DOOM

DOOM

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brianmolko1234 2016 年 5 月 6 日 下午 7:44
Disappearing demon corpses a real head scratcher.
So most if not all know demons seem to vanish after death but what doesn't make sense is the amout off work put into them the Mancubus when you kill it, it's guts and inner organs pour out

https://www.youtube.com/watch?v=tf07hD8GvVU

5.51-5.57

But the thing disappears before the animation ends they must be an option to set the amount of corpses left on the map like in Serious Sam 3 because why go all out on cool animations like this most people arn't going see.
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目前顯示第 16-30 則留言,共 61
December Man 2016 年 5 月 7 日 上午 6:00 
1. Functionality. If the huge Mancubus body ends up in a doorway, and it has collision turned on, gg, it blocks the doorway.
2. Cosmetics. If the huge Mancubus body ends up in a doorway, and it has collision turned off, gg, you walk through a huge model and it looks like ♥♥♥♥.
3. Performance. Like others already said.
Sparhawk122 2016 年 5 月 7 日 上午 6:27 
They want to stay true to Doom 1 and 2. But in Doom 1 and 2 corpses did not disappear so..... And the only reason they disappeared in Doom 3 was due to engine limitations and the performance drawback of having corpses stay. I thought those performance factors wouldn't be as bad this Gen to warrant saving performance with bodies that disappear.

It makes no sense. I want to survey my post battle carnage. It adds to atmosphere.

If a dead body were blocking a doorway we could push it out of the way or melee it into smaller pieces..... Simple.
最後修改者:Sparhawk122; 2016 年 5 月 7 日 上午 6:29
brianmolko1234 2016 年 5 月 7 日 上午 6:53 
Console maybe in the 90's with the ps1 games were held back then my number 1 game Shadowman had large amounts off props missing, like lights, texture assets even Mikes basic cloth simulation on his shirt and levels wear missing on less powerful consoles.

There's been loads off games on console where corpses stay you can't blame them i would say it's a gameplay reason can you think off about 5 Mancubus corpses in a small area when fightng over demons you'll be clipping through corpses and have your sight blocked, doesn't that seem more logical in classic Doom they where more lower the floor so you could see other demon's infront of corpses they where'nt raised off the floor like in new Doom.
最後修改者:brianmolko1234; 2016 年 5 月 7 日 上午 6:54
Salamand3r- 2016 年 5 月 7 日 上午 8:16 
引用自 December Man
1. Functionality. If the huge Mancubus body ends up in a doorway, and it has collision turned on, gg, it blocks the doorway.
2. Cosmetics. If the huge Mancubus body ends up in a doorway, and it has collision turned off, gg, you walk through a huge model and it looks like ♥♥♥♥.
3. Performance. Like others already said.

I honestly didn't think of the first two, but yeah - that is a huge problem in Fallout 4 actually - huge corpses that you just clip through. It annoyed the piss out of me there - although I don't know if would annoy me quite as much in Doom, as FO banks pretty heavily on immersion, moreso than Doom in my mind.
Salamand3r- 2016 年 5 月 7 日 上午 8:31 
引用自 Pinchy
http://s12.postimg.org/p8anu1v6l/Screenshot_Doom_20160225_223833.png

引用自 Chubzdoomer
One word: Consoles.

http://s12.postimg.org/p8anu1v6l/Screenshot_Doom_20160225_223833.png

Yeah...but I don't that would have run (well) on Doom on PCs at the time.
Insight of Olostromus 2016 年 5 月 7 日 上午 8:43 
Console porting garbage but yeah some people already buy this.
TakenStew22 2016 年 5 月 7 日 上午 8:53 
Console porting garbage but yeah some people already buy this.
And?
brianmolko1234 2016 年 5 月 7 日 上午 8:53 
引用自 Pinchy
http://s12.postimg.org/p8anu1v6l/Screenshot_Doom_20160225_223833.png

引用自 Chubzdoomer
One word: Consoles.

http://s12.postimg.org/p8anu1v6l/Screenshot_Doom_20160225_223833.png

Okay there 2D sprities composed of not even 100 polygons running a game from 1993 on a modern PC.

Please stop saying console Wolfensten t N O ran on ID tech 5 (i no Doom uses ID tech 6)
and on my PS4 the bodies stayed after death, I think ID just don't understand it's an Issues

the guy saying about doors i no my best gaming wtf moments are watching a door close on a body and playing whats the outcome A/door clips through body or B/body ragdolls like crazy or C/door will not open.
furnyQC 2016 年 5 月 7 日 上午 8:54 
Disapearing or not i don't care, if they disapear, then i want is an awesome animation like doom 3. If they don't then it's just going to give the impression of a mass-butchering-room which i like too but, what if there's so much corpses lying on the ground that they're almost blocking the way?
brianmolko1234 2016 年 5 月 7 日 上午 9:05 
引用自 furny
Disapearing or not i don't care, if they disapear, then i want is an awesome animation like doom 3. If they don't then it's just going to give the impression of a mass-butchering-room which i like too but, what if there's so much corpses lying on the ground that they're almost blocking the way?

