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

/vr/ - Retro Games


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10272895 No.10272895 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10260165

Doom/Quake/Duke/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
https://rentry.org/vrbin

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

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
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.10272901
File: 1003 KB, 1968x1118, AM3.png [View same] [iqdb] [saucenao] [google]
10272901

=== CURRENT PROJECTS ===
AD MORTEM FINAL CUT
See >>10235841

WAD BOORU (open for submissions)
http://clovr.xyz/wadsup/

FORE/VR/ ALONE (beta 3)
https://files.catbox.moe/u9smv4.zip

=== WHEN IT'S DONE ===
A SERIOUS CASE OF /vr/
https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#9941720

=== NEWS ===

[9-21] Naku-Naru 2 released
https://joblez.itch.io/naku-naru-2-yoru-no-sei

[9-20] GZChaos 1.0 released
https://kevansevans.itch.io/gzchaos

[9-18] Doom Mac sourcecode
https://archive.org/details/doom-mac-source

[9-15] Doom Retro 5.0 released
https://github.com/bradharding/doomretro/releases/tag/v5.0

[9-15] E3 of Rise of the Triangles has released:
https://files.catbox.moe/a9f5pf.zip

[9-15]/vr/ has made a Doom wad
https://desuarchive.org/vr/thread/10225829/#10246503
https://desuarchive.org/vr/thread/10225829/#10246521

[9-14] Woof! 12.0 released
https://github.com/fabiangreffrath/woof/releases/tag/woof_12.0.0

[9-14] Quake 2 Generations sourcecode posted courtesy of user Matsilagi:
https://drive.google.com/file/d/1l8vPbXu0QOG5QOE3XNIl2pw28SyTzNmn/view

[9-13] Casual and experimental wads by Thelokk
https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/12ep
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/boa2kd

[9-12] Interview with Paril from Nightdive about Quake 2 Remastered
[YouTube] Developer Interview - QUAKE II REMASTERED - Paril: KEX Engine Programmer with Nightdive Studios

[9-11] Quake 2 Map Jam announced
>>10235101

[9-10] Defensive Measures recompiled for Q2R
https://www.moddb.com/games/quake-2/addons/defensive-measures1

[9-05] Quakespasm 0.96.0 Released
https://sourceforge.net/p/quakespasm/news/2023/09/quakespasm-0960/

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

>> No.10272908

more like dumb

>> No.10272912

When's waifu wad and what's ad mortem?

>> No.10273026
File: 3.07 MB, 1280x720, doomfileexplorer.webm [View same] [iqdb] [saucenao] [google]
10273026

I wrote a little Doom File Explorer bash script as a little day project! Kind of basic, but I am happy with how it turned out.

>> No.10273038
File: 710 KB, 2186x1309, IonFuryCover.jpg [View same] [iqdb] [saucenao] [google]
10273038

Ion Fury : Aftershock maybe releasing in 2024 (please?), here's to hoping.
I'm willing to wait as opposed to them rushing it out half finished, I am confident it will be good.

>> No.10273107
File: 118 KB, 690x746, photo_2021-10-30_09-44-01b.jpg [View same] [iqdb] [saucenao] [google]
10273107

>Immersive Gameplay

>> No.10273112

>>10273107
>Called barons of hell
>Don't have personal underlings with each encounter of them
Cmon sandy/carmack/romero

>> No.10273123
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10273123

>>10273112
Barons are also entitled by the monarchy to wear a small crown as part of their display of nobility

>> No.10273126

>>10273123
God that's silly. There's so many ways Doom could have gone wrong, this is one of them.

>> No.10273131

I've added another weapon to my mod, a silenced shotgun using sprites by Captain J
https://files.catbox.moe/x0d704.webm
It's a little weaker than the normal shotgun and holds fewer rounds in its "magazine", but it has a faster rate of fire and since it's suppressed it doesn't alert enemies

>> No.10273134

>>10273131
Call it. Friendo.

>> No.10273138
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10273138

>> No.10273145

>>10273134
A-alright.

Heads, then.

>> No.10273218
File: 242 KB, 1366x768, capt0000.png [View same] [iqdb] [saucenao] [google]
10273218

>>10271652
>Interesting, not one of those click bait videos mentioned it was old.
Who needs those details? Catchy headline and surface level coverage is the current way.
>Though, I do think that the game if it were something to do with the antichrist it would be a prequel
I guess it does make certain sense, but current DOOM lore sure as hell doesn't. So I don't think they would let that be an obstable for a sequel's narrative.
>>10273038
While it does suck that Voidpoint/KillPixel/Slipgate have made mistakes of overestimating themselves and letting their own excitement to announce the date they ended up not being able to reach, at the end of a day it's best to let projects take time instead of advocating for them to follow the current trend of "reach the deadline at the expense on the game".
3D Realms' legacy (a.k.a., Duke Nukem Forever) put them in awkward position and maybe upcoming Realms Deep would help them finally get out of it.

>> No.10273286
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10273286

>> No.10273302
File: 289 KB, 858x555, 1673501309506927.png [View same] [iqdb] [saucenao] [google]
10273302

played through Mars 3D, it sure was something, with plenty of copy & paste designs

>> No.10273305
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10273305

>>10273302
eventually I got frustrated with the severe lack of ammo and the game being filled with bulletsponges, and IDKFA'd to get this over with

>> No.10273328

>>10273038
Them showing more of it on livestreams seems like a good indication of it coming out relatively soon. They were hinting that a date would be announced during Realms Deep as well.

>> No.10273334

Realms Deep Deep Deep
Deep Deep Deep

>> No.10273396
File: 91 KB, 640x480, tiny baldie.png [View same] [iqdb] [saucenao] [google]
10273396

>> No.10273408

>>10273026
hey I basically did the same for windows' Command Prompt and use it to this day to organize/navigate my collection

>> No.10273413

I'm starting to feel that Nugget has too many options and I'm tempted to go back to the semplicity Woof.. how I wish it had 800p support..

>> No.10273424

The Quake community seems to have a much better taste in custom music than the Doom community, who often pick songs which sound nice, but are too "happy" for Doom and kill the mood somewhat. I like the fact that Quake modders tend to stick with dark ambient music.

>> No.10273447

>>10273396
Turns out...
...
...
...Lil' zombie fella'.

>> No.10273459
File: 95 KB, 1280x720, Dark Places.jpg [View same] [iqdb] [saucenao] [google]
10273459

Remember when Dark Places was the future of Quake? Now people hate texture filters even though GLQuake already had them.
What happened in the last 15 years that made hardcore fans slowly change their minds about graphic improvements and demand more fidelity? Not only FPS games but emulators and other stuff. Even when it's not really faithful like in Quake 2 and Half Life?

>> No.10273468

>>10273424
>who often pick songs which sound nice, but are too "happy" for Doom and kill the mood somewhat.
You mean like the IWADs did?

>> No.10273478

>>10273468
>You mean like the IWADs did?
I love the Dave D. Taylor Blues so God damn much.

>> No.10273481

>>10273478
That's a close second behind Message for the Arch-Vile for me.

>> No.10273495

>>10273481
I got your message for the Arch-Vile right here!
*unzips Rocket Launcher*

>> No.10273539
File: 485 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10273539

>> No.10273541

Are there any mods for Doom that focus on tacticool mil-sim weapons? I think it would be fun to kill demons as an operator.

>> No.10273554

>>10273541
Hideous Destructor

>> No.10273583
File: 3.92 MB, 960x540, Replay_2023-09-08_19-29-43.mkv.webm [View same] [iqdb] [saucenao] [google]
10273583

>>10273541
>I think it would be fun to kill demons as an operator.
you're goddamn right it is

>> No.10273586
File: 771 KB, 447x936, 1556773790421.png [View same] [iqdb] [saucenao] [google]
10273586

>>10273541
>tacticool mil-sim

>> No.10273597
File: 86 KB, 600x900, MV5BMTEwYWFlMmItZDEwYy00ZDBiLWEwMDYtMTlmOTQzYjY4NTY5XkEyXkFqcGdeQXVyMTA0MTM5NjI2._V1_.jpg [View same] [iqdb] [saucenao] [google]
10273597

What a neat little game. Excellent level design. Super enjoyable.

>> No.10273602

>>10273459
quake but lookin' good

>> No.10273618

>>10273459
This looks like a Quake mod for Painkiller. And my guess is those effects were cool back then because it made Quake look like some of those more modern games, but now it just looks wrong.

>> No.10273624

>>10273583
It always baffles me how this tactical realistic simulator mod always looks 10 times more spastic than original Doom.

>> No.10273641

>>10273107
literally me (samsung TV in pc mode+game mode)

>> No.10273649
File: 3.91 MB, 960x540, 1695209072546382.webm [View same] [iqdb] [saucenao] [google]
10273649

>>10273624
that's your misconception that tactical=slow or that HD is trying to be realistic rather than plausible
a lot of players think that way and it's why they struggle with doing more than knee deep in the dead room brooming

>> No.10273661
File: 2.94 MB, 640x360, Hideous Destructor, Cyberbullying.webm [View same] [iqdb] [saucenao] [google]
10273661

>>10273541
That's Hideous Destructor you're looking for, it's probably the most realistic tactical shooter which Doom has ever been, it has a lot of attention to detail, and a lot of (partially optional) micromanaging.

The magic of this is that you've got these more realistic mechanics for shooting, managing inventory and ammo, and handling wounds, but it's still Doom themed, and you're still playing in Doom levels, and that makes it very unique. The environments are as realistic as the author of the levels made it.
Hideous Destructor is pretty tough, and it's one of those acquired tastes, some just won't like it, but for some it's the best. Part of its charm is that the demons are all made 50x as mean and obnoxious, with all kinds of tricks and abilities, but this is offset by all the kinds of stuff the player can also do.

Even if wounding mechanics are pretty realistic, with how you need to stop bleeding, how you need to put yourself out if you catch fire, and how really serious injuries can't really just be fixed up with a medkit, there's a lot more to it. Certain magical items can heal even the most brutal of injuries, and some can protect you from some damage, and then you have Berserk, where if you know what to do, you can do some absolutely wild bullshit, tanking damage and punching like a night train.

You also have all kinds of handy gadgets and tricks, like hand grenades, tripwire setups for said grenades, breaching charges, sentry guns, rope ladders, and even a jetpack, if you can find it.

>> No.10273663

>>10273649
I'll be honest, even BD gameplay videos look more appealing than this. But I play almost exclusively vanilla so you can ignore my opinion.

>> No.10273672

>>10273624
Depends on how spastic you make it, you can get away with a lot of less than realistic stuff if you're comfortable and familiar with the gameplay. Part of HDest's visual quirks is also adapting to GzDoom and working within it.

>>10273663
It's understandable. HDest unfortunately has a very minimalist approach to graphics and sound by default, which isn't always the best looking at a glance.

>> No.10273680
File: 1.33 MB, 268x278, 1694531580701113.gif [View same] [iqdb] [saucenao] [google]
10273680

MtPain27 Reviews A2Rob's "Machete" on Dean of Doom: https://youtu.be/C8lONESdl1o?si=ZDJ8zsnf02XUCwBJ

>> No.10273693

>>10273424
>who often pick songs which sound nice, but are too "happy" for Doom and kill the mood somewhat.
My favorite custom wad soundtrack exists in Preacher so there’s still variety, and mods like Mjolnir have some more upbeat tracks and tunes that fit real well. The original Doom 1 and 2 soundtracks themselves had a lot of variety and often went all over the place.
For better and worse, Quake replacement tracks can’t just be simple midis. Sometimes the mod in question doesn’t barely tries like Arcane Dimensions, and to make matters worse half the levels in the mod liked to use the “Focus” track.

>> No.10273701
File: 172 KB, 573x509, 1552393992634.png [View same] [iqdb] [saucenao] [google]
10273701

>>10273680
>MAP06: Hydraulic Mating Press

>> No.10273728
File: 3.43 MB, 1274x720, carlonduty.webm [View same] [iqdb] [saucenao] [google]
10273728

>>10273541
>now we cookin

>> No.10273763
File: 2.54 MB, 960x540, 1533229520676.webm [View same] [iqdb] [saucenao] [google]
10273763

>> No.10273810
File: 1.72 MB, 1282x832, image-11.png [View same] [iqdb] [saucenao] [google]
10273810

Some guy is working on porting Acknex engine games to Unity and he released the first beta today
https://drive.google.com/file/d/1nq8pV9RVfW__RPe8LF1MUl_6cyjYnOnq/view?usp=sharing

>> No.10273835

>>10273026
Share it anon, please.
>>10273597
I stopped playing it in the 2nd episode, in the 3rd map in fact. The amount of mirrored halls and hallways (like The Cathedral in E1) and just the absurd lack of enemy variety and just tons of the same one in the same room made me drop it.
>>10273763
How? wad please.
>>10273810
How do I get good at that brasilian FPS? I like teaming up with the green aliens but it's one of those "I used to play this as a kid" and now I barely even make it to the 3rd map.

>> No.10273847

Quake:
>nice tidy organised folders for mods with their own config files
Doom:
>fuck it just dump everything in root and load what you want

>> No.10273859

>>10273597
>>10273835
I think the level design holds it back actually. There is plenty of utility in the enemy variety, but they're just underutilized. Also there's not enough textures.

>> No.10273861

>>10273810
Is that the "Vagina incident" game?

>> No.10273898

>>10273861
Varginha, yes. AKA Alien Anarchy. Or at least looks like it.
>>10273859
I didn't mean to say there's not enough variety in enemies, just that whoever designed the maps didn't use it to their potential. I feel like Doom (specially Doom 2) did so much better.

>> No.10273903

>>10273810
>Acknex
So there are other games?

>> No.10273941

>>10273810
>ACK-NEX
kek

>> No.10273986

>>10273624
The weapon switch speed likely plays into that “spastic” feeling the most. There’s a lot of nuances to the weapon mechanics that steer toward “realistic” while having near instant swapspeeds.
Big things that make HD and similar mods work: More “realistic” and limited player movement, more “realistic” and fragile player health, and a huge boost in power to the player’s arsenal.

>> No.10273991

>>10273986
*enemy changes can help a lot as well

>> No.10274012

Hey, I recall a few sprites made for Ad Mortem last year, for Phase 2, does anyone have those? They were a colorful torch for the Light Amp Goggles, and a crystal ball for the Computer Map.

>> No.10274029

After doom is pretty dope.

>> No.10274058

>>10273847
>he doesn't organise his doom folders

>> No.10274059

>>10273459
The levels need to be fully rebuilt for PBR textures to look like they actually fit in. The polygon density in Quake 1 is far too low for them, and you need trim pieces around hard edges (like that archway) to avoid extrusions in the texture awkwardly disappearing into the void going around a corner.

Most Quake 1 PBR texture packs also just kinda look like ass.

>> No.10274074

>>10272901
GZDoom 4.11 has just came out, now supporting DSDHacked and plenty of other things, such as new ZScript features and refining light mode selection.

>> No.10274075

>>10272901
>>10274074
Forgor to add link: https://forum.zdoom.org/viewtopic.php?p=1245363#p1245363

>> No.10274083

Will UMAPINFO ever support extra dehacked things?

>> No.10274126
File: 43 KB, 512x511, filian2.jpg [View same] [iqdb] [saucenao] [google]
10274126

>get tired of playing with a flashlight mod
>remember toying with an ambient light level slider years and years ago
>look for it
>apparently it was culled entirely from gz
what the fuck
is there like a mod or something that allows for it?
i don`t wanna just crank the brightness slider

>> No.10274131

>>10273810
>Acknex engine game
Seconding >>10273903: there's more?

