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/vr/ - Retro Games

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>> No.1732265 [View]

>>1732234
Speedrun-based (uv-max, nightmare, etc) with scoreboards and level select.

>> No.1732098 [View]
File: 1.27 MB, 1920x1080, gzdoom 2014-07-01 22-29-06-70.webm [View same] [iqdb] [saucenao] [google]
1732098

Minigun +4p with 8x damage boost is kind of cool on marine.

Sorry about the gamma, I forgot again.

>> No.1729917 [View]

>>1729837
E1m2 is overall the best designed one, but I really like o of destruction because it's fun, and e2m2 because it's so complex, varied, and exciting.

>> No.1729776 [DELETED]  [View]

>>1729758
Well color me impressed. I didn't even start getting my shit together and become good at anything before age 21. If you keep at it you'll go really fucking far with that talent/discipline.

>> No.1729760 [View]

>>1729750
>post apocalyptic doom
I'd prefer apocalyptic of over post-such. The really hard part no matter the setting will be making levels that neither feel too abstract, linear, or "battlefield-esque". I sure hope the doom 4 team know what they're doing.

Yeah, he specifically mentioned the looks and atmosphere of Metro, especially the surface parts.

>> No.1729740 [View]

>>1729717
>>1729725

During the video he said the gun came out "kind of phallic" by chance, so he decided to run with it to make it more unsettling and gross. He had this concept of (in a hypothetical remake) going for an extremely atmoshperic and unwelcoming game world, focusing more on dynamic weather/fog/etc conditions than excessive detail.

>>1729726
How old is that guy anyway? His forum profile says like 14, but he's quite ingenious at coding from what I've seen.

>> No.1729703 [View]
File: 219 KB, 1280x960, Meet_spider.png [View same] [iqdb] [saucenao] [google]
1729703

>>1729691

This one. He made it as if it were a pitch painting for the look of a hypothetical reboot.

>> No.1729682 [View]
File: 237 KB, 900x506, fzd_DC68_image_01.jpg [View same] [iqdb] [saucenao] [google]
1729682

Found this. Pretty cool. It was part of a design tutorial youtube series, and is a paintover of that one screenshot of e3m8 we've all seen.

>> No.1722901 [View]

>>1722896
It's a script for things having health bars or whatnot hovering over monsters, or making it possible to interact with objects with a cursor.

>> No.1722869 [View]
File: 1.38 MB, 900x540, gzdoom 2014-06-28 14-20-58-62_2.webm [View same] [iqdb] [saucenao] [google]
1722869

It's not entirely visible here, but there's a little string that says "lel" drawn on the pillar.

It works perfectly on the X axis, but Y is wonky. When that's fixed, I just have to make it account for all fov and resolution settings manually.

>> No.1722809 [View]

>>1722778
>Is there a guide as to how armor mods work?
I don't know, and I've no idea how to use them either. I *think* you can only apply them to an armor you're carrying but not wearing.

>yes I know obscurity is part of a roguelike
>still, drives me batshit
I'm fine with item effects being obscure, but not when game mechanics are.
>Also, I can't get teleport to base to work
You need to highlight the skill in your skill menu, press and hold the skill wheel key, flick your mouse to one of the empty slots in the skill wheel, leave the menu, hold the skill wheel key again, and select the skill. Then you just press your skill key.
>>1722804
It doesn't give splash damage iirc :(
The revolver is fucking amazing as scout though. It's good for anything but heavy shadow revenants with a gajillion resistance and the like.

>> No.1722679 [View]

>>1722661
Play scout and turn a pistol into a revolver. It'll do like 600 damage eventually, instant killing cacos and whatnot.

The no fun allowed build is marine with high power chaingun/minigun.

Stick 3 bulk mods on a double shotgun while playing Renegade. It's pretty funny.

>> No.1722617 [View]
File: 22 KB, 668x601, cowd.png [View same] [iqdb] [saucenao] [google]
1722617

>>1722605
I'm trying to make it so!

Started using notepad++ for acs yesterday. I've never used a coding tool like this before, and it's fucking amazing.

>> No.1717998 [View]

>>1717991
Get all the doomrla and doomrpg wads, then just load all of them up with DoomRPG-Launcher. Theres a link for it in the doomrpg thread over at zdoom forums.

>> No.1717957 [View]

>>1717865
>>1717952
Having a trip means you care enough about your identity that you wouldn't want to be impersonated, which says something about you that might not be true. If one namefags without partaking in drama, why would anyone even want to?

In this thread specifically, it's usually mapmakers/modders who namefag.
>>1717927
You've played SS2 I reckon? That sounds exactly like Xerxes.

"Why do you persist in your loneliness?"

>> No.1717947 [View]

What are some relatively bright and open megawads?

>> No.1705564 [View]

>>1705527
>>1705534
I first played doom when I was three or four. I'd sit in dad's lap and shoot with the spacebar while he moved around.

>> No.1699235 [View]
File: 96 KB, 292x490, illustration.jpg [View same] [iqdb] [saucenao] [google]
1699235

I'm in the deep end of the ACS pool guys. I just made this illustration for myself just to wrap my mind around every number I need to keep track of.

(the purpose is to be able to interact with objects or NPC's by clicking them with a cursor)

>> No.1696770 [View]

>>1696696
Get GZDoom instead mate. If you're after an updated rather than authentic experience you might as well go all the way imho.

>> No.1695838 [View]

>>1695460
I think all hell monsters are genderless, but female former humans would be neat.

Anyway, my next goal with my mod is coding a brand new raycasting function in ACS. That'll be fun. I learned a funny new word though: "frustum".

>> No.1667602 [View]
File: 456 KB, 845x458, Screenshot_Doom_20140603_234032.png [View same] [iqdb] [saucenao] [google]
1667602

Here are some sexy fucking buttons for my hud I just made. Nothing is anywhere near finished though. There should probably be some brass trim.

>> No.1618948 [View]
File: 2.57 MB, 1920x1080, Screenshot_Doom_20140513_185405.png [View same] [iqdb] [saucenao] [google]
1618948

>>1618882
You can make something as simple as a button that turns on a light while bringing the elevator down, or you can make entirely new video games. It's how I got interested in coding in the first place.

Speaking of which: Finally got my HUD working in truecolor. Gonna look slick as shit once I make actual buttons and stuff for it. There'll be little brass nails and borders in the wood.

>> No.1610207 [View]

>>1610135
Vaecrius has always been very friendly to me. What's wrong with him?

>> No.1609881 [View]

>>1609853
Well if you make your sky really bright and tone down the brightness of everything else relative to it while tweaking the config with the right numbers it you should get the desire effect. You'd have to keep the entire wad very consistent though.

I think someone who *actually* know programming could merge it into gzdoom.exe and gain some form of control over it, but that's just me speculating. I don't know of anyone who's wad requires a modded.exe.

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