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/vr/ - Retro Games


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10578097 No.10578097 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10570257

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/

WAD BOORU:
http://clovr.xyz/wadsup/

>> No.10578101
File: 546 KB, 720x1280, 1704312518887298.jpg [View same] [iqdb] [saucenao] [google]
10578101

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b
Ad Mortem Guns (DECORATE): https://files.catbox.moe/ihv4l4.zip

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===


[1-03]WRATH: Aeon of Ruin's update that goes over its singleplayer content, improvements and fate of deathmatch.
https://store.steampowered.com/news/app/1000410/view/3904122509826850382

[1-02] Perfect Dark PC port receives WIP netplay support(second link)
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port?preview
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net?preview

[1-01] Chasm: The Rift entity & weapon pack for Garry's Mod released
https://steamcommunity.com/sharedfiles/filedetails/?id=3128742113

[1-01] Anon releases a map for the Quake 2 Remaster
https://twitter.com/Colonthreee/status/1741837792563311069

[12-30] Chex Quest: The Penultimate Breakfast released
https://www.doomworld.com/idgames/themes/chex/chextpb

[12-29] Not Even Remotely Fair completed
https://www.doomworld.com/forum/topic/127913

[12-29] MIT student displays Doom in gut bacteria
https://www.golem.de/news/biologie-doom-laeuft-auf-darmbakterien-2312-180291.html

[12-29] BYOC got a GZDoom compatibility update
https://revenatn.itch.io/byoc/devlog/657427/byoc-v15-for-gzdoom

[12-27] Quake 2R Speedmap Jam announced in Nightdive discord

[12-26] Highway Accelleroid Booster 1.1 quietly released
https://terminusest13.itch.io/highway-acceleroid-booster

[12-26] GrezzoDue 2 released
https://youtu.be/mloiLYRums8

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

>> No.10578112

>>10578097
TinEye, 0 Results
But I did find this site which has the image along with many other quake 2 images, but no information on this image specifically.
https://dondeq2.com/2020/02/26/planetquake-gamespy-com-planet-quake-picture-of-the-day-archive/

>> No.10578115
File: 115 KB, 800x600, hacx209.jpg [View same] [iqdb] [saucenao] [google]
10578115

>>10578097
>NO SOURCE OF THIS
looks like a build of the unreleased HacX 2

>> No.10578116
File: 251 KB, 800x600, IT'S STILL SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10578116

YOU'RE NOT GETTING AWAY THAT EASILY. IT'S STILL SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to keep posting that shit!

>> No.10578126

>>10578115
>HacX 2
it seems so

http://www.drnostromo.com/hacx/page.php?content=info#h2

>> No.10578131
File: 103 KB, 700x525, hacx215.jpg [View same] [iqdb] [saucenao] [google]
10578131

>>10578126
http://www.drnostromo.com/hacx/page.php?content=media
this page has a different shot of the same area.

>> No.10578135
File: 866 KB, 1920x1040, MAP28 at 2024.01.06 23-27-13.007 [R4142].jpg [View same] [iqdb] [saucenao] [google]
10578135

>>10578116
Reposting from previous thread.

>> No.10578138

>>10578131
if only he was still alive, he could use Q2R expanded assets as base

>> No.10578141

Maybe its a cancelled HL1 mod?

>> No.10578142
File: 1.40 MB, 1920x1080, WintersFury.png [View same] [iqdb] [saucenao] [google]
10578142

Is it snowing near any other anons? I'm hitting Winter's Fury as a result. If anybody knows of any weapon mods that have flamethrowers, that'd be nice to know. Or just mention some other winter-y .wads.

>> No.10578143

>>10578141
It is hacx 2 >>10578131
sadly this will never see daylight

>> No.10578146

>>10578142
>If anybody knows of any weapon mods that have flamethrowers
Final Doomer's Whitemare set.

>> No.10578149
File: 1.68 MB, 2048x2048, piped like ur mum.png [View same] [iqdb] [saucenao] [google]
10578149

>>10578116
Nearly finished with my Malice map, but started obsessing over details and decided to ripoff Doom 3's pipe endcap decals. Turns out they work pretty well in Quake also, even without the shader and dynamic lighting.
Little things go a long way.

>> No.10578152

>>10578131
What happened to Drnostromo anyway?

>> No.10578173

Mount Pain elemental

Every time it spits, a copy of TNT Map27 is created in front of it, the rest of the map shifting and expanding to fit the new geometry.

>> No.10578190
File: 273 KB, 722x642, Screenshot from 2024-01-06 12-53-05.png [View same] [iqdb] [saucenao] [google]
10578190

>>10577874
made a doom map with my kid. she drew it on a piece of paper and decided where everything goes. three cacodemons and a bunch of zombiemen.
bare bones, but that's alright

>> No.10578213
File: 407 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10578213

>> No.10578223

>>10578213
>eternal boomer models
>chaingun spawn features
>face build releases
>tnt used cool pain

>> No.10578234
File: 2.68 MB, 2560x4312, Daijobu Dojo Progress.jpg [View same] [iqdb] [saucenao] [google]
10578234

>>10578116
Made some progress on two build maps, Daijobu Dojo and untitled ski resort. Remade the starting area and intend to make the map spread between multiple "island" areas connected by bridges or dive sectors and caves. Not sure how I want to incorporate the circular arena at the top, it's begging to be hub and spoke but I never found that layout particularly interesting. Shadow Warrior also has a wall climb feature that will be frequently used with vine sprites (a bit cliche I know) to create parkour areas and other neat stuff.

>> No.10578242
File: 548 KB, 1920x1080, Screenshot_Doom_20240102_235216.png [View same] [iqdb] [saucenao] [google]
10578242

So I am still playing TNT: Evilution and got past maps 11-15. I had a blast with all five. My favorite of the bunch might be map 13 with map 15 being a close second. My least favorite might be map 12 because its a little too open and has two sections that are optional. The exit to the secret level on map 15 was a bastard to find.

>> No.10578250
File: 33 KB, 640x480, 3_heures_d'agonie_title.png [View same] [iqdb] [saucenao] [google]
10578250

You know how there's projects dedicated to nationalities of certain map makers?
Like France or Russia?
Has there ever been a Portuguese map maker project?

>> No.10578252
File: 3.12 MB, 2048x5752, Ski Resort Progress.jpg [View same] [iqdb] [saucenao] [google]
10578252

>>10578116
Here's the current revision of the ski resort, I'm nearly half way to the wall and sector limit before the blockout is done. It's going to be a fuck huge map. Progression will involve all keys, the cards will give access to one of three sector path sprite ski lifts (this will be extremely painful to make) and each slope will have it's own standard key along it. There's going to be a bunch of smaller locations throughout as well, like an arcade, gym, pool (pictured) and other stuff before I hit the wall / sector limits.

>> No.10578258

>>10578250
Portugal isn't real, she's just Brazil's decrepit grandma.

>> No.10578273 [DELETED] 
File: 333 KB, 720x888, Merry.jpg [View same] [iqdb] [saucenao] [google]
10578273

>>10578190
>made a map with my kid
>she

>> No.10578284

>https://rentry.org/vrbin
>clovr.xyz
>Ricochet

Do you guys really play Ricochet?

>> No.10578305

>>10578284
We could play Ricochet right now if you want

>> No.10578316
File: 2.24 MB, 360x360, 1690860859319411.gif [View same] [iqdb] [saucenao] [google]
10578316

>>10577890

>> No.10578318

>>10578305
Thanks for the offer, but right now I'm visiting my family for the holidays, accessing /vr/ from a pc that isn't mine.
Btw I suck at Ricochet, but have very fond memories of playing the game with my friends over LAN, so I'd like to give it a shot ~20 years later.

>> No.10578343

>>10578258
>Portugal isn't real
Look at a fucking map of the Earth next time, ya fool.

>> No.10578345 [DELETED] 

>>10578097
Uh, why was my post deleted? What the fuck?

>> No.10578347 [DELETED] 

>>10578345
Racist mods. They also deleted the John Romero Appreciation General because supoorting John for supporting trans rights triggered them, being the nazis they are.

>> No.10578351

Ricochet makes me think of a 2000s Tron Sequel that could have been that made use of 3D computer graphics from the mid-late 1990s, especially when I look at the official screenshots.

>> No.10578352 [DELETED] 

>>10578342
>>10578345
That's been the name of the project since before the earthquake, pls undastan

>> No.10578367

>>10578318
Dang, maybe sometime in the future then. Probably won't catch it as quickly the next time, but shout if you wanna play it.
>Btw I suck at Ricochet
Well it is a party game, after all.

>> No.10578368
File: 243 KB, 870x1200, tron20.jpg [View same] [iqdb] [saucenao] [google]
10578368

>>10578351
It's actually pretty fun. It's when Monolith were on a roll again after faceplanting with Blood 2 and Shogo.

>> No.10578374

>>10578368
Blood 2 was the faceplant definitely. Shogo was more of a poor-to-mediocre at best implementation of a great idea, I M O.

>> No.10578385
File: 374 KB, 949x1208, 1697531623706124.jpg [View same] [iqdb] [saucenao] [google]
10578385

>>10578374
Actually yeah, you're right. It deserves more credit. I was thinking of the crits too much.
It, Shadow Warrior and Heavy Gear 2 were part of a very special fun time. I should also try Oni some day.

>> No.10578386

>>10578374
Shogo pulled some pretty neat tricks off for the time with getting the faked scale to mostly feel right.

Just as well Monolith's stuff will never see light of day with who ultimately owns the IPs now.

>> No.10578389

>>10578385
>Heavy Gear 2
That did some neat stuff but a lot of the weapons had way less impact than they did in the first game.
>I should also try Oni some day.
If you can get it running, it's a decent if weird experience.

>> No.10578390

>Played Sigil 2
>E6M2 generated a caco vs caco infight
>E6M9 generated an imp vs imp infight

Fuck you haters, this is the best wad ever.

>> No.10578408

>>10578131
add HacX 2 to the list of things trend-hopping youtubers can read off in a creepy voice in a lost media video

>> No.10578428

>>10578408
Anon i would love to see HacX 2 finished using modern tools and possibly Q2R code.

the new AI would make stuff like the Cobra choppers there aggressive as fuck

>> No.10578443

>updating Windows 10
>"But I don't want to upd..."
>updates anyways
>try to run gzdoom
>Execution could not continue. R_OPENGL: OpenGL driver not accelerated!

I hate Windows 10 so fucking much.

>> No.10578445

>>10578385
>>10578389
>Oni
Got it running on Win 10 with the Anniversary Edition mod.
https://wiki.oni2.net/Anniversary_Edition

https://www.youtube.com/watch?v=0uj15hjhOTg

>> No.10578451
File: 211 KB, 1920x1080, 1686396989321020.jpg [View same] [iqdb] [saucenao] [google]
10578451

>>10578443
LOOK AT THIS SHIT
I AM FUCKING PLAYING DOOM YOU COCKSUCKER
I'M DOING IMPORTANT SHIT

>> No.10578452

>>10578443
>be retarded techlet faggot
>don't even know how to disable automatic updates from the settings menu
>uhhg, like, i just hate windows 10!!!

>> No.10578456

>>10578252
nice.

>> No.10578460

>>10578451
At least it tells you.
I had the situation a few times lately when it was nagging for updates and I wouldn't do it, so it would suddenly and surprisingly just throw a BSOD and restart. Of course not to install updates :^)

>> No.10578464
File: 279 KB, 1920x1080, circulationofblood.jpg [View same] [iqdb] [saucenao] [google]
10578464

>>10578389
>That did some neat stuff but a lot of the weapons had way less impact than they did in the first game.
Now I might try to get the first one running considering how much I liked Heavy Gear 2. It was also a Christmas gift, pretty fun seeing all the mechs get Santa caps.
>>10578445
Very useful.

>> No.10578493
File: 68 KB, 700x876, 1657663536199.jpg [View same] [iqdb] [saucenao] [google]
10578493

I'm having a miserable time on map 33 of Eviternity 2, is this being getting old feels like?

>> No.10578495

>>10578493
Are you playing on Nightmare?

>> No.10578498

>>10578495
No?

>> No.10578508

>>10578493
Is that the rhythm game map? It's kind of hellish but individual parts aren't that bad if you run backwards to get more time. It took me two tries. I recommend savescumming to get as far as you can, then restart and use your acquired skills to get as long of a lead as possible in the easy early sections. The finale is not doable without slowing down a lot.

>> No.10578523

>>10578508
It is. The, I assume, last part takes so fucking long I always mess up.

>> No.10578530

>>10578493
>map 33 of Eviternity 2
that map is really not for everyone, it's absolutely not for me.

>> No.10578539

>>10578149
>hits pipe

>> No.10578550
File: 271 KB, 1000x1372, 1466565730075.jpg [View same] [iqdb] [saucenao] [google]
10578550

IM GONNA SING THE DOOM SONG NOW.
https://www.youtube.com/watch?v=1qPPHt7djMw

>> No.10578610
File: 1.76 MB, 4000x1301, Doomguy throughout the years.jpg [View same] [iqdb] [saucenao] [google]
10578610

Rank the suits.

>> No.10578671

>>10578610
classic = q3a/thps3 > 64 > 2016 > 3 (with helmet) > 3 (without helmet) > eternal > champions

>> No.10578694

>>10578284
We could, but I can't imagine that people would be up for it. The game isn't even really bad, but it's INCREDIBLY plain and basic, almost no depth or variety.

>> No.10578702

>>10578452
I know how to do that and I have done it, and I still hate Windows 10. We're far away from the greatness that was Windows 7.

>> No.10578706

>>10578702
That's why Windows 7 was my last Windows before migrating to Linux.

>> No.10578708

>>10577703 #
>guncaster's pistol or DAKKA's plasma and
Ooo, that sounds nice , never heard of them, lemme look them up. Are those the name of the project?

>> No.10578709

>>10578694
If Ricochet has million fans, then I'm one of them
If Ricochet has one fan, then I'm THAT ONE
If Ricochet has no fans, that means I'm dead

>> No.10578720

Man I hate how position and offsets work with weapon sprites. I want to make a melee weapon made from two overlays (one being the hand, the other being the blade) and have them rotate around an exact common middle point where blade meets hand. Anyone tried something like that?

>> No.10578732

>>10578708
https://allfearthesentinel.com/zandronum/download.php?file=dakka-1.0.pk3

>> No.10578734

Is dsda doom worth it or should I just go with prboom+ for that vanilla experience?
I always used GZ for years and watching a video with dsda I realized I like its aesthetics much more.

>> No.10578750

>>10578734
it's no biggie, but DSDA will play more modern .wads.

>> No.10578751

>>10578734
DSDA, Woof, and Nugget all do what PrBoom+ does but with bug fixes, superior features, and MBF21 compat.

>> No.10578758

>>10578734
prboom preserves bugs that even purists don't like and has that godawful default midi synth that isn't even necessarily period-authentic
DSDA for the most barebones experience with some options for more info on the HUD, Woof or Nugget for more options like blue/green blood for cacos and barons

>> No.10578778
File: 568 KB, 1920x1080, dsdadoom.png [View same] [iqdb] [saucenao] [google]
10578778

It really looks better. Thanks anons

>> No.10578794

>>10578778
Would you mind posting a comparison in a common spot? That doesn't look unlike gzdoom to me, but that's because I've tweaked a lot of the garbage default settings.

