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Posted by: ZylonBane
« on: Yesterday at 19:56:43 »

'reality for sale' sign.
Not sure if typo or actually think the sign said "Reality".
Posted by: JDoran
« on: Yesterday at 18:57:06 »

If anyone's interested, then I've not played My House in a couple of days, so I went back to it yesterday, and started from the beginning again so as everything was fresh in my mind. This time I managed to find a small armoury (not in the actual house, it's in the surreal part where all of the walls are grey, I unlocked it using the blue skull key),  and had enough ammunition to kill the two headed dog.  When I finally exited the house, the house vanished, leaving only a 'reality for sale' sign.

Later, back in the house, I found the 'hidden' room behind the book case that is next to the pool table, and emerged into darkness, and the top half of the house looks like a fire has swept through it.

I haven't yet worked out the significance (if any) of the mirror in the attic, that always shows an object (which looks like a round container of potion) in the position where the blue key is found. I so far have, I think 73 out of 112 kills as my highest tally. I've yet to find any other enemies (except perhaps the friendly dog, who I really hope I don't have to kill to beat the game), so I am wondering if to complete the game, I have to locate another (one or more) hidden locations (or hidden states of the house) and kill the remaining enemies and then make it to the gate, open it with the blue skull key, and enter the teleporter square.

When I went back to the 'alternate area' (the grey area, with the friendly German Shepard and the hostile two headed dog) the two headed dog was alive again, so I am going to kill it again, and see if that results in any door opening or another form of 'reward' for killing it. Otherwise, more searching the house and the alternate area for the trigger or entrance to the area where the next group of killables are hiding.
Posted by: JDoran
« on: 02. November 2024, 17:43:35 »

You're not done. Not by a long shot.

Great, back to the mod it is, then.  :)

Thanks.
Posted by: fox
« on: 02. November 2024, 15:42:46 »

You're not done. Not by a long shot.
Posted by: JDoran
« on: 02. November 2024, 14:51:41 »

Finished it yet?

I'm not sure. I restarted the game, so as to explore more, and I played through it, found a nice German Shepard dog, which was friendly (I was really glad that I didn't have to kill it, as I've killed a zillion humans in games, but I hate killing dogs in-game, such as in the Wolfenstein games, or the wolves in Skyrim) and a two headed dog who was very hostile, and who I did try to kill (a two headed anything wouldn't trigger my protective instincts) but couldn't - I used up all of my ammunition, and killed one of it's heads, but when I tried to use the chainsaw to finish it off it still managed to kill me. I also picked up what looked like a frisby (it was next to the red dog-dish), and I thought that maybe that was the way to kill the two headed dog- perhaps I was to lead the two headed dog to an area next to the huge drop, then I was to throw the frisby over the huge drop, and the two headed dog would chase it and fall down the huge drop, but I couldn't find the frisby (if it even was a frisby) in my weapons or inventory.

So I avoided the two headed dog, and I was unable to reach the room/area with an 'Exit' sign that was on the  other side of the huge drop.
I arrived at the airport, and in the women's toilets I encountered what I think were the only other enemies (other than the two headed dog) I'd encountered since leaving the house. I went into the plane, pressed the cockpit button, jumped out of the plane, and the level ended.

Next came the second level of Doom 2, Underhalls, which made me think that maybe I had finished My House, and it was only a one level mod, but I completed Doom 2 level 2 (I can almost do it blindfolded by now, like most Doom fans), and My House started again. I quickly ran through the house, and it seems to be the same as when I originally started the My House level, so have I completed My House by reaching Underhalls, or is the Doom 2 level just part of the experience, and when I reach My House after Underhalls does My House continue, with new areas and experiences?
Posted by: Pacmikey
« on: 01. November 2024, 14:07:59 »

A SS2 Black Mesa style remake is totally doable in idTech 4. I've been working on a team with it for a game and know the engine relatively well, although I mostly work on animation/viewmodel/first person stuff. It would require a team though. One person can't do it, but 3 or 4 people making a proper effort? Definitely. If you wanted to contribute to a dedicated remake I'd contact the people who are already doing so and joining them.
Posted by: icemann
« on: 31. October 2024, 02:18:38 »

Finished it yet?
Posted by: JDoran
« on: 30. October 2024, 15:54:40 »

Understood, thanks.
Posted by: icemann
« on: 29. October 2024, 09:19:58 »

From memory the .wad version was released back in the 90's by someone else entirely. I remember playing that one off a Doom maps cd long ago.

