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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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File: 2.18 MB, 1920x1080, SeriousSam 2023-06-22 05-56-34-982.png [View same] [iqdb] [saucenao] [google]
10053576 No.10053576 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10044560

DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

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

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

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

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== 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/8mDnrsrB

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

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/fFj8euau

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

>> No.10053578
File: 6 KB, 528x304, 1688680173406086.png [View same] [iqdb] [saucenao] [google]
10053578

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263/#9611406

=== FINISH LINE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#q9941720

FORE/VR/ ALONE (beta in July)
Rules: https://desuarchive.org/vr/thread/9890843/#9896579

=== NEWS ===

[7-8]SO YOU WANNA PLAY SOME MORE DOOM
https://www.youtube.com/watch?v=DhOjleMqwdQ

[7-8]Dehacked universal standard proposed
https://www.doomworld.com/forum/topic/137416-dehacked-replacement-proposal-with-poc-code/

[7-7]International-doom re-launched as a doom-focused limit-removing no-bloat port
https://github.com/JNechaevsky/international-doom/releases/tag/7.0

[7-7]UDINO megawad released
https://www.doomworld.com/forum/topic/137395

[7-6] Woof 11.3 released
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.3.0

[7-4] DBP59:Zeppelin Armada is out.
https://www.dropbox.com/s/6le9s6ihmfto7b7/DBP_59_full.zip

[6-28] CyClones & Necrodome re-released on Steam & GOG:
https://www.youtube.com/watch?v=wGeWo1uoX9s
https://www.youtube.com/watch?v=uKwJd_-Y6f4

[6-27] Raytraced Descent port available.
https://github.com/BredaUniversityGames/DXX-Raytracer

[6-27] Doom 64 Complete Edition released. 2020 port levels on N64.
https://www.romhacking.net/hacks/7897/

[6-25] HDoom Tech Demo 10 released. Doom 1 monsters complete.
https://twitter.com/HDoomguy/status/1672853516061122560

[6-23] The Edge Of Time update
https://www.doomworld.com/forum/post/2663383

[6-23] Quake Mjolnir + Keep mod released
https://celephais.net/board/view_thread.php?id=62254
https://celephais.net/board/view_thread.php?id=62253

[6-22] SRB2Kart Server update:
>>/vr/thread/10000818#p10006105

[6-22] Quake II Remaster announced
https://twitter.com/gematsu/status/1671811658904215552

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.10053581
File: 31 KB, 320x200, 1688840114462373.png [View same] [iqdb] [saucenao] [google]
10053581

UPDATED FORE/v/ER ALONE STUFF
>>10045726
>>10049284
>>10052180

>> No.10053652

What compiler does one use for Quake 2 and what's a good mod with a devkit available?

>> No.10053710

>>10053652
probably this https://github.com/qbism/q2tools-220

>> No.10053718

>>10053710
All right, thank you. Now let's see if I can convince this to work with trenchbroom, I had a half-life compiler when I was experimenting with HL and had no idea how to point it at the map file lol. "Good" thing he never replied so CToM did not need to turn into a half-life map.

Now I still need a mod.

>> No.10053735
File: 3.10 MB, 1920x1080, mj4m1_2023-06-24_03-59-11.png [View same] [iqdb] [saucenao] [google]
10053735

>>10053718
JACK works well for Half-Life though it costs some dosh on Steam. For reference most of Quake Mjolnir was made in JACK.

>> No.10053736

>>10053735
Why not trenchbroom?

>> No.10053746

>>10053736
Instant spheres, arches, stairs, etc. I've mucked with it a little myself but TB is just much smoother for me + there's far, far less documentation and tutorials on jack.

>> No.10053747

>>10053735
I see
I'll keep that in mind if I ever return to Half-Life

>> No.10053748

>>10053746
I still don't understand why primitives like that aren't added to trenchbroom. They say you can just copy them from another map file, but it is an unnecessary waste of time.

>> No.10053750

>Play Blood One Unit Whole Blood
>Music won't loop
>Apparently it's a GOG bug
>Link for the fix in the forums is dead
Any ideas?

>> No.10053762

>>10053748
>I still don't understand why primitives like that aren't added to trenchbroom.
I'm sure there's some better, actual reason, but the usual retards have repeatedly argued that Trenchbroom shouldn't have primitives unless they're perfectly on-grid CZG autism curves. Someone was actually recently showing off a prototype of a primitive system in Dicksword and all anyone could say was that it needs to do CZG curves or it's worthless.

>> No.10053767
File: 653 KB, 1218x1005, primitives2_2.png [View same] [iqdb] [saucenao] [google]
10053767

>>10053748
I really don't know know. I don't think it takes up too much time myself, but it's annoying for sure. Linked groups made some people happy.
https://trenchbroom.github.io/manual/latest/#linked_groups
There's also some prefab packs scattered around the internet,
https://www.slipseer.com/index.php?resources/brush-primitives-for-trenchbroom.207/download
(just a dl link before you get mad at me slipseer hating anon). But like I said, as it stands now, it really doesn't bother me that much to open up jack or NetRadient, make a shape I want, save it, and then open it in TB.

>> No.10053784
File: 800 KB, 685x897, 249398946-a6ce7168-0aa1-4c6e-a7ba-be92cb8bc112.gif [View same] [iqdb] [saucenao] [google]
10053784

>>10053767
>>10053762
https://github.com/TrenchBroom/TrenchBroom/issues/398#issuecomment-1614066606
Step in the right direction.

>> No.10053805
File: 63 KB, 959x540, HFFMxMK4.jpg [View same] [iqdb] [saucenao] [google]
10053805

>>10053735
>>10053736
on a related note, how reliable is mapping for half life 1 in Trenchbroom? I know it's semi-supported and people managed to get it working with success, but is it optimal?

>> No.10053809

>>10053784
Saw that. It's primitive in that it only supports cylinders at the moment. Still a giant leap for TB.

>> No.10053813

>>10053805
Half Life relies on a lot of values for monsters having a default setting imposed by the editor. Last I checked, Trenchbroom only has default settings shown as a greyed-out suggestion, not actually set.
So you can use it, but setting entities up correctly may be annoying.

>> No.10053825
File: 9 KB, 369x300, quake_at_his_computer.png [View same] [iqdb] [saucenao] [google]
10053825

>>10053784
I like how the initial issue was opened over ten years ago.

>> No.10053836

>>10053813
I am not sure if it is related to what you are talking about but half life monsters had a lot of different spawnflags that I did not really understand.

>> No.10053850

>>10053750
Try using a newer version of DosBox.

>> No.10053861

>>10053750
BloodGDX.

>> No.10053887
File: 2.44 MB, 1920x1080, varietal_rumble_1_2023-07-10_07-33-16.png [View same] [iqdb] [saucenao] [google]
10053887

VRanon are volleys supposed to work this way? Volley of two, but he fires them nearly simultaneously.

>> No.10053890

>>10053887
Ohh it's the delay key I see nvm fixed.

>> No.10053891

>>10053750
Download Nblood
>https://nukeykt.retrohost.net/
or Notblood(more customizable)
>https://github.com/clipmove/NotBlood/releases

>> No.10053893

>>10053891
>>10053861
???

>> No.10053894

>>10053813
>>10053836
You could probably use trenchbroom for the bsp geometry and worldcraft/hammer for the entities, if you didn't want to learn another editor.

>> No.10053897

>>10053894
>>10053805

>> No.10053898

>>10053893
There's also Raze

>> No.10053906
File: 1.85 MB, 1920x1080, RE Mobilize 1.png [View same] [iqdb] [saucenao] [google]
10053906

Does anyone around here beat RE Mobilize already?

>> No.10053908

>>10053906
I added it to my list. With new quake episodes coming out every week it's difficult to catch up.

>> No.10053909
File: 422 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10053909

>> No.10053910

>>10053893
It seems they’re offering port options as alternatives to the fix. If you can’t fix the looping music dosbox bug, I would recommend starting with Nblood as it’s the most accurate to vanilla. GDX and Not Blood are when you want more customization.
I also don’t think there was ever a dos fix for the save/load difficulty swap bug. But you shouldn’t run into that if you’re playing on the medium or fourth difficulty levels.

>> No.10053926

>>10053767
These primitives take literal seconds to make in GTKRadiant, so instead of digging them up every time, I just recreate them. It saves me the hassle of remembering where the file is and copypastaing.

>> No.10053930

>>10053908

It's quite a challenge. Take your time. And a deep breath.

>> No.10053936

>>10053926
I agree. That's why I mentioned using NetRadient or Jack.

>> No.10053960

>>10053898
>>10053893
kek.
it took long enough but i'm so happy we have good ports and choice now.
it's one of the reasons i waited for so long to play this game(first time two years ago) as i really don't like DosBox for action games and i missed the Blood train in the 90's.

>> No.10053990
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10053990

>>10052561
What the fuck am I looking at here?
also can you play as the squirrel?

>> No.10053997

>>10053990
Duke Nukem + Timesplitters + other things. It's actually pretty good.

>> No.10054006

>>10053990
If by squirrel you mean that animal person on the lower left between the guy with the sunglasses and the ninja woman, then yes. That's a Fossa man named Zaxtor, his arsenal is pretty similar to Duke's. His creator had made a handful of maps for AMC Squad as well as a bunch of custom Duke 3D maps over the years. His Duke 3D maps are fucking savage, and I believe he has some of the most cracked out maps in AMC Squad.

This is a passion project that extremely dense with autism, but I also have nothing but love and admiration for this project and the lead dev. The story is wild and I'd say it's pretty damn engaging. Very much worth your time.

>> No.10054031

>>10053990
Probably one of the best hidden gem FPS experiences out there if you can handle the cringe kino.

>> No.10054047

>>10053990
>>10053997
It’s easy to expect the Sonichu of build mods because look at all that, “no good can come from all this on such a scale”. I’m not even done with the first episode yet and I’m still stunned by the quality and polish of nearly everything. They actually pulled this shit off.
The objectively worse thing is probably the voice acting but considering the rest of the mod it’s whatever. They’re having fun playing as their OCs in a very good build mod so it comes across as charming.

>> No.10054063

>>10053997
So it's just like the Naferia's Reign DN3d mod but without the random animu OCs, Lo Wang, Paula from Earthbound, and a zoot-suit wearing Bubsy Bobcat for lord only knows what reason then?

>>10054006
>Fossa man
I honestly don't know what to think of that subversion of expectations.
(mainly because I saw what they're packing thanks to /b/)
did the coof have taken the dude who made him?

>> No.10054136

>>10054063
I have no idea what took him, but the dude definitely had a distinct style with his maps. Even if that usually meant dick flattening encounters and some truly fucked up puzzles.

And to answer that first question in your post: Yeah. Pretty much. Some of the characters are actually fun, like Sang the warlock. His creator voices him and he generally comes off as a likeable goober. My favorite line from that guy is when you give a stripper a $100 bill and he just says something to the effect of: "What, you think a warlock doesn't like boobies?"

>> No.10054138

>>10054136
He's really dead?

>> No.10054170
File: 658 KB, 1307x834, belldecoration.png [View same] [iqdb] [saucenao] [google]
10054170

How'd id make this wall inlet back then? Just elbow grease, crafting it till it looked like how the mapper wanted?

>> No.10054179
File: 640 KB, 900x948, pestiscruento.png [View same] [iqdb] [saucenao] [google]
10054179

So i wanted to play Bloody Pulp Fiction for Blood but it's optimized for BuildGDX and i don't know how to launch add-ons with it

>> No.10054182

>>10054170
Looks like they intersected a bunch of bent squares.
I don't understand the question.

>> No.10054190

>>10054179
Extract the mod folder to your Blood directory>Launch BloodGDX>New Game>User Content>[modname] should be here>Click on it>Modname.ini
>>10054182
So elbow grease? Fuck. I was wondering if there was a tool.

>> No.10054192

>>10054179
Also /vr/ made a Blood mappack check it out.
https://www.moddb.com/mods/500-milliliters-of-vr

>> No.10054205
File: 289 KB, 985x1095, .jpg [View same] [iqdb] [saucenao] [google]
10054205

>>10054192
this is what i have, you mean create a shortcut/bat with the target?
>>10054192
yep it's already installed with nblood and the next one i'll play

>> No.10054212
File: 53 KB, 550x435, bgdxstart.png [View same] [iqdb] [saucenao] [google]
10054212

>>10054205
I really need to get gimp or pirate photoshop so I can do this all in one post. Not condescending you just remarking to myself. cont.

>> No.10054224
File: 2.66 MB, 3832x2156, javaw 2023-07-10 09-29-12-972.png [View same] [iqdb] [saucenao] [google]
10054224

>>10054205
>>10054212

>> No.10054227

>>10054212
ok i found that having the exe/jar directly into the game folder removes the selection menu so i launched it from its own folder and now i have the same as you.
thanks
>>10054224
ooooh thanks

>> No.10054239

>>10054224
Buildgdx runs on java??? How??

