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New Doom The Dark Ages gameplay was revealed at quake con...behind close doors
The Civ replied to Consistent-Money-990's topic in Doom: The Dark Ages
Absolutely no shot we don't see things for "a year" when it's likely releasing in just over a year, assuming there's not a delay again. They'll probably want to hit that holiday release and I fully expect marketing to run for the game in the full year leading up. -
Balance be damned, it gives me the warm fuzzies to see a AAA game released in the last decade have this kind of all out mod support. Even if the scene stays niche, at least for a while, I can see some amazing stuff coming out of these tools given time. Hell, how many years down the line we could be seeing Doom 3 Phobos sized mods for this.
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Yep, works like a charm, thanks for that. Must be something funky going on with the autobuild DLLs.
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I've actually been having problems with audio myself since 3.0.1, and every daily build since. Doesn't cross my mind much admittedly because I've just used 3.0.0 for the longest time since I had assumed it might pass with a few daily builds and be fixed, but it hasn't how much later. Not sure what's the cause either, and it's really bizarre since it's just not running audio in the slightest, checking the volume mixer gives me nothing, not even Chocolate Doom itself, let alone the midiproc. It's just straight up no audio, and no configuration seems to remedy it either. The same settings work just fine on every version of Crispy, and every 3.0.0 and prior build of Chocolate, so I'm not sure what's up here.
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Did that IGN video get cut down? None of those timestamps mentioned are there anymore, it's only like ten minutes long.
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I'm just now realizing how much the Meathook looks like those blades on the Soul Cube.
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That's really interesting. Has it been ripped at all? Curious as to what it sounds like, given how I'm so used to the secret sound effect most sourceports use at this point.
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Getting rid of Post Hell was the single worst thing to happen to this forum.
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John Romero and John Carmack return to Doom ?
The Civ replied to Bubbleman100's topic in Doom General Discussion
Romero did recently work and that mafia game his studio developed, so he's not totally out of the loop with game development. Although I do think the most he could do would be consultation on game direction, mechanics, etc, and possibly blocking out some level design, which I actually would quite like to see. -
Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
The Civ replied to Man of Doom's topic in Doom Eternal
The Reddit and Discord are both going nuts with this stuff right now. Luckily, both places are areas that id and Bethesda keep close eyes on. Granted, if minds are set in stone, I doubt it'll do much. But it's mildly satisfying knowing that they're seeing how pissed people are. -
Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
The Civ replied to Man of Doom's topic in Doom Eternal
Granted, I trust you, but that's a real juicy sentence to drop with no context. -
Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
The Civ replied to Man of Doom's topic in Doom Eternal
Honestly more than anything this makes me wonder why id seems to have this curse with musicians. First pissing off Reznor and making him ditch Doom 3, now pissing off Mick and making him ditch after Eternal? What the hell goes on with their audio direction. -
Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
The Civ replied to Man of Doom's topic in Doom Eternal
It's a shame that this is happening prior to the DLC releases because it means that they'll either just reuse campaign tracks, or have someone else try to ape his style. Not even sure what they'd do for another game aside from getting Hulshult or somehow managing to get Reznor back. -
I'm aware of how the Mordeth Bridge effect works, but for a while now I've been curious as to how BTSX Map 01 makes its bridge work. It's incredibly impressive in vanilla given the real floor on it, and the fact that enemies can walk across it while the player isn't there, as well as the shadow beneath it for the added depth. Is it just a modified Mordeth Bridge trick, or something else?