The .pk3 version is the one to go with.
Posted by: JDoran
« on: 29. October 2024, 01:44:16 »

Thanks for the spoiler marks, I won't read them until I've finished the mod for the first time. I take it that the .wad file and the .pk3 are the same, and not two different experiences?
Posted by: icemann
« on: 28. October 2024, 07:33:59 »

I take it this is the level that you mean?

I don't want to spoil the experience, as I would strongly suggest going blind on your 1st play through of it. Don't read any extensive reviews, don't watch any Youtube videos on it. See if you can get to "the end".

For play through 2 (Don't read this until play through 1 is done):
Go here to the thread over on Doomworld.com: link here

Also jump over to this google drive link:
https://drive.google.com/drive/folders/18Nx7kUQwmxUGoXqL6FiUwFY--up64fgo

Follow the forum thread there, and have a read of the files over on the google drive link. When your done, see if you can do it properly this time.

Also recommend having a watch of John Romero (yes that John Romero) having a play of it:

https://www.youtube.com/watch?v=gIl_TqFJNO8

Play through 3 (if your up for it):

Find a walkthrough, or somewhere that fully details what you need to do, and 100% it. As in, get every item that you need in both versions of the house to get the "good ending".



Your in for a real experience with this one. The myHouse.wad mod is one of the most amazing mods I've ever played for a game. Period. Work of art.
Posted by: fox
« on: 27. October 2024, 15:28:11 »

Obvious spoiler warning!
https://www.youtube.com/watch?v=5wAo54DHDY0

Yeah, this is mental and it is art. And now for something completely different... Next stop: Squirell Stapler.
Posted by: JDoran
« on: 27. October 2024, 14:28:03 »

Ok that's the most awesome thing I've seen in ages for Doom. If you've not already, go play "house.wad". That is an experience in itself.

Wow, I've just spent some time playing "myhouse.pk3", and it's not what I thought it was at all. Google found a site with this Doom level, with both '.wad' and '.pk3' formats, so I tried the .pk3 version, as I thought it might be better or more advanced.

I take it this is the level that you mean? It starts out like a normal Doom level, you are standing outside a house, but inside it's fenced garden, you enter the house, you fight zombie pistol men, zombie shotgunners, imps, and pinky demons, then it becomes.... surreal. It's really well done (I've not tried the .wad version yet, can the standard Doom engine, via a .WAD file, do these things?), and I don't think I've seen a Doom level or mod do this before (I'm not mentioning spoilers here, in case anyone else decides to try it).

At first I thought the title "My House" was bad, as it was so generic. But I see now that it was meant to lull you into a false expectation that the mod would be an unimaginative and straightforward mod.

When I get home, I'll carry on with it, see how deep it goes. Thanks for the recommendation, mate.






...It just looks like a Doom 1 mappack for D64, with a few extra additions like the cut D64 enemies returning.

Yes (and Doom 2, and TNT, and Plutonia, and many-fan made levels are presumably compatible, too), but I feel that the Doom 64 aesthetics are extremely atmospheric, and really immersive, so this is something I will keep in my Doom installation.
Posted by: voodoo47
« on: 27. October 2024, 08:30:09 »

guess no need to delete then.
Posted by: icemann
« on: 27. October 2024, 04:25:22 »

CyrusVonNox2001
Rather than making a separate thread. It's best to make related posts in the same thread.

Merging this to the related thread.
Posted by: CyrusVonNox2001
« on: 26. October 2024, 19:34:00 »

Sure.
Posted by: voodoo47
« on: 26. October 2024, 18:19:39 »

just forget about it, again, it's ok to say whatever you want to say around here, and most people here have lost their ability to get offended decades ago anyway, I would say. so it's whatever.

you have to be seriously annoying/crude to even get a warning, and I think the only lunatic that got the boot was that guy who tried to make an online version of the tool and then started to throw death threats around because nobody liked it.


so no need for this, acknowledge my post if you are ok with this being deleted in 24 hrs.
Posted by: CyrusVonNox2001
« on: 26. October 2024, 17:45:01 »

This is a message for ZylonBane:
Hi, sorry about getting mad earlier this week. I've only been here a few months, so I'm not always fully aware of the community's past and all the failed attempts to remake SS2 or make a new game altogether. If I was truly in a position to make my own Shock game, I would have had something to show for it. That being said, I still would like mess around with IDtech 4, more as an educational experience, It seems pretty capable if a bunch of fans made a Thief game out of it. And yes, looking back, I do kind of come across like a bitchy, perfectionistic idiot who doesn't know how things work. So, once again, sorry, and I truly appreciate what you and the rest of the long time community members have done to keep the Shock series alive.

