starborn427614
kiwifarms.net
- Joined
- Aug 27, 2020
It's nice that Id are the type of dev to actually listen to complaints. I'll probably wait until some updates are in place before getting the DLC.
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That's unpopular? Everyone I've spoken to has said they hate the fact that there's no good way to take down weak mobs without wasting ammo especially since glory kills were nerfed into the ground.
I always heard people online talking about how much they hated the pistol in Doom 2016, so I guess this is a case of "You don't know what you got till its gone"
I loved it, the simplicity is one of the things I love the most about Doom 2016.I always heard people online talking about how much they hated the pistol in Doom 2016, so I guess this is a case of "You don't know what you got till its gone"
You apparently can dash into a zombie twice and it staggers them (I keep forgetting to test it every time I hear), and I usually just use a couple machine gun, plasma, or chaingun rounds.That's unpopular? Everyone I've spoken to has said they hate the fact that there's no good way to take down weak mobs without wasting ammo especially since glory kills were nerfed into the ground.
The fuck is that? The Casali brothers did some really neat hacks/tricks when they designed Plutonia, the two main one being invisible floors, and abuse of the hall of mirrors effect. But I don't recall anything in Hunted that used either of those.I've been running into this problem with GZDoom and it's driving me up the wall.
I figured I'd start up Plutonia again. I've since warmed up to its brand of cruelty and on a good day it's even fun. I get to Hunted, and I come across this.
View attachment 2029047
See that warping effect? I have no idea what's going on, but I can't pass it. This warping basically serves as a giant invisible wall. I can't even go down the end of this hall. Thankfully I was still able to beat Hunted, but this isn't the only time this has happened. It's happened before on Scythe, but in that case it rendered the map unplayable because it was right on the level path. This isn't the most recent build (4.4.0, where the current one is 4.5.0) but even so this is extremely annoying and strange that it's even occurring on a semi-current build. I've tampered with the compatibility settings, reloaded the game, toyed around with graphical effects, but it still doesn't fix whatever the hell this is.
I generally go with Crispy Doom for a variety of reasons, and I can add another one that it doesn't bug the fuck out on me.
Precisely. The obvious solution would be to upgrade to a later build, but with how long GZDoom has been around, and with how fairly recent the version I'm using is, there's no good reason this should be happening. I can understand minor bugs cropping up, but I can't understand something that outright cripples my ability to play.That it happened in a supposedly current source port on an IWAD no less is unacceptable.
I've dabbled in it here and there, but it's been a while. I once replaced the imps' wandering sound effect. I've switched out the first level music of Doom 2 by naming a file "D_RUNNIN" and dragging/dropping that on GZDoom. Tinkered* with some one-liners in a mod for Batman Doom. Changed values in SLADE.So, I'm wondering if anyone here has experience with modding old-school Doom? Not just installing mods and playing them but actually making them? Like, has anyone ever made a custom map or a reskin of a weapon or enemy?
Custom maps is very easy. Simply open up Doombuilder (or one of the many, many innumerable map editors for Doom), make your map, save it as MAP01 if for Doom 2, E1M1 otherwise, and you can immediately play it.So, I'm wondering if anyone here has experience with modding old-school Doom? Not just installing mods and playing them but actually making them? Like, has anyone ever made a custom map or a reskin of a weapon or enemy?
I got the impression that you only need to mess with DeHacked and such if you're modding vanilla Doom instead of ZDoom or something. Is that not correct?More involved changes will require changes to the binary itself and the use of a binary editor like DeHacked and an understanding of BEX.
Aye. However, the scope of changes you can make with DeHacked is quite limited comparatively. There's no reason to limit yourself to vanilla Doom when Boom-compatible source ports exist and are freely available.I got the impression that you only need to mess with DeHacked and such if you're modding vanilla Doom instead of ZDoom or something. Is that not correct?
So now that the Eternal is done aside from master levels, what are everyone’s favorite runes? I’m usually running air control (duh), the speed boost on glory kills that also works off the crucible and chainsaw, and the one that speeds up kills or rechargds equipment. The dlc one is obviously the one that makes weak points explode.
More tidbits from the Hugo stream for those who care:
>All the Samuel Hayden “The longer the Icon is on earth the stronger he’ll become” line repeats were a mistake and he’s actually thought of removing them, but may keep them because of how much of an in-joke it’s become.
>Dark Lord didn’t create Doomguy, he created the Doomslayer. In other words manipulated him into becoming Doomslayer, but didn’t literally create him.
>Dark Lord is a “Primeval” and confirms that something greater made him. So yeah… not the first being. Also, only a Primeval can kill a Primeval.
>Mysterious Voice being changed to Dark Lord was a bug, and unintentional. The voice belongs to “someone beyond, that is overlooking everything”.
>Davoth was in fact the one reading the Slayer’s Testaments in 2016.
I'd like to see a squad shooter or something set in Doom similar to Republic Commando. Could be set during the invasion post-2016 with the PC being part of one of Hayden's anti-demon kill squads. I mean, in-universe the Doomslayer is practically worshipped by both man and demon as an avatar of destruction, so it would be nice to play some actual mortal people struggling to fight and survive and then right at the end when shit looks like you're all gonna die horribly he shows up to save the day and we get to see in real-time what it looks like to see him in action. Can you imagine what it must be like to see a normal-ish looking dude just chainsaw a Baron in half before crushing an Imp's skull with one hand? Don't have it be a cutscene or anything dumb like that, just have it be Doomguy doing his thing as you do your damnest to kill something before he kills them all.You know, a lot of this makes sense. I do think they have a passable story thought out that they want to tell, but a mainline Doom game is just not a good medium for plot beyond sparse dialogue and environmental storytelling. If they want to go heavy on the lore they really should reserve that for a spinoff. Doom Eternal is at its absolute best when it focuses on balls-to-the wall action and leaves most, if not all, story elements decidedly vague. Fleshing that stuff out would work better in some spinoff of a different genre. Shit, hire the dudes who made Jupiter Hell and make a roguelike spinoff. The only reason they didn't release their game as DoomRL was because they didn't have the rights.