[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.10574781 [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
10574781

>>10572982
>I also dunno how shit works around here
Me neither. Trying to figure out the consistent nature of it is not only a waste of time, but will lead to me more cuts anyway. So best to just leave it as that.
>>10573370
>Apparently valve has added "Boomer Shooter" as an official tag on steam.
Cringe, but whatever.
>>10573621
>I should state that Doom Eternal's story is fucking shit.
Yeah. Base game basically went in a opposite direction to what was set up with 2016's game. The Ancient Gods... Just fucking terrible.
Would still like to play Eternal eventually, but definitely not for the plot.
>>10573660
>People already had their own ideas of where D:E's story was going, and the answers didn't satisfy anybody.
While valid as in "you can't satisfy everyone", this quote isn't particularly a good one because it can be summed up with "Audience is at fault, not the writers".
>>10573715
>Yeah they had a good foundation with 2016 but they definitely had stars in their eyes about some kind of epic saga instead of as you say a cohesive story.
This pretty much.
>I really hope that if they ever touch Quake one day they keep it all mood, subtext, and shadows.
Hoping (and expecting) that id Software won't be the ones handling Quake whenever its time comes.
>Armagon is a general of Quake, so is Legond from Abyss of Pandemonium.
AoP has never been an official mission pack though.
>>10573805
It's actually the best though. lol
>>10574593
>>10574706
When it comes to Shub-Niggurath, I would say that her not being dead-dead after original Quake would make certain sense. After all, where is the eldritch horror if it can be killed so easily?
>It all points towards id not giving much of a shit.
Considering the nature of Quake's development, it's no wonder that the identity of Quake would be a mess in some way.

>> No.10262878 [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
10262878

>>10261978

>> No.10129368 [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
10129368

I apologize for what is probably going to be a pretty retarded couple of questions, but:
1. How hard would it be to map/mod for FTE for someone who has no prior experience with Quake in this regard? Like, we're talking about a "I never did this before, but have these cool ideas I'm passionate about" type of person.
2. Similar to the first question, but instead it's a beginner gamedev who only really started to deal with the likes of Unreal Engine 4.
3. Since FTE is a Frankenstein's Monster, would it be possible (at least in theory) to, let's say, bring in Quake 2's enemies into the original Quake on it?

>>10129270
>Nobody really cares about rise of the triad huh?
Well... I'm still not sure if I would actually play it, actually. While I appreciate the kind of weird RotT is, the gameplay doesn't exactly click with me all that much.
>>10129308
>even sonic mayhem is trying to spill nothing.
Like, Sonic is trying to not tease a vinyl release of Quake 2's soundtrack that he was talking about earlier?
>Also sandy is behaving strangely of late.
How so?

>> No.10089191 [View]
File: 100 KB, 805x540, [confused HUUH].gif [View same] [iqdb] [saucenao] [google]
10089191

>>10089172
>doesn't know anything about Shamblers
>playing on Nightmare
huh?

>> No.10037792 [View]
File: 100 KB, 805x540, huhranger.gif [View same] [iqdb] [saucenao] [google]
10037792

>>10037523
>engine for quake shooter
>not quake
>actually want doom
>not using the doom engine, or gzdoom
HUH?

>> No.10010338 [View]
File: 100 KB, 805x540, [confused HUUH].gif [View same] [iqdb] [saucenao] [google]
10010338

>>10010318
>Behead Pain Elementals

>> No.9990674 [View]
File: 100 KB, 805x540, 1563420441702.gif [View same] [iqdb] [saucenao] [google]
9990674

I remember a while ago people were posting lots of screenshots from Quake maps with these floating industrial/techbase looking platforms or whatever but I didn't feel like playing FPS much at the time.
Anyone can point me to what maps/mappacks those were from?