>> No.10578801
File: 624 KB, 1920x1080, Screenshot_Doom_20240107_025200.png [View same] [iqdb] [saucenao] [google]
10578801

>>10578794
I tried tinkering around a bit as well but I am not really into it.

>> No.10578808

>>10578443
>Windows 10
This is probably an Intel problem.
https://www.doomworld.com/forum/topic/89445-gzdoom-21-opengl-driver-not-accelerated/

>> No.10578810

>MIDI music can't be go-
https://www.youtube.com/watch?v=34SBJRHV9sU

>> No.10578813

>>10578801
I think your light mode is fucked maybe. Does indeed look worse.

>> No.10578837

>>10578810
I don't think you'll even find that many zoomers who'll say that if it's one who has passing familiarity with old games.

>> No.10578847
File: 795 KB, 1920x1080, Screenshot_Doom_20240107_030547.png [View same] [iqdb] [saucenao] [google]
10578847

>>10578801
I usually play it like this. Ambient occlusion (the corner darkening) may be a little divisive but I enjoy it.

>> No.10578849

>>10578810
This one's good, but I have yet to find a MIDI track that can surpass Goin' Down the Fast Way (especially with a good soundfont).
https://www.youtube.com/watch?v=8Udj9YZUzmM&t=655s

>> No.10578851
File: 140 KB, 640x240, Cba.png [View same] [iqdb] [saucenao] [google]
10578851

>lost media because unoriginal lolcows

>> No.10578869

>>10578778
DSDA-Doom is also my favorite port.
I'm using the custom hud and I really like that you can hide the total kills/items/secrets counts until you reach them. It's the best of both worlds, I want to know when I killed all the monsters but I don't want to be spoiled with a counter.

>> No.10578878

>>10578869
By the way, if you don't want to use the custom hud, you can also use this "smart" counter in the automap.

>> No.10578879

>>10578810
>>10578837
We already have proof that MIDIs sound good from vanilla Doom anyway.

>> No.10578881

>>10578849
Speaking of soundfonts, does anyone know which one got used in this particular video?
https://www.youtube.com/watch?v=xX_Kb0cDN98

>> No.10578897

>>10578610
Doom
Doom 64
Doom 3
Quake 3/ Tony Hawk
Doom 2016
Doom Eternal
Quake Champions

>> No.10578954

>>10578493
https://www.youtube.com/watch?v=iPcVRuq0fwA

>> No.10578970

>>10578097
For those who didnt saw since quakewulf liked this only at id and nightdive discord
https://twitter.com/Colonthreee/status/1743753051679203745
https://twitter.com/Colonthreee/status/1743766536056119805
https://twitter.com/Colonthreee/status/1743773505831731362


can anyone do a texture replacer from it, the link is at gamebanana

>> No.10578983

>>10578610
Why is QC
A: only represented by one of the suits?
B: Represented by the very last suit you unlock?

>> No.10578992

>>10578610
I like this slightly updated take on the Eternal armor here. My only complaint is I don't like the wristblade. Never have.

>> No.10578993
File: 2.69 MB, 3840x2160, Anniversary.jpg [View same] [iqdb] [saucenao] [google]
10578993

>>10578992
My dumb ass forgot to post the image.

>> No.10579010 [DELETED] 
File: 333 KB, 720x888, Merry.jpg [View same] [iqdb] [saucenao] [google]
10579010

>>10578190
>she

>> No.10579017
File: 300 KB, 864x660, Screenshot_Doom_20240107_042923.png [View same] [iqdb] [saucenao] [google]
10579017

>>10578116
Working on a lightning sword. Thinking hard about how to do vertical swings.

>> No.10579035
File: 186 KB, 720x480, 2310_20240106163835_1.png [View same] [iqdb] [saucenao] [google]
10579035

i finally got around to deathmatch dimension. was a blast, really loved it.

>> No.10579039
File: 4 KB, 153x238, hammer 5 alt.png [View same] [iqdb] [saucenao] [google]
10579039

>>10579017
I'm not sure if it's an option for you, but I did vertical swings for this hammer by having the arms fade out

>> No.10579042

How often do you play new wads vs. replaying old ones that you enjoyed?

>> No.10579046
File: 31 KB, 640x400, 1693872018180331.png [View same] [iqdb] [saucenao] [google]
10579046

holy shit this blows. map08 is atrocious.

>> No.10579047

>>10579039
Hey, that's a pretty clever idea. I can do the fading with a shader I think. I'll keep it in mind as an option. The "blade" itself is a concern though, probably I'll have to push the corners of the sprite layer surface around some so it appears to extend out into the world.

>> No.10579051

>>10579047
If all else fails, you could really stylize it into just a bolt of blue that slashes downwards.

>> No.10579053
File: 53 KB, 368x152, Wrathcaster animations.gif [View same] [iqdb] [saucenao] [google]
10579053

>>10578116
I'm late to this. Been dragging my feet on finishing up this damned thing. Been more preoccupied about what to do for GMOTA's tenth birthday on the 13th, I'd like to do some art to commemorate it.

>> No.10579062
File: 38 KB, 634x237, 1704394417010047.png [View same] [iqdb] [saucenao] [google]
10579062

>>10578142
>Is it snowing near any other anons?
lol

>> No.10579063

>>10578142
The Blastmaster set from Combined_Arms has a flamethrower.

>> No.10579064

>>10579053
Looks fantastic. Man, that one frame right before the wings extend fully makes a huge difference.

>> No.10579068

>>10578213
>lol effort

>> No.10579069

>>10579046
What wad?

>> No.10579070

>>10579042
99% of the time I spend playing DOOM, I'm playing a new wad.

>> No.10579073

>>10578451
I never in my entire life had this happening to me, I don't know what people do with windows

>> No.10579076

>>10578732
oh thank god it's in DECOR
thanks anon ill see what i can cook up with this!
The character behind the lever action weapon is an angel, lighting makes sense wrath of god blah blah.
For BFG I want a do a "ricochet coinflip" similar to the coin in Ultrakill. Assume I can make an actor hitbox that spawns and dies in the projectile and has damage.death states to spawn the mega projectile. If not altfire may be a blackhole. Coin might be fun to combo with other weapons.

>> No.10579086

>>10579042
I avoid having default wads because you end up limiting yourself by going through the same thing again and again.
>>10579076
It's decorate but also leans heavily on ACS because Ijon is some kind of ACS sorcerer.

>> No.10579089

>>10579069
the one in the pic

https://www.doomworld.com/forum/topic/133295-boom-the-diseases-and-casualties-this-year-being-1632-11-maps-v11/

>> No.10579090

>>10579086
seems so, still i can use the sprites and some bits here. Thanks again anon.

>> No.10579103
File: 1.67 MB, 1562x907, 1676739503488726.png [View same] [iqdb] [saucenao] [google]
10579103

>>10578116
No girls allowed

>> No.10579105

>>10578142
Does that weapon come with Winter's Fury?
>>10578149
Post wad anon?

>> No.10579106

what happened with the quake hams?

>> No.10579108
File: 73 KB, 512x512, 1687429401309481.jpg [View same] [iqdb] [saucenao] [google]
10579108

>>10579106
>*jams

>> No.10579110

>>10579108
>>10579106
which

>> No.10579113

>>10579110
the ones that are not being made

>> No.10579121

>>10579113
here or anywhere? ill just answer.

mjolnir while not a jam is on hold probably until they get more maps done since they have like 8/72 with their demo but to be honest they should just get those bugfix patches out asap because right now there's zero reason to use keep as a mapper or modder with all the bugs it currently has

violent rumble 2, there's like 2-3 mappers still plugging, one of them is doing a wh40k cathedral the other is doing some desert thing. one of them has some sick person in their family so he's lagging it. the head of vr2 teased some alternate version of the scourge of armagon laser cannon that rapidly fires missiles but hasn't posted on it since

there's a quake 2 jam going on right now on a quake 2 mapping discord

>> No.10579135

>>10579106
I don't know, I've only ever seen HL2 hams.
https://www.youtube.com/watch?v=CxGDweqSjJI

>> No.10579141

>>10578847
This looks pretty nice, what are the settings?

>> No.10579150

>>10579141
Vulkan renderer
"None (trilinear)" texture filter mode, 16x anisotropic
No high quality resize garbage
"Software" sector light mode (this one is pretty important, the old default light mode is particularly garbage)
Ambient occlusion turned on and set to high

>> No.10579172

>>10579150
For some reason I feel like vanilla doom wads (and generally, older wads with low details) look much better with software mode and low res. The graininess helps hide the simple geometry and my brain makes up details that aren't there.
If I had to use full res and GL, though, all the goodies like SSAO and anisotropic filtering are critical because the high-res fullbright look is godawful.

>> No.10579184

>>10579172
I think cramped, grungy low-light environments can look really nice and moody when things are low res and grainy, but bright or large and open ones look much better in GL.

>> No.10579228
File: 1.78 MB, 2560x1440, Quake Enhanced_2023.12.31-21.34.png [View same] [iqdb] [saucenao] [google]
10579228

am i imagining this or does the end of the level looks like cthulu before the portal opens

>> No.10579234

>>10579228
What map?

>> No.10579254

>>10579150
Nice, "None (trilinear)" seems to smear the enemy sprites, so I guess I'll that on None, but the rest is nice.
Also what are your settings for classic transparency?
I remember a while ago someone was talking about what was the damn setting that made it so that doomguy would emit light, do you know what that is? I should've fixed that back when some anon posted about it but I forgot.

>> No.10579256
File: 1.80 MB, 2560x1440, Quake Enhanced_2024.01.02-20.40.png [View same] [iqdb] [saucenao] [google]
10579256

>>10579234
that pic was from E3M6

also this this one from E1M2 looks kind of like a face/skull

>> No.10579260

>>10579228
It looks a bit like him, but maybe that's cause I read you comment before looking at the pic.

>> No.10579262

>>10579256
You're drunk.

>> No.10579265

>>10579228
>>10579256
You're definitely onto something

>> No.10579278
File: 762 KB, 1280x720, the hood.png [View same] [iqdb] [saucenao] [google]
10579278

>>10578993
Chief, you mind telling me what you're doing on that anniversary image

>> No.10579295
File: 151 KB, 1967x1073, 1687078992281266.jpg [View same] [iqdb] [saucenao] [google]
10579295

>>10579278
>...
https://www.youtube.com/watch?v=EqWuJIZ5A6o

>> No.10579296

>>10579278
that's not master chef, that's predator

>> No.10579307

What cooler alt fire, homing micro missiles. Second exploding sticky grenade?

>> No.10579312

the coolest alt-fire is holding your gun sideways

>> No.10579316

>>10579307
The secondary sicky grenade had more utility than the autoshotgun mode unfortunately. But between sticky grenade and micro missiles? Micro missiles.

>> No.10579320

Mom says I can’t alt fire black anymore.:(

>> No.10579329

>>10579312
Don't say that or you'll be legally obligated to play some Monster Hunt right now

>> No.10579335

i really hate trying to figure out what exactly i'm supposed to do in a map sometimes. like some stuff is just way too cryptic.

>> No.10579342

>>10579335
What ails you anon? Specifically I mean what map what thing

>> No.10579353

>>10579342
Austrian Avian Association has a map where to raise the stairs you need to find a key and pass over a trigger and also shoot and kill one specific enemy that does not aggro to you and is located in a tower that is far away enough that it's difficult to even see it's there.

Final map of Hell Ground you have to fire rockets into something after activating a switch, but it's kind of buggy and you have to fire your rocket in a specific direction to actually trigger whatever is happening.

Also really don't like the switch hunts in areas where there are way too many enemies to conceivably even kill them with the ammo provided, this seems kind of ubiquitous but it happens a lot in Scythe2 from my memory.

>> No.10579362

>>10579312
A rapid fire micro missile launcher which you hold sideways to launch stickybombs with as altfire.

>> No.10579367

>>10579353
I won't lie, the only one that sounds lame is the middle example.

>> No.10579369

>>10579307
An altfire that fires angry bees.

>> No.10579370

>>10579369
cough turok

>> No.10579392
File: 3 KB, 160x180, hornhd1.png [View same] [iqdb] [saucenao] [google]
10579392

>>10579369
>please choose manual or automatic transmission

>> No.10579395

>>10579367
That's reasonable, I just get easily frustrated when I feel like I have no idea what the level designer actually expects me to do. It feels bad to spend an hour trying to figure something out and giving up and finding some playthrough on youtube to find out what I should have done.
With the first example, I feel confident that I would never have seen the enemy you are supposed to shoot without looking it up. It was a partially transparent lost soul, and even then I think that's the first and only time in the entire wad it was necessary to kill an enemy to trigger progress.

>> No.10579458

>>10579392
Treasure Tech being GZDoom-only really rashes up my nuggets and I'll die angry and curious every night wondering if it's just cuz of that damn upgrade menu.

>> No.10579462

>>10579458
He makes use of other fancy GZDoom features for bullet tracers and other effects. I don't blame him. Having to do increasingly stupid gross hacks for what SHOULD be a simple feature can get tiresome. Sometimes it's better to just say "Fuck it" and use newer GZDoom for your own sake.

>> No.10579473

>>10579458
Building a ZScript interpreter for your port of choice would be a better use of your time.

>> No.10579484

>>10579462
When the end result is something that I come back to less because I can't use it with a multiplayer-capable sourceport like Zan or Odamex, I can still find it regrettable nonetheless.
>>10579473
Why would I do that when GZDoom 4.12 will launch with Client/Server netcode, right
Right?

>> No.10579490

>>10579484
I still question my own efforts for Zandronum compatibility on my own work, I'm actually never 100% certain how well my shit plays online.
Zandronum offline and Zandronum online are effectively two different entities so you're pulling double duty when developing with that shit in mind. Triple if you're also working with ZDoom/GZDoom compat.

I also don't even think Treasure Tech was designed with co-op or multiplayer in mind at all.

>> No.10579496

>>10579316
Yeah feel like mini sounds cooler. Making autoshotgun either focus into a sticky or barrage of minis. Gonna go for the latter

>> No.10579502

>>10579369
SOLD! living energy crystals close enough?

>> No.10579507

>>10579490
Yeah, but then I and many others get way more usage out of it even if it ends up totally borked online while working perfectly fine offline. Doom Fighters is still unfinished and repeatedly breaks all sound if you do the wrong attack online, and I still play that occasionally because of the enjoyment that comes from running through halls with a group of brawlers.

The same would go for Treasure Tech and a bunch of Warios, even if the tackle charge somehow broke textures every time you hit something or you had to desperately avoid the bee gun specifically because shooting it crashed the server. It's not like the work isn't appreciated nevertheless, nor is the onus necessarily on the modder as it should be on sourceport devs, but the opportunity cost persists regardless

So pull the duty or pull my dooky lol

>> No.10579513

>>10579507
At this point, you may want to consider picking up the modding tools yourself and make gameplay mods you want to see for Zandronum. It'd be good to see more people making stuff for it. Because at this point it's pretty much BYOC, Kar En Tuk I think, Mega Man 8 bit deathmatch, and my own shit.

