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Cage

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About Cage

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  1. We have just released our latest black metal album! Check it out!
  2. Cage

    [RELEASE] Eviternity RC1

    Speaking of conveyor belts, in Map13 Pathfinder, the tops of the bars blocking the blue switch in the tower are also conveyor belts - I didn't report earlier since I thought that was some kind of hack to prevent sequence breaking with some kind of collision glitch or something :)
  3. Cage

    [RELEASE] Eviternity RC1

    That one is nothing, wait till you get to the one right after the blue key :) This would have been all right if I had the BFG, it's probably in a secret somewhere before but I've missed it. Sadly, this map is the lowest point of the megawad so far, because of the difficulty - otherwise this looks great. I'm playing on HMP myself and this one is a slog. Currently taking a break from the encounter after the blue key since I'm feeling I'm hitting a wall here and I'm considering IDDQD'ing it to proceed. And Astral Cacodemons? Fuck these guys, seriously.
  4. Cage

    SIGIL - New Romero megawad for Feb 2019

    Oh hey, so it is an episode! Well, I didn't think the preorder could be a box release of it, so since he's selling the box and the other bonus things in it, not the content itself it should be all fine from a rights point of view. I'm kinda tempted but the complete edition is priced at $166 so I guess I'll pass... https://limitedrungames.com/collections/coming-soon/products/sigil-beast-box-pc-megawad Standard edition is $39.99 but it features only the floppy, soundtrack and stickers. https://limitedrungames.com/collections/coming-soon/products/sigil-standard-edition-box-pc-megawad
  5. Cage

    [RELEASE] Eviternity RC1

    Congrats on the release! Happy I was able to contribute, although somewhat last minute ;)
  6. Cage

    SIGIL - New Romero megawad for Feb 2019

    That's actually MGS 4 ;)
  7. Cage

    SIGIL - New Romero megawad for Feb 2019

    Obviously it's not going to be an Episode 5/expansion/rerelease/megawad of any sort since Doom belongs to Id/Bethesda/Zenimax. He mentioned pre-orders so I'd say Doom based content would be pretty much impossible to commercialize in this case. At the moment seems most likely it's about Blackroom - he advertised it as his comeback to first person shooters as well as a return to classic mechanics so releasing more info on Doom's birthday/anniversary after a long silence would be a really good fit. I'd say it's either that or something completely different and unrelated - no idea where the whole "five" thing would fit into Blackroom so we'll see! Not much of a wait left anyway, so ;)
  8. For some nice contrast with the black metal band I'm also in, we've just uploaded a song from our first live show with the rock/synth-pop band, check it out ;) I'm playing guitar
  9. Cage

    Post Your Doom Picture (Part 2)

    Actually, given how many "serious" things there are for me to work on, I didn't do that many easter eggs in IM :) There's been a lot of input on this from the whole team.
  10. Cage

    Has PBR for Doom been a disappointment so far?

    I'm not sure, this sounds like a useful update, but more for custom new content than vanilla doom sprite updates IMO.
  11. Cage

    [WIP] Supplice

    New clip of minigun turret in action! If you want to help us out, please RT to spread the word about this project, thanks!
  12. Cage

    Has PBR for Doom been a disappointment so far?

