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/vr/ - Retro Games

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>> No.5533404 [View]
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google]
5533404

>>5533397
game.gog is 290 megabytes
blood.rff is about 9 megabytes

the actual data seems to be packed up in game.gog
I have ZERO idea how to get anything out of there

>> No.5452683 [View]
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google]
5452683

>>5451629
>>5451619
>>5451643
>>5451648
>>5451690
>>5451646
I think the BIG problem here is
Why the hell do you need such a large screen?
Are you trying to encapsulate your full peripheral vision or something, so that you cant see anything other than the display? Why could you possibly want to do that?
I find that idea very uncomfortable, I hate having my vision taken up completely by something (unless its a woman's face when im kissing her). Its like fingernails down a chalkboard. I can almost guarantee you I will never adapt to VR displays.

Huge ass screens is an 80s and 90s meme for richfucks who could taunt people with their big screens and use it as a prop to host sports game get togethers. It was cool back then because it was rare. Now its not, and its not cool anymore.
In the 90s information density on the screen was an important thing, and you needed a big monitor to have 1600x1200 resolution or higher. Thats just how it was and man that fucker weighed alot, you needed a sturdy desk to hold your 19 or 21 inch monitor.
But, really, I think once you get around the 1366 or 1920 pixel range you've got enough space on the screen for all the info you need.

If bigger screens means you need higher resolution, stop getting bigger screens.
Get the smallest HDTVs you can which are 1080p and save yourself money. Probably $150 vs 600. Spend the savings on making up the difference on a graphics card.
Those are probably higher quality and will last longer than bigger ones that everybody is expected to buy. Advancements in technology making everything cheaper and all.
>>5452678
now this is autism, vol12
>>5452672
>>5452665
so what, 4chan and 4channel are a mess, they're basketweaving forums that essentially amount to a bar scene except instead of booze there's an aroma of paint thinner
we get together to talk about shared hobbies and interests, but without being able to exchange contact info, so nobody knows that you're a serial killer or worse, a cat, when you're posting

>> No.5436448 [View]
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google]
5436448

>>5436435
>>5436428
Theyre Coming For You Laura...

>>5436424
ive been saying this for years, just not in so many words
zdoom IS NOT the place for programming shit.
and quake made that fucking mistake from the get-go, thats why there arent nearly as many mods for it


As far as mods I havent actually done much with doom in over a year because of the lack of upgradeable AI, ive been saving some map packs people have put out which seem nice but I havent actually played them. Nevermind the "versions" trash Graf keeps putting out which are getting slower, and slower every iteration seemingly on purpose.

>>5436437
Yep OG doom 1 was amazing, especially if you played it with keyboard only for added difficulty. But either way the episodes had their own challenges (e3m5 can just go fuck itself).
Episode 1 had the best layout id say though, it wasnt all that spooky, it was just a industrial scale military facility, and it was pretty neat.

The lack of an SSG in doom1 is regrettable. It wouldn't have been overpowered if it only fired two blasts of 7 pellets, same damage economy as the regular shotgun but spread out even more.
The Cacos and Barons are HP sponges because of that. I guess rockets fix it, but rockets always fix it.
> army of darkness had been out for several years by then
Inspiration from the chaingun I can easily see coming from the jean claude movie Cyborg too. Even though his gun was just a pressurized arrow-shooter it had multiple barrels on it.

>> No.4878953 [View]
File: 38 KB, 805x540, 1530306585618.png [View same] [iqdb] [saucenao] [google]
4878953

>>4878945
>Being a doom fan
>Not being hyped for Doom Eternal

>> No.4870212 [View]
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google]
4870212

>>4870174
>>4870032
>>4870183
>>4870035
One error they made with the switchhunts was occasionally having a Bridge level you have to go through without doing anything related to the puzzle. The equivalent of a slaughterwad where korax simply tries to kill you. Part of the puzzle may be doing it in the right order so that, for the hub, you can get a shortcut going so that you dont have to keep going through that map repeatedly.
> going through this map may be required each time you want to go back to the hub, the hub only leads to this map, which then leads to the switch-hunt
> but to progress the switch hunt you have to go back to the hub, so do it in the right order so you can skip half or 3/4 of the toll map

Having only 3 main weapons plus a switchblade
> gonna have to make that 4 mate.
Also wheres the Tome of Power?
Game needed that, even if as a cost it used double mana for attacks. It needed it for the fun factor.

>> No.4832174 [View]
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google]
4832174

>>4832142
no what im saying is there is no way to progress from this room without resorting to rocket jumping (using explosives, be it the dynamite or the napalm launcher). The switch does not work.

I managed to get up there without losing much health and recovered it afterwards.

Pretty based if rocket jumping was only a new thing back at that time due to Quake, and they incorporated a section in a map where you absolutely had to do it to make progress.

re: dynamite, I thought I saw individual sticks of dynamite in the sprite sheets but I cant figure out how to split a bundle of dynamite so that it will do that, ive only been able to throw bundles so far.

>> No.4812717 [View]
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google]
4812717

>>4812665
The issues is this is the Exact reason why nobody will ever be able to properly reboot Quake 1. While the lo-fi issues of file size management were a downside of producing something in the 90s it also gave it a characteristic flair that felt "dreamy" in some way because of its imperfections.

The brain is able to interpret or rather interpolate to fill in missing gaps and upgrade what it sees, trying to emulate it "as if" it were real to visualize it properly and put it in perspective. This is the power of the Subconscious at work and it has a kind of feeling associated with it that most people dont notice.

But thats the reason why watching "Stranger Things" doesnt have the same effect as watching a similar tv show that was made in the 80s complete with RF degredation on a CRT and video artifacts from tape. Not only that - it "moves" different since in the 80s video was shot at 24fps while everything these days is 30fps or even 60.
> Subconscious basically = Dreamy feeling
24fps is just fast enough that the conscious perceives smooth motion but the subconscious notices the differences between frames and blends it, at least when you're engrossed in the presentation rather than consciously looking for errors. It also helps that on RF bugged CRTs this provided natural anti-aliasing and jitter that gave it additional blending that is no longer possible.

So if you have shitty voice acting, as long as its not Resident Evil level of voice acting, by setting it at a medium-low quality you get some buffer space when it comes to the Conscious mind of other players letting it slide. Because their subconscious is already having to "correct" it internally. But if its High-Fi you dont get that saving grace.

Kinda the same reason High-Def sprites and texture packs fuck with the aesthetic of doom. Its a type of suspension of disbelief.

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