 Assembly In The Quake Source
you can safely remove all of it because there are fallback functions. You just need to uncomment them in the appropriate files and remove the asm files. Easy!
 Sleepy:
#334 posted by metlslime on 2008/09/16 22:30:42
right, i think it's everything inside "#ifdef id386" blocks
#335 posted by [Kona] on 2008/09/23 14:26:43
After playing through Serious Sam II and then coming back to some Doom3 single player levels, I found the walking speed of the player to be excruciatingly slow. ID are morons for making it so slow. I guess it was so they could make smaller levels because it takes so bloody long to walk through them. Cheap copout imo. Anyway, I decided to do a search to find a walk speed hack. There isn't one really, the only way to fix it is type pm_walkspeed "230" (seems to be a good speed) into the console everytime you play, but shit does it make the gameplay more fun! Way more fun! r_lightScale "4" (or 3) is a good one too, to brighten the contrast up.
Hmm guess this is supposed to be about D4. Well, I hope D4 has a much faster walking speed.
#336 posted by Sielwolf on 2008/09/23 21:04:12
After playing through Serious Sam II
After the first two in the series I thought this 'franchise' couldn't get more silly/childish, but this is absolutely unsufferable: the intro, the music, the models, the sounds...hello ? (glad to have picked it up for 5€ in the bargain bin)
ID are morons for making it so slow
I disagree, it's one of the few things that actually enhances the game imo, combined with the limited stamina; monsters are few and generally far between and the game is based more around mood/suspense than on pure action. So if you want to speed around like in Quake...play Quake :)
Anyway, I decided to do a search to find a walk speed hack
u lama xD
 Hehe
#337 posted by necros on 2008/09/24 00:38:04
i disagree with you sielwolf :)
i find doom3 infinitely more fun after setting pm_walkspeed to 280.
also, kona: if you extract /def/player.def from the pak file, you can modify the pm_walkspeed (and other settings, of course) in there instead of having to manually change it every time you play.
i also changed 'pm_staminarate' to 200 so you have infinite stamina and then changed 'pm_runspeed' to 80 so that the game behaves as if you have autorun on and shift makes you walk.
#338 posted by [Kona] on 2008/09/24 01:22:01
oh sweet. although i can't ever imagine a time i'd want to 'walk' haha. i also put the speed up to 4000... that was interesting :D i had to turn it off after a while because it would probably make me sick.
sielwolf: the slow walkspeed definitely makes the game more intense, considering your slower than half the monsters, but i also think its not quite as action/adrenaline pumping. depends what you want out of a game. i want action! :D
 Yeah, I Love Slow Walk Speeds In Games
#339 posted by Lunaran on 2008/09/24 01:47:40
It's awesome when monsters are throwing fireballs at me and I know I can't move my bounding box far enough to avoid them to make it even worth bothering to strafe around so I just shoot back and hope I win thinking "boy what a great game"
#340 posted by [Kona] on 2008/09/24 03:50:27
it'd be like a fps on a console; don't worry about dodging anything, just stand there and fire.
#341 posted by [Kona] on 2008/09/24 05:09:32
necros i deleted /def/player.def completely out of the pk4, put it in it's own folder with changes, and it still wouldn't work. how did u do it?
 Mm
#342 posted by necros on 2008/09/24 06:28:09
you shouldn't have had to delete it from the pak.
as long as it's in /doom3/base/def/player.def, it should override no problem.
the line you want to look at is 780.
 There Is
#343 posted by spy on 2008/09/24 08:37:45
an interesting thing about 'g_armorProtection' by default its value == 0.3 (q green armor) i think its more comfortable with 0.6 value (q YA)
 Lun
#344 posted by nitin on 2008/09/24 15:46:25
isnt that when you press run and direction key (ie a quick dodge of sorts)?
 Yeah
#345 posted by Lunaran on 2008/09/24 18:39:19
I would play doom3 for a while and realize my pinky was getting sore from instinctively holding down shift all the time, like maybe if I pressed it hard enough I'd enjoy myself
 F'thagn
#346 posted by Sielwolf on 2008/09/24 20:04:15
i disagree with you sielwolf :)
what boldness is this ?
like maybe if I pressed it hard enough I'd enjoy myself
press harder and you will enjoy yourself
My point was:
- DooM3: scary game,
default speed = walking = fitting design
stamina = realism = fitting design
- crap like Halo/Red Faction: (where the running speed feels like walking speed - ....
 My Point Is
#347 posted by [Kona] on 2008/09/25 03:13:05
turn walking speed up and play one difficulty higher = much more fun
 Lunaran
#348 posted by RickyT33 on 2008/09/30 16:58:58
I broke my pinky playfighting with a freind.
So I'm totally screwed. Cant even play my guitar properly.
It's driving me insane.
Whaaaa - whaaaaaa !!!! Ooooowww-w (sniff) :O
I would have enjoyed Doom 3 a bit better if they just pumped the walking speed up a *tiny* bit. I've said it before, I'll say it again.
Also I've been playing it with "Dentons Enhanced Doom 3" mod. Which doesn't change that much really. Just a few tweaks here and there. And simnultaneously Dafama2k's parralax mapping mod. Which simulates parralax mapping. Supposedly. The elevators look smart anyway.....
(shields head in anticipation of flogging)
 Parralax 2.0 That Is
#349 posted by RickyT33 on 2008/09/30 16:59:47
 The Fuck?
#350 posted by pope on 2008/10/14 21:52:46
HEY HEY HEY
 Hey, Your Name Isn't Brushwork Anymore
#351 posted by Lunaran on 2008/10/14 22:16:31
does that mean the book is dead?
#352 posted by Zwiffle on 2008/10/14 22:50:03
The book was stillborn, lun.
:(
 ROE
#353 posted by ijed on 2008/11/06 14:21:28
Just finished this last night and although it sticks to the same rigid system of Doom3 - even simplifying the email trawling for lockers into cut+pasted messages - it felt more fun to play.
Bigger guns, more diverse environments, more fearsome enemies, including the lost zombie commandos, though sadly without their original snfx.
The powerups were a bit at-odds with the nature of the environments - you need souls to power your artefact, which gives you invincibility, frozen time and berserk when fully charged and the levels and filled with corpses, souls ready for extraction. There's also lots of health and ammo, with most of the combat being player at one end of a corridor, enemies at other end - shoot.
I didn't die, playing on veteran, until I reached the final boss.
What I'd like for Doom4:
Roaming levels - doesn't need hubs or anything, just levels that consist of more than a lineal route A to B.
Dump the Email - keep the PDA system there, but the trawling email idea seems to assume that the player will be bored enough of playing to do it. Or be forced to in order to get 20 shotgun shells. The occasional audio log is good to listen to whilst you're playing, but reading email is pretty tedious.
Build on the powerups system.
Bin the 'grabber' - there's no need to include a gravity gun.
Finally, it'd be nice if the player had two hands and is able to hold a pistol in one and torch in the other. Just like Jack Bauer.
 ROE Was Really Good
#354 posted by rudl on 2008/11/06 14:26:30
The dubble shotgun was relly cool.
 Masterdoom
#355 posted by Rc on 2009/12/15 19:33:11
MORE DOOM4 NOW NEW GAME WE WONT.
#356 posted by [Kona] on 2009/12/28 22:41:28
i liked the gravity gun. except that it slowed down gameplay a little. best thing about ROE was the double shotty.
#357 posted by Drew on 2010/01/01 05:29:06
agreed.
still think it was worse than D3 though.
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