>> No.10579515

>>10579513
luv you kegan <3

>> No.10579523

>>10579513
Can't. Too busy playing Unreal Tournament. You do it for me.

>> No.10579529

>>10579523
>>10579507
>It's another faggot complains and decides not to do anything about his complaints Classic FPS Thread episode
Hate reruns

>> No.10579530

>>10579507
Based on your posts I've concluded that your bar for what constitutes quality is so low that I hope you never make anything because it'd immediately drown in the sea of half-assed-but-at-least-they-work mods, all limited by the engine they were made for, with all the issues that come from the hundreds of clums second grade workarounds that everyone in this community seems to adore. If you forgo the ability to produce something stable and complex for the ability to play in what boils down to a graveyard of a source port, just for the sake of muh multiplayer, you might just be hopeless. Players like you are the absolute worst, more so because you expect people to do what YOU want on the source port that YOU want and get angry when they naturally tell you to fuck off.

>> No.10579538

>>10579529
I didn't decide anything. I was always going to do nothing. Does the sun decide to shine?
>>10579530
>what boils down to a graveyard of a source port
Graf please

>> No.10579540
File: 1.23 MB, 1488x1536, 1679910702343363.png [View same] [iqdb] [saucenao] [google]
10579540

>>10579538
>I didn't decide anything. I was always going to do nothing. Does the sun decide to shine?
Same anon, that was pretty based I gotta say. Found a pic of you.

>> No.10579541

>>10579538
>Graf's Law invoked
I declare my victory.

>> No.10579546

>>10579538
He's not wrong. Zandronum isn't exactly a thriving sourceport. Though you should reconsider your decision to not do anything about this. Creation will always be more gratifying than consumption.

>> No.10579547

>>10579540
Whoa, where'd you get that picture of me totally working on my Serious Case of /vr/ map
>>10579541
But we weren't playing together, anon. There was no multiplayer!

>> No.10579548
File: 29 KB, 224x128, pipecaps.png [View same] [iqdb] [saucenao] [google]
10579548

>>10579105
>Post wad anon?
It will come with the map, though obviously it's in Malice's color palette, so it probably won't look great in regular Quake which has half the greys.
If you really just want the pipe cap texture, here you go.

>> No.10579556

>>10579546
>Creation will always be more gratifying than consumption.
They go hand in hand with something like this. I wish I had more time to host multiplayer games for Doom and its ilk because creating a location for people to enjoy consuming old, classic multiplayer goodness is valuable in its own right. I think you should revise that to
>Creation will always be more gratifying than griping

>> No.10579571

>>10579546
Oh, it's definitely not wrong. Even if they did have robust and active development that was pumping out pulls on the reg, one can't escape the fact that ports like Odamex and Zandronum are inherent walking corpses in terms of how you can trace their fork lineage back to veritably ancient versions of ZDoom. Many would make that point, but not everyone would use that rhetoric, and you know the kind of person/crowd you're dealing with when they're talking like that.
>creation will always be more gratifying than consumption
But I'm not consuming. I'm complaining, and by god that's the most gratifying thing on this mother Earth

>> No.10579575
File: 57 KB, 679x859, 1673909134316602.jpg [View same] [iqdb] [saucenao] [google]
10579575

>>10579571
>I'm complaining, and by god that's the most gratifying thing on this mother Earth

>> No.10579583

>>10579571
Then I'm gonna side with what that other guy said above you:
>Creation will always be more gratifying than griping
Because the path Term had put me down like 11 years ago has shaped me into a better person.

>> No.10579585

>>10579583
>[Creating] has shaped me into a better person
Complaining has shaped me into the best person

>> No.10579587

>>10579484
So far the only thing the 4.12 betas have accomplished is breaking the title screen for Highway Acceleroid Booster.

>> No.10579589

>>10579585
I think we're done here.

>> No.10579597

>>10579587
I like that wad. I just wish I had an easier time finding map wads that complimented it. Feels like it wasn't to be way more open and jumpy than others similarly based around (air) dashes and wall jumps like like Demonsteele.

>> No.10579598

Without being too negative in a way that would necessitate a "be the change you want to be" response, I miss the Ghouls vs Humans games. Those were a ball and a half.

>> No.10579603

>>10579597
*wants to be
Fingers become their own autocorrect when it becomes late, I swear
>>10579598
Wouldn't that be easy to set up with TSPG? I've actually never touched the gamemode myself, but I've wanted to check it out after hearing a lot about it. This Sunday might be good since the SNS is dead I was half-planning on doing some Quake/Half-Life deathmatch out of happenstance, but that'd be good too

>> No.10579605

>>10579603
>SNS is dead
Again? I thought the server was rented for another year.

>> No.10579606

>>10579605
I'm pretty sure it was stated in the last thread with it that the guy hosting it currently was only doing it until the year was out, and that the one who re-upped their server for another year was the SRB2K host. Might be wrong though: memory of a goldfish.

>> No.10579610

>>10579606
I've been out of the loop anyway since I work weekends so I miss out on literally everything good in this world and I hate it.
>Wouldn't that be easy to set up with TSPG?
I'd say so if TSPG has the mod. It was really fun, it eclipsed Megaman Deathmatch's popularity completely for a good year or so in its heyday. I'd join if I could but like I just said I'll be working in fact I gotta sleep goodnight /doom/

>> No.10579614

>>10578213
>Zombieman archvile
>Holy heal laser
>Love animations
>Baron fucked outside
>Soul comes deep

>> No.10579616
File: 22 KB, 600x600, 1677367902147921.jpg [View same] [iqdb] [saucenao] [google]
10579616

>>10579610
Well if you got sometime in the week you wanna play it, shout if you can and I'll try to be there if you need players or a host. We'll do it right after the Ricochet session.

>> No.10579636

How does zandy corruption cards work? Does everyone vote and majority chooses the card that goes into effect?

>> No.10579652

Hive hand is a great weapon and I’m tired of pretending it’s not.

>> No.10579660

>>10579652
I'd say Half-Life's gunplay overall is too poor for it to really matter, but yeah the Hivehand aint particularly bad out of the bunch. People certainly don't seem to expect it to be as cromulent as it is in multiplayer. Ganghaps it's just frowned upon because the way it works inadvertently shines the most light on the failings of Half-Life's shooting.

>> No.10579671

>>10579652
I don't use it much outside of defusing the Nihilanth's teleport balls.
I like Opposing Force's Shockroach better as an infinite ammo alien gun.

>> No.10579680

>>10579671
I do like shock roach project look but u like the homing bees.I also love the needler from halo1 I want a mix of three. Homing shock organic crystal

>> No.10579686

>>10579636
one player gets randomly picked to choose the card at the start of each map

>> No.10579730

>>10579652
agreed

>> No.10579873

Rarely happens but wish mods include a cool melee weapon. Ricochet machete or retrieving axe.

You guys got any fav fist/chainsaw replacement?

>> No.10579915
File: 15 KB, 300x169, DOUQ CRY.jpg [View same] [iqdb] [saucenao] [google]
10579915

>finally try Alien World Order
>it's a bunch of annoying arenas
>-_-

>> No.10579959
File: 101 KB, 1004x1183, GoodEternalFace.jpg [View same] [iqdb] [saucenao] [google]
10579959

>>10578610
Each of them are good or decent for what they're. Would still say that original is better than 64's. THPS is nearly (if not fully) identical to Arena, which is fine. Don't care much about DOOM 3's suit. 16 & Eternal are fine.
Champions is hard to judge due to its cosmetic nature, especially since there's no unique skin for Doomguy there. I'll say that I like his face for the classic suit much more than Eternal's in-game face that loses even to its own concept art.

>> No.10579964
File: 450 KB, 3440x1440, GDMN90KXkAAsvw0.jpg [View same] [iqdb] [saucenao] [google]
10579964

>>10578970
Fuck, this looks nice.

>> No.10579972

>>10579964
doesn't seem like he baked the bump maps

>> No.10579982

does eternity engine allow crouching?

>> No.10579992
File: 446 KB, 410x498, breadtank.png [View same] [iqdb] [saucenao] [google]
10579992

Breadtank.

>> No.10579996
File: 2.10 MB, 3440x1440, shot234.png [View same] [iqdb] [saucenao] [google]
10579996

>>10578970
>>10579964
>>10579972
I am using Arghrad and haven't had much time to test things out yet, but apparently there is no normals to bake.
However, this has so far proved to me that the Quake 2 Strogg are perfectly suited the Quake 4-level textures, and look even better than the Quake 4-versions in the Remaster with the glowmaps.
I am working on a delivery for GDC so I will not have much more time for this until then.

>> No.10579997
File: 269 KB, 3440x1440, GDPiabEWcAAmQVM.jpg [View same] [iqdb] [saucenao] [google]
10579997

Just release a texture replacement pak for vanilla at this rate
https://twitter.com/Colonthreee/status/1743986706473250938

>> No.10579998

>>10579992
pas de pain
pas de gain

>> No.10580005

>Finishing testing the long map
>Final battle
>Spider mastermind is somehow missing from the room
Explain this, eggheads.

>> No.10580006
File: 2.41 MB, 3440x1440, shot232.png [View same] [iqdb] [saucenao] [google]
10580006

>>10579996
With the new dynamic lites in the Remaster, the improved shading on the models, and the overall look, this manages to impress me more than Quake 4 in comparison.

>> No.10580010

>>10580005
You didn't make it appear in the chosen difficulty

>> No.10580013

>>10580010
Wrong.

>> No.10580029

No news from waifu wad? Also, i was thinking of starting a doom project, the idea is to get the original doom 2 maps, remove the map geometry and keep the monster placement so you have to build a map around that

>> No.10580035

>>10580029
I had this idea, could be fun.

>> No.10580041
File: 109 KB, 560x428, 1678348639423843.gif [View same] [iqdb] [saucenao] [google]
10580041

>>10580029
oh that sounds very interesting

>> No.10580046

>>10580035
>>10580041
also, if i do this, should i keep item placement too?

>> No.10580047

>>10580046
>should i keep item placement too?
I would.

>> No.10580060

>>10579254
>Nice, "None (trilinear)" seems to smear the enemy sprites
are you using an intel gpu under windows?
the intel drivers suck ass: in both gzdoom and ironwail I can only use GL_NEAREST because all the other GL_NEAREST_MIPMAP_SOMETHING filtering modes would result in filtering being applied to the whole texture, not only to the generated mipmap

I warned gzdoom/vkdoom devs about this, since both engines default to vulkan now
obviously they can't do nothing, it's on intel drivers developers
tgk4st

>> No.10580065

>>10580060
>are you using an intel gpu under windows?
Yep.

>> No.10580068
File: 1.57 MB, 1335x976, bees.png [View same] [iqdb] [saucenao] [google]
10580068

>>10579369

>> No.10580070

can you set a key to the shotgun in gzdoom?
(I want shotgun and supershotgun in separate keys)

>> No.10580096

>>10580070
or a mod that allowed me to double tap 3

>> No.10580097

>>10580070
You can make a mod for that, or possibly mess with the engine code files. I don't think it has a setting for it by default.

>> No.10580104

>>10578610
Doom > Quake 3 Arena > Tony Hawk's > Quake Champions >Doom 3 > DOOM > Doom 64 >>> DOOM Eternal

>> No.10580105

>>10578190
based father sharing a passion with his kid. you sir are an excellent human being.

>> No.10580106

>>10580070
>can you set a key to the shotgun in gzdoom?
Choose a key, open the console:
>bind KEY "use shotgun"
For the supershotgun:
>bind KEY "use supershotgun"
You can do the same to separate the fist from the chainsaw.

>> No.10580108
File: 3.33 MB, 3440x1440, shot244.png [View same] [iqdb] [saucenao] [google]
10580108

>>10578101
"Four Base" my incompletable techdemo showing off Quake 4 in Quake 2 is now released (due to no time until I am done with GDC), and can be loaded down from here:
https://quakeulf.suxos.org/3d/maps/fourbase.zip

Be aware it is not able to complete this map, and it requires the Quake 4-textures from GameBanana. I have added the .map-file so you can play around with it if you want. Related Twitters here:
https://vxtwitter.com/Colonthreee/status/1744012704728183163

>> No.10580131

>>10580106
it doesn't work, I'm trying to play elementalism btw

>> No.10580171

>>10578851
Meh.

>> No.10580176
File: 349 KB, 630x630, 1551040387251.jpg [View same] [iqdb] [saucenao] [google]
10580176

>>10580108
Looks quite cool, though I'm getting 'rat map' vibes from the screenshot so I'm going to try this myself soon.
>>10580131
>I'm trying to play elementalism btw
Oh you're playing something that mods the gameplay.
The mod author renamed the shotgun in that as 'eshotgun' so:
>bind KEY "use eshotgun"
Just tested through 4.11.1
You can do this with any other gameplay mod but you'll have to figure out what the mod author named the weapon slots.

>> No.10580182

>>10580108
if source is included, let the anons including br anon play it a bit
I think even the old prefabs at https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake2/q2doors.shtml may look great in it

>> No.10580183
File: 2.93 MB, 1920x1080, 1681657351865711.png [View same] [iqdb] [saucenao] [google]
10580183

>>10580176
thank you so fucking much, anon
I don't know why he changed it, it's the same shotgun
maybe all weapons derive from the player object, I don't know about doom modding
liked this map a lot, very unreal/turok

>> No.10580194

am i missing something in barrels o' fun? i can't get past the room with the pain elementals, i don't have enough ammo/time to kill them before they pollute the room and if i try running past them i get swarmed by demons

>> No.10580198
File: 3.15 MB, 1920x1080, 1674255246679854.png [View same] [iqdb] [saucenao] [google]
10580198

since voxel enemies are a thing, do you think it's possible to have sprites than can be looked from above and below?

>> No.10580201

>>10578408
fucking hate those, stupid motherfuckers ranting about how creepy it is to be alone in a hl1dm/gmod/hl2 map - grow a pair faggots.
I mean it's nice to discover lost prototypes but the way they narrate it and the clickbait thumbnails just make me wanna puke
>>10578131
>>10578115
HacX 1 was pretty terrible, so the sequel would probably be a curiosity at most. Maybe some elements of 1 were good, like setpieces (metro train) and some of the enemy buffs (but not the terminatrix) were fun - doom2 monsters beefed up a little bit like an imp that sends chain of fireballs and not just one, would work as a nice dehacked gameplay mod.

>> No.10580205

>>10580194
Is this a pistol start? You'll have to pull through with the chaingun.

>> No.10580220

>>10580205
yeah i've been pistol starting most maps (any where i couldn't beat it in the first try) and i've been able to manage it so far but this one just seems impossible

>> No.10580224

>>10578810
https://www.youtube.com/watch?v=HW8U-e4NmnE
listen to this, nigga

>> No.10580228
File: 1.88 MB, 1920x1080, q4inmy2.png [View same] [iqdb] [saucenao] [google]
10580228

>>10580108
>>10580176
I think it's just that circle-hole-thing floor texture that's messing with me. This is fantastic.

