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wildweasel

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Posts posted by wildweasel


  1. On 3/21/2018 at 2:42 AM, cortlong50 said:

    this is the weirdest idea ever...and like any other god damn thing you make im gonna download it.

    not busting your balls...but have you ever considered a super serious weapon pack?

    That's sort of what I was shooting for (pun intended) with the ww-skillguns proof of concept some years back - though I'd want to really retool it internally if I were to make it any more fully-featured. Serious mods are nice and all but there are just too many things I'd have to make compromises on to make them work with the average Doom level, which sort of encourages the odd bit of silliness. It's nice to be able to let loose once in a while and not have to worry about "is this gun firing the right caliber ammo? are the penetration characteristics correct?" etc.

    16 hours ago, Ajora said:

    Makes me think of this: 

     

     

    Man, if I'd remembered this existed while I was working on the mod, I'd totally have figured out some way to sneak in a reference to it somewhere.

    15 hours ago, The Mysterious Moustachio said:

    I can't help but think of Gambit from X-Men when I see that card weapon.

    I was pretty much morally required to give the playing cards Mutant Powers once someone mentioned him during early development. (grin)


  2. 1 hour ago, xvertigox said:

    I played through some of Chex Quest 3 and the only potential issue I saw was cola bubbles getting crushed by doors.

    It's probably better that I leave it that way, since this is how Doom engine has always handled dropped items. Considering they're not strictly essential items like keycards...


  3. From what I recall, Brutal's headshots are handled by having all enemies spawn separate actors that represent their "head," while making the "main" actor slightly shorter than normal. If the "head" is damaged/killed, it kills its "master." This has some side-effects - it doubles the amount of CPU load per actor (possibly more than doubles, I haven't tested), but also has (had?) a tendency where enemies were accidentally head-shotting themselves if they were trying to aim up too steeply.


  4. Given I haven't had anybody tell me that there's any outstanding bugs or balance problems with the mod in a while, I guess I'm going to go ahead and consider what's uploaded to be a Release Candidate. I'll see about putting it on /idgames and declaring it "done" if I don't hear anything for the next week or so.


  5. 4 hours ago, Gez said:

    They're the suits that play with hearts, spades, and diamonds.

    Unless you're playing with a Spanish deck, in which case it's coins, swords, and cups. =P

    (Useless playing card trivia! Woohoo!)


  6. Considering I have a mod near completion that is probably in need of a trailer, the things I'm reading in this topic are giving me some thoughts as to how I should approach it. I have, like so many others, opted for the epic music fast cuts, even if intended in a joking manner:

     

    Though given what @yakfak has said above, I wonder if I shouldn't do my next mod's trailer more in the style of an audio commentary-cum-instructional guide, since it has some unusual mechanics that are probably best understood via live explanation.


  7. On 1/15/2018 at 7:56 PM, fraggle said:

    But only a few years later the Palm Pilot came out and did the same thing with much more success. Interestingly though they took a different approach and made users learn Graffiti instead of trying to do handwriting recognition well.

    I think it says a lot about Palm's approach that almost 15 years later, I still know how to write Graffiti. Like, I literally bought a used Sony Clie from a junk store a few months back, charged it up, and immediately started writing on it without having to consult the guide, just out of muscle memory.


  8. You can occasionally get a better deal with them than on Steam themselves, but the best tool to make sure of that is IsThereAnyDeal.com - they keep tabs on quite a number of digital vendors to compare price data. I've bought games from GamersGate a small handful of times, though, and haven't had any notable problems with them.


  9. 17 minutes ago, Chezza said:

    Ah man, I can't disagree with you. But I still have an issue with it.

     

    There are lots of resources floating around with artist abandoning them or no one making good use with their work. I believe if someone gets free access to them all and make the best content they can without hindrance they can make great mods.

     

    As selfish as it is, I would prefer Mark to have taken the unknown author's work and use it to create BD as it is today even if this makes him ethically questionable as oppose to creating a lesser BD mod. But don't get me wrong, some of the content he straight out took are very significant with authors more easily identified from the get go, so that was poor form. But for the very difficult authors to find... don't lock it away with no use, that's not good for Doom.

     

    If I was in Mark's position, I would have considered creating a far more detailed list of credits and when it comes to unknown author content, create a request for the people to reach out to you so it can be filled in. Considering the exposure BD gets, its a system that can definitely work.

    I feel as if attitude is a strong indicator of intent, here. When using someone else's assets without having specifically asked them first, detailed credits are good, indicating who exactly is responsible for what exactly. If that's not possible, for example if you just don't know who made a given resource, there is no shame in asking people if they can identify it. Where I see problems with BD's handling of it is that the list of credits is just a big ol' pile of names, so if I wanted to know what part of the mod SomeHypotheticalGuy994 made, I'd have to go talk to them or the mod's author to find it out. Which makes the mod a dead-end as far as recycling/reuse of community resources goes, because it's not necessarily likely that either author may still be around in the future to be able to give that information.

     

    Further, when I posted earlier about wanting to congratulate everybody whose work made BD possible, especially the ones that weren't credited, the very first person to reply to that was Sarge himself, in a manner that made it sound as if I was lying to him, even falsely accusing him of not giving credit where it was due. Say what you will about my approach here, but if Sarge had made an honest mistake and accidentally left a person or two out of the credits, I'd suppose he'd have put it more in the way of, "Oops, I must have forgotten, could you let me know so I can fix it?" instead of "I'd sure like to see you prove that I'm leaving anything out." Followed, not long after, by him accusing someone else of stealing resources from him, with no tangible evidence on his end either. What does that say about him?


