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Jehar

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Everything posted by Jehar

  1. That's exactly the sort of thing that actually moved the conversation forward in the general sphere, and the first thing that springs to mind when I think of effective ways to convey those notions.
  2. Doom/Quake certainly have a ton of core differences in how the world and entities are set up, and how that trickles through how fights play out. The path of "we need more polys so we'll have fewer monsters that take longer to kill" is traced back to that, so I'm well aware. As you noted, however, there are several aspects of how Doom, and to some extent earlier Quake-era shooters, differ from how things are put together now. I feel overwhelmingly that these aspects are lost on both the younger audience, and the older audience who never paused to examine what made these games tick. It was pretty distressing walking around Quakecon seeing blondes on bedazzled phones wearing a Doom shirt. I'd really like to discuss these factors more in a way that communicates why Doom wasn't just a "hallway shooter" full of "mazes", but in regards to the general gaming audience it's a highly uphill battle.
  3. Jehar

    Pixiv Fan art part 10 billion

    Major thumbs man. The Archie posse is an instant favorite.
  4. Jehar

    Cyberdemon Mancubus Figures

    These aren't custom jobs - they were made by Reaper, and are relatively rare and sought after. That's actually a decent price for the two of them.
  5. GoatLord: How is it that we haven't met up yet? This must be absolved this year. But yeah, it looks like the younger developers are more than willing to abstain from "modernizing" for the sake of it, and experimenting with gameplay elements that a) worked in the past and b) need some more exploration today. I'm rather looking forward to this.
  6. Jehar

    Post your Doom video! [but don't quote video]

    http://youtu.be/pbCJH3RPL-8 Recent review of 2 wads from /newstuff 429. Looking to make this into a semi-regular feature, especially since the grunt work of the bumpers is already done. :P
  7. I just wanted to say that this is flat-out brilliant.
  8. Jehar

    Doom with fullHD textures

    I just wanted to say that the spinning nukage was worth a good chuckle.
  9. Jehar

    Unreal with High-resolution textures.

    Which is exactly how I have Darkplaces configured - global illumination combined with the original textures (especially, in my opinion, GL_NEAREST) looks downright fantastic. The point made about Quake and Unreal not aging well has more in my mind to do with texture filtering than the textures themselves (more in Quake's case; I always thought Unreal just had poor art). Unfiltered textures might not do as well with Unreal due to the draw distances involved, but I'm sure that's something SSAA or some other post effect could handle. Back to the original post, I see a lot of retexturing projects fail due to inconsistent design across artists. What's worse is inconsistent resolutions, and simply hoping filters/detail textures will cover it up. In case this needed pointing out, a 512x "grit" texture over a 128x bilinear texture looks horrible.
  10. Jehar

    High resolution textures for Plutonia

    ...as an exe file?
  11. Jehar

    XIII

    While it didn't do a *ton* to stand out, it had a couple of really notable qualities. First off, it used the comic-book trappings to practical effect by allowing you to see the "tap tap tap" of your enemy's boots if you kept still for a bit. The audiovisual usage of the medium was an insightful one, and a leap that I doubt many developers would go for. Secondly, the delivery of the plot was rather novel, and made good use of narrative perspective. The stealth itself was passable, though the gunplay never had quite the level of tactile feedback that I look for. It was mediocre in the moment-to-moment, but excellent in ways I wish we saw more often.
  12. My vote goes for PS3 purely on the merit of Wipeout HD/Fury. I don't even own one and I go "hmm" from time to time due to loving it so damn much.
  13. Jehar

    You Got The BFG Edition! Oh, Yes.

    I can confirm that the Doom3 default r_lightscale is also 2. This means nothing by itself.
  14. Jehar

    The PC BFG version is a crap port?

    Udderdude: I'm not totally through the new levels yet, but to call them linear would be an understatement so far. To it's benefit, there are plenty of interesting monster spawn locations in this linear space to create some interesting combat, though I find that this causes an over-reliance on teleporting in monsters. This wouldn't be a problem if imps, maggots, and wraiths didn't take a good few seconds to go through their *rawr* animation before attacking. I stand by the opinion that if you drastically reduced this animation, and generally increased the reaction time of the baddies, Doom 3 would be exponentially improved. Yup, Doom 3 needs a -fast flag.
  15. Jehar

    The PC BFG version is a crap port?

    Nowhere near enough to consider trading that for a proper FOV. 90-100 is pretty comfortable. I was merely stating that as a fact.
  16. Jehar

    The PC BFG version is a crap port?