>> No.10580235

>>10578610
Quake Champions - The way I'd picture the original Doomguy in modern times, slick and simple
v
Quake III/ Tony Hawk's Pro Skater 3 - Cool grungy looking, very 90's
v
Doom 64 - A slightly more stylized version of the original, I like the blue visor and the antenna
v
Classic Doom - It's a generic military outfit, but it's the original, so it deserves to be in the middle
v
v
v
Doom 3 - Doom? More like Drab
v
Doom 2016 - An overdesigned mess
v
v
v
Doom Eternal - Overdesigned AND painfully edgy

>> No.10580243
File: 412 KB, 640x480, vertical rots 02.webm [View same] [iqdb] [saucenao] [google]
10580243

>>10580198
Yeah it's possible in GZDoom either through a significant bit of scripting or some tricky GL shader work. Not reasonable for vanilla enemies, but can be done if you render a new one out from Blender. I tried it ages ago in zandro by having each enemy be a vertical sprite sheet, and the shader offset the UV coordinates depending on camera angle (I could only do it per pixel which is wrong, rather than common world origin because I didn't know how to retrieve that value).

>> No.10580278
File: 2.08 MB, 1920x1080, 1695429707704801.png [View same] [iqdb] [saucenao] [google]
10580278

fuck

>> No.10580285

>>10580182
Yes, the .map is in the .zip, so go ahead and do what you must.

>>10580228
Everything is 1:1-scale with Quake 2. There is a texture set that is 200% due to higher resolution, but I made it "fit" the original layout. It is a big hallway, and the crate is quite big too.

>> No.10580287
File: 438 KB, 1920x1080, Screenshot_Doom_20240107_113538.png [View same] [iqdb] [saucenao] [google]
10580287

What do the numbers mean on the medkit in Hideous Destructor? Like 0.0/0.0/0.0 ? the multicolored ones?
I've checked the manual but come up empty.

>> No.10580292

>>10580228
Wait, you are correct. The floor-textures are supposed to be 50% of the size.
Oh well, some other time...

>> No.10580301

>>10578610
Classic armor - 9/10 No black gloves.
D64 armor - 10/10 It will be always my favorite design
Q3 armor - 7/10 Nice remake of the classic one, no helmetless alt. tho
D3 armor - 8/10 Different from the classic but the marine looks badass
D16 armor - 4/10 Too halo-ish and boring
QC armor - 10/10 I don't mind the additions but it's faithful to the Doom 1's coveart design.
Eternal armor - 1/10 Fucking retarded

>> No.10580310
File: 3.50 MB, 3440x1440, shot247.png [View same] [iqdb] [saucenao] [google]
10580310

>>10580292
>>10580228
>>10580108
I've updated the .ZIP to have the correct texture-scale for the floor.

>> No.10580317

is there a way to disable the clusterfuck that is the """simple""" menu of vkdoom?

>> No.10580329

>>10580287
The number is the size of the wound, and I think it roughly corresponds to how much that wound reduces your max HP by. Red is the amount that's open and bleeding, yellow is bandaged, and grey is sealed. There's usually some inaccuracy to the scan, so don't be surprised by oddities like that negative bandaged amount.

>> No.10580332
File: 2.89 MB, 1920x1080, q264jammm.png [View same] [iqdb] [saucenao] [google]
10580332

>>10580292
It's still all absolutely beautiful and that floor seems to be an easy ch- >>10580317 oh there we go.
Well damn, another morning off with Q2. I think I'm going to finally finish this jam before maybe trying some other classic maps.

>> No.10580346

>>10580329
Thanks anon. Any tips for getting over lava without a bio suit?

>> No.10580364 [DELETED] 

Do you retards think circlejerking on codex will change the consensus on HL?

>> No.10580371 [DELETED] 

>>10580364
go back

>> No.10580375 [DELETED] 

>>10580371
Not until you rpg faggots stop seething over valve games.
Grow up already.

>> No.10580381
File: 3.89 MB, 960x540, Replay_2024-01-07_12-04-44.mkv.webm [View same] [iqdb] [saucenao] [google]
10580381

>>10580346
If you use a stim, it should be feasible to repeatedly jump to avoid damage with the right timing. The boosted HP regen will help mitigate any damage that you do take. Try to use vertical jumps to maximize airtime.

>> No.10580391

>>10579652
When I picked it up I saw the 8 ammo count and thought "ok, it's a superweapon" and proceeded to never use it and forget about it
If I knew how relatively short the lambda core was I probably would've also used the gluon gun more instead of peekaboo shotgunning grunts
>>10579671
>defusing the Nihilanth's teleport balls
what what
WHAT

>> No.10580398
File: 1.57 MB, 2560x1440, WG_LadyKiller.jpg [View same] [iqdb] [saucenao] [google]
10580398

William Gee made a compilation of all his Duke3D maps into one mod, It's pretty neat, especially the latest map "Lady Killer"
>https://www.moddb.com/mods/wg-mega-pack

>> No.10580408

>>10580310
>>10580332
whoops wrongly you'd
>>10580398
>has a version supporting Alien Armageddon
That's crazy

>> No.10580463

What sourceport to use to play heretic?
Woof doesn't support heretic

>> No.10580465
File: 796 KB, 1920x1040, MAP28 at 2024.01.07 20-34-06.423 [R4143].jpg [View same] [iqdb] [saucenao] [google]
10580465

This mastermind better be working the way I hope it does, lmao.

>> No.10580472

>>10580463
Crispy or Chocolate Heretic or Russian Heretic.

>> No.10580485

>>10579063
Oh shit. Good to know. I'm surprised it doesn't make it into more weapon sets. Seems like a good weapon for murdering waves of demons.

>> No.10580489

>>10579062
Sorry anon. My snow turned to rain eventually too so now it's snowy out with a little ice on top. could be worse. It LOOKS wintery though at least.

>> No.10580494

>>10580465
I friggin hate the Mastermind. Getting him to come outta the closet is a real pain

>> No.10580496

>>10579105
It does come with the weapon in the pic. It's Winter's Fury. I think there is a separate file somewhere if you just want the weapons, just not included with the original download so you'd probably have to google it.

>> No.10580498

>>10580494
Here it's not supposed to be stuck in a closet, just sit there and gun down the bridge until it dies, at which point teleport destinations it was blocking with its body becomes available and flood the very same bridge with more monsters.

If it doesn't work out, I'll just put some monsters at the start, but I'll be salty I didn't get to use the mastermind again.

>> No.10580504

>>10579484
>when GZDoom 4.12 will launch with Client/Server netcode, right
They've been telling themselves for years that Zandronum would cave in and somehow fold their shit into GZDoom, for a bunch of programmers they've got weirdly unrealistic ideas about that working.
>>10579597
I found it went ok with Equinox + Yholl's enemies robot mod that I forget the name of.

>> No.10580506

>>10580465
>peekaboo on a narrow bridge to advance to the SM, probably getting shot at from the sides
Wow, how original and fun.

>> No.10580507

>>10580381
Gotcha. Just got blasted like seven times in the side by a shotgunner while prone, used a stimpack, a berserk kit so I wouldn't die and then beat his ass to a pulp, its been like three minutes, I drank a potion and the berserk still hasn't worn off and oddly enough i'm losing blood fast, as fast as the blood bags help. No bleeding however?

>> No.10580517

>>10580507
Welp I died. Not big surprise.

>> No.10580523

>>10578101
>>10580398

>> No.10580526

>>10580498
That's a neat idea. I know the trickle-in on death thing is common, but using the mastermind to block a whole mess of them is a cool twist on that. Might steal that for a halloween mod and have the mastermind "spawn" arachnotrons on death like a brood mother.

>> No.10580527

>>10580507
I don't know the numbers but using a berserk pack gives you tons of wounds and blood loss, either have multiple soulspheres in your bloodstream or moon jump over to the exit switch, the berserk (and post-zerk crash) will wear off and the passive healing in between levels will heal most of it

also might have dropped dead from a heart attack, stims shouldn't be used less than 5 minutes apart from other drugs

>> No.10580529

>>10580507
Never apply a blood bag right after a stim or especially zerk, adapting to the synthetic blood fucks with your ability to stabilize your heartrate. Use potions and wait it out if you need to regen blood during zerk.

>> No.10580535

>>10570501
water monsters

>> No.10580543

>>10580507
Are you sure you didn't hit comedown? Zerk lasts 3-4 minutes depending on your heartrate, and then you have to deal with a 5 minute comedown which can kill you if you do the wrong things. Ideally you want to have healed as much wounding as you can before comedown, because you'll need all the max HP you can get, but if you use stims after comedown starts you should be able to survive even with a decent amount of injury.

>>10580529
Bloodbag and stim is fine, good even because the stamina regen from the stim will override the penalty from the bloodbag. It should even be okay to have a bloodbag in during comedown as long as you are also using a stim. Two stims basically guarantees that you'll survive comedown, as long as enemies don't find you.

>> No.10580574

Here are all the doom 2 maps without the geometry, only the things are placed. In case I or anyone else decides to host this project >>10580029
https://files.catbox.moe/rvp7ap.zip

>> No.10580576

>>10578610
10/10 classic
7/10 boba fet
2/10 not a fan of chest armor or helmet
4/10 same model+skateboard
6/10 y2k armor aged better
4/10 too halo
5/10 not fan of arm, top, shoulder
7/10 too ancient Viking bullshit I like ther arms

>> No.10580592
File: 1.38 MB, 1024x768, 2024-01-07 05-00-20.webm [View same] [iqdb] [saucenao] [google]
10580592

>>10580485
It's a hard kind of weapon to get to work satisfactorily even if you make it simple. I'm working on one that's a bit excessive on the code side but does some cool stuff. I really want it to behave like it shoots thick sticky napalm that splashes if you hit something close by but sticks at longer range when the pressure is lower.

>> No.10580604

>>10580592
>check out how hard I can pee

>> No.10580615
File: 799 KB, 1920x1080, duke0050 (2).png [View same] [iqdb] [saucenao] [google]
10580615

>>10578101
Simpler Times for Duke 3D released

https://www.moddb.com/mods/simpler-times

>> No.10580629

>>10580592
>>10580604
and now the flowers will grow

>> No.10580639
File: 287 KB, 1280x972, tumblr_pa6ad7To7U1r2to8go1_1280.png [View same] [iqdb] [saucenao] [google]
10580639

>>10580604
>>10580629

>> No.10580645
File: 1.67 MB, 319x272, 1650486139318.gif [View same] [iqdb] [saucenao] [google]
10580645

The snow levels in Eveternity 1 and 2 are so bad that they singlehandedly ruin the megawad and the person who decided that slippery ice physics were a good idea deserves to be fucking lynched.

>> No.10580672

>>10580645
>person who decided that slippery ice physics were a good idea deserves to be fucking lynched.
At some point in the 90s and early 00s, every single platformer HAD to have an ice level with stupid ice physics. For some reasons this bled out onto some shooters.
Outlaws has an awful level that's full of ice, it's the worst level on that game, thankfully it's one of the bonus levels (the only one I never finished) and has nothing to do with the main campaign.

>> No.10580684

>>10580645
The basic thing many/all games miss with ice (and water levels) is they fail to give you an item like ice skates that turn an annoyance into fun mechanic. Emphasis on making it seem less like a complete downgrade, and more another movement style that has its own quirks to learn.

>> No.10580685

>>10580672
>Outlaws has an awful level that's full of ice
Which was there because Dark Forces had it as a mechanic and they just had to reuse it.

>> No.10580689

>>10580685
Dark Forces also had an item that negated the ice bullshit, why didn't they reuse that as well?

>> No.10580690

>>10580592
What are you using to get those sparks so eye-searingly bright? I'd like my bullets to look like that, right now they're plain sprite trails

>> No.10580694

>>10580672
quake 2 64 has some ice inside a cave

>> No.10580696
File: 8 KB, 332x161, 1683466471176945.png [View same] [iqdb] [saucenao] [google]
10580696

yeap, it's doomin time

>> No.10580717

>>10580690
"AddShaded" blending and bloom turned on. if you do this you can also crank the alpha up past 1.0 and it'll sort of overbloom.

>> No.10580721

>>10580615
I hate that urban settings in Build look so kino and completely ass in Doom. The latter could do with more urban maps for sure.

>> No.10580742

>>10580690
Also, for fast tracer type bullets you can use a 3D model.
https://pastebin.com/RvtZdk7T
paste that into a text file and name it "tracermodel.obj" or whatever.
Put this in your modeldef:
https://pastebin.com/cEdkRmMt

Then finally in your decorate or zscript code, you
1) call A_FaceMovementDirection
2) add or subtract 90 from the actors pitch
2) set scale.x to the radius you want and scale.y (aka length) to its speed.

>> No.10580745

>>10580721
Isn't that due to the textures?

>> No.10580764

>>10580745
More like the pixel scaling. Urban maps just feel more realistic in Build scale-wise.

>> No.10580770
File: 1.73 MB, 1920x1080, 1674793156865794.png [View same] [iqdb] [saucenao] [google]
10580770

how the fuck do I kill this

>> No.10580792
File: 49 KB, 499x399, 1697895388042014.jpg [View same] [iqdb] [saucenao] [google]
10580792

>>10580615
>Simpler Times reflects the story – with how Duke was The Hero back in the day, when everything was much more simple and straightforward
>Duke was The Hero
>back in the day
https://www.youtube.com/watch?v=y4zdDXPYo0I

>> No.10580794
File: 1.04 MB, 1920x1080, 1700858605205084.png [View same] [iqdb] [saucenao] [google]
10580794

>>10580770
it's fucking over

>> No.10580795
File: 110 KB, 1280x720, 1468178130656.jpg [View same] [iqdb] [saucenao] [google]
10580795

>>10578610
1. Doom
2. Quake 3 Pro Skater
3. Doom 3
4. Quack Hampions
5. Doom 64
6. D44M
7. Eternal

>> No.10580810

>>10580770
Shoot it until it dies.

>> No.10580814

>>10580770
white enemies have like 10000 HP, you need a weapon set that lets you progress to OP stuff or is just OP off the bat

>> No.10580848

>>10579671
>>10580391
The Hivehand can also be used to distract active turrets and sentry guns. It's a little wonky though, they won't shoot the hornets if they're already targeting you, so you gotta fire from behind cover before exposing yourself.
When it goes right, you can distract the turrets indefinitely and even direct their fire into something else. I plan to use this for a puzzle segment one day.

>> No.10580923
File: 886 KB, 2560x1440, WG The Abyss.jpg [View same] [iqdb] [saucenao] [google]
10580923

>>10580398
tripping

>> No.10580940
File: 58 KB, 640x426, go-brazil.jpg [View same] [iqdb] [saucenao] [google]
10580940

>>10580794
an attempt was made

>> No.10580947

>>10578610
Why does it look like the Tony Hawk one has texture filtering off for the pants but on for the rest of it?

>> No.10580959
File: 154 KB, 1366x768, duke0003.png [View same] [iqdb] [saucenao] [google]
10580959

>> No.10580967
File: 387 KB, 1366x768, duke0001.png [View same] [iqdb] [saucenao] [google]
10580967

>> No.10580970

>>10580940
lmao

>> No.10580980

>>10580940
The boys chilling at the club.

