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/vr/ - Retro Games


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10606682 No.10606682 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10596550

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.10606683
File: 546 KB, 720x1280, 1705131537243664.jpg [View same] [iqdb] [saucenao] [google]
10606683

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

/Vertex Relocation/
https://desuarchive.org/vr/post/10592017


=== 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 ===
[1-16]Doom Delta 3.0 released
https://www.youtube.com/watch?v=BG80_xN1WgU

[1-16]Episode Enyo, prequel to Slave Zero, is available for Quake's re-release and source ports.
https://poppy.works/?games=slave-zero-x-episode-enyo

[1-13]Prototype Speedmapping Map Jam for the Quake 2 Remaster Released
https://www.moddb.com/games/quake-2/addons/q2proto1-jam-2024-final

[1-12]vQuake aka Rendition Veritage Quake released
https://www.vogons.org/viewtopic.php?f=9&t=95721

[1-08] Anon releases all doom 2 maps without geometry
https://desuarchive.org/vr/post/10580574

[1-07]Simpler Times for Duke 3D released
https://www.moddb.com/mods/simpler-times

[1-07]William Gee made a compilation of all his Duke3D maps into one mod, Supports Alien Armageddon
https://www.moddb.com/mods/wg-mega-pack

[1-07]Quakewulf releases "Four Base" a techdemo map demonstrating Quake 4 Textures in Quake 2 Remastered, source map included for mappers(Quake 4 textures needed)
https://vxtwitter.com/Colonthreee/status/1744012704728183163
https://gamebanana.com/mods/481349 (Texture assets)

[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

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

>> No.10606684

Samson when

>> No.10606691

Any Kirby mods?

>> No.10606695
File: 7 KB, 297x258, Hello you nosey person you.png [View same] [iqdb] [saucenao] [google]
10606695

>>10606684
Doomslayer and Kustam first.

>> No.10606710
File: 2.51 MB, 3840x2160, ee6_2024-01-16_16-20-56.png [View same] [iqdb] [saucenao] [google]
10606710

>>10606019
>final boss is literally just Chthon, but le robot
Quake modding is just a bad parody of itself at this point.

>>10606164
>It's specifically marketed as a free add-on mod
So are the things >>10606125 mentioned, and so are numerous mods that add completely new and unique enemies like Quoth, Zerstorer, Rubicon 2, and AD. You would think since this is meant to promote an upcoming game that there would be more effort put into getting some of the feel and gameplay expectations - not just the aesthetic - of that new game across.

>> No.10606756

Using UMAPINFO, would it be possible to make a compilation like Doom Wadsmoosh or Compendium that isn't dependent on GZDoom?

>> No.10606759

>for marketing promotional material for a coming soon game a company releases a Quake 1 add on pak based in the universe of a prequel to a 20 year old Dreamcast mecha game

Umm.... Ok? This is fucking awesome. We need more marketing like this. That's nuts.

>> No.10606769

Is it possible to play blue shift and opposing force with the new half life?

>> No.10606770

How can I make a door only activate with punching, but not shooting? I'm using UDMF.

>> No.10606775

>>10606769
No, because very minute but autistic differences in map format and engine.

>> No.10606782

>>10606710
>final boss is literally just Chthon, but le robot
That's not unlike Slave Zero really, or Shogo for that matter.

>> No.10606783

>>10606759
It *would* be cool, except said 'prequel' seemingly has absolutely nothing to do with the original game, and the mod is literally just Alkaline reskinned.

>> No.10606796

>>10606769
They still work and you don't need to switch branches anymore but I don't think they've brought over things like the gl_overbright fix or weapon sway etc. over.
If valve don't do it themselves then hopefully they don't pussy out on releasing the updated SDK so modders can do it themselves, especially with things like Unified SDK/Half-Life Updated having just gone into 1.0

>> No.10606797

>>10606770
Think you're gonna need scripting for that. If you want to support gameplay mods that replace the fist, you need to use a zscript event handler. If you don't care about that, you set the line's action to call an ACS script which, when "shot", uses GetWeapon() to check if the activating player has the fist equipped. If the that check returns true, have the script activate the door with the proper command.

>> No.10606798

been working on a hl mod that replaces the mp5 sound, and when i stop firing the mp5 the game freezes and i have to kill it in task manager. anyone know why it does this?

>> No.10606814
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10606814

>>10606759
>very pretty Alkaline mod not long after a very pretty AD mod Peril
>all these new assets I can mess with
Sure!

>> No.10606816

>>10606783
So? And, so?

>> No.10606818
File: 293 KB, 1920x1080, Untitled243rfwrwrv.jpg [View same] [iqdb] [saucenao] [google]
10606818

Did anyone ever make a patch that makes these old rocket jump maps for doom actually work on GZdoom? They insta-finish themselves before you can play them and it's never been fixed.

>> No.10606838

pfhorskin

>> No.10606872

>>10605705
>Slave Zero X
Um, that's gonna be a yikes for me

>> No.10606908
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10606908

>> No.10606939
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>>10606872
Oh, Jesus Christ!

>> No.10606943
File: 34 KB, 264x263, 1687927816165607.png [View same] [iqdb] [saucenao] [google]
10606943

I noticed Ironwail Quake has autosaves, yet there's little documentation, is the correct way to load them "load autosave/savename" or is there a keybind to load the most recent one?

>> No.10606978
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10606978

Gonna post this every thread until someone complains

Doom 2 wad "/Vertex Relocation/"
>IWAD : Doom 2 | Format : Boom

>Maps for Doom 2 using the original placement of monsters
>The single maps with only the things can be found here: https://files.catbox.moe/rvp7ap.zip
>Everything is allowed to be rotated
>You can move/add/remove anything that isn't a monster
>You can change the ambush flag
>You can NOT change the skill flags
>You are free to add obstacles to the maps such as trees and barrels

>We won't be using texture packs but you are free to use your own custom textures or those shared in the threads
>Custom MIDIs are welcome (with proper credit when possible)
>Secret exits only on maps 15 and 31
>You probably know to, but don't forget to test in one or two ports other than your favorite.

Submit your maps by tagging this or the === CURRENT PROJECTS === post (usually the very first post in the thread) with the map number and map name
Deadline: February 16th, 2024.

Current maps taken:
>MAP01: Entry Job (Entryway) - TimeGuardian | The Lost Son by Narnia | https://files.catbox.moe/9plp4w.wad
>MAP02: Underbase (Underhalls) - Anon | "Letni" from Jazz Jackrabbit | https://files.catbox.moe/wvgpgd.wad
>MAP03: Getting tight (The Gantlet) - EyeBallTank | https://gofile.io/d/j1dX50
>MAP04: (The Focus) - NepNep
>MAP07: Don't Feed the Mancubi (Dead Simple) | https://files.catbox.moe/m2buho.wad
>MAP12: Seaside Sanctuary (The Factory) - Hand-peeled | Guardian Angel Loses Their Will by Emma Essex | https://files.catbox.moe/v9xpvz.wad
>MAP21: (Nirvana)
>MAP22: The Crematorium (The Catacombs) - Sitri | "Gut Wrencher" from Duke Nukem 3D | https://files.catbox.moe/ybxtbk.wad
>MAP24: (The Chasm)
>MAP30: (Icon of Sin)

https://pastebin.com/CrVTqGvr

>> No.10606982

>>10606756
To my knowledge, you should be able.
DSDA, Woof, Nugget, Eternity, all of them support UMAPINFO.

>> No.10606992

>>10606816
people are getting fucking tired of quake 1
and it isn't a joke

>> No.10606996
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10606996

Just about finished on my survival horror wad.
Only thing holding me back is getting a dynamic light to attach to the player. I hate decorate scripting so much.

>> No.10607004

>>10606943
I think it just relies on you dying and pressing left click to load instead of quickloading.

>> No.10607005

>>10606992
to sumarize, every fucking boomer shooter game being a quake 1 clone with a twist pretty much burned everyone.

>> No.10607042
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10607042

http://leileilol.mancubus.net/shaders/
Pretty comfortable looking. Do not forget to view the image in new tab in original res to avoid some scaling lines.

>> No.10607043

>>10607005
Usually while paying lip service to late 90s FPSes and not really learning from what they got right.

>> No.10607046

>>10606992
>>10607005
Honestly it would be fine if people actually used the engine to the fullest, but everything is just the id1 enemy set over and over. The biggest difference you'll get is the grunt equivalent shooting nails or rockets or something.
You could make the AI side-strafe, dive for cover, jump backwards while shooting at the player, cloak and try to flank the player, heal allies, run away and hide in waiting, or any number of new behaviors... but nah, let's just do a model swap and maybe change a weapon or two.

>> No.10607059
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10607059

>>10607005
>quake 1 clone with a twist pretty much burned everyone
I haven't bought or played any of those in nearly five years so bullet dodged. It's nice as an elaborate Alkaline minimod with some weapon rebalancing.

>> No.10607065

>>10607046
Sounds cool. Now go make a mapset like that instead of complaining that others won't do it for you.

>> No.10607071
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10607071

>> No.10607089

>>10606992
Last year had more Quake 1 map pack releases than any year since 90s. Someone always likes to complain on every thread how Q1 is dead or dying, but the truth is far from it. Quake will never die.

>> No.10607092

>>10606908
>doom2.wad masterpiece
The cloud has spoken.

>> No.10607178
File: 11 KB, 217x233, images.jpg [View same] [iqdb] [saucenao] [google]
10607178

HEY
does anyone remember the Doom II or Plutonia or TNT map where enemies behind a locked door can open it?

>> No.10607191

>>10607046
>You could make the AI side-strafe, dive for cover, jump backwards while shooting at the player, cloak and try to flank the player, heal allies, run away and hide in waiting, or any number of new behaviors
A sizeable group of talented people did most of these things a little over 25 years ago. You know what they did next? Put a price tag on it and called it Half Life.
It's is a free tie-in for some new game. It's like complaining that Chex Quest is nothing more than graphical swaps.

>> No.10607203
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10607203

>>10607178
There's a few. Monster Condo sort of has this where the Arch-Vile at the end can sometimes manage to bump the inside of the door when moving towards it. The outside requires a key, but the inside doesn't, and if you can get him to move there his collision may end up 'reaching through' and opening it for you, so you can do a big skip.

A common speedrun strat, and one which tends to ruin single segment runs, because you're at the mercy of the AI's whims (meaning he just zaps and kills you, leaves from where he came, or takes the teleporter).

>> No.10607209
File: 131 KB, 1600x900, 1676001835549570.png [View same] [iqdb] [saucenao] [google]
10607209

I've been trying to play through the Cacoward winners for 2023. Anyone here play this one? What did you think of it?

https://www.doomworld.com/forum/topic/132145-mbf21-sepia/

>> No.10607296

>>10606992
I'm more tired of you than I am of Q1.

>> No.10607348

>>10606992
>people are getting fucking tired of quake 1
proofs?

>> No.10607361

I've been playing through all the official addons and some other Q1 map packs, and I'm still not even close to being tired of it.

>> No.10607362
File: 1.20 MB, 440x404, Shambler amble.gif [View same] [iqdb] [saucenao] [google]
10607362

>>10606992
Shut up, nerd.

>> No.10607380
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10607380

>>10606710
Do you think you're being a little ignorant, maybe even uncharitable and disingenuous? The Half-Life Underworld mod wholesale rips the TFC minigun. The Half-Life Underworld mod is a multiplayer mod, and did not have to make new enemies. Quoth's Vermis' base is the Half-Life tentacle. You do not fight the final boss of Zerstorer, it cannot even be killed. AD rips enemies from Hexen 2, and other games. You did know that about AD, right?
>You would think since this is meant to promote an upcoming game that there would be more effort put into getting some of the feel and gameplay expectations - not just the aesthetic - of that new game across.
You've never seen a WH40K fps, which isn't at all reflective of its tabletop origins? These things happen.

>> No.10607383
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10607383

>>10606992
Oh it's just the resident Quake 1 basher. I shouldn't have made a serious post.

>> No.10607401

>>10606992
>>10606783
>>10606710
can't imagine being this miserable.

>> No.10607471

Why don't any quake source ports support end.bin (the quake version endoom)?

>> No.10607478

>>10607471
None of them are based on DOS Quake.

>> No.10607556

>>10606992
>>10607046
Bet you complain about techbases, slaughtermaps and ribbiks voids too, nigger zoomie.

>> No.10607562

>>10607478
The linux source doesn't have the code for endoom either and ports based on it still support it.

>> No.10607596

>>10607562
That's because every id version of Doom supports Endoom. Meanwhile WinQuake and GLQuake do not support end.bin, and since those are the only versions of Quake anybody's cared about since 1997, nobody cares to add support to their forks.

