�_�
#323 posted by Kinn on 2008/09/12 21:16:21
i'm sure carmack said that in 1992 or whatever, when "design" also meant you had to be an assembly coder or some shit.
this discussion is going nowhere.
To Be Fair
#324 posted by ijed on 2008/09/12 23:04:24
There was some sour grapes in the comment.
Doesn't mean it wasn't said, or not easily taken out of context, now.
Assembly coding was maybe five years earlier than that, though.
Blitz
#325 posted by Lunaran on 2008/09/13 01:35:31
yeah, they slapped shit together and it's still fun 12 years later.
meanwhile, they cop a squat and concentrate for three years and squirt out Doom3.
Actually...
#326 posted by metlslime on 2008/09/13 03:51:21
the was still some assembly code in Quake. Just a couple of functions, though. Which reminds me, i need to get around to removing that...
Corporate Nonesense
#327 posted by ijed on 2008/09/13 05:02:58
Forula = money
So why is japan making so much. Alot of the bigshots like to come across as pioneers, but the truth is that if anyone hasn't done it before and made cash, they don't want to know.
The most important thing to have in any concept is 'this game is like game X, but better'.
Forula = Formula
#328 posted by ijed on 2008/09/13 05:03:26
Please Do Metl
#329 posted by Lunaran on 2008/09/16 01:12:57
I can't do a clean rebuild of fitzquake because I can't get the assembly converter build step to function consistently but I can't risk wiping out the .objs :(
You May Need An Old Copy
#330 posted by HeadThump on 2008/09/16 04:13:51
of the ML.exe that came with VC Studio 6. The MASM pack version is likely to still work fine, but if not, I can put it up on line.
Hmm
#331 posted by nonentity on 2008/09/16 16:02:26
You guys seem to have missed an important point; Zwiffle apparently has access to an early release copy of Fallout 3!
(That or his post was opinion based hyperbole rather than having the slightest grounding in reality)
#332 posted by Zwiffle on 2008/09/16 16:11:07
Fine, if you don't think Fallout3's gameplay looks amazing, then replace with Team Fortress 2. Problem solved.
Assembly In The Quake Source
you can safely remove all of it because there are fallback functions. You just need to uncomment them in the appropriate files and remove the asm files. Easy!
Sleepy:
#334 posted by metlslime on 2008/09/16 22:30:42
right, i think it's everything inside "#ifdef id386" blocks
#335 posted by [Kona] on 2008/09/23 14:26:43
After playing through Serious Sam II and then coming back to some Doom3 single player levels, I found the walking speed of the player to be excruciatingly slow. ID are morons for making it so slow. I guess it was so they could make smaller levels because it takes so bloody long to walk through them. Cheap copout imo. Anyway, I decided to do a search to find a walk speed hack. There isn't one really, the only way to fix it is type pm_walkspeed "230" (seems to be a good speed) into the console everytime you play, but shit does it make the gameplay more fun! Way more fun! r_lightScale "4" (or 3) is a good one too, to brighten the contrast up.
Hmm guess this is supposed to be about D4. Well, I hope D4 has a much faster walking speed.
#336 posted by Sielwolf on 2008/09/23 21:04:12
After playing through Serious Sam II
After the first two in the series I thought this 'franchise' couldn't get more silly/childish, but this is absolutely unsufferable: the intro, the music, the models, the sounds...hello ? (glad to have picked it up for 5€ in the bargain bin)
ID are morons for making it so slow
I disagree, it's one of the few things that actually enhances the game imo, combined with the limited stamina; monsters are few and generally far between and the game is based more around mood/suspense than on pure action. So if you want to speed around like in Quake...play Quake :)
Anyway, I decided to do a search to find a walk speed hack
u lama xD
Hehe
#337 posted by necros on 2008/09/24 00:38:04
i disagree with you sielwolf :)
i find doom3 infinitely more fun after setting pm_walkspeed to 280.
also, kona: if you extract /def/player.def from the pak file, you can modify the pm_walkspeed (and other settings, of course) in there instead of having to manually change it every time you play.
i also changed 'pm_staminarate' to 200 so you have infinite stamina and then changed 'pm_runspeed' to 80 so that the game behaves as if you have autorun on and shift makes you walk.
#338 posted by [Kona] on 2008/09/24 01:22:01
oh sweet. although i can't ever imagine a time i'd want to 'walk' haha. i also put the speed up to 4000... that was interesting :D i had to turn it off after a while because it would probably make me sick.
sielwolf: the slow walkspeed definitely makes the game more intense, considering your slower than half the monsters, but i also think its not quite as action/adrenaline pumping. depends what you want out of a game. i want action! :D
Yeah, I Love Slow Walk Speeds In Games
#339 posted by Lunaran on 2008/09/24 01:47:40
It's awesome when monsters are throwing fireballs at me and I know I can't move my bounding box far enough to avoid them to make it even worth bothering to strafe around so I just shoot back and hope I win thinking "boy what a great game"
#340 posted by [Kona] on 2008/09/24 03:50:27
it'd be like a fps on a console; don't worry about dodging anything, just stand there and fire.
#341 posted by [Kona] on 2008/09/24 05:09:32
necros i deleted /def/player.def completely out of the pk4, put it in it's own folder with changes, and it still wouldn't work. how did u do it?
Mm
#342 posted by necros on 2008/09/24 06:28:09
you shouldn't have had to delete it from the pak.
as long as it's in /doom3/base/def/player.def, it should override no problem.
the line you want to look at is 780.
There Is
#343 posted by spy on 2008/09/24 08:37:45
an interesting thing about 'g_armorProtection' by default its value == 0.3 (q green armor) i think its more comfortable with 0.6 value (q YA)
Lun
#344 posted by nitin on 2008/09/24 15:46:25
isnt that when you press run and direction key (ie a quick dodge of sorts)?
Yeah
#345 posted by Lunaran on 2008/09/24 18:39:19
I would play doom3 for a while and realize my pinky was getting sore from instinctively holding down shift all the time, like maybe if I pressed it hard enough I'd enjoy myself
F'thagn
#346 posted by Sielwolf on 2008/09/24 20:04:15
i disagree with you sielwolf :)
what boldness is this ?
like maybe if I pressed it hard enough I'd enjoy myself
press harder and you will enjoy yourself
My point was:
- DooM3: scary game,
default speed = walking = fitting design
stamina = realism = fitting design
- crap like Halo/Red Faction: (where the running speed feels like walking speed - ....
My Point Is
#347 posted by [Kona] on 2008/09/25 03:13:05
turn walking speed up and play one difficulty higher = much more fun
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