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Minidust posted:http://www.eurogamer.net/articles/2012-05-30-doom-3-bfg-edition-announced-for-pc-ps3-xbox-360 I'm hoping for the inclusion of mouselook ala GZDoom into the DOOM 1/2 console ports, but something says to me that they won't.
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# ? May 31, 2012 04:46 |
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# ? Apr 25, 2024 05:37 |
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SPACE HOMOS posted:I ran this in gzdoom with Doom 2's wad and it seems to be missing textures. I like the thing you did with the sectors and floor textures. It seems a little cramped though.
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# ? May 31, 2012 10:11 |
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The iOS Version of Marathon Infinity is out. Same drill as the previous two games, really, except with a really fuckin' trippy plot.
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# ? May 31, 2012 13:15 |
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SavageMessiah posted:I noticed that Reelism used a pk7 file and QLZ didn't recognize it in the open dialog. WELL NO LONGER! Whyyyy do I always post this crap at the end of a page?
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# ? May 31, 2012 13:53 |
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an_mutt posted:I included some Doom 1 textures as well. Do you need to do something extra for that? You may need to move over the patches you used and have the textures defined in a 'texturex' inside the wad. You can use slade3 to do this.
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# ? May 31, 2012 14:01 |
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SPACE HOMOS posted:You may need to move over the patches you used and have the textures defined in a 'texturex' inside the wad. You can use slade3 to do this. an_mutt fucked around with this message at 20:41 on May 31, 2012 |
# ? May 31, 2012 15:17 |
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I tried using your updated wad and was still getting missing textures. In your editor what assets are you loading and what format are you saving your map in? Are you testing your maps with zdoom, gzdoom, skulltag, ... ?
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# ? May 31, 2012 17:46 |
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In Doombuilder I'm loding up resources from both The Ultimate Doom & Doom II, and it's configured in basic Doom 2; I'm testing with Skulltag. I keep all my IWADS in my main Doom folder so I assume whenever I play my map it's taking the textures from them without the need of patch on the pwad itself?
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# ? May 31, 2012 17:59 |
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SavageMessiah posted:Whyyyy do I always post this crap at the end of a page? an_mutt posted:I included some Doom 1 textures as well. Do you need to do something extra for that?
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# ? May 31, 2012 18:11 |
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an_mutt posted:In Doombuilder I'm loding up resources from both The Ultimate Doom & Doom II, and it's configured in basic Doom 2; I'm testing with Skulltag. I keep all my IWADS in my main Doom folder so I assume whenever I play my map it's taking the textures from them without the need of patch on the pwad itself? Yeah running your WAD in skulltag makes the textures show up. I would still try to migrate the used doom 1 textures into your wad because not everyone uses skulltag and some people may not have ultimate doom (highly doubtful).
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# ? May 31, 2012 18:14 |
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Okay, maybe SgtMark is getting just a wee tad bit out of hand with the amount of detail he's putting into Brutal Doom... ...now that he's added loving monster infighting executions. But drat, look at that torso fly.
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# ? May 31, 2012 20:19 |
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The Kins posted:You can just include the "NJTEX.ZIP" at the bottom of this page to get all the missing Doom 1 textures into Doom 2.
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# ? May 31, 2012 20:40 |
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ChickenHeart posted:Okay, maybe SgtMark is getting just a wee tad bit out of hand with the amount of detail he's putting into Brutal Doom... Brutal Doom's starting to toe the line between changes that improve the original Doom or add an interesting twist on a game we've all played to death (replacing the pistol with the assault rifle, reloading weapons, barons throwing corpses at you, using a great sound clip from a movie to tell a monster from hell to go gently caress itself), and changes that are really pointless and seem to be aimed at completely overhauling the original game (replacing the shotgun and apparently now the rocket launcher sprites with bland generic graphics, newly recorded taunts that IMO sound like crap, replacing the stock "pain" sound). Personally I'd like to see Brutal Doom branched off into two mods, one that sticks closer to the original game and one where SgtMark keeps
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# ? Jun 1, 2012 02:04 |
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DIEGETIC SPACEMAN posted:Brutal Doom's starting to toe the line between changes that improve the original Doom or add an interesting twist on a game we've all played to death (replacing the pistol with the assault rifle, reloading weapons, barons throwing corpses at you, using a great sound clip from a movie to tell a monster from hell to go gently caress itself), and changes that are really pointless and seem to be aimed at completely overhauling the original game (replacing the shotgun and apparently now the rocket launcher sprites with bland generic graphics, newly recorded taunts that IMO sound like crap, replacing the stock "pain" sound). Personally I'd like to see Brutal Doom branched off into two mods, one that sticks closer to the original game and one where SgtMark keeps Yeah, I agree. At this rate, I'm gonna end up sticking to just using Redoom for improved gore effects.
