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Everything posted by houston
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Anyone else worried that Bethesda will ruin the new Doom game?
houston replied to AtomIsTired's topic in Doom General
It's always been at least optional since like, the 80's. Thanks for buying our game from a computer store, send a letter or email so we can know we're loved and get the investors off our tails or something, and in return you get something lame like a print-out of the game's world map or a little hint sheet. Starting around the later 90's there were some pop-ups to do this instead, and it started becoming mandatory here and there. Going by the games I've installed on my VM, I know that at least Quake I-III and Fallout offer optional registration. You probably get access to an already publically-available FTP link for a wallpaper pack or something as thanks. If you're against any and all DRM/telemetry at all I can respect that, but I haven't heard you complain about Steam so far. If you'd like to start opting out of this kind of stuff, it's always legal to install cracked executables for games you already own. But then you start risking bans and malware and stuff, so I wouldn't personally recommend it. Oh yeah, them suddenly changing the deal and causing a bunch of people to lose access to the game they already bought isn't any good. Plus Sony's historically pretty bad with managing private user data (email addresses, in this case?). But aside from that, you just know a good portion of what people were really complaining about was, "Playstation account? But I don't have a Playstation! This is like they're forcing me to walk around with a Playstation t-shirt!" -
Anyone else worried that Bethesda will ruin the new Doom game?
houston replied to AtomIsTired's topic in Doom General
Guess what? If you've played Quake Champions, Doom Eternal, Quake Remastered, or Quake II Remastered, you already have one! You already read that EULA Steam pops up, so there's no need for you to record or verify an email address, pick a username or password and click "sign up"... your product has already registered its CD key for you! It's just bog-fucking-standard product registration, I really don't understand why people freak out about it. And if YOU do suddenly have to create a username and password which makes it oh-so-scary versus relying on Steam's own authentication to not shut down at some point in the future instead, then I really don't see the big deal outside of the minor inconvenience caused by having to type a little. -
Actually, there's this guy called "Veddge"... Jokes aside, one pretty obvious thing which his two maps don't deign to demonstrate is that when it came to room-over-room in Doom, you pretty much either had to use super-jarring teleports, or just use architecture that implies room-over-room even when it's not.
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Classic Roguelike fans - what's your poison?
houston replied to Zerofuchs's topic in Everything Else
The original Rogue is surprisingly hard to come by. All of the Linux ports are either plain old clones, or fail to compile. It's still available if you use simh (vax780 architecture) with one of those BSD 4.3 images getting around however. Getting that one to work is pretty complicated, but there's tutorials available. It really is a complete wonder nobody maintains it, it's open-source and everything. Here's how it looks in Unifont EDIT As for me, my favourite roguelikes are Fallout and Fallout 2 -
Anyone else worried that Bethesda will ruin the new Doom game?
houston replied to AtomIsTired's topic in Doom General
The comment they made about "streamlining" the gameplay and inputs in the GameSpot interview were a little concerning to me. All of the micromanagement and twisting around of all of your fingers of Eternal felt like the greatest thing new-Id had going for it in my eyes. I suppose it's fine if they're just referring to things like combining the "Use" and "Melee" key, or like, how they mention, the creation of the Shieldsaw being inspired by the combination of the "Shield" and "Chainsaw" input. I'll definitely give it a shot either way, but it kind of smells like they might be dumbing down their original vision for the fundamental gameplay mechanics because it doesn't work well enough on gamepads. And they do mention ease of use on gamepads specifically in that interview. -
You mean that comment made in the interview at 13 minutes, 5 seconds in? Maybe I'm looking too deeply into it, but considering the reaction of the guy sitting next to him I'm pretty sure he's referencing/mocking an infamous comment made by a developer or marketer once regarding a different game. I can't find any information about it, but I was pretty sure it was made by Todd Howard in regards to Skyrim, one of the 3D Fallouts, or Starfield.
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Probably no way they're going to do an invasion mechanic for real this time around? Battlemode was such a huge waste of the work put into playable demons
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I think the basis of his argument calling Gauntlet an "RPG" is already flawed, even if the game appears to have some distant inspiration from Rogue, progenitor of the pretty much the entire CRPG genre. Gauntlet is an action-maze game. I think Id's lineup of FPSes could be described the same way, if you didn't want to invent a new genre.
