That's
#22558 posted by ijed on 2013/04/02 20:04:34
Arne, and he's done lots of cool stuff. Check out his main andriod arts site as well.
Might Get Lost In Here, But Here Goes
#22559 posted by biffmasta on 2013/04/02 21:28:39
Hi all!
I will be doing streams of Quake at my channel here: www.twitch.tv/sheporiginale.
I was having issues with it, but it turns out I have to set it to windowed mode so it can be properly captured. Otherwise you can view the Loading bar or the console the entire time.
I already have a few vids up. I did have some DOOM ones up too, but I didn't save them "forever", so they expired and disappeared.
Anyhow, please post up if you do any streaming!
Palettes...
#22560 posted by Spiney on 2013/04/02 23:12:23
Is there a tool that takes in a 16*16px palette image and spits out a palette.lmp?
Playing Coop Online
What's the best way to do this while maintaining the classic quake look? I just want to be able to do this easily without buying a server or doing any crazy stuff.
Spiney:
#22562 posted by metlslime on 2013/04/03 00:29:03
I'm not sure, but i think you can save it as *.raw and then rename it to *.pal. (palette.lmp is special in that it doesn't have the normal .lmp header, so it really is just a raw RGB format.)
#22563 posted by quakis on 2013/04/03 00:36:38
Currently using Quaddicted's 'random map' link to choose the next map to play, after which I plan to review. Loving that feature, might come across something I may have otherwise missed out on.
Would probably be neat if I could click a similar button in Injector and it'll select (not download) a random item from the list!
Biffmasta
#22564 posted by DaZ on 2013/04/03 01:24:17
Just checked out a VOD from your Quake stream and a few things bugged me:
You should be broadcasting in 16:9 resolutions so you don't get those nasty black lines on the sides of the video.
What software are you using to stream? While the bitrate and visual quality of the stream is fine it looks like you are using screen region capture and you can see your task bar and window borders in the video. That looks really bad! You should be using GameSource capture (available in OBS for free and paid in Xsplit) or if screen region is all you can do, then set the borders better so you can't see any windows UI in the stream.
And just a subjective thing, but I think you were talking too much while playing. Also talking about random rl crap is fairly off-putting as no one watching really cares about that stuff. They will care about your thoughts on the game and what is happening during play.
But nice to see people streaming Quake :D
Abrash GDC2013 Transcript
#22565 posted by Spiney on 2013/04/03 14:06:29
Hmm
#22566 posted by starbuck on 2013/04/03 20:34:58
:(
#22567 posted by Spirit on 2013/04/03 20:43:27
Though honestly I cannot imagine how a Doom 1/2 game could even work with realism graphics. The level design was so abstract and rough that it only worked because of the "low-fi" graphics.
That being sad, I would LOVE a Doom 3 sequel with less cheesy poop (Betruhuhuhuger, fugly Hell, etc) and more explorative gameplay. More oldschool weapons/damage/combat but dark and alien.
I Just Made A Great Pun On Accident
#22568 posted by Spirit on 2013/04/03 20:46:20
I Think Realism Graphics Would Be A Mistake
#22569 posted by starbuck on 2013/04/03 20:50:52
I'd love a more stylised approach though. Bioshock infinite and Dishonoured do a great job with that slightly cartoony, slightly hand-painted look. They also both do well with really physical BLAM BLAM combat. If it took itself seriously, that'd be the worst.
Dewm Fowr.
#22570 posted by Spiney on 2013/04/03 22:26:33
D3 Was Good
#22571 posted by RickyT33 on 2013/04/03 22:31:29
Lol
Wolfenstein - Earth shattering, genre defining
Doom - Even more so
Quake - Even more so
Quake II - About the same amount of awesomeness as Quake
Quake III - A tad less maybe, but still awesome.
Doom 3 - Pretty awesome
Rage - Less decent than Doom 3, but technically awesome
Doom 4 - ?
