I don't think that the Glory kills ruin the game (some people do), but I have a few nitpicks with them:
- The music slows down during the glory kill. I dislike that, I want it to keep pumping.
- The glory kill happens too early in the life of the demon. They still take 2 sometime 3 shoots to go down while "dazed". I think it should be at the very end of their health.
- The invincibility during the animation. I know they do this because the player cannot move during it, but I think you should remain vulnerable and simply plan carefully when to do a glory kill.
You already gain HP and save ammo from the glory kill. No need to be invincible.
Still, like I said, I don't think they ruin the game or anything.
Maybe I'm wrong, but it feels like the staggering depends on how much damage you deal in a given amount of time-frame, rather than a percentage of max health. I've had enemies go down without ever staggering if I've been getting several bad hits with the shotgun.
Question about the secrets: Are there illusionary walls, or walls you have to "ungh" to open up without any prompts?
Question about the secrets: Are there illusionary walls, or walls you have to "ungh" to open up without any prompts?
Only when playing the classic levels. In the regular game all the secrets are opened with buttons or levers, or are found simply by exploring tunnels and stuff.
I found glory kills to be less frequent in 2nd half of the game. They almost becamse gimmick to require health and ammo. A tactical way of shooting rocket near enemy legs rather than exploding him
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
Anyone else tried the customization options in SnapMap? Trying to modify anything (pattern, color) about the equipment/guns makes the selected object glow. Like, glow-in-the-dark.
This is very confusing. Also, I can tell the difference between two items that share the same number, but a different title. They look exactly the same, despite having different prices.
they claim a 35% fps increase on some cards... makes you wonder..
Confirmed 35% and far more in some cases.
I've heard users of the 200 and 7000 series report increases, but not all of them. Seems to depend on people.
Hm... How do I fix the "devolper tools" error? I am not running teamviewe and I still getting the message that I can't play MP becuase of the "tools " and also achivemnts are disable... in SP.
Spoiler:
That's been a problem for a lot of people even without using "GOD" in the console command to toggle godmode as that should be the only cvar that will change the game over to developer (DEV) mode but for some reason it affects other people too.
You have to delete your existing save data as far as I'm aware and at worst even the entire profile file from "C:\Users\USERNAME\Saved Games\id Software\DOOM\base" that's the profile.bin file in the .\savegame\profile\ subfolder there although I'd first try moving it as to have a backup ready in case it might be possible to add it back while the game is open and have it somehow not save the dev-mode flag to it.
It's supposed to also work to just toggle god-mode off via the console and start a new game and it should toggle off the developer mode but it doesn't seem to work for a lot of people and I don't know if you can use the same save slot and keep other unlocks*
(*In developer mode completed maps - so you can resume from something else than the first level. - and map completion - stuff found in a map. - does save but it won't unlock classic maps and the toy figurine model viewer collectibles nor it will save any "gameplay" category settings that you've changed in the options menu for some reason.)
Thanks,worked,But I am the start of the game again,though last time I didn't progress that much.
I just found some weapons really lacking against later and bigger enemies: Rocket Launcher and the Assault Rifle. They were only fine against the small newb enemies.
My most used weapons were the Super Shotty and the Gauss Rifle. 2-3 Headshots from the Gauss Rifle gibbed every big enemy.
And the shotty was just fun to use in close range.
It's in red but yes you can select the nightmare difficulty although ultra nightmare is locked until the game has been finished once.
(Selecting nightmare difficulty will make you unable to lower the difficulty for that save slot.)
Just copy the "savegame" folder to a new subfolder.
(I just use "z" as it's easy enough.)
(Borderless mode makes it fairly easy to alt-tab after a important checkpoint or new level has been made available or anything really although fullscreen might offer superior performance and could even be required for proper multi-GPU support when that's fixed.)
My gameplay video for those who want to see the game running at 4k/60fps with a GTX 1080. There are more gameplay videos from other games at 4k/60 in the channel, as well as the GTX 1080 review link in the video description. You'll need Chrome to watch it at 2160p/60.
Bear in mind that Shadowplay is not properly support in DOOM (had to enable desktop capture and alt-tab) and it takes a huge impact on performance (7-8 fps) when recording, that's why you will see an average of 50fps in the overlay. The game does run at 60fps at 4k when playing without recording.
Lol new amd drivers did not helped.
back to my fix...
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
Let's not kid ourselves here. It works on a PC, but it is definitely made for the consoletities retards. The finish moves, the glowing everything by default, the guns wheel, the multiplayer, the multiplayer gun limit, the "level" "editor", the lack of modding, etc.
I personally suspecting that the 'D' having role in the lack of Mod tools,and instead,focusing on SnapMap,but consoles's controls having large role in at as well.
Doom Tech Analysis: The Best-Looking 60fps Console Shooter?
Without a doubt.
I also like that the art direction of the levels (but not the enemies) is sort of an evolution of Doom 3.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
I personally suspecting that the 'D' having role in the lack of Mod tools,and instead,focusing on SnapMap,but consoles's controls having large role in at as well.
In terms of intrusiveness when it comes to hacking and such Denuvo is actually one of the better copy protections as it only really is there to prevent the game itself from being cracked so you can do pretty much everything else to the games code besides stripping off said DRM.
This seems to be used a lot on the Cheat-Engine forums where other copy protections will block injections and debuggers although developers can of course also combine Denuvo with other methods such as encrypting the game files from being easily extracted and using stuff like hash checking for disallowing modified content to be loaded to name some things.
EDIT: As for modding IDTech 5 and 6 there is a unpacker available for Doom 4 already but without a SDK you won't get anywhere and without something like a server farm then even with a SDK you won't be able to generate the MegaTexture technique the game is using so custom assets is pretty much out.
(EDIT: Doom 4 Resource Explorer - http://www.moddb.com/games/doom-4/downloads/doom-resources-explorer-v04 )
Earlier IDTech engines also had their own stand-alone core .dll files that you could even code yourself with the provided tools which is no longer doable with IDTech5 and 6 thus preventing altering the game code.
(Not so much for Doom 3 though some projects exist although it featured heavily in Quake 2 and 3 giving rise to numerous total conversion type mods.)
IDTech4 also allowed you to rewrite the shaders in a easy to understand almost plain text language which for Doom 3 resulted in for example the Sikkmod shader pack and before that you had tweaks like parallax mapping adjustments for the normal map shader and reflections for the specular map allowing for shiny gun models to name some examples.
(Here all I can find is pre-compiled shader files - for Vulkan to be precise, haven't found the OpenGL ones strangely enough. - so no shader mods for IDtech5 and 6 either.)
EDIT: IDTech5 turns 10 years old next year, will id Software keep to their tradition of providing the source code for it? We'll see.
(Would be the code from Rage if so but I think there were some "issues" with their new Zenimax / Bethesda owners when they did this for Doom 3 and the limited SDK for the BFG edition.)
Last edited by JBeckman on Wed, 18th May 2016 21:07; edited 3 times in total
Agreed! Absolutely love the Doom4 SP levels from start-to-finish although compared to 3 it seems half as long but yeah the eye-candy is quite epic. With decently customizable weapons and attribute updates to yourself (semi MMORPG-like), challenges/trials, good amount of Doom lore/dex narratives, and a good variety of monsters and bosses (well, mostly the same ones we all love) I'd say this will go down as an exceptional evolution to the Doom series.
Edit: I am however QUITE concerned this won't be remotely as moddable as all Dooms in the past (much like the industry locking down things).
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