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I made "Raven" and "Raven Strict" compat modes for myself a while back and had planned to try and make a pull request for GZDoom with things like Raven scrollers, wall running, etc. though I wasn't ever confident enough that a few weren't still missing even after so much testing. Aside from the obvious things that break the Raven games in "Doom Strict" like infinitely tall monsters and lesser issues like spawning items on the floor, I know the buggier stair building can prevent the stairs that form at the entrance of Guardians of Ice to lower in the first hub.
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Lippeth changed their profile photo
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Honestly I still prefer to play Prepare to Die Edition without the DSfix patch or anything; 720p just reminds me of playing it on console which has that nostalgia factor. During my last playthrough I would occasionally install it and then think "No, I don't know, I kind of prefer it the other way" and revert. Yeah it sounds like the focus for the remaster has been the online component, which is cool but I'm probably not their target audience for that anyway. Other than messages I've never done much online in any FromSoft game other than to sate my initial curiosity. Considering I already have Prepare to Die Edition, the remaster being not that different is probably reason enough to hold off.
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I finally came back to this and just finished it yesterday, it's really good. I started playing when it first came out but I wasn't really jelling with it and stopped halfway through, likely because I had just played Resident Evil 2 original and Remakes twice each back to back and the original and remake of 3, so it was a combination of burn-out, and honestly I was a little disappointed that the remake of 4 was more directly comparable to the original than the remakes of 2 and 3. Honestly what I think I wanted was a remake of RE4 but with tank controls and a fixed camera. But in the end I got over all that and it not being as "Metroidvania" as the others and just enjoyed it for the linear roller coaster ride that it is. Not to mention that the combat and how it controls with a keyboard and mouse is the highlight of the whole experience. @Lila Feuer@BGreener@Mr Masker I've been stubborn in my refusal to buy Dark Souls Remastered, I even beat the Prepare to Die Edition completely offline about a year ago after finding out they took down the servers. I obviously missed the window for the discount they were offering to owners of the other version, but is the remaster even worth it for someone who will mostly play single player anyway? I use RPCS3's servers to play Demon's Souls online, now I wonder if such a thing exists for Dark Souls on older consoles.
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Dark Castle on Macintosh is credited as being the first game to bind WASD for movement by default all the way back in 1986, but it was almost certainly Valve that made it so popular, as they used WASD for all* their games starting with Half-Life. Interestingly Gabe Newell has said he prefers ESDF, while Dario Casali, a level designer for Half-Life uses ASXC. I assume that S and X are forward and backward, and A and C are for strafing, which is pretty interesting indeed, and I can imagine it feeling natural after getting used to it. I didn't take to WASD at first, and for the longest time I had to rebind movement to WQSE, W and S being forward and backward, Q and E for strafing, but I guess I slowly adapted to WASD due to it being the default in so many games. UPDATE: I'm kind of shocked at how natural ASXC feels, with Z and D used for turning/SL50/SR50. I don't know about long term but I can see ASXC being a thing.
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Which artists would you have wanted to see live?
Lippeth replied to P_A_Z's topic in Everything Else
Pantera Nirvana The Beatles Daft Punk System of a Down (I suppose they still play live, though rarely) I've had multiple opportunities through the years to see Primus, Slayer, Cannibal Corpse and Tool but for whatever reason I never end up going. I got to see Joey Jordison and John 5 with Rob Zombie in 2010 and it was an unexpected treat. The main reason I went to the show was for Alice Cooper who played first, but what a pleasant surprise to see such a star studded show! On a side note, I would've loved to have seen Marilyn Manson with Twiggy on stage. I saw them in 2008 for their Snakes and Arrows tour. They did two sets, the first being mostly Snakes and Arrows, and then when the sun went down they pulled out all the classics, ending the night with YYZ. Geddy Lee's bass amp was a chicken rotisserie, and Neil Peart's drum solo was absolutely unreal. I've still somehow managed to not lose the dogtag necklace I bought that night as well, though I don't know why I didn't just buy a t shirt like a normal person. I got to see them with Florian Schneider's return in 2015 and it was pure magic. -
I would argue that there are more melodic musical moments in Doom 3 than in something like the first Quake, and if an original soundtrack would have been released, it could've been something like the soundtrack of the first Silent Hill, where the short musical tracks are interspersed with ambient soundscapes. I can't vouch for the validity of the wiki page, but the thought of a full Doom 3 ost in hi-fi stereo would be so cool. I know it's pointless to pine over something that will likely never exist, but hearing a high quality stereo version of the theme gives me a small amount of hope that high quality versions of at least some of the other musical sounds may still exist on someone's old hard drive. I occasionally think about attempting to make something similar to those Star Trek sleep sounds videos by recording the ambience in different locations of Doom 3, or mixing together original ambiences by either creating a new map and placing sounds in locations that sound good or even by arranging clips in a DAW. While typing the last sentence I looked it up and found a channel called Whuskey Wolf which has a playlist of the ambience from nearly ever area in the game, which is really cool. Either way it's fun to think about.
