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Messages - Badb0y

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id Tech 4 Mods / Re: Best Doom3 Mod?
« on: December 26, 2014, 11:28:50 AM »
my english write up is ready.
and i played all quake 4 singleplayer mods, circa 23.

@happy friar, maybe you can feature this on your site. normally i write in german.

id Tech 4 Mods / Re: Best Doom3 Mod?
« on: August 12, 2014, 10:51:04 AM »
i also was positively surprised by the gameplay variaty and grafix of the recently released mod desolated.

let me search my highlight mod list. found it

Pirate Doom (Doom2)
citates monkey island, outlaws, luigis mansion, serious sam. full of surprises.

Duke Nukem Forever Mod 2013 (Duke3D)

Remake Quake (Quake1)
modern singleplayer

Retro Blazer (Darkplace Engine)
mixes 90ties arcade shooter and wolfenstein 3D/doom dungeon.

Slight Mechanical Destruction (Quake2)
didnt know what was possible in q2. 

In Hell (Doom 3)
shows classic doom gameplay vibe. more monsters, backtracking, arena fights, traps. long gameplay time.

id Tech 4 Discussion / Quake 4 Singleplayer Questions
« on: August 09, 2014, 08:57:01 PM »
sikkmod for q4, 1.2 light. monsters leave items after frag. but in the readme i see nothing about this gamechange. how to deactivate it?

flashlight. today in games a weapon flashlight would make monsters more aggressive, more aware of the player. is it safe to say that q4sp hadnt such an effect?

why did raven so many uninspired frontal monster positions (front fights)? and why didnt they do more trap ambushes (monsters fall player in the back, monsters teleport in the room). sure the mapdesign has some non-linear elements (player sees the startpoint at the end, three doors are there but only 1 door opens for the player at first), but in general the player does one route only. it was 2005.

in a new interview raven said, half in the development id wanted a x360 version.
40. minute

do you think gameplay/mapdesign was changed in the pc version because of the x360? i read the x360 version has some shorter and cutted maps. 

the whole pixel detection damagezones in d3/q4sp. its okay but do you think it adds something to the games. wouldnt a stupid default hitbox do the job also?

bethesda did a re release of quake4 in 2012 for x360. is there a change to the old version?

ofc there is beauty in q4sp. animations, place fights, nice looking detail doors and pillars etc.

id Tech 4 Mods / Re: [RELEASED] Quake 4 Mod - False Dawn
« on: August 09, 2014, 08:52:41 PM »
ok i played vanilla sp and fd again :)

nvidia. i could swear first time playing fd it was much darker. now its okay.

btw the game start with the pipes is dark, but totally suited for it.

id Tech 4 Mods / Re: [RELEASED] Quake 4 Mod - False Dawn
« on: August 04, 2014, 05:09:46 PM »
gimme a week. nvidia card here. but me and many others (on modb) said its dark.

id Tech 4 Mods / Re: [RELEASED] Quake 4 Mod - False Dawn
« on: July 30, 2014, 02:19:57 PM »
maps too dark could be sikkmod releated. ofc the devs would planned it that way.

as i said in another topic here, False Down and Use Destruction (2008) had the best gameplay for me. i played all fan content which i could get of quake 4. just right now. circa 20 projects, mini mods excluded. and the two offered by far the best thrilling gameplay.   

id Tech 4 Mods / Re: Best Doom3 Mod?
« on: July 30, 2014, 02:11:07 PM »
i can only title the best gameplay i experienced - map Once Upon A Time and map/mod In Hell.

Welcome! / Re: DOOM To use idTech 6
« on: July 30, 2014, 02:08:04 PM »
no stuff was leaked = strange

id tech 6 = what is it
hypothetical carmack could have done some work on the id tech 5 for doom. i dont think right now its a complete new engine.
isnt the voxel idea for id tech 6 old?

>EDIT: but to me it's the games that matter, not the engine behind them. 

carmack did the engines with their features and the game designers used these features. it is connected. i like engine behaviour in id games. i cant differentiate between gameplay and engine behaviour in id games.

id Tech 4 Discussion / Re: Quake 4 SP Machinegun Damage
« on: July 30, 2014, 12:38:42 PM »
to my surprise the metal-flesh concept is true!

i dont understand why my past shoot tests didnt show it.

i did the hit table for you and others in english

Doom WIP / Re: My first map
« on: July 27, 2014, 01:52:38 PM »
>Can't test it right now, but will it work on FreeDoom?

when i started i didnt know about map formats (haha)
its in zdoom format, looks best with gzdoom, has custom monster in it
does only work with zdoom, gzdoom, zandronum
i learned my lesson, next map will be only in the compatible boom format

>Hey, did you e-mail me with a small press release so I can get it on EarthQuake?  :)
thats nice, i hug you. im satiesfied with the output but im not in the "masterpiece" zone right now, so i dont want that :D

this mapping thing is very addictive  :)

>Nice to see you here!
nowhere else to go for my quake4 singleplayer damage question :D

i recently played all fan maps/mods for q4 singleplayer, excluding mini mods. around 20 projects. so far 'false down' (2014) and 'use destruction' (2008) had the best gameplay for me.

id Tech 4 Discussion / Re: Quake 4 SP Machinegun Damage
« on: July 27, 2014, 01:30:10 PM »
ok ty

for me there are damage differences in four categories. i tested mg on tactical and berzeker with 'notarget' cvar. various g_skill.

headshot with zoom, nearly identical (not so much difference) is headshot without zoom, torso and arms, and legs does the least damage. i hit the flesh but i dont see a difference to metal.

i think i find the script thanks to you, can you help to analyse it? see attachement (cool feature)

Doom WIP / My first map
« on: July 26, 2014, 11:14:42 PM »
since im now here: i finished my first wad and its safe to say it took a while.

doom2, sadly for ZDoom family only (GZDoom, ZDoom,Zandronum).

i would like to get a little bit of feedback. i have no problems with negative comments.

id Tech 4 Discussion / Quake 4 SP Machinegun Damage
« on: July 26, 2014, 11:00:17 PM »
the old ucguide wrote about machinegun in singleplayer:

Damage inflicted varies depending on whether targeting exposed flesh or armour.

i tested it in q4, in console with "notarget" and different stroggs, i cant say its true.

- can somebody else test it from me
- was this patched out?
- what is the damage enemy model system in singleplayer, latest patch 1.4.2?
so far i experienced different damage for legs, body, head, and machinegun/railgun zoom

can somebody look it up in the source code for me

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