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I realise that it takes less talent to develop for, but wouldn't basing this game on GZDoom be missing the point a bit? Id's entire identity at the time was, "look at how much the technology for our engine is developing for every single iteration/release!" This was pretty much Doom 4's entire selling point as well. Without the 12 years of introspection on the franchise to pass (and none of the original employees remaining on the team...), the idea of a development on or "return" to form would have never been considered. The game would play and look much more like Doom 3, or Quake 4. And I guess Doom (2016) could be considered a bit of a spiritual successor to Quake 4, but still.
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Oh, very interesting. Looks like Nukey published a method to dumping the missing bits of the ROM for some machines which haven't been fully dumped (i.e. everything but the mk2) either. Looks like he's still hogging them, but I'm sure it'll crop up one of these days... EDIT: Nevermind all of that stuff I said about how different/much lower-pitched it sounds by the way, it turns out that was just an oddity with generic MIDI drivers/aplaymidi instead of using a proper Roland driver, where the card doesn't get "initialised" or something. More info here: https://www.vogons.org/viewtopic.php?p=1249528#p1249528 "It's some kind of init bug, it appears to happen based on what game you ran first, it's like some of them don't initialize SC-55 properly. You need to do the reset procedure if you run into this: 1) Press Q to turn it off. 2) Press and hold Y and U, then press Q to turn it back on. 3) Press W to answer affirmative to the reset prompt."
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The only source-port I recommend to anybody is Belgian-Chocolate Duke3D. It's available over here https://github.com/GPSnoopy/BelgianChocolateDuke3D I don't know whether it's perfect, but it's at least better than any other port I've tried.
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Here's two fonts inspired by the Doom logo, they should make a good start: https://www.dafont.com/ES/amazdoom.font (CCAN 3.0, I believe it wouldn't be legal to use it for a paid product, without negotiating buying a personal license to this font from the author) https://www.fontspace.com/doom-2016-font-f43672 (Similar situation, contact the author if you want to make your gamebook commercial) I don't know much about generative model stuff, but a round of "Image to Image" with some descriptive text along with an image of your logo (coloured orange on the bottom, gray on the top) might give you what you're looking for. Otherwise you could commission an artist, or give it a crack yourself using some layering and maybe a couple of tiling patterns you should be able to find on the net.
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Liminal.
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The specific method they propose has an issue with stuck notes, too. To get around that, you should add a command beforehand either sending an "AllNotesOff"/CC123 signal (or playing a .mid with just that signal in it), or find some other method of clearing out those held notes. https://stackoverflow.com/questions/38687774 amidi's got no support for software synths (run amidi -l: nothing will show), so I'm still looking into that first method.
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Chocolate/Crispy Doom and even GZDoom can do it, that about covers all bases doesn't it? [url=https://github.com/chocolate-doom/chocolate-doom/blob/master/README.Music.md#other-options](Weirdly, Chocolate/Crispy is the less out-of-the-box one between the two)[/url] I'm stunned at how differently this sounds to all of those "SC-55 soundfonts". What have I been listening to all this time? The non-mkII samples, perhaps? If I happened to have the "waverom" dumps from earlier versions of the card (and assumably commented out any checksums in the software), would that sound authentic to earlier versions of the card? Would it sound more similar to the bootleg soundfont experience? Edit: (G)ZDoom's hardware/system-wide MIDI support is mentioned in the wiki, but it seems to have always been Windows-only:
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What are the best lyrics you've ever heard?
