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deuce sex
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# ? Mar 25, 2017 20:09 |
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# ? Apr 25, 2024 01:42 |
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Dookie Nukem 3D. Sorry, I'm done.
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# ? Mar 25, 2017 21:09 |
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Duke Nukem Forever. Doesn't need any changes.
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# ? Mar 25, 2017 21:29 |
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Keiya posted:Duke Nukem Forever. Doesn't need any changes. It does let you pick up and throw some dookie, while Duke protests! Hideo Kojima-esque meta genius from the late great 3DR boys.
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# ? Mar 25, 2017 21:34 |
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Rupert Buttermilk posted:Dookie Nukem 3D. https://www.youtube.com/watch?v=3yj-fxnkeEU
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# ? Mar 25, 2017 23:07 |
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Speaking of Dookies, Bulletsotrm with Duke Nukem. All aboard the barf bus.
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# ? Mar 26, 2017 01:27 |
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Uncle Kitchener posted:Speaking of Dookies, Bulletsotrm with Duke Nukem. "WE LIVE ON A PRISON PLANET; INFOWARS.COM" https://www.youtube.com/watch?v=vOkbfFICEp8 ChickenHeart fucked around with this message at 02:22 on Mar 26, 2017 |
# ? Mar 26, 2017 02:19 |
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Uncle Kitchener posted:Speaking of Dookies, Bulletsotrm with Duke Nukem. I'm buying Bulletstorm remake... ...when it's like 75% off because loving Gearbox.
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# ? Mar 26, 2017 16:11 |
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Gearbox can't market games for poo poo. I'll get the game just so I can warn the rest of you if it's a no-buy.
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# ? Mar 26, 2017 17:17 |
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I mean, Bulletstorm was loving great, I would be surprised if they somehow gently caress this up beyond the pricing.
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# ? Mar 26, 2017 20:40 |
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catlord posted:I mean, Bulletstorm was loving great, I would be surprised if they somehow gently caress this up beyond the pricing. Somewhere, Randy Pitchford just said "hold my beer."
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# ? Mar 26, 2017 20:44 |
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So was that Duke Nukem 3D rerelease with the new episode worth a drat? I watched some playthroughs of the new episode and it looked like a long-lost Redneck Rampage total conversion, from the level layouts to the textures to the shitton of enemies. I'm still never forgiving Gearbox for pulling Megaton edition though.
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# ? Mar 26, 2017 22:50 |
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King Vidiot posted:So was that Duke Nukem 3D rerelease with the new episode worth a drat? I watched some playthroughs of the new episode and it looked like a long-lost Redneck Rampage total conversion, from the level layouts to the textures to the shitton of enemies. Well, it sure wasn't worth the full price if you already owned Duke 3D in any form and thsu were only getting one new episode out of it. It was good otherwise.
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# ? Mar 26, 2017 22:54 |
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Yeah, I'm actually really thankful that I have Megaton edition, can't believe it's just removed from the store. Unless there's some sort of rights/royalties issue I'm not aware of, they absolutely could have added the episode as $5 (maybe even $10) dlc, and if you bought it, you'd get the nice engine uograde, too. Or the engine upgrade could be free, I don't know.
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# ? Mar 26, 2017 22:59 |
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Hiya folks, we are still doing patches to Turok2, would you believe? New update in the beta branch:quote:Beta Update #2 Patch Notes (KEX Engine 1.5.2) As a side note, If you are noticing performance problems while hosting a server with large player numbers, you can experiment turning cl_multithreadpackets on (cl_multithreadpackets 1 in the console) and see if that improves the situation. This can/has to be done while the game is already running (the value isn't remembered for now and defaults to off). Tell me if everything crashes or not if you try this. Multi-threading is hard okay .
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# ? Mar 26, 2017 23:18 |
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Rocket Pan posted:Hiya folks, we are still doing patches to Turok2, would you believe? New update in the beta branch: Glad you all are still working on it. Will these fix the problem where you can't re-enter the Death Marshes' armories? Today I finally did it. I beat Turok 2 after all these years. The last level (Primagen's Lightship) is really good and the level before that (Mantid Hive) is like a mix between the Perfect Dark alien ship and Xen from Half-Life. Pretty cool, but gets confusing towards the end. Overall I had a good time! I noticed that the Mantid Queen and Mother bosses seem to have busted health bars. They take a few more shots to kill once the bar empties. I never managed to get that far in the original game so I don't know if it's intended behavior or not.
