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 91 
 on: 2016-06-16, 16:34 
Started by Phoenix - Last post by Phoenix
When it's done.  That's the only answer I can honestly give.  As I've explained in the past, I have to do this in my spare time.  I have $0 budget, 1 active coder (me), 1 active texture artist (me), 1 active modeler (me), and 1 active sound designer (me).  I do have beta testers that are extremely helpful and that I go to for input, but at present none of them are able to contribute in these areas. I don't say any of this to brag or imply that it's "my mod", I say this because it's the truth.  I'm committed to finishing Gen, but those previously able to do these things are no longer able to do them so I am left alone to finish a very large project.

Now if someone can find me a model and texture artist that's willing to do what I tell them then I can shorten that time.  If someone can find me someone that can program new features into the UI, that will also shorten that time.  Until then, what more can I do?

 92 
 on: 2016-06-16, 07:08 
Started by Phoenix - Last post by Kajet
It will be completed for Q3A.

but when? I was waiting this mod for years and the v1.0 doesn't release yet... even Doom 2016 already exist first...

How much time do you need to release this mod game?

I wonder what the best response to this would be... mostly cause I'm not sure mine would break forum rules.

 93 
 on: 2016-06-15, 23:48 
Started by Phoenix - Last post by diegomula
It will be completed for Q3A.

but when? I was waiting this mod for years and the v1.0 doesn't release yet... even Doom 2016 already exist first...

How much time do you need to release this mod game?

 94 
 on: 2016-06-15, 19:26 
Started by Angst - Last post by Gnam
The shotgun with explosive rounds was NOT disappointing.  I found that a lot more useful than the 3-round burst feature.  The pistol is decent for sniping possessed civvies from a distance, and peppering a single foe if you're low on ammo - pretty much like in the original Doom.
It's worth mentioning that due to the game's weird button prompt issues I never figured out how to get into the "dossier"; the game never told me the right button and I couldn't find it either by hunting through the keyboard or through the key config menu. Consequently I never figured out how to activate the weapon upgrades (not the mods you get from drones) until just before the final boss.

I say this because after finally trying them out, I decided the upgrades for the pistol and explosive shells are the most worthwhile in the game and you should buy them all ASAP. They reduce the awkward warmup and cooldown times for those features, so it's much easier to use them on-the-fly without sitting and holding rightclick for an undue amount of time. Without the upgrades, the single-barrel shottie begins to feel obsolete midway through the game, but instant explosive shots really make it handy and usefull again.

It seems the sound is just a bit off for some reason, like some sounds are not nearly as loud as they should be to offer a cue as to where an enemy is when obscured by cover, and other sounds - such as the growling of the possessed civilians - can be excessively loud when they're in groups, as if they're all playing at the same time.
I had this same experience with the civvies and hated it. They actually drown out the sounds of larger monsters making it easier for them to sneak up on you. That's actually the only reason to bother killing them because otherwise you'd have to go AFK for them to do any significant damage.

It's worse in multiplayer apparently, because the sound engine prioritizes multiple smaller sounds over singular heavy booms. Consequently, an enemy can fire the SSG right behind you, and you won't notice because the engine decides to omit the firing sound to make room for the 20+ pellet impact sounds coming from the wall some distance away. Popular youtubers like Total Biscuit were complaining about this before the game was even released.

Anyway, it's part of the reason in my co-op maps I'm only including the possessed with the orange projectiles and the red beam. The civvies just make excessive noise without contributing anything meaningful to combat.

Try as I might, I could NOT get imps and possessed soldiers to in-fight, despite an imp taking about 5 rounds to the back.  That was disappointing.
Yeah, in-fighting is mostly limited to scripted sequences later in the game and - I just learned - to a few specific monsters which are more prone to it.

When I was working on a co-op map last night, I was trying to troubleshoot a bug where random amounts of monsters midway through the level were just not appearing. Then I began to notice pools of blood in these empty areas and occasional noise as if combat was going on in adjacent rooms.

Eventually I figured out that Hell Knights and Barons resort to bullying other demons if they don't have a player to chase and haven't been assigned to any other specific actions. Consequently you rarely see Hell Knights in-fighting during campaign where all encounters have been tightly scripted, but if you drop a hellknight in your level without keeping him in a monster closet till the player shows up, he will begin systematically exterminating the rest of your monsters.

This was only a theory, until I walked into a room to find a hellknight stomping around in circles trying to punch a lost soul that was hovering just above his reach. This must have been going on in loop for the preceding two minutes because I could hear the noise and saw the ground shaking from the other end of the map.

In fact I wonder if it's exclusively Lost Souls which send other monsters into a frenzy. There is a sliver of lore in the dossier which mentions that they have a "bottom feeder" status in hell and are loathed and looked down upon by the other demon classes.

