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Doom Corner  "for all Doom related discussion"

User is offline   Jolteon 

#1231

View PostCage, on 01 April 2016 - 08:25 AM, said:

Finally, a proper way to play Doom




What did I just watched now? :D
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User is offline   deuxsonic 

#1232

View PostMusicallyInspired, on 31 March 2016 - 09:17 PM, said:

Played for a few minutes. Surprisingly performed better than I expected, considering my card is well below the min spec requirements. But the framerate was about 15-20 on average so not really very playable. Was nice to run around in and get destroyed, though. Very fast paced. I liked the feel. It would just take some time to get used to. If I'm going to buy the game, though, I definitely need to upgrade which is something I'm just not ready to do right now.



View PostTheZombieKiller, on 31 March 2016 - 09:46 PM, said:

I was getting around 4 fps normally, try adding these lines to your config, they boosted the framerate majorly (4fps to 30-50 is a HUGE boost)
r_windowHeight "720"
r_windowWidth "1280"
r_fullscreen "0"
r_mode "-1"
vt_pageImageSizeUniqueDiffuseOnly "512"
vt_pageImageSizeUnique "8192"



What kind of hardware do you guys have so I can compare it to my own?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1233

Intel i7 2600k 3.4GHz
8GB DDR3 1600Mhz
EVGA NVidia GTX 460 1GB

I haven't tried the trick yet. I don't know if I'll be able to either. Got news that we've gone way over the internet bandwidth limit with online games and Netflix streaming.

This post has been edited by MusicallyInspired: 01 April 2016 - 09:26 AM

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User is offline   Sixty Four 

  • Turok Nukem

#1234

All did not go well I got to watch my screen load at 00% (for 30 minutes on my last try) so I eventually gave up :D I wasn't the only one

Turns out if I switch my nvidia settings to use that processor which I already did before, so I didn't think that was the issue. But someone replied to me about it on the forum so I checked. I guess windows update had a mind of its own because I have already changed this(spying). Cool I saw some of the videos here and from other friends enjoyable and its all I could do anyway heh. Works now though.
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User is offline   Striker 

  • Auramancer

#1235

View PostDukeNukem64, on 30 March 2016 - 12:19 PM, said:

Anyone playing on Xbox One? :D I have a spare code for it


Get my PM?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1236

View PostTheZombieKiller, on 31 March 2016 - 09:46 PM, said:

I was getting around 4 fps normally, try adding these lines to your config, they boosted the framerate majorly (4fps to 30-50 is a HUGE boost)
r_windowHeight "720"
r_windowWidth "1280"
r_fullscreen "0"
r_mode "-1"
vt_pageImageSizeUniqueDiffuseOnly "512"
vt_pageImageSizeUnique "8192"



Err...where is the config anyway? Can't seem to find it.
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User is offline   deuxsonic 

#1237

I have an AMD Phenom II X4 955, 8 GB of RAM, and a GeForce 560 SE (1 GB). Do you think this is enough to play the game?
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1238

If I could run it at a reliable (yet low) framerate, I'm sure you could. Especially if those tweaks in the config work....assuming we figure out where to put them.
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User is offline   Richard Shead 

  • "Dick Nasty"

#1239

View PostJolteon, on 01 April 2016 - 09:03 AM, said:

What did I just watched now? :D


I would've said "HuH?" :blink:
1

User is offline   Mr. Tibbs 

#1240

This feels like Quake 4 MP. It's both way too slow and way too bullet-spongey for Doom. Doom MP typically turns in to jousting sprinting match between high-damage weaponry. The game is airline food. Uninspired plastic world with an announcer that moonlights as a book-on-tape sleep therapist. Not holding out any hope for singleplayer as what we've seen so far looks "scripted as all fuck."