>> No.10054258
File: 204 KB, 768x768, 95738612_p0_master1200.jpg [View same] [iqdb] [saucenao] [google]
10054258

>>10053578

>https://rentry.org/forevralone
Replying to feedback on the mikazuki map

Thanks for the very detailed notes on the map, didn't realize that you updated the text file for the mikazuki map when I submitted V3. (I know V1 was very rough but thanks for playing it again)

>Several issues with clipping textures
Fixed all the ones you found and a few more
>backpack can't be grabbed
fixed
>Those middle-texture barriers aren't blocking, don't know if this is an issue or not for now.
What one are you referring to? if it is the ones between the harbor base and the water it supposed to be walk-through-able
>blue and red keys locked sectors
Yeah, using key door textures for the key switches could be confusing if you are expecting a switch. made it more switch like (still don't know if it is best way to to this multi-switch door type with voodoos but it works)
>chaingunner
oops, we was miss tagged, supposed to be a joke end of level low tier enemy gag
> the exit ? What ? Is your moon barrel gimmick completely optional ?
Yeah, I was going for something like sunlust's map28, you can exit the map pretty early if you just want to complete it, but there are few optional fights if the player wants to continue, I didn't know if there was going to be a secret map in this project when I made it so mostly made it for fun. Now that I see you have the map order and that you want to use the optional exit as a secret exit, I can try to make it a bit more obvious that "you have missed something and might want to look around" before just exiting.
>second exit is still tagged "W1 Exit level
changed to 124 now
>finish it in 02:14
perfectly fine with people playing pacifist on my level, glad you found it too

Here's, V4: https://files.catbox.moe/41v15z.wad

>> No.10054276

>>10054212
>>10054224
so one last thing, it's not a problem now but intro videos don't have sound so it may be a problem if i play something that comes with videos in the future, how do i fix that?
i tried to switch the OpenAL version to no avail

>> No.10054282 [SPOILER] 
File: 121 KB, 800x1067, 800px-Ustmuseummemmorabilia13.jpg [View same] [iqdb] [saucenao] [google]
10054282

>>10054063
>So it's just like the Naferia's Reign DN3d mod but without the random animu OCs
I guess you can say it's somewhat simillar to it, also IMO those silly annie-may OCs weren't that much terribad honestly
>I honestly don't know what to think of that subversion of expectations.
>(mainly because I saw what they're packing thanks to /b/)
You mean their infamously distinct mace-like murdercocks?

>> No.10054314
File: 4 KB, 344x110, cutwav.png [View same] [iqdb] [saucenao] [google]
10054314

>>10054276
It has to do with absolute paths in the Blood.ini file in your Blood directory. It's very annoying so here. You would have had to extract the cutscenes and the audio files etc. blah blah.
https://mega.nz/file/xUpzzIDY#Zrz02kIfmjMJDeaNTRwNBteYzietw456xf4ffocKiWk
This zip contains the folder "movie" with all the cutscenes and logos and sounds for cutscenes and BLOOD.ini which points at which audio files and which cutscenes to play. Put both files in your Blood directory, everything should be gravy. If you'd rather do it yourself, go into BLOOD.ini and look for pic related for every episode and point cutwav at your Blood's cutscene audio files.

>> No.10054338

>>10054314
thank you very much anon. saving that. i guess addons made for BuildGDX won't have this problem

>> No.10054365

>>10053735
Here is my shitty opinion
JACK is better for quake 2 and 3 since Dumptruck never cared to make it work on Quake 2 engine, HL or idtech 3 games more than Quake 1 shit.
Also Jack is easier to work with and still supports the old Worldcraft stuff for mapping.

But the only issue as of now, is that there is no ericw for Q2 and Q3, and all compilers are still the same limited shit.

>> No.10054370

>>10054239
IIRC it's not really a source-port, it's a re-implementation. I assume the guy that made it is just more familiar with Java.

>> No.10054378

>>10054365
Dumptruck didn't make jack or did you mean a tutorial series?

>> No.10054379

>>10054258
I honestly loved the secret, anon. pressing all the switches was fun, and seeing the moon form and the level loop was really satisfying.

>> No.10054402

>>10054227
aaaaaaaaaa
now it crashes when loading the map
i give up for now

>> No.10054442
File: 2 KB, 256x197, 1627236359488.jpg [View same] [iqdb] [saucenao] [google]
10054442

>you need to give Bethesda money for a mere chance to revive Quake2
It hurts. . .

>> No.10054446
File: 384 KB, 498x498, tenor(1285).gif [View same] [iqdb] [saucenao] [google]
10054446

Hello fellow cool kids.

I don't know if anyone remembers the /vr/ Mondo Project, but I'm the guy who made the DREAD.WAD submission in that project. Anyways, I just released an update to it if anyone is interested.

https://files.catbox.moe/qd4ohq.zip

The update isn't anything ground breaking, it just fixes some texture alignment issues, adds in some menu graphics for better support with certain source ports like PrBoom and Skull Tag, and most notably adds a new demo that will play on the main menu in BOOM or Crispy Doom, but if anyone here never played DREAD when Mondo Project first released last January now is your chance to try it again.

Enjoy, and please don't bully me too hard :^)

>> No.10054461
File: 39 KB, 522x665, mouthface.jpg [View same] [iqdb] [saucenao] [google]
10054461

>>10054446
>PRBoom and Skulltag
Who the hell even uses these anymore?

>> No.10054462

>>10054461
>Skulltag
Me.

>> No.10054469

>>10054462
Wierdo.

>> No.10054470
File: 6 KB, 242x209, images.png [View same] [iqdb] [saucenao] [google]
10054470

>>10054461
>PRBoom
Me

>> No.10054479

>>10054461
I do.

>> No.10054480

>>10054442
let me out....

>> No.10054482

>>10053576
PSA: heretic was made with Awe32 soundtrack in mind, and some based paco released all of it on youtube
https://www.youtube.com/playlist?list=PLr88YJ3aDghtnJ2LW_wP1qAjf-JzVCDUx
http://www.mediafire.com/?f5f09apa7k575d7
Have fun
All it needs now is someone releasing the AWE32 of Hexen

Also TNT was made with a Gravis Ultrasound

>> No.10054507

>>10054442
>>10054480
make it stop...

>> No.10054508
File: 93 KB, 600x638, wat.gif [View same] [iqdb] [saucenao] [google]
10054508

>>10054461
Me...

>mfw I just realized Skull Tag hasn't been updated since 2010
Where does all the time go?

>> No.10054523
File: 107 KB, 392x418, 3ad5094ecdbf123569f21a14b9aacf67.jpg [View same] [iqdb] [saucenao] [google]
10054523

>>10053578
>>10054258
To be honest, and I wrote about it on my notes, I feel your V1 wasn't that rough excluding that huge HoM, and I was just already done from first testing the Filia map that was a bit too hard for me, and going from that to the Mancubus map and then to yours.

As I'm waiting for the Shanalotte, Madoka and Purgatori (and I guess Samus) RC version of their maps to finish building a first beta, I'm trying to get some inspiration to map something. If anybody knows of some wad with short maps to get some ideas, I'm all ears.

>> No.10054525

>>10054508
That's ok Doom hasn't been updated since 1995 anyway

>> No.10054535
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10054535

>>10054525

>> No.10054540
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10054540

>>10053586

>> No.10054541

>>10054523
>If anybody knows of some wad with short maps to get some ideas, I'm all ears.
all i know is scythe and a wad i'm playing right now is moonblood

>> No.10054550

How do you all deal with the subject of saves in your Wad playthroughs?
Do you save after every big combat? After every card get? Just at the beginning of the level?

>> No.10054553

>>10054523
>If anybody knows of some wad with short maps to get some ideas, I'm all ears.

I really liked this wad.

https://www.doomworld.com/idgames/levels/doom2/a-c/crud

>> No.10054565

>>10054550
Every time after I'm done doing something I'd rather not do again in case I die.

>> No.10054569
File: 688 KB, 720x938, 20230710_130113.png [View same] [iqdb] [saucenao] [google]
10054569

>>10054525
When I first started using skulltag it was still the hot new thing. How the mighty have fallen.

>> No.10054680
File: 1.21 MB, 1280x768, thepunishmentdue.png [View same] [iqdb] [saucenao] [google]
10054680

>> No.10054689

>>10054442
you got rtx support. What else could you want?

>> No.10054701

>>10054550
depends on the size of the level and enemy count for me, If i'm looking at a 30 minute level with hundreds of enemies, I'm probably making a save after every difficult fight

>> No.10054715

>try to load up Hideous Destructor with the Sentinel's Lexicon map compilation
>all the monsters are vanilla for some reason
What in tarnation? Never had this issue with Compendium.
It's kind of fun running through levels with my Revolver Ocelot loadout (4x single action revolvers from Pepperbox, ammo, and some assorted odds and ends) killing 'nilla monsters though, I'm not going to lie. Without the special damage modifiers I can tank quite a bit of damage and I'll automagically heal from it after a little bit, but the poor monsters still bleed to death from getting shot lol
I'm going to have to try this with a slaughtermap for shits and giggles

>> No.10054717

Should I play SiGiL before thy Flesh Consumed?

>> No.10054723

>>10054442
They would take all my Q2bucks and just funnel it towards new Doom stuff anyways.
>>10054550
>How do you all deal with the subject of saves in your Wad playthroughs?
My process is vague as fuck and varies by map quality and length, as well as the difficulty of the level compared to my own skills as a player. Mod use also affects this: If I realize I haven’t saved 45 minutes into Hellbound’s 24th map while playing it through something like HDest, I’m saving.
>>10054689
Support for custom levels, the expansions, mods, and muzzle flashes.

>> No.10054728

Playing Going Down with Payback Enemies on UV has been a wild fuckin ride.
>>10054715
Single action revolvers from pepperbox?

>> No.10054729

>>10054461
i used to love PrBoom+

>> No.10054734

>>10054728
Peppergrinder, I mean. I keep getting the name mixed up.

>> No.10054747
File: 15 KB, 300x169, DOUQ CRY.jpg [View same] [iqdb] [saucenao] [google]
10054747

>>10054689
>you got rtx support. What else could you want?

>> No.10054757

>>10054729
DSDA is just better.

>> No.10054762

>>10054757
PrBoom+ has working ENDOOM. DSDA has half-assed ENDOOM that doesn't work correctly.

>> No.10054763
File: 1.07 MB, 1602x937, Screenshot 2023-07-10 154029.png [View same] [iqdb] [saucenao] [google]
10054763

I changed a bunch of textures to make my map more snow/blood themed but it ended looking pretty boring, so i'm thinking about changing some of the textures in the first areas, the original was the green on the left and the new is the brown on the right. You cant see in this image but i also added a hole on top of the platforms with a sky texture so im wondering if the exposed bricks shouldnt be something more white because of the snow falling on it, but then there is the problem that otex doesnt have many snow bricks and the ones it has doesnt go along to well with the other brick textures.
So i just want some opinions on this.

>> No.10054769
File: 2.00 MB, 1920x1080, wawa.png [View same] [iqdb] [saucenao] [google]
10054769

>properly lit water
what sorcery is this?

>> No.10054774

>>10053906
Everything except Echoes.

>> No.10054776

>>10054769
That's been around for years. You just use -splitturb in ericw bsp.

>> No.10054796
File: 16 KB, 376x154, nxggax.png [View same] [iqdb] [saucenao] [google]
10054796

>>10054540
Eventhough the standard doesn't have any foreseeable perspective, he had to come personally and make his presense known as "lead source port developer" when no one really asked him. I can only conclude that his name is what drives him, and that makes him sensitive recalling how he also threw a fit over endoom drama. Hardly anything to be concerned for a simple man, but it's a shame no one believes in healthy competition.

>> No.10054808

>>10054689
>RTX
Anon. . .
my toaster can't even run Quake4 at native resolutuon

>> No.10054823

>>10054442
Kill me, now!

>>10054689
A living community with as little Miss Netherland copycats as possible.

>> No.10054843

>>10054808
It's time to upgrade from the 486.

>> No.10054846

>>10054689
16k support
I know people are doing monitors and shit for it, so chop chop Bath Asda.

>> No.10054854

>>10054689
PSX content directly integrated into the game and N64 being an addon on launch ala Quake remaster.

>> No.10054856

>>10054729
Prboom+ is still viable on modern machines if you play it in windowed mode. A lot of the old prboom and zdoom builds seem to have issues running in fullscreen for some reason on newer operating systems.

>> No.10054869

>>10054763
I like the green. The brown almost looks techbase for some reason. Dark green brick, white snow, and red blood flows could be an interesting theme if done right.

>> No.10054870
File: 2 KB, 632x399, AA.png [View same] [iqdb] [saucenao] [google]
10054870

>>10054762
based

>> No.10054876

>>10054762
PrBoom+ is outdated shit with a shitty mousefeel, hence sane people use Woof

>> No.10054912

>>10054763
With the theme of your map, dark bricks with blood red and snow white accents works well. I don't think without modifying OTEX brown textures you will have enough to fully go with what looks to me like a snowed-in pyramid/old temple.

>> No.10054950 [DELETED] 
File: 97 KB, 1301x208, 1.jpg [View same] [iqdb] [saucenao] [google]
10054950

Why are the mods of DW like this?

>> No.10054993

>>10054876
>a shitty mousefeel
I didn't have that problem until recently. What causes it?

>> No.10054995

>>10054715
Nevermind, it wasn't Sentinel's Lexicon that messed up HD's monsters, it was Cheello's Voxel Doom being in the wrong order. Weird.

>> No.10055009

>>10054689
Who the fuck wants that bullshit? It looks disgustingly tacked onto graphics of its kind, making everything look less real.

I want muzzleflashes, I want the expansions, I want the console campaign, with its own separate soundtrack on that, and not only do I want online multiplayer, even if people will need to host it themselves, but I want whatever remains of the advanced AI features which Tim Wallets pushed to remove.

Fuck RTX, I spit on RTX.

>> No.10055013
File: 3 KB, 62x65, HEADF2F8.png [View same] [iqdb] [saucenao] [google]
10055013

>>10054523
>Waiting for the Samus map
I'm dropping my Samus map from this project.

>If anybody knows of some wad with short maps to get some ideas, I'm all ears.
Demonfear and Biowar

>Feedback for Rainboom and Mancubus V3 maps
Here is V4 of both maps : https://files.catbox.moe/2txchi.zip

Changes in general are :
Most cacos are replaced with ground enemies to make the rocket launcher more viable, make rockets easier to hit, and reduce obstructions of important enemies.
All project lead's V3 notes have been taken care of.
Adjusted ITYTD/HNTR a bit.

Ass Massage :
-Doubled health in the center area
-A load more ammo at the latter half of the map
-Enemies can no longer fly outside the arena
-Jumping to arch-vile platform no longer required


Rainboom :
-Fixed arachnotrons getting attacked earlier than intended
-SS are replaced with chaingunners
-Encounters should be easier now that most cacos are replaced with ground enemies that are easier to hit

>> No.10055025

>>10055013
>I'm dropping my Samus map from this project.
wait, the mancubus and [redacted] guy is the samus guy?

>> No.10055035

>quake's small ammo boxes aren't centered to its collision box
I'm gonna freak

>> No.10055037

>>10055013
>I'm dropping my Samus map from this project.
I warned you all at the start. Too many Waifu will ruin your Laifu.