>> No.10607686

>>10606992
I'm not tired, and quake is still my choice over doom.

>> No.10607687

>>10607686
He's baiting.

>> No.10607745
File: 3.14 MB, 800x450, Wrathcaster revamp start.webm [View same] [iqdb] [saucenao] [google]
10607745

Wrathcaster coming along well, I think.

>> No.10607747

>>10607745
That fidelity is magnificent. Maybe your enemies need some sprucing up to match?

>> No.10607748

>>10607747
Ideally I would like to finish this mod before this year is done. So I am not planning on touching the monster sprites.

>> No.10607749
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10607749

>>10607745
gib

>> No.10607757
File: 343 KB, 1280x720, STANDING HERE I REALIZE.png [View same] [iqdb] [saucenao] [google]
10607757

>>10607749
Why yes, the rocket launcher DOES gib enemies!
Seriously though I need to get some chunky slidy sounds for the arms slamming around while you fire this thing. Debating how much gold MP should use per shot, right now it uses 15 a shot, and you have a max of 200 there. So that's about 13 rockets. Which isn't a whole hell of a lot, though it also spawns 5 homing skull ghosts (Skosts) that each do 30 damage each. So we'll see if I fiddle with the mana usage, or the damage of the Skosts.

Then I'll start on his new plasma gun, which will be that lava spewing gun I talked about before, I want to make the thing look like it's made of obsidian, which I think will be cool as fuck.
I am not sure if I can actually add an animated Dragon skull on it because thinking about it, putting that at the end of centered view weapon might make it look like a benis. Even if it doesn't, I'm not sure if you'd be able to get a good look at the skull.

>> No.10607775

>>10607757
>putting that at the end of centered view weapon might make it look like a benis.
Didn't stop you with having a long, thrusting purple shaft for a weapon.

>> No.10607780

>>10607775
That's on the player for seeing a benis. Though Kustam's staff and hands are going to get a visual makeover too.

>> No.10607782

>>10607757
Make a whole (tiny) dragon skeleton that's clinging around the weapon, and it moves around and looks at you in idle anims

>> No.10607786

>>10607782
Now that's not a bad idea. I might consider it at the very least, but again: I've been trying not to go absolutely apeshit with details and extra stuff here. Cus goddamn I have a lot of other stuff to work out.

>> No.10607790

>>10607786
>I've been trying not to go absolutely apeshit with details and extra stuff here
I have tried this mindset as well and it never worked once I bumped my head into a Cool Idea.

>> No.10607839

so, this will land in GZDoom eventually..
https://www.youtube.com/watch?v=mUt8Z8mkI-g

pretty neat

>> No.10607842

>>10607839
Yep. GZDoom is incredibly robust, but these threads always tout that picking up zscript is detrimental to you or whatever stupid crap they say.

>> No.10607854

>>10607839
>>10607842
>gzdoom

>> No.10607859

>>10607839
I really hope the PR gets cleaned up and accepted. I want to do a tactical RPG so god damn bad.

>> No.10607879

>>10607839
Graf likes the idea so that's a plus.

>> No.10607884

>>10607839
ooh this has lots of potential. off the top of my head, I wonder if porting Fallout 1 & 2 maps to UDMF and rendering it in this would be possible. and also, just normal doom first person view on those maps. another idea: UFO 1 & 2. with portals for room-over-room stuff

>> No.10607931

>>10607884
>Xcom Doom
>Diablo Doom
could you fucking imagine

>> No.10607940

>>10607884
Porting is lame, much cooler to make your own thing. But being able to use UDB to build a top-down game would indeed be cool as hell.
I don't think you'd need portals though, simple teleports should work just as fine and be more easy to set up I think.

>> No.10607942

>>10607839
Holy crap Diablo Doom real!

>> No.10607947

>>10607940
there's a preservation aspect. there's no libre implementation of the Fallout engine. perhaps doom isn't the best basis for such a project, but it's interesting to think about
also a fork of gzdoom for RPG game purposes could be worthwhile on its own. not just for preservation, but also for new games
>I don't think you'd need portals though, simple teleports should work just as fine and be more easy to set up I think.
perhaps

>> No.10607951

>>10606710
>Play protons forever never 94
>final boss is literally just Cyberdemon, but 100% black
so fucking what? Most of doom wads don't even use custom enemies - and from what I understand it's much easier to make them for doom than quake.
People are having fun with this mod, and praise the aesthetics, who gives a shit that it doesn't have a paratamizer 6900 or some other bloated bullshit that doesn't balance well.
>You would think since this is meant to promote an upcoming game that there would be more effort put
Why the fuck would a game studio sacrifice as much manhours as for producing a real commercial game just to make a free mod meant to promote their main project?
>>10607401
More like retarded

>> No.10607953

>>10607947
>also a fork of gzdoom for RPG game purposes could be worthwhile on its own. not just for preservation, but also for new games
It may not even have to be a fork of the actual if the isometric rendering stuff gets merged (as it appears the devs are eager to do eventually), it could be enough to just replace GZDoom.pk3 and put a zscript library of things like A* pathfinding and whatever in there.

A cool aspect is that you'd be mobile-ready (Android anyway) from the get-go with Delta Touch.

>> No.10607958

>>10607745
nice overshoot on the thingamajiggers extending

>> No.10608028

>>10607953
oh yeah A* between subsector centers would be very useful. doom maps are typically small enough that you could build the requisite graph on the fly, modulo lifts and whatnot changing the walkability graph

>> No.10608063

>>10607757
>putting that at the end of centered view weapon might make it look like a benis
Probably depends on how you did the horns.

>> No.10608076

>>10608028
Subsectors aren't exposed to zscript unfortunately, so that'd require an engine-side change or maybe just an UDB plugin. With lifts and doors I'm not sure you'd really want to do those doom-style if you're making an isometric game, could be easier just using Things for them.

>> No.10608108

>>10607859
the cleaned-up PR
https://github.com/ZDoom/gzdoom/pull/2361

>> No.10608114

>>10608076
are vertices+sectors exposed? that might be enough. no need to have the actual subsectors, the navmesh needn't be the same as the rendering mesh

>> No.10608118

>>10607839
On the plus side there's been so many attempts to adapt Crusader to Doom that this would get used for it.

>> No.10608130

>>10606996
You can do it through a GLDEFS lump if you don't want to redefine the player in DECORATE, IIRC. It might be more convenient if you just want to attach dynamic lights to existing actors.

>> No.10608132
File: 22 KB, 652x656, dooma.png [View same] [iqdb] [saucenao] [google]
10608132

>>10607839
Really interesting development, considering some ideas I had knocking around in my head for a while, but the question is if I want to continue to torture myself with trying to do dirty Decorate hacks, learn ZScript, or just do something like that with an engine which is actually built around being isometric?

I wonder if it can be made to do some kind of masking, so that you can 'peel away' walls towards the front of the screen in locations you're in, so that they don't obscure the characters or objects?
The other option would be Diablo 1 style dithering/translucency, but it frankly doesn't look as nice, and doesn't give you as clear of a view.

>>10607879
Dude was a gamer in his 20s when Doom hit the scene, I'm willing to bet he remembers a number of 90s and 2000s isometric games very fondly. That style of game has grown considerably less common in the past 20 years, and there's very few big budget titles which are isometric in this day and age, so I bet he misses them (just like me).

>> No.10608153

>>10607947
>there's no libre implementation of the Fallout engine.
What about this then? Also good for mobile platforms as a note for >>10607953.
https://github.com/alexbatalov/fallout1-ce

>> No.10608170

>>10608114
Yeah you get vertices, sectors, secplanes (aka floors, ceilings), 3D floors, linedefs and linesides. And portal groups.

You just don't get subsectors and if you want to actually triangulate the sectors you have to do it yourself. This is the part I couldn't get past myself when I was messing around with it trying to build a 3D automap. A sector in a doom level can have holes in it, or two separate boxes on opposite sides of the map can actually be the same sector. I think two sectors can even overlap. There's all sorts of edge cases like that.

>> No.10608192

>>10608132
>or just do something like that with an engine which is actually built around being isometric?
There's really rather few open engines around like that I think. Most modern isometric games aren't 2D, so they're really just unity/UE or whatever. The question of whether GZDoom (should this renderer be added) would be appropriate comes down to how many limitations the map format would place upon you. Other than that, you will of course lose some flexibility compared to Unity/UE4 or whatever for example in what you can do with actor animations and in which ways you can manipulate level geometry.

You do gain some things though. UDB is an extremely easy-to-use level editor, the actor state machine is simple enough, and your game will be inherently moddable.

>I'm willing to bet he remembers a number of 90s and 2000s isometric games very fondly.
Yeah but it wouldn't have been insensible if he wasn't interested in something like this which in one fell swoop would turn the engine into something completely different, and which could imply a lot of maintenance work down the road. I'm glad that he finds it cool though. If it doesn't end up getting added to GZD due to technical issues, there's at least some chance dpjudas is interested in it for VKDoom where he doesn't give much of a shit about supporting legacy hardware.

>> No.10608270

>>10608153
interesting, did not know of it. figures, given it was released only in 2023
>>10608170
>I think two sectors can even overlap
I suppose the data format allows this, but slade doesn't seem to allow creating such sectors

>> No.10608326

>>10607839
>CRPGs that can alter between isometric (the objectively superior rpg camera) and first person (the most immersible camera)
What a time to be alive.
Is there even any RPG that allows for this? Most I can think of that let you switch camera modes only allow for first person and third person.

>> No.10608370

Why is samsara reincarnation so bloated? Nobody wants to play as In Pursuit of Greed characters.

>> No.10608402

Is there any guide for stacking several 3D floors on top of each other in UDMF?

>> No.10608404

>>10608370
it's the fate of every skulltag/zandronum mod that gets abandoned by its original creators and picked up by players
the simple fact is that zandronum players are tasteless subhumans eternally stuck in the 2007 "more stuff is better mod" mindset

>> No.10608406

>>10608402
It works the same as using regular 3D floors

>> No.10608413
File: 153 KB, 1000x694, why term stopped working on samsara.png [View same] [iqdb] [saucenao] [google]
10608413

>>10608370
The rationale and coherency behind a lot of Samsara's decisions has gone completely over the heads of those expanding it into a bloated FPS Smash Bros equivalent. Terminus and friends knew to make the characters lean into a given kind of playstyle to differentiate strengths and weaknesses despite the all-star mod premise and the difficulties in trying to achieve that, all the add-ons just don't give a fuck and they've always had a rocky history with the base mod.

>> No.10608414

>>10608402
You just use several control sectors with the same target. And remember, a sector can have multiple tags! So if there's two bridges overlapping, the sector with the overlap should have both tags.

>> No.10608416

>>10608406
But wouldn't they share the same sector tag? I'm trying to make shelves.
Also, what would cause 3D slopes to not render?

>> No.10608419
File: 361 KB, 1920x1080, 1675101186204878.jpg [View same] [iqdb] [saucenao] [google]
10608419

>>10608402
I posted this for other anons to see how it was done, I accidentally deleted it

>> No.10608426

>>10608413
If Zandronum used zscript or GZdoom had real netcode it would fix alot of these problems.

>> No.10608429

>>10608414
>remember, a sector can have multiple tags!
I didn't know that! This is my first time mapping for UDMF, it's a whole new world to me.

>> No.10608435
File: 386 KB, 1207x743, 3df.png [View same] [iqdb] [saucenao] [google]
10608435

>>10608429
Here's how it looks with the overlapped multi-tag sector selected.

>> No.10608440
File: 52 KB, 320x445, 1548648410646.jpg [View same] [iqdb] [saucenao] [google]
10608440

>>10608426
We are indeed well overdue for an updated, modern multiplayer source port in some capacity but you've still got the underlying problem of those choosing to play on servers with bloated mods, and the damage was already done for the base mod almost a decade ago.

>> No.10608447

>>10608435
I got that to work. Now I just have to figure out why my 3D slopes aren't rendering. The collision is there.

>> No.10608453

>>10608447
Press tab.

>> No.10608454

>>10608416
>Also, what would cause 3D slopes to not render?
Not using them the right way. Think of a 3d floor control sector as being infinitely large, only showing up in the sectors it's linedef points to. If you slope it, that whole infinite plane will slope. This means you have to think about where the control sector is in relation to the target sector. Like, if you want it to on the Y axis, align the control sector X axis. If you aligned it on Y, you'd have to move the control sector very far up or down for the infinite plane to show up where you want it since it.. slopes.

>> No.10608459

>>10608453
The issue was me using software rendering.

