 That's Bad Pr
#201 posted by killpixel on 2016/09/23 23:43:49
Interesting idea though: each kill results in an increasing negative effect. Slowing speed, enlarged head, decreasing visibilty, etc. Could be a fun casual mode.
 And The Winner Gets A BSoD
#202 posted by Mugwump on 2016/09/23 23:49:49
#203 posted by Killes on 2016/09/24 11:38:08
Finally got round to playing it, enjoying the SP very much despite aforementioned shortcomings.
What about next DLC be "modability" eh ID ?
#204 posted by Killes on 2016/09/25 10:37:38
By the way I have a sad and icky feeling that modding was not made possible simply due to it not working out with the way the copy protection used for the game (denuvo) works :(
...
but now its finally cracked anyways they can drop the pretense and make it moddable eh ? :)
 Denuvo Is Cracked?!?
#205 posted by Mugwump on 2016/09/25 12:20:34
WOOHOO!!!!! When did this happen? I haven't heard of it.
 Denuvo Cracked...
#206 posted by Rick on 2016/09/25 13:04:15
Good. Maybe the game publishers will stop using it. No, never mind. Forget I said that. Games having DRM saves me a lot of money.
 Dicknouveau
#207 posted by Killes on 2016/09/25 13:52:52
Well I am not sure if its a bunch of workarounds or a proper crack...all I know is several Denuvo games are playable sans commercial transaction, including Doom4.
 Some More Info On Wiki
#208 posted by Mugwump on 2016/09/25 14:21:14
#209 posted by Mugwump on 2016/09/25 14:23:15
Sorry, I'm on my phone. You can delete the "m" from the link.
#210 posted by Killes on 2016/09/26 09:03:30
Maybe Doom4 is not as unmoddable as thought ?
https://www.reddit.com/r/DOOM2016Mods/comments/4ni6at/basic_guide_on_getting_started/
At least there are editable values which seems to be all thats really necessary to make a ammo/health balanced stagger free mod.
The stagger removal is already done as an example there, all that's needed is tweaking of health/ammo/damage to make up for the low number of health and ammo pickups.
 Bah, Mods Do Not Work Since Vulkan Update
#211 posted by Killes on 2016/09/26 11:54:32
#212 posted by Killes on 2016/09/26 13:09:33
Sometime the worst part of the executions is it lowers/mutes the music :(
I don't need a break fucktards, bring it on!!
 Agreed: MODS?
#213 posted by Art on 2016/10/06 20:08:23
What I'm curious about is about a mod and that will take or disable that feature (the pi�ata system) what are the possibility of MODS without a software development kit possibly by modifying the XML files. I hate you doom I upgraded my PC for you and you did me dirty. I have more fun playing brutal doom 2 on my custom build maps that this cold sore of a Doom 2016.
 Yeah Doom 4 Was Pretty Ace Really....
#214 posted by Shambler on 2016/10/06 23:16:49
....just waiting for the SP DLC.
 Also Waiting
#215 posted by mjb on 2016/10/06 23:26:34
Yes please.
 Fixed AO Would Be Nice Too
#216 posted by killpixel on 2016/10/07 00:38:30
 Doom 4 Was Super Fucking Solid
#217 posted by Drew on 2016/10/07 04:01:15
And about as close as I think we can expect to get to the classic shit we all supposedly crave in this current market....
SP DLC will be a must-buy for me.
#218 posted by Killes on 2016/10/07 07:29:04
I am enjoying it right now, although waaay too easy on UV.
It will go beyond what we can expect once(if) they unlock full modding possibilities on PC.
Already someone finding a way for the simple value editing modding to work again since last updates would make be cool.
 New Doom Doc Part 3
#219 posted by killpixel on 2016/12/14 20:12:29
https://www.youtube.com/watch?v=r0nOsuaPDeg
Pretty neat little doc IMO, not super insightful but cool.
side note: kevin cloud seems like a humble guy. in every interview I've seen with him he's owning up to poor decisions or mistakes he's made (doom3 making of and part 2 of this doc). It appears that the leaked 'call of doom' stuff was cloud's vision for the game at the time.
 Doom Documentary
is a good little series. I wish we could get more of this stuff, it's fascinating to get insight into the games industry.
Also I think this documentary has given me a lot of hope for id's future. I really can't wait to see their next game.
 Same Here
#221 posted by killpixel on 2016/12/15 00:59:33
in addition, I'd like to see more in-depth/technical behind the scenes stuff. It seems making-ofs are approached as more of a marketing tool these days, so they can be a bit shallow sometimes.
 Quake Photo Mode?
Okay I have not tried Doom's photo mode but I was wondering if something like this could be done in a source port? Would be great to re-cam demos and grab screenshots with different lense options and depth of field tweaks. I know you can do this is Photoshop but this would be so amazing in Quake.
Article on photo mode
YT vid
 Quake Photo Mode
#223 posted by Kingold on 2016/12/16 09:54:48
I checked the link you posted, dumptruck, and found the photo mode of Doom 4 seems to be about freezing everything in the game world to a halt or at least to slow motion, whiling keeping the player unaffected. If this is what you want in Quake, then as far as I know, Darkplaces engine already support a similar effect. A console command (forget which, sorry! Please check its readme or manual or whatever) can be used to reduce time lapse of game world into slow motion or suspended animation, while player is still free to roam around. Also Darkplaces supports DOF or other fancy eye-candies.
#224 posted by ericw on 2016/12/16 10:40:33
Fitzquake/MarkV/QS have:
"sv_freezenonclients 1" -- freeze everything but the player
"host_timescale 0.1" -- 10% speed
 Darkplaces Command Is The Same To Freeze
#225 posted by xaGe on 2016/12/16 13:05:54
Darkplaces has:
"sv_freezenonclients 1" //freeze everything but the player
"slomo 1" // 1 full speed, less than 1 is slower, more than 1 is faster. So 0.5 would be half the speed of Quake, 2 would double the speed, etc.
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