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>> No.5733061 [View]
File: 164 KB, 800x844, 1498697805261.png [View same] [iqdb] [saucenao] [google] [report]
5733061

I decided to keep playing Obituary despite hating the rocket launcher zombies, and I have to say their "Hightech Guy" custom monster is actually neat. Nearly invisible, extremely fast, doesn't do a ton of damage but it's hitscan and a decent RoF, while also being about as frail as a zombieman and making constant noise while moving so you know when one is near (unless they just became alert and get the jump on you). Overall I approve of the enemy and think it adds something to DOOM's bestiary, though I don't know if I'd want it in every wad.

>> No.5159270 [View]
File: 164 KB, 800x844, 1461206207310.png [View same] [iqdb] [saucenao] [google] [report]
5159270

DOOM THREAD / RETRO FPS THREAD - Last thread >>5147231

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
Contains 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

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.4790540 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
4790540

>>4790537
>mckill yourself
Come take my life yourself you fucking double skeleton, you brittle boned, no ribcage having, calcium deprived sack of shit

>> No.4720972 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
4720972

>>4720968
Don't worry about it, anon, this crap has been going on for nearly a decade at this point. It'll continue to be the face of Doom modding in the eyes of normalfags and game journalists whether we like it or not.

You'll eventually hit a point where you stop caring and stop worrying about that and just focus on all of the other really, really good content that's been made for Doom over the years and continues to be made.

>> No.4132685 [View]
File: 164 KB, 800x844, TheRevenantGoes.png [View same] [iqdb] [saucenao] [google] [report]
4132685

>> No.3899083 [View]
File: 164 KB, 800x844, 1486389879831.png [View same] [iqdb] [saucenao] [google] [report]
3899083

Stupid question: I'm currently going through the directories of my computer in DOSBox and I've come to my zDoom folder (zdoom-2.8.1).
Funny thing is: it's displayed directory name is longer than eight characters; the tab auto-complete gives the full name (cd zdoom-2.8.1), to which DOSBox promptly tells me to shorten it; and it won't accept the shortened name (cd zdoom-~1).
I don't know how to proceed.

>> No.3782673 [View]
File: 164 KB, 800x844, TheRevenantGoes.png [View same] [iqdb] [saucenao] [google] [report]
3782673

what's a good jewtube playlist with relaxing music for mapping lads?

>> No.3652169 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
3652169

>>3652150
'Nother person, but I legit am jealous my stuff doesn't get any attention, but that's never made me salty.

>> No.3598227 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
3598227

>>3598208
>>3598225

Clean up that yellow on that hand damn it

>> No.3447663 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
3447663

>>3447631

I can't webm correctly but this looks amazing with the PSX Doom levelset.

i've always wanted the crispy feel of other ports like Crispy/Choc but without losing the flexibility of GZdoom so this is amazing. Shaders are awesome. Great work anon!

>> No.3395998 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
3395998

I want to AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.3155664 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
3155664

>>3155658

Demon stuff, maybe

>> No.3094530 [DELETED]  [View]
File: 164 KB, 800x844, therevenantgoes.png [View same] [iqdb] [saucenao] [google] [report]
3094530

DOOM THREAD / RETRO FPS THREAD - Last thread >>3088752

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

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

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

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

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

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

>> No.3079695 [View]
File: 164 KB, 800x844, therevenantgoes.png [View same] [iqdb] [saucenao] [google] [report]
3079695

What do the other demons go?

>> No.3071025 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
3071025

>>3071016
I did test once in Z& software mode, but I missed the texture glitch you mentioned. Yes it's darker than I intended. Next time I map, I'll balance lighting for software not hardware.

I ruled out vanilla compatibility after a skeleton didn't teleport early in the map. The bug with the archviles sounds easier to fix in fact. How can I fix the texture glitch or should I just leave it to Term?

Sadist? No. The final room wasn't large enough for real sadism. That was Going Down loop around the escape routes lite when it was supposed to be Sunlust claustrophobia lite. The escape routes were added because I couldn't clear the revenant wave without them. Thanks to Mouldy for making me think of that.

The archviles and pillars were an idea cribbed from pol.wad and paired down to my lower mapping skill level. The end of Sunlust map30 was on my mind too with the more tightly-timed archvile battle in the center of the "God-Machine". I died there. A lot. It was awesome.

The lamp secret? Yeah. It also adds other dimensions to everything that happens in that area by giving an extra way to get around if you know it's there. If anything, the mobility is worth more than the beserk pack, even though the archvile that spawns with the SSG wave can and will follow you into the secret.

>> No.3042187 [View]
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]
3042187

>>3041961
>God damn that would be great for system shock mod.
Precisely what I'm trying to achieve with it. Can be used for a lot of other things too I'd imagine.

Well what I have is an angle (x) and a pitch (y) vector that corresponds to the crosshair. The gun is a separate actor that warps along with the player, and currently I just change it's angle and pitch according to the aforementioned vector(s) whichj produces the webm you just saw.

Now, the hard part is accounting for player pitch. When you and thus the gun point straight up, changing the Angle of the gun (spinning the actor around) makes it roll around the veiwport rather than tilt side to side, like it does when the view is level. So thus the actor's Roll needs to be changed. But rolling something that points up in doom does the exact same thing as changing the angle. To overcome that, I tilt the actual model 90 degrees forward in modeldef and compensate by adding to the Pitch vector so it appears to point forward when it's in fact pointing up.
That means when it appears to point up, it in fact points backwards and is thus level with the floor and can be Rolled, which means pointing to the right or left of the screen.


What I need to do is something like this: When the player looks straight forward the gun's Roll is 0 and Angle is just the the unmodified crosshair Angle vector. But when looking straight up, the guns angle should be the same as the player's (so it stays at the bottom of the screen) and instead it's Roll is how far to the left or right on the screen it points. And everything in between needs to work smoothly. It's all quite confusing..

>> No.3037956 [View]
File: 164 KB, 800x844, therevenantgoes.png [View same] [iqdb] [saucenao] [google] [report]
3037956

Been a while since I've been here. For you, /vr/.



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