>> No.10580987

>>10578610
Classic>>Q3a>Doom 64>2016>THPS3>Doom 3>>Eternal>>>Champions

>> No.10581095

>>10580967
me 2nd from the right

>> No.10581164
File: 891 KB, 2560x1440, billy gee pack.jpg [View same] [iqdb] [saucenao] [google]
10581164

>>10580398
We're off to a good start. I also want to start looking into editing Build sprites for some personal touchups.

>> No.10581218

>>10580947
THPS3 on PC had inconsistent texture filtering

>> No.10581294

>>10578992
That and the shoulder cannon are retarded. Also, why have the wrist blade when he has a chainsaw. Moving more and more into the techno-medievalism realm is kinda shit desu.
Still like the games, overall, but I miss the nam era inspired space Marines. The closer things get to Warhammer the less I give a shit.

>> No.10581325

>>10578097
what is this? quake 2 beta?

>> No.10581326

>>10578610
OG Doomguy > Quake 3 Doomguy > THPS3 Doomguy > Quake Chudpions Doomguy > Doom 64guy > Doom 3man >Nudoomguy 1 > Nudoomguy 2

>> No.10581327

>>10581325
HACX 2 it seems

>> No.10581334

>>10581325
It was answered early on, HacX Cancelled sequel for quake 2.

it sucks that no one knows if a working version exists DrNostromo is dead or missing.

>> No.10581359

>>10580465
Didn't work, I blame blockmap. Gonna fill this room with imps or cacos.

>> No.10581365
File: 2.13 MB, 1920x1080, 1696208077110156.png [View same] [iqdb] [saucenao] [google]
10581365

I don't know why I subject myself to this

>> No.10581378

Can anyone help me find this Doom WAD?
I watched it in a video on YouTube around 2008-2009
You have an AK 47 that looks like the one from GoldenEye 007
You start in an apartment building and there's even a third person cutscene. Then you walk out of the building.
That's all I remember sadly.

>> No.10581382

>>10581294
I like the shoulder cannon. Mechanically it makes sense seeing as you can fire grenades and other subweapons without needing to fuss with animation cancelling.
But then again sci-fi/medieval blending is my jam.

>> No.10581387

>>10581378
I'm gonna say Operation Einhenjar but it's most likely not, sorry anon.

>> No.10581402

>>10581387
Sorry, that was Project Eihenjar, still probably not what you're looking for, but just wanted to correct myself. https://doomwiki.org/wiki/Project_Einherjar

>> No.10581403

>>10581387
Yeah, that's not it.
Thanks for the suggestion tho.

>> No.10581420

>>10581365
https://www.youtube.com/watch?v=_hETiLFPjtA

>> No.10581424

>>10581378
It could have been a custom episode wad but with another wad loaded with different weapons, maybe it was modern warfare 2 doom?
https://www.youtube.com/watch?v=QXsgeDZZ05U

>> No.10581464

>>10581424
I should've clarified that the AK sprite was an exact copy of the N64 GoldenEye 007 one.
>It could have been a custom episode wad but with another wad loaded with different weapons,
That is possible yes, in that case I'll probably never find it.

>> No.10581546

>>10581382
I like sci fi fantasy, but not specc murrines big armor etc etc. I like the stuff that's closer to the fantasy side. Half naked women in impractical space suits riding 4 winged dragons shooting lightening guns sort of thing. Laser swords.

>> No.10581553

>>10581294
I like Warhammer, but for completely different reasons.
Doomguy's cool because he's just some marine with a shotgun and he kills demons good. Making him an anime protagonist is gay.

>> No.10581572

>>10581553
>Making him an anime protagonist is gay.
The comparisons to Japanese media is weird because the stuff we got here is still as Western as it gets, from the possible MCU influence to the "MOBA art style".
Closest i can think of might be the Dark Lord (You kill God, evil you) but he feels more like a terrible execution of ideas done better elsewhere.
>>10581382
They feel like a way to "canonize" being able to use inventory without blocking the main weapon, which is pretty much how it worked in some games like Heretic.

>> No.10581576

>>10581572
That's how I saw it too, a way to canonize firing off those weapons without needing to use hands. While still having some sort of extra visual flair/feedback when firing them off.
It's why I stole that idea.

>> No.10581585
File: 113 KB, 502x711, DCCA_0007.jpg [View same] [iqdb] [saucenao] [google]
10581585

>>10581546
Based. I like dragons with jet engines.

>> No.10581603

>>10581572
I don't watch anime, nor modern cinema. I didn't even play nudoom, so I'm going off on aesthetics here more than anything.
NuDoomguy looks tacticool to the point of being derpy, that's what I meant I guess.

>> No.10581641

>>10581553
>anime protagonist
What did he mean by this?

>> No.10581643

>>10581420
>gzdoom

>> No.10581658

>>10581643
Here we go again...

>> No.10581671

>>10581643
Yes and?

>> No.10581686

>>10581643
>gzdoom mod
>oh no, how can this be possible
(You)

>> No.10581690

>>10580645
>>10580672
>>10580684
>>10580689
Anons you gave me a great idea
1.Fill the level with annoying slippery ice
2. You know how some DBPs have fake "items" made in dehacked? Things that die on contact? Like gold in that wolf3d dbp or demon keys in newest one - make one that looks like ice skates and using umapinfo/mbf21 make it trigger a door upon being picked up
3.beyond that door is a voodoo doll that will cross a couple "change floor effect" linedefs on a conveyor - disabling all ice effects on map

>> No.10581714

>>10581690
I mean, I suppose you could do that but then again you could just not make ice physics at all?
Dark Forces does that in one single level and gives you the cleats at the very beginning so the time they spent making the ice physics is pretty much wasted. It's even more retarded on that game because you're supposed to be funded by the rebels or whatever and the very least they could do for their agent is giving him some bloody cleats before sending him off to a ice planet.
I suppose your idea could work in a larger project as a one off gimmick in something like "hell froze, but satan is still evil, time to prepare you winter gear and go kick his freezing arse" and in the first map you go around grabbing items to negate winter inconveniences and the like.

>> No.10581739

>>10581690
>>10581714
Ice physics are dumb because they have nothing to do with walking on ice in real life and break immersion because they're so video-gamey. If you're going to screw with movement and physics, do it like Serious Sam TSE: very briefly, and made ridiculous on purpose. Like the bounce castle room, which is completely absurd but made very funny due to the doppler effect on the kamikazes.

>> No.10581745

I played Skulltag Invasion for a few months a decade ago. What's the best way to get DOOM I + II, TNT, Plutonia etc. set up nowadays?

>> No.10581748

>>10581745
Do you want comfortable modern features or an authentic experience?

>> No.10581753

>>10581748
Nothing wrong with both depending on the mood I suppose

>> No.10581756

>>10581748
For modern features get Woof or Eternity, ignore GZDoom. For authentic experience get Chocolate or Crispy Doom.

>> No.10581770

>>10581753
Agreed with the other guy about chocolate or crispy for authenticity, but gzdoom is really really good. It does have some pretty stupid default settings though.

Note: do not use GZDoom if you're a brazilian with an old craptop. It lacks support for some older low-end graphics cards these days.

>> No.10581776

>>10581770
>>10581756
Thanks fellas. Anything I should know about multiplayer or setting up serves?

>> No.10581781

>>10581776
For multiplayer you want Zandronum. It's the successor to skulltag, and the only popular port that even has client/server afaik. I think you can google up some guides on how to play it, it's pretty straight forward.

>> No.10581786

Odamex is just barely to slightly better than Zdaemon these days.

>> No.10581807

>>10581781
Thank you guys for the help. I'm used to stuff like UT that has in-game browsers so I appreciate it.

>> No.10581810

>>10580696
Quake modding is better because it avoids this gay ass config shit

>> No.10581813

>>10581810
yeah, by only being able to run one mod at a time lmao

>> No.10581824

>>10581813
It's funny how even John Carmack recently said it's really bad as a modding platform compared to Doom.

>> No.10581841

>>10581813
You're not losing out on much considering most doom mods aren't even worth playing

>> No.10581853

>>10581813
>OG Quake Engine can only run one mod at a time without fucking up in one way or another
How about offshoots like Goldsrc. In addition, some sourceports might one day bump up that limit to 3, maybe 4.
*Crosses Fingers*

>> No.10581857

>>10581810
>>10581841
Don't be a zealot. Quake is good, Doom is good.

>> No.10581959
File: 295 KB, 1000x727, Derezzed.jpg [View same] [iqdb] [saucenao] [google]
10581959

Doing some Ricochet since talking about it got me in the mood. Join in if you want.
IP: 164.152.111.147:10666
Pass: penis
Name: Booty Lickers Incorporated
Was gonna do HLDM but I forgot to upload the maps

>> No.10581961
File: 1.20 MB, 250x188, osaka laugh.gif [View same] [iqdb] [saucenao] [google]
10581961

>>10573270
>Does anyone else notice that in nugget doom and the dev build of woof at 600p there is a weird outline on the weapon sprites?
Is there a way to fix that?
https://github.com/fabiangreffrath/woof/commit/6cccb751849b83d0f5e12b9c85f139f085d62db1
Haven't been fixed until woof dev came along and put "+ 1" text into the code, that's about 2 years? Nice "cutting-edge" port you have there nugget friends.

>> No.10581965

>>10581961
When has Nugget ever been cutting-edge? It waits for Woof or Crispy to implement a feature and then copies it.

>> No.10581979

>>10581959
4/32

>> No.10582047

>>10581965
Hopefully woof won't start copying after the nugget in the race for whistle features, although the fact that they already gutted comp and automap options for being "cluttered and confusing" is enough worrying, being conveniently placed behind named categories before the change. I guess I could hold onto the current version in the worst case.

>> No.10582050

Just finished map 24 of Sunlust. This is pain.
The room with the archvile party and damaging floor is bullshit.

>> No.10582057

>>10582050
The idea with that part is you had the option of getting the yellow and red keys beforehand and using them to add cover to the fight, or just taking it head-on. I hope you didn't do the latter.

>> No.10582065

>>10582057
I got both keys and they BFG, since I'm playing continuously I even had some extra cells for it. It was still CBT.
Being spitroasted by archies, boners and barons is bad enough, but the damaging floor is just mean.

>> No.10582096

>>10581959
>>10581979
And closed for now. Certainly fun in short bursts, although I've rarely played for more than 30 minutes. Shame there wasn't more of a mapping scene for it despite how simple the concept is but how much you can do with it, but at least Crossfire was ported and that makes all the difference.

>> No.10582097

>>10581546
I like big space marine armor.
Half naked woman with robo arm type shit.

>> No.10582105

>>10581464
Remember seeing mercenaries something on skulltag, might fit your bill.

Had like 3 diff classes.
I can’t find WTF.wad or the ICP mod.

>> No.10582126

>>10582065
The damaging floor wasn't nice, I played on HMP and there is at least an extra rad suit. Fighting hordes of archies with the BFG can be interesting because you have to keep in mind the timing of your weapon and of several archies simultaneously.

>> No.10582131

>>10581853
It's not going to happen. The things that stop Quake mods from playing nice together are the same things that stop Doom mods from playing nice together, namely multiple mods replacing the same stuff.
In Quake's case (and Q2's, etc.), the issue is that everything's bundled up into progs.dat/gamex86.dll/whatever, so one mod entirely overwrites the entirety of the programming of another. What you are asking for, effectively, is a source port that can dynamically disassemble and merge the files. You'd need to have an entire AI built into the port just to handle rewriting the code, to say nothing of disassembly of compiled code.

>> No.10582140

>>10582126
I'm on UV, so only 2 rad suits. One won't last the whole fight so I had to grab the other while avoid getting flamed, that wasn't fun either.

>> No.10582150

>>10581420
this is exactly how doom eternal plays

>> No.10582158

>>10581853
makes you think, the one game that is designed to be able to be played with multiple mods is the most dead one

>> No.10582169

>>10581810
anon, that combination is a speedrun to death

>> No.10582178
File: 502 KB, 1984x505, better.png [View same] [iqdb] [saucenao] [google]
10582178

>>10578610
um... sweaty, why did you forget all of the actually good designs?

>> No.10582184

>>10581420
is this mod supposed to be played with vanilla weapons?

>> No.10582205

>>10582184
Hell no.

>> No.10582312

>>10581643
... and that's a good thing!

>> No.10582317

>>10581748
GzDoom for mods and modern features, Woof or Nugget for just the game.

>> No.10582351
File: 316 KB, 240x184, 1692033650990862.gif [View same] [iqdb] [saucenao] [google]
10582351

>>10580615
comfy
>>10580792
there is still hope

>> No.10582367

>>10582178
desu

>> No.10582379

>>10579959
>>10578983
my only problem with QC is the size of his helmet(head?) looks too small
>>10581326
>Doom 3man
heh

>> No.10582419

How do I read dehacked files for a mod if I want to see how it works internally? I can open them with Slade but it seems all gibberish.

>> No.10582428

>>10580967
>>10580959
what mod?

>> No.10582437

>>10579686
Ty very much for the answer.

>> No.10582446

>>10582428
Alien Armageddon Episode 3

>> No.10582450

>>10582446
thanks

>> No.10582460

>>10580615
Does it work properly in software mode or is OpenGL recommended?

>> No.10582487

>>10582460
nvm the manual says Polymost
>>10580615
great manual btw

>> No.10582586
File: 47 KB, 640x480, 1691788591659947.png [View same] [iqdb] [saucenao] [google]
10582586

Slowly making my way through the 2023 Cacowards. Pina Colada is really fun. I really appreciate the shorter average maps lengths.

>> No.10582613

>>10582586
>Pina Colada is really fun. I really appreciate the shorter average maps lengths.
Yeah it makes wads feel a lot less of a slog when they're not hitting 200+ monsters halfway in.

>> No.10582623

>>10582613
The difficulty feels really nice too, the level designs are smart without being too cryptic, and the levels themselves are really aesthetically pleasing too.

>> No.10582762

>>10578954
stopped watching this guy when he said his bf is home and how he better go give him a kiss in one of his older vids

>> No.10582836

>>10578954
>this is Doom now

>> No.10582839

>>10582836
You forgot
>feel old yet?

>> No.10582905

>>10582836
If you want it to be.

>> No.10582918

>>10578954
i've made a habit of falling asleep to doom videos because i find the rhythmic sounds of combat soothing
surely this is the quintessential case for /not/ leaving a brendondle video running in the background for such purposes — fucker's mic goes from 5% to 300% in an instant

>> No.10582920

>>10581853
>>10582131
it is actually possible to engineer mods that slot "inbetween". botman did that for his Half-Life bot which uses DLL trickery to shim itself between all calls from whatever mod is targeted and the GoldSrc engine

>> No.10582927

>>10582918
there's Doom ASMR on Youtube but that's just dudes whispering in the mic while playing. so weird

>> No.10582945

>>10582927
high pitches like whispers aren't fun to fall asleep to
like distant nails on chalkboard, my ears pick it up and hone in on it, it demands focus, it clouds my mind's eye, it's like a brick in my gray matter
hate hate hate hate hate hate hate

>> No.10582954

>>10582047
dsda-doom too has gutted the compatibility options menu

>> No.10582975

>>10582954
Found pisshat paramount responsible for this
https://github.com/fragglet/DietBoom/blob/master/README.md
>Boom added a feature that color-codes the numbers. (...) How much does it really improve your experience of playing the game?
>Percent symbols are displayed grey or colored. It's hard to think of a more pointless feature.
I only use ports which have color-coded numbers and also set percent sign grey, do you wish to force standards on me? What a fucking nigger.
>baffling maze of options
Fuck. Off.
And get a job.