>> No.10055053
File: 80 KB, 832x704, scrap130_a.jpg [View same] [iqdb] [saucenao] [google]
10055053

>>10055037
>>10055037

>> No.10055058

>>10055037
That reminds me, if any anon here were to pick a different character from the one you choose for your map, who would it be?

>> No.10055059

>>10054717
You may wanna hold on Sigil, depending on your intended difficulty level and your experience. Sigil is fairly tough om HMP, but it escalates pretty hard on UV for a Doom 1 mapset, on that difficulty level you're expected to be fairly seasoned at Doom (which is why some people who "ONLY play on UV" were really angry at it).

Going from E3 UV to Sigil HMP is gonna be an escalation in difficulty, but you could prolly do it. E4, Thy Flesh Consumed, is also harder than the original episodes, but it doesn't really go anywhere near as balls to the wall as Sigil does on UV, in fact it starts tough but then relaxes a lot.
So I'd say at least play E4 on UV before Sigil HMP. Maybe even Doom 2 UV, to get more of a feel for some of the stuff which Romero echoes from there.

It's not like there's much to the story or narrative in this game, you can kinda do it as you feel like.

>> No.10055064

>>10054717
Why on Earth would you do that?

>> No.10055074
File: 103 KB, 850x740, __nira_original_drawn_by_inu777__sample-14927be430eafc8e2650eb1b8ed8c321.jpg [View same] [iqdb] [saucenao] [google]
10055074

>>10055058

>> No.10055108

Do you think having having Duke's voice being AI would pave the way for more DN3D games.

>> No.10055116
File: 365 KB, 1344x2176, scrap132_c.jpg [View same] [iqdb] [saucenao] [google]
10055116

>>10055108
No

>> No.10055117

>>10055108
(You) should voice Duke Nukem, anon. Come on, show us your balls of steel.

>> No.10055121

>>10055108
It should be a Duke AI trained on Gianni.

>> No.10055123

>>10054796
I'll give him the benefit of the doubt since he's well versed in these subjects and gives an opinion which has some real experience behind it. Just like with Graf, you may find him an unreasonable autist, but he undeniably knows his shit, he's been doing it for some time, and he can give input which is relevant and valuable.
Not gonna say that it is by default, or that he can't have his biases or even be wrong, but I don't see the inherent issue in experienced sourceport devs weighing in on proposed standards which he may very well be asked to implement and support.

Fundamentally, I think the criticisms in that thread were right, original Dehacked exists as a legacy thing and because getting rid of it isn't a realistic option, ports need at least good coverage for supporting vanilla content.
So, making a new coding standard which may or may not be intended to replace Dehacked for the future, and yet it still has some of the crude and clunky idiosyncrasies of Dehacked anyway, feels like a not great goal. You write your code in a Decorate-ish way using a separate utility, which you then convert to some not very readable text for the engine to use, which incidentally describes the already existing DecoHack program. Why have two of these?

This dude is clearly talented, this is a man who kludged a functioning Decorate-ish coding language and hub maps onto Vanilla Doom with fucking arbitrary code execution. Shit like that takes brains and effort to do, but I think there are probably better approaches and goals which would work out better for everyone.

Should he instead make whatever, and when port devs don't agree they can just go fuck themselves?

>> No.10055124 [DELETED] 

>>10055108
I think there's less to worry about with Duke's legacy than the guy behind his voice. Also, everyone and their grandma know how to do a Duke impression. I doubt that finding a suitable actor would be impossible.

>> No.10055128

>>10055108
I think there's more to worry about with Duke's legacy than the guy behind his voice. Also, everyone and their grandmas know how to do a Duke impression. I doubt that finding a suitable actor would be impossible.

>> No.10055131

>>10055123
>Should he instead make whatever, and when port devs don't agree they can just go fuck themselves?
Isn't that what Eternity did?

>> No.10055136
File: 55 KB, 800x478, hello.jpg [View same] [iqdb] [saucenao] [google]
10055136

>>10055058
I still haven't finished my map, but still, there's a million ways to do a Rupture Farms map in Doom, and I hope I have enough motivation and ideas to do one someday.

>> No.10055137
File: 557 KB, 1005x830, 1558894365704.png [View same] [iqdb] [saucenao] [google]
10055137

>>10054717
Only if you want to be Romero's bitch. SIGIL's mapping style picks up immediately where he left off with his late Doom 2 maps and E4M2 and E4M6. If you've only played his E1 maps, you won't be getting more of that.

>> No.10055163

>>10055074
>>10055116
cute and lewd

>> No.10055180

>>10054856
GlBoom+ in software render+Opengl surface rendering should be a viable workaround right? that's how i used to do it iirc
just using opengl for the display

>> No.10055182
File: 243 KB, 1440x900, doom13.png [View same] [iqdb] [saucenao] [google]
10055182

>>10054461
I'm using PRBoom+ on Software mode to check for map display errors in my Boom-compatible megawad. This way I can check especially for broken lines that can reveal map sections on the minimap. It loads twice as fast as DSDA Doom. But other than that, fuck playing the actual game in that port.

>> No.10055252
File: 18 KB, 979x512, secondDSDAscreen.png [View same] [iqdb] [saucenao] [google]
10055252

>>10055182
>It loads twice as fast as DSDA Doom.
Good point, DSDA always loads a second window alongside the game that makes the game load twice as long.

>> No.10055276
File: 1.15 MB, 1920x1080, Screenshot_Doom_20211111_144119.png [View same] [iqdb] [saucenao] [google]
10055276

>> No.10055286

Anyone here read Romero's autobiography? I just started it.

>> No.10055325

>>10055276
rip in piece never fiveget

>> No.10055346

>>10055131
And it's a ghost town, Heartland is the only compelling reason to use Eternity at all, and almost everyone goes back to their regular ports after finishing that one, because there's only tumblweeds left afterwards.

Eternity has some cool advanced features, particularly its portals, yet myhouse.pk3 was made for GzDoom and everyone jizzes at how that one makes use of portals, in spite of the fact that Eternity is objectively more capable in that department. GzDoom clearly could do enough of what that author wanted there, he may very well have been completely unaware of Eternity.

Eternity isn't even a bad engine either, but GzDoom has widely been viewed as preferable for advanced Doom modding, hence why Eternity gets no attention, and why only a few people set in their ways, or younger contrarians, make a couple of scraps for Edge on odd occasion. Who the fuck even remembers Edge? That old hunk of shit gets more love than the lonely Eternity does.
Competition itself is good, but not every competitor is automatically viable or good. This is all just hobby shit, too, people do what they feel like.

>> No.10055353

>>10055346
It doesn't matter how many people use it, just that people use it. Nobody was making anything with MBF21 at first either.

>> No.10055354

>>10054482
>Also TNT was made with a Gravis Ultrasound
Was it? Like four dudes made that music, did they all target that standard?
I think people have only been able to contact and ask Mustaine and Seiben some questions.

>> No.10055367

>>10055353
MBF21 is a very different animal considering it's an extension on the well established Boom format, fixing some long broken things, adding some new actions and functions, and then the long awaited UMAPINFO.
Moving from Boom to MBF21 was virtually no shift at all, they're very similar.

>> No.10055374

>>10055353
>Nobody was making anything with MBF21 at first either.
MBF21 was picked up very quickly. In fact, I'd say its release is what killed the post-Heartland Eternity hype.

>> No.10055381
File: 441 KB, 1686x2551, soul.jpg [View same] [iqdb] [saucenao] [google]
10055381

Yet another version of the Maka map.
>Changed the secret switch location so you can get it before the first big fight.
>Added a bit more height variation (unfortunately the torso room still remains flat. I thought about maybe putting some bone piles around the room but in the end i think it will remain flat so there is no risk of running into a wall while strafing around monsters)
>Added a bit of light variation, specially in the room with the first switch.
>Changed the wall textures in the scythe room because the completely white wall of snow was looking too ugly.
https://files.catbox.moe/jydh22.wad

>> No.10055383

>>10055137
Thank god for that. I like KDITD but it feels highly overrated for what it is, so many people completely clouded by nostalgia proclaim it as the absolute peak of Doom, when just Romero himself did far more fun and creative levels afterwards. Sigil is FAR better than the shareware ep, but you'll never hear anything like that from those who are beyond terrified of playing anything but the stock Doom and Doom 2 maps.

>> No.10055387

>>10055381
>the torso room still remains flat
It's more fitting that way.

>> No.10055397

>>10055353
>Nobody was making anything with MBF21
Yes they were? As soon as that was established as a supported standard shitloads of people got to work on making something for MBF21 or even transitioning existing Boom projects towards it, because there was no reason not to.

>> No.10055398

>>10055354
there is post about this at doom world where mustaine spoke that they worked on it using his busted gravis ultrasound card.
Also, TNT soundtrack always sounded off on SC55

>> No.10055402

>>10055398
here is the post in question
https://www.doomworld.com/forum/topic/132036-whats-the-most-accurate-soundfont-sound-card-to-use-for-tnts-music/

>> No.10055403
File: 43 KB, 640x480, ADMORTEM_TITLE.png [View same] [iqdb] [saucenao] [google]
10055403

>>10055353
>Nobody was making anything with MBF21 at first either.
Where do you think you are?

>> No.10055406

>>10055398
I think that some tracks sound very off with SC55, while others sound excellent, and I say that as someone who played it lots with that one quasi-shoddy .sf2 which Windows XP had way back in the early 2000s.
Is there an .sf2 which imitates the Gravis?

>> No.10055443

>>10054774

I just finished Urn. This thing was intense.

>> No.10055458

>>10055346
>Who the fuck even remembers Edge? That old hunk of shit...
>...not every competitor is automatically viable or good.
Quite feisty on a subject of:
>This is all just hobby shit
Clearly it surpassed that hobby mark by a margin, given all lush attention devs receive

>>10055353
>It doesn't matter how many people use it, just that people use it.
This. Or perhaps /vr/ projects were meaningless after all, not being lauded with every breath on doomworld and elsewhere

>> No.10055521
File: 76 KB, 909x987, cacopoyo.jpg [View same] [iqdb] [saucenao] [google]
10055521

I got some great answers last time so let me ask again. Everyone gets burned out from time to time, what is the last WAD to revive your love of DOOM? myhouse.wad for me.

>> No.10055527

>>10055521
Alien Vendetta and Kama Sutra. I can just pick them up and play and always love their early 2000s aesthetics.

>> No.10055552
File: 747 KB, 1920x1080, doom06.png [View same] [iqdb] [saucenao] [google]
10055552

>>10055381
Cool map. lots of infighting
Minor hole in map, in the starting area

>> No.10055603

>>10055552
Aw shit. The hole is there because i placed invisible walls in some places to stop people from getting stuck in the small corners but didnt think about what it would look like (tbf i didnt notice the hole when playtesting)

>> No.10055617
File: 596 KB, 995x755, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
10055617

No idea why I made this shit.

>> No.10055620

>>10055180
I really have no idea, I only ever used the standard prboom.exe not glboom.exe (each release of prboom includes both executables if I recall correctly) because I was set in my ways. Maybe I've been doing it wrong this whole time.

>> No.10055624

>>10055617
idk but it looks cool, could use it as a small arena, put an entry teleport on an eye and an exit tele on the opposite

>> No.10055630

>>10055182
>Boom-compatible megawad
If you REALLY want to test boom compatibility then load up the man himself in DosBox for the ultimate test.

https://www.doomworld.com/idgames/themes/TeamTNT/boom/boom202

>> No.10055635

>>10055603
as long as the invisible walls aren't touching real walls by more than a corner and the transfer floor/ceiling is correctly tagged they should work and not have holes

>> No.10055636

>>10055276
This is from that one jumpmaze wad, right?

>> No.10055661
File: 913 KB, 847x736, Screenshot_3.png [View same] [iqdb] [saucenao] [google]
10055661

>>10055624
Yea, I imagined it in a courtyard the player can see from a distance before going there. I was pracitcing with drawing from an image like anons did vor fore/vr/ alone.

>>10055617
creepy fuck

>> No.10055672

>>10055661
>creepy fuck
I think it's kinda cute.

>> No.10055673

>>10055635
If you're just trying to keep people out of an area what id do is just have one single solitary lindef set across the opening, neither end of it attached to any sector, and then set it to impassible. It shouldnt cause any trouble because its not a sector and has no textures attached to it.

>> No.10055681

>>10055672
I guess, if I give it some other different textures for it's sunrays and circle it will lok a bit better. Saved for later.

>> No.10055695

>>10055661
how do you draw from an image? just have it on another monitor and attempt to replicate it or is there some way of putting it into UDB?

>> No.10055709

>>10055673
>neither end of it attached to any sector
>shouldnt cause any trouble because its not a sector
I've wondered for quite some time why people did that, there are plenty of obscure intricacies like that.

>>10055695
Click on grid icon on bottom panel, it will take you there.

>> No.10055725

>>10055673
I did that to some places but in this case the big wall is going to lower later so having an impassible linedef would make the player get stuck on nothing. With these sector walls i can just lower it with the big wall to avoid that.

>>10055552
What port are you using? Checked in gzdoom and prboom+ and neither had visible holes.

>> No.10055764
File: 90 KB, 720x480, oqp2p.jpg [View same] [iqdb] [saucenao] [google]
10055764

>>10055552
huh huh, he said "minor hole"

>> No.10055781
File: 519 KB, 1117x784, Screenshot_4.png [View same] [iqdb] [saucenao] [google]
10055781

>>10055661
Ceiling. does it look good? I think it looks even creepier.

>>10055695
Edit > Grid and Backdrop setup. Alternatively, this >>10055709

>> No.10055789
File: 671 KB, 786x732, Screenshot_5.png [View same] [iqdb] [saucenao] [google]
10055789

>>10055781
Or this one?

>> No.10055791

>>10055709
>I've wondered for quite some time why people did that, there are plenty of obscure intricacies like that.
Lindefs floating in the middle of a sector like that can also be used as triggers so that for example a lift isn't activated until the player walks into the center of the lift as opposed to the lift activating as soon as they walk onto it while still not messing up the function of the lift because it is all still only one sector raising up. That way by the time the lift actually starts the player is in the center of it and doesnt have the time to run off the lift and avoid an ambush or something before they are whisped away on the lift.