Still, the lack of in-fighting in other situations becomes a problem because larger monsters are so prone to blocking the fire of anyone behind them. In OG Doom, pinkies would take stray imp fireballs and immediately retaliate, living on to chase you down. In my Doom 4 co-op maps, pinkies that charge out in front of imps frequently just die from all the friendly fire they're taking without sticking up for themselves (particularly since they have a crit box IN THEIR BACKS).

 95 
 on: 2016-06-15, 19:14 
Started by Phoenix - Last post by Phoenix
Before there was the New Order class, there was the Old Blood... namely Woodsman's, all over the floor.  Slipgate - Ninja

 96 
 on: 2016-06-15, 18:17 
Started by Angst - Last post by Thomas Mink
I gave the demo a spin as well, and was pleasantly surprised by it overall.

I will say, though, I also had the weird "Press to continue" issue. Except mine said [SPACE] instead of showing a picture of the right mouse button. I sat around for bit and randomly hit the spacebar on occasion with no success. Alt-tabbed out to do a search and see if anyone else was having the issue (I couldn't find any).. and when I clicked back onto the game, it loaded fine.

After that annoyance, I was passively impressed. The game played better than I was expecting it to, and it looked gorgeous. I wasn't 'wowed' or anything, but very few titles can manage to do that to me these days.

Shotgun felt a little quiet to me, though.. and was the first thing I pretty much noted to myself upon testing it out.

Unlike Pho, I did not find all the secrets.. missing one somewhere along the line. Oh well. :/

..I'll definitely pick it up at some point. Need to let the ol' wallet regenerate a little first, since I've been giving in to spending urges a bit lately.

 97 
 on: 2016-06-15, 17:25 
Started by Gnam - Last post by Gnam
That said, while I have not played Overwatch, people seem to really love it, and if Quake: Champions is anything like that game or the titles id has put out in the past, I'm sure people will love it as well.

I can comment on that a bit since my girlfriend was anticipating Overwatch and got me to play with her starting with the open beta in May...

Overwatch does have some similarities to Quake since it's heavily based on Team Fortress. However, being by Blizzard, it's also aggressively casual-friendly to the point that I don't think many Gen Arena players would like it. In general, easy stuff like hitscan spray weapons and character ability gimmicks take precedence in damage over skill-based projectiles like rockets and grenades.

Hitscan does have a damage fall-off over distance property, but it's more appropriate to think of it as a "close range damage buff" property, because despite dealing a proper 50-70 DPS at long range, they fly off the handle to 170 or more at close range. So basically across average combat distances, projectiles don't have the raw power to make up for their slow travel time, and you have to hug character gimmicks like jet packs and energy barriers VERY HARD to stand any chance.

The game also has really lackluster movement. If you think UT is too slow compared to Quake, then hold on to your seats, because Overwatch is a whole new kind of slow. There are a few characters with a jetpack, teleport, wallrun, or mine jump, but they're really not enough to make the game feel-paced or like movement is heavily skill-based. Even just the basic game of zigzagging, bobbing, and weaving in place to avoid enemy fire is very weak compared to just about ANY other arena shooter.

I say all this because it's the worst case scenario for Quake Champions' promise of "fun for all levels of players". It's entirely too early to judge QC's gameplay, but if Bethesda goes full-on casual with it, Overwatch is what it could be like.

In terms of popularity, there is some potential there. Overwatch's fanbase is largely non-FPS players who finally have a shooter that caters to their lack of twitch aiming skills. However, there are also some arena shooter fans like me playing it simply because it's a new arena shooter with a large playerbase fit to blow off steam casually after work.

In fact, I happened to be on the official Overwatch forums when Quake Champions was announced. Normally the OW forums are full of threads demanding nerfs to the "overpowered" flavor of the week character, but the Quake Champions thread stayed near the top for a good portion of the day as Quake fans crawled out of the woodwork to comment about how they were excited to play a game with more skill-based hardcore mechanics.

However, if Bethesda really wants to edge in on Overwatch's turf with Quake Champions, they have a huge hurdle to cross with marketting and character design. Overwatch has gained a huge audience specifically because it eschews the testosterone-fueled violent aesthetic which has become a cliche in FPS. The trailer Betheda released earlier this week is the exact opposite of the vibe that has won Overwatch so many fans.

That's not to say that Quake has to entirely reinvent itself with no violence at all, but parading meathead overmuscled GOW-esque character designs is not going to win Quake Champions any fans. Generic blue-haired, leather-clad cyberpunk heroines will not work either. Bethesda is really going to have to reach hard to come up with character designs that are fearsome but also sophisticated in order to win over a modern audience. Generic beefcake space marines are not at all in fashion anymore.

Doom 4 may have been successful despite this, but think back to all the bad PR over the official cover, which was a shot of JUST the marine without even any of the demons that made the franchise. THAT is what Quake Champsions has to face if they don't step up their marketing.