>> No.10608460

>>10608440
I don't know why Zandronum players want 10000 characters/weapons and other shit like that. All Samsara needs in my opinion is Caleb, Lo Wang, and maybe Strifeguy.

>> No.10608508

Why does everyone uses zandronum for multiplayer? What does it have that gzdoom doesnt?

>> No.10608517

>>10608508
It's client-server based rather than completely peer-to-peer. IIRC in GZDoom MP players can't even join after a game is started.

>> No.10608526

>>10608508
client/server that can be joined midgame, a master server with a browser, file verification to prevent version/load order desyncs before they happen, and a free hosting service anyone can use
gzdoom multiplayer works well for playing with friends, getting a game going with randoms is almost impossible

>> No.10608528
File: 1.83 MB, 1920x1080, ee6_2024-01-17_14-25-38.png [View same] [iqdb] [saucenao] [google]
10608528

Very cool. More marketing ploys should be like this.

>> No.10608589

>Jumpwad racing minigame
Almost got filtered by this

>> No.10608663

I'm playing the PS1 version of Powerslave, because I hate myself. How hard is it to get all the developer dolls without looking them up?

>> No.10608672
File: 119 KB, 800x839, 1688664498229836.jpg [View same] [iqdb] [saucenao] [google]
10608672

>want to map
>have work to do until 2025 or even more
>can't even complain because my country is in pieces
why it has to be like this

>> No.10608686

>>10606682
Fuck you
I wished someone did a .wad/.pk3 based on Panty and Stocking.

>> No.10608717

>>10608460
>I don't know why Zandronum players want 10000 characters/weapons and other shit like that.
It's more common in GZDoom players and mods than you might think. It stems from a lack of taste in some players and newbie devs wanting to do every cool thing ever that comes to their mind for their super cool new mod.

>> No.10608772

>>10608426
Would it be worth porting Samsara to zscript?

>> No.10608807

>>10608772
Not really imo. The only reason to have all those characters in one single mod is multiplayer, which GZDoom isn't ideally suited for. Currently the only reason to make an MP mod in zscript is if you have a bunch of friends and you all share a desire to play some particular kind of thing in MP that's impossible to do in Zandronum. Just making sure that your otherwise SP-focused zscript mod works in MP on a technical level is a great idea of course, on the off chance that some people are interested in it.

If you don't particularly care about MP though there's absolutely no reason not to use ZScript. It's easier, more powerful and performs better.

>> No.10608813

>>10608672
Hang in there!

>> No.10608819
File: 568 KB, 1920x1080, IMG_20240199_99999.png [View same] [iqdb] [saucenao] [google]
10608819

Unopenable doors that are purely decorative, yay or nay?

>> No.10608826

>>10608819
If they're textured in such a way that you can immediately tell at a glance that they're only decorative then they're okay. Resist the urge to put secrets behind them.

>> No.10608830

>>10608819
Some people subscribe to the philosophy that every door should also be openable.
I say that's bullshit, though I would probably make them obstructed in such a way that you can instantly tell it's locked.

>> No.10608836

>>10608819
I think it can work if you make it clear that they are sealed or barricaded. Like maybe there's bars in front or it's nailed or chained shut.

>> No.10608841

>>10608830
>>10608826
Yeah, it should be obvious at a glance that they won't open, and you probably should not hide secrets behind them.

>> No.10608862

>>10607839
jank beyond jank
i love it

>> No.10608983
File: 39 KB, 842x76, zoomer id.jpg [View same] [iqdb] [saucenao] [google]
10608983

>id Software employee says Quake mission packs couldn't be combined like Quake 2's because "QuakeC is an unmaintainable mess"
>Keep and Violent Rumble seem to have done this just fine, without being able to make engine adjustments like id or Nightdive did
>Violent Rumble Anon didn't even know how to code before starting
Does this actually make any sense on a technical level, or is this just some kind of weird cope?

>> No.10609014

>>10608983
They are employees of a commercial company and that means they "can't" do it because the employer does not view the endeavor profitable.

>> No.10609025

Anyone know how I can extract maps from DNF 2011? I wanna see how similar this map is spacewise to the original 2Fort map. Also, did someone make a doom wad map that's basically 2Fort?
https://youtu.be/JhA5xGmSPds

>> No.10609028

>>10608983
Probably what the other guy said. If someone part of a company says an eyebrow raiser like that, it's less of a "we physically can't" and more "we were told not to." Although, Quake 1 and 2's mod implementation is fairly different, and there may have been actual difficulties getting things to play nice with their fancy Windows 10 version.

>> No.10609047

>>10609028
>there may have been actual difficulties getting things to play nice with their fancy Windows 10 version
QuakeC runs in a virtual machine, very much divorced from the OS though. If you can get all the code compiled into one progs.dat with no conflicts, it should just work. If I remember right you can even run Violent Rumble on Kex Quake, just with some problems on the more limit-pushing maps.

>> No.10609130

>>10608983
He didn't said he can't, just that he didn't want to

>> No.10609131

>>10607839
Does anyone remember that TRPG Doom joke mockup released some years back? (Hell, practically a decade ago.)
This makes that mockup a more tangible reality.
On a side note, does someone still has the mockup?

>> No.10609234
File: 41 KB, 712x499, 1691538530321785.jpg [View same] [iqdb] [saucenao] [google]
10609234

>ALRIGHT IT'S TIME TO MAP-
>Obligations
>Work
I'm losing my fucking mind. I won't say anymore since I don't know any of you and none of you have reason to care but this is getting ridiculous I just want to do things I want to do.

>> No.10609243

>>10609234
Map at your workplace.

>> No.10609247

>>10609234
make doom maps at your job and have deathmatch tournaments with your coworkers

>> No.10609257

>>10609234
If you really wanted you'd find the time

>> No.10609282

>>10608819
what's this?

>> No.10609289

>>10608983
it takes time, a lot
like gzdoom with client/server, it would take time no one wants to invest

>> No.10609301
File: 207 KB, 1920x1017, Screenshot_Doom_20230509_120054.png [View same] [iqdb] [saucenao] [google]
10609301

>>10608819
If you can tell they're not meant to be opened then it's fine but don't pull this kind of bullshit where it implies something later in the level opens it.

>> No.10609317

>>10609301
imagine you finally open it and it's just impse

>> No.10609320

Is Doom Delta a mappack or a gameplay mod?

>> No.10609349 [DELETED] 

>>10606683
Doom source code relicensed to GPL2
https://github.com/id-Software/DOOM/commit/a77dfb96cb91780ca334d0d4cfd86957558007e0

>> No.10609359

>>10608426
Why does Zandronum not have zcript? Does it cause problems for online?

>> No.10609371

>>10609359
Zandronum was forked off of (g)zdoom long before zscript was implemented. Since then both engines have diverged enough that there's no easy way to bring Zandronum's client/server stuff into GZDoom, or GZDoom's zscript into zandronum. A big issue is the lack of skilled hobbyist people with network-knowhow who are also Doom fans.

>> No.10609372

>>10609359
From what I've heard from devs, Zandronum's netcode is fundamentally incompatible with the way ZScript works, so it would require a total do-over. It's pretty much an academic point though considering Zandronum development is so stagnant that they don't even have feature parity with the final version of ZDoom, which is eight years old now.

>> No.10609373
File: 261 KB, 1048x1024, smug_gnu.png [View same] [iqdb] [saucenao] [google]
10609373

>>10609349
wasn't it already GPL?

>> No.10609380

>>10609373
>The Doom source code was released December 23, 1997, initially under a not-for-profit license. Later, permission was granted by John Carmack to re-release the source code under the GNU General Public License on October 3, 1999, albeit only via an email conversation.
I guess it's just been formalized with the proper license text now?

>> No.10609383

>>10609372
My hope is some of these people making commercial games with gzdoom make it big and simply pay some professional network guy to do it.

>> No.10609389

>>10609372
I hope to make enough money to just throw it at the devs and make them make it work. I intend to do that with some other projects I've seen over the years.

>> No.10609401

>>10609389
Is that you, cactus-man?

>> No.10609412

>>10609380
perhaps Carmack couldn't speak for the entire company? also I saw someone post a reimplementation of the Doom engine for license purposes, which had me baffled. now that Zenimax has put the license there themselves, there should be no doubt

>> No.10609415
File: 32 KB, 671x415, 65-year-old-cigarette.jpg [View same] [iqdb] [saucenao] [google]
10609415

playing eviternity. theres a cacodemon that spits out two mancubus shots and two cacodemon shots so fast its hard to avoid.

>> No.10609420
File: 174 KB, 384x390, almost unpleasant.png [View same] [iqdb] [saucenao] [google]
10609420

>>10609415

>> No.10609430

>>10609415
Don't worry. Eviternity 2 has much more buffed variants of those.

>> No.10609441

>>10609317
There's nothing, far as I could tell with noclip and shit it's just a room you already went through on the other side.

>> No.10609446

>>10608130
I've never touched GLDEFS, but it's honestly looking like my only hope at this point.

>> No.10609480

>>10609234
Boss makes a dollar, I make a dime
That's why I map on company time

>> No.10609512
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10609512

Wednesday Kart Whatever, come play some SRB2Kart

How to join:
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

Pastebin with the above and other helpful links: https://pastebin.com/gPdytB18

Recent Changes:
Looking to change up the map roster, trying out Pro Pack (filesize reduced and obviously terrible maps omitted)

>> No.10609534

>>10608819
Easiest way to make the world feel bigger than three shoeboxes full of skeletons, if done right.

>> No.10609537

>>10609349
What's the significance of this?

>> No.10609563

>>10609537
very little actually which is why i deleted the post. it's just id correcting an oversight that should've been fixed 25 years ago. doom's been GPL2 the whole time, they just never actually included the license text in the source release.

>> No.10609581

>>10609415
They spit out two mancubus shots but only one cacodemon shot. I like them a lot.

>> No.10609624

>>10609563
Pretend I'm a retard for a minute (which should be easy to do because I'm very stupid), but what's the functional difference between the two licenses?

>> No.10609657

>>10609282
A locked door.

>> No.10609662

>>10609624
the big one would be that the original doom source license didn't allow commercial use
another is that the GPL requires any modifications to the licensed code to also be licensed as GPL in turn, no taking open source code and using it in a closed source project

>> No.10609686

is there a way to filter sectors by special in slade? I think I've made one sector too many into a secret

>> No.10609694

>>10609662
Sounds real good to me.

>> No.10609727 [SPOILER] 
File: 622 KB, 540x822, 1705430876615585.png [View same] [iqdb] [saucenao] [google]
10609727

>>10609512
derp

>> No.10609742
File: 69 KB, 526x525, 36748doom_n.jpg [View same] [iqdb] [saucenao] [google]
10609742

>>10609420
>>10609430
i dont like them that much. i dont mind the barons or the green pinkie demons that move faster. but those particular cacodemons and the machine gunners who shoot the green bolts the spiders shoot. they kinda change the game a little too much. not gonna quit the game or anything. its just their projectiles are kinda too fast even in the normal modes and it changes the pace that doom is played at. im still going to beat the wad however. i also didnt know there was an eviternity 2. and they are buffed? in what way??

>> No.10609746

>>10609742
>>10609581

>> No.10609751

>>10609742
Eviternity 2 is based on MBF21, thus it can have even more custom enemies without sacrificing vanilla Doom ones

>> No.10609780

>>10609742
I like the astral cacodemon but I agree with you about the former captain, It's the less interesting new enemy to me.

>> No.10609803

is there a nice looking classic style gore mod that works with zandronum?

>> No.10609808

Hey Kegan did you ever fix the thing with the thing that did the thing. You know, the thing??

>> No.10609814
File: 384 KB, 354x461, 1482782743771.png [View same] [iqdb] [saucenao] [google]
10609814

>>10609808
I'm workin on it.

>> No.10609823

>>10609814
>workin on it
https://www.youtube.com/watch?v=kRfN0U9VxRU
I'm chargebacking my 1/100th of a cent payment for Combined Arms on itch

>> No.10609874

>>10609808
https://www.youtube.com/watch?v=caCA0rUMR6U&t=29s

>> No.10609939

The menu theme of Duke Nukem 64 is buggy for me(Red Nukem), it's only a minor annoyance but does anybody know how to fix this?
It's the best version of Grabbag after the Megadeath version in my opinion.

>> No.10609950

Do Keens not trigger their death special if they get crushed in ZDoom?

>> No.10609956
File: 126 KB, 640x400, 20240118_001410889.png [View same] [iqdb] [saucenao] [google]
10609956

I have no mouth and I must GREED

>> No.10609961

>>10609956
One of those games that desperately needs a GZDoom TC. It's got some cool ideas but it's so bogged down by its absolute shit engine.