>>10055725
>having an impassible linedef would make the player get stuck on nothing. With these sector walls i can just lower it with the big wall to avoid that.
Gotcha.

>> No.10055823

>>10055781
with mouth looks creepier, ty for image backdrop tips

>> No.10055843

>>10055725
glboom+

>> No.10055897
File: 75 KB, 626x544, photo_2023-07-10_23-27-13.jpg [View same] [iqdb] [saucenao] [google]
10055897

>>10055823
I think this is the best and creepiest designs.

>> No.10055909
File: 132 KB, 1280x992, Screenshot from 2023-07-10 23-03-01.png [View same] [iqdb] [saucenao] [google]
10055909

Alright, nevermind again, I was trying to play Sentinel's Lexicon with Hideous Destructor and it's STILL only spawning vanilla monsters.
Started digging around in the pk3 and it looks like they replaced all the monsters with exact duplicates that are renamed as "L(insertmonsterhere)" for some fucking reason.
I'm going to start deleting shit and see what happens, I've never coded a thing in my life, wish me luck anons

>> No.10055920

>>10054523
>If anybody knows of some wad with short maps to get some ideas
Start something using 1024 or 2048 units only

>> No.10055924

>>10055136
A doom map based on Oddworld would be so cool

>> No.10055930

>>10055920
Reminds me of this

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/10sector

>> No.10055934

Was browsing /t/ and found this:

>>>/t/1223427

>> No.10055979

>>10055353
I was on MBF21 right away.

>> No.10055992

>>10055909
Operation Delete Shit Until It Works was a resounding success. Now I'm on the floor trying to recover from a faceful of balefire, just as God intended.

>> No.10055998
File: 31 KB, 353x480, 921be372684c8db8885e2e5105ab1f2e.jpg [View same] [iqdb] [saucenao] [google]
10055998

>>10055381
>unfortunately the torso room still remains flat

>> No.10056005
File: 2 KB, 96x116, uooh.png [View same] [iqdb] [saucenao] [google]
10056005

>>10055764
uoooh, he said minor hole

>> No.10056082
File: 268 KB, 546x546, 1649476785188.gif [View same] [iqdb] [saucenao] [google]
10056082

>>10056005

>> No.10056123
File: 350 KB, 1594x1527, Elastrator_rings.jpg [View same] [iqdb] [saucenao] [google]
10056123

>>10056005

>> No.10056156

>>10053750
Don't play with the CD music enabled it hasnt looped since it released in like 2011. Run it with the built in midi tracks they sound better and work fine.

>> No.10056176

>>10055443
Urn was great. Kind of reminded me if D3/Q4 aesthetically.

>> No.10056190

>>10054550
>hmm I think I'll save
>*saves*

>> No.10056243

>>10054550
I don't save.
If I die I take a few days off before retrying a full wad run. I also turn off autosaves.
I play hideous destructor btw.

>> No.10056278

>>10055603
Instead of invisible walls you should put torches in the crevices and give the areas some lighting.

>> No.10056282

>>10055116
cute & squish delish :3

>> No.10056290
File: 14 KB, 553x311, pngaaa.com-4665559.png [View same] [iqdb] [saucenao] [google]
10056290

>>10055053
CUTE :3

>> No.10056295

>>10054442
The 25th Anniversary Collaborative UNIT is free!
https://twitter.com/Colonthreee/status/1645190562658635776

>> No.10056352

>>10055630
lol no, fuck that shit.

>> No.10056367

>>10054550
If it's a somewhat short map, I try to not save. Otherwise whenever I feel I have already played for a while since my previous save or when I expect a challenging encounter.

If you want to play a lot of maps and your skill is average, starting from the beginning every time you die wastes way too much fucking time that could be better spent playing more maps.

>> No.10056562

>random mod from an old game goes viral
>comments are all questions how to get it working
>mod contains a readme and download page has instructions
we're doomed

>> No.10056565

>>10056562
It's always been this way.

>> No.10056597 [SPOILER] 
File: 356 KB, 1280x800, Screenshot_Doom_20200811_005233.png [View same] [iqdb] [saucenao] [google]
10056597

>>10055636
Yes

>> No.10056636

>>10054689
Muzzle flashes.

>> No.10056738

Can you gib corpses in alkaline? Like in AD with the blood axe

>> No.10056965

>>10055058
I could have gone with:
>Mitsuru Kirijo, probably try to slipt the map into different sections resembling the sections of Tartarus
>Wangari, on a castle map that barely resembles Luna Nova
What i wouldn't do is use OC's because that would feel a bit unnecessary and seem like an attention hungry move.
Much better to make something with your own characters to make them rank from a status more than "some ideas for a character".

>> No.10057003

>the twist in the Madoka map
A+ stuff man, especially with the added change on the map itself. Imagine making it the final map and a death exit

>> No.10057031

>>10056123
I've watched the nads fall off - looking at these still gives me shivers.

>> No.10057097

>>10056295
Just to inform that i deleted my twitter and i may not make a new one later.

>> No.10057103

>>10056295
Kickass, hell YES whoa
>>10057097
That’s genuinely healthy.

>> No.10057106

>>10054442
It stinks that sonicmayhem sold the rights to the Quake 2 ost to Beth.

>> No.10057108 [DELETED] 

>>10057103
after i killed my last bit of frendship with that girl and now she wants to see me dead, i rather have a break

>> No.10057126

https://moddb.com/mods/nashs-gore-mod-vengeance-edition
Is this still the best gore mod?

>> No.10057146

>>10057126
I like universal gibs and droplets

>> No.10057151

/vr/ zandronum server when

>> No.10057225
File: 641 KB, 1054x1015, maka.png [View same] [iqdb] [saucenao] [google]
10057225

Oh boy would you look at that, another version of the Maka map, bet you didn't see that one coming.
>Added UMAPINFO so it works properly on prboom+, etc.
>Fixed items and enemy placement.
>Fixed the easter egg custom texture that wasnt showing on prboom+, etc.
https://files.catbox.moe/tq2das.wad

>> No.10057249

>>10057151
-5 months ago

>> No.10057261
File: 115 KB, 997x946, ece70fd404fd3553f96710203b1a044a.jpg [View same] [iqdb] [saucenao] [google]
10057261

I am completely filtered by the very fist map of the third episode of DTWID
Even on HMP

>> No.10057270
File: 166 KB, 611x351, Mus_e1m5.mp3.spectrum.png [View same] [iqdb] [saucenao] [google]
10057270

>>10054482
>http://www.mediafire.com/?f5f09apa7k575d7
That's cool, but those are 192kbps mp3s, which is a little disappointing.

>> No.10057297

>>10057270
They were probably 320kbps but you know, audio decay and all that.

>> No.10057318

>>10057270
would passing they unto goldwave or audacity fix it?

>> No.10057323
File: 18 KB, 320x180, get off my lawn.jpg [View same] [iqdb] [saucenao] [google]
10057323

>>10057249
>it's already been 5 months

>> No.10057328

>>10056597
Is that a severed penee?

>> No.10057339

>>10057261
Time to swallow your pride and pick HNTR.

>> No.10057384

>>10055137
>you won't be getting more of that.
Actually, you do. E1M4b and M8b are modernised episode 1 maps by Romero.

>> No.10057416

>>10053747
There's a free version of JACK https://jack.hlfx.ru/en/

>> No.10057440

>>10057416
Cool thanks but I have HL on steam already and I wouldn't mind buying JACK.
That said I don't think I'll ever return to HL mapping since I am not on speaking terms with him anymore.

>> No.10057445

>>10057440
Him? Gordon Freeman?

>> No.10057447

>>10057445
kek
no, I meant Adrian Shephard

>> No.10057450

>>10057445
>not on speaking terms with Gordon Freeman
Well it at least checks out

>> No.10057451

>>10057447
Mitchell?

>> No.10057461

DOOMMATH.WAD from d!zone is basically myhouse complete with (not so silent) teleporters to make room over room and breakable windows.

>> No.10057463

>>10057451
Dunno who that is sorry, did you ask a name at random or is that someone actually involved in modding?

>> No.10057469
File: 327 KB, 860x867, 1620893143627.jpg [View same] [iqdb] [saucenao] [google]
10057469

>>10055108
Yeah, it's all in the voice. The entire concept for the game, the planning, the pitch, the funding and the assets and gameplay just assembles itself magically out of thin air when Duke gets some voicelines in place.

>> No.10057472
File: 1.19 MB, 1283x768, ratatui.jpg [View same] [iqdb] [saucenao] [google]
10057472

>>10057440
Bro, Half-Life mapping is funny!

>> No.10057478

>>10057463
https://en.wikipedia.org/wiki/Hunt_Down_the_Freeman

>> No.10057483

>>10057472
Any mapping is funny with enough humor and imagination.
>>10057478
I see.

>> No.10057484
File: 398 KB, 458x459, 0mu6n9bqcex61.png [View same] [iqdb] [saucenao] [google]
10057484

>>10055521
2048 Units / 512 Linedefs
I really liked the tight, challenging plutonia-like maps and the custom textures were used just right to enhance the mood, especially liked the techbases with quakeish textures and so on so forth.

Right now I've been re-burnt out on Doom so I think I need to play something like Blood as a palate cleanser

>> No.10057512
File: 682 KB, 1280x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
10057512

Cool.

>> No.10057526

>>10057512
>Spiritworld
Absolutely, it’s cool as fuck

>> No.10057534
File: 875 KB, 1280x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
10057534

>>10057512
Oh shieeet!

>> No.10057572

>>10057249
Damn...

>> No.10057595

>>10054680
Quake1 aesthetics never stop looking kino.

>> No.10057598

>>10054689
RTX is the antithesis of good design
>dude who cares about lighting a scene... just put some algorithm in to do it for us and it will be "realistic"!

>> No.10057617

>>10057598
You *can* still get aesthetic results out of raytracing - it's just an approximation of real life lighting and movies with strong aesthetics are filmed in the real world, but given the absolute current state of the gayming industry there's no way it will ever be used as anything other than a lazy crutch.

>> No.10057624

>>10057261
Get shotgun and ammo first. Don't try killing cacos with pistol. It has quite similar strategy as the vanilla e3m1.

>> No.10057725

>>10057598
this. Quake is not about realism anyway

>> No.10057761

>>10057328
It's tits you can jump on to bounce higher.

>> No.10057775

>>10057598
I'm going to play half life raytraced

>> No.10057794

>>10057598
your existence is the antithesis of good design

>> No.10057805
File: 1.09 MB, 1280x720, ass_victory_dance.webm [View same] [iqdb] [saucenao] [google]
10057805

ASSassin's victory dance animation. From the leaked Half-life:Source repo.

>> No.10057818

>>10057794
>bought a $3000 gpu to make a game look worse
lmao

>> No.10057830

>>10057805
There was another leak? Or is the old leak?

>> No.10057845
File: 176 KB, 1005x768, meat_highres.jpg [View same] [iqdb] [saucenao] [google]
10057845

>>10057830
The old one. It just seems to be nobody cares about HL1 stuff. Everybody was hyped for TF2 leak.
Picrelated hi-res gibs.

>> No.10057851
File: 419 KB, 2000x1490, download.jpg [View same] [iqdb] [saucenao] [google]
10057851

>>10057805

>> No.10057860

>>10057851
Yes, this one! Guess who made it!

>> No.10057894
File: 1.30 MB, 960x540, gman_ded.webm [View same] [iqdb] [saucenao] [google]
10057894

Offficial Valve-made G-Man's death animation.

>> No.10057908

>>10057225
What's the easter egg on the map?

>> No.10057931

>>10057851
Kino fabulous bean-o?

>> No.10057939

>>10057931
Nah! It was me (anon)!

>> No.10057990
File: 892 KB, 1366x768, sofa20000.jpg [View same] [iqdb] [saucenao] [google]
10057990

Also a continuation of the pic. Either this houndeye is really happy to see Freeman or it's just an alien-like jaw.
And of course it was made by good-old Ted Backman.

>> No.10058007

>>10057939
Nice keyposes anon.

>> No.10058026

>>10057598
It's literally the same thing as quake's LIGHT, the only difference is that it's real time and looks fancier

>> No.10058052 [DELETED] 
File: 105 KB, 216x233, 1645771852303.png [View same] [iqdb] [saucenao] [google]
10058052

Brainlet here, would anybody here be able to tell me why Trenchbroom isn't loading my textures? I'm making a map for a non-Quake game with it, so I chose Generic when starting it up. I set the working directory and included a folder named (lower case) textures, where I've tried directly placing files and also placing files into a one-level-deep folder, i.e. level1. For both parts of the folder I have a png texture in various sizes from 64x64 to 512x512, but I can't get any of them to appear regardless. I know I'm doing something wrong but I'm not sure what.

>> No.10058060

>>10057249
ass

>> No.10058072
File: 1.90 MB, 2000x1125, ass_hikka.jpg [View same] [iqdb] [saucenao] [google]
10058072

>>10058007
Thank you!

>> No.10058095

>>10057851
This only makes The Arrival = Half Life movie even more canon.
https://www.youtube.com/watch?v=mgUy9wwVQQs

>> No.10058113

>>10057908
Wouldnt be very fun if i said it. But the way to find it is kinda retarded so i dont expect anyone who isnt looking for it to actually get it

>> No.10058115

>>10058113
Thing is, I don't even know what I am looking for. I cleared the old and new versions and don't think I saw anything special.

>> No.10058139

>>10058115
You need to walk over a linedef somewhere

>> No.10058153

>>10058139
Dunno man, guess I am just dumb, can't find it.

>> No.10058170

I can’t stand playing quake without coloured lighting anymore.

Just having the red glow around the slipgates is the bees knees

>> No.10058192
File: 2.80 MB, 1920x1080, 3007.png [View same] [iqdb] [saucenao] [google]
10058192

>>10058170
The basic white light is very classy, but also yes the colors are sexy.