houston replied to AtticTelephone's topic in Everything Else
For me it's got to be U.K.'s "Time To Kill", which is also such a stunning song in other respects. Notice how it takes two verses before the vocalist seemingly suddenly remembers that he's got to resolve the rhyme that "Caribbean sea" sets up, and achieves it in only a kind of disjointed fashion... in a verse that's about how how he's been getting driven to aphasic insanity -
Doom nowadays isn't exactly Doom. They've got a pretty great thing going, but the two games play more like a successor to Quake 4 if anything. Just compare the alternate fire/zoom function of the assault rifle, you guys will see what I mean. The series is definitely in a good spot, but I guess I'll just leave a series of specific complaints. Most of them have more to do with Bethesda jank than actual gameplay though, lol: Get rid of the software-rendered pointers in the menu screens, they lag behind the actual movement of the mouse by a full 1-2 seconds. Every single Bethesda game has this issue. There's one potential "fix" in just making the menus render at 60fps instead of being locked to 30fps as all Bethesda menus are, but the real solution to the issue would just be the same one we've had since the 90's: don't do it in software at all. Allow rebinding of menu keys. In Doom 4, the respawn menu required you to push whatever you've got bound to the "jump" key. I use the middle input of my 3-button mouse, personally. In Doom Eternal, they actually REGRESSED by just hard-binding this to space completely, so every time I want to respawn, I've got to lift my hand from the mouse. There's also other little issues, like my forward (E) key skipping, or scrolling a page-right through menus. There's a billion key config pages already, it really wouldn't hurt to add one more. I know they actually wanted people to use multiplayer this time around, but the Slayer standing on the podium, along with all of the discord adverts and whatever on the main menu and the endless stream of "YOU UNLOCKED: POINTLESS CUSTOMISATION ITEM!" every damn time I launch the game seriously gets on my nerves. Having to wait for that "Bethesda.net" sign-in is annoying too, especially considering I don't even want to touch the multiplayer mode 90% of the time I launch the game. Also related to multiplayer, and for obvious ($) reasons it's never going to happen, but it would be nice to be able to run a server on my own damn computer again. A finger-able, Gamespy/Quake protocol compatible server that you can just use your computer or a master server to check whether there's any players on beforehand, without having to launch the game. No game outside of Team Fortress 2 has designed a sane multiplayer matchmaking system, and I personally think they're deliberately designed to make actually finding a game in a variety of different modes completely impossible, because they WANT a game to be dead as soon as its sequel is out. Why did Eternal leave out the option to disable anti-aliasing (through the config menu)? The blur it creates is so damn ugly. I like to think she's a cyborg who got her entire head blasted off. I think there might have been something about that in the manual... As for Phobos (and just what kind of name IS that anyway?), I know he's black and all, but I think that the intended concept for his character is to be the zombie of the guy who dies at the end of Episode 1. What? You want a DOOM-THEMED Elite clone?? The more times I re-read this, the more intense my headache gets.
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There's no actual restriction on that, it's just the way most people prefer their Doom these days :) If you search back through threads under the Doom 4 + Eternal forum, probably even Doom 3 as well, there'll be plenty of discussion from console-only players I'm sure
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Why... have... I... got... to... punch... all... these... demons?! Phew, there's one! If only that shotgun were replaced with a berserker pack, the level would be fixed
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It would have been the purchaser. Typically people put auctions on rare media to hold the contents ransom, and while that's certainly unethical I doubt few people would stoop so low as to make their buck and THEN suddenly care about media preservation the minute after. He knew what he was selling. People have been all over the cdfs already. Unused assets and comment lines.
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To invite people to either give pointers on how to play Doom well, or just to play co-op with you? They don't seem like bad reasons to me
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Yeah, probably about right. This is probably the most visually, audibly, and mechanically unique sewer level I've seen, but to me it is still just so "Yeah, I get it already". It's probably more the mental association of sewers being unpleasant places that might make me never accept the theme.
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I'm willing to give some unique takes on sewers a chance, but in conventional games I've always found them too dark, steel-pipe-blasting-steamy, and water levelly. Some real innovation is going to have to be done with the visuals or soundscape to make a sewer level interesting to me. Weird exception maybe, but I did like that one Quake map with all the air tunnels
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The Alternate Timeline Where This is a Star Wars Website
houston replied to Darman Macray's topic in Doom General
I think you're underselling the project a bit. It's a convenient way to purchase Dark Forces without waiting on a CD delivery, and buying it no doubt benefits Lucius in some way. What, is doomworld run by NightDive now?