True it's not very logical with 3D models you would need to
A/ add ragdoll witch always looks odd like in Darksouls
B/allow you to noclip witch again looks odd
C/allow you to blow them up or shoot them over and over to smaller peices

My main point is way go to all that effort put time,money and effort into cool gore animation that just vanish.

Also i forget to mention at E3 corpses didn't vanish look at 3.30 onwards that Mancubus stays.

https://www.youtube.com/watch?v=lIdL0tJkI0Q
引用自 December Man
1. Functionality. If the huge Mancubus body ends up in a doorway, and it has collision turned on, gg, it blocks the doorway.
2. Cosmetics. If the huge Mancubus body ends up in a doorway, and it has collision turned off, gg, you walk through a huge model and it looks like ♥♥♥♥.
3. Performance. Like others already said.

1. Doom marine should have to push or shoot the body, or squeeze over it.
2. No immersion breaking. Disappearing bodies looks like extreme ♥♥♥♥.
3. Not an issue. And even if it were the twerps who like immersion breaking elements could turn it off.
最後修改者:⛥ ⌁⌁L⁕ꝉ⁜ϾH ⌁⌁; 2016 年 5 月 7 日 上午 9:10
Salamand3r- 2016 年 5 月 7 日 上午 9:18 
引用自 --s..Lich..s--
1. Doom marine should have to push or shoot the body, or squeeze over it.
2. No immersion breaking. Disappearing bodies looks like extreme ♥♥♥♥.
3. Not an issue. And even if it were the twerps who like immersion breaking elements could turn it off.

1. I don't want the kind of bugginess that will invite. Pushing and moving objects has never worked well in any game, and in recent games with better physics models, typically results in twitchy, glitchy, winky-wonky breakage.

2. That is subjective. Clipping though corpses looks like ♥♥♥♥ to me. And to a lot of others. To you, maybe it doesn't, and that is fine - this is where we will agree on it being a selectable feature.

3. Definitely an issue. Again, these are completely tesselated models. Even things with moderate real estate, like Hairworks in Witcher 3 can tank performance on high-end GPUs when using tons of tesselation. The way around this is to change to a lower quality model/mesh when the creature is dead, but that has never looked particularly good in games either.
最後修改者:Salamand3r-; 2016 年 5 月 7 日 上午 9:19
引用自 Salamand3r
1. I don't want the kind of bugginess that will invite. Pushing and moving objects has never worked well in any game, and in recent games with better physics models, typically results in twitchy, glitchy, winky-wonky breakage.

2. That is subjective. Clipping though corpses looks like ♥♥♥♥ to me. And to a lot of others. To you, maybe it doesn't, and that is fine - this is where we will agree on it being a selectable feature.

3. Definitely an issue. Again, these are completely tesselated models. Even things with moderate real estate, like Hairworks in Witcher 3 can tank performance on high-end GPUs when using tons of tesselation. The way around this is to change to a lower quality model/mesh when the creature is dead, but that has never looked particularly good in games either.

1. Garbage and even if were true it's been bad implementation.Stop blaming the mechanic when it's that.

2. No it isn't subjective. Climbing over and interacting with bodies is objectively good. Disappearing bodies is stupid.

3. No it isn't.
Salamand3r- 2016 年 5 月 7 日 上午 9:37 
引用自 --s..Lich..s--
引用自 Salamand3r
1. I don't want the kind of bugginess that will invite. Pushing and moving objects has never worked well in any game, and in recent games with better physics models, typically results in twitchy, glitchy, winky-wonky breakage.

2. That is subjective. Clipping though corpses looks like ♥♥♥♥ to me. And to a lot of others. To you, maybe it doesn't, and that is fine - this is where we will agree on it being a selectable feature.

3. Definitely an issue. Again, these are completely tesselated models. Even things with moderate real estate, like Hairworks in Witcher 3 can tank performance on high-end GPUs when using tons of tesselation. The way around this is to change to a lower quality model/mesh when the creature is dead, but that has never looked particularly good in games either.

1. Garbage and even if were true it's been bad implementation.Stop blaming the mechanic when it's that.

2. No it isn't subjective. Climbing over and interacting with bodies is objectively good. Disappearing bodies is stupid.

3. No it isn't.

1. You don't play a lot of games, do you?

2. I was responding to your response about clipping through bodies. Clipping through bodies looks like ♥♥♥♥, and I don't see you refuting that.

3. No what isn't? Again, you don't play a lot of games, do you?
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張貼日期: 2016 年 5 月 6 日 下午 7:44
回覆: 61