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Everything posted by Arctangent
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p. sure it is
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No, he was dying of cancer but put his brain into a robot body before it could spread to it. It's the standard way of going about giving oneself a robot body, with no resurrection involved.
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They don't, to my knowledge, outside of bosses. Regular enemies just start moving again and their stagger threshold is lowered. There isn't, if you're referring to an enemy not dying because they have to enter the stagger state to die. No, what's really going on there is that the stagger threshold is a significant portion of an enemy's total health pool, so with most enemies it's impossible to kill them with standard weapons before they enter the state. Pull out the BFG, though, or use weapons like the rocket launcher, SSG, or gauss cannon on minor enemies like imps, and you'll see there's nothing keeping you from just outright killing them with a meatshot. Hell, the normal shotgun can do this to the basic possessed. Not ... really? This just basically rolls backpacks and a danmaku-style panic button into the new chainsaw, meaning that optimal usage of chainsaw fuel extends your basic ammo counts by the amount of chainsaw fuel you have. 'Course, if you're actually hunting for ammo then you don't really ever need the chainsaw for ammo. Probably boils down to enabling people who just want to swing from encounter to encounter to not run out of ammo unless they severely misuse it and the chainsaw. That's just the people who follow Olivia, who is clearly stringing them along for her own benefit. The fact that the rest of the UAC was just exploiting Hell without worshiping it is just a bit undersold by the fact that everyone but Olivia and Hayden have been killed by the time you get to them. Y'know, by the demons, like in the original Doom. This really has more to do with how much stronger you get over the course of the game, like with the expanded arsenal, weapon upgrade, Argent upgrades, runestones, and Elite Guard upgrades, than anything to do with the enemies. Honestly, ( aside from the revenants ), all of the high tier demons did seem a lot tougher and more dangerous to me than the lower tier ones, it's just that they don't pop up until you've already got your foot in the door and the lower tier ones don't wait for you to get your bearings.
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Well, consider Gez's example: in normal circumstances, a normal texture named STEP1 will only replace the stairstep STEP1, while a flat texture named STEP 1 will only replace the platform top STEP1. But if you you make an override texture named STEP1, both vanilla STEP1s will be replaced.
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New details on the Duke Nukem Forever 2001 build
Arctangent replied to Eligos's topic in Everything Else
Probably only slightly less than the movies that share the same fate. Granted, a lot of these cases are mostly just novelties moreso than any real loss, as while sometimes worthwhile movies and games fall through the cracks ... I mean, you only need to look at the amount of stuff you can find in a bargain bin to really get a grasp on what it takes to be considered not worthwhile to sell. -
New details on the Duke Nukem Forever 2001 build
Arctangent replied to Eligos's topic in Everything Else
y'might want to reread my posts because it's pretty clear that this is a response to some pixie that's your imaginary nemesis, not me -
New details on the Duke Nukem Forever 2001 build
Arctangent replied to Eligos's topic in Everything Else
again, unless you consider that the way we play doom isn't "the way it was meant to be played" because it doesn't involve the unmaker or flat, more realistic levels Well, sure, but that still points to the same end result due to stuff like Refueling Base not making it into Doom 1 and Lost Souls becoming an entirely different enemy with some pretty big aesthetic design changes. Visions change and mutate, and ideas fail and get tweaked; even if the final result isn't stellar, it's pretty asinine to declare it "not the way it's meant to be played" just because it's not identical to the original draft or an earlier build. I mean granted, "not the way it's meant to be played" is a pretty asinine phrase to begin with, but stuff like this just makes it moreso. -
New details on the Duke Nukem Forever 2001 build
Arctangent replied to Eligos's topic in Everything Else
p. sure the one we got is as close as "the way DNF was meant to be played" as we'll get, unless you consider that the way we play doom isn't "the way it was meant to be played" because it doesn't involve the unmaker or flat, more realistic levels -
Is happiness real when shared or not?
Arctangent replied to SayWhatOneMoreTime's topic in Everything Else
Happiness as an emotion sure as hell isn't fake, but the concept of "being happy with one's life" is a lot more questionable. Especially since it doesn't really seem to match up with a literal meaning of the phrase, and only really seems to be phrased that way to make it sound more appealing to get caught up in the "catching up with the Joneses" mindset when it's really a lot closer to make it seem like wealth-based pride is a lot more fulfilling than it actually is. Y'know, as an advertisement. 'Course, it's still not all that clear-cut, but I have to wonder how much that has to do with the concept getting assimilated into the common lingo and being used more in less manipulative contexts, rather than the whole idea not stemming from people telling others that their lives suck, but hey, they have just the thing to make it not suck. -
Clearly the solution to this is to make it so that the icon used for the like button automatically changes either with each refresh or at random, arbitrary interval so nobody has any idea what it'll look like at any given moment. Either that, or make it some monstrous 500x600 megazord thing made out of various Doom items that looks straight out of do-tims.