>> No.10582982

>>10582945
this is why doomguy chose to stay in hell desu

>> No.10582984
File: 18 KB, 361x254, 1687563928766383.jpg [View same] [iqdb] [saucenao] [google]
10582984

>>10582975
Color-coded numbers are great for speed-reading the hud from periphery, I always use them unless they look like shit with a wad's custom status bar numbers.

>> No.10583041

>>10582975
Why the fuck did he want to gut the options menu for? It could be improved, but deleting shit is just retarded, these things are options for a reason.

>> No.10583065
File: 227 KB, 755x675, 1688724608151228.jpg [View same] [iqdb] [saucenao] [google]
10583065

>>10581641

>> No.10583090
File: 54 KB, 500x500, barlog.jpg [View same] [iqdb] [saucenao] [google]
10583090

>>10582178
>2nd image from the left

>> No.10583102

>>10582351
>there is still hope
Not with Gearbox.

>> No.10583167
File: 128 KB, 1024x1024, DnZAtNwW4AAW1pI.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
10583167

>>10581643

>> No.10583256

>>10581961
The 3x resolution was released less than 2 months ago.

>> No.10583304

>>10582419
Try WhackEd4, outside of strings, dehacked is nigh-unreadable as text.

>> No.10583339
File: 175 KB, 1024x768, 2024-01-08 15-03-12.webm [View same] [iqdb] [saucenao] [google]
10583339

Done with half of the hard part of the energy sword swing. It is sort of self-animating: in the states I just need to tell it how high to raise or lower the blade and with what amount of force and dampening, and it'll jump to the next state when it's stopped moving enough.

Second half of the hard part is figuring out where the hilt is in absolute screen coordinates, because I'm gonna draw the actual blade with the polygon drawing function. I want to try to use a full screen camera texture only visible on the blade with some shader work to make it look like light-warping forcefield.

>> No.10583345

>>10583339
uh i mean damping

>> No.10583401

>>10582905
i know. it's like a fraction of a fraction of new Doom content. i was memeing.
even if it was only stuff like that from now on, the existing content for this game is so massive that i don't have enough of several lifetimes to play everything i like anyway.
non issue

>> No.10583412

>>10578954
ZOOM

>> No.10583415
File: 922 KB, 1920x1033, Screenshot 2024-01-08 120448.png [View same] [iqdb] [saucenao] [google]
10583415

Is it possible to add Master Levels and NERVE to Doom Launcher?

>> No.10583434

>>10583415
Why not? They're just regular wads. You can grab both files from Unity addons if you own the Doom on Steam/GOG/EGS. Or from OP links.

>> No.10583462
File: 27 KB, 345x345, gg_thank.jpg [View same] [iqdb] [saucenao] [google]
10583462

>>10583434

>> No.10583482

>>10583167
>not a chicken man
one job

>> No.10583525
File: 1.98 MB, 1080x1080, fumo route.png [View same] [iqdb] [saucenao] [google]
10583525

>>10578610
Q3/THPS3 (like the OG but pretty and with sparkles)
16 (i`m a big time sucker for that take)
OG (works well but i struggle to care for the original visual style in general)
64 (i fuck with the grime but the proportions bug me)
Eternal (a parody like the rest of the game)
3 (eh)
QC (looks like a cheap rubber cosplay suit)

>> No.10583527
File: 3.87 MB, 320x319, hello world.gif [View same] [iqdb] [saucenao] [google]
10583527

>>10583339
Jfc what kind of black magic are you a brewin up nigga

>> No.10583537

>>10582927
>>10582918
Term did the best Doom ASMR video.
https://www.youtube.com/watch?v=ws0Zt7LXGJg

>> No.10583553

>>10583537
Samus Aran wets her entire ship listening to this while she sleeps

>> No.10583570
File: 28 KB, 640x295, 1671549544829253.jpg [View same] [iqdb] [saucenao] [google]
10583570

>>10583537
>sensual loads

>> No.10583573

>>10578610
Everything beyond doom 3 is just retard tier

>> No.10583584
File: 206 KB, 1920x1080, Simpler Times.jpg [View same] [iqdb] [saucenao] [google]
10583584

>> No.10583597

>>10583527
Tested the camera tex stuff and it works. Was worried it wouldn't. Making it look like crystals or liquid glass or whatever will take some time (and theft from shadertoy).

>> No.10583606

Why does the doom engine limit floor textures to 64x64

>> No.10583614

>>10583606
ask john camaro

>> No.10583626

>>10583606
Because they can be rotated on screen, it needs to be extra easy to tell which pixel goes where.

>> No.10583628

>>10583606
because you touch yourself at night

>> No.10583645
File: 1.95 MB, 3840x2160, me1m1_2024-01-08_11-51-20.png [View same] [iqdb] [saucenao] [google]
10583645

luv me pipes
luv me colored lights
simple as

>> No.10583678
File: 1.72 MB, 1192x892, gd.png [View same] [iqdb] [saucenao] [google]
10583678

Is there a ready to use pack of this SC-55 recording of Memento Mori?

https://www.youtube.com/watch?v=ZeMzpnHSgcM&list=PLVDYINVKng7UsQaPa-IxR1oII_LGQDdQ2&index=1

>> No.10583718

>>10578610
man i love the style of quake 3 era 3d games. how hard would it be to learn to model in that style?

>> No.10583728
File: 463 KB, 250x280, wolf3d loper.gif [View same] [iqdb] [saucenao] [google]
10583728

>>10583718
The modeling part is relatively easy, but there's a high reliance on good texture work since so much of the shading is painted on.

>> No.10583752

>>10583645
whats that?

>> No.10583756
File: 298 KB, 447x553, paulsteedbook.png [View same] [iqdb] [saucenao] [google]
10583756

>>10583718
Modeling isn't too bad, and I HIGHLY recommend the late Paul Steed's book on the subject:
http://repo.darmajaya.ac.id/4961/1/Modeling%20a%20Character%20in%203DS%20Max.pdf
There's a 2nd edition PDF somewhere I think, but I'm not sure there's a huge difference. It's also still highly applicable to Blender despite the title.

Texturing is a whole different matter however. Ideally you'd have to just git gud at painting and then paint onto the model - shading included. Alternatively, you could paint on bump maps (or procedurally generate them) and use them to bake directional lighting, ambient occlusion, and edge highlights onto the texture - at which point you just have to fill in general colors.

>> No.10583767
File: 279 KB, 2176x1390, me1m1 wip above.jpg [View same] [iqdb] [saucenao] [google]
10583767

>>10583752
Doom's E1M1 reimagined in the Malice total conversion for Quake as an underwater base. I'm making it in conjunction with some gameplay changes and bug fixes that will hopefully make Malice less jank and more fun.

>> No.10583768
File: 545 KB, 1316x3048, 1704718046414986.jpg [View same] [iqdb] [saucenao] [google]
10583768

>> No.10583770
File: 6 KB, 250x250, women-in-quake2.jpg [View same] [iqdb] [saucenao] [google]
10583770

>expectation
>>10583756

>reality
pic rel

>> No.10583773
File: 1.07 MB, 828x1687, BUILT FOR NERFED RAILGUN SHOTS.jpg [View same] [iqdb] [saucenao] [google]
10583773

>>10583770
>reality

>> No.10583775

>>10583728
>>10583756
Thanks. I figured texturing would be the hardest part, especially as a non artist. Also making low/mid poly babes would be cool.

>> No.10583786

>>10583775
Weight painting (choosing how much the mesh is affected by a particular bone) and UV unwrapping (choosing what part your texture image goes where on the model) are pretty hard and tedious tasks as well. Starting with the actual sculpting and working your way up is a good idea.

>> No.10583789
File: 1.19 MB, 1920x1080, 2320_20230815214844_1.png [View same] [iqdb] [saucenao] [google]
10583789

>>10583770
Limitations of its time, then Quake 3 and Crash and hunter happened, followed by RTCW.
And 20 years later, this happened.
I still need to finish this but unfortunately irl shit is grinding my patience to zero

>>10583773
i still wish that someone could Port some of the old maiden retextures into Q2R md5 model, but then custom skin doesnt work on MP anymore outside clients like q2pro

>> No.10583827
File: 133 KB, 640x480, doom173.png [View same] [iqdb] [saucenao] [google]
10583827

And that's 25th map done, I might finish my megawad in this life after all.

>> No.10583847

>>10583482
AI wouldn't get Le No Chicken, please understand

>> No.10583856

How many of you lads have actually played through Hacx start to finish? I remember not enjoying it but finishing it out of stubbornness. IIRC the later half of it is ass.

>> No.10583861

>>10583756
baaaalls of steeeed

>> No.10583862

>>10583847
You'd have to tell it to have the Moorhuhn chicken.

>> No.10583871

>>10582178
The cover art for Doom Books 3 & 4 are kino, they definitely capture the Doom 1 & 2 cover art vibe.

>> No.10583872

>>10583756
https://www.youtube.com/watch?v=6raOGEx3Ib8

STEED

>> No.10583876

>>10583872
STEED?

>> No.10583878

>>10583876
STEED!

>> No.10583879

>>10583872
it was a different time...

>> No.10583898

>>10583827
Ganbare, anon-kun!
Any plans or ideas for a final map? And are there already secret maps?

>> No.10583912

>>10583898
I'm planning on one secret map, but probably no super-secret. I have 2 ideas for a final map which I might combine or just settle on one.

>> No.10583941

>>10583912
Make the super secret map just a piece of sector art. Doesn't even need the gameplay.

>> No.10583950

I wanted to play You Dig with GMOTA but it didn't work
Fix it Kegan fix it

>> No.10583954

>>10583950
I assume it doesn't work cus the diggable walls react to hitscans, and Blaz only fires some harmless hitscans from his Blazter and subweapons.

>> No.10583960
File: 36 KB, 544x306, steed.jpg [View same] [iqdb] [saucenao] [google]
10583960

>>10583872
>I just objectify women I'm not misogynistic
SNEED!

>> No.10583965

>>10583645
That's beautiful man. Very envious of your skill.

>> No.10583971
File: 376 KB, 358x503, paul steed.png [View same] [iqdb] [saucenao] [google]
10583971

>>10583960
Objectification theory is fucking retarded anyway, his approach is unironically the intellectual one.

>> No.10583984

>>10583872
Holy shit I'm dying this video is ridiculous. Only thing I take issue with is
>We don't play video games to see flat chested girls
Flat is justice.

>> No.10583993

>>10583971
women should put hot guys in their games rather than complaining

>> No.10584005
File: 198 KB, 640x427, finger licking good.jpg [View same] [iqdb] [saucenao] [google]
10584005

>>10583984
>Flat is justice.
Correct.

>>10583993
>women should put hot guys in their games rather than complaining
Also correct.

>> No.10584047
File: 40 KB, 658x534, q2f.png [View same] [iqdb] [saucenao] [google]
10584047

>>10583770
>>reality
The reality is that the female marine models and skins are great.

>> No.10584170

>>10583304
I'm having problems opening the mod's wad file, it makes WhackEd4 crash. Tried associating it as a external editor on slade and opening the dehacked file via that, but it also crashes WhackEd.

>> No.10584190

>>10583537
I like to do this with the double barreled guns in Deathstrider.

>> No.10584217

>>10584190
It's abandoned, made for LZDoom only of all things, and the bleeding system that triggers from any source of damage including hurt floors is pretty much a dealbreaker on playing it all by itself but the double barrel in ALALN where you need to time two clicks to load is very nice, along with the blue potion you manually sip that gets empty over time and sloshes when you move
Someone who knows a LOT more zscript than me could probably revive it into a competitor to HDest

>> No.10584219

>>10584217
Is it abandoned? I thought the dev was still fiddling with it every so often.

>> No.10584231

>>10584219
ALALN's last update according to ModDB was 3 years ago.

>> No.10584235

>>10583645
nice

>> No.10584236

>>10584217
>>10584219
If you guys are talking about Deathstrider it’s still kicking, and it’s basically replaced HD for me.
https://gitlab.com/accensi/deathstrider

>> No.10584245

>>10584236
Nah, pretty sure anon was talking about ALALN. It seems to only have a ModDB page. First time I'm even hearing of it.

>> No.10584246

>>10584245
Yeah, I got confused as well, never heard of ALALN until just now too.

>> No.10584268
File: 214 KB, 659x873, 1648034268696.jpg [View same] [iqdb] [saucenao] [google]
10584268

>>10583856
>HacX
got only to the first or second asian map, what I played felt a little fun but mostly a slog to get through, if you say second half is worse then no way I'll finish that thing. As I posted earlier, some of the concepts I experienced(train, some of the enemies, office items, breakable glass) are interesting but mostly it's bad music, ugly textures, enemy sprites that have much less soul than doom ones and overall slog. All other doom engine commercial productions are miles ahead of Hacx, even if a lot of them are also flawed

>> No.10584279

>>10584219
You might be thinking of the one project that takes the mod and integrates it with a few cherry-picked Project Malice enemies, and lowers enemy spawns by 90%
I just looked and it seems it's been rebranded into a priest Doomguy vs. Blood cultists kind of thing that may or may not be inspired by FAITH
https://www.youtube.com/watch?v=57vE3mnwPGo (map wad in the video is not bespoke, it's The Abyss from 1995, very atmospheric and I've played it a couple times myself with challenge mods)

>> No.10584283

>>10584279
No I got totally confused from all this, I thought that guy was saying Deathstrider was abandoned.

>> No.10584329

>>10584283
Same, I was 40 seconds late to getting some clarification >>10584231
also got worried and thought DS became abandoned in like the last few days

>> No.10584350

>>10584279
There is merit to it, but I fear it doesn't really go into the finer details that'd make it different from "Doom but dark". The weapon bobbing, the player speed, etc. All of these kinda break the immersion of what horror is because they set the expectation to "yep, this feels like vanilla Doom". Plus I reckon its in DECORATE which means two things: it's gonna hit the ceiling of maintainability pretty quickly, and that the author is probably not too experienced in scripting to start with, so don't expect miracles there. Want good horror? Play HDest with the right maps, DarkDoomZ, and reduced enemy count. I've had positive brickshitting moments on that resident evil school map with that mod combo. I wouldn't recommend Deathstrider either, for the same reasons listed above. You just don't feel squishy enough, even as Wraith.

>>10584329
DS ain't dead until I say it's dead with big bold letters in the description. There's still more to do and I'm cranking it out in whatever spare time I have.