>> No.10274135

>>10274126
DarkDoomZ.

>> No.10274138

>>10274135
Nevermind. I thought you wanted to reduce ambient light level, not increase it. My bad.

>> No.10274170

>>10274074
>DSDHacked
What's this now.

>> No.10274190

>>10274170
MBF21++
Basically just adds a bunch of empty states I think.

>> No.10274195

>>10274170
From what I understand, it's MBF21 with unlimited states, things, etc.

>> No.10274203
File: 250 KB, 720x720, a2445984021_1.jpg [View same] [iqdb] [saucenao] [google]
10274203

Wish there was easily searchable midi tunes and renditions collection of synth/punk/electro/wave 80s sound spectrum somewhere, but alas. Might be forced to go radical and learn transcribing, just to replicate the feelings of that pretty memorable 2048 map with Gary Numan track which sparked this notion to begin with.
https://www.youtube.com/watch?v=w6gqcm3mMs4
https://www.youtube.com/watch?v=31BjwrVl_xk
https://www.youtube.com/watch?v=X1tvER7HApI

>> No.10274205

>>10274058
They are oganised somewhat. I just wish I could put everything into a folder then drag that folder onto the binary.

>> No.10274217
File: 1 KB, 80x120, pvis thing.gif [View same] [iqdb] [saucenao] [google]
10274217

>>10274012

>> No.10274219
File: 880 KB, 384x288, 1667898506012367.webm [View same] [iqdb] [saucenao] [google]
10274219

>>10274058

>> No.10274224

>>10274135
cranking pregain/postgain in it kinda works, whatever those mean. thanks, anun.

>> No.10274225
File: 6 KB, 92x104, emap.gif [View same] [iqdb] [saucenao] [google]
10274225

>>10274217
We came up with lots of variants for this one. I'll post more + the source files later, gotta bounce for now.

>> No.10274232

>>10274217
At first I thought it was a smol Xen tentacle.

>> No.10274240
File: 753 KB, 112x112, 1687330588826905.gif [View same] [iqdb] [saucenao] [google]
10274240

>>10274203
hopefully AI will be leveraged to do tasks like this soon

>> No.10274259

>>10274225
This one looks better as a decoration than a pickup.

>> No.10274271

>>10274240
Maybe, yeah. I mean, making midi with some monotonous beat should be pretty easy things considered, but first I'd have to put an effort unskewing my shabble sense of tone and rhythm with learning all the soundbank instruments. Immediate good results are out of the horizon, only long practice.

>> No.10274323

With Boom, can you create a fake 3D platform to make something like a shelf?

>> No.10274326

>>10274323
You can use midtextures, but AFAIK fake floors/ceilings are subject to the same rendering restrictions as real ones.

>> No.10274329

>>10274326
I figured that's what I'd have to do.

>> No.10274332

>>10272212
are there any (boomer) shooter that use weapons as upgrades?
As I recall, in Dusk you can duel wield pistols and shotguns, which just increases rate of fire and nothing else, effectively making it an upgrade. Internally, dual wielded pistols are probably a different weapon than single pistol even if it doesn't look that way. I think you can still switch to single handed if you want but it's not default. It's also kind of interesting because it functions as a non-linear upgrade, where any shotgun will upgrade any other shotgun etc. I kind of wish you could do something like that in dehacked.
>>10272912
>what's ad mortem?
This made me laugh. I'm kind of surprised it's still going. Ad mortem is the /vr/ halloween themed wad.
>>10274083
>>10274170
I think there's some confusion here.
UMAPINFO = Define level/episode progression and sky textures by map. Unrelated to compatibility(line/sector/actor logic). Supported by most boom derived ports.
MBF21 = Allow new enemy and player attacks/actions. Definitionally Complevel 21. Supported by most boom derived ports.
DSDHacked = Allow unlimited states/things/sounds. Regardless of compatibility. Supported by most boom derived ports (crispy also supports this, just nobody uses it).
There's also Dehextra which added like 1000 new things, effectively replaced by DSDHacked.
>>10274323
Not really, it's probably just best to use midtextures. There's some technique tentatively called "Projected flats" that can give the appearance of 3d floors in vanilla, but you can't go under them, or look through them, or at the wrong angle. Described here:
https://www.doomworld.com/forum/topic/93919-vanilla-how-to-make-a-new-kind-of-3d-floor-projected-flats-i-dunno-what-to-call-it-lol/

>> No.10274336

>>10274332
Correction: crispy supports Dehextra, not DSDHacked, so it's not truyly unlimited things/states etc. like I said though, no one uses that.

>> No.10274347
File: 158 KB, 1245x696, Eo5kumvXIAc4Kzo.jpg [View same] [iqdb] [saucenao] [google]
10274347

>>10273138
>>>/gmad/

>> No.10274353

>>10274332
>you can duel wield pistols and shotguns, which just increases rate of fire and nothing else, effectively making it an upgrade.
That’s basically the pistol-to-chaingun upgrade, or the nailgun-to-sng, right?
I don’t know of any older or recent arcadey shooter mirroring Unreal’s pistol upgrade progression.

>> No.10274360

>>10273583
>>10273649
What's the deal with that floating blue laser? Very annoying.

>> No.10274367

>>10274353
>That’s basically the pistol-to-chaingun upgrade, or the nailgun-to-sng, right?
Yeah, I guess the only difference is it'll still the same key press. The more I think about it the more the initial question has me confused.

>> No.10274381

>>10274332
>in Dusk you can duel wield pistols and shotguns, which just increases rate of fire and nothing else
It also increases spread for the pistols, the shotguns have no penalty and are a upgrade in every way. And you can indeed switch back to a single one if you want to.
>>10274353
Well, dusk does have an assault rifle which would be that game's chaingun equivalent. The double pistol is just there cause it looks cool, really. If you get a fast firing totem they're great cause you'll likely have max ammo for them and the increased fire rate makes them useful even if they have low damage.

>> No.10274382
File: 3.90 MB, 960x540, Replay_2023-09-25_17-20-04.mkv.webm [View same] [iqdb] [saucenao] [google]
10274382

>>10273986
>The weapon switch speed likely plays into that “spastic” feeling the most.
it really doesn't even register to me anymore but that's probably true
vanilla doom is not a swap-heavy game, switching weapons is a major commitment so you only do it if you're faced with a really bad matchup or you ran out of ammo
in HD you might switch multiple times just taking out one enemy, because different weapons are good for different aspects of combat and switching to fists is viable for both finishing off weakened enemies and accessing more movement options

>> No.10274384

>>10274367
I also did my best to steer it towards thread-relevant shooters but then I just got that other reply…
Maybe he’s looking for a permanent upgrade?

>> No.10274398

recommend me some half life mods that aren't echoes, field intensity or urbicite

>> No.10274447

>>10274012
https://cdn.discordapp.com/attachments/727328864489046110/1155985984043884654/Sprites_and_stuff.zip
Alright, here's the source files, plus a berserk concept. I'm assuming you're Vaeros? Either way, I hope this satifies your curiosity.
>>10274259
Which is part of the reason why it was scrapped.

>> No.10274449

>>10273218
Do you think they'll ever implement Co-op or multiplayer in Ion Fury? Imagine the mayhem having 4 Shellys blowing everything up.

>> No.10274525

>>10274360
Optional addon item that gives you a toggable laser sight and flashlight. It's really useful with some weapons that take a moment to get a sight picture on screen, and it's REALLY handy in co-op, because you can quickly identify where your squadmates are and where they're looking.

>> No.10274529

>>10273986
Depends on how people play it. Like that other guy said: Switching weapons can help a lot, or you could be like me and use the Thunder Buster to cook everything.

>> No.10274536

>>10274525
But it's not lined up with the gun at all, which is really disorienting. I realize it would be hard to do that, but it seems extremely janky and immersion-breaking as-is.

>> No.10274547
File: 1.16 MB, 1280x720, boner dont care.webm [View same] [iqdb] [saucenao] [google]
10274547

>>10274536
I feel underequipped without it anymore, so it doesn't bother me. Seeing as it's an additional addon you wouldn't even see it if you just booted up stock HD.

>> No.10274643

>>10274547
I haven't played in quite a while. Matt using the pro-tip feature to sperg about Ukraine while randomly revamping entire mechanic systems seemingly for the sake of change sort of killed it for me. Also the thing with GZDoom only letting mods work with the exact version of the port they were made for.

Is there still an addon making scene or did it die off? I remember Ace having some falling out and discontinuing the bullet libraries, and the git pages for addons sort of vanishing.

>> No.10274658

>>10274643
There is, yeah. There's a new website now and a github organization for communal maintaining of otherwise abandoned mods.
https://dastrukar.gitlab.io/hddons-list/
https://github.com/HDest-Community

>> No.10274668
File: 1.81 MB, 1920x1080, dslc_townaround.png [View same] [iqdb] [saucenao] [google]
10274668

>>10273672
>HDest unfortunately has a very minimalist approach to graphics and sound by default, which isn't always the best looking at a glance.
It always felt like the opposite kind of mod for someone who wants detailed weapon sprite animations.
>>10274382
>it really doesn't even register to me anymore but that's probably true
It may come off as "spastic" to others but yeup, like HD and similar mods it makes for smoother/more fun responses to all sorts of "sudden crazy shit" and improves the gunplay. There's also no automatic "backpack reloading" system here so all those guns and mags still need to be maintained.
>>10274547
I think it's fun to use. I've played lots of Deathstrider lately and kind of miss it.
Saying that, I think it would be a benefit if the weapon sprites were aligned with where the laser and bullets were actually coming from.

>> No.10274726

So this is how linux oldfags played Doom in 1994?
https://files.catbox.moe/vh70c2.mp4

>> No.10274758
File: 1.21 MB, 3238x1881, image-11.jpg [View same] [iqdb] [saucenao] [google]
10274758

Popped the bear in Shanghai Gold and bought a large pack of stylized textures, so I can start playing around with more polished graphics. With a bit more work to get the lighting and textures right, the game might one day look good. Again, many thanks for the valuable feedback some of you gave. I'm working on adressing all the issues and I'll be back in around a month or so when those have been resolved, and there is new content to show.

>> No.10274779
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
10274779

>>10274758
>sprite with gorillions of pixels
>super HD PBR textures in what otherwise looks like a Wolf 3D map
>rectangle torch
I...
Good luck, anon.

>> No.10274781

The Duke Nukem Zero Hour decompilation project is almost done.

https://twitter.com/DukeAtomicTimes/status/1706339214504157476

>> No.10274801
File: 657 KB, 800x450, ezgif-5-4b528e956f.gif [View same] [iqdb] [saucenao] [google]
10274801

>>10274779
Torch will be replaced with an animated billboard. Textures are generally just diffuse + roughness. Will need testing to find the best setup.

>> No.10275053

>>10274781
I played through Zero Hour earlier this year. Are you telling me I could have waited and played with good controls and framerate?
Oh well, guess I'll appreciate it more

>> No.10275056
File: 1.38 MB, 1858x1057, Screenshot_Doom_20230925_210621.png [View same] [iqdb] [saucenao] [google]
10275056

After some buzz a few threads ago I played it and it's pretty good. (lost civilization) Feels like a different game, forgive me and hear me out for this one, but it was like dark souls specifically in how you navigate shortcuts and find secret items by going to weird corners of the map, and there are ways to get the jump on groups of enemies, all without a jump button.
Went on a fair few quad damage rampages and used mouselook to snipe the snipers so I can't say much meaningful on the difficulty but there's more restraint in crowding the open areas than most mappers, anyone else would have made the caco clouds twice as big. Some weirdly difficult archviles with no easy cover though, like the market square in map 9. Only way for me to beat it was to run far uphill and cheese the archies around a house. Again most mappers probably wouldn't let you just run the fuck away
The superfluous weapon pickups probably pair amazingly with weapon randomizers / RPG mods made for continuous play. In my case the dead marines in high traffic areas really helped even the odds. Definitely replayable but not for saveless peestol starters

>>10274536
>But it's not lined up with the gun at all
What it is lined up with is where the gun will *actually* fire. The start of the beam is where the barrel of your gun "physically" is and the end of the beam is where the bullets will go. It's below the crosshair because that's how all doom projectiles do, something that's very hard to unnotice in the rest of your Doom career

>> No.10275063

>>10274447
Thanks.

>> No.10275091

>>10274447
The BERSERK file is a blank file, not sure if it's supposed to be a .bmp or .psd or something. I'm giving Vaeros a hand with a few things.

>> No.10275096

>>10275091
It's a lmp, the doom image format

>> No.10275187
File: 172 KB, 736x1008, Sandy_Petersen_in_May_2004.jpg [View same] [iqdb] [saucenao] [google]
10275187

Currently running through DOOM 2 again and I got to say after map 10 it really goes down hill. Doom 1 played better. I like the aesthetic of the bigger open maps in Doom 2 but the play is a grind. Thy flesh consumed was hard but fun. Most of Doom 2 is just annoying

>> No.10275313
File: 78 KB, 211x256, sandy petersen.png [View same] [iqdb] [saucenao] [google]
10275313

>>10275187

>> No.10275351

>>10275187
more like dumb too

>> No.10275361

>>10275187
I dunno, the only ones I can say I rather dislike are Monster Condo and The Citadel... Was never crazy about The Living End, but I can't quite hate it either.
Everything else has at least a redeeming factor as well and none really feel like a chore.

>> No.10275367

>dumb
more like doom lmao

>> No.10275380

I want to try out Unreal Evolution but it's been so long since I played Unreal that I feel like I wouldn't appreciate the changes. What to do...

>> No.10275408

https://www.youtube.com/watch?v=fTWvTHq6djM

>> No.10275582
File: 44 KB, 360x432, Petersen.jpg [View same] [iqdb] [saucenao] [google]
10275582

>>10275313
>>10275361
>>10275367

Barrels O' Fun
The Chasm
Icon of Sin

SUCK

>> No.10275592

>>10275582
I like the Icon fight.

>> No.10275602

>>10275582
Icon of Sin is more of a puzzle than anything, but it's an big fancy puzzle. You're jaded by years of doom wads, but there was a fun tension to seeing the room fill up with more and more monsters the longer you took to complete the fight. The fact that there wasn't any trekking back through a long level on dead was a bonus.
Barrels O' Fun was a fun gimmick level. It's not that long, so I dunno why anyone bitches about it.
Chasm is fine.

>> No.10275626

>>10273583
>TACTICAL weapon bob

>> No.10275678

are there mods for doom that add skins on the guns? ive been ruined by csgo and i find black guns incredibly boring.

>> No.10275681

>>10275678
Time to crack open paint anon.

>> No.10275691

>>10275681
you want to tell me no one ever thought of that before? i've seen a mod that made the default guns gold

>> No.10275771

>>10274781
>>10275053
Spooky, I just finished it over the weekend after finding ProjectN64's mouse look turned it into a very neat little third person shooter. I was planning on making a thread dedicated to Duke games' easter eggs but figured everyone had already seen them and YouTube is a thing.

>> No.10275779
File: 90 KB, 1043x446, Ion_Maiden_SMG-9000.png [View same] [iqdb] [saucenao] [google]
10275779

>>10274332
>I think you can still switch to single handed if you want but it's not default.
You can do that with Penetrators in Ion Fury.
>>10274449
>Do you think they'll ever implement Co-op or multiplayer in Ion Fury?
Co-op? No. If I recall correctly, it would be at best too time consuming and tedious to make co-op possible for its campaign.
Multiplayer as some kind of deathmatch? Perhaps, but would also be hard to get working and you could argue that ultimately all that effort won't pay off as such mode would stay alive for like a week or two maximum.