>> No.10609962

So I've been getting into Quake mods and there's really some excellent stuff out there. Would you say it's more popular than Doom modding? Just the movement system and the verticality seems to lend itself to better and crazier architectural styles. I'm going to start with checking out Doom mods as well but I'm not sure whether they will manage to surpass the sheer brutalism of Quake.

>> No.10609967

>>10609961
Indeed, surprisingly there's a sourceport (but it's pretty bad, I'd rather play it in dosbox)

>> No.10609969

>>10609962
>Would you say it's more popular than Doom modding?
Not even close.

>> No.10609970

>>10609962
there's way more content for Doom

>> No.10609991

>>10609962
>Would you say it's more popular than Doom modding?
No, both in terms of mod development and in people playing mods it falls way short of Doom's popularity.

Even John Carmack was talking about how Quake is way less accessible than Doom.

>> No.10610012

how do i drag and drop wads onto gzdoom in total commander shit

makes me switch to explorer

>> No.10610028

>>10609961
The engine works fine for me

>> No.10610114
File: 223 KB, 1284x720, Screenshot_Doom_20240118_061504.png [View same] [iqdb] [saucenao] [google]
10610114

ebin

>> No.10610168
File: 2.01 MB, 1920x1080, 1691788320578622.png [View same] [iqdb] [saucenao] [google]
10610168

>>10609962
Quake will never be as big as Doom, but it will always be special to me. Map is ercwtronyn from mapjam6

>> No.10610171

>>10609962
What source port do I use for quake? I been meaning to get around to playing it but I been just playing doom forever

>> No.10610172

>>10610171
Ironwail.

>> No.10610190
File: 1.17 MB, 1261x800, Kill All Demons.png [View same] [iqdb] [saucenao] [google]
10610190

>>10610172
Thx

>> No.10610198
File: 113 KB, 490x600, 1702672551862414.jpg [View same] [iqdb] [saucenao] [google]
10610198

>>10609512
GGs, looks like Pro Pack is a wash. I'll keep looking.

>> No.10610331

>>10610012
Just use ZDL.

>> No.10610412

>>10609441
Backtracking truly is horrifying, isn't it

>> No.10610418

>>10610412
truly horrific
having to memorize a game
and so is the skill gap of using M2 to move forward
my tiny brain cannot handle having to cordinate both of my hands

>> No.10610431

>>10610012
DoomRunner is a good option too.

>> No.10610435

>>10610412
It's not backtracking, the door doesn't functionally connect to the room, it's just a decoration on the wall that the room is on the other side of.

>> No.10610458

>>10606682
is there a way to make a projectile only attack HateTarget.

Wanted to mark monsters with A_Fire and HateTarget and projectile go after marked monster.

>> No.10610471

>>10608326
The first Witcher can be played top down isometric or the more common over the shoulder.

>> No.10610505

any reason not to just use the Steam Kex engine to play quake maps?

>> No.10610506

>>10610505
the last time I touched it the movement was fucked and there was a couple of other issues
I say better to be safe and just download ironwail

>> No.10610507

>>10610506
sick. thanks for the info

>> No.10610556

any mods that allow you to see monsters through walls or pulse scan for brief moment?

>> No.10610561

>>10610556
I think Lithium has an update that does that.

>> No.10610578

>>10609686
I don't think so. You can search for almost anything in udb though. I feel slade is lacking as a level editor.
>>10609950
Keens trigger things during a particular frame of their death sequence. If they get crushed into gibs before they reach that part the special will never activate, regardless of port.

>> No.10610581
File: 3.82 MB, 800x600, 1000000213.webm [View same] [iqdb] [saucenao] [google]
10610581

>> No.10610586
File: 3.91 MB, 800x600, 1000000214.webm [View same] [iqdb] [saucenao] [google]
10610586

>> No.10610593
File: 3.08 MB, 800x600, 1000000215.webm [View same] [iqdb] [saucenao] [google]
10610593

>> No.10610606

>>10610561
thanks,
trying to make an alt-fire for a pistol, the character is a scientist and the company gives him a gun with an AI, already have a homing ricochet and tracing bullets on another guns. Need a fitting alt-fire for a corpo scientist.

>> No.10610615
File: 3.91 MB, 800x600, 1000000216.webm [View same] [iqdb] [saucenao] [google]
10610615

>> No.10610623

>Q2R's code causes a multiple operator freakout if you try to check whether an entity is not thinking (self->think == NULL, specifically)
>Zaero uses NULL thinking in the laser tripbomb code for glow turning off/on
>create a do-nothing void function to insert in place of the NULL
>VS happy
i r programr

>> No.10610643

>>10606682
Wish there was a Kirby doom. Shoot Kirby. Said what I said.

>> No.10610729

Does Doom Delta introduce the Super Shotgun and Doom 2 enemies into Doom 1 maps?

>> No.10610730

>>10610418
>>10610435
I was only joking about the door's description; nothing wrong with backtracking.

>> No.10610827
File: 262 KB, 1335x727, 1683938302566184.jpg [View same] [iqdb] [saucenao] [google]
10610827

>> No.10610832

>>10609742
You think a Cyberdemon would have a real big cock?

>> No.10610834

>beating Episode Enyo gets you ||your super machine gun in place of the dualies||
>can also ||find a nightmare mode that cranks up the number of enemies to a noticeable degree||
All in all pretty neat.

>> No.10610850

GZDoom

>> No.10610867
File: 45 KB, 640x400, 9v_1.jpg [View same] [iqdb] [saucenao] [google]
10610867

>>10610643
That's Descent

>> No.10610870

>>10610834
>discord spoilers
Anyway, did you notice that one of the secrets has an untextured floor so you can see out of the level? It's on Simmering Streets, IIRC. The bit where a bunch of doors open next to you to let a bunch of Enforcer-replacements out, and you can go in to find it's an E-shaped hallway with a quad in it.

>> No.10610873
File: 128 KB, 1024x1024, DnZAtNwW4AAW1pI.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
10610873

>>10610850

>> No.10610883

>>10606978
I have new name for Vertex Relocation.

Some Things Ne/vr/ Change

>> No.10610884

>>10610870
I swear to god I hit ctrl-s but it's 4am and that's clearly wrong.
And I didn't, I'll definitely have to comb through the levels some more and see what else they've hidden. Normally I don't really care too much, but I might give pistol start a try to. Machine Mayhem felt like it was really well designed when it came to picking up weapons throughout the map.

>> No.10610890

>>10610867
Man, I'd kill for Descent to be able to be hosted with a server, or was I just retarded and missed something with trying to set up one with DXX-Rebirth.

>> No.10610896
File: 1.75 MB, 1920x1080, ee3_2024-01-17_13-49-14.png [View same] [iqdb] [saucenao] [google]
10610896

>>10610870
This? When i saw it i thought it was some kind of source port bug.

>> No.10610897
File: 2.52 MB, 1920x1080, ee1_2024-01-17_11-19-12.png [View same] [iqdb] [saucenao] [google]
10610897

>>10610896
I also noticed this that looked broken too.

>> No.10611135
File: 3.90 MB, 800x600, 1000000217.webm [View same] [iqdb] [saucenao] [google]
10611135

>> No.10611207
File: 3.87 MB, 320x319, hello world.gif [View same] [iqdb] [saucenao] [google]
10611207

>>10610012
set up a shortcut file like a normal person

>> No.10611229 [SPOILER] 
File: 94 KB, 1920x1080, eb3ff5eb5906f5cfa2a69e15900ea67760b85828.jpg [View same] [iqdb] [saucenao] [google]
10611229

Just finished Half-Life: Echoes.
Neat mod.
Playing on hard makes a couple fights kind of annoying.

>> No.10611234

>>10610832
Demons reproduce via hate and suffering, not sex.
You sick, fuck.

>> No.10611272

Is AWOL worth playing?

>> No.10611317
File: 169 KB, 640x893, doom imp.jpg [View same] [iqdb] [saucenao] [google]
10611317

>>10611234
>Demons reproduce via hate and suffering, not sex.
are you sure about that?

>> No.10611320

>>10611317
Impse is for recreational purposes only, it produces existential dread and that amuses the demons, but it doesn't produce more demons.

>> No.10611348
File: 32 KB, 217x236, millie's thighs.png [View same] [iqdb] [saucenao] [google]
10611348

>>10611320
>it doesn't produce more demons
then how come they have bob?

>> No.10611354

>>10611348
Sex demons feed on sexual energy, but they still don't reproduce that way.

>> No.10611359

>>10611135
Whats your favorite pistol from a mod?
Most of the time its overshadowed by other weapons.

>> No.10611361

>>10611359
didnt meant to link the post my bad.

>> No.10611402

More Golden Souls stuff, here's a video of the map i'm working on right now https://www.youtube.com/watch?v=_x2zzKQewVA

>> No.10611407

>>10606796
So I don't need to use xash3d for them?

>> No.10611478

>>10611407
Yeah, you could use this old overbright fix
https://www.vogons.org/viewtopic.php?p=717426#p717426

>> No.10611483
File: 14 KB, 484x697, 1605160851181.png [View same] [iqdb] [saucenao] [google]
10611483

Any info on her?

>> No.10611489

>>10609512
What game is that purple guy with red eyes supposed to be from?

>> No.10611491

>>10611483
Who is this?

>> No.10611520
File: 24 KB, 399x411, [AGGRESSIVE HONKING].gif [View same] [iqdb] [saucenao] [google]
10611520

>>10611489
That's a Pfhor Fighter from Marathon.

>> No.10611527

Waifu wad anon, you out there?

>> No.10611537
File: 73 KB, 272x292, silky_evilgrin.gif [View same] [iqdb] [saucenao] [google]
10611537

>>10611491
Silky, a anon made I think Doom reskin character for a Blake-Stone aesthetic thing they were going for.

>> No.10611542

>>10611402
I played the first two Golden Souls.
The instant death pits take away a lot of the fun for me. I would've preferred to take damage and teleport back on land, instead of having to load a save or restart the map. Especially because there are many tricky spots.

>> No.10611563
File: 413 KB, 900x471, 1611990687368.png [View same] [iqdb] [saucenao] [google]
10611563

>>10610873
>GZDOOM Simp AIslop poster

>> No.10611576
File: 745 KB, 1226x752, map07v2-4.png [View same] [iqdb] [saucenao] [google]
10611576

new version of MAP07 based on feedback from the previous version. let me know how this plays. the major difference is that it's linear and there's one-way drops so the player knows they don't have to go back. I also made it so you can get the plasma, RL and chaingun in the main room early if you're observant. oh and I opened up the "entry" area to the big room also, both to give the player more room but also so more monsters see them
more texturing and prettying up still to do of course
https://files.catbox.moe/k39cqo.wad

>> No.10611592

>>10611234
>>10611317
they reproduce by hate and suffering sex. it's like sex but they hate it

>> No.10611637
File: 63 KB, 1110x922, cray1.png [View same] [iqdb] [saucenao] [google]
10611637

autistically crafted Cray-1

>> No.10611646

>>10611637
Cray-z cool.

>> No.10611652

>>10611542
That's exactly how they work in Golden Souls 3 , they are handled differently depending on the difficulty mode:

Easy = -10 coins lost and teleport back
Normal = -10 coins and -20 health and teleport back
Hard = instant death

>> No.10611661
File: 182 KB, 2048x1152, aaaa im compuuuuting.png [View same] [iqdb] [saucenao] [google]
10611661

>>10611646
they fit in well in a 'puter room

>> No.10611665

>>10611661
They really do. Classic yet futuristic at the same time. Even today, I think supercomputer, I think Cray.

>> No.10611712

Any mod has a a homing projectile similar halo's plasma charge shot?

Zdoom forum search gives me nothing can use.

>> No.10611738

>>10611542
(G)ZDoom specific maps CANNOT resist the urge to place instant death pits
It's annoying in Square where gargantuan episode 2 levels come to a halt because you missed one jump

>> No.10611752

>>10611712
https://zdoom.org/wiki/A_SeekerMissile

>> No.10611865

I'm getting filtered by shrine

>> No.10611881

>>10611752

(0,90) makes it home hard?
What if I want to make a projectile home onto anything in my direction not just pointing at.

>> No.10611898

>>10611865
The game? I never played it myself but didn't people complain it was too easy?

>> No.10611908

>>10611738
Yeah, that really sucks.
People should really do what the Jumpmaze wads do when players fall in a pit, and just teleport you back.

>> No.10611918

>>10608983
First time meeting sponge?
The yesman of fucking timmy wallets even after he fucked off to ruin another company, and who technically has the final saying and not SyncError?