Can you imagine how awesome a David Kushner sequel to Masters of Doom, Novices of Doom: How Five Studios, a Hostile Takeover and Nine Years of Development Hell Failed to Leave a Mark on Pop Culture, would be? Get on it Random House!
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User is offline   deuxsonic 

#1241

The first book came out in 2003 so it talked a little bit about DOOM 3, their last truly successful release. The second book would be a very depressing read, the downfall of a once mighty independent developer. Adrian Carmack leaves in 2006 during a bid for Activision to buy the company with shares of the company he felt were worth much more than they were going to pay him with the sale and the other 4 co-owners essentially forced him out. Rage looked promising early on, but the once PC game developer went to the dark side and made a game that indeed worked well with 360 and PS3, but was a disasterous launch for PC and visually looked poor from a developer that traditionally put out games that were state-of-the-art and brought all but the best hardware to it's knees. In the meantime, a very small number of other id Tech 4 games were released, including another Wolfenstein game from Raven, but suffered from consoleitis. The company finally sold it's soul to the devil with the ZeniMax purchase. John Carmack, the last remaining founding member, became interested in VR and left in 2013 after his contract expired because of ZeniMax's lack of interest in going along with his plans to put VR into future titles and then sued Oculus after he left saying he took technology that rightfully belonged ZeniMax to another company. Now yet another reboot of DOOM is on the verge of release that they're being extremely tight-lipped about after a very long development involving at least 1 development restart, all of which is generally not a good sign (see Daikatana and Duke Nukem Forever).

This post has been edited by deuxsonic: 02 April 2016 - 04:10 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1242

It seems that this restart was for the better this time, though. I mean, did you see the concept art and ideas they had for the original Doom 4? It was unrecognizable. However terrible it might be, this incarnation is far closer to the original atmosphere than even Doom 3.

This post has been edited by MusicallyInspired: 02 April 2016 - 04:53 PM

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#1243

View PostTheZombieKiller, on 31 March 2016 - 09:46 PM, said:

I was getting around 4 fps normally, try adding these lines to your config, they boosted the framerate majorly (4fps to 30-50 is a HUGE boost)
r_windowHeight "720"
r_windowWidth "1280"
r_fullscreen "0"
r_mode "-1"
vt_pageImageSizeUniqueDiffuseOnly "512"
vt_pageImageSizeUnique "8192"


Which config file?, the ones inside the game folder didn't do a thing.
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User is offline   deuxsonic 

#1244

View PostMusicallyInspired, on 02 April 2016 - 04:52 PM, said:

It seems that this restart was for the better this time, though. I mean, did you see the concept art and ideas they had for the original Doom 4? It was unrecognizable. However terrible it might be, this incarnation is far closer to the original atmosphere than even Doom 3.


I agree. It was Call of Duty and had the same very low detail that Rage suffered from. I'm curious what's to come for id after this, as Wolfenstein has already had 2 games developed relatively recently by Machine Games and this is DOOM, so you're left with Quake (a remake of the first game? A sequel to 4? A remake of the second game's universe?), Rage 2 (which they shelved when they decided that id's idea of working on 2 games at once wasn't working), or one of the old IPs that hasn't had a new PC game in ages like Commander Keen. How about a new Battletank 3D game? A new Catacomb 3D game? ZeniMax has all the id IPs now, so how would those look adapted to modern day? id has been basically working with just 3 IPs (although Quake 1 and 3 are each their own universes versus 2 and 4 so this could be considered 3 separate IPs that share a name) going all the way back to Wolfenstein 3D's development like 25 years ago then the company was brand new. They've been messing around with Quake Live for a long time, originally an experiment in ad-funded games that ran in a browser but then that fell through and they went back to a regular desktop game with a freemium subscription model thing, and then that didn't work out either so now they're just selling the game, the tweaked Quake 3 that it is. There's a German office for id Software now. We shall see what ZeniMax has planned...
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User is offline   Mr. Tibbs 

#1245

View Postdeuxsonic, on 02 April 2016 - 05:50 PM, said:

We shall see what ZeniMax has planned...

id's recent history has been tumultuous to say the least.

Staff morale was so bad at the studio that by 2013 the team was down to around 60 developers, with Zenimax seriously considering closing the studio, so it's hard to say what will happen moving forward. Aside from Kevin Cloud and Tim Willits, both of whom have been promoted out of creative positions, no one who contributed the id canon remain.

After Carmack quit and took the best engine programmers with him to Oculus, id tech has been developed by ex-Crytek developers in a newly formed Zenimax subsidiarity, id Frankfurt, rather than on-site in Dallas. That's one of the studios calling cards gone. The game's art was outsourced (though Hugo Martin and co were eventually hired), Carmack's Snapmap prototype is being developed by Escalation Studios (though they share the same building), Certain Affinity are handling the multiplayer, and Battlecry Studios are assisting with development, too.