>> No.10584441

>>10583537
seriously jizzed in my pants to this

>> No.10584450

>>10584350
>DS ain't dead until I say it's dead with big bold letters in the description. There's still more to do and I'm cranking it out in whatever spare time I have.
bbbbbbbbbbased

>> No.10584512

>>10584217
>>10584231
wait isn't ALALN called Lost in Darkness now? and from checking the thread in doomworld, the last bugfix was just yesterday

>> No.10584527

>>10584512
Yea. See >>10584279

>> No.10584573

>>10584527
Ah crud should've read that post fully
I played it last in kuchitsu.wad and it was pretty fun.

>> No.10584605

>>10583645
Completely serious, this looks better visually and stylistically than Cyberpunk or that kind of shit out now to me.

>> No.10584613 [DELETED] 

HL bros...
https://rpgcodex.net/forums/threads/honest-opinion-on-half-life-2.148156

>> No.10584617

>>10584605
Most of that shit these days is shallow as fuck, so long as they can say it's cyberpunk and dopey fucks won't question it, that's as far as the effort goes.

>> No.10584618

Is Escape from Middle East anon still at it or has he given up?
He made models in Blender and tried to implement it via Dehacked.
I think the Cyberdemon was an attack helicopter.

>> No.10584627

>>10584617
It felt more like I was playing Saints Row but with cyborgs. Looked like it too.

>> No.10584653
File: 3.26 MB, 2560x1440, LostMission07.png [View same] [iqdb] [saucenao] [google]
10584653

>>10584350
HD is better for the spooks and the horror, but seeing those rare Project Malice spawns though DS was a treat. It was also when I was trying both mods with Extermination Day and Unloved.
>>10584605
While there is some good looking new stuff out there, this is a great place to talk about some good looking old stuff (even though this 2012 expansion might be cheating).

>> No.10584660

>>10578097
The Doom 64 Lost Soul is such a clear and unambiguous improvement on the original that it's a shame that a dehacked mod to import the D64 frame data and health didn't become a standard fixture of the Doom wad scene. Instead people latched on to retarded shit like the faster firing pistol mod. So many levels over the years that just never used Lost Souls because they fucking suck in the OG.
With mbf21 you can make them explode for a reasonable amount of damage when spawnblocked now, too, and give them a splash group so they don't damage the Pain Elemental. Instantly improves every single wad with these enemies.

>> No.10584676

>>10584350
>The weapon bobbing, the player speed, etc. All of these kinda break the immersion of what horror is because they set the expectation to "yep, this feels like vanilla Doom"
I can definitely see that side of the coin, but one of my favourite horror/difficulty mods I've gushed about before (Night Shift) gives you all of doomguy's speed whenever you're not firing something while slowing you down in combat (which comes together to make the shotgun plasmarifle replacement more precious in the toughest rooms of wads than the assault rifle and flamethrower because you're doing more damage while shooting less), so all the doom-isms of maps like timed doors and strafe jumps are still just as possible as vanilla. Not to mention I just appreciate the lack of bandaging minigame and downtime that comes with it
I think I'd rather have that compromise of regular doom tweaked than idclip around things a mod's custom player physically can't navigate

>> No.10584680

>>10584350
I don't quite follow the "hit the ceiling of maintainability pretty quickly" thing. I've been maintaining and updating my bullshit for 10 years now.

>> No.10584686

>>10584653
You're right, there is decent new stuff. To be clear, it wasn't an intention to go too hard into a "old good, new bad" kind of thing, more of a "I love this style, its a shame it isn't as commonplace as it once was".

>> No.10584690

>>10584660
Lost shits being weaker is good, but cock blocking pain elementals is very cool.

>> No.10584718
File: 1.43 MB, 3840x2160, me1m1_2024-01-08_17-43-49.png [View same] [iqdb] [saucenao] [google]
10584718

>>10583965
>>10584235
>>10584605
Thanks bros, means a lot.
How the fuck do I lower underwater screen tint in Ironwail?

>> No.10584727
File: 927 KB, 2560x1440, 18574663.jpg [View same] [iqdb] [saucenao] [google]
10584727

>>10584686
I'd say the style is very common these days after several shooter fads, but sadly it's often misunderstood, butchered, or worse: Completely disingenuous and just cashing in on a trend.
To avoid a bad note, it all makes genuine good looking effort like >>10583645 all the sweeter.

>> No.10584728

>>10584660
Sounds to me like mappers don't want to give the player some ammo meant for pain elementals, even Tricks and Traps gave you 2 full bullet boxes to lock down the PEs in that pointless optional room
>shit like the faster firing pistol mod
This plays a part for sure, making a dehacked patch is apparently easier than placing a damn chaingun, or a plasma rifle
PEs aren't treated with enough gravitas, just more super shotgun fodder, which at best means the player is going to resort to door fighting and peekaboo

>> No.10584731
File: 477 KB, 1920x1080, Screenshot_Doom_20240107_003825.png [View same] [iqdb] [saucenao] [google]
10584731

>>10578242
I just got past the two secrets levels of TNT: Evilution. I enjoyed both but I like map 32 more. the design of Pharaoh is a bit odd in places but its not out right bad. Caribbean is the better map with that awesome ending. The chaingunner/arch-vile combo towards the end was burtal.

>> No.10584742
File: 83 KB, 960x720, 1699692686058784.jpg [View same] [iqdb] [saucenao] [google]
10584742

>>10583537

>> No.10584743

>>10584727
Completely agree with what you're putting across. I guess I was mangling my point quite badly. Seeing the style done well AND with sincerity is uncommon, and I agree, it does make posts like that truly pop out.

>> No.10584769
File: 3.08 MB, 2560x1440, tankthink.png [View same] [iqdb] [saucenao] [google]
10584769

>>10584743
I was always with you because yeah I've never thought I'd see such trash vidya, but I'm also just a disillusioned old asser on my boomer board

>> No.10584780

>>10584727
>but sadly it's often misunderstood, butchered, or worse: Completely disingenuous and just cashing in on a trend.
It's part of what bothers me with the System Shock remake, they decided to make shit dark even where it made no sense, because cyberpunk design is obviously just dark rooms and blinky lights.

>> No.10584794 [DELETED] 

>>10583993
Its not women as a whole, more to do with most Gen Z and some millennial reddit and twittard usefools who got brainwashed by Cultural Marxist/Social Marxist professors, with stuff such as such as (((intersectionality))), (((Male gaze))), and (((Gender theory))) bullshit.

>> No.10584809
File: 981 KB, 1602x940, Screenshot 2024-01-08 191924.png [View same] [iqdb] [saucenao] [google]
10584809

>>10580029
>>10580574
I decided to go ahead and try to make the first map for the project to see how it goes, the only thing i moved is the player start because otherwise it feels too restrictive. Please give it a try
https://litter.catbox.moe/eo0nyj.wad

>> No.10584825

>>10579606
Yeah the original plan for nu-SNS was to keep it going until SRB2K went down, but the host didn't expect SRB2K to go for another year and had no plans for 2024.

>> No.10584838

>>10584680
At some point you are bound to reach a certain threshold past which you begin to put far too much effort into implementing new things than your time is actually worth. DECORATE is boilerplate code. No matter how you look at it, that's what it is. Things like that pile up slowly as you update and add more content over time. I am going to assume you're Kegan based on that length of experience in which case the simplest example that you'd certainly understand is SBARINFO. Same concept of boilerplate. Or if I have to give a mod example: old Bullet-Eye. Past said threshold you can't decide to just overhaul a core part because that'd mean spending half a week, or longer if you have a life outside of SLADE, tearing down a single file. So to reiterate, just because you maintaing something doesn't mean you're gonna have a rather fun time doing so and any cool ideas you might get may be locked behind metric tons of effort to the point where you'd likely go "ehhhhh". My point isn't that hitting the ceiling would grind the mod to a halt. Smaller to medium changes are certainly possible here and there depending on their severity. No, my point is that the amount of effort expontentially grows and you are going to run into the real issue of things starting to take far too much time than you as a human with a finite lifespan ought to be putting compared to doing those same things with a language that allows you to avoid the boilerplate as much as possible. Even adding content to an existing framework, say, weapons requires you to paste more and more bullshit all over the place cause the concept of "it just works" does not exist in the language most people are used to. And that's not touching upon our favorite performance concerns inherent to it, but that's a different topic.

>> No.10584856

>>10584809
I like some of the ideas that you've got in the map. I do not like the map. I think it might be a pretty interesting idea for a megawad. I'd presume there'd also be a soft rule that you can't put monsters into closets, as it'd be against the spirit of the mod even if it was creative to make some of them fit into the map.

>> No.10584857

>>10584838
I won't argue that, and I sure as hell feel that sting more often than not. I'm still mad about not being able to figure out a clean way to make Blaz's dropped sword snatchable with the chain in GMOTA. More often than not I've been designing around DECORATE's limitations to make my life easier. Because yeah, it gets so much worse when you start trying to do weird shit with this old engine.
Though instead of going with Zscript, my plan is to just ditch the Doom engine and modding as a whole when I finish my mods.

SBARINFO will always be a shit though. I'd still kill for someone to make a visual editor for that bullshit.

>> No.10584867

>>10584857
>just ditch the Doom engine
So you're moving to GZDoom but not using Zscript? What's the point.

>> No.10584875

>>10584867
I said ditch the Doom engine. Entirely. That includes GZDoom. I want to break off from all of it. I'll most likely pick up Godot once I'm done with all this. Gotta make my dumb 2D sidescrollers and shit.

>> No.10584883

>>10584875
>not Unreal, Panda 3D, Construct or Torque

>> No.10584885

>>10584875
But GZDoom isn't a Doom engine

>> No.10584901

>>10584883
Well it's kinda silly to use 3D focused engines for 2D games, don't you think?
Though Construct has been something I've considered as well.

>>10584885
Oh you know what I mean. I have had my fill with first person focused projects, and while there's been people out there who've made non first person games on the platform, I can't imagine how crusty that shit can be under the hood.

>> No.10584910

>>10584857
>Though instead of going with Zscript, my plan is to just ditch the Doom engine and modding as a whole when I finish my mods.
I can respect that. You've left a legacy that few people can be proud of in the modding scene. As for leaving the Doom engine, go for it. I wrote a long essay a while ago about how ZScript results in brainrot and I stand by every word. You WILL have a hard time in Godot simply because animations there are not tied to actions, so it's kinda hard to get into the right mindset after dealing with this much garbage for this long. The nodes system also has a bit of a learning curve since components are generally preferred over inheritance like what you and I are used to (they are not mutually exclusive). Don't let that stop you, though. Look into state machines, those will become your best friend in tying animations to actions. There are plenty of epic tutorials out there. Look up the GDQuest YouTube channels (there are 2 I believe) and 16BitDev. The latter dude makes short to-the-point tutorials for current year Godot for all sorts of stuff that you can take apart for INT++.

>> No.10584957

>>10584857
>Though instead of going with Zscript, my plan is to just ditch the Doom engine and modding as a whole when I finish my mods.
In the long run it's a good move away from trying to wrangle Doom into doing what you want.

People play the sourceport wars shit in these threads like it matters when all of them are some form of trying to deal with being restricted by decades old bullshit.

>> No.10584959

>>10584885
It's built on Doom's source code.

>> No.10584963

>>10583856
Played both HacX and the unfinished 2.0 remake. 2.0 is noticeably better.

>> No.10584970

>>10584963
has any build of the Q2 sequel ever leaked to public?

>> No.10584973
File: 10 KB, 217x232, 1352582721617.jpg [View same] [iqdb] [saucenao] [google]
10584973

>>10584885
if you can play DOOM with it it's a DOOM engine

>> No.10585006

>>10583756
Those early Q3 characters desing are cool
Thanks for the pdf btw

>> No.10585038

>>10584957
>People play the sourceport wars shit in these threads like it matters when all of them are some form of trying to deal with being restricted by decades old bullshit.
This. Don't get me wrong, people have done amazing stuff with these various source ports, but the reality is it's old software. There is no feasible future where GZDoom will ever utilize more than a single CPU core.

>> No.10585082

i've been a doom guy for years but i've never really tried quake out beyond the base games. does quake 1 or 2 have a more robust mapping scene?

>> No.10585121 [DELETED] 

>>10584973
>anything that can run Doom is a Doom engine
>modern games are given a pass because they're running on a Doom Engine
>Lethal Company runs Doom and is therefore a Doom engine
/vr/ is now zoomer clay

>> No.10585126

>>10584973
>if you can play DOOM with it it's a DOOM engine
Anon, you can play DOOM in minecraft, calculators and pregnancy tests nowadays. Basically anything you can call a computer can run DOOM.

>> No.10585148

>>10585082
>does quake 1 or 2 have a more robust mapping scene?
Quake 1 did, but it's been dying over the past year or so. Quake 2 got a lot more active (and easier to map for) after the remaster, though it's not quite as big as Quake 1.

>> No.10585152

>>10585148
nice, sounds like i've got a lot to catch up on with quake 1, and once that gets boring in a few years quake 2 might be thriving.

>> No.10585180

>>10584970
Don't think so, the remaining fanbase seems to have given up around 2017. That's the last update of HacX 2.0, at least.

>> No.10585197

>>10585180
Did Nostromo died?

>> No.10585210

>>10584957
>In the long run it's a good move away from trying to wrangle Doom into doing what you want.
I think GZDoom is a really good engine if you're specifically trying to make a sprite-based shooter (or some none-shooter sprite based first person game). It is a poor choice for everything else.

>> No.10585214

>>10584910
>I wrote a long essay a while ago about how ZScript results in brainrot and I stand by every word.
Man, I can't think of a single thing about zscript that'd rot your brain to a greater extent than decorate does. Gameplay-ACS (it is fine for map scripting) is arguably the thing that will actually make you retarded.

>> No.10585226

Why do more people map for doom engine than build, quake etc when those engines are more advanced?

>> No.10585228

>>10585226
2D easier than 3D
and Build is incredibly janky with shit tools

>> No.10585229

>>10585226
Doom is way, way easier to map for.

>> No.10585232

>>10585226
Build is a baffling cryptic engine. I have not heard kind things about its mapping tools, and 3D mapping with Quake is harder than 2D mapping in Doom.

>> No.10585252

>>10585228
>>10585232
I've heard people shit on build engine before, can anyone elaborate on why it sucks to make levels with it?

>> No.10585267

>>10585228
you can make maps on GZDOOM builder and export them into other format or obj

>> No.10585287

>>10585226
i feel like i've seen this exact post before

>> No.10585295

>>10585226
Nobody has made a decent Build editor.
>inb4 someone says mapster32 isn't that bad
You have stockholm syndrome.

>> No.10585301

>>10585295
Isn't there a good one for Blood now?

>> No.10585334

>>10585210
>It is a poor choice for everything else.
It's definitely been shown to be pretty shit for scrolling shooters and 2D platformers.

>> No.10585347
File: 88 KB, 856x480, Screenshot_Doom_20240109_043150.png [View same] [iqdb] [saucenao] [google]
10585347

wew lad

>> No.10585351

>>10585226
>those engines are more advanced
I wouldn't say so. Not compared to modern Doom sourceports

>> No.10585354

>>10585334
Yeah the BSP map format is terrible for anything that's infinite scroll. You could write your own collision code and use only entities rather than map geometry but at that point why even bother (unless its for memes)? I guess the state machine is pretty user friendly, but that's about it for such projects.