>> No.10275790
File: 484 KB, 1080x1211, 1686275446221097.png [View same] [iqdb] [saucenao] [google]
10275790

>>10274398
They Hunger is a great horror-themed mod which is perfectly timed for the le spooky season.

>>10275056
What mod is that gun from? Looks sweet.

>> No.10275793

>>10274398
Sweet Half-Life until I die.

>> No.10275801
File: 759 KB, 1366x768, 1680989177321178.png [View same] [iqdb] [saucenao] [google]
10275801

Mapping music
https://www.youtube.com/watch?v=DAjmiCTKmpY

>> No.10275803
File: 220 KB, 1920x1080, 638015282_DOOM3.jpg [View same] [iqdb] [saucenao] [google]
10275803

>>10275779
I would really prefer they didn't put in multiplayer because it means a lot of time that devs get stuck rebalancing shit which can often ruin fun from singleplayer because something that was fun in singleplayer gets nerfed to oblivion and you feel like you never have the "complete game".

>> No.10275861
File: 423 KB, 680x354, missile control.png [View same] [iqdb] [saucenao] [google]
10275861

>>10275790
>What mod is that gun from?
war rooster

>> No.10275883
File: 2.45 MB, 2048x2500, HalfLife_mods_fix.jpg [View same] [iqdb] [saucenao] [google]
10275883

>>10274398
>Lore mods:

|---Induction---|
Just the best HL mod. You are Freeman BEFORE the Resonance Cascade. You've just got hired, you meet Kleiner, you conduct experiments, and race Barney in the vent to open Kleiner's office first.

|---Zombie Edition---|
You are a headcrab. Jumping on people, cooing, etc.

|---Point of View---|
You are a Vortigaunt. Also G-Man hires Black H.E.V.s

|---Sweet Half-Life---|
There are gray aliens in Black Mesa. Also anime.

|---Case Closed---|
You are a janitor.

|---SUM---|
You are a female Black Op. Also have to "hunt the cunt".

|---Focalpoint---|
You are another HECU.

|---Urbicide---|
You are just a guy trying to escape Xen infested city. Also warehouse fetish.

|---Field Intensity---|
You are HECU again. Also you can bring with you a couple of dozens of marines instead of default two.

>Alternative lore mods:

|---Uplinked---|
Uplink on steroids. Also fully functional brush robot.

|---Anticlimax---|
You said G-Man to go fuck himself at the end of Half-Life and now have to meet a few survivors of your personal holocaust.

>Total Conversions

|---TWHL Tower 1/2---|
Climb the building/get down from the building. Also TWHL Tower 2 has Half-Life: Abridged inside.

|---Half-Rats: a Fever Dream/Half-Rats: Parasomnia---|
You fight crazy monsters in 1880. Also you have a battle cat.

|---USS Darkstar---|
You are on a starship with aliens. Also Walter.

|---Night in the Office---|
You are John McClane now.

|---Cthulhu---|
Killing cultists is fun. Also Cthulhu Fhtagn!

|---Half-Life Rally---|
Escape from G-Man in a race car.

|---Heart Of Evil---|
They're not coming for us, are they, sir? Also zombie.

>> No.10275935

>>10275803
Well, I tried to dig something worthwhile out of 3D Realms' Discord server as I wrote that message and all I got regarding both is "extremely unlikely". So I guess you're safe.

>> No.10275940

>>10273459
>graphic improvements
the novelty wore off, also graphics are stagnated, rtx is a meme, they changed lightning fidelity for dlss blur

>> No.10275941

>>10272895
How would a shambler do against modern tanks, artilerry, drones, etc? I imagine most of these things are at least somewhat insulated against lightning.

>> No.10275950
File: 7 KB, 217x278, 1694621467229416.png [View same] [iqdb] [saucenao] [google]
10275950

>>10275582
The Chasm rules, fugg u nigga :DDD

>> No.10275958
File: 236 KB, 1280x960, Shambler03.jpg [View same] [iqdb] [saucenao] [google]
10275958

>>10273459

>> No.10275963

>>10275941
Given their titchy range they'd be entirely reliant upon getting into zap range before getting shot to shit.

>> No.10275968
File: 313 KB, 1920x1299, 1682966426055884.jpg [View same] [iqdb] [saucenao] [google]
10275968

>>10275582
Barrels O' Fun is kinda fun.
The Chasm is nauseatingly annoying.
I think his worst ones are some of the city levels that feel like they're dragging on for ages. That block of boring, long city levels in around that first third of Doom 2 caused me to put off the game for very long.

It's really Plutonia and Plutonia-likes with their compact size, nice feel of place and challenging yet not unfair encounter designs are what made me love Doom again.

>> No.10275985

>>10275941
just teleport behind the operator, ez

>> No.10276031

>>10274536
If you're talking about that weird offset while moving, it is because of rendering interpolation. Looks fine without it.

>> No.10276040

>>10274398
Azure Sheep, Residual Life/Point.

>> No.10276048

>>10274332
>There's some technique tentatively called "Projected flats" that can give the appearance of 3d floors in vanilla, but you can't go under them, or look through them, or at the wrong angle.
That's the exact kind of effect I was looking for.

>> No.10276054
File: 578 KB, 1280x720, dorms0000.png [View same] [iqdb] [saucenao] [google]
10276054

>>10275883
Based.

>> No.10276065

>>10274398
Poke646: Vendetta

>> No.10276067
File: 708 KB, 1280x720, v1.png [View same] [iqdb] [saucenao] [google]
10276067

>>10276065

>> No.10276079

>>10275582
I like The Chasm and Barrels O' Fun. Factory is the one level of his which I really don't enjoy.

>> No.10276307

>>10275582
Huh, I always thought Romero did Icon of Sin.
Anyway, Nirvana is the worst one by far.

>> No.10276317

>>10275958
Literally me, after spending so long sitting in front of a PC.

>> No.10276359

>>10273459
>What happened in the last 15 years that made hardcore fans slowly change their minds about graphic improvements
That's the thing, they aren't. High-res textures are ugly when applied to models meant for low-res ones. Sure there are model replacements, but not for the maps themselves.

>> No.10276395

>>10276359
>High-res textures are ugly when applied to models meant for low-res ones
This, already made fun of in the old grafics cat meme.

When a game comes out, the texture quality / fidelity usually matches the models, but if a texture mod comes out and they can't or just won't improve the models themselves they slap a higher res of "improved" texture on the low poly model which can look really off.

>> No.10276473

>>10273459
All those graphical improvements look awkward when you're playing them in such blocky levels.

>> No.10276547

>>10276359
This, high res textures on low definition geometry looks awkward and cheap.

>> No.10276565

>>10275968
The city stuff is mainly in the middle.

>> No.10276651
File: 871 KB, 499x271, ed209 opps.gif [View same] [iqdb] [saucenao] [google]
10276651

>>10275941
Kind of shit, as I don't think they can throw lightning hard enough to do substantial damaged to a tank, while a tank has a machinegun with a few thousand rounds and more importantly a really big cannon. Shamblers have some resistance to explosives, but even a small vehicle like a Bradley is gonna have a few hundred rounds for its little chaingun cannon, so you could probably Verhoeven those fuzzballs pretty well.

Shamblers greatly benefit from being indoors, in places where it's not easy to bring a tank. They'd probably even use their ability to teleport to avoid a really onesided fight with humans in armored deathmachines.

>> No.10276665

>>10273459
Hipsters and Phil Fish Happened and plagued the modding community.
Also there is the fact that many high res packs Outside the community curated ones are garbage
QRP for Q1 was literally the work of the old Quake 1 community to update Q1 into a re-release status, and is the most accurate texture pack for all the og textures.

Q2 if Evolved had continued on would be the ultimate quake 2 source port, but team blur dissolved.
Also it took a autistic russian to upgrade and make Q2 textures accurate to the source which is Vaa4444's pack at moddb.

>> No.10276818

>>10276651
A 50 cal would f up a Shambly wambly because it doesn't take that much time to destroy one even with a nail gun.

>> No.10276882

>>10276818
Shamblers seem like they might be some kind of semi-intelligent animalistic creatures, they have an allegiance of sorts but they seem more like they'd fall somewhere between a soldier and a trained guard dog.

That makes me wonder what Shubby would actually have for something tank tier. Would it plain be some mildly medieval looking vehicle operating on clocksprings and enchantments, or is there some big meaty fuck-thing with incredibly tough hide and maybe an ability to hock long ranged loogies of sticky acid?

>> No.10276917

>>10276818
Even the typical .30 caliber coaxial guns would do them in I think, as long as you concentrate fire for a bit.

>>10274332
Projected flats, huh?

>> No.10276919

>>10275941
If we take the level design mechanic of enemies teleporting out of thin air as an innate ability of Quake's minions to just enter a dimension wherever they please, then a shambler wouldn't need to worry about using its lightning or getting shot at from range, as it could just appear on top of a tank and start pounding away.

>> No.10276950

>>10276919
Considering a Shambler doesn't automatically annihilate a fully armored player with one smack, it feels like it probably would take a while even to get through the top armor.
Tanks tend to have little smoke discharging launchers on them (they look like three or four little tubes in a cluster) and that there exist some white phosphorus loads for some of those, you could probably use that to drive a Shambler away.

>> No.10277012

>>10276950
I was assuming that a shambler in the real world would take on a more physically explainable form as opposed to being exactly like its videogame form. Melee damage and player strength in the game would be something done for balance reasons. I don't think if a baron of hell in the real world threw a ball of fire at the face of a real, living person that they would just grunt and go pick up a health pack, they'd probably immolate into a green inferno and die almost instantly. Likewise, I think this hypothetical shambler would be able to attack a fair bit faster, as well as having more strength proportional to its size, strength that could be used with his massive claws for more than just swiping, like attempting to put dents into the armor or wrapping them around the tank gun barrel or even prying off the entire turret. Probably couldn't, but I'm sure it would fuck up a few things anyways.

The tank would still have a fair chance of survival, but it probably wouldn't get out unscathed.

>> No.10277021
File: 262 KB, 512x512, C0a0a_gus02.jpg [View same] [iqdb] [saucenao] [google]
10277021

>>10277012
I would imagine it goes something similar to how the marines fare against the alien grunts in Half Life. That game is also still one of the top depictions of human military vs aliens in videogames.

>> No.10277082

>>10276919
This should be a big concern for the “Doom” setting as well: Bad guys fucking all sorts of shit up because they can get teleported in to very favorable positions.

>> No.10277105

>>10275803
Not only that but in unlikely scenario that it does catch on, the devs will be forced to give more attention to the multiplayerfags and won't have as much time for the singleplayer.

>> No.10277118

any good unmaker sprites that work well with vanilla doom? nothing good on realm667

>> No.10277137

>>10277118
https://www.youtube.com/watch?v=snTrhGOGAF4
How's this one?

>> No.10277143

>>10277137
decent, although a bit too techy and the muzzleflash is pretty rough looking

>> No.10277151
File: 4 KB, 123x75, OOK7iEm.png [View same] [iqdb] [saucenao] [google]
10277151

>>10277143
There's a variant not crossed with the eternal Unmaykr in zrrion's resource thread on ZDF
https://forum.zdoom.org/viewtopic.php?t=35797

>> No.10277157

>>10277021
Yes, but why is your Gus mirrored?

>> No.10277162

>>10277151
this is really good and ill see if i can edit it into something i can use, other recommendations are appreciated

>> No.10277194

>>10274232
xentacle

>> No.10277201

>>10275883
>No INVASION
shame
>still spoils sweet half-life
shamer

>> No.10277210

>>10276818
I don't think the nailguns fire "nails" like here on earth. At least I never saw it that way to rationalize how silly it is to find nailguns over automatic weapons that use bullets.

>> No.10277224

>>10273459
>Even when it's not really faithful like in Quake 2 and Half Life?
On that era I was playing most games in software rendering still, and the only game that had filtering, that I recall, was unreal. And I liked it better than gl filtering.

>> No.10277227

>>10276665
>someone else remembers evolved
based.

>> No.10277231

thanks for the hl mods.
by the way, are there any singleplayer mods with counter strike gameplay and assets? or with any gameplay+assets from the other goldsource games like team fortress or day of defeat

>> No.10277240
File: 271 KB, 1280x1024, 1683315148525078.jpg [View same] [iqdb] [saucenao] [google]
10277240

>>10277231
Not exactly what you're looking for, but check out Timeline.
https://www.moddb.com/mods/timeline-series/downloads/timeline-part-i
>You are Gordon Freeman, formerly a scientist at Black Mesa Research Establishment, now reluctantly employed by a mysterious organisation as a troubleshooter. (They send you out looking for trouble, and when you find it, you shoot it.) You are contacted by the Man in Blue. He seems strangely worried; something has ruffled his normally impenetrable character. "Mr Freeman, we need your help urgently. It seems that somebody at Black Mesa has been experimenting with ... unconventional applications of the dimensional gateway technology. They have developed what appears to be a working time machine. "Unfortunately, the scientists who were working on it disappeared before we could ... persuade them to turn it over to us. It appears that we were not the only ones following their work from behind the scenes. A renegade organisation within the US Marine Corps got to them before we did, and used their technology to travel into the past.. Gordon Freeman against Naziz. Author: Ross Smith
It has two sequels, and they're each better than the last. Timeline is slept on for some reason.

>> No.10277449

>>10273847
>not writing a batch file selection system to load wads through
Kids these days.

>> No.10277471
File: 142 KB, 1024x768, Doomsday-Engine_2.jpg [View same] [iqdb] [saucenao] [google]
10277471

>>10273459
>Remember when Dark Places was the future of Quake?
Yeup. I also remember trying to get this working.
>What happened in the last 15 years that made hardcore fans slowly change their minds about graphic improvements and demand more fidelity?
These two said it:
>>10275940
>the novelty wore off
>>10276473
>All those graphical improvements look awkward when you're playing them in such blocky levels.
I'd rather spend time making things like Doom 3 and STALKER look good.

>> No.10277493

>>10277471
That shotgun looks like it's good at finding truffles.

>> No.10277497
File: 111 KB, 416x768, pixels.png [View same] [iqdb] [saucenao] [google]
10277497

I have this hastily edited death knight skin with a bunch of fullbright pixels scattered about. Is there a quick way of fixing this or will I have to paint over every error manually?

>> No.10277502

>>10277497
Make a version of the Quake 1 color palette with the last 32 colors replaced with black and then apply it to the skin.

>> No.10277514

>>10277227
The Death of Quake 2 Evolved was never healed.
Even if Knightmare still has the source code with him

>> No.10277529

>>10273459
At the time, graphics advanced very rapidly, but polygon count was still comparatively low, so the ability to make a game from 1996 look like a modern one effects- and texture-wise blew everybody's mind. Modders added support for everything they could and didn't care about fidelity because it isn't the game that mattered but the mileage you can get out of it. Nowadays, all the bells and whistles of modern engines are at such contrast with original assets that they actually make them look worse (just look at GTA remasters). Because of that, cranking the engine up to 11 lost its purpose.
Also, when we are talking about DarkPlaces, we are talking about a game that like 3 or 5 years old when the development of a port started, that's about the age of Doom Ethernal now. Anyone writing the source port for Doom Ethernal will most likely focus on updating the game, because its look isn't yet percieved as something that needs to be preserved. And that's what modders did - they focused on updating games, not preserving them ("it is simply an improved Quake" is in DarkPlaces' description). Today, there isn't much point of making a game from 1996 look like a game from 2002, but the effort of preservation - making it compatible with modern software and hardware and removing limits for modding to shine - is more relevant then ever.