  10. TweakUI was a really nice "power toy" that Microsoft used to offer for XP and earlier. There were tons of little things you could adjust to make the user experience a little bit swifter, like finer control over mouse wheel scrolling, how long menus delay before submenus open, hiding/showing Start Menu items that are normally uncontrollable (like Help), even some weirder settings like X11-style window focusing (having a window become "active" solely by the mouse hovering over it was a thing that could bring much productivity if you were willing to get used to it). Sadly, MS stopped offering TweakUI updates for Vista and beyond, and while third-party programs (and the much-vaunted "God Mode" menu) offer half of these in a different form, much of them went by the wayside as the interface got overhauled.

     

    I used to use Windows XP's Visual Styles for a crapton of things - my preferred theme was a replica of Ubuntu 7's Human window decor, which I found simple, effective, and not as in-the-way as XP's Luna and not as chunky and dated as Windows Classic. While it's still possible to install visual styles in Windows 8.1 and (I think) 10, they are not capable of changing some aspects of the window decor, which makes many themes look ugly or just plain not function. And even though I did once pay money (ten bucks!) for a copy of Stardock WindowBlinds to make up for this loss, WindowBlinds fucks up too many games to be worth using regularly.


  11. The setup is classic Die Hard. You play the tired cop, visiting your significant other at work. You’re in the bathroom when terrorists take over the lavish office tower. Your job is to either kill all the terrorists, rescue all the hostages, or succeed in calling backup.

     

    Except here’s the thing: the office tower’s layout is completely randomized. It’s guaranteed that at least one floor will contain the hostages, and at least one floor will have the vault (and be where the terrorists are the most concentrated), but which floors these are will be determined at the start of the game. The only thing that remains static between plays is that you always start in the bathroom, with your police-issue handgun, one extra magazine, and no shoes.

     

    So, from a first-person perspective, you get to try your damnedest to outwit an entire faction of terrorists (the size and location of which varies) by either killing all of ‘em or managing to sneak the hostages upstairs to the helipad and signal for help. Well, you could signal for help at any time, but this would secretly make the game much, much harder, as it alerts every terrorist still in the building, and summons a SWAT team that’s just as willing to kill you as they are the bad guys.

    In keeping with “rogue-lite” gameplay, death is more or less permanent. There are no permanent stat boosts, but I suppose meeting certain conditions would let you choose alternate starting scenarios, like being inserted on the helipad instead, carrying a different pistol (a revolver instead of an automatic), or starting in the limo in the parking garage after all the security gates have locked. But basically, the whole point of this is that this is the kind of FPS game where the average play session will be over in 15-30 minutes, win or lose.

     

    In keeping with that, the FPS action would be fast. Not Doom fast, where our John McClane stand-in is gliding around corners and wind-sprinting through hordes of baddies. Movement speed would be limited by what kind of shoes you’ve got, after all. But the actual action and gunfighting would be sort of like a more forgiving take on Hotline Miami, where guns are POWERFUL on both ends of the equation. Bad guys go down just as easily as you do, but maybe the terrorists are a bit harebrained and aren’t particularly great shots at first, so you’ve got a bit of time to line up shots without getting pasted to the wall yourself. So sprinting is for special occasions only, and cover is encouraged, because almost any gun is enough to kill in just a couple shots, ensuring that gun fights end about as quickly as they start.

     

    Most importantly though: the game must make no delusions whatsoever about being Hollywood-inspired. No slow-mo, no stunt dives (maybe sprint-sliding to get under half-closed security gates though). The player would need to think carefully about how to engage the enemy, if at all (because of course, sometimes it’s better NOT to go in guns-blazing).

     

    I get frustrated sometimes because there somehow isn’t a game like this yet. The closest I’ve ever come was the Terrorist Hunt missions in Rainbow Six Vegas, but those are hideously unfair if you’re playing solo, and the lack of randomization ensures that you will essentially die the same way every time because of how awful the starting locations are. Soldier of Fortune is a lot more fair, and the guns are about as powerful as I’d like, but you can only really play that game once or twice, for how scripted it gets - a complaint that I feel is even worse when applied to modern Call of Duty titles. With this concept, I imagine the need for a pseudo-realistic FPS would be scratched, as well as the need for something with a lot of replay value. Hell, I loved Receiver, but if only it had actual enemies, and a bit more variety in the randomized areas…


  12. I collect interesting decks of playing cards. Mostly of the French-traditional deck of 52 variety, but I do also own a set of Mahjong cards (148 "tile" cards, a handful of "money" cards, and some dice) and a deck of Fournier Spanish cards. At current counting, I own 124 packs (the number of decks is likely larger, since some packs contain more than one), so I'm able to grab one at random and deal out a unique game of solitaire, whenever I want.

     

    I own so many cards that, at the start of this year, I started a project to review/profile the more interesting ones, along with musings about solitaire and card-playing in general. If you guys don't mind a bit of shameless self-promotion, have a look at the blog, Turn of a Friendly Card. I also have a spreadsheet of my inventory, with cross-reference links to Friendly Card posts that review those decks.

     

    Yes. I am an irredeemable nerd.

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