Basically, we don't know what id is in 2016. It's a new team. If Doom isn't a success, it wouldn't be outrageous for Zenimax to keep the iconic id tech and Quakecon branding for their future shooter projects while quietly reducing staff to a skeleton crew like they did with their F2P game Battlecry. They already shelved the Rage franchise, cancelling the sequel, laying off dozens of developers, and massively scaling back DLC plans from three major packs to a $5 add-on 14 months after the base game shipped. They've rebooted Doom multiple times, shuttered the mobile division, and turned the studio from a two-project studio to a single game developer. Zenimax has overseen Doom since 2009. The 2015 E3 demo was a polished version of their 2014 Quakecon reveal (a vertical slice which was pretty much the studios final chance). It's not a great position to be in.
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User is offline   deuxsonic 

#1246

Even if DOOM is a success, ZeniMax already has engine technology developed by Bethesda Game Studios. Why concurrently develop more than a single engine? Every big publisher now seems to have their own AAA engine that they use so it's kind of silly to have more than 1. With all the outsourcing of parts of the development of the game it doesn't really leave id as a studio that needs to exist (does it exist now?) when they've got plenty of other people that can handle the last 2 Wolfenstein games for example. I guess my fear is that they finish DOOM and then basically shut them down and have one of their other studios handle development of future games using id IPs. These huge publishers are the only ones who can afford to do the AAA games anymore and they've bought up the smaller developers so all the independent developers are making phone apps it seems.
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#1247

View PostMusicallyInspired, on 01 April 2016 - 02:30 PM, said:

Err...where is the config anyway? Can't seem to find it.

View PostAlektorophobiA, on 02 April 2016 - 05:42 PM, said:

Which config file?, the ones inside the game folder didn't do a thing.


<Your Windows user folder>/Saved Games/id Software/DOOM_Beta/base/doomConfig.cfg
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1248

View PostTheZombieKiller, on 02 April 2016 - 08:10 PM, said:

<Your Windows user folder>/Saved Games/id Software/DOOM_Beta/base/doomConfig.cfg


Is anyone else tired of games doing this? Why can't they just put the game settings in the game FOLDER where they belong? Multiple settings for different Windows user accounts? How different are the game settings going to be for different users on the SAME SYSTEM? Keybinds I guess is all that could possibly be different, and you can solve that problem by having separate user profiles inside the game. I can't stand this with game files being all over the place strewn throughout the hidden folders of your hard drive. Drives my organizational self insane...

This post has been edited by MusicallyInspired: 02 April 2016 - 09:03 PM

1

#1249

I'm fairly certain that's due to limited access permissions by default on the Program Files and Program Files (x86) folders (common Steam install folders, hence why this is done often) in Windows Vista and above
1

User is offline   Cage 

#1250

Posted Image

https://twitter.com/...342109150822401
7

#1251

So the closed alpha (not beta, the alpha is far superior when it comes to data mining) contains a shit-ton of stuff not found in the beta files, including stuff for most of the playable demons. Some guys over at a forum that I shouldn't mention have released tools for modding as well, along with mods to make these demons playable. Here's some footage of the Baron:



And the mancubus too:



Also aaagh, the framerate is perfectly fine while I'm playing, but the recorded video is laggy.

This post has been edited by TheZombieKiller: 03 April 2016 - 05:27 AM

2

#1252

Am surprised by the voice of the announcer.... it's so impersonal and not doom style, I will prefer the voice from Unreal Tournament or maybe Quake III
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1253

Probably temporary. Should be a deep growly demon voice or something.

This post has been edited by MusicallyInspired: 03 April 2016 - 12:37 PM

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User is offline   deuxsonic 

#1254

View PostTheZombieKiller, on 03 April 2016 - 05:27 AM, said:

So the closed alpha (not beta, the alpha is far superior when it comes to data mining) contains a shit-ton of stuff not found in the beta files, including stuff for most of the playable demons. Some guys over at a forum that I shouldn't mention have released tools for modding as well, along with mods to make these demons playable. Here's some footage of the Baron:



And the mancubus too:



Also aaagh, the framerate is perfectly fine while I'm playing, but the recorded video is laggy.


