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Everything posted by audiodef
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I have Doom3 on Linux. without any mods, it runs flawlessly. When I installed the ducttape mod, the game play is skippy when I pan left and right. Has anyone else had this problem?
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I was wondering how the player's apparent immunity to being zombified works in the DOOM3 story, since you're there when the transporter goes to shit and opens the portal to hell. Sure it has to be that way in order for there to be a game, but there's always that logical part of my mind going "yeah, but..."
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Now all we need is a hack to make doom guy yell NEENER NEENER NEENER while smacking hell knights and mancubi with a flashlight. :-D
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That doesn't matter. I've walked around in the first level, cheated myself a bunch of ammo, shot everyone, and nothing is missing later - including Spiffy Wheelchair Sarge. It'd be cool, though, if the game were programmed with logic to incorporate actions taken with cheats. Kill Sarge now - save yourself a boss battle later with Sargent Lame-O!
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Ha, yeah. Fortunately, trites and ticks can be squished with the flash, or even with your fist. In a mod, I saw a trite jump into a bulkhead and kill itself. Really cracked me up. I was totally away down the hall from it.
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Cacodemons are super-annoying. They get right up in your face unless you frag them at a distance. Ditto lost souls. They're like giant gnats - you just want to wave and swat and yell GET THE %$#~! OUTTA MY FACE!
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Walked into the room where you meet Sarge and get your orders, using noclip. Blow up Sarge with a grenade. He does a nice flip if you get the angle right. Turn noclip off. Walk out door, triggering cutscene. Sarge magically comes back to life. Blow up Sarge again.
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I just spawned a Guardian in the bathroom of the first level, before the teleporter blew. ALL HAIL THE GUARDIAN OF THE URINAL!
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Yeah, that. :-)
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Point the rotating machine gun, which you should have by that point (weapon #5), at a mancubus and blast away. Try it in god mode first. The monster goes pretty quick. I also find it hil-frickin-larious that mancubuses take a giant back flip when they die. In Doom II, they simply disintegrated. I dunno, maybe they want to die and jump for joy when they do.
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Speaking of which, I've noticed that if you want to take a "stand there until it's dead" approach, the rotating machine gun seems to work faster than the RL. Although if you do that, you'll be lucky to geet two Mancubi before you're killed.
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You mean at check-in? Before the teleporter blows up? THAT I have to try.
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I got a weird one... or maybe not. I've noticed recently that when I play Doom I/II for more than a few minutes, I feel somewhat ill. I don't when I play Doom 3. I'm wondering if the graphics of Doom I/II can be having an effect on me. I have a bright 28" screen. Doom 3 is much darker (annoyingly so, sometimes). I also wonder whether it's not just brightness, but maybe the fact that Doom 3 is much less pixelated in appearance. Could graphics have an effect on a player's brain a la Snow Crash? Or have I been smoking too much fuckin' weed? Which would be something, because I don't. :-P
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Both possible. Glad it's not just me! LOL!
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Wouldn't it be something if, in Doom 4 (if it's ever made), one possible thread of the game would be that you become infected and continue on as a zombie, trying to avoid being killed by a computer-run new Doom Guy from the UAC? Or maybe you become possessed and your goal is then to defeat the forces of good before they kill you. Evil wins! This has nifty possibilities in multiplayer.
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Pondering what people want for DOOM 4 (weapons, monsters, gameplay, modernizing)
audiodef replied to geo's topic in Doom 2016
Yeah, and then you could end the level in about two seconds, if you don't blow yourself up with the BFG-20K. :-P -
Pondering what people want for DOOM 4 (weapons, monsters, gameplay, modernizing)
audiodef replied to geo's topic in Doom 2016
You know, CK might be fun as an FPS, too. Maybe an FPS RPG. I've always liked games that combined FPS with RPG. Blowing demons away AND problem solving? Shazam! -
I'm using Freedoom on Gentoo, compiled with the doomsday flag. It runs fine, but no matter what I do, there are no monsters and no way to exit the first level - or any other level when I idclev to it. What the frag am I missing, here?
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I had forgotten to return to this thread when I solved it. I'm on Gentoo Linux. The ebuild maintainers for "freedoom" created an ebuild that actually installs FreeDM, not Freedoom. I downloaded the Freedom wad manually and opened it in GZDoom and was able to play it without issues. I'm not going to report a bug to the Gentoo ebuild maintainers, though, as they Never Listen. I appreciate the replies, though. :-)
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Pondering what people want for DOOM 4 (weapons, monsters, gameplay, modernizing)
audiodef replied to geo's topic in Doom 2016
You want to search for Martian Agnostics, jump over tiny, but lethal imps, and dodge giant, swimming hell knights that think SWIM SWIM HUNGRY? -
I'm a member of an online electronic music community. I just suggested a project there involving the use of only game sounds and sound effects in compositions (excluding game music). Someone said there might be copyright issues related to this. Are sounds and sound effects really copyrighted? Does using a Doom 3 imp growl in a composition violate some kind of copyright?
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NM.
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Pondering what people want for DOOM 4 (weapons, monsters, gameplay, modernizing)
audiodef replied to geo's topic in Doom 2016
I'm on board with that. Please, no more Sergeant Lame-O's that end up in monster wheel-chairs. -
Pondering what people want for DOOM 4 (weapons, monsters, gameplay, modernizing)
audiodef replied to geo's topic in Doom 2016
Three related things: 1. More human survivors the player can interact with, a la Quake 4, and 2. The ability to shoot at human survivors. This could be done via allowing interaction via ctrl-shoot instead of the cross-hairs changing when you point at another human, and 3. Those humans can react in self-defense when you fire at them, including the ability to shoot and hurt/kill you. I think this will all add to the general "oh, shit we're in a fucked-up situation now" feel of the game. -
Anyone try the classic doom mod? I just did and the exit from the first level doesn't work. Some of the textures, while looking like an upgraded version of the classic doom textures, don't really fit into the whole feel of doom3.