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# ? Jun 1, 2012 02:12 |
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God drat, Epic 2. I'm not quite certain where I stumbled upon it, but I love the levels and the look and feel, but I hate the monsters. loving Revenants and Archviles and loving Spider Masterminds when the levels are so cramped and ammo so scarce. I love everything else about it though.
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# ? Jun 1, 2012 02:13 |
catlord posted:God drat, Epic 2. I'm not quite certain where I stumbled upon it, but I love the levels and the look and feel, but I hate the monsters. loving Revenants and Archviles and loving Spider Masterminds when the levels are so cramped and ammo so scarce. I love everything else about it though. Yeah, Epic 2's later levels take a one-way trip to crazy town. I can't remember (somewhere around level 15-17) there's a room with an arch-vile and 4 Cyberdemons that you have to kill. Makes play-thrus with Brutal Doom pretty aggravating. I've heard the WAD is sublime with WildWeasel's Nazis, though.
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# ? Jun 1, 2012 03:04 |
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DIEGETIC SPACEMAN posted:Brutal Doom's starting to toe the line between changes that improve the original Doom or add an interesting twist on a game we've all played to death (replacing the pistol with the assault rifle, reloading weapons, barons throwing corpses at you, using a great sound clip from a movie to tell a monster from hell to go gently caress itself), and changes that are really pointless and seem to be aimed at completely overhauling the original game (replacing the shotgun and apparently now the rocket launcher sprites with bland generic graphics, newly recorded taunts that IMO sound like crap, replacing the stock "pain" sound). Personally I'd like to see Brutal Doom branched off into two mods, one that sticks closer to the original game and one where SgtMark keeps I agree. That new rocket launcher looks awful. I like Brutal Doom, but yeah, I think they're getting a little carried away, and a fork of it sounds like a good solution.
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# ? Jun 1, 2012 03:10 |
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Last time I checked, SgtMark was going to release .16 with a separate add-on that would restore the original Doom sounds/Danny Glover quote. On top of that, all of the voiceclips are through keybinds, completely at your discretion so you can have a silent Doomguy if you wanted or the psychopathic loudmouth Doom Comic guy. Also on the rocket launcher, are you referring to the Mancubus Cannon he's using in the beginning of that linked video, or the actual rocket launcher used at the end with the drum clip? 'Cause I think it's a neat touch-up of the original weapon; it shares the same basic shape and color scheme of Doom's launcher, but with some extra gubbins that give it a powerful, chunky appeal and a kickass reloading sound that I love.
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# ? Jun 1, 2012 03:19 |
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Ohhh that's the mancubus cannon? Well that makes more sense then. Couldn't figure out why the rocket launcher would look like that [or why the rockets would look like that] but that makes total sense. This is what I get for posting while busy at work :P
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# ? Jun 1, 2012 03:21 |
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Cream-of-Plenty posted:Yeah, Epic 2's later levels take a one-way trip to crazy town. I can't remember (somewhere around level 15-17) there's a room with an arch-vile and 4 Cyberdemons that you have to kill. Makes play-thrus with Brutal Doom pretty aggravating. I've heard the WAD is sublime with WildWeasel's Nazis, though. I'm on level 3-4 This... may not be the mod for me.
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# ? Jun 1, 2012 03:56 |
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DIEGETIC SPACEMAN posted:Brutal Doom's starting to toe the line between changes that improve the original Doom or add an interesting twist on a game we've all played to death (replacing the pistol with the assault rifle, reloading weapons, barons throwing corpses at you, using a great sound clip from a movie to tell a monster from hell to go gently caress itself), and changes that are really pointless and seem to be aimed at completely overhauling the original game (replacing the shotgun and apparently now the rocket launcher sprites with bland generic graphics, newly recorded taunts that IMO sound like crap, replacing the stock "pain" sound). Personally I'd like to see Brutal Doom branched off into two mods, one that sticks closer to the original game and one where SgtMark keeps SgtMarkIV needs to take a nice break from Brutal Doom. A summer of not working on Brutal Doom would probably give him a fresh perspective on what the hell he wants to do with this mod. Right now Brutal Doom is being taken over by feature creep and a desire to change things just for the sake of them being different.