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# ? Mar 26, 2017 23:41 |
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Mak0rz posted:Glad you all are still working on it. Will these fix the problem where you can't re-enter the Death Marshes' armories? I believe we already fixed that? It was related to triggers not ending when you left the current map.
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# ? Mar 27, 2017 00:32 |
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King Vidiot posted:So was that Duke Nukem 3D rerelease with the new episode worth a drat? I watched some playthroughs of the new episode and it looked like a long-lost Redneck Rampage total conversion, from the level layouts to the textures to the shitton of enemies. It's well worthwhile, some of the best levels in any game in years. They got Levelord and Allen Blum back. Some of the new art may be a bit cartoony (especially the first level), but overall it fit in for me. On standard "Let's Rock" difficulty there weren't crazy mobs of enemies, gameplay felt pretty spot on to me. If you dig Duke 3D, you'll probably love some of those new levels. If you don't dig the layouts (based on videos though) we may just have different taste. Most fans who played it seem to dig it though. Heavy Metal fucked around with this message at 01:17 on Mar 27, 2017 |
# ? Mar 27, 2017 01:13 |
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Rocket Pan posted:I believe we already fixed that? It was related to triggers not ending when you left the current map. I backtracked to get the Primagen key on the save file I had since pre-patch and it still happened, but I just tried it using a new game and you are correct. My bad!
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# ? Mar 27, 2017 02:19 |
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Kinda behind on this, but as a longtime Descent fan, played it to DEATH as a kid... I was actually impressed by the first playable teaser of Overload. This second teaser they recently released? My jaw dropped. I'm pretty blown away.
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# ? Mar 27, 2017 06:33 |
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Looks like bulletstorm is dx11 only. I might have to save up for a new PC for Doom2016 and the rest of these new fancy games.
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# ? Mar 27, 2017 15:19 |
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Heavy Metal posted:It's well worthwhile, some of the best levels in any game in years. They got Levelord and Allen Blum back. Some of the new art may be a bit cartoony (especially the first level), but overall it fit in for me. On standard "Let's Rock" difficulty there weren't crazy mobs of enemies, gameplay felt pretty spot on to me. If you dig Duke 3D, you'll probably love some of those new levels. If you don't dig the layouts (based on videos though) we may just have different taste. Most fans who played it seem to dig it though. I got this during the last steam sale and while Pitchford doesn't deserve a dime the level designers do. It was a really well done set of levels with only a couple of dull spots. Plus the rewind feature is really nice for handling some of the harder encounters and difficulty levels.
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# ? Mar 27, 2017 15:44 |
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GuyonthecoucH posted:I got this during the last steam sale and while Pitchford doesn't deserve a dime the level designers do. It was a really well done set of levels with only a couple of dull spots. Plus the rewind feature is really nice for handling some of the harder encounters and difficulty levels. I used to play the XBLA version of DN3D and yeah, I can vouch for the rewind feature being slick as hell. It's cheatey and gamey, but hey, whatever... my old man FPS skills have atrophied and I appreciate a quick do-over. It's really a way more streamlined Quick Save/Load system, done really well.
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# ? Mar 27, 2017 16:40 |
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is there a way to somehow implement the rewind feature in user-made levels? That'd be perfect. One can dream.
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# ? Mar 27, 2017 21:35 |
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Narcissus1916 posted:is there a way to somehow implement the rewind feature in user-made levels? That'd be perfect. One can dream. Wait, is this not a thing? I thought it was engine-dependent, not level-dependent, isn't it?
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# ? Mar 27, 2017 23:21 |
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Presumably, yes, but does that collection even support custom levels at the moment?
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# ? Mar 28, 2017 02:49 |
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Shadow Hog posted:Presumably, yes, but does that collection even support custom levels at the moment? It does, but I've heard people complaining its support, so maybe not as ideally as one would want.
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# ? Mar 28, 2017 03:08 |
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I just tried some Turok 2 multiplayer. Couldn't find any rooms so I made one and then it very quickly became full. It was chaos. Sweet, sweet chaos. Honestly I didn't expect it to be that fun!
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# ? Mar 28, 2017 03:54 |
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I know the multiplayer includes the N64 weapons but which version is the multiplayer based on - N64, PC or is it something original?