So do you think if the game never has official modding tools other than SnapMap that the community will have made their own tools to mod the final game?
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User is offline   leilei 

#1255

The tools for Rage were the last "modder tools" released. No one really used it to create anything significant, and there was more complaining about how big that was than actually using them.

I don't know why people are expecting the same with some blind, insane optimism going for it after Carmack's departure. The last 3 idtech games didn't have "modding" at all (and most of the config cvars were hardlocked) plus Doom3BFG had no mod support at all!

Also, accessing the console, changing a var or two != "modding". Doom is in a beta, they're doing this to reduce variables for bug resolutions, such as the usual smartypants "config tweaker" who may be messing with unsanitized options.

This post has been edited by leilei: 03 April 2016 - 02:42 PM

1

User is offline   deuxsonic 

#1256

That's true. I never even had a machine powerful enough to use the editor. I was kind of confused when D3BFG didn't officially have mod support (despite the earlier release having support) and I couldn't use regular DOOM 3 mods, but RBDOOM3BFG once again supports them. SnapMap is a neat idea (especially since creating maps in modern games is orders of magnitude harder than it used to be), but I'm hoping they provide a way to create large open spaces or at least have some prefab large open spaces. From what they've shown it looks like you can put together indoor areas but I'm wondering like if you wanted to have this big arena with a Cyberdemon or something.
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User is offline   ---- 

#1257

I am a bit torn on Snapmap (I am only talking about mapping now, not modding code and other stuff).

On one side it is a good tool to create stuff fast and simple. And let us be honest: a good layout is more imprtant for multiplayer than the visuals. So, if some people have good ideas they can create maps easily. If you could reskin the elemets that are snapped together it would be even better.

The downside to this are two things: Tons of crappy maps will be created. Even with a normal editor like UnrealEd for UT and it's sequels you had hundreds DM-EmptyCubeForLulz-maps. WIth Snapmap it will get worse.

And ... even if you have a lot of good maps it can ruin a game if there are too many. I played Shootmania and found the teambased BattleWaves-mode very interesting and fun (apart from the fact that you had to think a little to win, which ruined it for public play). But later too many different maps ruined it, because you have to learn the layout ffirst for every map (which was important for that gametype). So half of each match was to learn how to travel the map which wasn't really funny when the two teams start on the opposite sides and can't get to each other. :D It works for games like Trackmania, where you race for yourself and every body has to learn the nuances of the track. But for team based, tactical* gametypes it is a horror.

*) not in the sense of the so called slow tactical shooter. you also have to use tactics in TDM, CTF, etc in the fast shooters.
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#1258

Can anyone explain the full thing about Rage? I thought id was gone for good after Doom 3 and never heard any news about them until Rage was released on Steam.


View PostMr. Tibbs, on 02 April 2016 - 02:18 PM, said:

This feels like Quake 4 MP. It's both way too slow and way too bullet-spongey for Doom. Doom MP typically turns in to jousting sprinting match between high-damage weaponry. The game is airline food.


Isn't Quake 4 MP almost the same thing as Quake 3 MP? Also, classic Doom MP was like jousting because jumping did not exist traditionally, and I don't think designing a modern 3D FPS around this idea is a good thing anymore.

It's probably because of the weapon selection, but Doom 3 MP felt more like Quake 2 MP (without the speed and Railgun).
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User is offline   Mr. Tibbs 

#1259

View PostPikaCommando, on 04 April 2016 - 08:19 PM, said:

Isn't Quake 4 MP almost the same thing as Quake 3 MP? Also, classic Doom MP was like jousting because jumping did not exist traditionally, and I don't think designing a modern 3D FPS around this idea is a good thing anymore.

Kind of, but it's a slower, clunkier version, which is why I compared it to IV over II.
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User is offline   leilei 

#1260

View PostPikaCommando, on 04 April 2016 - 08:19 PM, said:

I thought id was gone for good after Doom 3 and never heard any news about them until Rage was released on Steam.

After Doom3/Quake4 I didn't hear the end of it in megatexture hype. It was hard to miss. Plus they had been hitting the mobiles around the time with their Fountainhead division.

You'd have to be under one hell of a rock to think id didn't exist after Doom3 (in any pre-Zenimax form before 2009 that is).

This post has been edited by leilei: 05 April 2016 - 01:51 PM

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