>> No.10611929

If I wanted to release something for Quake, specifically excluding the Kex release or anything older than QSS, do I really need both ogg and mp3 music tracks like everything seems to have?

>> No.10611938

>>10611881
GZDoom projectiles can use RoughMonsterSearch to retrieve a nearby enemy to target

>> No.10611953

>>10611576
Is there no way to go back after you jump in the lava pit? There should be in case someone wants to look for the secrets they missed

>> No.10612006
File: 1.90 MB, 1573x1026, lava.png [View same] [iqdb] [saucenao] [google]
10612006

>>10611953
hmm. I guess that's a trait of one-way drops: the player is told they don't need to go back. on the flip side, they *can't* go back. look for secrets before you go!
been working on the lava room. now there's some nooks to check out, and I'm adding what I hope is interesting geometry. plus a bridge you have to raise

>> No.10612007

>>10611929
>specifically excluding the Kex release
Why would you care enough to do that?

>> No.10612010

>>10611929
>specifically excluding the Kex release or anything older than QSS, do I really need both ogg and mp3 music tracks like everything seems to have?
That wouldn't stop anybody from being able to play whatever you're cooking on anything older than QSS, or the remaster. The only thing that would do that is creating an enormous map.

>> No.10612013

>>10611898
maybe it is and I just haven't figured out how to prevent the lost soul enemies from respawning

>> No.10612014

>>10611542
To add to this, I'm pretty sure the Golden Souls 1 remaster provides the option to make pits just warp you out and not kill you instantly too.

>> No.10612051

>>10612007
CSQC + some mapping stuff that is fucky in Kex but works fine in other modern ports
>>10612010
>That wouldn't stop anybody
Sure, it would just be a suggestion, just like it is for Doom wads that are technically playable but won't necessarily work correctly anything but the recommended port(s). I just want to know if I can ditch the double music tracks for QSS or newer.

>> No.10612054

>>10612051
>CSQC
Oh that's different.
>I just want to know if I can ditch the double music tracks for QSS or newer.
You don't need to include music at all.

>> No.10612065

>>10612054
>You don't need to include music at all.
Except I am, anon...
Custom tracks.

>> No.10612068

>>10612065
I dunno man I'm pretty hungover from last night and I don't get your question. If you want to exclude kex, CSQC is fine. I dunno what you're trying to do with music but music wouldn't exclude kex at all.

>> No.10612094
File: 26 KB, 625x583, its k.jpg [View same] [iqdb] [saucenao] [google]
10612094

>>10612068
Anon, I just want to know if for QSS or newer ports if I need both ogg and mp3 or if I can ditch one. That's it.
I'll just figure it out.

>> No.10612107

>>10610827
You working on a Shadow Warrior map anon? Naise. Seems like the goons have the blue palette applied to them, if you palette swap a floor that happens. You can place an ST1 sprite in that sector (tile 2307) with Hitag 47 (alt + H) to prevent that from happening.

>> No.10612251
File: 145 KB, 738x320, Screenshot 2024-01-18 161535.png [View same] [iqdb] [saucenao] [google]
10612251

making a dm map for zandro, what the fuck is causing these giant skybox chunks in the floor? is this something wrong with the map or is it a zandro issue?

>> No.10612257

>>10612251
What editor?

>> No.10612262

>>10612257
ultimate doom builder

>> No.10612380

>>10612251
Could be missing flat or nodebuilder issue.

>> No.10612393

>>10612380
the textures are set properly, i made a bunch of random lines in the affected area and it disappeared so who knows

>> No.10612397

is that quake 2 remaster worth playing?the company seems pretty faggy

>> No.10612414

>>10612397
its pretty much the best way to play quake 2, so yeah its probably worth it

>> No.10612426

>>10612397
They changed the monster behavior up for the better. That's something I wasn't sure I'd like but really did. Like, they'll do some moving and shooting and stuff.

Also, it has a really really good splitscreen mode which me and a mate have enjoyed.

>> No.10612429

>>10612397
Yeah it’s fun.

>> No.10612430

>>10612426
Weapon swapping is faster too.

>> No.10612431

Anywho, where the FUCK IS BITTERMAN after the Final Boss battle in Quake 2?

>> No.10612438

>>10612431
Getting tortured by stroggboys before The Arener Uhternal from Q3 grabbed him and said “be in my game”

>> No.10612442

>>10612431
According to the manual, taken to the arena in Quake III

>> No.10612487
File: 186 KB, 320x240, 1459995095087.gif [View same] [iqdb] [saucenao] [google]
10612487

Playan a bit of MM8BDM, if anyone wants in
Surely a game you're limited in opportunities to play
IP: 164.152.111.147:10666
Password: penis
Name: Booty Lickers Incorporated

>> No.10612491
File: 137 KB, 533x800, 5f3754b367e2cfded352cb98_Slave-Zero_Library-Capsule.jpg [View same] [iqdb] [saucenao] [google]
10612491

Since Episode Enyo for Quake dropped, I thought some people may be interested in play the original Slave Zero.

I found both the GOG and Steam versions still use an old SecuRom cracked exe. This version is ripped from my copy which has no protection whatsoever and it runs fine without any patches, only nGlide.

What you need to do:

Once extracted, the game is preconfigured to run off "D:\Games\Slave Zero", if that is not where you have the game, open szOptions.ini and change all the values pointing to that directory to the one of your chosing.

Set SlaveZero.exe compatibility to Windows 95.

In nGlide Settings, change resolution to desktop and in aspect ratio set Aspect Correction.You can disable 3dfx logo if you'd like.

That should be all, enjoy!

https://files.catbox.moe/wc3sg2.7z

>> No.10612501

>>10610643
Two different anons were working on their own Kirby mods but they both disappeared.

>> No.10612516

>>10612501
Kirby sucked them.

>> No.10612517

>>10612487
3/I dunno how many I set it to

>> No.10612603

I think I'm going to have to get even sneakier with the secrets in MAP07. I added a rather fiendish one already, I think I will add more that encourage exploration. partly because there's too many blurspheres

>> No.10612606

>>10612487
>>10612517
And closed. That's always a nice bit of fun. Personally, I quite like how Doom feels for Deathmatch, but I don't like the weapons in Deathmatch, so it's nice to have Megaman as a total package for such a thing without being too divorced from the core feel.

>> No.10612680

>>10612397
Yea. The new expansion is pretty cool too. Nightdive hate is the usual meme contrarianism. Sure, they are not perfect, but they could be much worse. They have more good remasters than bad ones.

>> No.10612714
File: 71 KB, 234x263, krabs.png [View same] [iqdb] [saucenao] [google]
10612714

oh my fucking god coding for zandronum makes me want to gouge my fucking eyes out fireprojectile doesnt even work and firecustommissile throws a fucking hissyfit over some error that even the pissface that made decorate wouldnt be able to decipher why cant zandro devs work on their god awful sourceport for longer then 15 minutes a day im about to fucking lose it gnhngfndhhjadsfhjHFdKFHjHDSFjdsJfhSJHFDSJ

>> No.10612740

>>10612714
Settle down now. Show me your code.

>> No.10612745

>>10612740
nah i fixed the issue by the time i typed that
i just fucking despise zandronum and wanted to vent about it in text form
the issue was a typo

>> No.10612753
File: 19 KB, 486x311, 1416359219348.gif [View same] [iqdb] [saucenao] [google]
10612753

>>10612745
Oh well the suffering is only beginning. You either learn to deal with it, or it breaks you and you stop working with Zandronum.

>> No.10612794

I've never posted here before so I apologize if I'm asking something really obvious, I remember playing Doom 2 on Skulltag over a decade ago and really liking a single player game mode where waves of demons would spawn and you had to fight them as they came to advance to the next stage. Is there a genre for these types of maps? I tried googling and found nothing.
One thing I vividly remember is that the final cyberdemon boss of that game mode had the Magus OST from Chrono Trigger.

>> No.10612803

>>10612491
so what makes it different from gog version then

>> No.10612831

>>10612794
They're called Invasion maps. They were superseded in the last few years with Complex Invasion since there's a waiting room and lives system that makes player deaths actually matter.
>One thing I vividly remember is that the final cyberdemon boss of that game mode had the Magus OST from Chrono Trigger.
Don't think I ever saw that one, but there were a LOT weren't there? Great times. There's still some Invasion servers on Zandronum if you're feeling nostalgic.

>> No.10612836

>Pop open Zandy
>It's a pretty active night
Neat!

>> No.10612839

>>10612803
Well, I couldn't even get the GOG version to run at all in Windows 10/11. Not sure what they did but I know it still has securom in its files. This version is completely drm free, no patches or cracks, and it works fine on modern systems.

>> No.10612842

>>10612836
Also re: a few threads ago all that bitching about BYOC: I don't see anything wrong with those servers with bloated BYOC. If you want a non-bloated setup, host your own. It's wacky funtimes, it isn't that serious.

>> No.10612846

Played Marrow for Blood. It's alright. Felt like there was too much fighting in narrow corridors though.

>> No.10612849

speaking of zandro, anyone wanna host for a /vr/ deathmatch extravaganza?

>> No.10612858

>>10612836
Yeah, earlier the top server even had like, 19 players in it.
>>10612842
Nowadays, if anyone's to complain about servers, it definitely would be more appropriate to complain about the number of Mega Man ones, and then their fat wadlists to boot.

>> No.10612870

>>10612849
I've got some time if you're willing to host.

>> No.10612883
File: 74 KB, 1438x1077, 1504494948222.jpg [View same] [iqdb] [saucenao] [google]
10612883

>>10612849
I've been feeling more Deathmatch lately, which is why I threw up that MM8BDM serb earlier, but it's too late for me tonight. If you've got any preferred maps, I can throw it up again on Friday or Sunday with something more vanilla. On the other hand, I could play for like, 30-40 minutes right now if you're the one to toss up a serb.

>> No.10612892

any ways to change the doomguy in the hud to an arbitrary image?

>> No.10612902

>>10612883
>>10612849
I'll host if anon won't. Gonna do some GMOTA deathmatch.

>> No.10612905

>>10612883
friday/sunday sounds good, any maps work but dwango 50 is a favorite
>>10612902
go ahead ill probably tag in, but whats gmota

>> No.10612915
File: 1.22 MB, 1920x1080, 1678063001041652.png [View same] [iqdb] [saucenao] [google]
10612915

And we're UP. GMOTA deathmatch at server Blanbanm in Doomseeker/Zandronum. Password is ragevr
>>10612905
Go Medieval On Their Asses. Gameplay mod just join and see.

>> No.10612919

>>10612858
>it definitely would be more appropriate to complain about the number of Mega Man ones
8bdm has 2-3 populated servers at most running the same couple mods every single time, which is a far cry from the player numbers it used to move and i know for a fact it'll only get worse from here
some of you faggots will bitch and moan endlessly about people hosting anything that you don't personally like, be the change you want to see

>> No.10612924

>>10612858
>>10612919
Megaman used to be completely ubiquitous, but people get old and it's not nearly as popular as it used to be. Not even close.

>> No.10612927
File: 4 KB, 460x68, Screenshot 2024-01-18 210508.png [View same] [iqdb] [saucenao] [google]
10612927

>>10612915
bleuh

>> No.10612929

>>10612927
The fuck. If there was a problem TSPG wouldn't have let me host.

>> No.10612938
File: 265 KB, 557x381, 1486100788050.png [View same] [iqdb] [saucenao] [google]
10612938

>>10612919
All I said is that, if there was one to complain about, then that'd be it, because I still saw quite a few with a good deal of wads when I checked it earlier today. I certainly don't want to change it when I was the one hosting yet another Mega Man session earlier. I don't appreciate you being both so needlessly aggressively and jumping to conclusions while still putting the onus on others.
>>10612924
Oh yeah most definitely. It's not like it used to be, but I still saw a decent bit earlier and they had like 7-8 wads of maps or skins or whatever loaded. Maybe I'm just out of touch if I consider that a lot, but it felt like a lot.

>> No.10612942

>>10612915
2/32

>> No.10612956

>>10612942
still cant connect, issue on my end?

>> No.10612963

>>10612831
I see, thank you!

>> No.10612968
File: 999 KB, 1920x1080, 1705456277937976.png [View same] [iqdb] [saucenao] [google]
10612968

BACK UP with some Samsara variant. Blanbanm in Doomseeker, password still ragevr.

Kegan, GMOTA deathmatch with Zandronum does not work. A player was only able to attack me with explosives from Doomslayer; Blaz on Blaz couldn't harm each other.

>> No.10612972

>>10612968
I'll be in in a bit. Just gotta put a lid on something real quick.