>> No.9849035 [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
9849035

>>9847985
>I think it's just a deathmatch arena
It is a Deathmatch map. I mean, it's literally called "HIPDM1".
>>9848614
Genesis Anon (or whatever you should be called) is at it again, awesome! I hope your vacation went well.
>>9848727
Well, that was canon before. Not currently though >>9843891.
I know that some anons will get triggered about it with replies like "muh, fanfiction", but current members of id have the final say in it nowadays.
>>9848839
>are there any decent DM mapsets for the shareware Quake?
Not that I know of, sadly.
>Runs like shit on this 2013 laptop I'm currently posting from tho
What a coincidence: I use low end 2013 laptop on daily basis. lol
>>9848886
>didn't plan on coop. not 100% sure what webquake can do desu.
It's probably just the original game...
>For Scourge of Armagon, add -hipnotic command line argument. For Dissolution of Eternity, add -rogue.
Oh.
>You can also play WebQuake games in a native Quake (not QuakeWorld) client such as WinQuake or GLQuake. Choose TCP/IP in the Join Game menu.
Noted.
https://github.com/Triang3l/WebQuake

>> No.9777574 [View]
File: 100 KB, 805x540, 1676961625367687.gif [View same] [iqdb] [saucenao] [google]
9777574

>>9777425
r_shadows 1 always worked in quakespasm

>> No.9774517 [View]
File: 100 KB, 805x540, 1663070813231843.gif [View same] [iqdb] [saucenao] [google]
9774517

seeing this pattern where everyone chooses the harder difficulty in quake for a map they never played before
I personally think it's fair to die in nightmare several times
how many times do you think it's acceptable to die before starting to think the map is actually unbalanced?

>> No.9717562 [View]
File: 100 KB, 805x540, 1666300156872158.gif [View same] [iqdb] [saucenao] [google]
9717562

>>9717545
I believe the first episode was shareware.

>> No.9459921 [View]
File: 100 KB, 805x540, HUUH.gif [View same] [iqdb] [saucenao] [google]
9459921

>>9459902
Not that guy, but these weapons are way too strong, the katana swings at lightspeed and does enough damage to two-shot a pinky, I can chew up everything short of a cyberdemon damn near effortlessly with the katana alone. Alone the swing that goes from the bottom of the screen to the top on the left side looks really bad. I'm also noticing a lot of redundancy in the arsenal: You have 7 hitscan weapons. Three of which are fully automatic, one is a semi-auto shotty you can mash the button and fire at a pretty damn fast pace.

I also question the need for the hi tech helmet visor HUD if the character is gonna be a jacket wearing dude

>> No.9448575 [View]
File: 100 KB, 805x540, 1664108269181949.gif [View same] [iqdb] [saucenao] [google]
9448575

>>9447420
Are you me?
Just finished Scourge of Armagon and I really liked how SoA combines the "techbase" grunts and dogs etc into the levels with ogres, knights etc and vice versa.

I feel like I would've loved a "Quake 2" in the style of Scourge of Armagon's first episode with a few more creatures like Armagon itself, horror creatures combining flesh and metal, and the evil techbase grunts with the flesh eating chainsaw ogres etc.

I was afraid that Quake was going to disappoint me and that I had nostalgia goggles on but Quake was even better than I originally remembered it.

>> No.9284891 [View]
File: 100 KB, 805x540, HUUH.gif [View same] [iqdb] [saucenao] [google]
9284891

>>9284890

>> No.9200476 [View]
File: 100 KB, 805x540, 1634848852578.gif [View same] [iqdb] [saucenao] [google]
9200476

>>9200472
>frw = fte

>> No.9193537 [View]
File: 100 KB, 805x540, 1656073977718.gif [View same] [iqdb] [saucenao] [google]
9193537

what's the purpose of the ring of shadows on e1m3?

>> No.9047962 [DELETED]  [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
9047962

>>9047394
>Have Ion Fury posts been getting deleted, too?
I think so? But maybe I misremember this one.
>>9047396
>Things like Dusk or Hrot aren't.
Yeah, nowadays. Previously people had no problems with those unless someone initiated autistic crying about "muh, not retro", but now it seemingly got more strict for whatever reason. Might as well just go all in at this point and no allow any game "released no later than December 2007". Or wait for when things go "back to normal", I don't know.