    The default is 80, which can be changed through the console as per usual. However, this will flag the play session as unable to collect achievements.
  17. Jehar

    Dishonored

    Re: That first screenshot It doesn't matter what year it is. Having a brick texture turn into a completely different material on the same mesh without any trim or alignment consideration is just lazy. Hopefully that's just one gaffe in otherwise polished level aesthetics.
  18. Jehar

    QuakeCon 2012, August 2 - 5

    Much love for CSN, and I now feel bad for not mentioning them more in my first post. They really brought a level of interaction and structure to the BYOC that it hasn't had for a long long time. I was specifically mentioning that my personal drive is to see more Doom/Quake, including mapping and modding content. The goggles stuff was too much of a timesink for me to sneak into, unfortunately, but I did catch the "Apogee" guys after-hours still kicking around their booth, so I got some hands on with ROTT. It's very early, but if they continue down the current path, I'll be very excited about it indeed.
  19. Jehar

    QuakeCon 2012, August 2 - 5

    Hey guys, Getting to head up the commentary and be a part of the crew heading up coverage was a blast this year, with the unique opportunity to get the keynote and various panels out live. I was really impressed with some of the people coming out for the panels (like Brendon Chung, squee), so I thought it had a really great slice of developers talking about the nitty-gritty. However, I have always been somewhat dismayed that the BYOC experience never really gets much love from an outside perspective. Granted, this is something that's really difficult to effectively get across unless you're actually there, but if I have one goal for the future, it's to a) get more Quake in the BYOC and b) get more of the BYOC to the outside world. That first point is a big one, and something that a lot of outside viewers might not immediately get. Quake isn't played much at the BYOC these days. It's a simple fact. The BYOC makes up 90% of what the event is all about, and it is subject to the whims of the people attending. As a result, you'll see a lot of minecraft, dayz, tf2, cod, etc being played there, simply because that's what these people are playing these days. Could there be more Quake at Quakecon? Absolutely. Will it need to be injected in? Probably. Depending on the status of the QuakeLive scene over the next 8 months, I may decide to shift my focus into organizing and covering Doom and Quake-centric content next year. This is something I've always wanted, and simply couldn't due to not knowing how to be two places at once. BTW, checking in with Carnevil was a pleasure as always. :)
  20. Jehar

    DoomRL, Now with Eye & Ear Candy

    My coverage efforts have been hampered lately due to ISP issues, but I'm going to be broadcasting an introduction/ragefest on http://tastyspleen.tv/live in a few minutes from this post. Should be a nice change of pace. :)
  21. Soldier of Fortune. The MP is so frantic and Doom-like in it's blatant disregard for any kind of seriousness. The fact that there's no cooldown on tossing grenades/c4 is awesome. CTF is pretty robust as well.
  22. I'm not seeing the new server config on the US side of things yet, but the stream will be live in 50 minutes on http://tastyspleen.tv/live
  23. I've been looking for more ways to add some not-IDL coverage to Tastyspleen.tv, and will probably be doing some short newstuff review videos on a regular basis as well. If I can get a spectator slot, I'd love to provide some coverage of the proceedings this Thursday.
  24. Jehar

    Doom Radio Reboot

    If you'd ever like to syndicate your content on a timeslot on http://tastyspleen.tv , just let me know. Always looking to expand the schedule for radio events/podcasts. :)
  25. Jehar

    Rage Gameplay with Willits at E3 '10

    <after doing a quick search to see if it had already been brought up> You know, there's a lot of comparisons here to other games, but nobody has yet to touch on the one game I hope to find some common thread with in RAGE: STALKER. STALKER really had little to do but to depict in fine detail a large-ish world inhabited by NPC's, with discrete locations to explore, each with their own dangers, population, and surprises. No leveling, no stats (other than rough comparisons between weapons), no rpg-ish mechanics. Just you, your gun, and a lot of other people with guns with varied dispositions towards you that could change pretty rapidly. In fact, it's the lack of rpg mechanics that really sucked me into the game. It strikes me that we've used rpg conventions to simulate real-time events in a non-real-time environment (read tabletop). Now that we have real-time environments to simulate, holding on to those mechanics seems to be a bit redundant in most cases. No, I don't need a stat to tell me how accurate I am when I'm the one moving the mouse. So, if RAGE is largely just a world filled of places to explore and things to shoot, and it's depicted with a relative lack of macro-game mechanics, then I'll be in for a real treat. Willits did mention at Quakecon, much to my chagrin, that if you wrecked your car out in the middle of nowhere, a taxi could be called to take you back to town. Fuck that. If you wreck your car, you should have to hoof it back to town across dangerous terrain, inhabited by tusken-raiders-oh-I-mean-mutants. If your car breaks and you can't get it back to the shop before the mutants wreck it like a H.G. Wells time machine, tough balls. Buy a new one. That another thing that STALKER did very well: your equipment will wear out, much like in the SS-alikes mentioned already. STALKER did have a very good scavenge-to-survive mentality, and I can only hope RAGE has some of the same. If not. Hey, it's an iD game. Mod it.
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