>> No.10612973

>>10612968
>>10612956
Meant to quote you

>> No.10612986
File: 4 KB, 461x72, Screenshot 2024-01-18 212751.png [View same] [iqdb] [saucenao] [google]
10612986

>>10612968
exact same shit

>> No.10612989

>>10612986
I googled your issue earlier and the issue would be if your Zandronum was version 3.1 when it should be 3.2

>> No.10613002
File: 35 KB, 640x427, 1506523975594.jpg [View same] [iqdb] [saucenao] [google]
10613002

Playing Eviternity 1 and most of the new enemies make me feel like I'm playing Zoom 2016 again, everything is cool and fine and you're having fun and then suddenly out of nowhere your hp goes from 200 to 0 in 0.05s. Green pinkies and mechbarons are really cool though.

>> No.10613014

>>10612968
>>10612972
Will still be a bit, it's taking forever to nab the pk3. Probably will be about 10 minutes, and just (You) me if that's too long and the Deathmatch isn't otherwise coalescing.

>> No.10613021

>>10612968
2/32
>>10613014
Do your thing cooking anon

>> No.10613041

>>10612968
3/32

>> No.10613095
File: 759 KB, 563x420, puffdaddy.gif [View same] [iqdb] [saucenao] [google]
10613095

Any retro FPS with puffer fish?

>> No.10613097

>>10612968
Get in faggots

>> No.10613103

>>10612968
4/32

>> No.10613118 [SPOILER] 
File: 36 KB, 600x558, dopefish_lives_kakkit[1].jpg [View same] [iqdb] [saucenao] [google]
10613118

>>10613095
Lots!

>> No.10613162
File: 425 KB, 1269x567, DuelHub.png [View same] [iqdb] [saucenao] [google]
10613162

>>10606682
MM8BDM is testing out a brand new hub server built for duels tonight
Instead of waiting forever to get your turn, you can now just hop in and actually get to play matches

>captcha:MONY

>> No.10613173

>>10612968
You out bitch?

>> No.10613174

>>10612968
GGz, those were some fun matches. Didn't expect to stay for long, but it kept me in for more than I expected, and I would've played more if it weren't for other shiz to do. Would play again.

>> No.10613184

>>10612915
>>10612968
GMOTA is not designed for Deathmatch. Don't do that.

>> No.10613187

>>10612968
gg boys, had lots of fun

>> No.10613194
File: 734 KB, 1920x1080, 1688954346724747.png [View same] [iqdb] [saucenao] [google]
10613194

>>10612968
GG fuckers. It's all ogre. Thanks to all who joined.
>>10613184
Gaaaaaaaaaaaaaaaaaaaay

>> No.10613195

>>10613184
Not 100% related but I remember playing a Combined Arms server on deathmatch and halfway through, everyone became invincible.

>> No.10613204

>>10613194
It wouldn't be particularly fun regardless. Even after adjusting the damage values of everyone, Blaz's sword still hits for like 30 damage and can be swung rapidly, so it wouldn't be a particularly good or engaging deathmatch battle. You have plenty of other mods to choose from for that.

It was also a complete shitshow with the ancient versions when Blaz had access to charge shots he could spam infinitely that had huge splash damage and that splash did like 200 damage. It's also where the axes take skill thing came from, seeing as you could infinitely spam bouncing, arcing projectiles that did like 180 damage a shot.

https://youtu.be/Fq2yySyASBQ?si=6sWPuW_DODVFCTTG

>>10613195
Same thing there: Combined_Arms is not designed with deathmatch in mind, I make extensive use of flags to make sure everyone can shoot through eachother for co-op.

>> No.10613205

>>10613184
>>10613204
https://www.youtube.com/watch?v=DtRNg5uSKQ0

>> No.10613206

>>10613205
I will not.

>> No.10613213

>>10613204
Dayum shame. I would have enjoyed it.

>> No.10613214
File: 2.35 MB, 400x284, 1662099846086786.gif [View same] [iqdb] [saucenao] [google]
10613214

>>10613206

>> No.10613219

>>10613194
>chex chasing after descent ship in the background
Got a laugh outta me

>> No.10613221

>>10613002
Don’t play 2 then, it’s way worse.

>> No.10613342

>>10613204
You were so much edgier back then

>> No.10613346

>>10613342
Of course. A lot of us were. I was a hell of a lot angrier too.
I've kinda tempered that and mellowed over the years.

>> No.10613372
File: 34 KB, 620x343, 1692387608965115.jpg [View same] [iqdb] [saucenao] [google]
10613372

>>10610581
tons of head bounces that session
>>10610593
https://youtu.be/cPCLFtxpadE?t=40

>> No.10613395
File: 397 KB, 500x366, shambler ambles.gif [View same] [iqdb] [saucenao] [google]
10613395

>> No.10613485
File: 578 KB, 894x894, Untitled.png [View same] [iqdb] [saucenao] [google]
10613485

>Well, we've finally arrived at /vr/, Max. Here we are at the Doom thread.
>Oh, I've heard a lot about this place! I hear they used to have an event involving a grand display of putrid feces every Sunday.
>I don't know about that, little buddy. From the looks of it, that's just the status quo around these parts.

>> No.10613510

Is Tribes 2 retro? I figured someone here might've played it enough to answer something for me.
I tried out the Tribes 3 playtest, and coming from games with actual airstrafing, was SORELY disappointed with the way everything handled, so I went and downloaded Tribes 2 to compare its movement and weapons.
Is.. is the accuracy on your guns intentionally shit? Like is it MEANT to fire from the position you were at half a second ago, rather than where you are now? Forced interpolation/lag, even on LAN and bot matches? Is that a feature? I really need to know if something in my config is wrong or if the game is fundamentally terrible and I shouldn't waste my time trying to get into it, cause this shit is unplayable and I don't wanna murder my muscle memory over it. Thanks.

>> No.10613517
File: 215 KB, 680x881, 1662700302276562.png [View same] [iqdb] [saucenao] [google]
10613517

>>10607842
ZScript isn't detrimental and it's fine to make mods with it, but if you're using it to make a 3d isometric RPG or a platformer or a beat'em up, why not invest that time into another engine that not only can do that easier, but also isn't buried under 20+ years of code and can utilize more than a single CPU core?

>> No.10613520

>>10613517
Because Zscript is easier than C++, stronger than Python, Godot is for fags, and no isometric rpg ever needs more than one core.

>> No.10613737

>>10612014
>Golden Souls

Nope, I'd do that for 1 and 2 but there's a lot of issues that would require me to rework basically all the maps so they take the player teleporting back into account in case of certain scripted events.

I'm still very proud of the platforming in those games, I understand certain section might have been frustrating to play but I had a different mindset back then when I wanted GS to be something a bit more hardcore in gameplay (and also secrets), you can see this mindset changing as you progress in GS2, later levels tend to be more accomodating for the player's movement abilities.

I've definitely found a nice difficulty curve for 3 which i'm sure people will enjoy, along with the teleporting pits on easy and normal.

>> No.10613806 [DELETED] 

i heard john 'cuck' romero inhabits these threads. is this true?

>> No.10613895

>>10611652
>-10 coins
>implying a single soul on this planet playing colectathon would not reload the save after that
Might just instakill on all difficulties, same effect.

>> No.10613903

>>10613221
I buffed my weapons, faster fire rate and 30% more damage, felt better.

>> No.10613905

>>10613517
>but also isn't buried under 20+ years of code
The thing is, none of that should really come into play if you're making a turn based isometric game. The way friction and collision works, legacy mapping hack support etc. All that shit becomes completely irrelevant and won't affect you if there's nothing in your game even calling that code. You'll be stuck at a tick rate of 35 and peer-to-peer MP I guess, and you can't write to or read external files beyond -logfile without forking the engine.

>> No.10613929

enyo crashes for me on quakespasm when i try to start ep1

i do have an old thinkpad with a hd4000 but it's not an issue with other mods

>> No.10613939

>>10611234
Nothing with an ass like that is asexual.

>> No.10613943

>>10611637
>>10611661
Based.

>> No.10613948

is it not possible to have both 2D and 3D view at the same time in slade?

>> No.10613949

>>10612251
Post pic of the nodes.

>> No.10613971

>>10613929
Weird, it doesn't crash for me on hd 3000, have you tried Ironwail? the igpu should support it (at least on linux according to gpuinfo)

>> No.10613983

>>10613905
What about realtime, like Diablo 1?
Also what about 3D models, like if I wanted the player character to use different models for weapons and even armor?

>> No.10614017

>>10613983
>What about realtime, like Diablo 1?
You'll probably have to tweak the collision, and think a little about what should be part of the level and what should be actor-based.

>Also what about 3D models, like if I wanted the player character to use different models for weapons and even armor?
That's become possible relatively lately with introduction of https://zdoom.org/wiki/A_ChangeModel
and a skeletal animation format in
https://zdoom.org/wiki/IQM

>> No.10614065

Oh and to list some clear limitations: no mesh-based collision, and no way to dynamically alter the skeleton or vertices of a model beyond what's in your animation file(s).

>> No.10614102
File: 387 KB, 1577x1028, puters.png [View same] [iqdb] [saucenao] [google]
10614102

expanding the computer room. doesn't fill much of a function but it's fun

>> No.10614106

>>10614102
I much prefer Slade's method of letting you know what texture is highlighted.

>> No.10614107

>>10614017
>You'll probably have to tweak the collision
Would I have to deal with that in any manner that matters much if I could make it work on a grid, just like Diablo? Ergo entities move through movable tiles, projectiles and maybe flying enemies can move over certain things too tall for players and ground monsters, and attacks are checks on tiles, essentially.

>>10614065
I could live with those.

>> No.10614124

Is there a way to change your cards in corruption cards? I chose a card and only a level later did i notice it was a permanent card so now im stuck with some shit and this is supposed to be a long playthrough with doom rpg so it extra sucks

>> No.10614142

>>10612892
Change every frame of his mugshot to that arbitrary image.

>> No.10614148

>>10613939
Ass is for pooping, not for sexing. You degenerate.
But I don't think demons need to poop...

>> No.10614149

>>10614124
No, you have to live(or die) with your choice.

>> No.10614170

>>10614148
lol
lmao
Don't even need to penetrate an ass to appreciate it sexually, women like just grabbing a well shaped ass on a man for instance, like how men like to grab tits (or grab ass).

>> No.10614176

Anyone remember that one sonic mod with an elaborate clan base? I thought was pretty cool. It tanked by toaster but it was huge.
Had like 3 different classes, a fart grenade that used the family guy fart song.

You guys have any favorite clan base mods?

>> No.10614181

>>10614170
Women are semen demons.

>> No.10614197

>>10614107
>Would I have to deal with that in any manner that matters much if I could make it work on a grid, just like Diablo?
If everything is completely grid based you'd probably want to toss literally all collision out the window and just use a 2D array to and check whether neighboring/move target cells are occupied or blocked. I think this would save you a ton of performance compared even to regular doom, since there'd basically be no math at all involved. You'd put +NOINTERACTION on all your actors and could likely have a couple of thousands of them moving about with no issue.

>> No.10614218

>>10613929
>try through vkquake
>crashes due to some env error
>open up .pk3 in slade, see all the tga files are renamed jpgs that hated being opened by gimp or paint dot net
Extracted them, changed files back to .jpeggy, converted to actual .tga files, plugged them back into the .pk3 and the first few levels have been fine so far.

>> No.10614283

Absolutely loved Quake 1 but I've been playing through the extra episodes and find them lacking compared to the main campaign. Scourge of Armagon was alright but it had a lot of cheap shit (e.g. floating mines, lava traps) that could catch you out of nowhere if you didn't know the maps. I liked the Egyptian theme in Dissolution of Eternity but you get way too much ammo which makes it way too easy, I also find the encounters themselves quite mindless like you're constantly being drip fed 1 or 2 enemies at a time instead of having decent fights. Also both campaigns had much longer levels than the base game which made them start to feel like a bit of a slog. They were alright but a step down from the main game.

Are Dimension of the Past and Dimension of the Machine worth playing?

>> No.10614318

>>10614283
>Are Dimension of the Past and Dimension of the Machine worth playing?
Yes but be warned: Dimension of the Past will be crazy strict with ammo. Learn to love the shotguns and shells. It was through it that I realized if you end a level with no shells you’ll be gifted 25 at the start of the next level.
Dimension of the Machine won’t be as hard but it’s pretty.

>> No.10614328

>>10614283
Both Dimensios have those decent fights you are longing for. They are really worth playing.

>> No.10614341

You guys have a favorite 5 slot? What’s your fav explosive? What makes a good one?