>> No.10058219

>>10058052
I assume you worked it out

>> No.10058221

>>10058192
>>10058170
Is colored lighting not on by default in ports like Ironwail?

>> No.10058234
File: 155 KB, 392x320, yellow rocket.png [View same] [iqdb] [saucenao] [google]
10058234

>>10057990
you just know

>> No.10058237
File: 1.68 MB, 1920x1080, shibby diner.png [View same] [iqdb] [saucenao] [google]
10058237

>>10058221
It should be unless they did something weird in recent updates, that's assuming you can even toggle it. It's more on the level designer to utilize them.

>> No.10058239

>>10058095
Well, THIS Arrival I've never seen.
>>10058234
He's a good boi!

>> No.10058260

>>10058239
Watch it anon, is literally Half Life before Half Life was made.
And back when Charlie Sheen was during his sober period.

>> No.10058285

>>10058260
Ok! I'm going to hdrezka!

>> No.10058304

>>10058221

It is and it’s lush

>> No.10058326

>>10058285
https://www.youtube.com/watch?v=GOc01_Ty1eQ

>> No.10058348

>>10058326
It looks like something from syfy

>> No.10058402
File: 893 KB, 2383x2877, IMG_20230711_165536035~2.jpg [View same] [iqdb] [saucenao] [google]
10058402

>its a doom guy!

>> No.10058406

>>10058348
No it doesn't. It just looks like an old movie.

>> No.10058430
File: 1.84 MB, 2976x2976, IMG_20230711_170811800.jpg [View same] [iqdb] [saucenao] [google]
10058430

>>10058402
An improved one I received. Little home made poster.

>> No.10058476

>>10058402
>>10058430
Cute! Your kid make these?

>> No.10058479

>>10058153
try grabbing the computer map

>> No.10058516

>>10058476
Yeah. She drew them for me because "you like doom"

>> No.10058535

>>10054762
I still think its funny that the original DSDA Doom guy threw a fit because people didn't like that he gutted the endoom feature.

>> No.10058536

>>10058535
It's still baffling. When was the last time Endoom needed to be touched? Was it interfering with anything?

>> No.10058551

>>10054762
Woof has endoom, Woof has better performance than dsda, and Woof has mbf21 support unlike prboom+. Prboom+ is outdated, and you should not use it. You can't even play Ad Mortem with it. Woof is best. I win. Nugget is fine too.

>> No.10058559

>>10058536
Iirc the code to display it wasn't clean enough for them. I remember them saying something like it being thousands of lines of legacy code on top of legacy code to show something most people don't care about anyway, and that it wasn't worth rewriting.

>> No.10058562

What if Spectre Chaingunners?

>> No.10058573

>>10058562
How about completely invisible arch-viles with 10000hp.

>> No.10058610

>>10057297
The rotational velocidensity issue strikes again.

>>10057318
I don't know what you're referring to, but probably not. When they were rendered from midi to pcm/wave they were 'perfect', then they would have been encoded to mp3 (lossy) - can't go back without the intermediary wav/pcm.

>> No.10058635

>>10058551
Nugget is better because it has resolutions past 640x400, something both PrBoom and DSDA have.

>> No.10058642

>>10057598
Quake would look great with caustics, more translucency and GI as touch-ups to the same old look & design.

I also wonder if modern quake content wouldn't actually be faster, given bsp & vis isn't particularly efficient when you can see 10000 leaf nodes at once in a giant outdoor area.

>> No.10058645

>>10058635
Nugget also has FOV options.

>> No.10058652

>>10058573
You'll find players that can punch those to death without berserk anyway.

>> No.10058684

>>10058562
Spectre cyberdemons.

>> No.10058716

What magic attack would you give to a Mastermind? Can't think of much, maybe a volley of projectiles.

>> No.10058730

>>10058716
Summoning an Arachnorb.

>> No.10058731

>>10058716
maybe a laser beam?
or maybe some like energy wall shot in 4 directions that could push the player back or something

>> No.10058769

>>10057894
>he bleeds yellow
knew that greasy slicked back motherfucker was an ET

>> No.10058776
File: 221 KB, 400x324, let go of my camera you son of a bitch.png [View same] [iqdb] [saucenao] [google]
10058776

>>10058402
>>10058430

>> No.10058791
File: 1.66 MB, 1920x1080, gzdoom 2023-07-11 23-39-28.gif [View same] [iqdb] [saucenao] [google]
10058791

I really want to thank the anon who recommended Vanilla Essence, the lighting works so much better now.

>> No.10058803

>>10058642
Bigger Quake maps would be infinitely more optimized if they were made in the Quake 3 map format. Unfortunately it seems a lot of people have a phobia of caulk.

>> No.10058821
File: 985 KB, 1000x754, Aniki-guy.png [View same] [iqdb] [saucenao] [google]
10058821

>>10058516
That's fucking precious.

>> No.10058869

>>10058402
finally some good OC

>> No.10058907

>>10058635
>Nugget is better because it has resolutions past 640x400
Where is this option

>> No.10058916

what's the point of mbf21 format? Do the ports that use it just vanilla+? the format doesn't seem that much more complex than regular doom2 format, as opposed to udmf.

>> No.10058940

I was playing through Quake's Beta3 out of boredom, and to see if there was anything that TCRF didn't document. I discovered something very unnerving: Zombies move maybe 3x or 4x faster than they do in the final game. Since they constantly attack when their target is in sight, you'll only really notice it when they're giving chase. I thought it was some kind of error with the speed DOSbox was running at, but no, they would consistently sneak up on me in places throughout the episodes where they'd never live long enough to get to otherwise. It started freakin me out. It's most notable in E4M5 where there's a zombie walking away from the spawnpoint. His animations aren't synced to his speed at all, and he's quickly sliding forward instead of shambling at a snail's pace.

I don't know what to do with this information, but now you are aware.

>> No.10058950
File: 1.48 MB, 1280x768, the.spiritworld.png [View same] [iqdb] [saucenao] [google]
10058950

>> No.10058953

>>10058791
There's also the Sector Light Mode setting under Display Options, Hardware Settings. It's on Dark by default, which doesn't have the light around the player. You'd want Software for that.

>> No.10059028

>>10058562
Map 29 of 50 monsters does this. I was extremely confused by it because they only show up in one room. The wiki doesn't even list them among the custom monsters.
>>10058730
I feel like it would just kill the arachnorb right after, not that I have a better idea. The final boss from gd is like a mastermind that also shoots revenant tracers and works pretty well in his arena.
>>10058907
You need to install an unreleased build. Some anon described how here:
>>10040629

>>10058916
The dehacked aspect of mbf21 is the most important part since it allows for comparatively flexible enemy and player attacks. The map format only adds a minor things like linedef flags to block only land monsters, and fixes to old boom/mbf bugs.

>> No.10059037

>>10058535
Keep in mind that he and some speedrunners straight up all but called non-speedrunners subhuman.

>> No.10059089
File: 87 KB, 504x499, 1674207375471960.jpg [View same] [iqdb] [saucenao] [google]
10059089

does anyone know of any good duke 3d urban map packs? the urban levels are my favorite in duke

>> No.10059106
File: 3.19 MB, 1430x925, lift_compressed.webm [View same] [iqdb] [saucenao] [google]
10059106

lotta changes since last time i posted

here's something i got working today after I realized my old lifts were just upside down doors

>> No.10059141

>>10059106
Impressive as always

>> No.10059210

>>10059089
>techbase my least favourite doom/quake setting
>urban LA my favourite douk setting
Maybe I just don't like brown.

>> No.10059214

>>10058635
Those are coming to Woof too.

>> No.10059216

>>10059106
Cool update.

>> No.10059232

>>10059210
Play Auger;Zenith and tell me it doesn't nail the techbase aesthetic with justice.

>> No.10059247

>>10059232
AZ is so next-level and a e s t h e t i c I didn't even think about it.

>> No.10059261
File: 74 KB, 1871x1411, QMP2 manual Mosaic 3.png [View same] [iqdb] [saucenao] [google]
10059261

Finally I can read the HTML manuals the way they were supposed to be read.

>> No.10059346
File: 18 KB, 367x221, Screenshot 2023-07-12 110801.jpg [View same] [iqdb] [saucenao] [google]
10059346

>>10058716
The arch-vile attack seems appropriate.

>> No.10059509

Is there a place for quake 2 maps and mods? Or is it just moddb?

>> No.10059517

>>10059509
The /idgames2/ FTP has all the old stuff.

>> No.10059527
File: 3.16 MB, 4088x3000, coolshizzle.png [View same] [iqdb] [saucenao] [google]
10059527

Working on a Doom 1 level. Planning on making some text file lore for it and "realistic" objectives. Considering adding new weapon sprites and maybe some fun dehacked stuff. Let's see how it turns out.

>> No.10059539

>>10059527
Beautiful! Nice lighting, and good color coordination.

>> No.10059553
File: 175 KB, 609x1297, 94c.jpg [View same] [iqdb] [saucenao] [google]
10059553

>>10059346
>the mastermind when news of cyberdemon death reached

>> No.10059562
File: 1.96 MB, 600x450, 8wjo.gif [View same] [iqdb] [saucenao] [google]
10059562

From wich wad is this weapon

Looks cool as fuck

>> No.10059564
File: 1.74 MB, 600x450, Cdq1.gif [View same] [iqdb] [saucenao] [google]
10059564

>>10059562
And this one too

>> No.10059591

>>10059214
[citation needed]

>> No.10059606
File: 37 KB, 979x169, image.png [View same] [iqdb] [saucenao] [google]
10059606

>>10059214
Since when?
https://github.com/fabiangreffrath/woof/issues/257
https://www.doomworld.com/forum/topic/112333-this-is-woof-1130-july-06-2023/?page=21&tab=comments#comment-2366318

>> No.10059624

>>10058940
make a webm

>> No.10059654

What Overbright / Color Intensity setting do you play Quake 2 with on Yamagi?
Overbrights on = Good interiors, horrible outdoors
Overbrights off = Bland interiors, good outdoors

>> No.10059658
File: 247 KB, 1920x1080, gzdoom 2023-07-12 08-43-02.jpg [View same] [iqdb] [saucenao] [google]
10059658

Which mods do you always use as a base to run things? I have a combo.

>lastweapon.pk3
To switch to the last weapon using Q like modern FPS games.

>perk_enhanced.pk3
Smooth original gun animations.

>D1SPFX20.WAD and D2SPFX20.WAD
Fixed enemy sprites and other goodies (just found out this was made by Marphy).

>Vanilla Essence 4.3,pk3
Self Explanatory.

>BTSXHUD-BDEE_V2.3-BLACKDEATH.pk3
Black HUD I got from when I started learning about doom mods. Made originally for Brutal Doom, works great with the original guns.

>Reshade with a preset I made
Just because I like the look of the smoothed and blended out pixels.

>> No.10059664
File: 37 KB, 478x246, your foster parents are dead.jpg [View same] [iqdb] [saucenao] [google]
10059664

>>10055108
gas guzzlers has duke`s voice that felt more duke than actual duke, and it was done by a youtuber.

>> No.10059665

>>10059658
that CRT mod looks fucking digusting anon, its not scaled correctly

>> No.10059678

>>10059658
Why do you make your game harder to look at?
You have eyes right? It's not even preference, at that point you're just inducing a migraine on yourself.

>> No.10059683

>>10059658
CRT fetishists are some of the dumbest posters on this site

>> No.10059687

>>10059658
A custom HUD I made
The minor sprite fix wad
Vanilla smooth weapons if there aren't any custom ones.

>> No.10059707
File: 226 KB, 2048x1536, AME.jpg [View same] [iqdb] [saucenao] [google]
10059707

>>10054689
>now go and blow half of your annual wage on 4 stove-sized pieces of hardware so you can run our game you faggot

>> No.10059735
File: 131 KB, 880x880, pantsu.jpg [View same] [iqdb] [saucenao] [google]
10059735

Fem scientist's hi-res pantsu from the the Source repo leak. Who wants to lick the screen?

>> No.10059750
File: 86 KB, 751x761, femsci_egg.jpg [View same] [iqdb] [saucenao] [google]
10059750

In the game. Since we don't have the original model, I had to improvise.

>> No.10059760

>>10059750
Put them on Dr. Coomer.

>> No.10059764

>>10053578
https://dietinghippo.itch.io/palette-studio/devlog/559465/palette-studio-v13-released
Palette Studio updated, something that can make Doom sprite making easier

>> No.10059797

Is there a good/regular peak time for the SRB2K and clovr.xyz servers?

>> No.10059875
File: 145 KB, 1063x672, stick.jpg [View same] [iqdb] [saucenao] [google]
10059875

And again the leak!
It's so cute! After 25 years of wandering Xen, STICK finally found its friend Protozoa. It flies a looooong straight line while rotating like a boomerang.

>> No.10059906

>>10059750
If I pop her is she going to explode Slime-style + shower everyone with gibs and gib everyone nearby?
>>10059875
Why did they cut Protozoa again? It seems to be fairly complete and you could probably make it fly in a random direction then "bounce" off a surface.

>> No.10059907

>>10054717

>>10055064 I just finished OG Doom and wanted to know your opinion on what's the best way to continue.

With that in mind, maybe I should have included Doom II in the original question, but since E4 and SiGiL were made for Doom, maybe there is some logic in playing them first.

>>10055137 SiGil seemed much more similar to E3 (at least in aesthetic), and E4 to Doom II, so I though about playing them in that order before playing Doom II and Final Doom.

>>10055059 I see. I think I'm just overcomplicating a simple thing. I'll just stick to the release order then.

>>10055383 I agree. Doom as a whole was great to play, but E1 is definitely it's weakest episode.

>> No.10059926

>>10059665
>>10059678
>>10059683
I just like the way it looks, but I'll only post unfiltered screenshots from now on because none of you answered my main question because of it.

>> No.10059929

>>10059906
>is she going to explode Slime-style + shower everyone with gibs and gib everyone nearby?
Of course! You can even choose the type of gibs: red or green!

The Protozoa is just a model, it doesn't even have its own own entity. Valve just slaped it on the map usin `cycler` entity. And I guess they forgot about it since there was barely any time to finish the development properly.