 98 
 on: 2016-06-15, 14:52 
Started by Phoenix - Last post by Woodsman
oh spork that, I want a wolfenstein the new order class

 99 
 on: 2016-06-15, 00:07 
Started by Angst - Last post by Angst
Nice find on the sale Slipgate - Laugh

As for the slider bug - That's present in the full release. Agreed on the sound, it just feels weirdly off, ESPECIALLY with headphones. I kept slipping them down to my neck because of the drastic overbalance in places (here's looking at YOU ricochets being louder than gunshots with the chaingun)

 100 
 on: 2016-06-14, 22:01 
Started by Angst - Last post by Phoenix
I played the demo, and it does seem to have a few minor issues... namely it says "Press to continue" and shows a picture of the right mouse button, but it seems I have to alt+tab out and back in to get out of loading screens.  Either that or the level loads are long and it's coincidental.  I also noticed a bug in trying to scroll text in descriptions of enemies, etc.  The slider doesn't always work right.  I hope that's not an issue in the main game.  I'll have to look at comments I suppose.  I was surprised at the level of information present in the game.  Doom 3 had a lot of stuff on the PDA's, but this is up there at Serious Sam level of text walls for enemies, items, and what not.

The combat is definitely different.  Plenty of run and gun, but at the same time it's hard to pick up where enemies are teleporting in, especially on the Martian surface.  Imps certainly like to move around a lot, but I was surprised at how easy it is to just melee them.  In previous Doom games, melee + imps = you take damage.  These guys are wimps when it comes to clubbing them with your gun until they become glory kill fodder.  Try as I might, I could NOT get imps and possessed soldiers to in-fight, despite an imp taking about 5 rounds to the back.  That was disappointing.  The shotgun with explosive rounds was NOT disappointing.  I found that a lot more useful than the 3-round burst feature.  The pistol is decent for sniping possessed civvies from a distance, and peppering a single foe if you're low on ammo - pretty much like in the original Doom.

It seems the sound is just a bit off for some reason, like some sounds are not nearly as loud as they should be to offer a cue as to where an enemy is when obscured by cover, and other sounds - such as the growling of the possessed civilians - can be excessively loud when they're in groups, as if they're all playing at the same time.

Performance-wise I was pleasantly surprised by how well my system is handling it.  With adaptive vsync I was hitting 75FPS most of the time at 1152 x 864, which is where I have the refresh set to.  If it dropped at any point during combat it wasn't really noticeable.  Very smooth, and that's on a GeForce GTX 670 with 2GB video ram with everything turned to max except motion blur which I disabled because I hate it.  CPU is Core i7 3770K with 32GB of Corsair Dominator DDR3 2400 for memory.  I think the 32GB of ram running at that high a clock helps more than anything.  Playing it in Windows 7.

Visually the game is fantastic as far as the environments and texture quality go.  It's not uberdark like Doom 3, but you do need to turn the brightness up higher than the menu says to be able to appreciate the scenery.  I also like the variable FOV.  I found 90 is a bit too narrow for the way the demons come at you, even though it's what I'm used to, still being on a 4:3 display.  110 was too wide, but 100 seems just right as a balance for getting a little more peripheral vision without distorting the view horribly.  I'm sure widescreen gamers love having wider FOV's available, but I can't stand to look at LCD displays so I'm still in CRT land until OLED or Qdot (not LCD with Qdot backlight, but emissive Qdot) become a viable option.  The Praetor suit and weapons look great as far as texturing and overall appearance.  I'm still kind of "meh" on the visual style of the monsters so far, but it's satisfying watching the shotgun blow them into a red spray.  I can't really find much fault in the visual area quality-wise.  The Martian surface looks great, and it's nice to not have to run around looking for oxygen tanks and missing the scenery because the UAC can pack gigawatts worth of plasma into a soda can but couldn't make a space suit with an air supply that's good for more than 30 seconds.  I'm looking at you, Doom 3.  The exploration aspect is nice, and I managed to find all the secrets without assistance.  The automap is a very nice addition for helping with that.

Speaking of weapons... since I found a certain secret I was able to give the chainsaw and rocket launcher a try, even though they're not part of the campaign portion of the demo.  The chainsaw is just absolutely sick fun.  Visually the model is gorgeous, and eviscerating imps with it is just too satisfying.  The rocket launcher pretty much did what I hoped and expected - turned imps and soldiers into red mist and gibs.  I'm glad it actually KILLS stuff in the single player because it sucked horribly in the multiplayer test demo.

Lastly, looking at the weapon/suit/powers upgrade system, I think it's a good addition.  It's become a common element in more recent shooters, starting with Tron 2.0 and going forward with Rage and Shadow Warrior (remake).  Yeah, it was in Quake 4 as well but I don't really like that game.

Anyway... It definitely seems worth a buy to me.  I never pay $60 for a game so once it goes on sale I'll get it, probably at the $40 mark.  Anyone that hasn't tried the demo definitely should check it out.

Edit:  Just found out the PC version is on sale on Amazon for $40.
  Doomed

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