>> No.10277530
File: 38 KB, 258x387, Quake1cover.jpg [View same] [iqdb] [saucenao] [google]
10277530

I first played Marathon 1,2; Doom 2; Rainbow 6; HL1; Q2; then Q1.

It just doesn't feel like a well put together game.
It is slow, uninspired, bland.
Q1 just wasn't ass good as the other.

>> No.10277534
File: 87 KB, 477x694, enfocer.gif [View same] [iqdb] [saucenao] [google]
10277534

>>10276665
>QRP for Q1 was literally the work of the old Quake 1 community to update Q1 into a re-release status, and is the most accurate texture pack for all the og textures.
I still really like the style Reforged was going for, and it looked great on Quake models. Shame it was never finished and modern engines don't seem to support it.

>> No.10277539

>>10277534
this would look better under the new md5 bodies

>> No.10277541

https://youtu.be/kHlJOMjon4Y
Obligatory mothly listening to cultists phrases and sounds

>> No.10277551

>>10277530
I agree. I've always felt the enemies and weapons were boring. I'll never really understand why people ride its dick so hard.

>> No.10277642

>>10277240
>Gordon Freeman against Naziz
The way he spells it makes it sound less like about fighting Krauts, and more like Gordon has some unspecified sort of beef with some arab.

>> No.10277659
File: 59 KB, 900x518, 1673087350364886.jpg [View same] [iqdb] [saucenao] [google]
10277659

>>10277642
NAZIZ, LIGHT

>> No.10277678
File: 1.78 MB, 270x188, 1489983703938.gif [View same] [iqdb] [saucenao] [google]
10277678

>>10272901
You should link directly to the archive for the Ad Mortem post since Anons who don't use 4chan X or anything like it don't automatically get a link and just get a dead post instead:
https://desuarchive.org/vr/thread/10230372/#10235841

>> No.10277681
File: 293 KB, 600x570, cybermutantbits.png [View same] [iqdb] [saucenao] [google]
10277681

Adding more "cyberware"/whatever to the mutant makes it look like bones are sticking out. I'm on the fence with this.

>> No.10277763
File: 2.20 MB, 1920x1080, 1667615432296128.png [View same] [iqdb] [saucenao] [google]
10277763

>>10277530
>slow
Lol wut. How?
>Uninspired
Lol WUT? What other games from the era look and sound like Quake?
>bland
In what way? Where's your iq at man?

>> No.10277774

>>10277530
>slow
Anon really out there not knowing how to into bunnyhop

>> No.10277778

>>10277493
That shotgun looks like it belongs to the fuckers that stole Tomba's bracelet.

>> No.10277786

>>10277774
I first played Quake recently, and I didn't figure out bunny-hopping until like E3.
Game still didn't feel slow to me (except Ziggurat for obvious reasons.)

>> No.10277792

>>10275883
>|---Induction---|
>Just the best HL mod. You are Freeman BEFORE the Resonance Cascade. You've just got hired, you meet Kleiner, you conduct experiments, and race Barney in the vent to open Kleiner's office first.
Ah perfect. I'm gonna bring guns to work, ruin all the experiments, and cause a resonance cascade. Good luck everyone!

>> No.10277841
File: 30 KB, 411x310, 1665009373144439.jpg [View same] [iqdb] [saucenao] [google]
10277841

>>10275958

>> No.10277853

>>10277534
reminds me of Silent Hill 3

>> No.10277874

Shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit
I just wanna play mods made for GZDoom in multiplayer
WhydafugClientServergottabesohardforthemtoimplement

>> No.10277875

>>10277534
That's a sick look.

>> No.10277881

>>10277874
Don't you just need to forward your ports and have the same mods?

>> No.10277962

>>10277881
the hard part is having people to play with

>> No.10277982

>>10277962
This is the classic FPS thread anon just post what mods you're using, let people know in advance you'll be hosting, and then host.

>> No.10277985

>>10277881
If the mod isn't made with multiplayer in mind, it's very easy to fuck things up and make playing with it an instant ticket to desync land. It's why the scoping system is in place in ZScript, but if you use players[consoleplayer] somewhere in a non-UI context, boom, you fucked up, because now it's referring to a different player on each client.
Mind you, some (ten?) years ago a friend and I managed to get a couple of desyncs on unmodded ZDoom Hexen. I assume it's better now, but still.

>> No.10277989

>>10277985
>unmodded ZDoom Hexen
via LAN, too. Two old-ass laptops connected with an ethernet cable, no internet. Yeah.

>> No.10278005

>>10277962
You are not me. It's actually easy to find people to play with. It's just that:
>>10277881
The netcode is real shonky and isn't conducive to drop-in drop-out. That whole peer-to-peer synchronization thing. That's why I mention
>why can't they implement Client/Server already
It makes it unnesccarily chunky to play, and the further you get out from your region and the more people you pull into the mix, the worse it gets.

Although I get it. At this point, it must just be too hard to take from csDOOM or Skulltag like Odamex and Zandronum did, even if they're all ZDoom derivatives.

>> No.10278053
File: 155 KB, 976x720, 1664810579374204.jpg [View same] [iqdb] [saucenao] [google]
10278053

>>10277962
what am i, chopped liver?

>> No.10278062

>>10278053
Not that anon but it's difficult to get a feel for everybody's schedules when everybody's anonymous. The solution to that is just host on a single day or time very consistently so people know and can make time for that, but life has an awful habit of fucking plans.

>> No.10278145

>>10278062
I was gonna make a point by hosting a random mod, but I've gotten sidetrack for almost an hour by my Zandronum server not working, so touche.

Granted, my Odamex binaries still work and I could still host something, but something something Hal fixing a lightbulb

>> No.10278149

>>10278145
>but something something Hal fixing a lightbulb
Story of my life.
>but I've gotten sidetrack for almost an hour by my Zandronum server not working
Just use TSPG

>> No.10278157

>>10278149
You can't say gamer words on TSPG, which also limits things you can say with vrsounds.

>> No.10278159

>>10278157
That's odd. Sure I get it, it's their service they can censor whatever they want, but it's kind of gay and niggury

>> No.10278183

>>10277497
for a single skin it's faster to swap colors in QME.
but if you're planning to do a bunch, other anon's right, you'll want a couple palettes with range cutoffs.

>> No.10278189

>>10278149
>just use TSPG
But I want the pain of fixing shit and hosting myself, and it's odd because the Q-Zandronum files actually seem to work as well.

>> No.10278192
File: 191 KB, 1920x1080, 1680922247704905.jpg [View same] [iqdb] [saucenao] [google]
10278192

How many of you serious lads own BFE Fusion on Steam? I'm gonna play some BFE Enhanced, a mod that makes BFE more SERIOUS.
>Returns classic enemies like firecrackers and male gnaars
>Revamps all encounters in the game
>Generally makes things more like a classic Sam game
I'm just gonna host a game and play, anyone can stop in.
IP: 47.147.66.48
Pic related is all the required workshop packages. Just go to Serious Sam Fusion>Workshop>Search for these. Classic co-op, so infinite lives. Respawn in place. I'm not waiting I already wanted to play but I figured if anyone wanted to join why not.

>> No.10278197
File: 686 KB, 1920x1080, 1690181336389629.jpg [View same] [iqdb] [saucenao] [google]
10278197

>>10278192
Neglected to mention there's also some new lines by John J Dick specifically for the mod.

>> No.10278219

>>10278192
BFE's not retro, you should probably try this on /vm/.

>> No.10278220

>>10278219
/vm/ is dead to anything that isn't what's already there, but I once asked ages ago if BFE was kosher and I got the okay.

>> No.10278223

>>10278220
2011 game, that passes the threshold.

>> No.10278227

>>10278220
Persistence is key, I remember watching SNS grow from a handful of anons playing together to reaching critical mass and needing to add a password because too many people were joining.
Not sure why nu-Sam should be allowed when nu-Doom isn't btw.

>> No.10278228
File: 205 KB, 320x240, 1683465070627485.gif [View same] [iqdb] [saucenao] [google]
10278228

Fixed the shit with Zandronum. Had to hunt down an earlier version of a library, but uh, well: in the process of testing it on other versions, I've found the wad I was gonna play (preacher.wad) might actually be good Spooktober fodder, so I've had to take a bit to select a new one. Anyways:
WAD: https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/vanguard
IP: 164.152.111.147:10666
Password: penis

It's 12 levels long and I'll be playing it for a little bit. Feel free to join in if you want.

>> No.10278229

>>10278223
Geraci is that you?

>> No.10278234

>>10278227
Trust me. /vm/ is dead to anything that isn't already there.
>Not sure why nu-Sam should be allowed when nu-Doom isn't btw.
As I said I got the okay before but I can see it's unwanted so I'll refrain from posting on it any further.

>> No.10278241

>>10278228
What's the name?

>> No.10278248
File: 220 KB, 887x690, 1677714658777088.png [View same] [iqdb] [saucenao] [google]
10278248

>>10278241
I actually never use doomseeker, so I didn't set one. Will just have to use cl_password and connect from the console like a barbarian

>> No.10278254

>>10278228
3 players

>> No.10278276
File: 669 KB, 1920x1080, 1679707290692855.png [View same] [iqdb] [saucenao] [google]
10278276

>>10278228
gg got shit to do thanks for hostan

>> No.10278341

I made yet another weapon for my mod, a silenced automatic rifle using sprites by Captain J
I also made an enemy skeleton who is basically just a reskin of the standard imp, the guy who made the sprites literally just erased and redrew parts of each sprite to make it a skeleton
https://files.catbox.moe/2myjrs.webm
I dunno if I'm gonna use the skeleton, just felt like making a quick enemy

>> No.10278362
File: 790 KB, 1366x768, q2_0004.png [View same] [iqdb] [saucenao] [google]
10278362

Dawn of Darkness was really good.

>> No.10278369
File: 16 KB, 200x246, 1681184197191728.jpg [View same] [iqdb] [saucenao] [google]
10278369

>>10278228
Well ggz, thanks again for those who showed up. Turns out there was more than a few monsters, so it was good to get some help with that.

>> No.10278374
File: 1.44 MB, 424x640, 1691323340978052.webm [View same] [iqdb] [saucenao] [google]
10278374

>>10278369
gg

>> No.10278380

Mapping music.
https://www.youtube.com/watch?v=P1WKYnPNdiE

>> No.10278460

>>10277151
nice

>> No.10278482

Unreal with original weapon sounds or the ones from tournament?

>> No.10278628
File: 2 KB, 247x136, Quake-Qtest1_SuperNailgun-world.png [View same] [iqdb] [saucenao] [google]
10278628

>>10277210
Romero once said that Nailguns were only existed in Quake1 to make things more interesting (schizo-tech is cool I guess?) and challenging to master using them compared to generic hitscan MGs

>> No.10278637
File: 2 KB, 280x139, Quake-Qtest1_Nailgun-world.png [View same] [iqdb] [saucenao] [google]
10278637

>>10278628
>Nailguns were only *implemmented* in Quake1
great job autocorrect

>> No.10278639

>>10278628
>>10278637
Like I said I don't really mind, I've always just imagined them as being magical or super powerful in some way that warranted no bullets. They're cool and brutal, especially in Quake 1.5

>> No.10278719

>>10278639
There's always just the "explanation" that some dude thought it'd be cool to make a gun to fire the copious amounts of industrial nails that were left around the base, later refining it into the super nailgun. It's the kind of shit you'd imagine space rednecks would get up to.

>> No.10278730

>>10278719
True enough, rapidly firing nine inch nails at high velocities will kill just about anything just as well as any bullet.

>> No.10278739
File: 29 KB, 600x338, 2d395286266e408c-600x338.jpg [View same] [iqdb] [saucenao] [google]
10278739

>>10274758
I forgot to ask in previous thread, will there be a hospital shootout level in SG?
I still can't believe that Stranglehold didn't have one.

>> No.10278761

>>10277210
Manual tells it like it is:
>A two-barrel dingus that prickles bad guys with armor-piercing darts, technically termed "nails".
Ammo pickups for them are referred to as “flachettes”.

>> No.10278768

>>10278761
Not in-game, they're called "nails" there. Is this the internal name for (S)NG pickups?

>> No.10278784

>>10278768
There's actually an unused ammo pickup in Q1 called 'Spikes' that looks identically like a small Nails ammobox but gives you only 20 Nails instead of 25

>> No.10278796

>>10278768
>Not in-game, they're called "nails" there.
Correct, and that entry from the manual explains why that is.

>> No.10278834

hey everyone i made a small little challenge mod, right now it's pretty much done and i don't really feel like adding more to it and the only bugs i found are very minor visual bugs so here's how it works:
>start with a knife
>there are no other weapons
>ammo and weapon pickups have either been removed or replaced with health pickups
i included a modified/fixed version of bd21monstersonly within as my mod makes use of the interactable corpses, attacking them replenishes health little by little until you've got 75 hp, plus their modified movesets adds to the challenge
https://files.catbox.moe/0pkc22.pk3

>> No.10278889

>>10275790
Damn, I should go and play HEDON again.

>> No.10278962

>>10278834
Curious. I'll try it when I wake up.

>> No.10278985

>>10275940
Real time Ray tracing isn't a meme, rasterization is a janky patched together mess. Ray tracing is the future and it took 30 years to realize that.

>> No.10279059

>>10272901
https://forum.zdoom.org/viewtopic.php?t=78218

Indiana Jones-styled partial conversion is out

>> No.10279092

Need more Sunder worship like Abandon

>> No.10279150
File: 150 KB, 864x675, Screenshot_20230927-073244.png [View same] [iqdb] [saucenao] [google]
10279150

Captcha: D0NH0N

>> No.10279203

>>10277530
damn bro sorry you have objectively bad taste in games and say the worst arguments against good games ive seen in months

>> No.10279389

>>10277530
I came into these games through the new 'retro' fps boom and I decided to play all the classics and once I finished quake I was just thinking "wait, that's it?". Agonizingly boring game imo

Arcane Dimensions is fantastic though

>> No.10279751

>>10279389
I feel the same way about Quake as I do for Doom 2. It laid the groundwork for something awesome, but on its own it's just okay.

>> No.10279757
File: 1.16 MB, 1920x1080, doom241.png [View same] [iqdb] [saucenao] [google]
10279757

More progress from my Ad Mortem map

>> No.10279791

>>10279751
Same vein. It was an overall positive experience and I have a soft spot for the elder world but it’s not something I go back to often.
I honestly haven’t gone back to any of the original campaigns for the Dooms in a long time.

>> No.10279795

>>10279757
This is looking very swell.

>> No.10279798

>>10279757
I'm really hoping I could find time to make a proper AM map and not the secret one.

>> No.10279835
File: 386 KB, 1920x1200, afd.jpg [View same] [iqdb] [saucenao] [google]
10279835

Why is it so common for wads to shit the bed near the end? After doom was really cool, and the the final map happened and I am now not sure I want to ever revisit it again.
Cool pinky mini boss and though, and kudos for not using the blind pinky every other "horror" mapper does.

>> No.10279843

>>10279835
lmao looks like dumb fun. What other major wads feel like they “shat” near the end?

>> No.10279882

>>10279843
Wads don't become major if they shit the bed. Those I remember that dropped in quality were Ray mohawk 2, a.l.t and anomaly report has a lame final stage.