>> No.10059976
File: 2.85 MB, 2560x1440, exomoon gems.png [View same] [iqdb] [saucenao] [google]
10059976

>>10059658
>Which mods do you always use as a base to run things?
I'll flip flop about gore mods but it's always sbms for the brightmaps with my own occasional edits to it.
I've been trying war trophies lately as well. I'm otherwise pretty barebones these days.

>> No.10060015

Any good wads to get my feet wet again on ultra violence? I used to play it quite a bit but now i usually only play with mods so i need to get back on vanilla to remove some of the rust.

>> No.10060021
File: 251 KB, 1000x791, 1688770100591851.jpg [View same] [iqdb] [saucenao] [google]
10060021

>>10058950
Love the gold king, love the death knights in general, SW is so good.
>>10059907
You may also want to consider playing No Rest For The Living, it's a great small set of levels.

>> No.10060026

>>10060015
2048 Units of /vr/

>> No.10060062

>>10060015
Doom Zero is the only WAD worth playing that isn't slaughtershit.

>> No.10060069

>>10059591
>>10059606
I remember reading that from somewhere. Can't remember where, but I do remember, that it was from the developer.

>> No.10060075

>>10060062
There is several things wrong in this.
>slaughtershit is mostly good
>there are almost 100 hundred great wads that are not slaughtershit
>Doom Zero on UV in later maps is 100% 90s style vintage slaughter, only difference being is that you actually get enough rockets and plasma to kill everything quickly

>> No.10060082

>>10060015
Skillsaw stuff is not too hard.

>> No.10060091
File: 224 KB, 1920x1080, Screenshot_Doom_20221126_015000-2.png [View same] [iqdb] [saucenao] [google]
10060091

>>10059658
Brightmaps+
Secret sound from Tomb Raider
small .deh file that forces disabled translucency for projectiles
Brightmaps
Brightmaps+
always Brightmaps

>> No.10060110

>>10057805
There are things which the removal of I can understand, but why this? It was a fully functioning taunt just like what the HECU have, it would've added to her coomer appeal.

>> No.10060167

>>10060075
>slaughtershit is mostly good
wrong
>there are almost 100 hundred great wads that are not slaughtershit
name them
>Doom Zero on UV in later maps is 100% 90s style vintage slaughter, only difference being is that you actually get enough rockets and plasma to kill everything quickly
wrong

>> No.10060174

>>10060021 Will play it. Thanks for recommending.

>> No.10060181

>>10059658
Not mods, but just basic autoload patches with pwad chapter selections and widescreen assets. I tend to play with PSX sound effects too from Sound Caulking mod, so that counts, it's especially good when you have annoying custom sounds like eardrum ripping gunfire in Lost Civilization.

>> No.10060226

>>10059658
>for vanilla Doom and vanilla-compatible or basic Boom-compatible WADs
On my modern PC I typically like playing with Nugget Doom on default settings, may defer to Woof if I need a small performance boost for some crazy slaughter maps. On the Steam Deck I typically use DSDA-Doom from Luxtorpeda, and I also enjoy playing vanilla WADs on my Win98 Pentium III system as vanilla as possible, though I'll sometimes use ZDoom LE with everything set to be as accurate to vanilla as possible (no mouselook or jumping, 320x200 resolution, and 35FPS cap)

>modern WADs
I just use GZDoom with default settings, I have a separate config with mouselook and jumping disabled for WADs designed with vanilla settings in mind and I like using Vanilla Essence to switch graphics back-and-forth between modern and original Chocolate Doom-like visuals.

>> No.10060229

>>10059527

Nice. Looks doomy.

>> No.10060257

>>10059907
Sigil doesn't look like E3. It looks and plays like E4M6 of all levels.

>> No.10060275

>>10060110
Maybe there still were some difficulties with the code? So they had to remove it since Sierra were promising to anally punish Gaben if they didn't ship the game in time.

>> No.10060280

>>10057845
Anyway to import these? Besides the spinal column this is cool.

>> No.10060286

>>10059797
SRB2K usually gets players at 6 PM EST on Wednesdays and Sundays. Not sure about clovr.

>> No.10060301
File: 396 KB, 880x880, heart.jpg [View same] [iqdb] [saucenao] [google]
10060301

>>10060280
Technically this is imported. The screenshot taken in the GoldSrc. I just never upload the models anywhere.

>> No.10060328

>>10060301
So much little detail put into something that would just get compressed to shit anyways. If there was ever some sort of Quake 2021 styled remaster, all you'd really need to do is slap the original textures on the models and they'd look great.

>> No.10060347

>played Doom for 100s of hours
>still save scum like crazy
I'm getting better mechanically and thinking through situations, but I'm frustrated that I still save scum even on maps that aren't hard or long.

Should I just start getting into the habit of doing saveless runs?

>> No.10060351
File: 56 KB, 370x320, Rika+furude+from+higurashi+no+naku+koro+ni+a+vn+_e2b79d14eb5b7e29581555dbd30405fa.png [View same] [iqdb] [saucenao] [google]
10060351

>>10060347
Saveless runs are for recording demos. Play whatever is fun for you. However if you think you'd find it fun to do saveless runs, go for it, yay!

>> No.10060352

>>10060347
>Should I just start getting into the habit of doing saveless runs?
It helps, but play shorter maps to get in the groove of it so you don't waste 20 minute runs over and over again.

>> No.10060373

>>10060347
There's nothing wrong with saving

>> No.10060378

>>10058716
A gimped version of the BFG plasma blast

>> No.10060379
File: 91 KB, 343x440, Ber_niramua1.png [View same] [iqdb] [saucenao] [google]
10060379

>>10060351
>yay!
Get a load of this pathetic excuse for a man

>> No.10060383
File: 123 KB, 227x395, RikaOG_%281%29.png [View same] [iqdb] [saucenao] [google]
10060383

>>10060379
Meep.

>> No.10060385

>>10060257 At least from what I've seen, the hellish aesthetic of SiGiL reminds me more of E3. Don't know about gameplay though, since I haven't played it yet.

>> No.10060389

>>10058716
Teleporting the player closer to it when he gets out of hiding to shoot it. Then proceeding to start shooting just seconds afterwards.

>>10059527
Cool stuff, anon.

>> No.10060395

>>10060379
>posting this on a gay Chinese cartoon imageboard
Come on, my guy.

>> No.10060406
File: 20 KB, 400x250, 1546660859914.jpg [View same] [iqdb] [saucenao] [google]
10060406

>>10060347
>>played Doom for 100s of hours
>>still save scum like crazy
That's fine if you're still having a blast, but if you want to save less I'd either change the quicksave bind or just unbind it entirely. Start weening off of "scumming" by saying you'll only save every 8-10 minutes or right before every key pickup. I went from saving every second to forgetting to save, so I know you can too.

>> No.10060415

>>10060347 I save whenever I get a keycard or a skull.
If you're playing one those maps that have objectives, save whenever you complete one.
Seems fair to me at least.

>> No.10060419

>>10060347
So? Play how you like, not everyone wants to single-segment ribbiks maps because they think it will make their e-peen larger.

>> No.10060443

>>10060347
Don't let the sweatlords who post on here about how cool they are for beating Plutonia on UV from a pistol start with no saving influence how you spend your free time.

Comptuter/Videogames are about having fun, not some idiotic e-peen measuring contest.

>> No.10060473

>>10060406
I save more as time goes on, because with work and kids I seem to get less and less time to play, and i'd rather not "waste" that precious free time replying the first half of a map 3 times (yeah i suck).

>> No.10060483
File: 51 KB, 647x739, mrlololol.jpg [View same] [iqdb] [saucenao] [google]
10060483

>>10060347
>played Doom for 100s of hours
You only start getting good at Doom at 1k hours.

>> No.10060492

>>10059654
Don't worry champs, I figured it out. I am a mong. I was using OpenGL 1.4 which turns out is extremly buggy. My color and overbrights are now beautiful.

>> No.10060520

>>10055276
Now post the Quake map.
>>10059106
Hope you have a fun weekend at the arcade thing!

>> No.10060527

>>10053576
A BuildGDX fork titled NuBuildGDX has been released by the coder behind Doom64EX-Plus. It boasts better mouse support and fixes framerate issues. Anyone else tried it?
https://github.com/atsb/NuBuildGDX/releases

>> No.10060530

>>10060527
Newspost worthy
>>10053578
NuBuildGDX released

>> No.10060579

>>10060527
nice

>> No.10060580

>>10060527
>Reduce the bloat, increase the stability.. basically.
Sounds promising.

>> No.10060586

Does Nugget normally crash a lot for anyone else?

>> No.10060587

>>10060580
To be desu it sounds like something only programmer centric people would notice. I use BGDX all the time and it's completely stable.

>> No.10060631

>>10060587
I noticed the mouse lag in buildgdx immediately. I am a programmer, but surely that shit is obvious to anybody.
Glad to see he's fixed it
>The biggest one is the frametimes, for some reason (for not wasting cpu cycles) there were sleeps introduced which obviously caused stuttering each time while a sleep was happening, we don't care about this because our CPU's are powerful enough to deal with wasted cycles. This results in a cleaner frametime and a playable Classic renderer with vsync and 30fps capped (for traditional play). The mouse is no longer laggy and responds nicely.

>> No.10060635

>>10060631
>I am a programmer
Like I said. Don't get me wrong if it's objectively and measurably better, great. But I've been using it for years and it's 100% a-okay.

>> No.10060646
File: 1.07 MB, 1280x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
10060646

>> No.10060651

>>10060646
dmd?

>> No.10060683

>>10060651
Yes sir.

>> No.10060692

>>10060646
OH NO SANDY IS INSIDE THE CARBONITE/STONE SLAB!

>> No.10060694
File: 827 KB, 2560x1440, Screenshot_Doom_20230709_222056.png [View same] [iqdb] [saucenao] [google]
10060694

>> No.10060703

>>10060694
MENTAL! NOOOOOOOOOOOO!

>> No.10060704

>>10060694
>Damn, that's one SERIOUS SAM :wink:
>t. dick knuckel-em

>> No.10060715
File: 46 KB, 219x241, BEAT THE NIGGUR.jpg [View same] [iqdb] [saucenao] [google]
10060715

Any mods for any retro shooter that has a chaingun/minigun with a giant drill bit between the barrels for meleeing enemies while them bitches spin? Seems obvious.

>> No.10060716
File: 257 KB, 440x880, skull.jpg [View same] [iqdb] [saucenao] [google]
10060716

>>10060328
All we need is Valve to release full Goldsrc repository.

>> No.10060719
File: 2.09 MB, 2560x1440, Screenshot_Doom_20230711_191149.png [View same] [iqdb] [saucenao] [google]
10060719

o shi-

>> No.10060727

>>10060716
Seems unlikey at this point. Sven coop got full access but they're pretty anal about onboarding any developer, NDAs, etc, even now - 25 years later.

>> No.10060735

>>10060692
>carbonite
It's obviously sandstone

>> No.10060738
File: 1.83 MB, 1280x720, calXebX.webm [View same] [iqdb] [saucenao] [google]
10060738

>>10060527
Ok so i tried and it feels a bit better, i'm still having some frame pacing issues but it may be on my end(Radeon driver?).
It does feel more responsive with v-sync
I need v-sync with BuildGDX because high framerates lowers the mouse wheel sensitivity for some reason.

>> No.10060739

>>10060719
Fine I'll fire up some PB.

>> No.10060751

>>10060719
Did you die?

>> No.10060754
File: 2.40 MB, 2560x1440, Screenshot_Doom_20230711_191357.png [View same] [iqdb] [saucenao] [google]
10060754

hehe..what a mess

>> No.10060762
File: 1.55 MB, 2560x1440, Screenshot_Doom_20230711_191543.png [View same] [iqdb] [saucenao] [google]
10060762

>> No.10060773
File: 187 KB, 440x880, fleash.jpg [View same] [iqdb] [saucenao] [google]
10060773

>>10060727
Even they don't have EVERYTHING. They did't get the maps sources and had to use the ones from the 2003 leaked wc-mappack.

>> No.10060793

>>10059562
>>10059564
This mod is Zero Tolerance, a gameplay mod for GzDoom from like, uh, maybe 2007 or so? Late 2000s, very close to Zen Dynamics, and shares a few bits and pieces in terms of code and assets.

Has some pretty sweet weapons. Starting pistol has a laser sight, if you find another you can dual wield them, instead of fists you have a flaregun which has infinite ammo, and Berserk is replaced with a pickup which upgrades that flaregun up to 9 times, adding range, damage, and even explosive damage, the final one letting you fire two shots before reloading it. You keep the flaregun upgrades between levels.

You've got some cool rayguns for the shotguns too. I could go on about the weapons, but it also has a lot of visceral gore effects and a few revamped enemies.
Someone made an updated version of it which runs on modern GzDoom, go look for that.

>> No.10060796

>>10060738
It feels better than regular BuildGDX, and more Blood source ports are a welcome.

>> No.10060813

>>10060796
Indeed. Atari bought NightDive, i wonder if we'll ever get a Fresh supply patch(yeah yeah i know).
What i like about fresh supply is that it has both distortion and ambient occlusion.
The billboard effect of sprites in Opengl on other ports kinda bothers me. I usually prefer software mode because of this.

>> No.10060816

>>10060719
What's the wad, or is it a part of Eday I haven't seen yet since I just got shot out into the mancubi pit?

>> No.10060848

I’m a bit bitter over what Prodeus did with its lives system. If they didn’t do that it might’ve been much better received.

>> No.10060853

>>10060848
I restarted the map whenever I died and I still think Prodeus sucked. It's also not retro.

>> No.10060856
File: 100 KB, 302x446, 1583767373552.png [View same] [iqdb] [saucenao] [google]
10060856

>>10058916
MBF21 is Boom/MBF with bugfixes and more features. As for what it does, an absolute cockload of stuff.