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Honestly, I'll buy and play it whether it's good or bad. I still boot up GTA Vice City from time to time so I'm excited to see what the titular city is up to all these years later.
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WASD - Movement Q - Turn Left E - Turn Right F/Spacebar - Use Alt - Mouselook if the port allows LMB - Fire RMB - Strafe On CTRL - Strafe On when using a mod with altfire MMB - Forward/Use if the port allows MW Up - Next Weapon MW Down - Previous Weapon Interesting, I'm always curious to see the inventory bindings people use for these games. Raven games: Spacebar - Jump F - Use Z - Inventory Left X - Inventory Right CTRL - Use Artifact ALT - Pause R - Fly Down T - Fly Up G - Fly Center C - Look Down V - Look Up B - Center View
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This thread reminded me to look for a decent SC-88 on ebay, and I just found one at a great price from the same seller I got the SC-55mkII from a few years ago. Thanks for the reminder!
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The shareware of the first Doom at a Christmas party in 1993, there's even a photo of me playing it for the first time, and I've been hooked ever since!
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I'm definitely those people. What's gained is that it allows me to make my appointments on time instead of sleeping through them. Different things work for different people differently, I suppose. I even set multiple alarms for events when I'm fully awake because I have a tendency to become absorbed in the current activity and have difficulty breaking away from it.
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Hexen: Realms of Cronos (UPDATE - v1.0)
Lippeth replied to whirledtsar's topic in WAD Releases & Development
Apologies for the bump but I finally got around to recording the music I made for this project with a Sound Canvas and wanted to share it with you here. This is the project that got me back into making MIDI music after a five year break, and I owe a lot to the mappers who welcomed me and let me run around their works in progress in order to compose. Enjoy! -
I was passively absorbing the prelude while contemplating how a musical idea develops over the span of thirty years and then halfway through, starting just before the "darkly sardonic" section and continuing through to the resolution, the tension underneath the major key and the way it resolves hit me with a really beautiful and bittersweet feeling and so I let the whole playlist ride until the end while sitting here trying to articulate what I want to say about it. I don't consciously know much of anything about compositional theory or music theory in general but I'm thoroughly impressed and entertained by these arrangements; I can only imagine the amount of thought you've put into it and the decades of experiences and different head spaces to color and evolve each idea. I'm really glad you've shared this, I plan to give the full story more than a glance as well because it comes across very classic, albeit a little hard to read the lyrics in 720p, but the description in each video adds to the vibe of each movement. I feel like saying something like "great job!" undersells it a bit, but I think it's really great!
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Can't believe I waited so long to try this out. I'd heard it mentioned around but never gave it much attention, partly because of the name, the posts I saw recommending it never really went into details, and I didn't think Woof was missing anything that needed a fork to remedy. But the features look like a lot of fun and I'm excited to play through a wad or two in this port to get to know it. Reading about the chaingun being able to use a custom "DSCHGUN" lump is awesome and reminds me that I have one to share if anyone's interested. It's just "DSSHOTGN" but with a natural tail instead of the pump sound effect, using the same source "Explosion - Large Explosion 06" from Sound Ideas Series 6000. dschgun-lippeth.wad (MediaFire link)
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Source Ports personal deal breakers (Jan 9, 2024)
Lippeth replied to CacoKnight's topic in Source Ports
Sorry, this was me and is my only contribution to the port so far. It's in player setup because it's not relevant in any other category and fits best with other gameplay changes like autoaim and always run, and it can also be disabled in gameplay options even if it's enabled in player setup. The super shotgun already has twice the amount of vertical spread than anything I've added and can't be disabled, so the thought was that adding it to other hitscan weapons as an opt-in will make hitscan weapons more visually consistent at the cost of vanilla behavior, while still being able to snipe at long distances with the first shot of the pistol and first two shots of the chaingun, but the main reason the feature is in the game itself rather than a mod is because it's far cleaner to add a small bit of code only once instead of needing to replace every weapon, and is something I thought could enrich casual play for others. I knew that it was one of those things that isn't for everyone and because it definitely affects gameplay at long distances and extreme height differences, it's not enabled by default. I'm not worried that it will give new players the wrong impression of Doom because the only way it can be enabled is to toggle it on, and new/casual players are usually less likely to enable options they don't understand (except by accident of course). If someone dislikes its existence so much they want to strip it out, it won't hurt my feelings, just let me know so that I can update the mods I've made that rely on the feature.