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/vr/ - Retro Games

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>> No.5059872 [View]
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5059872

>>5059867
Shit, I just looked at the screenshots and realized I was talking to that guy.

>> No.4959236 [View]
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google]
4959236

>>4959053
>eternity
Yep, might as well be dead. Goddammit, I really liked that mod.

>> No.4830243 [View]
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4830243

>>4830239
>death cultists

>> No.4786939 [View]
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4786939

>>4786890
>gibbing a baron

>> No.4714753 [View]
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4714753

>update GZDoombuilder Bugfix
>suddenly it doesn't work anymore
Well, fuck. Is this happening to anyone else?

>> No.4538137 [View]
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google]
4538137

>>4538129
Oh boy, here we go again.

>> No.4525559 [View]
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google]
4525559

That latest Smooth Doom update is broken as fuck.

>> No.4488375 [View]
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4488375

>>4488348
I feel your pain.

>> No.4361806 [View]
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4361806

>>4361390
>>4361706
Ah shit, I still haven't posted the fixed version of the swamp (brightness and nodes adjusted), is it too late now?

>> No.4315120 [View]
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google]
4315120

>dial the brightness of my Halloween map into a pleasant but spoopy level of darkness
>looks good in PrBoom+
>decide to test it on GZDoom
>can't see shit

>> No.4188582 [View]
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4188582

>>4188159
>You want to mod Quake, you need to learn brush-based mapping (which is completely counter-intuitive at times, especially when it comes to building up, then carving back out), then learn about leaks, then get your compilers all set up with the proper command line arguments, then hope shit doesn't break anyway, and wowzers, you've made a boring-ass singleplayer map with vanilla assets. Want to use custom textures? Get TexMex and start importing stuff into the .wad files (NOT the same as Doom .wads at all, which will lead to further confusion if you're used to Doom), but don't forget the size and palette limitations! Oh and sometimes textures get fucked up with a line of color 255 at the bottom anyway, oops. Want to add literally anything else? Time to learn C, and then learn 3D modeling and texturing to make new monsters/weapons/what-have-you, and then learn to do it low poly style so it doesn't look like complete shit compared to the rest of the game (or hit one of the various model limitations and not work at all). Then you do all this shit and there's like 20 people that will ever even play it.
Aw fuck. There goes my Final Quaker idea.

>> No.4177091 [View]
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4177091

>>4177086
Easy there, anon.

>> No.4083476 [View]
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4083476

>playing DUMP 3
>it's a Holy Water Pistol map

>> No.3959941 [View]
File: 25 KB, 200x303, 1387653792677.png [View same] [iqdb] [saucenao] [google]
3959941

>>3959932
>The Gamecube can play Doom, just with the GBA Player

That's a clever way of putting it.

>> No.3819425 [View]
File: 25 KB, 200x303, 1387653792677.png [View same] [iqdb] [saucenao] [google]
3819425

>>3819246
I only just got that now.

>> No.3676470 [View]
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3676470

>I forgot to clean up the embed tags

welp

>> No.3632086 [View]
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3632086

>>3632074
Goddamn

>> No.3525451 [View]
File: 25 KB, 200x303, 1401595175199.png [View same] [iqdb] [saucenao] [google]
3525451

I wish D4D should implement Doom 4's temporary berserker powerup already. The regular Doom berserker pack is so fucking broken in D4D it's not even funny. The punches are WAAAAY more powerful than the vanilla berserk fists, and enemies drop shit loads of health when you kill them with berserk fists. You can cheese high tier enemies too(Even fucking cyberdemons) if you have holo grenades
>throw a holo-grenade
>punch enemies while they're distracted
>health drops everywhere
>by the time the hologram phases out, the cool down for throwing another hologram is almost over
>throw another hologram and repeat
>whatever health you might lose is instantly replenished by the health drops from enemies

>> No.3369987 [View]
File: 25 KB, 200x303, 1401595175199.png [View same] [iqdb] [saucenao] [google]
3369987

>>3369963
>>3369919
>ancient ass mod doesn't work with the latest stable build

>> No.3257087 [View]
File: 25 KB, 200x303, 1401595175199.png [View same] [iqdb] [saucenao] [google]
3257087

>>3257083
>a game that takes place in hell has satanic imagery

Unbelievable!

>> No.3144904 [View]
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3144904

I'm stuck on map 30 of scythe. It's just too chaotic and I can't find a path after the yellow key that doesn't lead me back to a wall of woken enemies. Not even too sure where I'm supposed to be going. First pwad I've attempted on uv and pistol starting. Trying to play it through as legit as I can, but I saved or looked up runs on a few maps. Should I just put it off for a while and start another pwad? I've done ep1 of btsx and some of alien vendetta. Trying to git gudder.

>> No.3068397 [View]
File: 25 KB, 200x303, 1401595175199.png [View same] [iqdb] [saucenao] [google]
3068397

>Quake 4 Lightning fast mod
>Everything, from the enemies, to the player, to the items have sprites rendered from the actual Quake 4 models
>Weapons use Doom guy's hand

Why? For what purpose? It just looks unfitting as fuck. They clash so hard with the high def look the weapons have.

>> No.3039863 [View]
File: 25 KB, 200x303, D'oh.png [View same] [iqdb] [saucenao] [google]
3039863

>>3039853
Oh, 20 something years later and I never noticed that. Kill me

>> No.2449324 [View]
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2449324

So I've been playing for a long time using zdoom with default compatibility options, all off. I've been wanting a more vanilla experience. I'll probably switch to prboom when I'm done with this wad. In the meantime though, are there any options I should change in zdoom? I understand zdoom by default is a pretty different from the original as far as rng, movement, etc.

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