Anything to add some more unpredictability, and a little risk/reward to the player's decision making. EDIT: my one actual problem with blur spheres is the fact that they do nothing about homing revenant rockets. If I could go back to 1994 and change one thing about Doom 2, I would make it so that blur spheres make homing rockets randomly go after other enemies instead of just you. an_mutt fucked around with this message at 13:21 on Jul 24, 2017 |
# ? Jul 24, 2017 13:17 |
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Yeah when placed correctly blur spheres are good for surviving rooms full of chaingunners but that's about it IMO
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# ? Jul 24, 2017 13:31 |
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ytisomauq posted:Just chiming in to say I let your version play and then it went right into playing Jasper's Miami next and it felt really familiar, so that's a good sign. I haven't played Hotline Miami but after checking out the DooM mods and the original I'm very confused how I missed it. The track is purely for the post-level score screen. Both Doom and HM have this feature which fits for those states. Also, since its the easiest track to cover out of the whole soundtrack, it was a good place to start. To be honest I'm proud of how well it loops.
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# ? Jul 24, 2017 14:24 |
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Just needs cropping under the REAL LIFE SUCKS and the bargain roundel deleting and voila! an ideal poster for your cube wall. Also Bundlestars has a deal on Steam keys for Quake I, II and III plus the mission packs, but they're 95% sold out after like two hours out of 24 so they'll not be available much longer.
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# ? Jul 24, 2017 17:19 |
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Heavy Metal posted:Duke Nukem and Freddy Krueger share the screen in Ready Player One, the new Spielberg movie, ok you win I'll see the movie drat I misread that as Freddy Fazbear and got hyped af for a second.
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# ? Jul 24, 2017 17:52 |
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Rocket Pan posted:An enemies "alertness" of you isn't actually affected by the invisibility sphere. As The Kins states, it affects their aiming offset, and in Doom that's all it's supposed to do. Not exactly news, since it's been around for like ten years or so. I've always had trouble getting the drat thing to run, too.
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# ? Jul 24, 2017 18:07 |
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# ? Apr 25, 2024 04:42 |
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I kinda suspected I'd seen this before. That tweet is recent at least.
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# ? Jul 24, 2017 18:09 |