>> No.8543313 [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
8543313

>>8541793
>>8541801
>>8541814
>>8541824
>>8541846
>>8541915
>>8541923
>>8541940
...that's some next level autism. Don't know how I triggered it, but I guess there's actually something to this dumb idea with this kind of reaction... Probably not, it's just dumb.
>>8542264
Thanks.

>> No.8507583 [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
8507583

Perhaps it's just me paying more attention to it as I was never big on modding/porting, but isn't it getting some kind of resurgence lately across various classic games? I'm not just talking about some goodness like Violent Rumble. Like, Orcs & Humans and Ocarina of Time's reverse engineering, source port for Catacombs, Warcraft 2 got a proper widescreen patch, Quake 2 weapons for original Quake...
Again, that's probably be being clueless all this time, but I wanna know for sure.

>>8507318
>>8507568
"Unity ports" nowadays are a perfect starting point for new players, that's basically it. Like >>8507564 said.
>>8507568
>now would also be a good time for any anons to suggest new or more updated infographics to put up in there.
Update Quake infographic and maybe look into making one for Wolfenstein 3D? Not sure if there's much going on for it in terms of community stuff, but the game is getting 30 years old this year and I'm sure it will spark some interest from people. At least I know I would as I haven't even finished shareware version a few years back since I played through DOSBox.
Even know I'm not really a fan of Quake 2, but seeing some talks here about how much content for it was lost, maybe someone should consider covering that as well.

>> No.8260701 [View]
File: 100 KB, 805x540, 1624334369764.gif [View same] [iqdb] [saucenao] [google]
8260701

>>8260680
What does that have to do with my post? Also, pretty much no one uses Doomslayer to refer to the character outside of 2016 and Eternal. While they are technically the same guy, Doomguy and Doomslayer are different depictions of the same guy. But I guess I'm just being autistic about semantics.

>> No.8098885 [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
8098885

These are the programs I need to start modding Quake, right?
>Notepad++ for actual codding/modding the game.
>Trenchbroom for making some shitty maps.
>ericw-tools and Necros' Compiling GUI to compile that shit.
>TexMex and Wally for dealing with WAD files.
>PakScape for working with PAK files.
>WinQuake or other source port for playtesting.

I've already asked similar question before here some time ago, but my sorry ass haven't done much since then. This is annoying as I really wanna get to work at least to see how much I would be able to do before giving up. What am I missing for the creation of a mission pack? Last time one anon suggested older version of Blender for making models, but I wonder if there's something like Wally (just an old program that should work well enough) out there.

Also, are there any limit differences between Quake and Hexen 2 in terms of map sizes and stuff like that? I would've asked similar question for OG Mission Packs, but that would be even more dumb. And how they compare to Quake 2 and Daikatana?

>> No.8074396 [View]
File: 100 KB, 805x540, 1558496551548.gif [View same] [iqdb] [saucenao] [google]
8074396

Is there a way to disable retarded screen shake in Dissolution of Eternity? This shit is infuriating. I though it would be one time gimmick but then ANOTHER FUCKING MINES LEVEL.

>> No.8047278 [View]
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
8047278

>>8047223
>>8047254
Reposting anon's question regarding QuakeCon that kicks off today with my response to it.
What are your expectation when it comes to Quake today?

>> No.8043502 [View]
File: 100 KB, 805x540, huhranger.gif [View same] [iqdb] [saucenao] [google]
8043502

Playing Scourge of Armagon and have just completed the first episode. I've noticed the centroid enemies seem to move very quickly/erratically to the point it looks quite glitchy. Is this normal? I'm playing with quakespasm 0.93.2 so i wouldn't have expected compatibility issues.

Navigation
View posts[+24][+48][+96]