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i'll take "have you tried just being happy?" for $400
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Might just be a plain ol' bug caused by ZDoom's version of A_KeenDie and how it handles DeHackEd actors ( perhaps specifically those that replace weapons or items in general ), especially one that might of popped up from A_KeenDie being moved over to ZScript. Should try and report it over on the ZDoom forums. For reference, as a guess it might be because the scriptified A_KeenDie iterates through all thinkers that either share the same class with the caller or inherits from the caller's class, then doesn't open the door if any of them are alive. There might be something with how ZDoom handled DeHackEd actors, or weapons, or DeHackEd altered weapons that's causing it to find another chaingun-equivalent that's alive, even though it isn't on the map. Maybe it's something weird, like it's detecting a chaingun you're lugging around. EDIT: Also, for quick reference, SpecialAction is completely useless in this situation, as it defines what A_BossDeath does, something that's variable in every level that reaction to it; since A_KeenDie has constant behavior that works in every map, it doesn't need something like that.
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However, the SSG does have one outright advantage ( aside from ammo, but that's a map thing ) in that the rocket launcher only does two instances of damage - the collision damage and the radius damage. Meanwhile, the SSG's 20 hitscans all damage individually. This is a pretty big deal due to the fact that it doesn't matter how much damage you do, a monster recoiling in pain is rolled the same way each time a damage instance is dealt to it. So while the rate of fire of the SSG is significantly lower than the rocket launcher's, it actually ends up being better for interrupting monster attacks just through the sheer amount of pain rolls they have to make when you get a meatshot with it.
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they're full of nazis why wouldn't they take place in hell
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this only reminds me at how much it upsets me that textures that should by all rights have identical parts don't i.e. brown96 vs bronze#
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I think you're a wee bit out of touch with the current state of DICE, honestly.
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Is procedural generation possible for Doom maps?
Arctangent replied to Chewyninja69's topic in Doom General
Unless I'm missing an important detail with how map data is stored in the executable, it honestly shouldn't be too much different from basically shoving Oblige into a source port. You'd have to figure out the best time to generate maps and how many maps to generate in advance, where the store the maps for the purpose of saves, and various other quirks, but I think the fact that it hasn't been done already is that it does require some pretty detailed knowledge of both the external and internal map format ( should there be any notable distinctions, anyway ) and there's just not really anyone interested in such a concept that has the experience with the engine to really pull it off, nor enough drive to learn the engine before digging their toes into anything concrete. -
Yes, it does. Abandonware is internet slang, nothing beyond that - and it refers to software you can download for free, not legally but with no real chance that the site will get hit with a copyright notice.
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Okay, I'll completely admit that that's a really hideous typo - that "about" should really be "except." whoops
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This is completely wrong; a developer that is no long distributing a product can still legally fight against the piracy of their product. Even if that's still the case for the closest thing to "true abandonware," it's really a matter of the chances that they will. But them no longer distributing a product does not mean they won't still keep on the look-out of piracy.
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Possibly? It's really hard to say. Like, if you really did have a game that completely tossed away the abstraction and only presented you with all the variables under the hood, then yeah you'd almost certainly have to come up with your own abstraction to be able to figure out what's even going on in parseable terms. But even with such an extreme case, is what you're coming up with actually far from what the creator tried to make people come up with? Let me put it this way: You're playing Super Mario Bros, and your only feedback coming from the game is the gamesim's numbers. Not even labeled numbers, just the numbers themselves. You can see Mario's power up state, his position on screen, his score and life count, whatever way the game uses to store its levels, the positions of other moving entities and their state, etc.. Once you've figure out what numbers react to what and can play it ... well, wouldn't your interpretation of what's happening still end up involving your player character moving from right the left, jumping over and on things, and growing when it touches certain things and getting hurt and shrinking with it touches others? That's really just how tightly woven stuff like this is in the very basics of games themselves. You basically have to make a game that intentionally has a narrative dissonant from its mechanics, art style, soundtrack, etc., but even then, it might be possible that the lack of a traditional narrative throughline to it all manages to just become an unconventional one instead.
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Abandonware is most correctly defined as "games that are illegal to distribute for free, but the people who hold the rights to it don't care enough to crack down on it." It's not actually a legal distinction. Which is to say, a game that is still being sold by its original distributor and likely will be for years to come is as far, far, far as you can get from abandonware. Age has absolutely nothing to do with it.
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I'm not really sure how you quoted the one post establishing exactly how my issue was everything except you stating your opinion relating to the topic, then proceeded to act like it was a matter of stating your opinion relating to the topic.
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Well, you're completely forgetting the fact that the game sets up the plot for you. If the mechanics and the assets that makes those mechanics less abstract didn't provide you with the pen nor the paper, you wouldn't exactly be able to write, no?
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ah yes, assholery based around mocking a tic someone has, what a great way to start This is really just forcing your own perspective on anyone else, you realize? I mean, I get where you're coming from, but I don't come from there. You may think it's safe to assume such huge distinction and not read between the lines, and maybe for you, there's really never been an issue that would require changing that. But for me, I really have no way of telling whether someone's just being lazy with their typing or if it means exactly what it looks like it means, or what it means when you put it in the context of everything around it. There's just so much meaning that a sentence structure can hold and people do make use of it. This really seems more like a call for the reddit-style of branching off of individual replies instead of just having one big ol' chronological view, since making a new thread completely breaks the flow and removes the context of a conversation. Maybe the concept of "linked threads" would work better with the current system in place, where like you drag one reply out of a thread to act as a sort of pre-OP post to a new thread and there's like, various things connecting the two otherwise separate threads, but I dunno.