>> No.10280004

>>10279835
>WADs shitting the bed at the end
Reminds me of when tarns played Ad Mortem
>Reaches the Monster Mash
>"Oh my- I fucking LOVE THIS"
>He realizes it's an IoS map
>"Aw, it's an icon of sin?"
>"Now I feel like I do about this like I do about Aaron Rodgers"

>> No.10280030
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10280030

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

Changes since last time:
Mattioz, Frostbrush, Subsonic and Chronoshift map packs have all updated
Pandaemonium has been removed (not helled) from Chronoshift on account of being fucking boring
Opentricks updated and should work properly, it has also been returned to the mod randomizer
Hellmap command should choose from all the loaded hellmaps now.

>I heard /vm/ made a new client based on 1.6, are we using that?
No, we're sticking with 1.3 CEP for now.

>> No.10280051

>>10272912
>When's waifu wad
idk but hopefully lead anon is ok (he was fucked due to a car crash)

>> No.10280065
File: 11 KB, 880x77, image.png [View same] [iqdb] [saucenao] [google]
10280065

>that platforming section in secret area on BTSX secret map
Not my problem.

>> No.10280092

>>10272912
Ad Mortem is the Halloween mapset.

>> No.10280098

>>10280030
>/vm/ has made a new client
I appreciate that they do such things, even if their whole thread smells of cum and the fights with Kart Krew border on the obsessive (not that they don't deserve it)

>> No.10280213

>>10278834
It's pretty fricking hard man. You have a good base however with the life leeching. Now add some swords and hammers.

>> No.10280225

>>10280213
Also I appreciate the CSS impact knife sounds against walls.

>> No.10280262
File: 137 KB, 640x369, Unit25_sk_weapon.jpg [View same] [iqdb] [saucenao] [google]
10280262

>25th Unit mod lets you edit weapon values for your own weapon balance changes
Fucking rad. Giving the shotgun one more pellet per shot has made a huge difference and feels real good.
>>10279059
Gonna play this

>> No.10280287

What is the doom/quake/etc mod equivalent of Tomonobu Itagaki directing a shooter

>> No.10280293

>>10280287
Mod? Probably Demonsteele for Doom.

>> No.10280318

>>10280098
It's the same way one appreciates Lovecraft for writing cool shit despite being an insane retard.

>> No.10280325

>>10280318
I hope one day to be based enough where everyone ignores my opinions in favor of my works.

>> No.10280330

>>10272895
https://github.com/Shadowlink223/SMM
Just remembered that this Samsara Monster Mixer is a thing.

>> No.10280342

https://www.twitch.tv/videos/1923884527?t=0h54m48s
Chasm haters btfo

>> No.10280347

>>10280330
How's this work?
>>10280342
People have incredibly lame opinions, it's true.
>A bloo bloo the map doesn't have enough ammo

>> No.10280351

>>10280342
He's mentioned before that he doesn't dislike chasm, and insinuated that it was good.
Chasm isn't a bad map.

>> No.10280468
File: 3.61 MB, 640x480, 2023-09-28 03-41-39.webm [View same] [iqdb] [saucenao] [google]
10280468

>> No.10280548

>>10280468
Fukken brutal

>> No.10280668

>>10277530
Based

>> No.10280701
File: 148 KB, 828x576, d8igjmy-a7ed7aae-4f79-47b8-9378-c0dfe5b72c0a.jpg [View same] [iqdb] [saucenao] [google]
10280701

>>10280030
ggs, shame OpenTricks still doesn't work, I'll probably just remove it next time.

>> No.10280775

>>10280468
Lol I didn't even realize I did that. ggs anyways.

>> No.10280791
File: 198 KB, 528x245, well done.png [View same] [iqdb] [saucenao] [google]
10280791

>>10280030
GGs, boys!

>> No.10280810

>>10280030
I am once again asking you for your replay support.

>> No.10280818

>>10280810
https://files.catbox.moe/4nzpd2.zip
Why?

>> No.10280820
File: 309 KB, 1920x1080, doom through the ages.jpg [View same] [iqdb] [saucenao] [google]
10280820

>>10280818
Wanted to clip something, forgot to save them myself.

>> No.10280837

>>10273424
>too "happy" for Doom and kill the mood somewhat
That applies to a lot of the music in Doom 2. Most of the tracks sound like they're from an adventure game

>> No.10280842

>>10280837
It applies to the track in the first fucking level of the first game. I don't know what anon is smoking.
https://youtube.com/watch?v=BSsfjHCFosw

>> No.10280882

>>10280842
Same goes for something like I Sawed the Demons, which just fucking rocks and serves to give you absolutely pumped up. Granted, one might say that these tracks serve a purpose more in terms of amping the player up and down, which is why you have such tracks at the beginning to get you revved up. That there's not enough consistency in how modders use music with the same purpose as in vanilla to be labeled as generally having good taste.

And if that was his point, I'd say Quake modders have a significantly easier time, as I'd say the OST varied very little in what it was trying to elicit from the player. There was some variance, but for the most part, it was the same kinda of dark ambience throughout. It felt like sometimes, the flavor of the track was changed to be a bit more twisted or to be reflective of the environment, but otherwise, it doesn't really shift nearly as much as DOOM's does.

>> No.10280893

>>10277530
try a harder mode?(more monsters)

>> No.10280972

>>10273424
Same.
https://www.youtube.com/watch?v=2Xi19xQekrs

>> No.10280987

>>10273468
kinda. but not all tracks are like that. i still like Plutonia's choice for Hunted. in this context it sounds cynical and demented

>> No.10280995
File: 690 KB, 654x894, 1677034696232975.png [View same] [iqdb] [saucenao] [google]
10280995

Playing another WAD. Feel free to join in if you want
IP: 164.152.111.147:10666
Password: penis
WADs:
https://www.doomworld.com/idgames/combos/aa-tex
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/alienated

Should also show up now in Doomseeker as Booty Lickers Incorporated.

>> No.10281112

>>10280995
Don't alienated already contains aa-tex inside of it?

>> No.10281119

>>10281112
Server threw texture errors when loading only Alienated, and it has the tex wad linked on its forum post, so I'm inclined to say no, but I also wouldn't know if I just loaded it wrong

>> No.10281123
File: 1.09 MB, 1920x1080, 1689187508824477.png [View same] [iqdb] [saucenao] [google]
10281123

How do I make sure this water is opaque? I'm very confused. If it's worldspawn, the water doesn't appear on map compilation. If it's func_detail, it's always transparent no matter what the alpha setting is.

>> No.10281132
File: 1.45 MB, 1920x1080, zandronum 2023-09-28 08-29-34-20.png [View same] [iqdb] [saucenao] [google]
10281132

>>10281119
I dragged single file to zandy exe and despite errors, I get picrelated. aa-tex is a resours for mappers.
Also add vrsounds and vrskins if you're hosting for /vr/.

>> No.10281152
File: 1.47 MB, 1920x1080, 1686921010559143.png [View same] [iqdb] [saucenao] [google]
10281152

>>10281123
Oh my god finally just had to make a whole new brush for some reason.

>> No.10281169

>>10281123
>If it's func_detail, it's always transparent no matter what the alpha setting is.
Because func_detail IS worldspawn after compiling, and therefore is not affected by entity keys, only compiler ones.

>> No.10281174

>>10281169
That's good to know. Ty anon.

>> No.10281306
File: 1.16 MB, 480x360, 1680330177978313.gif [View same] [iqdb] [saucenao] [google]
10281306

Was maybe feeling like swapping to the secret, but the server knows better (even though I was able to switch it after, but meh)

Anyways
>>10280995
GGz to those that hopped in. Will check and see what caused that problem with the server being marked as Q-Zandronum. Will also get around to grabbing the 3.2 binaries because why not, that's what the SNS boys used. As for Doomseeker being upset about the filename, it was simply cuz I rename them locally so they're easier to load with my shell script. Works just fine with direct connect, but I'll live with just copy and pasting filenames in the future so those using Doomseeker have it easier.

>>10281132
>also add vrsounds and vrskins if you're hosting for /vr/
Eh, I'll try to get around to it. This is just playing Doom when it feels like it and keeping the door open

>> No.10281308

>>10281306
>No group screenshot

>> No.10281310

>>10281308
Too many hot babes. Can't post on a blue board.

>> No.10281316

>>10281310
So many babes...
AAAAAAAAAAAAH!

>> No.10281325

>>10281306
3.2 is grabbed automatically if you're joining EB or TSPG.

>> No.10281361

>>10281325
Not 3.2 client binaries, 3.2 armv8 linux server binaries
I actually thought it was gonna be a quick thing, but unlike the other v3.2 releases, v3.2-230709 doesn't actually have it compiled for that platform, so I'll have to look around to see where the source code for that branch is
>ok so just use TSPG in the meanti--
No!

>> No.10281403
File: 1.29 MB, 1920x1080, 1673489029315711.png [View same] [iqdb] [saucenao] [google]
10281403

VRanon I'm in the final stages of my dm map for VR2. Upon testing in Ironwail, pressing TAB kills the game. Gonna test in vkQuake now.

>> No.10281414
File: 2.55 MB, 1920x1080, 1685961773371171.png [View same] [iqdb] [saucenao] [google]
10281414

>>10281403
Works just fine. I'm not sure it matters too much since Ironwail MP didn't work before but I reckoned it was worth reporting.

>> No.10281435
File: 40 KB, 192x192, wolfss.gif [View same] [iqdb] [saucenao] [google]
10281435

>>10277240
This image is making me sooooo hungry for Return to Castle Wolfenstein mods. Do good mapping / modding tools exist for that game?

>>10277231
I recall there was something called "SMOD Tactical" for Half Life 2 back in the day where you could replace the combine with Counter Strike : Source player models and weapons with the Counter Strike weapons (which kicked ass)

>> No.10281439

>>10281435
There's also the SMOD based mod CSS: Sci-Fi. It's a bunch of CSS maps populated with Combine enemies and entities (APCs and such).
https://www.youtube.com/watch?v=i8MY9A_-WDI
It was ridiculously popular back in the day. It's a great mod.

>> No.10281445
File: 427 KB, 640x480, Q1_SoA_Mjolnir.png [View same] [iqdb] [saucenao] [google]
10281445

Is it too much to ask for to make the Mjolnir work underwater in VR?
That one level in Dwell with underwater Shamblers frying my ass completely consequence-free made me wish for being able to respond in kind - and I have recently discovered that the Drakemod allows you to throw your Mjolnir even if underwater without it killing you like in SoA

>> No.10281451

>>10281445
luv me drake
simple as
got writings and concepts of a drake episode. maybe one day when all my other goals are complete

>> No.10281491
File: 1.91 MB, 331x197, 1694683441959399.gif [View same] [iqdb] [saucenao] [google]
10281491

>>10280468

>> No.10281494
File: 25 KB, 192x171, 1411286247585.jpg [View same] [iqdb] [saucenao] [google]
10281494

>>10280468

>> No.10281643

>>10280995
fug, I fell asleep middle of it. GGs?

>> No.10281805

>>10280342
Exitmatch sounds like it'd be a fun mode to incorporate into ports proper, and Chasm would be particularly fun and hectic for that.

>> No.10282050

>>10280213
>>10280225
Thanks for checking it out
I have an idea to expand the mod a little by adding something of a story
The idea is the player character wakes up in a grungy abandoned factory place with only a knife to protect himself, and there are a bunch of other people who are in the same situation you're in who you're supposed to fight to the death with in order to escape
I'm gonna cobble together some replacements for the enemies to make them regular-looking people with melee weapons and make a few maps to complete it all

>> No.10282092
File: 114 KB, 750x750, sckcnt.jpg [View same] [iqdb] [saucenao] [google]
10282092

>> No.10282096

>>10281805
I'm surprised it's never been a thing. A race mode with co-op spawns sounds like the most basic idea.

>> No.10282503

>>10280701
just add acrobatics

>> No.10282625

>>10282503
The problem with acro and every other trick mod is that they're optimized like ass even when turned off. We can live without tricks, we have enough mod types to keep us busy. Or the host can just not disable chao

>> No.10282726

>>10281403
>>10281414
Yeah idk what is going on with Ironwail. I had a rewrite a bunch of stuff to avoid logic loops that are too long for it, but work fine in vkQuake and every other modern sourceport. Maybe one day it will suck less.
>>10281445
I still intend to overhaul the Mjolnir at some point - both with Drake-ish throwing and (if I can get it to work) directional attacks with different effects. Some underwater utility might be involved in that.

I've been sidetracked by IRL being fake and gay recently, hence the lack of updates. : /

>> No.10282727
File: 418 KB, 1600x837, Jay-Z & Kanye West - Niggas In Space (Explicit).png [View same] [iqdb] [saucenao] [google]
10282727

>> No.10282834
File: 922 KB, 464x407, 1582758476094.gif [View same] [iqdb] [saucenao] [google]
10282834

Playan a brief spot of DOOM. 5 Levels
Same server deets as >>10280995
WAD: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/caf_inj
It's on Odamex 10.4.0 this time.
If Doomseeker is being cumbersome, then the command is just join <IP> <password>

>> No.10282837

>>10282834
I'm a dingus. It's connect, not join. Mind blipped

>> No.10282904

>>10282834
3/255 on MAP02

>> No.10282913

>>10282726
Gets us all man. Waifuwad anon is in and out of doctor's care. Stay safe.

>> No.10282917

>>10282834
Is it not possible to connect via the Doomseeker browser via ip? I'm very lazy right now and don't want to download those wads manually.

>> No.10282921

>>10282917
You should be able to connect via Doomseeker, yeah.

>> No.10282924

>>10282921
Scratch that, I'm getting boys saying they had to use odalaunch instead

>> No.10282964

>>10282834
rip in peace and pepperonis, server crashed and can't recover.

>> No.10282967

>>10282964
Got 3 of us still in here playin, but I'll see later if there was anything fugging it up

>> No.10283012

>>10272901
No one gave news but The Force Engine 1.09.5 is out with many new Graphical goodies until Remastered is out
https://www.youtube.com/watch?v=xh5O53fM-pk

>> No.10283021
File: 476 KB, 854x480, 1678491857752966.webm [View same] [iqdb] [saucenao] [google]
10283021

>>10282834
GGz, closed. I really liked the wad, and it was a pretty good test run of Odamex. Might play more later, but call me an ass because I'm pooped for now. Thanks for those who joined it.

>> No.10283023

>>10274398
Ispitatel 4

>> No.10283029
File: 165 KB, 1400x1050, Screen_Shot_2018_10_31_at_5.41.56_PM.jpg [View same] [iqdb] [saucenao] [google]
10283029

>>10282092
>Revenant Bus is a real WAD
I keep forgetting just how motherfucking crazy Doom modders are at times . .

>> No.10283045

>>10283021
Aw shit you stopped? I was fixing my soundfont shit. Turns out that techno tune is actually exactly the same whether Arachno or the Microsoft default midi soundfont. The other tracks are different via Arachno and they sound bitching.

>> No.10283079
File: 7 KB, 312x160, Capture.png [View same] [iqdb] [saucenao] [google]
10283079

>>10283045
looks like that midi is actually not a midi so the change in soundfont didn't affect it. It was a tracker song, funky.

>> No.10283142

>>10281403
>>10282726
I recall Ironwail's original purpose being that it offered greater performance for the machines that could run it at the cost of some compatibility. Kind of odd then that it became the de facto, but I guess that happens when all the other major ports are dead.

>> No.10283173

>>10283142
It's de facto because QS still has trouble running bigger maps nowadays, and vkQuake died because the author took one too many cuts.