    +1 to everytihng what hardcore_gamer has said in this thread, except for it's title - PBR itself is just another tool in the toolbox, and I think that for the current possibilities of engine, it works as well as it can so I think it can be objectively said that PBR itself isn't a disappointment. What we're really discussing is here what people are doing with that, and as usual, that's being a mixed bag ;) The problem with EVERY hd-pack of any sort for any of the older games (doom/quake/duke/whatever) is INCONSISTENCY. Second notorious one would be the quality of assets itself, but that depends on a specific pack in question, plus the quality overall went up over the course of last years. But let's tackle the first one. People have been attempting modernized textures for ages (high resolution previously and now PBR), but rarely go beyond that - that's kinda like renovating a single corner of a building. Modern video game graphics aren't just about high quality textures/materials, it's about EVERYTHING and how it works together - materials, level/prop geometry detail and lighting. With the third neglected mostly, and the second neglected pretty much completely it simply has no right to look good. And that's assuming we would have all Doom assets replaced with pbr assets with modern level texture resolutions and poly counts, considering updating the environments and leaving the stock sprites in just seems... insane to me? Lampenpam's example looks OK despite the super blocky geometry, but the sprite lamp posts just kill it completely and make it look ridiculous, I can't even imagine doom monsters animating through this. Every artist interested in this recognizes the inconsistency - you're applying pretty modern texture/material assets to essentialy 1993 super blocky geometry. As the example in the first post, adding some 3d floors, beams and transparent grates doesn't help much - that's advancing 1993 level geometry to 1996 levels while still trying to apply visual solution from 2016-2018? Good luck. Let's assume we'll be able to move all this into modern territory - level blockouts + properly detailed static model for all the walls, floors, whole structure. Days of BSP detailing levels are long gone, it was too clunky and too intense to process for levels of details required, so everyone moved to static meshes, IIRC this started happening around the days of Unreal Engine 3/Gears of War (around 2006). So assuming we have this type of update for Doom's environments, we come to the third pilar - lighting. While GZDoom is moving forward, from what I know (correct me if I'm wrong), but shadow casting is something relatively new in the engine, and as for lighting solutions, we're still stuck mostly using limited, and performance heavy (because they're dynamic) point lights. That means no way of proper environment/sky/sunlight type of lighting, no light bouncing (which I think is supported in some basic capability even by modern RAD calculators for Quake related engines). Of course, since we're starting to have some shadow casting, and with good use of pointlights I'm confident it's possible to make something looking really good using what's currently available. The question is - will it perform? Don't get me wrong, I'm not against expanding the engine. As I've said previously I think that having the option to use a tool is objectively better than not having a tool at all. Problem is that we're adding modern features on top of an engine that is essentially from 1993. If we had amazing modern Doom assets, I'm pretty sure that if you put them into a modern engine like Unreal, they would look better as well as perform better, and that's not GZDoom's fault. It's a completely different engine, suited to different things, and we're trying to force it to do something it was never meant to do. So in order to make proper, moden looking HD pack for Doom, we'd have to 1. Remake all the game's assets from the ground up, with the added complexity of remaking the level geometry completely which isn't a hobbyist thing to do over the weekends. It's a full time job for multiple artists that no one will want to pay for. 2. Rebuild the engine from the ground up. Which is pointless given that there are great solution for modern games/visuals already present. And GZDoom is already amazing for what it's meant to do. Play Doom and Doom engine games and expand their possibilities. So is it really worth it? I'd say no. And for any other, lesser in scope efforts, I just think it's just not going to work. I think that appreciation for those projects is more of a "it's better than nothing" argumenet tbh. I'll take a polished low resolution pixel art game, over half-baked modern graphics anyday, same applies to Doom for me. Ironically though, I think that the best use of PBR in GZDoom I've seen so far, is the low res stuff - that material pack for stock Doom textures, material based oldschool textures in Batandy's mods, or the example provided by Dragonfly - way more consistent and coherent than the HD pack efforts I've seen. As an ending word, I'll just leave this here to think about :D
  13. What's the problem with having the texture pack on-hand in your Doom folder, or even in /autoload/ ? Naming your textures in a way that doesn't conflict with stock Doom textures is a basic thing so I'm completely sure that this pack does this, just like any other texture pack, so where's the problem? I'm sure all the mappers using this pack will let you know in their threads. If you're using ZDoom based engines, just autoload it and you're done, in other engines you just have to load two files instead of one, which already is the case with wads that come in multiple files (BTSX for example) or have .deh patches outside the wad, so if you find that a deal breaker, I find you ridiculous? The aforementioned BTSX has it's wad in two parts, and a deh patch outside of the wad files, so you might have to load up three different files using in some of the Doom ports, oh no! I guess that makes it the worst wad ever. :P My impression is that most people who make it into a some real, big problem, just really have a problem with respecting the author's terms and conditions about his own work.
  14. This looks really nice, good job!
  15. Cage

    [WIP] Supplice

    Introducing Slugger and the Cereborgs! Sounds totally like a band ;) I've been a bit more busy last two weeks but more clips are coming soon! https://i.imgur.com/UtJT8Dn.jpg
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