>more predefined linedef options by far, not just doors and shit but also effects like changing the light level on floors or/and ceilings
>making fake floors to make stuff like knee deep water visuals
>silent teleports
>setting whatever the fuck you want as a sky texture for any sector with sky (can also make the sky scroll)
>scrolling walls in other directions besides left
>scrolling floors, including in ways to move items, monsters, and players (this alone opens up a hundred billion possibilities by creating basically scripted sequences with voodoo dolls)
>generalized linedef functions, so you just define the parameters for a door, crusher, lift, etc, with a few options, rather than pouring through the existing list and hoping what you're looking for is defined
>linedefs which block the player, but not monsters
>linedefs which block walking monsters/players but lets flying monsters pass over
>defining your own animated textures and flats
>defining your own switches
>sector effect which autokills the player if he steps on it (like for deep pitfalls)
>sector effect which does that unless you have invuln or radsuit
>sector effect which kills you and exits you to the next map
>sector effect which kills you and exits you to the secret map
>with a UMAPINFO lump these can really be whatever the fuck you want, too, you can have as many secret levels as you want, or make forked lines of levels
>UMAPINFO would also let you enable and disable originally hardcoded stuff like the Dead Simple 666 and 667 tag specials (as well as redefining what monsters they'll work for)
>also enabling and disabling the MAP30 telefrag behavior on any map
>have text screens for any level you want too, and defining your own episodes
UDMF can do magnitudes more, but MBF21 fits halfway between and is demo compatible.

>> No.10060946

>>10053990
I can't even beat the first level on professional so I have no idea what sadist would ever pick armageddon. Seriously as much as I love this mod expert is too easy and professional wrecks my shit. Or maybe it's the characters I choose I dunno.

>> No.10060991
File: 35 KB, 631x512, kim.jpg [View same] [iqdb] [saucenao] [google]
10060991

>the riveting experience of having to spawn camp through another room of slowly spawning enemies
just give me the entire closet so i can be done with it

>> No.10061015

Ok, so... there was another update to the maka map but im not going to send it again and instead will wait until the deadline and then send whatever version i have at the moment because everyday i seen to be finding something to fix/change.

>> No.10061023

>>10060347
Unless you are speedrunning/recording demos, there's no reason to not save.

>> No.10061061

>>10060991
Mappers nowadays can't possibly design interesting combat without abusing teleports. It's a cheap card to pull when they can't design their layouts with combat and ambushes in mind.

>> No.10061067
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10061067

Wednesday! Kart!
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau

Changes since last time:
Characters: Omochao (Sonic), Tastuya Suou (Persona 2: Eternal Punishment)
Map Pack: ChronoShift (Minus ChronoShift)

If tricks mode is still broken it's not my fault.

>> No.10061109

>>10058535
What does it look like? Hard to believe they could fuck up what's just an 80x25 characters in a console.
>>10059037
lmao

By the way, I might be tarded, but for me mouse turning in DSDA feels oddly floaty compared to GZDoom or even other and more modern games in general. I might check if it isn't just some mouse acceleration shenanigans (I know I have that turned off in GZ) or if it's normal.

>> No.10061192

>>10061061
I know right

>> No.10061247

>>10059037
He was being kind of a wimp there, but in his defense you had guys like Kinsie fanning flames and putting words in people's mouths, which didn't particularly help the discussion, nor keep it civil.

>>10061109
Looked like normal, but he disliked the existing implementation which DSDA inherited. Supposedly the old PrBoom+ code for rendering it was wonky and complicated maintenance, so he rationalized that since DSDA was oriented towards speedrunners primarily, and that ENDOOMs aren't relevant to speedrunning, he just ditched the entire thing. Cue very retarded drama, because nobody can be evenhanded or take criticism anymore.

I think he actually added ENDOOM back at some point, maybe someone handed him some more graceful code to use.

>> No.10061248
File: 34 KB, 620x343, 1679858327037317.jpg [View same] [iqdb] [saucenao] [google]
10061248

>>10061067
warning: table overflow

>> No.10061259

>>10061248
It's back up.
So much for just banning chao style from tricks, next time I'll see about setting it up to use (remix?) chaos drives with a 1-race cup length.

>> No.10061424

>>10060793
Thank you I'll give it a try

>> No.10061434

Why the hell does Doom64EX-Plus force v-sync??? Doesn't even have an option in the config file

>> No.10061452

>>10061434
>https://github.com/atsb/Doom64EX-Plus/issues/198
What the fuck?

>> No.10061458

This guy on youtube just does random retro FPS enemy battles and I think that's great.

https://www.youtube.com/@GGRetroBattles

>> No.10061489

>>10061452
Hopefully that's a temp fix until it's properly resolved.

>> No.10061521

>>10060167
Is this a bait? So Doom Zero is only pwad you like? I agree that it's very good, but not the only one. If you want more good retro wads you can start with ten years of doom. Memento Moris, Requiem, Icarus etc. As for modern retro throwback wads, Dtwid series is a good place to start.

>> No.10061535

>>10060347
I always save, because occasionally i tend to lose my focus. It's not a skill issue, so i rather save while playing on uv and have fun, than play hmp saveless and get bored.

>> No.10061570

>>10058072
This is crazy. When I was a kid one of my first erotic fantasies was a Half-Life assassin entering my room through the window to abduct me.

>> No.10061571

>>10060816
Seconded.

>> No.10061627

Any ways to get Ultimate Doom Builder working on Linux? Tried Wine already, didn't work.

>> No.10061632

>>10061627
it can be built from source with mono. there's an aur package for it, which worked for me.

>> No.10061636

>>10061632
Ah ok, now I just need to find a way to get playtesting working directly from UDB

>> No.10061638

>>10061627
You can get it running through Wine, it's also possible to run it natively, both options suck because of the specific UI library that UDB is built on. Your best bet really is to just use a Windows VM or stream from a Windows PC.

>> No.10061674

>>10054482
AN update
In fact a history of it
The official Creative labs release of their AWE32/64 soundfonts
https://gmsynths.blogspot.com/2016/02/list-of-known-creative-gm-soundfonts.html
Soundfonts
https://github.com/earlephilhower/ESP8266Audio/blob/master/examples/PlayMIDIFromSPIFFS/data/1mgm.sf2
https://archive.org/download/free-soundfonts-sf2-2019-04

>> No.10061683

man brutal doom is so fucking badass
why are all these boomer shitwads so lame in comparison?

>> No.10061736
File: 244 KB, 1440x1080, screenshot_Woof!_wicked_9.png [View same] [iqdb] [saucenao] [google]
10061736

WTH ghost bug enemies are made translucent in woof, that's cool

>> No.10061741

I'm thinking about recording my gameplay but what would be the best way to share some clips here? Manually cut the clip in premiere and export to webm? I was kinda thinking about posting it on youtube and then just timestamping it to post here

>> No.10061743

>>10061736
only i found no swith for it in the options, nor config file

>> No.10061764

>>10061741
WebM for Retards, or just straight ffmpeg if you can handle a CLI program.

>> No.10061794

>>10061764
>if you can handle a CLI program
handbrake if you can't

>> No.10061897

>>10060527
It's a .jar file? When I run it nothing happens.

>> No.10061903

>>10061061
It's challenging to design challenging layouts without teleports, I promise that.

>> No.10061938

>>10061897
You may have an outdated java version. To quote the first release 'You WILL need Java 17 to use this as a minimum.'

>> No.10061940
File: 2 KB, 76x104, doomlol.jpg [View same] [iqdb] [saucenao] [google]
10061940

>>10053576
Does anyone want to play? Just got back on Windows, deathmatch first? Created a server for it.

https://discord.gg/saTtKx2Be

>> No.10061941
File: 16 KB, 1152x924, 1676871040196215.png [View same] [iqdb] [saucenao] [google]
10061941

>>10061067
GGs

>> No.10061956
File: 34 KB, 536x666, Nearly done.png [View same] [iqdb] [saucenao] [google]
10061956

Not much to go on this, not exactly a well optimized model but it's going to work well as a reference for the sprites I need.

>> No.10061965

>>10061956
Was there a reference model for the baton in CA?

>> No.10061971
File: 2.02 MB, 1920x1080, edstrid3.png [View same] [iqdb] [saucenao] [google]
10061971

>>10060762
>>10061571
I'm leaning towards Eday so far

>> No.10062008
File: 34 KB, 960x540, 1661529903354005.png [View same] [iqdb] [saucenao] [google]
10062008

>>10061941

>> No.10062014

>>10056123
does this do what I think it does?

>> No.10062020
File: 3.91 MB, 1024x768, 2023-07-13 05-49-39.webm [View same] [iqdb] [saucenao] [google]
10062020

Don't know why'd you want that, but here you go.

>> No.10062026

>>10062014
Yeah, gives you harder erections for lolis.

>> No.10062028 [DELETED] 

>>10057108
>now she wants to see me dead
classic

>> No.10062045

>>10055346
<tom_> dosdoom has turned into EDGE
<tom_> which stands for extremely dumb gay engine

>> No.10062057
File: 2 KB, 140x141, 1669578789386136.png [View same] [iqdb] [saucenao] [google]
10062057

>>10061940
next time just post the ip

>> No.10062075

>>10053908
Maybe 20 years from now people will finally stop making them and ill finally have time to catch up
Even these Doomer Board Projects i cant even come close to keeping up with

>> No.10062080

>>10054190
If they had a cool automatic arch tool, the geometry wouldnt be messy like that with inefficient and intersecting brushes.

>> No.10062101

>>10058610
>The rotational velocidensity issue strikes again.
Damn, thats a classic.

>> No.10062139

>>10055617
Who cares? Just throw it in a map anyways! Could even be an inaccessible part of the map that sits above the center of the playable area over it on automap but with always revealed tags.

>> No.10062141

>>10055661
nvm

>> No.10062162

>>10061903
As a level designer myself, I know. But many just abuse it. Teleporting enemies behind the player so that they don't escape fights is a great offender, but the most common is general over-use of teleportation so that it's expected in every room or after every key grab. It can't help but feel cheap after a while.

>> No.10062190

>>10062162
The truth is you'll never please everyone so I can't care that much. Some people get mad at locking the door behind players, or using locked doors to keep a player in the room for a battle, let alone teleporting enemies. Sometimes I think people just want excuses to stay by corners and camp doorways to funnel enemies and dislike challenging gameplay. I don't care for those people. Especially when Serious Sam is among my favorite games ever and it does everything you said and more.

>> No.10062245

>>10062190
You can prevent people from camping and fatal-funneling their way to victory with good room design and thing placing. Locking them in is something that should be used, but shouldn't be relied upon. If it's used too much, it points to a core design flaw. It could be many, but the most common are
1. The player doesn't believe that the battleground provides good enough cover and/or space for movement and believes that camping is the most advantageous option.
2. You're not pushing them towards the fight by giving them an incentive to move away from the room i.e. Pain Elementals; Archviles; ammo; great risk of getting overwhelmed if they stay in one place.
3. You use doors too much and your arenas are too one-sided with no interconnection.
No one dislikes teleporting enemies, they're a core part of Doom's gameplay. People dislike overuse and cheap shots.

>> No.10062250

>>10062245
>You can prevent people from camping and fatal-funneling their way to victory with good room design
Guess Plutonia's out because I can do that for many of its battles except the ones where they lock doors or put you in the middle of a group of enemies and teleport others in oh wait...I'm being an asshole to you because you sound just like those players I disdain so I have very little respect for you to be honest. You don't have to reply anymore.

>> No.10062257

>>10062250
In reality this is nowhere close to a common problem in Plutonia.

>> No.10062258

>>10061067
Here's that dub btw. Not sure if I did this right.
https://litter.catbox.moe/f4xj6c.pk3

>> No.10062265

>>10062257
In map01 alone you have the two chaingunners who monster closet behind you, the archvile that spawns upon taking the super shotgun, the giant room with the red key door with imps on the left and right and chaingunners who monster closet behind you if you step far enough. But it doesn't matter because you can just go back to the doorway and pick the chaingunners and imps off from there because there's no incentive to go to the middle of the room. Nobody would ever say map01 of Plutonia is bad, or cheap, but it has everything you or the other guy said people dislike, but nobody badmouths it here. This shit is all over Plutonia don't be disingenuous.

>> No.10062267
File: 446 KB, 1919x1077, 1689149323216866.jpg [View same] [iqdb] [saucenao] [google]
10062267

>>10059658
Just my home made "rpg" mod since it makes my gaming sessions have persistency. Current screen grab is from a gaming session that's close to 40 hours and this mapset is making me hate myself that I didn't add the gravity gun yet but I'm being stubborn anyways and trying to kill everything in this slaughter fest but I'm low on cells and exhausted a lot of built in maps to find invul spheres to power through what would otherwise be impossible in my mod. Died a lot too. I have 326 hp now but that still doesn't prevent instant death.

>> No.10062269

>>10059210
>urban LA my favourite douk setting
Great news Anon, because that's the entire game!

>> No.10062284

>>10062269
That's a cruel lie

>> No.10062328

>>10062269
>>10062284
To this day I have never completed Duke Nukem 3D because I get irrevocably bored at the canyon level.

>> No.10062393

>>10055617
>>10055661
Looks cool, Anon.

>> No.10062458

anybody got the files for the Supplice game?

>> No.10062464
File: 258 KB, 1660x2165, astolfo arc.jpg [View same] [iqdb] [saucenao] [google]
10062464

>>10062458
just pirate it dummy. what are you, canadian?

>> No.10062472

>>10060816
>>10061571
>>10061971
Final Carnage
uses a lot of advanced stuff from EDay but imho its better
its was meant to be played with PB 3.0 but I guess you can use other weapon mods too dunno didnt test it

>> No.10062474

>>10062464
I cannot find it on any of my usual torrent sites, those are mostly for movies tv shows and music
got a name of a torrent site where I can find it?

>> No.10062480

>>10062474
NTA, but it's on rutracker

>> No.10062481

>>10062328
You should try to power through it, anon. Douk is fun as fuck and the some of the levels in the second episode and almost all of the levels in the third episode are 2.5D FPS Kino.

>> No.10062489

>>10062464
Neko astolfo. You do know what neko and arc stand for, right?.