I'm putting this here because I put the same message in ZB's pms, but considering the possibility that he gets so many pms that there's no point in looking at them anymore (I've experienced that before.) I've put it here.
Posted by: sarge945
« on: 26. October 2024, 17:26:43 »

Ok, I don't know what your problem with me is, but, almost every reply you've made to anything I've posted, you've been either mean, dismissive, or a smartass.

First time dealing with ZB?

Some people on here are jackasses, not much we can do about it unfortunately. Try not to take it personally.


Solid meh from me.

Outside of E1, which is excellent, the Doom 1 maps are pretty awful, and I've played through E1 enough times to know it inside and out. This looks interesting on a very surface level, but neither the levels themselves or the core gameplay look different enough to draw me in. It just looks like a Doom 1 mappack for D64, with a few extra additions like the cut D64 enemies returning.
Posted by: icemann
« on: 26. October 2024, 10:23:40 »


Ok that's the most awesome thing I've seen in ages for Doom. If you've not already, go play "house.wad". That is an experience in itself.
Posted by: voodoo47
« on: 25. October 2024, 19:32:28 »

no classic Cacodemon, no deal, there are some things I just won't budge on.
Posted by: JDoran
« on: 25. October 2024, 18:54:14 »

I would need the exact opposite of that, a mod that changes the D64 sprites to the classic ones.

if you can't do a proper Cacodemon, you are no Doom to me.

Yes, the original Cacodemons (or "tomato monsters", as half of the fan-base calls them) are very iconic indeed (and wasn't it a great feeling, when you were fighting a Cacodemon and it turned it's back on you because another of the Hell-spawn had accidentally shot the Cacodemon so it's ignored you and attacked something else instead? Why is monster infighting so rare? It's a great gameplay mechanic, but almost no non-Doom game has it. Even Duke Nukem 3D didn't have it. Doom 3 had monster infighting, just about about three times a game, if you were lucky). But for me, playing Doom 64 back in the late 1990s, the overall graphics and the atmospheric sounds just seemed more immersive to me than the PC versions, but of course it's all objective.
Posted by: voodoo47
« on: 25. October 2024, 12:45:19 »

I would need the exact opposite of that, a mod that changes the D64 sprites to the classic ones.

if you can't do a proper Cacodemon, you are no Doom to me.
Posted by: JDoran
« on: 25. October 2024, 12:41:47 »

On a tangent, I always felt that Doom 64 was the real Doom 3, and that Doom 3, whilst a good game in it's own way, wasn't really a Doom game in feel or design.

There is a fantastic mod for the original Dooms (Doom 1, 2, TNT, and Plutonia) and fan-made wads that changes everything to the Doom 64  style graphics and enemies, and I really think it improves the atmosphere of the game. I am at work now, so I can't check which mod it is, but this seems to be the one:

https://www.doomworld.com/forum/topic/134891-doom-64-unseen-evil-v103-10142024-prepare-yourself-for-evils-unseen/



https://www.youtube.com/watch?v=Jzc6wVXM57U
Posted by: unn_atropos
« on: 25. October 2024, 12:12:26 »


Woah, that exo-terrists FROG at 0:07 just was exposed to a buttload of oxygen!  :D


About the matter of making a System Shock 2 game in another engine; as others already said, this never resulted in anything. Personally I've become rather numb to the prospect.

What would be nice though if there were people making new Fan Missions. The last one, Blind Disposition, was released in 2016, so almost a decade ago...
Posted by: fox
« on: 25. October 2024, 11:21:40 »

"Not everyone who wanders is lost."
- Da Lama
Posted by: voodoo47
« on: 25. October 2024, 11:11:33 »

well, not everyone who wanders is lost, and slight off topic will always find its proper place here on Rec.

also no need to you know, sign your posts, they are not letters, and while letters can be posted, posts shouldn't be.. lettered.
Posted by: Pyornkrachzark
« on: 25. October 2024, 11:01:20 »

Talking about Doom 3,

there are lots of different mods that modify the vanilla game in different directions. Some are very well made, some others make the game better in some aspects but create bugs and inconsistencies too.
If all the community's efforts were directed towards a mod similar to SCP it would be much better. I don't know why this didn't happen, maybe the lack of a website like this?