>> No.10614348

>>10614318
>>10614328
alright thanks, i'll give them a go

>> No.10614356

>>10614341
In general I really like remote detonated projectiles (whether a thrown satcher or a missile) that can be airburst with alt fire. I also like twin-fire weapons where you shoot two projectiles with a tiny delay between them. Just feels cool to use. Plasma effects on the explosions are cool, like glowy blue stuff.

For a rocket to feel good, I think a high speed and a small size are pretty crucial. And there should be an actual boom when you fire, not just engine roar from the missile.

>> No.10614357

>>10614341
Right now what comes to mind is the Disperser from Ion Fury. There's probably something better but I won't give much thought to it right now.
And I haven't played it that recently either. What's memorable to me about it is the sound it makes and how it allows for bouncing the projectile around to hit enemies in blind spots or around corners and it also has an arc trajectory so it takes a bit of skill too, though not too much that it becomes more dangerous to me than to the enemies. I suppose Blood's dynamite also fit the bill, but without the bouncing sound (enemy scream sounds don't count, those aren't from the weapon itself).
In contrast, Doom's rocket launcher takes a bit of leading but that's it.

>> No.10614361

>>10614356
satchel*

>> No.10614385
File: 83 KB, 993x804, succubi_by_drewgardner-d6qiqa7.jpg [View same] [iqdb] [saucenao] [google]
10614385

>>10614181
Isn't it great?

>> No.10614389

>>10614197
That's pretty compelling, though it would be neat if I could still do crushers with that isometric GzDoom thing. Not vital, but stage hazards are always cool.

>> No.10614402

>>10614389
Well, crushers and such are exposed to zscript. If your actor is +NOINTERACTION you could just have a tick() override that checks the "cursector" pointer and applies damage/disallows movement if the distance between floor and ceiling is smaller than your height.

>> No.10614412

>>10614402
Uh wait disregard that, with nointeraction there's maybe no cursector. You'd store the crusher info in your cell/grid array when it's built on level load and get the sector reference from there. Same thing otherwise.

>> No.10614425

>>10614197
Actually, I realize I would still wanna something like NashGore style gibs for XDeaths, I could still do that even if I made players and monsters run on a grid, right?

>> No.10614481

>>10614412
Level.PointInSector(Pos.XY) would give the same result as CurSector if not even more reliably.

>> No.10614496

alright lads
so it has been brought to my attention that there is a major gamebreaking bug in the mod "universal ambience"
it breaks auto-raising or auto-lowering platforms that are triggered when you move over their respective switches / triggers
is anyone aware of this bug? are there any fixes out there?

>> No.10614504
File: 172 KB, 1920x1080, SerenityEndText.png [View same] [iqdb] [saucenao] [google]
10614504

Another week, another 1994 episode ported to wadsmoosh. This time it's Serenity
https://litter.catbox.moe/zg9xoc.pk3
All 8 maps have PAR times and are bug fixed to allow 100% kills, secrets and items. Music and textures are now indipendent from the base game maps. Next one will most likely be Eternity

>> No.10614572
File: 1.31 MB, 1280x720, 2020-03-04 01-29-11.webm [View same] [iqdb] [saucenao] [google]
10614572

>>10614425
Sure, there's no reason all your actors would have to be grid-aligned. You could mix and match at the cost of some extra lines and if() statements.

Here's an example of actors that use non-standard movements and collisions: The sparks are +nointeraction "missiles" of no size that do all their movement and collision checks with hitscans/linetraces. This is *much* cheaper than normal projectile logic for small and fast things. They could just as well be blood or gore particles, and the only adaption they'd need for an isometric grid game is to check against the grid if you want the gore to bounce off of anything that's technically non-solid.

>> No.10614598

>>10614481
Also yeah that's a good point. I forget about those function some times.

>> No.10614612

>>10609320
A gameplay mod

>> No.10614673

>>10612839
>but I know it still has securom in its files.
You'd be surprised at how much you find shit like securom on GoG, and if you take issue with it to their support they just say it's anti-debug or anti-tamper and not DRM.

>> No.10614678

>>10612491
damn, I remember this game
this and omega boost were two of my childhood favourites

>> No.10614719

>>10614673
>anti-debug
For what purpose?

>anti-tamper
Kinda sounding like DRM.

>> No.10614758

>>10614124
>>10614149
I found a way :)

>> No.10614992

Why does no one make new doom sprites with aspect ratio in mind

>> No.10615009

>>10614992
Many available editors have poor support for it, and it means your artwork will look bad in any other context. All ports should have support for square pixel sprites.

>> No.10615012

>>10614504
Thanks, I'll check this out later this evening

>> No.10615048

>>10614992
I tend to try to think about the aspect ratio.

>> No.10615092

>>10613971
ironwail (new versions) won't run on hd4000, too lazy to tinker with it

>>10614218
not going to do that either. oh well i tried.

>> No.10615101

>>10615092
>not going to do that either. oh well i tried.
It’s real easy, just takes a few moments. I’ll try to post mine later but I’m too busy at the moment.

>> No.10615131
File: 1.16 MB, 1920x1080, doom263.png [View same] [iqdb] [saucenao] [google]
10615131

>>10606683
>>10606978
Since the original MAP07 anon is clearly struggling with coming up with a good map and sticking to it. I made my own MAP07 for Vertex Relocation / Some Things Ne/vr/ Change : https://doomshack.org/uploads/living_complex_v1.zip

Title : Living Complex
Music : Fatso Forgotso - Kyuss
Author : joe-ilya

This is a map built around dodging and being pacifist. I request a death exit in MAP06.
A demo is included beating the map without secrets, in case you're stumped.
I playtested in DSDA-Doom and GZDoom.
Thanks to an anon for the map title suggestion.

>> No.10615157

>>10615131
There's nothing terribly wrong with having first/beginner maps in a project, especially in the 07 slot

>> No.10615178

>>10615131
I like the details seen in the screenshot but
>making a map for a slot already claimed and in-progress while the project is still young, AND requesting concessions be made in the previous map
fuck off, dude.

>> No.10615181

>>10615131
you can literally pick any other map anon

>> No.10615187 [DELETED] 

>>10615131
neck yourself, horsefucker

>> No.10615189

>>10615131
>adding things
>making jumping a requirement
we've not off to a good start

>> No.10615204

>>10615131
oh now I see. who makes buttons you have to shoot? that's retarded. also
>adding a supercharge
>regular door doesn't open

>> No.10615210

>>10615131
Sorry dude, you're not good enough to be able to afford such a behavior. And if you were better, you would probably also have better manners.

>> No.10615215

>>10615131
doomer boards' biggest mistake was banning your retarded ass so that you became our problem instead

>> No.10615218

>>10615131
I see you're still self-inserting to community projects in the most cringe way possible lmao

>> No.10615254
File: 266 KB, 2048x1152, map07v2-5.png [View same] [iqdb] [saucenao] [google]
10615254

it seems I am compelled to provide an updated MAP07. I've been adding what is hopefully more interesting secrets, and a bunch of trim and texturing. the drop to the lava room still looks like ass since it's TODO
https://files.catbox.moe/zl6jx7.wad
it also seems >>10615131 hasn't heard of the concept of iterative development. my main focus is that the map is fun to play. I also want to reward players that explore. feedback from anons is greatly appreciated, and helps guide the process

I don't see how forcing the player to use just the pistol or forcing them to dodge mancubi and arachnotrons while doors slowly move out of the way is fun

>> No.10615270
File: 165 KB, 436x532, f0f344e9f013c2e047504168c251b3d1.jpg [View same] [iqdb] [saucenao] [google]
10615270

>>10611527
For a short while, just catching up to the thread. What do you want anon ?

>> No.10615278

>>10615131
I don't know who you think you are, but the keyword in 'community project' is 'COMMUNITY'
You must be a retard if you think a stunt like this makes you look cool.

>> No.10615285

>>10615270
If that's really you, I just wanted to know if you were alive and well.

>> No.10615306

>>10615270
Get well!

>> No.10615307

>>10615254
>I don't see how X is fun
You have no idea what nightmares some individuals in doom community consider fun. Pacifist, tyson, platforming, more platforming, precise platforming, archjumps, one-time secrets, even more platforming, linedefs hunting, special 14, people will put any bullshit in their wads to make them feel better than whoever will be playing it.

>> No.10615314

What is a good place to find gun sprites? Preferably angled like build engine games.

>> No.10615325

>>10615307
if I have to spend more than 10 minutes or so to get the point of a map I'm just going to play another one

>> No.10615343

>>10615314
Check spriter's resource

>> No.10615352

>>10615314
make 'em yourself
actually that reminds me: I've been thinking of turning my guns into sprites. any anons have tips?

>> No.10615356

>>10615352
What kinda guns do you have?

>> No.10615358

>>10615314
realm667

>> No.10615359
File: 163 KB, 462x488, 455405e37546fb4f557ead1c13bd4848.jpg [View same] [iqdb] [saucenao] [google]
10615359

>>10615285
>>10615306
Thank you for your concern. Sorry I left the wad in such a state given it had really good maps and was a great community effort, but my short trip to the hospital had some consequences I'm still dealing with right now.
I hope current projects do well, they look pretty interesting.

>> No.10615365

>>10615356
two rifles (scoped Carl-Gustav and Husqvarna iron sights)
a 16ga double-barreled shotgun (Husqvarna)
over-under combination gun (12ga + .222)
a project I worked on back in the day had a combination gun in it. haven't seen any games put any in so far

>> No.10615386
File: 30 KB, 1292x266, file.png [View same] [iqdb] [saucenao] [google]
10615386

>>10615131
>>10615178
BAHAHAHAHA I don't like importing Doomworld drama because most of the time it's irrelevant and off topic but this is uncannily similar to the time you tried booting out ProcessingControl's map for Ultimate Doom in Name Only. The rest of you fuckers deserve to know so here's the whole thread starting from picrel https://www.doomworld.com/forum/post/2129833
Joe has literally learned NOTHING in the past 3 years since this shit, and this doesn't even get into the whole other host of issues the map has and how it goes against the spirit of the project. If this were my project I would reject your maps on principle.

>> No.10615391

>>10615314
ZDoom forums "resources" subforum. You'll have to do a lot of digging though. No membership required.

>> No.10615405

>>10615356
the 16ga is particularly ornery to reload because the lever is under the front grip. one idea I've had is to make a wad where the shotgun is very slow to reload because of that (because it is). might work for a suitably moody setting

>> No.10615417

>>10615131
Rudeness aside, there's some interesting gimmicky encounters here. As often with these maps, my first playthrough was quite rough, the second more enjoyable.
Some things:
>The techpillars at the start have different collision than their shape implies, and unless you happen to know about the 32-unit-tall hitbox quirk for decorations you're going to have a bad time here. Maybe you can use smaller decorations, or create fake collision for them using the boom deep water effect.
>North arachnotron room was quite frustrating and took me over 15+ attempts the first time, which really is too much for a gimmicky fight like this. Maybe add some barrels under the crusher to make the fight not last as long.
>South arachnotron room: Some of the lava sectors aren't marked as damaging.
Considering the map slot was already claimed, maybe we can put this in a secret slot. Given how gimmicky it is that wouldn't be a bad fit either way.

>> No.10615443
File: 191 KB, 900x900, unnamed.jpg [View same] [iqdb] [saucenao] [google]
10615443

someone should make a drone heavy map for quake
that is with modded scags that stay above you while you zig and zag and also sometimes come down narrow hallways

ad and alkaline already have some sort of drone warfare

>> No.10615454

>>10615157
>>10615178
>>10615181
That's true. But 07 should really be something more interesting than using SSG on Mancs and Arachnotrons just like in dead simple, which is what the other anon was making, which is a bit of a waste of a slot to do that on.

>>10615189
>adding things
You allowed to add whatever THING you like as long as it isn't monsters. Just following the rules.
>making jumping a requirement
Why are you jumping? That's not required.
If you are you talking about the red key room, then I'll make the opening more generous.

>>10615204
>who makes buttons you have to shoot?
Should I use Sigil eyes? I didn't realize having shootable switches were frowned upon.
>adding a supercharge
What's wrong with that? Does it make it too easy?
>regular door doesn't open
Ok, I'll make it more apparent that it's a locked door on the next version.

>>10615210
>>10615215
>>10615218
Noted.

>>10615254
I get that you're were making drafts before moving onto detail, but I didn't criticize you for making a rough looking map, I criticized you for making two maps that are too similar to Dead Simple in gameplay.
Sure, dodging projectiles without weapons may not be your cup of tea, but at least it's not a Dead Simple clone.

