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Doom Corner  "for all Doom related discussion"

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#811

View PostTea Monster, on 12 December 2015 - 04:07 AM, said:

Posted Image

New Doomsday renderer in action with the Cyberdemon model.

Does he actually explodes or he just break his leg?
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User is offline   Tea Monster 

  • Polymancer

#812

At the moment he breaks into gibs and falls to the ground. Not got around to adding particle effects for blood yet, but they are coming.

It's all still very WIP.
1

User is offline   zykov eddy 

#813

View PostLunick, on 12 December 2015 - 02:15 AM, said:

New FMV picture:
Posted Image


It's from 3DO Doom project, right?
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User is online   Lunick 

#814

View Postzykov eddy, on 13 December 2015 - 12:42 PM, said:

It's from 3DO Doom project, right?


Yup https://twitter.com/...578504352673793

Here are the other three that others may not have seen:
Posted Image
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4

User is offline   Daedolon 

  • Ancient Blood God

#815

Omg wtf.
0

#816

That is creepy as fuck, but that is fucking fantastic.

This post has been edited by icecoldduke: 14 December 2015 - 07:43 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#817

I remember seeing that somewhere years ago.
0

User is offline   Tea Monster 

  • Polymancer

#818

Wow, I've never seen that at all.
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User is offline   Mark 

#819

I guess I'll actually have to read instructions. :thumbsup: I am attempting to install the latest version of Doomsday engine and all of it's HRP content. It sure seems more difficult than the last time I did it way back in 2007-2009, somewhere around there. I still have that version on my HD and fired it up. Lots of fun.
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User is offline   Player Lin 

#820

Those 3DO DooM FMV mockup pictures was posted on Doomworld forums months ago in this thread.: https://www.doomworl...d-this-picture/


I give up at Doomsday engine since it just give me feels about pointless shiny and messy on its renderer, not sure if the new one would be more changes or not...not use it anymore after the buggy 1.9.x and 1.10.x releases... :|
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#821

View PostPlayer Lin, on 15 December 2015 - 08:11 AM, said:

Those 3DO DooM FMV mockup pictures was posted on Doomworld forums months ago in this thread.: https://www.doomworl...d-this-picture/


I give up at Doomsday engine since it just give me feels about pointless shiny and messy on its renderer, not sure if the new one would be more changes or not...not use it anymore after the buggy 1.9.x and 1.10.x releases... :|


Doomsday used to suck because it lacked Boom support. But then, I think its goal wasn't to play PWADs with it.
0

User is offline   Mark 

#822

I'm still using 1.6 from long ago.
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User is offline   Player Lin 

#823

View PostDuke of Hazzard, on 15 December 2015 - 11:51 AM, said:

Doomsday used to suck because it lacked Boom support. But then, I think its goal wasn't to play PWADs with it.


Hell, it was even only have DooM 1/2/Final DooM supports and totally broken Heretic/Hexen supports when they decided to rewrote the engine/renderer...it already all fixed not too long ago but I still don't have motives to use that again...



For now, I have GZDooM and problems solved...mostly...some WADs still needed other ports to run...(like EDGE, SkullTag/Zandronum, Eternity Engine ect...) :|

This post has been edited by Player Lin: 16 December 2015 - 03:31 AM

0

User is offline   Striker 

  • Auramancer

#824

Can't expect there to be a port that runs everything.
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#825

Edit: NVM

This post has been edited by Spastic Lagomorph: 16 December 2015 - 11:51 AM

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User is offline   FistMarine 

#826

edit

This post has been edited by FistMarine: 11 December 2016 - 06:38 AM

0

User is online   Lunick 

#827

I never noticed this one before but, Kaiser was working on Doom 64 to the Nintendo DS a few years ago:



http://sourceforge.n...es/DS/Doom64DS/
1

#828

Yup, I remember compiling that a while ago. It crashed on my DS though :thumbsup:
1

User is offline   Mr. Tibbs 

#829

Doom's on the cover of Game Informer.
Posted Image

2

User is offline   HulkNukem 

#830

Thats a cool looking environment; also, it isnt piss green
2

User is offline   Mr. Tibbs 

#831

Screenshots from the magazine:
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7

#832

I'm pumped, rip and tear baby!!
0

User is offline   Loke 

#833

That Lost Soul looks fucking badass.
0

User is offline   Mr. Tibbs 

#834

One more...
Posted Image

Edit:

Here are the scans from the article.

This post has been edited by Mr. Tibbs: 06 January 2016 - 07:37 PM

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User is offline   HulkNukem 

#835

That Baron looks awfully cartoony, almost like it doesn't belong.
And yeah, that lost soul looks pretty cool
0

#836

I can't wait! I won't be able to play it because my computer sucks balls and I don't have any new consoles. :/ But it looks amazing! This is where Gearbox need to look for inspiration for Duke Nukem 5.
0

User is offline   Malgon 

#837

I'm not sure why, but it feels like these shots are more atmospheric than what's been shown previously. Also noticed that there is a pistol, which IIRC hasn't even been mentioned before as being in the game. The Cacodemons are also very red now, but that could just be the way they were lit in previous shots, I'd have to look again to compare. I'm kind of digging it a bit more now.
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User is offline   LkMax 

#838

View PostNever Forgotten, on 06 January 2016 - 10:06 PM, said:

But it looks amazing! This is where Gearbox need to look for inspiration for Duke Nukem 5.

Wow, wait a bit there! We have the same amount of information we had when DNF was close to release: not much (it has guns, classic enemies, and "fatalities", same as DNF, but not necessarily everything needed to make a good Doom - yet). It's too early to start praising (or criticising) Doom 4.
PS: It looks promising, maybe I've become too cynical, but better safe than sorry...

This post has been edited by LkMax: 07 January 2016 - 03:53 AM

1

User is offline   Tea Monster 

  • Polymancer

#839

Fuck me! Badass!
1

User is offline   Jolteon 

#840

That lost soul looks scary. I like it.
0

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