>> No.10585359
File: 579 KB, 2560x1440, image.png [View same] [iqdb] [saucenao] [google]
10585359

>>10585347

>> No.10585380
File: 45 KB, 1280x720, maxresdefault-675676870.jpg [View same] [iqdb] [saucenao] [google]
10585380

>>10585301
Xmapedit is great and has a standalone exe, but is fundamentally based on mapedit.

>>10585295
>>10585252
>>10585232
>>10585228

The main thing that funnels people in Build is the lack of GUI elements. Opening the editor and being greeted with only a grid, cursor and sect/walls/sprite counter element understandably confuses many mappers. It's hot key based. Printing out the keys for your editor or getting a copy of the duke 3d level design handbook will be invaluable when first learning the editor. ST1 effects can be a bit confusing as well, but each game has documentation for this. Bloods effect system is much better.

Once you get in a grove with the editor, it's not nearly as bad as people claim. Give it a shot and decide for yourself.

>Stockholm syndrome
I ain't no fanboy, I just like the engine that's the best, and it's that Build engine.

>> No.10585390

>>10585380
I think the build engine is kinda crud but build engine games (and their textures) are fucking awesome. That's a good enough reason to map in it.

>> No.10585397

>>10585380
>the engine that's the best, and it's that Build engine
Build isn't even the best portal-based engine.
This post made by Aleph One gang.

>> No.10585398

>>10585380
The main thing that kept me from using mapster is the inability to rebind the hotkeys. I've been using a similar layout for every editor for over a decade, and I don't want to relearn it all for an engine that plays games I don't even like as much as Doom.

>> No.10585402
File: 43 KB, 658x534, 1674170232182035.jpg [View same] [iqdb] [saucenao] [google]
10585402

>>10584047

>> No.10585409

>>10585402
lol

>> No.10585436
File: 290 KB, 878x944, canonthena.jpg [View same] [iqdb] [saucenao] [google]
10585436

>>10585402
>>10585409

>> No.10585450

>>10585398
Fair enough, you can rebind the keys in the mapster32.cfg but I don't know to what extent.

>>10585397
People tryna say Aleph One is all new... and shit... But you know what I'm tryna ta say? Come on now... Marathon? Not one breakable wall in that engine. No sprite objects either. I don't know about you, but that shit ain't ballin.

Marathon Eternal is actually great

>>10585390
I appreciate how strange the engine is, there's really nothing like it. The games are solid as fuck too, except extreme paintbrawl and anything capstone touched (fate might have been okay but we'll never know).

>> No.10585457
File: 2.14 MB, 1400x2432, Athena Quake Champions.png [View same] [iqdb] [saucenao] [google]
10585457

>>10585402
>>10585436
can someone do the favor and make a skin for her off this? i lost the one i did

>> No.10585460

>>10585226
Doom mapping is much easier to learn (at least the technicals), and it has really fucking good mapping software.
Build is a mutant freak in the twilight between 2.5D and true 3D, and while it can do so much cool shit, the mapping is much more convoluted and it doesn't have good mapping software.

Relatively speaking, Quake and Half-Life mapping is easier because it moves past all kinds of kludgy workarounds you'd need for souped up 2.5D and are fully fledged 3D games.

>>10585380
If Doom editors could move past archaic early 90s DOS software design language, why couldn't Build editors? We've had DoomBuilders for two decades, where's the BuildBuilders?

>> No.10585486

>>10585460
>Where's Build Builder

I actually had the same thought recently, redundant name and all. I don't know. It would kick ass though. Heard about someone attempting such an undertaking but gave up, no idea how to find the project either. I would guess it's because Bloods scripting system is radically different from Duke / SWs implementation among other factors. If you build a sector totally surrounding another it fucks everything up and other weird idiosyncracies. Having a drop down to create effects, lighting, stair builds and fucking doors of all things would be phenomenal. There's no Alt+D in Build editors, as you could imagine.

>> No.10585497

>>10584727
wat dis

>> No.10585513

I'm gonna host some Zandronum in a minute via allfearthesentinel since I have a moment. Gonna generate something with Obsidian and run the latest GMOTA + Corruption Cards.

>> No.10585518

>>10585460
True oldheads remember when Doom map editing software fucking sucked, and how software for Build games was actually shiny and sleek in comparison. I wish it had kept up.

>> No.10585525

>>10585513
>Corruption Cards.
Before somebody thinks they're being smart by saying it's zscript only, there's an older version of it that works on Zandronum.

>> No.10585613

>>10585497
That’s from Peril
https://www.moddb.com/mods/peril
Some of the level progression gets weird but can otherwise be fun

>> No.10585635
File: 14 KB, 157x312, 1693679353573140.jpg [View same] [iqdb] [saucenao] [google]
10585635

zandro crashed and now my gamma's fucked on the desktop
relaunching it and quitting didn't help. what do?

>> No.10585667

>>10585214
It's the same thing, only to a limited degree. The limitations it has warps your perspective so once you pick up a real big boy programming language and/or switch to a more modern engine you suddenly realize you have no idea how to do things cleanly because you spent the last eight years jamming your head so far up your own ass looking for workarounds to things that got chickened for whatever reason, or squeezing the last feature dry, that it's difficult to correct course. You jump engines but the same workarounds that you're used to no longer work because you're not in Kansas anymore. Point being that you can take the limitations away, but there's a good chance your brain would just imagine they're still there because that's what you're used to and that's familiar territory, so it's not as scary. It's the comfort zone. Getting out of that comfort zone can be extremely difficult because it's not just a matter of habit. You need to change your entire mindset to how you approach things.
Now I might just be projecting a good deal here. This post is certainly influenced by what I discovered when I tried dabbling with Godot a while back. Take it with a grain of salt.

>> No.10585690
File: 581 KB, 1920x1080, 1691759556537031.png [View same] [iqdb] [saucenao] [google]
10585690

>>10585513
And we gaan. Search Blanbanm in the Doomseeker, password is ragevr. I'm not too worried about people joining, I'm just in a Doom mod and feel like sharing.

>> No.10585691
File: 282 KB, 536x596, 1687846547318536.png [View same] [iqdb] [saucenao] [google]
10585691

>>10585635
fixed it. had to open nvidia settings, choose "use nvidia color settings", fiddle with the percentage sliders, then set them back to default.
had to fiddle with the sliders or it didn't do anything.

>> No.10585696

>>10585226
Doom 2 is the superior game and strikes a good balance between ease of mapping and features.

>> No.10585703

>>10585690
2/32

>> No.10585725

>>10585690
4/32

>> No.10585746

>>10585725
69/32

>> No.10585774

>>10585690
5/32

>> No.10585778

>>10585513
Are the sounds for the GMOTA weapons working for you? I had issues with v1.5.2 on Zan v3.1 and 3.2 but only when connected to a network game, so I'd be curious in any settings or versions you used if it works.

>> No.10585782

>>10585778
Everyone reports sound works a-okay.

>> No.10585786

Opinions on Doom64? Both the recent port and the vanilla levels in comparison to the original Doom.

>> No.10585790

>>10585690
6/32

>> No.10585797

>>10585782
Dang, and I see that you're using the usual in-dev 3.2 version and the same version of GMOTA, so I'm perplexed. Maybe there's just something different that TSPG has in its settings or something, since I use my own dedicated server, but I have no idea what that'd actually be.

I'd play but I need to poop, so hopefully maybe next time.

>> No.10585801
File: 255 KB, 1366x768, amc0000.png [View same] [iqdb] [saucenao] [google]
10585801

>> No.10585838

>>10585797
>>10585782
Oh wait no, I've found out why. You don't have the /vr/ mods loaded on your server. Apparently, with vrskins loaded, some of the menu sounds weren't playing even offline, but then playing online would suddenly disable most of the weapon sounds as well. Surely something to haunt the recesses of Kegan's mind palace as he switches away from Doom

In any case, I just neglected to test without them because I put both in my shell script and was too lazy to type out the command sans-wads again until now, and I didn't expect them to cause issues with the weapons specifically, but thanks for hosting that server and helping me sus out what the issue as a result. Again, would love to hop in and play, but obligations.

>> No.10585850

What's the best dam level?

>> No.10585883

What's the point of doing an episode replacement and not just making it an episode 1 replacement? What is gained by making me use the console to skip to your levels?

>> No.10585912

>>10585883
>episodic game that requires the console to skip to an episode past the first
What game are you talking about?

>> No.10585916

>>10585690
Still going, map17/32

>> No.10585954

>>10585838
Well that's a relief to know it's not a GMOTA problem exactly.

>> No.10585962
File: 917 KB, 1920x1080, 1703478494312858.png [View same] [iqdb] [saucenao] [google]
10585962

>>10585690
CLOSED for now, gg, thanks to everyone who joined. We left off on map22 technically, but we'll start from map21 next time. The dissenter lurks was the wad name (Obsidian generated).

>> No.10585963

>>10585962
hmhmhmhmm

>> No.10585969

>>10585962
awww doomslayer is making sure blaz doesn't feel short :)

>> No.10585979

>>10585786
It's fun. Different in a lot of ways, but also very much the same in most core aspects.
If you like Classic Doom, then Doom 64 is really just more of that, just with its own coat of paint.

New ports are nice, they have fully configurable controls and you can not just choose to turn off the N64 smudge filter, you can even toggle on the green blood from the Japanese release, if you just really wanted that. Also comes with a bonus episode of levels which I thought were pretty good.

>> No.10585985
File: 3 KB, 213x159, lordblazvsnormalshoe.png [View same] [iqdb] [saucenao] [google]
10585985

>>10585962
ggs

>> No.10586016

Stupid question here, has there been a mod with a friendly monster that blocks projectiles? Like it circles you and block on coming fireballs around you?
Like psy fly from Isaac.

>> No.10586032

>>10578250
You can expect something by Brazilians this year.

>> No.10586048

>>10585979
Which new ports? The one that came out on Steam/GOG a little while ago or is there something besides Doom64Ex?

>> No.10586056

>>10586016
Not exactly what you're asking for, but the primary fire of the Nitro Wheel from Highway Acceleroid Booster works like that crossed with the chainsaw. Press it once and get a ring of fireballs that block projectiles and slowly vanish as they take damage, hold it down to spin the ring for chainsaw-style damage.

>> No.10586107

>>10586056
Thanks!
I’ll play with it or rethink a new ability within the limitation

>> No.10586110

>>10585850
dam

>> No.10586113

>>10585347
>>10585359
wad?

>> No.10586118
File: 240 KB, 1920x1080, SS.png [View same] [iqdb] [saucenao] [google]
10586118

>>10578116
Currently working on a short survival horror map for doom 2. Custom enemies, sounds and a TONNE of scripting. Should be just about finished come Friday.

>> No.10586124

>>10585850
Charge from Eviternity 2.

>> No.10586153

>>10585667
I definitely don't take ZS's limitations for granted or as mind barriers. I fact I tend to forget about them and get annoyed when something that ought to work doesn't, like any sort of advanced pointer or array usage.
An annoying limitation that I think has been beneficial to me is the lack of readily available libraries of various kinds, forcing me to write them myself.

>> No.10586225

>>10584660
>With mbf21 you can make them explode for a reasonable amount of damage when spawnblocked now, too, and give them a splash group so they don't damage the Pain Elemental. Instantly improves every single wad with these enemies.
Is there a ready dehacked/decohack script that does this?

>> No.10586227

>>10585347
Dino Crisis?

>> No.10586231

>>10586016
Demonsteele has a few.

>> No.10586260

I like decorate cuz easy to edit and fix. Also I like idea helping new modders tinker around. Even if it’s editing values or replacing sprites etc.

The limitations kinda fun too, love to get a gravity gun or plasma nade etc.

>> No.10586295

>>10586113
>>10586227
https://www.doomworld.com/forum/topic/139151-operation-ibis-island-v13-dino-crisis-full-map/
absolute madlad

>> No.10586313

>>10584660
Getting the aggression to match up with 64's Lost Souls is difficult, and maybe impossible.

>> No.10586316

How do i get good at mapping? I keep trying to make interesting stuff but all i can do is big open rooms with maybe a stair in a corner, if i try to make a small room it ends up bigger than any in vanilla doom and yet it feels tiny in comparison. I also have issue with textures where having a single texture on all walls feels bad, and yet it doesn't feel bad when playing a vanilla map, but if i try to add details it just looks like a mess.

>> No.10586323

>>10586316
>I also have issue with textures where having a single texture on all walls feels bad, and yet it doesn't feel bad when playing a vanilla map
It shouldn't feel bad if you use the light levels you enjoy in vanilla, and load it so it renders like vanilla does in-game. Don't use the editors first-person view to judge these things.

Open some of the vanilla maps and use the room sizes you find there as guidelines.

>> No.10586327

>>10586316
Instead of putting some stairs in the corner, put them in the middle of the room and play with height variation a bit.

>> No.10586336

>>10586316
Here's a simple mapping exercise:

>Make a basic room
>Put a high ledge in the room
>Put a hallway with a lift/staircase that leads to the high ledge
>Only use textures that start with GRAY and LITE
>Add light rays coming out of the LITE textures
>Add columns in the light ray sectors and put shadows behind them

You got a cool map now.

>> No.10586441

>>10580029
>>10580574
>>10584809
Ideas for project name:
Doom 2 in Things Only
/Vertice Relocation/
Doom 2 gone a/vr/y
Palimpsest Doom 2

>> No.10586520
File: 2.46 MB, 512x512, 1702450102131139.gif [View same] [iqdb] [saucenao] [google]
10586520

>>10584809
>404

>> No.10586570

>>10586441
I can't believe it's not Doom 2

>> No.10586583

alright I figured out how to create map and copy over the things from another map into it in slade. now to see which set of things strikes my fancy. I tried MAP10.WAD because it is biggest, but that's probably too ambitious since I'm still learning. maybe starting from the smallest instead
MAP01.wad: 896 bytes, but it's the first map so high expectations
MAP30.wad: 1156 bytes, but it's the last map so also high expectations
MAP07.wad 1186 bytes, smallest that isn't the first or last map
guess I'll give MAP07 a try. some mancubi, lots of arachnotrons, all quite close together

>> No.10586605

>>10586583
>I'll give MAP07 a try.
Your biggest challenge will be making it feel any different.

>> No.10586635

>>10584809
>>10586520
yeah, not sure why i used litterbox.
https://files.catbox.moe/47dd5l.wad

>> No.10586701

>>10586635
>https://files.catbox.moe/47dd5l.wad

Feels a bit too derivative from Entryway.

>Chainsaw focused
>Triangular staircase at the start with 2 pillars
>The enemy encounters don't feel different enough from the OG

>> No.10586712

>>10586016
Doom Infinite has a powerup that spins around you and blocks projectiles.

>> No.10586716

>>10586635
immediately alerting enemies seems a bit janky

>> No.10586773

MIGRATE
>>10586762
>>10586762
>>10586762

>> No.10587024

>>10585954
https://www.youtube.com/watch?v=DtRNg5uSKQ0

>> No.10587029

>>10587024
but it's a vrskins problem, you doofus. Also get back in the other thread.