>> No.10062523

>>10062328
That's the best part, whenever there's a level you don't like, you can just turn on the jetpack and skip 90% of it

>> No.10062527

>>10057990
>>10057851
WitchAnon pliz no...

>> No.10062528

whatever happened to that turok anon who had fun with the models?

>> No.10062537

whatever happened to femblakestone and judge dredd anons? i also faintly member total conversion with tanks, autoturrets and terrorists in an cartoony urban setting anon

>> No.10062541

>>10062528
He drank bleach and died

>> No.10062550

>>10061452
Did some testing and found that this bizarre behavior/bug goes back to Doom 64 EX, and isn't a problem present in Powerslave EX. What was Kaiser doing? My condolences to the EX-Plus guy for having to deal with this shit

>> No.10062549
File: 369 KB, 1280x720, AIDS.jpg [View same] [iqdb] [saucenao] [google]
10062549

>>10062541

>> No.10062554

>>10058950
This final fight becomes a bit too simplistic once you kill all the Tarbabies actually they all get killed by his homing attacks

>> No.10062594

if I download the Supplice pirated version is it possible to play it on an already existing installation of gzdoom and load other mods alongside it with ZDL like I do for all my Doom mods?
anybody knows or has tried this?

>> No.10062605
File: 3.87 MB, 320x319, hello world.gif [View same] [iqdb] [saucenao] [google]
10062605

>>10062594
you might want to look into this:
https://forum.zdoom.org/viewtopic.php?t=77586

other than that, i am no guru, but i presume that gz-based games are made for specific versions and might act up on others, so it might be a better idea to just use gz that comes with the game.

>> No.10062620
File: 621 KB, 1600x837, Screenshot_Doom_20230713_170714.png [View same] [iqdb] [saucenao] [google]
10062620

>>10062594
>>10062605 (me)
disregard my disclamer.

>> No.10062624

>>10062541
giwtwm

>> No.10062626

>>10061956
Looks cute.

>> No.10062645

I fail to find the setting for higher resolutions in Woof/Nugget, they say they've added it or is experimental, but there seems to only be the "hires" setting for 400p
What the fuck do I do, I just want a vanilla esque source port with modern resolutions and a custom frame rate cap

>> No.10062691
File: 571 KB, 1920x1080, bully them and abort their children.png [View same] [iqdb] [saucenao] [google]
10062691

>> No.10062714
File: 504 KB, 1280x720, kmquake2_053.jpg [View same] [iqdb] [saucenao] [google]
10062714

Gotta love slavic ESL's making slaughtermaps for games not suited for such gameplay

>> No.10062745

>>10062265
The first two are examples of good ambushes that utilize the level's architecture to pull off. The chaingunner ambush on the key room is a very minor encounter and there is no significant advantage in backing off and sniping them than there is to shotgunning and insta-killing them. In fact, the latter strategy is preferable as it leaves them little time to react. You're a bad designer coping.

>> No.10062752

>>10062745
>The chaingunner ambush on the key room is a very minor encounter and there is no significant advantage in backing off
There is no incentive to go into the room. You fundamentally misunderstand my point - there is no satisfying way to please everyone, so you shouldn't care. Notice how you didn't list the super shotgun/archvile ambush as a good ambush.

>> No.10062754

>>10061247
>I think he actually added ENDOOM back at some point, maybe someone handed him some more graceful code to use.
He did add it back, but in a very half-assed manner where it just dumps character codes at you.

>> No.10062756

>>10062752
>Notice how you didn't list the super shotgun/archvile ambush as a good ambush.
I literally did.
It's not about "pleasing everyone", it's about why people will think your map is cheap and boring and how to avoid it.

>> No.10062768

I'd rather the door be locked behind me and the walls open up to being instant transmissioned
But what do I know I'm bad

>> No.10062775

>>10062756
Oh so you did. I can't read.
>It's not about "pleasing everyone", it's about why people will think your map is cheap and boring and how to avoid it.
That doesn't gel man. Here are some Sunlust reviews:
>Good for about the first 20 maps, but then became unbalanced. The bright colors are also very garish next to the dark textures and are distracting in a bad way. Still pretty good wad but overrated.
>Early on it has annoying traps, later on it's often slaughter in cramped areas where you bump into things or get stuck. It looks great but does not play well at all to my taste.
Here's a review of the Quake episode Warpspasm, specifically map 2/WarpB
>This was the first Quake map( yeah, multi-pack I know ) I have never finished. Why? Because it was the dullest, most pointless, poorly constructed map I've ever played. A huge mess of set pieces joined together by long hallway after hallway, with over-used ambush spawning behind you every 2 minutes. It's so bad, in the second map I ended up wandering aimlessly until I resorted to noclip just to figure out where I was. I was still lost, and stumbled on some monsters, then tried back-tracking to a good spot to start from again. I finally gave up.
>As others said, this could have been a half-decent map if it was about 1/4 the size, and had some kind of coherence to it. Sorry to be so harsh, I'm sure the author spent a lot of time, but that's the point. This map is a terrible waste of the player's time.
If you've played Sunlust, you know can see why they'd have those conclusions about it. But you also know that Sunlust just isn't for them. If you've played Warpspasm, same thing, Warpspasm just isn't for him. Warpspasm isn't "cheap and boring" for being difficult, neither is Sunlust. Do you see my point yet?

>> No.10062805

>>10061940
What gametype you have in mind?

>> No.10062810 [DELETED] 

>>10062028
Saying that she behaves like a fucking child after her mental breakdown, plus that depression is for weak minded people which is true, and giving ears to a asshole known for both of us instead of i and the others who wants her good, only because he simps her ever since he knew her, and possibly she almost cheating her bf who gave her a switch oled as a bday gift with the asshole guy... which is even worse because he is a male feminist who larps as rightist

i can pretty much say that the person i knew died 2 years ago, and what is left now is a monster juice junkie who shills sony and nintendo 24/7.

>> No.10062812

>>10061940
I don't use discord that much. I agree with anon who said next time just post the IP.

>> No.10062858

>>10061965
There was, but I had someone else make it for me. At this point I think I could do it myself.

>> No.10062884

>>10053909
hope based fps :- )

>> No.10062901

>>10062714
>you was vile on me
>you smeared me
instant classic

>> No.10062931
File: 3.91 MB, 1024x576, 2023-07-13_06-34-52.webm [View same] [iqdb] [saucenao] [google]
10062931

Slow and steady for VR2. Not enough hours in the day. Zzzzzzzzzzzz.

>> No.10062937

>>10062931
I'm looking forward to vr2.

>> No.10063087
File: 364 KB, 300x300, tumblr_liqdcn8lta1qac92lo1_400.gif [View same] [iqdb] [saucenao] [google]
10063087

>>10062931
>Flame-shot is no longer just a sprinkle of burning orange snot
Beyond neato. . .
Are there still any plans for the Armagon LC using plasma cells?

>> No.10063131

>>10062754
ENDOOM is literally just a fixed sequence of pairs of bytes, the first one being the character, the second one encoding the colour. How hard is that to emulate properly and elegantly?

>> No.10063148

>>10063131
Stop being an anti-speedrunner bigot.

>> No.10063196

>>10062537
Judge Anon lives, but he's too busy with RL to do anything, plus low motivation.

>> No.10063229
File: 417 KB, 1280x720, kmquake2_098.jpg [View same] [iqdb] [saucenao] [google]
10063229

>>10062901
t. round player

>> No.10063241

>>10063196
It's fine, positivity will shine through the silver lining someday, can't have one without another. Catch on some synth heavy and somewhat kitschy music https://www.youtube.com/watch?v=OFcOQuilOPk

>> No.10063281

>>10063229
>visits milous.net
>infinite sadness ensues

>> No.10063291

When is a serious case of /vr/ coming out already???

>> No.10063295

>>10063291
When is 94 protons coming out?

>> No.10063321

Whats the proper way to record doom gameplay? Nugget is 4:3 and i would like something closer to 16:9 but i either get black borders or stretched image

>> No.10063329

If you're not using GZD, why not record a demo?
It's the literal, single feature that makes all these sourceports not completely obsolete.

>> No.10063336
File: 520 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10063336

>>10063321
>Nugget is 4:3
Check pic related

>> No.10063362

>>10063336
I'm retarded. Thank you.

>> No.10063423
File: 592 KB, 1280x720, kmquake2_131.jpg [View same] [iqdb] [saucenao] [google]
10063423

>>10063281
Other links are available tho, also he's got a Facebook page for his works

>> No.10063450

Is there something wrong with the Moddb forums? I'm trying to download the Quake2xp mod from there and the download keeps failing, the failed download files in question tell me to check my internet connection but the connection is working fine so far as I can tell.

What gives? Is anyone else having trouble with Moddb today?

>> No.10063454

>>10053578
Contract Revoked was added as an Add-on to Quake's re-release.
https://twitter.com/Quake/status/1679510869443592199

>> No.10063463

>record 30 seconds video
>57mb
i might give up on this idea

>> No.10063501

>>10063463
bro your demos???

>> No.10063507
File: 119 KB, 1980x742, 200230.jpg [View same] [iqdb] [saucenao] [google]
10063507

>>10063423
this one doesn't exit either and the last one got me a buggy page and the site blocked by my malwarebytes for riskware.
i don't have a facecuck. oh well his maps are probably too savage for me anyway i'm a filthy casul

>> No.10063512
File: 558 KB, 1280x720, kmquake2_130.jpg [View same] [iqdb] [saucenao] [google]
10063512

>>10063229
In case nobody gets it

>> No.10063519
File: 1.26 MB, 2560x1440, Screenshot_Doom_20230712_232813.png [View same] [iqdb] [saucenao] [google]
10063519

how does this fucking shit even work?
absorb souls how?

>> No.10063520

>>10063501
what do demos have to do with this dumbass?

>> No.10063539
File: 124 KB, 720x960, 1688202564599086.webm [View same] [iqdb] [saucenao] [google]
10063539

>>10063520
I assumed you were the guy above talking about recording doom gameplay. And if that's the case then since you're using a sourceport like nugget why not record demos and share them?

>> No.10063541

>>10063519
shoot things with it you dope

>> No.10063546
File: 517 KB, 1280x720, kmquake2_040.jpg [View same] [iqdb] [saucenao] [google]
10063546

>>10063507
https://www.moddb.com/games/quake-2/addons/milous-missions

>> No.10063553

>>10063539
w-where did he go?

>> No.10063556
File: 19 KB, 400x400, mmmm.jpg [View same] [iqdb] [saucenao] [google]
10063556

>>10063553
behind you

>> No.10063559

>>10063556
o shi-

>> No.10063581

why there is still no Doom2 TC based on Terminator Future Shock and Terminator SKYNET with the same level of quality of stuff like Ashes?
is it because of copyright problems that might get the project shut down?

>> No.10063582
File: 1.33 MB, 1280x768, dmd.png [View same] [iqdb] [saucenao] [google]
10063582

>> No.10063591

>>10063581
Probably, but it would also be a complex undertaking considering the size and scope of their levels and scripted setpieces.

>> No.10063658

>>10063546
thanks. it's still not as comfy as a personal site/blog tho

>> No.10063695

>>10063581
There it was a reverse engineering in process but no one knows what happened, since it uses daggerfall's engine.

>> No.10064004

Is the sound to low? Does the quality look alright? any idea why the Udino demo is desynced?

>> No.10064009
File: 2.54 MB, 1280x720, www.webm [View same] [iqdb] [saucenao] [google]
10064009

Forgot the video, oops. (and no sound either, rip)

>> No.10064040

>>10064009
>>10064004
Quality seems fine, you need to do something trickier for the sound so don't worry about it for now, and the ratio seems a bit off and stretched.
>any idea why the Udino demo is desynced?
Good question and explains what I'm watching, at first glance it looked like it was chat controlled or something.

>> No.10064105

>>10062931
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAaaaaaaah....

>> No.10064204

>>10062605
>gz-based games are made for specific versions and might act up on others
Some do have cutomised executables, like Hedon and Selaco.

>> No.10064306

>>10060527
>another fucking fork of a port by Gibbon instead of a contribution to the existing one
I know that in some cases it can't be helped, but the guy got a serious problem.

>> No.10064345

>>10062775
Warpspasm is full of cheap, poor design. You don't have a point, you're just arrogant.

>> No.10064346

>>10064306
BuildGDX is still being developed on so we can hope that these changes will be noticed upstream.

>> No.10064350

>>10064345
You're disregarding designer intent and writing it off as cheap and poor. That isn't fair in any way shape or form, as if level design has no room for teleporting monsters. The only one being arrogant here is you for refusing to see other avenues of game design thought.

>> No.10064358
File: 1.87 MB, 1920x1080, 1683237741161326.png [View same] [iqdb] [saucenao] [google]
10064358

>>10064345
Nightmare gets cheap and tiring with this level, other levels are fine. Also not to be played for the first time on NM unless you know what you're doing.

>> No.10064365

>>10064350
>You're disregarding designer intent
Just because something was done on purpose doesn't mean it wasn't stupid.

>> No.10064378

>>10064365
How do you feel about Serious Sam?

>> No.10064398
File: 84 KB, 640x480, quake e1m2.png [View same] [iqdb] [saucenao] [google]
10064398

Basic question to all quakefags. Doom has rich assortment of midis to drive the feel of the maps, do you play all custom content with Trent's ambiance or in silence of eldricht horror bloody carnage only? Game must be crazy immersive by itself if that's the case.

>> No.10064426

>>10064378
>>10064365
>>10064358
The bottom line is some people smile at a challenge and some people don't

>> No.10064476

>>10064398
Some custom maps come with their own music, and of those a very small percentage aren't dark ambient. I leave the music on, really adds.

>> No.10064502

>>10064398
I usually try to apply a new soundtrack, be it one from the Quake expansions or Trent's Ghosts albums. Does get a bit samey at times, but I also haven't played all that much beyond the official stuff.

>> No.10064504

baking new thread

>> No.10064505

>>10064476
I hear some of them now, ambient seems the most efficient way to design around
https://www.youtube.com/watch?v=3oKv-R54Kiw

>> No.10064519

NEW THREAD :
>>10064513
>>10064513
>>10064513

See you there.