Doom Corner "for all Doom related discussion"
#3843 Posted 21 September 2020 - 12:35 PM
jkas789, on 21 September 2020 - 08:06 AM, said:
Most often, in other creative fields than gaming, when that type of behavior manifests itself (a handful of entities enforcing a monopoly of sorts on a market by purchasing every recognizable, established productive outlet), the direct consequence is the independent scene blowing up to the point of becoming a legit parallel industry (while on their end, the old timers fossilize), eventually resulting in a renewal of the scene, as though such situations allow some leeway for the passing of the torch. Hopefully, I guess in the relatively long term, that means more shine for indie developers with new games good enough for their quality to do all the talking.
This post has been edited by ck3D: 21 September 2020 - 12:37 PM
#3844 Posted 21 September 2020 - 12:44 PM
I don't see good things in this future, and probably after the two Eternal DLCs come out I expect id, its super pro-consumer attitude and lack of fear to experiment with their games to be stamped out in favor of the usual focus group bullshit and live service crap, so I hope everyone liked Doom 4's multiplayer because that's probably going to be Doom's future from now on.
hip hip hooray
This post has been edited by Ninety-Six: 21 September 2020 - 12:46 PM
#3845 Posted 21 September 2020 - 01:26 PM
Hard to tell if Doom will thrive under MS supervision, but things for Quake can only improve. Even if they just kill it off and put it out of its misery.
#3846 Posted 21 September 2020 - 01:40 PM
I can't comment on Champions itself, but as far as the brand being a confused mess, that was a mistake id made long before Bethesda bought them.
This post has been edited by Ninety-Six: 21 September 2020 - 01:41 PM
#3847 Posted 21 September 2020 - 02:28 PM
I legitimately don't see this working out in anyone's favor, except for the people who'll get a nice paycheck out of this.
#3848 Posted 21 September 2020 - 10:00 PM
This post has been edited by NightFright: 21 September 2020 - 10:01 PM
#3849 Posted 21 September 2020 - 10:13 PM
NightFright, on 21 September 2020 - 10:00 PM, said:
It's more likely that there will be a console exclusivity window, which will still help XBox sales a lot but not deprive ID of all other console revenue.
#3850 Posted 21 September 2020 - 11:16 PM
#3851 Posted 21 September 2020 - 11:26 PM
Danukem, on 21 September 2020 - 10:13 PM, said:
Square Enix typically does this because console sales usually yield alot more profit for them then pc due to playerbase (jrpg gamers are mainly console gamers)
and also pc sells decrease naturally due to pirating.
Square has proven itself more then capable of releasing pc games on time if they choose to but for their main titles almost never.
I could very well see microhard-on doing the very same with timed exclusivity deals and not give the time and release it two years later for money
as that somehow works for square enix.
#3852 Posted 23 September 2020 - 02:17 AM
I don't know how I feel about REKKR quality-wise as I haven't played it yet, but in my experience the TCs of the Doom community have a slightly better track record when it comes to being fair.
#3853 Posted 23 September 2020 - 02:25 AM
#3854 Posted 23 September 2020 - 02:59 AM
ck3D, on 21 September 2020 - 12:35 PM, said:
Counter argument: The only industry that has happened successfully is the comics industry.
#3855 Posted 23 September 2020 - 04:08 AM
jkas789, on 23 September 2020 - 02:59 AM, said:
I don't think that's true, I can think of several examples in music, cinematography and several more niche art forms I dabble in, some professionally (just to say it's something I've actually studied). It just takes different forms, but the process is the same, I think it's a general pattern. Shop windows are only so attractive to people looking for something sincere, they'll make do with it for the lack of anything else under their radar but as soon as something actually substantial comes up that resonates with their needs, most often they will go that way. Regardless of context, the key is getting their attention, something damn near impossible in a world clouded with commercial bullshit but that tends to be made easier in times of deep cultural crisis.
This post has been edited by ck3D: 23 September 2020 - 04:28 AM
#3856 Posted 23 September 2020 - 07:23 AM
jkas789, on 23 September 2020 - 02:59 AM, said:
>comics
>successful
I mean maybe 30 years ago. The movies have all but killed comics.
#3857 Posted 25 September 2020 - 03:55 PM
NightFright, on 18 September 2020 - 01:18 AM, said:
I have been using the mod in vanilla doom on LZDoom and there seems to be a weird graphical glitch in the level end slides. Got no ideea whats going on there but the widescreen pictures looks so good compared to the ones in vanilla Doom.
Quote
The movies didn't killed comics. I don't want to get political but woke comic writers killed comics. The amount of thrash they have produced over the years has being incredible to watch. EG: Gotham High.
It's come to the point thata all my favourite comic book heroes have been neutered, and the art is something that you only saw on tumblr some 10 years ago.
Truly manga is the spiritual successor to the comic industry. Now if only twitter could keep their dirty hands off it that would be nice.
