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Koko Ricky

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Everything posted by Koko Ricky

  1. Koko Ricky

    Quake has no Personality, Since When?

    I think we should reroute the conversation back to Quake's aesthetics. There's so much to be said about id's choices and how the zeitgeist at that time played a significant role in the art style.
  2. Koko Ricky

    My current attempt at defining truth

    It would seem that at least some phenomena must exist unto itself, because even if we're Boltzmann brains floating in space and every experience is purely manufactured, the brain must still exist for those experiences to be generated. Given that, there simply must be some amount of information which exists, regardless of whether a sentient entity is there to describe said information. As to falsehood, it is a twisting of the models that represent truth.
  3. Koko Ricky

    Quake has no Personality, Since When?

    Quake had a very troubled development, and as a result the themes are noticeably more disparate than Doom's. Despite this, the mixture of Lovecraftian, industrial, medieval, occult, and gothic all work surprisingly well together, a testament to the incredible art direction. It has a very sinister and oppressive mood that PSX/N64 Doom also captured. I've been playing the remaster and some of these community maps feel like nightmares; expansive ghost towns littered with haphazard planks of wood, or subterranean dungeons teeming with booby traps. Mods like Arcane Dimensions showcase how dedicated modders are to expanding on Quake's nihilistic alchemy. Then there's the sound design. We all know the industrial ambient score is incredible, but the sound effects are equally dark. I would describe its aesthetic as pained. There's so much focus on dry, guttural suffering. Compare that to the cartoonish "AHH-OH-AH!!!!" pain sounds of Doom's former humans.
  4. Koko Ricky

    Do you do any drugs?

    I've tried a few things; LSD, MDMA, DMT, Salvia. These days I microsose psilocybin (occasional macro doses) and I'm a daily marijuana user.
  5. Koko Ricky

    Truth

    That is only true within our mathematical human domain. It is not true outside of that. It means nothing to non-humans.
  6. Koko Ricky

    My current attempt at defining truth

    @MrFlibble, I would say truth outside of an internal model would be a declarative statement which works despite having to reference internal models to make that declaration. "It is what it is" tells us that whatever phenomena is being described cannot be self-deceptive. "Taking a cannonball to the head will likely kill you" is a statement that cannot be refuted; so even though I have to reference this labeling system of objects, there's no circumstances in which that statement isn't true. That's why morality and ethics operate much more within internal models. Those ideas represent feelings and biological imperatives, so it's really hard to say something about behavior that isn't an individual or consensus opinion, because they're not relevant outside of our models. They're valuable opinions, but that value only applies ro us.
  7. Koko Ricky

    My current attempt at defining truth

    Those statements are model-dependent.
  8. Koko Ricky

    Best Quake II source port?

    I love the RTX version because it's more immersive. Makes the game feel more real and urgent.
  9. Koko Ricky

    Vanilla or detailed map architecture?

    I'm very "Do what serves the art." If it's a modern GZDoom map with a flurry of features, then high detail makes sense. High detail can also look good in vanilla or limit-removing maps. But it can also clutter the play field, regardless of port; or it can look garish and distracting if overdone. Contrarily, an overly simple map can look plain, dull, or barren, and this discourages engagement and immersion. So I say, when designing a map, it will hopefully become quickly apparent to the mapper what level of detail would best benefit gameplay and aesthetic.
  10. Koko Ricky

    doom eternal positivity tread

    Doom Eternal is probably the most secret-heavy game in the franchise. It goes a long way toward making secret hunting worth your time. I especially like how the fortress serves as a space to view your collectibles; it's a perfect way to display your findings.
  11. Koko Ricky

    Whose face is on the ADEL_Y72 texture??

    This is probably the single most effective ad for a Doom game I've ever seen. I don't really like PC Final Doom, but this image and the typography is perfect.
  12. https://drive.google.com/file/d/17rUnbq_6-DPiu5u6EiG7XZeRZQSMBrFS/view?usp=share_link This is a very-nearly complete map for Doom 2, MAP01. It's limit removing and those that use a Boom-friendly port will see the animated textures. I used ANIMDEFS and as far as I can tell, everything checks out, and yet only some of the textures animate. Anyone know where I went wrong.
  13. Koko Ricky

    What Are you Proud of?

    I've managed to stay in a stable relationship for 17 years and it just keeps getting better every day.
  14. Koko Ricky

    Why don't some of these textures animate?

    I noticed while playing that in Choco Doom, ZDoom, and GZDoom, SCAN2_1 thru SCAN2_8; and DNSCRN9 thru DNSCRN12 don't animate. @Doomy__Doom mentioned ANIMATED is how I should approach the lump instead of ANIMDEFS, but I'm not sure how to change it. I would just really like someone to fix it and I an inspect and figure out how to do it for myself in future maps.
  15. Koko Ricky

    Why don't some of these textures animate?

