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>> No.5403773 [View]
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5403773

DOOM THREAD / RETRO FPS THREAD - Last thread >>5397165

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom, Quake, Duke, Marathon, or Thief:
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

Doom RPG series
https://doomrpg.weebly.com/

Launchers for Build Engine games
http://buildgamedosboxlaunchers.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4465850 [View]
File: 154 KB, 320x200, tumblr_inline_oc4xwgcSju1re3uge_500.gif [View same] [iqdb] [saucenao] [google] [report]
4465850

>>4465841
So what ended up in what is seemingly an overall decline of Doom multiplayer anyway? Even before Best-Ever got kill the amount of people looking to play together on /doom/ kind of dwindled down overtime.

>> No.4184990 [View]
File: 154 KB, 320x200, 1498694430058.gif [View same] [iqdb] [saucenao] [google] [report]
4184990

>>4182202
>300 MINUTES OF /vr/
Here's my expanded and fixed version of (submission #2?)
http://www.mediafire.com/file/78a9izuig35f221/300_minutes_of_vr_hexenmapper_crashsite.rar

My name and name of map are in the text file. There's a midi I would like used as well if that's possible.

I'm pretty happy with it for 5 hours. Glad I found the bug that was causing all the linedefs to scroll textures in seemingly random directions on any source port except crispy doom... don't use the "scroll line based on vector" special kids, especially if its in a sector with the 0 tag.

>>4184776
in the sector you want to have a hell sky, use the regular F_SKY texture, and give it a tag. in one of those sectors use a linedef with the special 271.
Set the front and back texture of that linedef with the sky you want (SKY3 I think for hell) and set the linedefs tag as the same as the sector tag.

That should give you any sky you want, and you can have different skies for different areas.
It works in prboom, zdoom, crispy doom etc, but doesn't seem to work on chocolate doom - I suppose chocolate is more vanilla than prboom?

Rules said boom format which I think is slightly more advanced than 'vanilla', which could explain why this doesn't work on chocolate doom.

Someone let me know if I'm wrong about this. I also used this sky trick so if its against the rules I can remove it.

>> No.4101163 [View]
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4101163

post doom gifs

>> No.4053436 [View]
File: 154 KB, 320x200, 1486569519115.gif [View same] [iqdb] [saucenao] [google] [report]
4053436

>>4052834
>the bullets are projectiles

while it is neat to look at, it prefer hitscans since it feels more realistic, so i prefer hitscans

>> No.3787221 [View]
File: 154 KB, 320x200, have another shivers animation for some extra filler.gif [View same] [iqdb] [saucenao] [google] [report]
3787221

[Highway to Hell] Second phase of mapping has started! Ends on Feb 28th
>>https://warosu.org/vr/thread/3757618#p3759223

[Til 4-1] QUMP is still going!
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

[Til 3-15] Dropbox will be dropping support of public folders in mid-March

[2-8] gdxBloodCM Progress Video #6
https://www.youtube.com/watch?v=pzvLXWZlE3Y

[2-7] Two brothers are remaking id's mobile DoomRPG games into GZDoom
https://www.doomworld.com/vb/wads-mods/87871-wip-the-ids-rpg-series-coming-soon/

[2-5] A beta release of the Joy of Mapping 3 project is live
https://forum.zdoom.org/viewtopic.php?f=42&t=55034

[2-4] Sgt Shivers and Yholl to do some megawad-themed weapon packs; Ancient Aliens, JPCP, and BTSX
https://forum.zdoom.org/viewtopic.php?p=975429#p975429

[2-3] TNT Revilution Beta released
https://www.doomworld.com/vb/post/1551971

[2-2] Lithium 1.2 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904

[1-31] RIP Jan Paul "Mr. Elusive" van Waveren, long-time Id programmer/Carmack associate
http://www.shacknews.com/article/98848/jan-paul-van-waveren-programmer-for-over-three-generations-of-id-software-tech-has-passed-away

[1-31] Noclip interviews John Romero
https://www.youtube.com/watch?v=AJqWA3UPsPg

[1-31] D4T (the diet D4D fork) has been updated to v1.0.1.1
https://forum.zdoom.org/viewtopic.php?f=43&t=54750

[1-31] WIP: GZDoom to get Doom 64-style gradient sector colouring UDMF
https://www.doomworld.com/vb/post/1711113

[1-27] New release of Custom Gun (v0.999) with fixes
https://forum.zdoom.org/viewtopic.php?f=43&t=54303

[1-27] Disjunction Beta 3 released
https://drive.google.com/file/d/0B1NxOZlEf5aNU3NCN0tVRmk0XzQ/view?usp=sharing

[1-26] Anon release; a pack of SP Quake 2 maps
http://colonthreeenterprises.tumblr.com/post/156354414901/my-quake-2-unit-is-finally-here-3c-it-has

===

PROTIP: If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.



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