Jump to content

Kinsie

Members
  • Posts

    2521
  • Joined

  • Last visited

Everything posted by Kinsie

  1. Also: GPL licensing stuff means that every GZDoom-based game on Steam has to be DRM-free by necessity, so you can just download the game and stash the folder away at your leisure. (Yes, DRM is optional on Steam, it’s just a lot of people don’t take that option for whatever reason.)
  2. Embracer's been around for a little bit under a couple of different names, most notably as THQ Nordic. You'd think that, right?
  3. Hyperstrange has a few games on GOG, I suspect Supplice will eventually appear there once it leaves Early Access, if GOG wants it.
  4. I'm assuming this post is based off of being unable to find a specific project. What are you looking for?
  5. As mentioned in the tweet in the OP, Scott Miller re-established Apogee as an indie publisher after the revived 3DR was bought by Embracer. They seem to be doing okay, as far as I can tell.
  6. Embracer are in full slash-and-burn mode to deal with the financial mess they put themselves into with their Saudi deal getting snuffed at the 11th hour (to say nothing of increased interest rates on loans, the drop in investor interest in games and tech, and all the other larger economic reasons every large tech company is bleeding personnel right now...), so they bear a good chunk of the blame... but not all of it, for once. 3D Realms/Slipgate Ironworks/Interceptor/Whatever Other Names They're Using have spent years putting themselves into a bad situation with lord knows how many mismanaged projects running simultaneously, resulting in lots of low-quality, low-selling, development-hell-mired releases beaten out of some incredibly talented people. Embracer definitely pulled the trigger themselves, but this decision was sadly on the wall for a long time, especially after Volition bit the dust. There's already rumblings among their peers and contemporaries about things having been kinda bad there for a while, so I wouldn't be shocked if some less-than-great stories about how the place was run behind the scenes start coming out once people reach minimum-safe-distance. I expect the chairs will be stacked and the company shut down entirely after their current slate of nigh-release projects like Wrath and Graven are kicked out unbidden into a largely uncaring world by a skeleton crew on their last crumb of morale. After that, the brand will be put into a box until the next vaguely-nostalgic sucker comes along, buys it, and releases the attached bad-project-management curse upon themselves, resuming the cycle.
  7. It is not available on any other platforms at this moment, as a quick Google would have told you. It is also not necessarily Mechadon's decision to make, on account of working with a publisher.
  8. Did you check in the backyard?
  9. GZDoom mods are typically pretty forwards compatible unless you're doing some astoundingly weird shit. This isn't like eDuke32 where every mod targets a specific automated nightly build.
  10. This was an option in the original game!
  11. Grazie. Not sure whether I'll use it for non-NES stuff since I already have other emulators (Ares/bSNES, Bizhawk/Mednafen...) that are either equal or better accuracy, but it never hurts to keep up to date.
  12. I still need to update Mesen past the last NES-only release... Check out the SA-1 Patch. It modifies the game to use the SA-1 co-processor chip, dramatically reducing slowdown and load times.
  13. I don't think any way to get them has been properly engineered outside of dipping into texture memory, where they're basically split into like 64x64 tiles. I kept an eye on the Source Filmmaker community when they were ripping the models back in the day, and before getting the textures for the models was properly turned into a science it was basically all-hands-on-deck trying to assemble a jigsaw puzzle out of VRAM.
  14. I tend not to comment too much publicly on the Cacowards because I prefer to let the articles speak for themselves, but I will say that working with @Cardboard Marty after a couple of years of doing the Gameplay Mods stuff solo couldn't have been easier. Absolute champ, hope he sticks around.
  15. Doom 2016 is horrifyingly difficult to pull environment textures from, both due to the modern render methodology meaning textures will look like a weird mess without their normal maps, specular etc. unless you touch them up manually... but more importantly, due to the whole megatexture system meaning pretty much every surface in every level has a unique texture. You'd honestly have more luck taking screenshots of surfaces in Snapmap and Photoshopping the hell out of them.
  16. Don't you think something that seems normal on the surface until you delve deeper is much more fitting?
  17. Why do people give a shit, either way? If it's your own pizza, just ask the place to exclude it. If it's a communal thing like an office party, just pick it off your slice. It's not like an open-heart surgery thing.
  18. That era of Bethesda engine suffered terribly from the PS3's split memory pools (256mb main, 256mb vram) compared to the Xbox 360's single unified one (512mb).
  19. You're right, why didn't the demosceners get into AAA games?
  20. My favorite game this year (and also probably next year) is 80mb. Maybe you're just looking at all the wrong stuff? Video games are actually good. Maybe you're just looking at all the wrong stuff?
  21. It wishes it was Half-Life extremely hard while being designed for a console that could only barely handle it with a lot of compromise. Night Dive's remaster rewinds a few of those compromises (lacking environment detail, corpses fading away basically instantly) but the level design is still quite a bit more linear than you might expect after the first two games. It's not a bad game but between the N64's unassailable limits and Acclaim's budgeting and scheduling eccentricities it's pretty clear that the Iguana team bit off a bit more than they could chew.
  22. Those were dynamically overlaid over the image using Unity's UI system. I don't think any of those images were stored in the IWAD. This is the backdrop used, pulled from the Unity resource files back in the day:
×
×
  • Create New...