#22572 posted by - on 2013/04/03 22:59:23
id should've been shrunk into a technology developer years ago, they haven't made a good game since Quake
Doom4
#22573 posted by Spiney on 2013/04/03 23:00:27
I basically want it to be MetroidQuake with a Doom theme...
"havent Made A Good Game Since Quake"
I disagree, personally I loved Quake 2, 3, Doom 3 and Rage (although the last level was one of the most boring and underwhelming maps of any game ever). Rage is easily their most polished game but it feels like the last few levels were missing or something. I personally think Doom 2 is their worst game (which is a shame because the double barrel shotgun in that game is the best weapon of any game ever).
Wow
#22575 posted by Tronyn on 2013/04/04 03:11:02
being a fan of id and a company and their ideas stopped somewhere between quake 2 and quake 3 for me. It's all been a band rehashing their greatest hits and cashing in since then, for me.
Times have changed and the whole industry has changed. I evaluate id now the way I evaluate raven: they are doing what they think needs to be done in an industry that is now entirely different than it once was.
When every moron has a smart phone, games are no longer primarily on computer and they are also no longer primarily for smart people. There's no room left for earth-shattering, genre-defining, satanic counter-culture like Doom was, or Quake was. I have so much admiration for those guys who were able to express a Lovecraftian POV in an FPS back in the day, but even when people try to do it now, it's overdone and it certainly isn't counterculture.
Yes!
#22576 posted by than on 2013/04/04 03:42:36
We need to get czg to go fix id and get them to make a new game based in a Lovecraftian world with proper level design.
Btw
#22577 posted by than on 2013/04/04 03:47:16
I think Doom (esp. Doom 3)'s vision of hell was pretty boring, and far less interesting than the Lovecraft universe that inspired Quake.
I don't especially think that Lovecraft is overdone in games. Sure, there have been a few games that have been influenced by it, and some that are directly using it, but compared to military FPS games, the numbers are basically zero.
Willits Schmillits
#22578 posted by Spiney on 2013/04/04 03:52:07
Every game Willits directed has had terrible level design compared to Doom and Quake. Compare Q1 to Q2 to D3 to Rage. It only went downhill. Q1 SP maps despite being rushed are all little gems of level design. Q2 is a lot more flat and linear, D3 is Q2 but incredibly cramped and slow. Rage is good in a lot of ways but the mission level design is boring as hell.
Doom is nostalgia for me, Quake's 3D approach to maps pretty much made Doom's 2D layouts obsolete. Even though there's a bunch of memorable designs in it. Also when I play Doom I really miss the light mapping which adds so much to the atmosphere.
Funny how FPS level design since has became much more 2D again. Think it has something to do with the size limits and the key system.
Err Q2 Maps Are Good
#22579 posted by nitin on 2013/04/04 06:22:34
very good in fact. The only issue seems to be that they were too thematically narrow but I think that was a conscious game design decision (compared to quake).
And This Might Be Heresy
#22580 posted by nitin on 2013/04/04 06:23:41
but most the id quake maps arent that 3d. A lot of the custom maps are but I disagree that the stock standard id maps are more 3d than q2's.
HERETIC!!!
#22581 posted by Tronyn on 2013/04/04 07:16:22
All your awesome film reccomendations won't save you now!
lol.
out of e1, 3d architecture definitely let them do impressive things (though I guess even e1m5's front could be done in doom, basically), but the only really 3d layouts occur at the end of e1m2, and throughout e1m3/4.
Ziggurat Vertigo was an insane level, especially for the time, but it is a novelty, and for the id levels, 3d level design seems to have been mostly a novelty. I suspect even now, Q1SP hasn't _really_ used the potential of vertical design.
#22582 posted by czg on 2013/04/04 07:59:51
Just having monsters attacking you from slightly above helps a lot with the 3D feel really.
Having worked with making "pro" maps for a few years now, I am always incredibly frustrated by watching focus test recordings where the player actively refuses to look anywhere but straight ahead.
So many designs and ideas I've had were scrapped because some fucker with a gamepad didn't want to look up and got bored.
And on the flipside; So much time and effort has been spent on environment and events that nobody ever notices up above.
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