>> No.10283632
File: 1.82 MB, 576x600, 7f5f1.gif [View same] [iqdb] [saucenao] [google]
10283632

Playing some DOOM. Feel free to join in if you want.
Deets here: >>10280995
WAD: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dzintxen
Back on Zandronum 3.1

>> No.10283774

>>10283632
WAD Switch.
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/crumpets

>> No.10283873
File: 886 KB, 480x368, 1654334901272.gif [View same] [iqdb] [saucenao] [google]
10283873

>>10283632
>>10283774
Closed up. GGz to those who showed. I'm glad people are able to just pop in like this. WADs were alright too: Intergalactic Xenology was a lot more fun than Alienated (not that Alienated was particularly bad), and Crumpets was interesting. Don't care for the increasing number of Archviles and Cybers towards the end, but maybe I'm just a brainlet, seeing how it still took an hour to clear 9 maps that were billed as being small.

>> No.10283889

>>10283873
Higher-level WADs expect you to have nailed down 2-shotting cybies
https://youtube.com/watch?v=0usYUJoRN6I

>> No.10283901

>>10283889
That makes sense. 3 cybers swarmed by a shitton of Lost Souls makes for a pain to shoot from afar, but if you're bobbing and weaving up and two-tapping in closer range, that's not so much a problem.

>> No.10284139

>>10277529
>Today, there isn't much point of making a game from 1996 look like a game from 2002
There should be, it's really underrated how fucking ugly Quake is.

>> No.10284160
File: 60 KB, 525x557, 1678685362461831.jpg [View same] [iqdb] [saucenao] [google]
10284160

>>10284139

>> No.10284340

>>10278739
That's a pretty cool idea. I might slot that into the streets level. Maybe like a back-alley hospital?

>> No.10284524
File: 885 KB, 800x450, 1660498234829677.webm [View same] [iqdb] [saucenao] [google]
10284524

Well I found the issue to this >>10280995 not showing up in Doomseeker right. It was the master server being set to Q-Zan's, which I was somewhat aware of, but trying to fix it didn't seem to work--which was a whole other thing. From the looks of it, the server has to be up long enough under the new master for Doomseeker to view it as a different sourceport, and I kept stopping it to try a different fix before Doomseeker could do that. Additionally, it may or may not just be locked entirely if it's pinned, I dunno.

Anyways, it should work now, although given the track record of other things that should've worked, I wouldn't get too many hopes up. After all, Odamex has already decided it's done talking to masters anymore itself.

>> No.10284529
File: 1.36 MB, 1600x900, spasm0080.png [View same] [iqdb] [saucenao] [google]
10284529

>you feel a certain tension
I must say that invisible Fiends are far more scary than Bruiser-Shamblers

>> No.10284613
File: 657 KB, 720x1120, Oblivion.webm [View same] [iqdb] [saucenao] [google]
10284613

Everyone excited for Realms Deep?

>> No.10284620

>>10284613
What's there to be excited about? Aftershock release date? Wrath release date? Possible demos? I think I'll remain sceptical until I give it a watch.

>> No.10284631

>>10284620
Cool games? Yeah, hopefully some solid 3D realms release dates. Some switch ports for games. And a "mature" pinball table for Pinball FX with possibly a FPS theme.

>> No.10284718

>>10284631
I didn't know shovelware was considered cool.

>> No.10284749
File: 86 KB, 1280x720, 20fe78a4327163c8a3289bf2586d1549.jpg [View same] [iqdb] [saucenao] [google]
10284749

>>10284718
Shovelware is cool...
Shovelware was always cool.

>> No.10284757

>>10284613
Moreso curious, I would say. I could be excited, but would rather watch it with an open mind and get surprised.

>> No.10284802

>>10284613
It's not retro.

>> No.10284836

>>10284529
>Phobos Anomaly in Quake1
what map?

>> No.10284843
File: 96 KB, 667x900, shelly.jpg [View same] [iqdb] [saucenao] [google]
10284843

>>10284613
I'm somewhat looking forward to it. Not jumping out of my pants-excited but there could be some cool new info about Ion Fury : Aftershock and other throwback fps games.

>> No.10284859

>>10284613
Actually yes.
I have some hope for release dates for Ion Fury Aftershock, Selaco and Phantom Fury.
There is also some modern stuff showing there. But 2 big names already released yesterday (Fortunes Run and DU).
Still, it has always been an enjoyable show to me.

>> No.10284861

>>10284802
There's a lot of GZDoom build games. So yes, there is stuff that's allowed here.
Also Ion Fury Aftershock. So suck it down with your little mind.

>> No.10284883

>>10284861
If it’s like last year, discussion regarding not retro games will just get purged anyways. I’m more interested in the Rekkr boxart that Revae teased some time ago.

>> No.10284963

>>10284613
I think it will be cool, I'll watch

>> No.10285081
File: 135 KB, 612x1270, not important.jpg [View same] [iqdb] [saucenao] [google]
10285081

>>10284613
if it shows anything interesting that was not achieved by modders in a more accessible and better performing manner, then sure. but so far it never did.

>> No.10285132
File: 1.45 MB, 1600x900, spasm0082.png [View same] [iqdb] [saucenao] [google]
10285132

>>10284836
HardcoreMazu's map for the Sinister625 mapjam project

>> No.10285176

>>10285081
>if it's not completly new, i don't like it.
Nothing is original anon. Not even myhouse.wad was completly original. I never get why some people hold new games to such a high standard. Was Dusk original and not done better by modders? No. Was it a good time? Yes.
Just give them a break. There are some really nice gems among the "throwbacks".

>> No.10285185

>>10284859
I played the FR early access. Cool game. Might be something for Deus Ex or Hideous Destructor fans. I got murdered a lot. But not retro. Hope the post stays anyway.
The developer is a little sensitive tho.

>> No.10285202

>>10285176
>Just give them a break.
And just give them money? That’s not how this works and this is not the place to seek such altruism. Many people here have tasted the rainbow with what’s available through custom content.

>> No.10285223

>>10285202
You do realise you don't have to buy what you don't like? Given the success of a lot of those throwback shooters they seem to be enjoyed by a lot of people. I agree with >>10285176 on that. There's a lot of cheap trash but also some really enjoyable fps. Even if only one or two a year really hit the mark for me.

>> No.10285235

>>10285202
>some people have tasted the rainboy with what's available through custom content
Yeah, no one disagrees? But by that logic, we shouldn't have bought games past Doom, because there's no place more rainbow than Doom's modding community.

>> No.10285257

>>10285202
Quake, Half-Life, Doom. 3 games so you'll never have to buy a new one anon.
>>10285223
>>10285235
Anon above is kinda right. But I get your point too. I still buy some new stuff though.

>> No.10285292

>>10285223
>You do realise you don't have to buy what you don't like?
Water is also wet. >>10285081 is right on the money.
The big thing is how many players who are interested in these titles that do NOT have a PC or the means/knowhow to dive into this custom content.

>> No.10285354

>>10285292
With all those console ports, that's even more of a reason for those games to exist. Good for the console players.

>> No.10285360

>>10285081
>>10285176
>>10285202
>>10285223
>>10285235
>>10285257
>>10285292
>>10285354
Y'all stop bitchin'? Who cares what someone else is playing? Why tf does it matter to eighter one of you? Back to thread topics now.

>> No.10285803

>Who cares what someone else is playing?
Me and the few others interested enough in these games to justify the thread’s existence, as well the endless sea of wads and mods made with the intention of having other people enjoy them.

>> No.10285875

>>10285803
Yeah, it feels a bit ridiculous to pull the "just ignore it/don't buy it if you don't like it" card, given that part of the point is discussion, and it's not like any of the shooters are closed off from the rest of the ecosystem. If they've failed or that's your perspective, then that's fair to talk about, and doubly so if it's with the intent to sell me something.

Who knows, maybe anon was excited to show off his new commercial GZDoom game at Realms Deep and is suffering from imposter syndrome now. You'd have to be some kind of a sales rep like that to take that kinda of stance, I'd say.

>> No.10285876 [SPOILER]  [DELETED] 
File: 297 KB, 740x621, PizzaTowerGJA.png [View same] [iqdb] [saucenao] [google]
10285876

>>10284861
>So suck it down with your little mind.
Some anons just can't help themselves and strive to be your typical "no fun allowed" mods.
On that note, Pizza Tower getting a nomination at Golden Joystic Awards is kinda neat.

>> No.10285957 [DELETED] 

>>10285876
Shame the community around that game is surrounded by toxic little cocksuckers though

>> No.10286171

who is the worst id employee and why is it tim willits?

>> No.10286241

>>10285875
>Who knows, maybe anon was excited to show off his new commercial GZDoom game at Realms Deep and is suffering from imposter syndrome now.
That's what I like. Just like every other GZD mod I can view, edit, mess/have fun with those games like I do every other mod and it's fun to learn from. I started trying that out when inspired by an anon here who was trying to "fix" Shrine or something.
>>10286171
I always found it funny: Sandy is a huge Lovecraft buff responsible for Call of Cthulu while Willits is a skinwalking eldritch monstrosity powered by backstabbing negative energy.

>> No.10286270

>>10286241
>Call of Cthulu
Oh shit, I didn't know Sandy was the designer for that RPG. It explains why the design Quake Episode 4 drives me to utter insanity.

>> No.10286276

Mac Doom or Doom95?
The great debate.

>> No.10286278 [DELETED] 
File: 732 KB, 1080x2340, Screenshot_20230929_205758_Brave.jpg [View same] [iqdb] [saucenao] [google]
10286278

He got you guys good

>> No.10286321
File: 2.87 MB, 2048x1187, 1652156094457.png [View same] [iqdb] [saucenao] [google]
10286321

Gonna play some DOOM, feel free to join in
Hosting with deets here >>10280995
WAD: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/stardate

>> No.10286345

>>10286321
>stardate
https://www.youtube.com/watch?v=mxgKw_7XRbA

>> No.10286471

>>10286171
I'd say it's McGee, but I just love Willits's Quake maps so God damn much.

>> No.10286491
File: 3.39 MB, 1280x720, HALT.webm [View same] [iqdb] [saucenao] [google]
10286491

>WHERE IS YOUR DOOM (1993) RECEIPT

>> No.10286513

>>10286321
Closed for now. Was some pretty rough stuff. That last slaughter arena in MAP03 without a BFG was a pain and a half, but I do enjoy when you can actually see the gate out of there progressing down as a timer. I'd also say I much enjoyed the architecture and look of things, and the more general combat pacing was really good.

>> No.10286525

>>10286471
NTA but while McGee's work isn't perfect, the guy's been shit on by life so hard that I feel bad for criticizing his stuff
>comically abusive childhood
>sister vanished off of the face of the earth, either dead or far worse
>got jewed by EA
>had to work with Tim Willits

>> No.10286542
File: 3.06 MB, 1282x832, ll-1.webm [View same] [iqdb] [saucenao] [google]
10286542

>>10273903
>>10273941
Yes, the wikipedia page has a list of them
https://en.wikipedia.org/wiki/3D_GameStudio
The only remarkable ones i know are a FPS made by Taco Bell, Hades 2 a sci fi shooter made by the devs of Varginha that runs on windows and Saints of Virtue a cult classic christian Doom. They all have vagina's quality and obscurity

>> No.10286594

>>10285235
we need new games so they can be modded into doom

>> No.10286669
File: 72 KB, 343x347, 1659667527458441.png [View same] [iqdb] [saucenao] [google]
10286669

>>10286594
If only GZDoom had better netcode. The past 5 years or so feel like there's been quite the tick upwards in TCs, but it's mostly all GZDoom. When BlooM put its Zandronum version on indefinite hold, that broke my dang heart, although I guess if I just wanted [Game] in Doom, there's still ZBlood and ZBloody Hell (although the former likes to shout at me when setting people on fire)

>> No.10286849

Feels like there are a lot of retro shooters coming out soon, made in GZDOOM or something similar. It's a little overwhelming.

>> No.10286869
File: 1.02 MB, 1366x768, deusex2.png [View same] [iqdb] [saucenao] [google]
10286869

>> No.10286873
File: 988 KB, 1366x768, deusex1.png [View same] [iqdb] [saucenao] [google]
10286873

>> No.10286910
File: 695 KB, 1280x720, 1964leFin.jpg [View same] [iqdb] [saucenao] [google]
10286910

>>10286873
Looks good. Just got done with 1964 and it was real good shit.

>> No.10286954
File: 3.87 MB, 960x540, Replay_2023-09-30_00-26-06.mkv.webm [View same] [iqdb] [saucenao] [google]
10286954

kegan gets more bone than he bargained for

>> No.10286962

>>10286954
why is Nukem's head an item?

>> No.10286969

>>10286962
blursphere reskin
it made more sense when the blursphere caused random hallucinations, so duke would comment on things with oddly good timing

>> No.10286979

>>10286954
:(

>> No.10287083

>>10286969
NTA but while I get why the blursphere rework happened, I still do miss the old one
really felt like an actual demonic artifact

>> No.10287151

guys, there is a wad i'm looking for but i forgot the name, the level starts outside, huge map with orange sky and a big church? monastery? i remember also there was a very long staircase that takes you to a huge cave with an underground village... can't remember much else, anyone knows the name?

>> No.10287154

>>10287151
DPB Autumn?

>> No.10287165

>>10287154
now i think it was a DPB but i don't think it was that one, checking

>> No.10287174

>>10287151
That sounds like one of the levels of Ad Mortem.

>> No.10287179

>>10287174
fuck yeah man, MAP05 https://www.youtube.com/watch?v=9hxvM3bOkxs

>> No.10287183
File: 825 KB, 1280x768, 1686621660606988.png [View same] [iqdb] [saucenao] [google]
10287183

>>10286171
>and why is it Tim Willits?
Well it's easy reasoning that :
If the things told about him are true he's the worst employee because he actively sabotaged a co-worker's effort and not only was a shitty person for doing that but harmed the development of the game itself.

Also in recent times tarnishing Doom's legacy and distorting it's history by claiming Doom was "always inspired by Warhammer 40K" . I like WH40K but I think it's really wrong to bs about the inspirations of Doom so he could push Space Marine.

>> No.10287310

>>10286542
That looks really really shitty.

>> No.10287314

i think unreal is a better game than half life.

>> No.10287329

>>10287314
Its prettier and has better music.

>> No.10287381

>>10286669
I always use gzdoom for multiplayer but it's jut coop, it works fine up to 4 players, didn't test more

>> No.10287396
File: 253 KB, 587x440, 314c5f60-ac1d-11ed-887e-02420a00012e.png [View same] [iqdb] [saucenao] [google]
10287396

Am I the only one who actualy likes fighting static enemies?

>> No.10287398
File: 176 KB, 1920x1080, zoomer on the internet.png [View same] [iqdb] [saucenao] [google]
10287398

>> No.10287404

>>10287396
What do you like about it?

>> No.10287407

>>10287398
retro game board, not retro game forum drama board

>> No.10287424

>>10287314
Mind elaborating why or are you just making worthless posts for the sake of worthless posts?

>> No.10287428

>>10287407
That's not a forum that's the Quakespasm bug tracker
And then people will come here to ask why they can't play their retro game anymore and why people don't do things for free for them anymore

>> No.10287429

>>10284859
>Selaco
I really hope they do a 180 and get rid of the stupid pink/purple blood. I don't care about their "lore justification" for it, it looks retarded and I hate all the damage control attempts by the game's shills to shut down the criticism.