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# ? Jun 1, 2012 09:16 |
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DIEGETIC SPACEMAN posted:Brutal Doom's starting to toe the line between changes that improve the original Doom or add an interesting twist on a game we've all played to death (replacing the pistol with the assault rifle, reloading weapons, barons throwing corpses at you, using a great sound clip from a movie to tell a monster from hell to go gently caress itself), and changes that are really pointless and seem to be aimed at completely overhauling the original game (replacing the shotgun and apparently now the rocket launcher sprites with bland generic graphics, newly recorded taunts that IMO sound like crap, replacing the stock "pain" sound). Personally I'd like to see Brutal Doom branched off into two mods, one that sticks closer to the original game and one where SgtMark keeps Honestly the shotgun and that rocket launcher's sprites are the only things I dislike, everything else is pretty drat awesome, especially the taunts.
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# ? Jun 1, 2012 10:47 |
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closeted republican posted:SgtMarkIV needs to take a nice break from Brutal Doom. A summer of not working on Brutal Doom would probably give him a fresh perspective on what the hell he wants to do with this mod. Right now Brutal Doom is being taken over by feature creep and a desire to change things just for the sake of them being different. This has been said about Brutal Doom pretty much since the first release of the mod, and yet somehow, repeated with each new version, yet each release is better than the last, bugs aside. I do think the voice-acting is a little too high-pitched in places, but having it consistent between pain and taunts makes sense.
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# ? Jun 1, 2012 11:24 |
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Reive posted:Honestly the shotgun and that rocket launcher's sprites are the only things I dislike, everything else is pretty drat awesome, especially the taunts. As stated above, that isn't the rocket launcher, it's the Mancubus gun that you can now salvage from their corpses.
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# ? Jun 1, 2012 11:32 |
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Honestly, I am kind of disappointed with how my voice acting turned out in the end. In order for it to be clearly audible during all the mayhem, SgtMarkIV had to increase the volume. So despite it being recorded with a studio quality mic, it's kind of clippy. I'm wondering if maybe some talented goon could take a crack at the taunts and what have you with the original files in hand and smooth them out a bit. I'm not really an audio engineer so I don't know how clear things can be made. Then again, I'm totally free this weekend so I could always sit down for recording session #3 and try and crank out lines that will level up better. Seeing these complaints popping up is kind of making me want to do them over again after taking some advice from you guys.
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# ? Jun 2, 2012 04:13 |
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How much audio are we talking about here? I can take a stab at it.
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# ? Jun 2, 2012 04:55 |
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Roughly twenty minutes of audio across two files. I've got MP3s up on Mediafire of the last two sessions, and I do still have the original WAV files if that makes a difference. Session two is mostly taunts and grunts, whereas three was something SgtMarkIV requested specifically, some extra death sounds and multiplayer-only voice clips. Session Two Session Three The first session's somewhere else in this thread, but I don't think any of that is being used anymore since it was basically just me loving around and seeing what people thought of my voice acting.
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# ? Jun 2, 2012 05:36 |
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According to the official ZDoom forums, the next version of Russian Overkill is finally getting updated tomorrow, June 2nd. Barring any technical problems, of course. Let's keep our fingers crossed.
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# ? Jun 2, 2012 07:38 |
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Was just playing around with the latest Skulltag beta build, and it feels like there's been quite a bit of optimization done in recent releases. Even with a high-res texture pack, running the Brutalized Doom map-pack (remixed larger, more enemy-filled versions of the Doom 1 & 2 campaigns), and Brutal Doom v16-Test3, it seldom (if ever) dropped from 60fps. It used to stutter quite a bit before. Has the open-sourcing been reaping rewards? Dominic White fucked around with this message at 14:39 on Jun 2, 2012 |
# ? Jun 2, 2012 14:34 |
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Russian Overkill is back, and they've bought some Reinforcements From Moldova!
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# ? Jun 2, 2012 15:59 |
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Just recorded another little gameplay video - https://www.youtube.com/watch?v=fzycLoT0reU - Brutal Doom V16b3 with supporting texture, music and map mods.
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# ? Jun 2, 2012 23:16 |
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Chinese Tony Danza, I really like your voice work for Brutal Doom. It sounds really manic and unhinged, which I think definitely reflects Doomguy's behaviour in this mod.
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# ? Jun 3, 2012 01:05 |
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Dominic White posted:Just recorded another little gameplay video - https://www.youtube.com/watch?v=fzycLoT0reU - Brutal Doom V16b3 with supporting texture, music and map mods.