PS I wonder if my post is off topic for the original off topic post :-)
Pyornkrachzark

Posted by: JDoran
« on: 23. October 2024, 15:49:31 »

Ok, I don't know what your problem with me is, but, almost every reply you've made to anything I've posted, you've been either mean, dismissive, or a smartass. Is this some kind of initiation, cause I haven't seen you treating anyone else like this? So, either everyone else has "Passed the test," or you just have a problem with me or think I'm an idiot. Everyone else except you seems to have treated me with a neutral disposition. I've not expecting to be liked, I'm just here to ask questions, propose ideas, and otherwise participate in the System Shock/Looking Glass community. There, I've aired my grievance.

Hello mate, welcome to the forums. As others have said re: your SS2/Doom 3 idea, there have been many attempts to remake System Shock 2 (and System Shock 1) over the decades. Most never get further than a few forum posts announcing the new project and maybe asking for volunteers. Some of them actually getting as far a fair attempt at remaking the first (medical) level with or without any enemies and with or without some of the game's game mechanics. But I've yet to see such a project get even as far as having the major part of two levels, plus a good attempt at the game mechanics. Every attempt at remaking either System Shock 1 or two ends long before the one third point. The one exception is JosiahJack's System Shock 1 remake, and even that is still not finished, despite his very admirable determination, because like most of us he has to spend most of his waking hours working to feed himself and his family.

So please don't be offended that no one is interested in a discussion about a remake, it's just that we've all been so disappointed so many times about such projects, and not just about System Shock 1 and 2, countless games have had fan-made remakes announced, and 99.99999% of them never see release, and 95% of those never seem to even result in even the shortest playable demo. The 'net is full of abandoned projects, and it can be really disappointing if you were following one of the projects.

As to ZylonBane, he doesn't mean any harm, it's just the way he talks to anyone (me definitely included), but he's really good at the SS2 technical stuff, and he will happily spend real time and effort to help if you decided to try SS2 modding.
Posted by: icemann
« on: 23. October 2024, 11:34:29 »

voodoo47
The other factor is that we've been hearing someone every 6 months announcing a new SS remake in various engines for the past 20 years. Very few of which ever got anywhere. With that factored in, the grumpiness is justified IMO.

https://www.youtube.com/watch?v=VSphO_igse8

Last non official remake that I can recall, that even got to the video stage. And yes I know that was longer than 6 months ago. I'm exaggerating.
Posted by: voodoo47
« on: 23. October 2024, 10:55:04 »

treating anyone else
rest assured, you are not a special case - most, if not all people here have their own unique way of interacting with the world, and whoever wants to hang around will have to roll with it.

this is a place full of old grumpy people who specialize in finding anomalies, discrepancies and outright bugs in pretty much everything, so what else would you expect? just be grumpy with us, it's fun.
Posted by: Gawain
« on: 23. October 2024, 07:45:25 »

Making games is hard. Engine is one of the smallest part of it. Life gets in the way.
Posted by: CyrusVonNox2001
« on: 23. October 2024, 02:24:15 »


Update: I take this back, I've since apologized, I will leave it up here just so the context remains.

Ok, I don't know what your problem with me is, but, almost every reply you've made to anything I've posted, you've been either mean, dismissive, or a smartass. Is this some kind of initiation, cause I haven't seen you treating anyone else like this? So, either everyone else has "Passed the test," or you just have a problem with me or think I'm an idiot. Everyone else except you seems to have treated me with a neutral disposition. I've not expecting to be liked, I'm just here to ask questions, propose ideas, and otherwise participate in the System Shock/Looking Glass community. There, I've aired my grievance.
Posted by: ZylonBane
« on: 23. October 2024, 02:12:44 »

Here we go again...
Posted by: CyrusVonNox2001
« on: 23. October 2024, 01:15:04 »

I've been looking around and I noticed on Github that the Doom 3, or IDTech 4 source code has been released as open source.  I also noticed that the code was written in C++, the language I'm currently learning in college. I felt inspired after looking at the Dark Mod, a Thief spiritual successor running on IDTech 4, though I haven't played it.(I'll get around to that soon) But anyway,  If somebody can make Thief in the Doom 3 engine, I think a System Shock style game can be made in it as well. Especially with some of Doom 3's features, like interactive screens, a beautiful lighting engine, and the fact that the PDA can view Emails and videos in addition to audio logs. I know Doom 3 was already trying to be System Shock, but it would be cool to have somebody picked up where it left off and make a true immersive sim out of it. Do you know if anyone here has experience with this engine like with modding with it, mapping with it, and adding new features? I'm more looking for tutorial resources. I'm also gonna go over to the Dark Mod forums as ask it there too.
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