Game looks cool otherwise, even if the whole "FEAR A.I" is overhyped.

>> No.10287441
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10287441

IT'S THAT TIME OF THE WEEK AGAIN MOTHERFUCKERS: SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10287456
File: 99 KB, 563x174, Sording.gif [View same] [iqdb] [saucenao] [google]
10287456

>>10287441
Not much left to go for Doomslayer's new sword, just need to add a hand on the backswing and add some cool wooshy effects for the slashes themselves

>> No.10287482
File: 746 KB, 1024x768, zaero_010.png [View same] [iqdb] [saucenao] [google]
10287482

>>10287404
Their complete helplessnes against the classical tactic of peek-a-boom* for the most part I guess, also any instance of being allowed to hack enemy sentry turrets to do your job is awesome in my book.
(*doesn't apply to the GZ wallboobs, Rogue really knew how to rob the player from any satisfaction when dealing with those annoying things thanks to their addon's tweaked AI)

>> No.10287569 [SPOILER] 
File: 716 KB, 1917x1080, woof0043.png [View same] [iqdb] [saucenao] [google]
10287569

>>10287441

>> No.10287576

>>10287569
Another IOS for Ad Mortem?

>> No.10287594
File: 81 KB, 318x256, 1584068144295.png [View same] [iqdb] [saucenao] [google]
10287594

>>10287482
>playing duke nukem 3d
>run into a room and see a turret
>retreat
>throw a pipebomb near it from the previous room
>blow up pipebomb
>massive BOOM
>turret is gone

>> No.10287638
File: 1.14 MB, 1655x890, progress1.png [View same] [iqdb] [saucenao] [google]
10287638

>>10287441
I'm making a map, maybe more, for an alternate version of my knife challenge mod I posted here earlier >>10278834

>> No.10287641

>>10287576
Just altered the textures for the existing levels to see. I made a slightly touched up variant of the original Icon quite a while back, one which had the empty eyesockets from the Plutonia 2 one, and I couldn't think of any good place to use him, so I put him in Ad Mortem to see if he'd work there.

Then I wondered, what if I put two big googly eyes in the empty sockets which followed you with their gaze? I thought about this, but couldn't think of any good way to actually do that (and that level is built with ZDBSP or something, and doesn't like when you try to move any linedefs or vertices with it in UDB, so I couldn't restructure anything).
Considered a bunch of different things to put in his eyesockets, and found that those little gold sphere sprites from Quake's Azure Agony worked, and made him look pretty menacing.

>> No.10287660

>>10287638
Where is that female scientist taken from? I saw the same sprite lately in after doom.

>> No.10287669
File: 121 KB, 652x242, playermodellights.png [View same] [iqdb] [saucenao] [google]
10287669

>>10287441
Figured out how easily I can add lightbrightmaps to Quake 2 player weapon models.
Now to see how easy it is to add these to the levels.
>>10287456
Holy shit dude I love how this looks. I wasn't too hot about his previous sword design and you just hit it out of the park with this like DAMN.
>>10287482
>GZ turrets
When they're not placed in awful shit places I actually enjoyed taking them out, even that dumb hallway. Being able to quickly adapt to how they lead shots was real satisfying.

>> No.10287774

>>10286171
he's the one that clearly tried to sabotage the company or certain projects
with sandy he's just a clueless old man
>>10286471
what's the worst mcgee did compared to willits?

>> No.10287830
File: 54 KB, 351x351, 1448420713275.jpg [View same] [iqdb] [saucenao] [google]
10287830

Anyone up for some kartan in about 2 hours? I could always go play on the other server but it's not the same.

>> No.10287843
File: 2.02 MB, 1920x2160, kmq2 lighbrightmap project.jpg [View same] [iqdb] [saucenao] [google]
10287843

>>10287441
>Now to see how easy it is to add these to the levels.
Oh baby the answer is "very" and even easier than the models, makes me doubt if I even needed a script for them in the first place. The new port gave me some selections I could use to cookiecut the textures so they're colored in KMQ2, very nice of them.
>>10287429
>pink/purple blood
That's an even fix, isn't it? Let me see...

>> No.10287983
File: 3.04 MB, 1280x720, The Sky Box.webm [View same] [iqdb] [saucenao] [google]
10287983

>>10287441
Making another level. Wanted to do weird things with the sky.

>> No.10287993
File: 9 KB, 442x610, st_doomchair.png [View same] [iqdb] [saucenao] [google]
10287993

>>10287983
Wonderfully trippy and looks fun to play through and explore

>> No.10288003

>>10287983
Reminds me of one of the secret maps of Doom 64.

>> No.10288164

>>10287983
That's gnarly. I'm surprised that more people don't do design like that, with the Sky Transfer Special you can get really creative with this kind of shit.

>> No.10288260

>>10287830
Damn, I would've any other day, but today I've got shit going on. Which is a shame cuz I often feel like racism throughout the rest of the week already

>> No.10288265

>>10288260
Same. I can barely ever make it for Wednesday.

>> No.10288335
File: 129 KB, 640x480, doom102.png [View same] [iqdb] [saucenao] [google]
10288335

>>10288164
It's pretty obnoxious to setup, since you need to layer every wall.

>> No.10288468
File: 300 KB, 926x952, slayer_sword.jpg [View same] [iqdb] [saucenao] [google]
10288468

>>10287669
Thank you, Doomslayer's old sword was actually made of two different models I posed and stitched together crudely in GIMP, and it showed. Though I didn't have as much art ability back then, so I did the best I could at the time. I'm pretty damn pleased with his new sword, I actually sampled colors off the vanilla chainsaw for the hilt.
Also those brightmaps are looking slick as all hell.

>> No.10288536
File: 2.25 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10288536

Shelly beat 94 Protons

>> No.10288550

>>10288536
Came out before BTSX E3 too, I’m quite surprised and will play the “arrange” mode before the new levels.

>> No.10288568
File: 980 KB, 1366x768, deusex3.png [View same] [iqdb] [saucenao] [google]
10288568

>> No.10288621

>>10287660
its the knife-wielding female zombie from realm667, but i slightly edited it to be a normal human

>> No.10288630

>>10288536
Shit, in 2 days? That's neat.

>> No.10288654

How are you supposed to finish the secret level in Bikini Bottom Massacre?

>> No.10288710
File: 130 KB, 112x112, 1694161505155920.gif [View same] [iqdb] [saucenao] [google]
10288710

>Selaco early access announcement
>May 2024

>> No.10288790
File: 70 KB, 1280x720, twin peaks i don&#039;t like it.jpg [View same] [iqdb] [saucenao] [google]
10288790

>New Duke game
>pinball

>> No.10288815
File: 144 KB, 980x735, 1670380992079099.jpg [View same] [iqdb] [saucenao] [google]
10288815

>>10288790
What's the matter anon, don't have balls of steel? Does anyone even remember this? This was before Duke 3D.

>> No.10288816

Kingpin bros, you hyped for this AI upscaled texture pack?

https://www.youtube.com/watch?v=SP9U_0znTCQ

>> No.10288817

>>10272895
Just checked the vkQuake repo after a long hiatus, now up to speed on what happened after checking the archives on here. What the fuck is up with Quake developers and being such pussywhipped faggots? There’s not a minute that goes by without some Quake developer or mapper whining about drama, creating drama, or having their project go belly up because of it. What happened to the hacker attitudes from BBSs and newsgroups? Seems like no one knows how to roll with the punches over the fucking INTERNET anymore or how to maintain a homogenous community.

>> No.10288830

Does anyone know if there is a way to get the IWAD that a PWAD is built from automatically by reading references from the PWAD file using a script?
Trying to make it so that if you try to run a Hexen map, for example, the script will automatically assign the Hexen IWAD. My best guess as to how to do this is to either read the map header, or the things and to look for references to a specific IWAD, but there is probably something basic I am overlooking.

>>10273835
Trying to iron this out a bit before I hand it out!

>> No.10288832

>>10288817
>What happened to the hacker attitudes from BBSs and newsgroups?
>How could things have changed in 30 years?
Most of those people are dead, have families they invest their time in, or have found different hobbies.

>> No.10288851
File: 8 KB, 640x480, taking a poo poo.png [View same] [iqdb] [saucenao] [google]
10288851

Playing some Push
>what is it
You push people
Server Deets Here >>10280995
WAD: https://zandronum.com/forum/viewtopic.php?t=8284

>> No.10288861
File: 77 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
10288861

>>10288851
>push
It's been so long...

>> No.10288882

>>10288851
Currently at 4 Players

>> No.10289017
File: 60 KB, 126x126, 1648250745176.gif [View same] [iqdb] [saucenao] [google]
10289017

>>10288851
Alright, closed up for now. GGz again to those that rolled in, was a ton of fun giving this a go. This is one of those gameplay modes/concepts I wished was in more games (second only to UT2004's Bombing Run, but I can't get the Deathball to load right), so it was great having some peeps to try it with.

>> No.10289023
File: 200 KB, 861x929, 1685393759923112.jpg [View same] [iqdb] [saucenao] [google]
10289023

>>10272895
Are there any megawads like the JCP Blood fund gang map?

>> No.10289031

>>10274668
what WAD is the screenshot?
>dslc_townaround

>> No.10289042

>>10288335
I don't think it's that big of a deal to set it up.

>> No.10289074

whoever is making phantom fury doesn't understand how to make a good FPS, this demo is bad

>> No.10289089

whoever is talking about phantom fury doesn't understand what is a retro FPS, this game's from 2023

>> No.10289157

moreover, nushelly is a unfun tryhard parody of classic bimboshell
game in in general is mostly fine though

>> No.10289158

>>10289031
Lost Civilization, one of the town/city levels near the middle.

>> No.10289165

>paid megawad
Aside,
Anyone else give Mala Petaka a try?
I really enjoyed the demo.

>> No.10289168

>>10273763
wad?

>> No.10289187
File: 163 KB, 1024x1024, 1000000023.jpg [View same] [iqdb] [saucenao] [google]
10289187

>> No.10289189

>>10289187
AI?

>> No.10289190

>>10273763
Fucking rad.
I hope the enemies are equally trippy.

>> No.10289191

>>10289189
yes

>> No.10289192

>>10289191
Kinda impressive, all things considered.

>> No.10289196
File: 155 KB, 828x991, 1686701743031648.jpg [View same] [iqdb] [saucenao] [google]
10289196

>>10289017
got called away, but belated ggs

>> No.10289235

What's (You)r favorite Thanks For Playing map

>> No.10289241

>>10289192
I especially like how it gave first two girls proper rotations.

>> No.10289267

>>10289187
>>10289241
if you see an AI image that looks really good and grasps a really specific concept, it's probably from the DALL-E 3 demo. closed source, corporate black box, online only, yadda yadda
also, the exactly 1024x1024 resolution

>> No.10289272
File: 73 KB, 804x273, 1680801395223962.jpg [View same] [iqdb] [saucenao] [google]
10289272

>>10287594

>> No.10289282

>>10289267
it could be from the bing ai >>>/pol/442914304

>> No.10289293
File: 112 KB, 1278x720, 1687760580883841.jpg [View same] [iqdb] [saucenao] [google]
10289293

>>10288816
>Original
>Enhanced

>> No.10289371

HAPPY BIRTHDAY EVERYONE, IS FORE/VR/ ALONE DONE YET?

>> No.10289376

>>10289371
No lol
>2022
>3 projects, AM P2, 94p starts but never finishes
>9 months into 2023
>Dead valentines project, fore/vr/ alone unfinished, 94 protons still unfinished, AM P3 looks like it'll release on time
Looks like everyone got burnt out hard after last year

>> No.10289380

>>10289376
>fore/vr/ alone unfinished
To be fair they have consistently said it's pretty much done, we're just waiting on it being officially done.

>> No.10289391

>>10289380
>we're just waiting on it being officially done.
And until then, it is unfinished.

>> No.10289393

>>10289376
Valentines project became fore/vr/ alone.

>> No.10289402
File: 154 KB, 646x676, file.png [View same] [iqdb] [saucenao] [google]
10289402

Never Ever

>> No.10289406
File: 76 KB, 775x885, only villains do this.png [View same] [iqdb] [saucenao] [google]
10289406

I don't think it was like this in the older version of SLADE but I sincerely hope whoever is responsible for this bites their cheek for the next month.

>> No.10289412
File: 557 KB, 540x540, 1685433812883423.gif [View same] [iqdb] [saucenao] [google]
10289412

>>10289187

>> No.10289416

>>10289393
Different leads, different concepts entirely.

>> No.10289434

>>10289406
I don't MOD mod but the latest Slade hates duplicate filenames and it drives me up the fucking wad when mucking around with older mods.

>> No.10289442

>>10289406
If you're wondering what the fuck I'm talking about:
Look at the location of the create/OK button between the two prompts

>> No.10289452
File: 171 KB, 1024x1024, _9d03612c-618b-4321-9f4e-91c1a8a50aaa.jpg [View same] [iqdb] [saucenao] [google]
10289452

>>10289187
Not that guy, but anyone in here have any suggestions/ideas/recommendations for a style/theme in a 2.5D fps context? It's amazing how good DALL-E 3 is, I could imagine future wads/games could start with it to get creative juices flowing.

>> No.10289461
File: 184 KB, 1024x1024, _6918aede-6e74-43c4-8cd0-5211b1f7c53f.jpg [View same] [iqdb] [saucenao] [google]
10289461

>>10289452

>> No.10289463
File: 208 KB, 1024x1024, _6397ef7d-2187-417a-bae8-31022fa4d487.jpg [View same] [iqdb] [saucenao] [google]
10289463

>>10289461

>> No.10289469

>>10288536
FUCKING FINALLY

>>10272901
ION FURY AFTERSHOCK TO BE RELEASED ON 2ND OF OCTOBER

>> No.10289472

>>10285185
>The developer is a little sensitive tho.
You would be too if you were raped.

>> No.10289475

>>10289472
t. rapist

>> No.10289497

>>10286542
>They all have vagina's quality
giving them credit where it's due, hades 2 was a big step up in quality from vagina even if it still plays weird

>> No.10289513
File: 1.05 MB, 800x450, Just need the wooshy stuff.webm [View same] [iqdb] [saucenao] [google]
10289513

>>10287456
Just need to add some slash trails and I think this sword is ready to go.

>> No.10289516

>>10289513
How long is the blade supposed to be? Looks rather short compared to the old version. That said, it looks really good. One of the best weapons you've made since it looks distinctly non-toy.

>> No.10289517
File: 7 KB, 345x200, A couple swords.png [View same] [iqdb] [saucenao] [google]
10289517

>>10289516
It's pretty damn long, but I fucked up a little with perspective seeing as I pulled the hilt so close to the screen, same as I did with the old sword.

>> No.10289553

>>10285185
The developer isn't sensitive, he's a weirdo with rape fetish. Still, I like his game and probably will pirate it a bunch of times.
>>10286542
>They all have vagina's quality and obscurity
>have vagina's quality
>vagina's quality
How does one test/benchmark a vagina and how can it relate to retro gaming and FPS?

>> No.10289615
File: 126 KB, 1024x819, 101978238_4_28thebaginamap.jpg [View same] [iqdb] [saucenao] [google]
10289615

>>10289553
>How does one test/benchmark a vagina and how can it relate to retro gaming and FPS?
By checking how many monsters will fly out before your i386 bursts into flames

>> No.10289697
File: 2.19 MB, 800x450, Now we have the wooshy stuff.webm [View same] [iqdb] [saucenao] [google]
10289697

>>10289513
and now I added some trails

>> No.10289731

Will I be able to install Aftershock with my original uncensored version of Ion Fury without having to reinstall or update the game?