This post has been edited by jkas789: 25 September 2020 - 03:56 PM
#3858 Posted 25 September 2020 - 04:27 PM
Movies made comics mainstream. Mainstream means marketing, advertising, and the "big bucks." That means sanitization. In the past, sanitization has been varying amounts of tolerable. Today it means SJW politics.
#3861 Posted 05 October 2020 - 12:16 AM
Just for one example, such a saved game can now be used in order to start a game of Snake:
https://www.doomworl...code-execution/
https://github.com/kgsws/doom_ace (There's currently a separate branch with a saved game compatible with Doom 2 v1.9.)
In case of doubts: It's better to not expect such exploits to ever work in the same manner in Chocolate Doom.
This post has been edited by NY00123: 05 October 2020 - 12:19 AM
#3862 Posted 05 October 2020 - 08:40 AM
When Doom textures is being used in Duke3D, it looks nice and like it belongs there. So why when textures from Duke is being used in Doom, it's almost always looks jarringly out of place? Borderline cheap I'd say.
I dunno why but it always looks like kinda noobish to me.
#3863 Posted 05 October 2020 - 08:53 AM
Sanek, on 05 October 2020 - 08:40 AM, said:
When Doom textures is being used in Duke3D, it looks nice and like it belongs there. So why when textures from Duke is being used in Doom, it's almost always looks jarringly out of place? Borderline cheap I'd say.
I dunno why but it always looks like kinda noobish to me.
Lack of proper shading maybe? Doom is a bit limited in its lighting system compared to Build.
#3864 Posted 05 October 2020 - 09:00 AM
This post has been edited by Ninety-Six: 05 October 2020 - 09:48 AM
#3865 Posted 08 October 2020 - 12:40 PM
By accident, I started the unity version instead of the dos version, but was pleasantly surprised to find out that it ran just fine without making this computer cry. Now I know Unity can be either optimized well or crappily depending on the game, but this laptop is still a bit old so I was figuring even if it was optimized it would still cause trouble. But it didn't.
I don't know if that's credit to the hardware or the coding but kudos to someone all the same. Or maybe I just have a poor understanding of exactly how shells work. Equally possible, if not moreso.
I played around with it, and it turns out I might have been a bit optimistic about the crosshair. I was assuming it would actually move to the height of the enemy being targeted. So not as useful as I was hoping, but the feature is still appreciated. I'm still testing to see if it's useful at all for working within the hitscan bug (at least in terms of melee, anyway). So far I haven't even encountered the bug, but that could very easily be explained by the finer precision offered by a mouse vs. an analog stick. In fact I'm all but certain that's the case.
#3866 Posted 08 October 2020 - 09:50 PM
#3867 Posted 09 October 2020 - 03:18 AM
NightFright, on 08 October 2020 - 09:50 PM, said:
These look very impressive indeed, but often playing the actual maps doesn't match the expectations because of shallow, more often than not slaughterish or unfair gameplay with hordes of monsters. Also player's view is different ingame and in the builder the shots are taken. You won't see most of these sexy areas when you play the wad and your actual view can be very limited to some repetitive rooms. Also I don't like that again too many mappers are working on one thing, I prefer tighter releases with fewer (less than 3) mappers. OTOH I like Bauul's work, Foursite was a very interesting level even with its bugs.
#3868 Posted 10 October 2020 - 06:10 AM
===edit: added my long post that failed by database error for some reasons===
Ninety-Six, on 08 October 2020 - 12:40 PM, said:
By accident, I started the unity version instead of the dos version, but was pleasantly surprised to find out that it ran just fine without making this computer cry. Now I know Unity can be either optimized well or crappily depending on the game, but this laptop is still a bit old so I was figuring even if it was optimized it would still cause trouble. But it didn't.
The underlying engine still the good'ol original DooM engine with some limit-removing and patches, the idtech4/Unity part just a shell.
https://doomwiki.org...ssic_Unity_port
Quote
Although utilizing the Unity engine, this is a true Doom engine port, not a Unity recreation. Unity is merely used as a shell—more formally referred to as an abstraction layer—for handling input and output, while rendering is still performed by the original Doom engine.[1] The actual Doom game code is contained in a DLL which is loaded by the Unity framework to run the game; this allows simplified portability.
Static limits are raised and engine bugs are fixed on a case-by-case basis, as required to support the additional features introduced in the port without breaking demo compatibility.[3] This also means that certain new features such as freelook are not planned,[4] and that certain limitations of the original engine, such as the issues when attempting to load sprites, flats, and textures from different archives, are left in place.
So it ultimately just a DooM classic port, running on Unity engine of shell (for cross-platform supports), it won't be surprised your old notebook still working fine with it.
This post has been edited by Player Lin: 10 October 2020 - 06:13 AM
#3869 Posted 10 October 2020 - 06:15 AM
https://forum.zdoom....hp?f=19&t=69829
You need to isolate the maps from the iwads since it will look bad otherwise, but it's fantastic. Feels like hand-made Heretic remakes.