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# ? Jun 3, 2012 02:24 |
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I found an old CD called D!ZONE which includes a Doom front end and a huge collection of WAD files. Unfortunately 99% of them are garbage since it looks like whoever made the collection just pulled everything on the Internet with a .wad extension and threw it on the CD. The few interesting ones are from 1994 which was before map makers started doing really nutty stuff - The most notable level in the collection is probably UACDead. However I did find a sound replacement file which makes multiplayer deathmatch... interesting. http://www.mediafire.com/?53xdcy9dd8uoh3y Fabulousity fucked around with this message at 03:17 on Jun 3, 2012 |
# ? Jun 3, 2012 02:54 |
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Brutal Doom absolutely wrecks the balance of what was a perfect game. The fact that mechanics like regeneration need to be introduced to offset all the stupid bullshit that enemies do is kind of... depressing. Hitscan enemies are massively more powerful (in a game where damage mitigation is done by dodging - powerful sergeants and zombiemen forces you to use cover mechanics like every other fps out there), the game loses that crucial readability amidst the overdone effects and stuff like screen cracks, and the extra lethality just turns an intelligent game into a dumb one. It's a nice spectacle once in a while and every so often I load it up with Invasion mode and go to down, but playing it any more than that, or having the sheer lack of taste to try playing Alien Vendetta or DV2 with it is like only eating your steak when it's boiled in ketchup. So why is every second post in this thread about it? Cream-of-Plenty posted:Holy poo poo. The end maps of Scythe are pretty interesting. It's not easy but it's a nice change. Try playing without BD and see if you do any better. Of course that's nothing on Scythe 2 where the final maps have you killing evil Doomguys armed with plasma rifles while a crummy symphony X MIDI plays... danbo fucked around with this message at 12:50 on Jun 3, 2012 |
# ? Jun 3, 2012 12:47 |
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Tiger Schwert posted:Brutal Doom absolutely wrecks the balance of what was a perfect game. The fact that mechanics like regeneration need to be introduced to offset all the stupid bullshit that enemies do is kind of... depressing. Wait, what? The balance is one of the most highly praised things about the mod. Yes, some enemies are a bit more dangerous, but you're also capable of taking them down a lot faster in most cases. Every weapon, right down to the starting rifle has a use. The single shotgun is useful right through the game, never being rendered obsolete. The minigun becomes a better close-combat weapon than the plasma gun. It's different from normal, but it really doesn't 'wreck' anything. It's meant to be harder overall, because Doom & Doom 2 are pretty easy by modern standards. If a map-pack is too hard, then play on a difficulty below UV. Doom players seem to have forgotten that the three settings below that even exist.
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# ? Jun 3, 2012 12:53 |
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Dominic White posted:It's meant to be harder overall, because Doom & Doom 2 are pretty easy by modern standards. And the solution is to make challenging maps that take advantage of what's already there, not to uniformly increase lethality and turn the game into a spastic mess. The vanilla pistol? It's not a great weapon. In fact having to kill anything with it pisses me off. DV2 got around this by introducing the dualie pistols which are really fun to use without breaking the balance of the wad too much - you don't really use them after the first 2 maps, but they get around that stodginess you see in a lot of map01s and map02s. What BD does is give you a really powerful (headshots) and accurate long-range weapon with cheap ammo when the game was not designed to have that weapon archetype. And then the guy put ironsights on it in case it wasn't dissonant enough with the rest of the game.
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# ? Jun 3, 2012 13:06 |
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Tiger Schwert posted:And the solution is to make challenging maps that take advantage of what's already there, not to uniformly increase lethality and turn the game into a spastic mess. But it's a mod that's meant to plug into every map-pack and be universally compatible, not a self-contained campaign. Yes, it makes some levels that were designed to be super-hard already even harder. So lower the difficulty level.
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# ? Jun 3, 2012 13:09 |
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Dominic White posted:But it's a mod that's meant to plug into every map-pack and be universally compatible, not a self-contained campaign. Yes, it makes some levels that were designed to be super-hard already even harder. So lower the difficulty level. Most wads are designed for UV with a general "eh well it probably won't crash" attitude, and because of item spawns etc that's how they should be played. Have you not realised how stuff like the magic jumping imps, super powerful hitscanners and spiderdemons that fire explosive rounds just might change how levels should be designed?
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# ? Jun 3, 2012 13:19 |
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# ? Apr 25, 2024 05:37 |
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Tiger Schwert posted:Most wads are designed for UV with a general "eh well it probably won't crash" attitude, and because of item spawns etc that's how they should be played. Have you not realised how stuff like the magic jumping imps, super powerful hitscanners and spiderdemons that fire explosive rounds just might change how levels should be designed? You seem to be in this weird state of denial that any setting below UV exists. That seems to be the entire core of your problem here. Yes, for the longest time, UV was the only difficulty setting that anyone played. That has changed. Now there are actually five difficulty settings!
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# ? Jun 3, 2012 13:21 |