>> No.10289772
File: 11 KB, 659x88, 134808.png [View same] [iqdb] [saucenao] [google]
10289772

>>10272901
WRATH: Aeon of Ruin leaves Early Access on February 27, 2024.
https://www.youtube.com/watch?v=CLMKbLI-nRA

Kingpin: Reloaded got a December 5, 2023 release date.
https://www.youtube.com/watch?v=SP9U_0znTCQ

Ion Fury: Aftershock will be released on October 2, 2023.
https://www.youtube.com/watch?v=c49Zj6E_u98

MARROW, a fan-made Blood episode from 3D Realms folks, is available on Mod DB.
https://www.youtube.com/watch?v=k9LOyefTchs

>>10288816
>AI upslaced texture pack
It's not though? Some visual effects seem off, but texture seem fine from the perspective of someone who isn't really familiar with Kingpin.

>> No.10289773
File: 1.85 MB, 1600x900, spasm0004.png [View same] [iqdb] [saucenao] [google]
10289773

Holy fucking shit how can anyone make a startmap that takes hours to find all the secrets hidden in it? I love it...
yes the toads killed me for messing with them in the intro level

>> No.10289781

>>10289772
How is Aftershock going to work? Just download an installer for the expansion and install it on the base game? Or do you need to reinstall the whole thing? And it's still eDuke32 based, right?

>> No.10289783

>>10289731
Depends on whether it's implemented as an expansion .GRP like classic Build games, or if installing it swaps the .GRP for one with the DLC integrated (which would make Arrange Mode much easier to implement). If it's the former it should work fine, since it's just texture replacements, but if it's the latter you'll need to commit surgery on the .GRP.
And if they decide to update the engine version to a newer one then you'll be right fucked.

>> No.10289786

>>10289781
>Just download an installer for the expansion and install it on the base game? Or do you need to reinstall the whole thing?
In Steam-land it'll be nice and simple. Either it'll be a Steam launch option, or a campaign select option inside the main game like the shareware episode.
No clue how GOG handle DLC.

>> No.10289787
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10289787

>>10289697

>> No.10289803

>>10289615
Is this, well... impussy?

>> No.10289806

>>10289731
>Will I be able to install Aftershock with my original uncensored version of Ion Fury without having to reinstall or update the game?

There is nothing censored in the latest version

>> No.10289810

>>10289772
>It's not though?
It really might as well be plus I literally just don't believe 3D Realms on anything at this point. The textures hardly look any better in that trailer. Really doesn't help that the lighting, level geometry, and models haven't been touched at all.

>> No.10289819

>>10289787
Well since I posted this I decided to throw those current trail effects in the trash, they didn't flow good and I can do better.
Been mulling over what to do for Doomslayer's punch attack, like giving it some sort of niche use that players would want to switch back to it and use it even though they have the sword permanently bound to altfire.
Then after I sort all that bullshit out, I'll start on his shoulder cannon weapons proper.

>> No.10289826

>>10289781
Aftershock is being treated as a DLC, so it'll probably be just a different episode you can choose from the menu. I don't know if eDuke32 already supports this, but they're adding new engine functionality to it already for this DLC.

>> No.10289828

>>10289819
Maybe give the punch some good knockback that's improved to ridiculousness with a berserk pack?

>> No.10289829

>>10289828
I thought about that, but I feel like that'd play against wanting to wombo combo shit by punching them and then slashing them with the sword, awfully hard to whack something with a sword if you've knocked them 20 feet away from you.

>> No.10289831

>>10289829
Maybe a short stun or a flitch to cancel attack animations on lesser monsters? Might be a bit OP though.

>> No.10289835

>>10289831
Yeah can't do that either seeing as he's got a dedicated stun gun bound to Zoom.
Also not keen on attacks that only work on certain monsters but not others, that shit always bugs me in games. Something I've considered for the fist is have it gain MP like the sword does, but it favors one mana pool over the other. Like what Blaz's sword and fists do now.

>> No.10289848

>>10289806
They removed "FAGBAG" or whatever years ago though, didn't they? (Yes, I realize that's in an out-of-bounds secret area, but still.)

>> No.10289852

>>10289826
>new engine functionality

What "new engine"? What does that even mean?

>> No.10289856

>>10289848
Wasn't it OGAY, which was kept?

>> No.10289858

>>10289848
it's not even a secret area, it's literally inaccessible to the player and it's the only difference

>> No.10289867

>>10289781
>How is Aftershock going to work? Just download an installer for the expansion and install it on the base game?
It's an expansion to Ion Fury, so you would most likely have to install it on top of the latest version of the game.
>Or do you need to reinstall the whole thing?
Probably not, in case you have the current patch at the moment. Again, I would assume that a new patch for the base game would be released alongside Aftershock as it usually happens in situations like this.
>And it's still eDuke32 based, right?
Yup.
>>10289810
I don't know, models and textures look to be close to the original and that's a good thing for a remaster.
>level geometry
There was no map sources left though, according to the developer on Realms Deep. So they likely either recreating the levels from the original one-to-one or simply move the maps over. Since there's no sources, there's really no way to add potentially cut details like, for example, Nightdive did for Quakes. And no changes to the maps themselves were even announced as far as I can recall.
>>10289848
That whole story around it is such a degenerate bullshit. lol
>>10289852
>What does that even mean?
New functionality for eDuke32.

>> No.10289873
File: 850 KB, 1854x826, 1.png [View same] [iqdb] [saucenao] [google]
10289873

>>10287441
I'm currently working on a map with a super computer, and I did post a screenshot recently. This is one of 4 areas of the map, kind of like a mini arena, where the goal is to get a key on the upper parts and then jump down. As you can see it's still a rough design. Any ideas how I can make this area more fun?

>> No.10289879

>>10289852
It means they're adding new stuff to the existing engine. They showed a photo mode.

>> No.10289885

>>10287594
Duke3D turrets are the wimpiest contraptions imaginable thanks to their comically-long pain animation, you can honestly just kick them all to death once you get a JetPack.

>> No.10289992

>>10289772
I hope Wrath turns out alright. I've always wondered what caused the developmental problems, and why Killpixel left. He seemed pretty excited about it during interviews on dumptruck's podcast back in 2019.

>> No.10290027

>>10272895
Shadow Warrior didn't age well not because it's "racist" but because the game is so fucking boring.

>> No.10290071

>>10289992
>I've always wondered what caused the developmental problems
In addition to 3D Realms' apparently numerous, inexplicable internal problems:
>Dark Places engine being shit (running like ass, having weird physics that require maps to have extra padding in places, HUD and menus not coping with different resolutions well and being harder to make than FTE, etc.)
>simultaneously developing a Unity Engine version of the game for consoles (NOTE: actually fully rebuilt on Unity, not used as a wrapper like with Unity Doom or the various Kex remasters)
>nobody knowing how to code Quake 3 style GLSL shaders (at least since KillPixel left)
>contracting work out to several of the egomaniacs in the modern Quake 1 mapping community
>said mappers have no experience with the Quake 3 map format (which is being used because it's vastly more optimized than Q1, which Shit Places really needs) and struggle with caulking, terrain, and Q3's VIS system.
>supposedly very ameature and slow environment texture artist who only knows modern PBR workflows and struggles with 256 colors and Quake 1 pixel density (I think he's the Foxhead guy in the Q1 mapping Dicksword so you be the judge)
>no real plans or vision left behind when Killpixel left, meaning the latter half of the game had to just be improvised

>why Killpixel left
I'd guess general 3D Realms incompetence + them wanting to make some trend-chasing creative changes to the game (which I've heard from a couple people looking for a publisher who approached them with early game demos). I'd imagine there's a NDA involved in the handover, so we'll likely never know for sure.

>> No.10290112
File: 587 KB, 736x736, quake cat.png [View same] [iqdb] [saucenao] [google]
10290112

So I'm going to give Build Engine games a try, and playing through DN3D on Come Get Some difficulty. I'm getting hit and dying a lot more than I would coming from id games and Marathon. Is there a style of play for Build Engine games I'm not getting?

>> No.10290119

>>10290112
Just git gud and move faster. It's not that different from DOOM engine, but if your only experience with them is vanilla maps then you're gonna get hurt a bit in the beginning cause vanilla DOOM is quite easy.

>> No.10290121

>>10290112
all Build engine games play differently and most of them have completely different game code (only Redneck Rampage re-uses Duke code a lott). For Duke, learn to strafe-run towards the right to dodge hitscan.

>> No.10290125

>>10290112
Your explosives are portable nukes, so don't be afraid to use them.

>> No.10290136

>>10290119
Most my experience is playing Quake and Marathon mods (Arcane Dimensions, Dwell, Alkaline, Unforgiven and countless assorted mapjams and standalone maps), and Rubicon, Phoenix, and Eternal for the latter). I've done some Doom/Heretic mods though (Strange Aeons, Hellcore 2.0, Quake: Descent into Heresy).

>>10290121
Yeah what I've noticed is fucking me up most often is hitscan enemies like Pigcops, and them ambushing me when I turn a corner. Projectiles are also pretty quick too compared to Doom.

>>10290125
Gotcha, that's something I'll have to get used to. I've always had a problem with item hoarding in games.

>> No.10290260
File: 3.89 MB, 640x360, dukezoom.webm [View same] [iqdb] [saucenao] [google]
10290260

>>10290136
>Projectiles are also pretty quick too compared to Doom.
Duke's a pretty quick dude. When he's not he's still wearing the same shoes as Quake's ranger and not slippery socks like Doomguy. Pig cops should be treated like superer shotgun zombies and the enforcers are NOT like chaingunners where they're easily hitstunned by their own weapon so consider playing peekaboo with a shotgun on them.
Also >>10290121 each one will be different. For Blood you may want to know how enemies scale based on difficulty and for Shadow Warrior you may want to decide if you want to play with auto aim hitscan

>> No.10290263

>>10289472
No I wouldn't. I would just rape the rapist back.

>> No.10290286

>>10289992
>I hope Wrath turns out alright.
I think it's going to be alright overall. Some might claim that it "didn't live up to expectation", but I expect WRATH to deliver a solid experience.
>I've always wondered what caused the developmental problems
As was mentioned multiple times by now, there's a limited selection of people who know how to handle DarkPlaces and (similarly to other companies with in-house engines) learning it can take a lot of time.
>why Killpixel left
Well, technically he didn't actually left. Just stepped out from active development. KillPixel was still around to provide some advice on technical side, working on modding tools for release and making sure that the game stays true to his vision (which is most likely the reason why PC sticked to DarkPlaces as opposed to going all-in with Unity; aside from the whole marketing thing and how going away from it would've caused a major shitstorm).
As for the reasons of it, it's mainly burnout and desire to spend more time with the family. Dude worked on the game for years and WRATH was a thing long before 3DR picked it up. Working on the game for that much time, becoming a dad and whole Covid thing can screw with you.

>> No.10290289
File: 3.10 MB, 1280x720, Fucking walls how they work.webm [View same] [iqdb] [saucenao] [google]
10290289

>> No.10290298

>>10290289
Is this vanilla?

>> No.10290302

>>10290298
I don't check for limits, so more like limit-removing, but basically yes. This is how sky works in vanilla.

>> No.10290304

>>10290302
I only asked in case you wanted to start using invisible teleporters to really fuck with the player.

>> No.10290312

>>10290304
I don't want to fuck with the player too much, I've already set aside this area for a short Hunted-like segment, that's enough. But also yes, I don't use Boom for this. 22 maps in, it's too late to switch, I'll finish limit-removing.

>> No.10290370
File: 2.72 MB, 1600x740, 1694319714653956.png [View same] [iqdb] [saucenao] [google]
10290370

What the fuck happened? Demo for pic related killed ALL hype I had for this

>> No.10290380

did anyone play Blood Marrow?

>> No.10290408

>>10290380
Got it downloaded, about to see how it goes through Not Blood, will report next thread on results

>> No.10290423

>>10290380
Started it, haven't beaten it yet

I like it, it's fun and there are some good looking environments; but it feels rather standard and not very creative. It's a lot of "been there, done that" again and again

>> No.10290426
File: 947 KB, 1366x768, citadel.png [View same] [iqdb] [saucenao] [google]
10290426

>> No.10290429

>>10290263
You spoiled Fortune's Run ending!

>> No.10290432
File: 321 KB, 1620x432, shitgate.jpg [View same] [iqdb] [saucenao] [google]
10290432

>>10290370
>What the fuck happened?

>> No.10290450

>>10290370
>>10290432
It's just bad
https://steamcommunity.com/app/1733240/discussions/0/3880470997351909084/

>> No.10290460

>>10290426
>Citadel Q2
Great levels and a great gameplay mod in general.

>> No.10290496

>>10290370
Is accurate rendition of splatting yourself on the sprite to 3D transition, common 1998~2003 occurrence.
They shouldn't have chosen a level directly comparable to one in Ion Fury, then it might not have been so obvious.
Then Minigun car also reminds me of a bit in Timesplitters: Future Perfect, and it's a downgrade on that too.

>> No.10290542
File: 993 KB, 3840x2160, 2606230_20231001153333_1.jpg [View same] [iqdb] [saucenao] [google]
10290542

>>10290370
>>652723045
It is meh
Needs more polish
The weapons selection sucks, same that it doesn't indicate low ammo and the shooting feeling is bad.
Movement doesn't feel good. Same goes for aiming and fov (thankfully there are slicers for that although it still feels sluggish)
The sound lacks of impact. The enemy reactions to being hit is nonexistant. Always run should be on default, otherwise you have to press two fucking buttos+the movement keys to do the slide. The slide should stop when you stop pressing forward, not when you stop pressing any of the three fucking keys.
Iron sights should be a must, every gun has shitty ass aim and you can't hit shit.
The arm powers and the stun baton should be a kick melee button, not a fucking weapon slot that takes time to deploy. That itself makes it useless.
I was going to give it a 4/10 when I started playing, went up to a 6/10 (maybe even 7) once I got used to it.
Also, the performance is awful for it's graphics, still needs optimization.
A disappointment, neverless

>> No.10290547
File: 175 KB, 960x540, 20231001195218_1.jpg [View same] [iqdb] [saucenao] [google]
10290547

>>10290370
The demo would be better with feedback on anything: guns, enemies, anything really.

>> No.10290570
File: 643 KB, 1920x1080, marrow sofar.jpg [View same] [iqdb] [saucenao] [google]
10290570

>>10290408
For what it's worth it's been a good first impression. Nothing crazy just more good fun Blood stuff.

>> No.10290650

>>10290408
>>10290423
>>10290570
i haven't played much Blood besides the base game
what is the Blood equivalent of Doom Builder so i can search for secrets?

>> No.10290653

>>10290650
afaik all there is is mapedit and xmapedit, both under DOS

>> No.10290663

>>10290653
There's a Windows port of XMapEdit.
https://github.com/NoOneBlood/xmapedit

>> No.10290664

>>10290663
Didn't know, that's cool!

>> No.10290926
File: 23 KB, 240x320, 1687718234360.png [View same] [iqdb] [saucenao] [google]
10290926

>No SNS server
The post-cancellation arc for SNS has been hilarious but also very disappointing.

>> No.10290942

>>10290926
I planned one just in case if Sns stops once again ,but I think we might as well wait for the Ad Mortem session.
>>10271890
>>.10271924

>> No.10291026

baking

>> No.10291045

>>10291040
>>10291040
>>10291040

>> No.10291098

>>10289452
prompt?