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# ? Mar 28, 2017 04:05 |
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PaletteSwappedNinja posted:I know the multiplayer includes the N64 weapons but which version is the multiplayer based on - N64, PC or is it something original? The N64 multiplayer, kinda. It started life as the N64 multiplayer (exclusively as network multiplayer, 16 players, no splitscreen), however as development went on it quickly became apparent that the N64 multiplayer wasn't going to be fully portable (among other things the N64 multiplayer maps weren't in a format that was actually PC compatible), so we mixed in some of the original PC maps to compensate, keeping the N64 MP crossbow as the starting weapon. Because of how the original PC multiplayer worked, that also threw in almost all the singleplayer weapons as well. We then later managed to add splitscreen and resurrect some of the N64 maps. We also additionally added the PFM from singleplayer which neither version had in multiplayer before. The end result is essentially a mix of both. Especially the Rok Mix mode that I made in 30 minutes which has every available multiplayer weapon, including the otherwise unused N64 MP weapons. Rocket Pan fucked around with this message at 06:34 on Mar 28, 2017 |
# ? Mar 28, 2017 06:29 |
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Rocket Pan posted:Especially the Rok Mix mode that I made in 30 minutes which has every available multiplayer weapon, including the otherwise unused N64 MP weapons. I just played a few rounds of this with some randos and it was a loving blast. The SP and MP versions of weapons behave a little differently so it adds a bit more variety to the already huge arsenal. The Plasma Rifle has a higher rate of fire but doesn't hitscan, the Charge Dart has ricocheting rounds but can't be charged, and the Scorpion Launcher only fires one rocket. The single-fire Scorpion is so satisfying to use. Every now and then you spawn with a Nuke with a single round. It's... not hard to make that one shot count. Good poo poo. I'm sad that you're missing a few N64 maps because I remember having a lot of fun in that one with the central column of water. I didn't see it in our rotation. Edit: nope it's still there! Mak0rz fucked around with this message at 07:15 on Mar 28, 2017 |
# ? Mar 28, 2017 06:48 |
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Just realized I haven't posted about recent events in a while: GZDoom and QZDoom have both updated. This new update adds all sorts of new toys for modders and scripters. Doom Delta is a gameplay mod that takes its cues from the old Doom development bibles and prototype builds, with multiple playable characters and the resurrection of gameplay elements that never saw the light of day, like a HUD minimap. It's not as "flashy" as some gameplay mods, but it has some pretty nice touches in my opinion. https://www.youtube.com/watch?v=8uoV3WmAPSU Brutal Doom is working on an update that makes the Purist class not purist, renders Barrels O' Fun unwinnable and adds one or two cool features that from what I've heard are implemented in horrifying ways under the hood. https://www.youtube.com/watch?v=co_9KkOeLRQ Waterlab GZD is a new single-map GZDoom TC by Enjay, set in an abandoned looking base that probably smells terrific.
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# ? Mar 29, 2017 02:47 |
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I've played the beta of Doom Delta already. Can guarantee it's some good poo poo. I like the helmet hud.
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# ? Mar 29, 2017 03:07 |
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The Kins posted:Brutal Doom is working on an update that makes the Purist class not purist, renders Barrels O' Fun unwinnable and adds one or two cool features that from what I've heard are implemented in horrifying ways under the hood. Isn't this the changelog to every Brutal Doom version? Rocket Pan fucked around with this message at 03:34 on Mar 29, 2017 |
# ? Mar 29, 2017 03:32 |
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Catch me up please... what's QZDoom about?
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# ? Mar 29, 2017 04:29 |
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The Kins posted:Just realized I haven't posted about recent events in a while: Any features that you're looking forward to for your mods?
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# ? Mar 29, 2017 04:49 |
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Johnny Law posted:Catch me up please... what's QZDoom about? That's QZDoom in a nutshell.
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# ? Mar 29, 2017 04:57 |
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Huh. On the Quake side of things, the main reason people like the "software renderer" is because of palette restriction. What's the selling point of QZDoom if it's a true-color software renderer? Vertical view warping?
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# ? Mar 29, 2017 05:21 |
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Johnny Law posted:Catch me up please... what's QZDoom about? Johnny Law posted:Huh. Wamdoodle posted:Any features that you're looking forward to for your mods?
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# ? Mar 29, 2017 05:39 |
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# ? Apr 25, 2024 01:42 |
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Johnny Law posted:What's the selling point of QZDoom if it's a true-color software renderer? Vertical view warping? Far as I can tell I'm the only person that cares about this but color depth changing with distance and light levels is one thing I really miss about software renderers.
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# ? Mar 29, 2017 06:36 |