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Everything posted by Kinsie
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Can we buy Doom forks or spiritual successors outside of Steam?
Kinsie replied to doomlayman's topic in Doom General
Some games like Beyond Sunset and Hedon are available on GOG, and others still may or may not be available on Itch.io. Pickings will generally be slimmer on those platforms, though - Itch's sales are often not high enough to bother with (I've had at least one indie game I've bought there just completely stop updating their Itch version, focusing on their Steam release!) and GOG has historically had an opaque and esoteric curation process that has a habit of knocking indie games back for no explained reason, in comparison to Itch and Steam's selection processes of "do you have a pulse" and "do you have $100" respectively. -
More Night Dive Remasters Announced: Turok 3 and Dark Forces
Kinsie replied to Kinsie's topic in Everything Else
Turok 3 is out now on Steam, GOG and assorted consoles. It is, as past history would suggest, a pretty good version of a pretty okay-ish game. -
It has nothing to do with sprites and everything to do with individual mod code. Without seeing your exact mod load order and/or a screenshot of the exact error message, nothing can be done.
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Here's how Edward described the Quake bug on the Steam forums: I'm not sure why it would have carried over to HL1 though, given that it uses native code instead of QuakeC. If you have a consistent way to reproduce the bug, the Valve Github's Half-Life 1 SDK repo's issue tracker seems like the place to go to report bugs.
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Epic are not a company particularly taken to nostalgia. That's an accusation I would've also leveled at Valve before this and that Steam 20th Anniversary thing they did a couple a months back, but it's becoming increasingly apparent that a new generation is making itself known over there.
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does anyone know where I can find all of the ROTT sprites?
Kinsie replied to soss's topic in Everything Else
If SLADE guesses a format wrong, you can calmly, yet firmly, tell it to guess again by highlighting the troubled lumps and using the "type" command in the console with the "forced" argument. (ex. type gfx_rott_pic forced). Using "type" by itself will print all the supported lump types. Had to do this with the various prototypes that have floated out over the last year or so to get at their juicy innards. -
Blue Shift does not have of its own multiplayer content, so they disable those options on the menu. The original retail release packed in a multiplayer-only version of Opposing Force to cover that base (the US version included a full-standalone version of OpFor instead!) I did a quick test (just checking the training areas, nothing too extensive) and it looks like support for old games and mods has improved - I was able to get Opposing Force, Blue Shift, Counter-Strike Condition Zero Deleted Scenes and the port-to-mod-format of Gunman Chronicles running just fine.
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Looking at the Twitter accounts of individual developers on the new update (not naming names because I know what the HL community's like...) there'll be some further updates to fix what's busted and shake the crumbs and cheeto dust out of the mod SDK.
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Mods, expansions and other HL1 engine games (except Sven Coop) are kind of broken with the new update. You can revert back to the previous version and bring everything back to working order by right clicking the game in the Steam library and going Properties > Betas > steam_legacy. An updated Mod SDK is in the works, according to the patch notes.
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Next doom game won't have mick. Is doom, doomed!?
Kinsie replied to nathanB404's topic in Doom Eternal
you know there's a videogame attached to that album right -
Gameplay Mod [GZDoom] Juvenile Power Fantasy - v1.1 "Crashing"!
Kinsie replied to Kinsie's topic in Mods & Resources
Unable to reproduce this. Quickly booted the mod up by itself and played through a full level without any crashes or fatal errors. Something else in your torrid, increasingly Skyrim-esque mod load list is incompatible and gumming up the works, and that's probably not something I can help with. -
The PCE/TG16 is definitely a good time, especially if you're a fan of arcade-style games. Less meat on the bones for people who prefer deeper experiences like RPGs, but there's still some good stuff there like Ys 1&2 CD-ROM. Also: I cannot emphasize just how small the Japanese console is. Far, far superior to the artificially-enlarged US model.
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Describe Sunlust in 1 word (closed: less than zero content)
Kinsie replied to Patrick_Plays_Doom's topic in Doom General
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By not taking six years to make it.
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Fair. Could probably wrangle a dual-boot if you're still on Intel, or a VM or the Game Porting Toolkit if you're on one of those fancy new ARM ones.
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Saturn is pretty good for accurate emulation via the Mednafen core (renamed to Saturnus in Bizhawk, Beetle in RetroArch), but basically don't expect any enhancements whatsoever from that - 320x240 or get lost. Kronos has some enhancements available like higher resolutions, but accuracy is lagging behind. Basically, it's good enough to play most anything but don't expect Duckstation magic. The PCSX2 nightlies are miles and miles ahead of the old stable release - they finally paid off all their tech debt and the Duckstation guy has pulled in his nice UI and performed a variety of miracles in sequence re: graphics accuracy and performance. For Silent Hill 2, though, you might be better off finding a copy of the PC version (where you'd do so is between you and your priest) and applying the Enhanced Edition mod which fixes all the issues and downgraded assets and applies some nice creature comforts like bug-free native widescreen support and higher framerates.
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My extremely-layman level understanding is that loading in new content to an extent that anyone would want (custom assets etc.) requires restarting the engine, which kind of defeats the point. The Unity port does this relatively seamlessly with some fun cheating, by killing and restarting the Doom engine instance inside of the crunchy Unity shell, but doing it for more traditional engines is going to be a very painful road.
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Gameplay Mod [GZDoom] Juvenile Power Fantasy - v1.1 "Crashing"!
Kinsie replied to Kinsie's topic in Mods & Resources
Works fine here. I believe there was a mistake with GZDoom 4.11.3 where it was packaged up wrong by accident when first released. Redownload it and see if it works better. -
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look dogg what else am i going to blame my being bad at old games on, my ever-deteriorating reflexes as i age and my body starts gradually breaking down?
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Yeah, there's a few reasons there was never a second game using the SVP chip - it was Stupid Expensive, the Genesis was old enough that making the games Stupid Expensive wouldn't fly, and the games using it were incompatible with the 32X, which was on the verge of release and did similar things better.
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If you had been involved in the development of Doom and Doom II
Kinsie replied to Psychagogue's topic in Doom General
Probably wind up inadvertently getting someone arrested for breaking child labor laws because I was eight years old in 1994.