sponge
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It is not a guess, I was literally the person that took the model and implemented it in Quake Live :D
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The evidence is I'm the one that picked the model :) IIRC there were a bunch of variants with different attachments which is why it looks different to ones that may have been concepted or in Rage toolkit and such.
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Worth noting that the mesh for the HMG in Quake Live began it's life as a LOD third-person mesh of a weapon from the original Doom 4. The skin was recolored, and the sound is new, but otherwise it is basically it.
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FWIW, we successfully use the screen + 1d texture successfully on the Unity version on all 18 million platforms we run on, but we're probably not supporting as old or screwed up machines as some other projects trying it have been trying to support (we're 64 bit only, and Unity probably has high enough requirements to knock out some of the lower end machines.) It was quite a significant speed boost on all platforms, I believe.
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We don't use Steam connections or Steam network services, so it's just weird the way you keep saying it that way. But no, I don't think there are a ton of people interested in custom content on the remaster, they'll more likely just use existing QuakeWorld clients.
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Basically, that CTF map isn't very good, it was included more for completeness sake in the original game, it still worked as a DM map. We ended up having more maps than we were expecting, so didn't think it was worth it to update that map. Dissolution of Eternity contained a CTF mode based on Threewave (that's where the hook model comes from since we couldn't get the rights to the morningstar model) however it was not played very much. We didn't bother supporting Dissolution's CTF mode in the initial release due to time constraints and general quality reasons-- 3W was always much more popular.
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The Unity Port Thread - PS/Xbox/Switch/IOS/Android
sponge replied to Eurisko's topic in Console Doom
Gyro aim works natively on PC but only with DualShock 4. It's just what Rewired supports. Should be able to setup gyro for other controllers through the Steam input overlay though. -
The H and the heart were def one of the "finalists" (I had like 9 different variations to get rid of the pill at some point) but we thought using an English letter H for a global game would've been suboptimal compared to the green +, which is also used as health in Doom Eternal, I believe. Specifically, I thought it'd be neat if the Hitler change was a reference to what was done in the German version of MachineGames' Wolfenstein games. The logo is the one they use there, and they also removed the mustache. Fitting considering the level was already a Wolf3D reference!
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The Unity Port Thread - PS/Xbox/Switch/IOS/Android
sponge replied to Eurisko's topic in Console Doom
MAP33 ended up crashing the engine and had to be cut, thought it would handle any lump names but apparently not! I've passed this on to the team handling the GOG launch, but don't know if this was intentional or not. Thanks for the report! -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
sponge replied to Eurisko's topic in Console Doom
Should be fixed now, was unrelated to the name change, and didn't require a new build so there won't be an update pending or anything. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
sponge replied to Eurisko's topic in Console Doom
This is an old issue, as far as I know. I'm not able to reproduce it. Seems like there might be a problem with handling error screens, and it works when you play offline. Asking around to see if there were backend changes that are affecting us, but there are no planned new features or other fixes planned right now. -
https://store.steampowered.com/news/app/1148590/view/3333243235353175643 FPS issues on Steam Deck fixed, along with the weapon sprites. Should be fine on Steam Deck now (only reason it's playable and not verified is because you have to manually pop up the keyboard on the Bethesda.net login modal)
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Definitely happening, just don't know when yet.