    My apologies for the delay. This link should work. https://drive.google.com/file/d/1JuyXKk8TXT9NwLDuSmPpRf1UJNrBnpmc/view?usp=sharing
  16. I agree. I've watched a lot of those videos and given there isn't any ambiguity as to who's innocent and who's guilty, it's not unreasonable to track body language/response and make conclusions. If nothing else it's encouraged me to be more alert when talking to people I dont know well, in the event someone's trying to pull a fast one on me.
  17. How do you know they're not experts?
  18. PROS: Large selection of weapons, most of which have two upgrades, making for an impressively-sized and versatile arsenal. Large monster roster with a variety of behaviors and attacks. Large number of simultaneous monsters, which allows for a lot of improvisation and strategy. The player's full move set allows for a great deal of air control which is very satisfying. Weapons and enemies are distinct in appearance and easy to distinguish between. Some enemies have exploitable weak spots, allowing you to blow off pieces of their armor or weapons. Combat "skate parks" with a lot of verticality and an enjoyable flow. Secondary weapons, such as grenades, freeze bombs, and flame throwers, which add an additional strategic element. Glory kills are a fun rush because of how effectively they can get players out of fatal situations, while still requiring precision to execute. Additional elements, like the chainsaw's fuel hierarchy or the flamethrower's ability to mine armor, are well-integrated. CONS: The core gameplay loop consists of an exploratory section, followed by a locked down combat arena. This can make combat predictable and restrictive. One example of this restriction is that, unlike the OG Dooms, the player cannot choose how aggressive they want to be. They are forced to kill nearly every enemy rather than choose based on preferred play style. Early maps have a nice dynamism in terms of enemy placement, but later maps just spam everybody in over and over and there isn't much of a sense of escalation, or playing with different enemy setups. Combat is very complex overall and this can lead to some glitches, such as the player not connecting with a punch, a Blood punch being used when not intended, the chainsaw being selected when not intended, or the BFG being selected when not intended. Combat can be exhausting at times due to this complexity, and leave both casual and hardcore players fatigued. Mastering enemies like the marauder, Blood Makyr, and the riot soldier is of course possible, but their behavior can severely disrupt the flow of combat at times. Combat is a little too upfront in Doom Eternal, making the game feel like the devs neglected some of the earlier games' more subtle ideas.
  19. Koko Ricky

    what’s everybody’s opinions on olive garden?

    It's gross and it sucks. Trash food.
  20. Koko Ricky

    Why don't some of these textures animate?

    How exactly do I do that?
  21. Koko Ricky

    Why don't some of these textures animate?

    How do I remedy this?
  22. Before bothering to register an account on wherever the most popular Blood forum is, I figured I might as well give this question a shot on here. The Nightdive remaster of Blood allows for addons you can run directly in-game, allowing you to switch over to the mod and play it as expected. The Extra Crispy mod, designed specifically for Fresh Supply, has weird glitches (such as zombies rendering as floor decals when killed) that are out of step with YouTube playthroughs. Other mods that are supposedly friendly to FS, such as Maniac Mansion, display a modded pitchfork as still using the pitchfork graphic when not attacking. Any possible reason I might be experiencing this? Mods have been installed as instructed and all run fine otherwise.
  23. Koko Ricky

    Opinions On Mario Movie Cast?

    Hollywood has this asinine insistence on favoring hot celebrities over seasoned voice actors. It seems this transition occurred during the 90s, as reflected by the trailers for animated films, which couldn't wait to tell you which household names you would be hearing. Think back to The Little Mermaid. Then think about Toy Story. Granted, the latter has some great casting; but that's because people like Jim Varney (rest in peace), Tim Allen and Tom Hanks have distinct voices that work without their physical presence. With the Mario movie, this is much the same for the cast...except Chris Pratt. Just sounds like some nobody. Generic to the point of sounding artificial. The man sounds like he just woke up from a nap and can't wait to leave. It's like everyone is putting in 100% and the director didn't give a shit that Pratt lacks the dynamism to pull off a good performance.
  24. Koko Ricky

    Sonic the Hedgehog franchise discussion

    I really enjoy that channel and I've watched this video. The isometric perspective is not conducive to platforming. I don't think the game can be fun while remaining tilted.
  25. Koko Ricky

    Sonic the Hedgehog franchise discussion

    I love the Genesis-era games (as well as Sonic CD) except for Sonic 3D Blast which was a huge letdown; it was slow, ckunky, awkward, uninspired. From then on I only sporadically checked out newer titles, from Sonic Adventure to Sonic Advance to Sonic Generations, and each time I was disappointed. The gameplay just never clicked for me. ...Which is weird because I'm a bit less into Mario, but found the later 3D games much more endearing than that of the blue blur. I think Sonic's fast, momentum-driven style is difficult to do in 3D. Seems like a lot of the later games pushed for racing/speedrunning and forgot about the thoughtful exploration of the early games. I also found the attempts at story and character voicing was just too kiddy/cringe and it really killed the "silent protagonist" mystique of the Genesis era. Sonic Mania was a wonderful return to form, maybe the best 2D Sonic, though it was like 80% remixes of older zones. I wonder if perhaps the formula was so specific that deviating from it is almost unworkable for fans like myself.
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