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Posts posted by SaladBadger

  1. descent 2, released 1996, can play back 640x480 fmvs at 24 fps, so uh... (okay they're not quite 640x480 since they're letterboxed, but they're still fairly high resolution). Also, both Strife and Chex Quest had videos that played before the game started...


    I guess potentially the relatively low quality of Quake 2's FMVs was due to slowness when uploading frames as textures to OpenGL? I dunno I'm grasping for straws here... It feels like other games at the time were able to do much better. I can't get a good feel for what their resolutions are, but the original Starcraft FMVs run at a higher framerate.

  2. honestly, I could still see beth trying to go after Doom 64 EX. I mean yeah, it requires a rom to play, and lets not delude ourselves, every last fucking person here knows where that rom is coming from 99.99% of the time. With the examples Ling has cited, it doesn't seem that out of line for bethesda.


    I'm not super worried, I guess, if only because yeah, whatever we're getting is probably going to be an evolved version of Doom 64 EX, and it could even come with source code released like SVE, but only time will tell on that.

  3. I always assumed the soulsphere thing was more or less the artist drawing on top of a circle made with the circle tool. Playing around with Deluxe Paint 2 briefly, it doesn't apply aspect ratio correction in the 320x200 mode when drawing circles. Actually, the circle I drew had the exact same pixel shape as the soul sphere...



    Why didn't they compensate for it? I dunno, it might have been more work to do so they didn't find worth it. They clearly knew about the problem since their photosourced material compensated for it.

  4. the SS-55 is a physical piece of hardware, not software. GS Wavetable Synth is the software synth MS created that uses samples derived from the SC-55 hardware. You can't get it on android, all you can get is a soundfont that's derived from the SC-55 samples. You can download one in the description of that Youtube video above, or like a million other places online (google "sc55 soundfont" i guess)


    Strictly speaking it's not really legal to do so but there hasn't been any big efforts to stop it so...

  5. It's maybe a little disappointing that these video creators always go straight to Brutal Doom when discussing Doom things, but to some degree I understand why, and it's fine when its not really the core focus of the video, I feel. In any case, I actually really liked this video, and AVGN's usually pretty hit-or-miss for me. I guess if anything, it shows how much of a weird exception chex quest was in the world of marketing videogames.

  6. hah, my bad on that one. I seemingly remembered monsters on nightmare taking a step right before they shoot, but I loaded it up and checked and yeah they just stand still if they can see you at all. What I suspect I was remembering was that they do briefly face their old facing angle, I guess.

  7. depending on how you look at it, wouldn't nightmare monsters actually move slower in the presence of the player? they're taking single steps and immediately attacking, so unless you're out of sight they aren't moving much at all. Can't comment on how relevant this would actually be to the run, not being an active runner, but I could potentially see it being a factor.

  8. I feel that to a pretty heavy degree tbh. I don't watch a lot of movies, but a lot of the ones I have watched, especially comedies, have fallen short in the comedy department, as I find it really hard to identify or connect with a lot of the jokes being wildly slung around. It just gets annoying after a while, which in a lot of cases can detract from the movie quite a bit.

  9. i'm going to be completely frank and say its delusional to say that "Starcraft is just Warcraft 2 with yaddayaddayadda." The two games are honestly so different its hard to compare the two directly at all.


    I dunno, maybe I'm biased, I love starcraft despite sucking at it. I like that the game has the high skill ceiling it does for skirmish play, and I did find the campaign pretty alright.

  10. yeah. From further spelunking, it seems likely that it's actually a fairly normal port (I wouldn't be surprised if it's based off of the Doom Classic source) wrapped in Unity. It exhibits the properties of Doom's software renderer, so I wouldn't be surprised if Unity is being used as a platform independent framework for it.


    Now if only the rest of it was actually good...

  11. So word on the street is that the game is running in Unity. I'm morbidly curious if its a straight up unity conversion or if they're using unity as a framework for Doom Classic.


    Has anyone gotten screenshots of the invuln effect or the invis fuzz?


    ed: The drm screenshot floating about shows a bit of O of Destruction. Is this whole thing actually compatible with the original demos?

  12. while i sorta understand the frustration of forced damage floors softlocking, you can "effectively" softlock yourself if you use all the health packs even with no forced damage floors. after all, there's still monsters to contend with, and while in theory "perfect play" in these action games lets you avoid all damage, lets be honest, if you just absorbed every health pack, are you really going to be able to play perfectly against all monster encounters between you and more health?

  13. I've been exploring the bits of console doom source that have been released, to get a feel for how things are different than the PC version (and partially to also get a bit of a look at the source organization as it was before Bernd happened to it) One amusing thing that stood out is that the 3DO version fixed the "Picked up a medikit you REALLY need!" bug despite not having pickup messages displayed. Heh. In addition, while the invisibility powerup was pretty much entirely stripped out of the Jaguar source, it was reinstated for the 3DO port. Even though I'm pretty sure it's not available there either... I think it's also weirdly neat to note that the 3DO version shot for a 60hz tickrate, whereas most of the other jaguar ones shot for 15hz. Seems maybe a little ridiculous, but I dunno.


    ed: also, was a lot of the ASM for the jaguar port produced by some sort of compiler? a lot of it is really poorly commented and kinda odd, compared to other parts of it. I vaguely remember something about a compiler being tuned for this project..

  14. man what the fuck. Having watched quite a bit of Kyoani's works (and this entire incident started during a session watching Haruhi with friends, even) I don't think I can put into words just how much this depresses me. Especially with all the gruesome details that have come out over the past few days. Such a horrible and senseless act of violence.

  15. 1 hour ago, hardcore_gamer said:

    Things like the gun and monster sounds. I know about the arch-vile girl thing. I wonder if the zombie screams are just slowed down stock screams or if they actually recorded somebody screaming and then played with the sounds.

    I'm glad you didn't even attempt to read the thing I linked, as it explains the origin of quite a lot of the monster sounds, and a number of the weapon sounds. Though I guess to be fair the precise origin of the zombie and imp sounds isn't explained. Death sounds for both are from a set of camel recordings, I believe.


    if your question is "what are the origins of beastly sounds in a 90's FPS game?", the answer is almost always "raw or modified animal sounds"