>>10615278
There's an 'i' in community project.

>>10615386
Yeah, I tried booting a vanilla map from a project that turned limit-removing and it was rejected. I learned to just use my maps for different projects in case it doesn't get accepted, Which is exactly what I did with my Ultimate Doom in Name Only map, by reskinning it for a Spaceballs themed DBP (it also recently ended in UDINO's 5th episode anyway, which I'm happy with). I don't regret it, and would do it again because it doesn't matter.
>it goes against the spirit of the project.
I didn't change/edit the enemies in any way, that's the only thing you're not allowed to change, read the rules.

>> No.10615458
File: 11 KB, 579x375, gz-nugget.png [View same] [iqdb] [saucenao] [google]
10615458

>>10615254
I like the puters, something's going on with the blue lights on the right

>> No.10615461

>>10615454
I'm just going to say using original things unaltered is more of a challenge. I'm also trying to stay vanilla
>>10615458
good catch. I split some lines up there because the UAC logo is too wide but I messed something up

>> No.10615467

>>10615417
I'm glad you enjoyed it on replay!
>The techpillars
Good idea, I'll replace them with something shorter. I used solid pillars at first when making the map, but it ended up breaking line of sight with the arachnotrons and making the encounter too easy.
>North arachnotron room
Ok, I'll add barrels.
>South arachnotron room
Oh shit!
>maybe we can put this in a secret slot.
The secret slots are reserved for the Wolfy maps though.

>>10615461
Well, that's not the rules. If that was a rule the maps would feel too similar to Doom II's, which seems to have been a pitfall for most of the submissions so far.

>> No.10615473

>>10615454
I will also say that I could make a map that I know would be a puzzle so difficult that it would literally take at least decades of computation to figure out the answer. in vanilla

>> No.10615489

>>10615365
>over-under combination gun
Dookarev from Fartyguns
I've thought about splitting shells into shells and big ol bullets (ssg only) but not hard enough to make a whole mod out of it

>> No.10615494

>>10615473
Make the map. I wanna see it.

>> No.10615497

>>10615494
I'm tempted to. it'd be incredibly frustrating to players of course

>> No.10615501

>>10615254
- First fight is considerably better than before.
- Since you have so many empty rooms, maybe an atmospheric midi/lighting is appropriate.
- During the manc-arachno fight you can cheese it pretty easily by just leaving into the Southeastern area and letting them infight.
- The top floor of the lift is pretty much unnecessary at the moment. But maybe it's an idea to make that Southeastern passage accessible only from the top, and have it contain a key/switch to access the final lava area.
- If you lower the megasphere and other goodies, and then raise the lift, the gaps are large enough to fall into and softlock yourself.
- Probably add a teleporter at the exit so you can backtrack to the start. Since the map kind of presents itself as secret-hunting map, they should not be missable.
- That applies to the BFG too. If you want it to be missable, don't mark it as secret.

>> No.10615507

>>10615131
Why are you repeating mistakes with zero self awareness? C'mon dude. Unironically you might need to take a break from doom and work on your character flaws, like why you choose to put other people down in order to get attention.

>> No.10615527

>>10615489
>Fartyguns
crashes on GZDoom g4.11pre-205-ga8b8de94d
does it allow firing each barrel separately?
>>10615501
the infighting is somewhat intended. I could make the room into that area tighter though
>- If you lower the megasphere and other goodies, and then raise the lift, the gaps are large enough to fall into and softlock yourself.
I didn't run into this, but maybe it can happen if moving slow enough. easy to fix though. thanks for noticing
>they should not be missable
every secret is marked by texture shenanigans. I could make the level backtrackable, but that would also be rewarding players for not looking hard enough. I'm not married to the one-way drops though. on the other hand that's a gimmick. I'm thinking of naming it "Look Before (You) Drop" or so

>> No.10615530

>>10615527
>crashes on GZDoom g4.11pre-205-ga8b8de94d
I believe it's a Zandronum only mod.

>> No.10615534

>>10615530
>I believe it's a Zandronum only mod
boo
>>10615501
>The top floor of the lift is pretty much unnecessary at the moment
it has its use if you miss the secret

>> No.10615580

>>10615527
>the infighting is somewhat intended
The infighting isn't my issue, it's that you can just start the infight, leave the room and wait in complete safety

>> No.10615586

>>10615507
This is no mistake. I made a MAP07 fully knowing it was claimed, simply because I had an idea I thought was better, and wanted to share.
I'm happy with the map, that's all that matters.

I'm not the only one who negatively criticized the other map. You don't get attention by criticizing an already criticized map. Clearly that's not what I'm going for.

>> No.10615590
File: 1.00 MB, 1920x1080, abysswgmappack.jpg [View same] [iqdb] [saucenao] [google]
10615590

>>10614341
>What’s your fav explosive?
It's a tie between the rocket launcher in Shadow Warrior and Q2.
>What makes a good one?
Keeping them fun and balanced i.e. finding a "sweet spot" for projectile speed that's not too fast or slow, AOE size that's similarly not too big or small, all while keeping the grenade launcher a viable choice (if there is one).
>You guys have a favorite 5 slot?
It's a tie between Q1's super nailgun and Q2's chaingun.
Since >>10614357 brought it up, a big reason Blood's dynamite feels so great as a 'thrown grenade' slot is in how that shit explodes on touch. The variable throw distance also helps keep it versatile.
>In contrast, Doom's rocket launcher takes a bit of leading but that's it.
Most other rocket launchers are the same in needing leading and a habit of feet-aiming. Unless you're playing Doom and Build games with default aim assist, then it's more of a 'when they attack' thing.

>> No.10615601

>>10615590
>Most other rocket launchers are the same in needing leading and a habit of feet-aiming
I know but doom was the first and others just copy it. There's nothing wrong with it I just find it boring. Grenade launchers are more interesting because they add a few extra layers to it.
Dusk's mortar's pretty bad, though. The arc is too weak and it sounds lame.

>> No.10615614

>>10615131
Project manager here. I still have to play your map since im busy but unless the other guy's map is offensively bad he will still get the spot, if you want i can add it as a map 33 that can be accessed by console, idclev.
>>10615527
I will add this to the rules later but i want all kills and secrets to be achieveable, if you want you can make the way back as a secret but there has to be a way back

>> No.10615617
File: 1.18 MB, 2560x1440, homespasm.jpg [View same] [iqdb] [saucenao] [google]
10615617

>>10615601
>Grenade launchers are more interesting because they add a few extra layers to it.
Yeup. Both types of launchers are great in Quake 1 but I have much more fun shooting grenades. I don't want to talk much about that non-retro junk beyond being a great example of a grenade launcher that feels awful.

>> No.10615628

>>10615617
For a good GL it is extremely important that the 'nade never flies over the crosshairs imo. And it should have some speed to it, not Q2 garbage.

>> No.10615629

>>10615614
Yeah, feels like that's the only appropriate course of action. Unless someone's mapping shittily on purpose or puts out a 100,000 Levels tier map, then there's no reason to supplant someone else's map, but adding in bonus maps if someone felt particularly inspired to make a map wouldn't be too bad either.

>> No.10615638

>>10615614
>i can add it as a map 33
I suggest you'd put it in MAP34 so it doesn't mislead players into thinking the thing placement is from Betray. https://doomwiki.org/wiki/MAP33:_Betray_(Xbox_Doom_II)

>> No.10615642

Good evening /vr/ DOOM anons, hope everybody is doing well. I've been itching to play some Ultimate Doom wads again, already cleared out DTWID and Lunar Catastrophe way back. DTWID was ok but Lunar Catastrophe was better. Does anybody have any recs to wads that try to copy id's map styles yet improve on them? I want to play it w/ the ultimate midi pack as a late hurrah for Doom's 30th.

>> No.10615646
File: 576 KB, 900x598, q2_the_sgunners_by_kaoimhin7.png [View same] [iqdb] [saucenao] [google]
10615646

>>10615628
>And it should have some speed to it, not Q2 garbage.
Agreed.
>sk_grenade_speed or grenade_speed 900
Fixed, easy. I fucking love the 25th Unit and similar mods (feature not available in KekQ2)

>> No.10615647

>all the MODs, item names, etc. for the Quake 2 remaster have been extracted from the code and stuck into Q2Game.kpf
>which is a unique file for the whole remaster, instead of being a file in the mod folder
>meaning you are forced to manually merge all of your mods' updates at once, rather than having it switch as you change mod dirs
pain
double pain because everything needs to be defined in six different languages (EN, FR, DE, IT, RU, and ES)

>> No.10615660

>>10615614
>I will add this to the rules later but i want all kills and secrets to be achieveable
of course
>if you want you can make the way back as a secret but there has to be a way back
I just had the idea that one-ways could be used for backtracking also. this means the level turns into a donut, and there's no need to add teleport destination things

>> No.10615718

>>10615215
At least he's narcissistic as fuck so he's always going to out himself both in name and in being an absolute asshat like this.

>> No.10615736

>>10615642
Stickney Installation

>> No.10615801

>>10612905
gmota balls

>> No.10615806

Hey revae do you have that making sprites from 3D models infographic still?

>> No.10615809

>>10613517
It's obviously not ideal, but for some mod developers the appeal is in forcing something that shouldn't be possible to happen, even if the result is a bit jank. I'm sure there's at least one person out there who wants to make an isometric RPG in GZDoom BECAUSE of how impractical it is.

>> No.10615828

>>10615809
>I'm sure there's at least one person out there who wants to make an isometric RPG in GZDoom BECAUSE of how impractical it is.
Doing a 1213 out of stubbornness is still causing yourself a lot of trouble, usually for no real benefit.

>> No.10615831

>>10615828
I know, autism's a hell of a drug.
help

>> No.10615839
File: 55 KB, 600x600, 45345.jpg [View same] [iqdb] [saucenao] [google]
10615839

>Quake map by newhouse

>> No.10615882
File: 398 KB, 686x774, skullglass.png [View same] [iqdb] [saucenao] [google]
10615882

>>10615831
Don't worry anon, the autism will not let up.

>>10615809
>>10615828
For me, it's weighing what I can already do vs. what I would need to learn how to do. Kinda difficult to weigh actually.

>> No.10615945
File: 302 KB, 1920x1080, Doomkid's cumrag.jpg [View same] [iqdb] [saucenao] [google]
10615945

>>10615736
>Snaxalotl
No

>> No.10615954
File: 1.14 MB, 1600x900, FBI OPEN UP.webm [View same] [iqdb] [saucenao] [google]
10615954

Gave these riot guys in Malice a flashbang they can throw at the player while closing distance, since they're kinda pushovers in open spaces. Got it limited to skill 2 and above though, and there's a global cooldown so you won't constantly get blinded by a group of them.
Keep or cringe?

>> No.10616002

>>10615882
>Kinda difficult to weigh actually.
If you split it down into time and what effort the end result needs, it's usually not that difficult.

Time is just if it saves more time to learn a skill than it does to brute force shit with what you already have.

End result effort is what the thing needs to do to work, and how long it's expected to work without you there to fix it up. The latter being a pitfall of Doom modding where you can end up doing an unpaid tech support job dealing with everything from actual bugs to people who never bind keys.

>> No.10616010

>>10616002
>Time is just if it saves more time to learn a skill than it does to brute force shit with what you already have.
It'd really be a rock and a hard place with what I have in mind.

>and how long it's expected to work without you there to fix it up
>The latter being a pitfall of Doom modding where you can end up doing an unpaid tech support job dealing with everything from actual bugs to people who never bind keys.
That can be the case regardless of if I do a free mod or an indie game, I assume.

>> No.10616025

>>10615954
Keep. It's a unique way of making an enemy better and isn't thoughtless health/damage inflation.

>> No.10616026

Doomguy cake

>> No.10616083
File: 3.07 MB, 2013x985, 1682985930858572.png [View same] [iqdb] [saucenao] [google]
10616083

>>10616026

>> No.10616090

>>10614218
Weird. Enyo worked for me using vkquake without having to do anything except type "game enyo" granted I'm only 3 levels into it. No crashes as of yet.

>> No.10616092

What's a good way to learn how to write zscript

>> No.10616105
File: 7 KB, 405x354, cluster.png [View same] [iqdb] [saucenao] [google]
10616105

tried to make it myself but didnt turn out right, and looking thru zdoom forum for like an hour idling mods.
but anyone knows one with a bomb that splinters off like pic related.
Like blooms around it, trying to make a funny little guy.

>> No.10616126
File: 2.74 MB, 800x450, Broken glass isn't fun to step on.webm [View same] [iqdb] [saucenao] [google]
10616126

>>10616105
I've done shit like this before. Take a look at the code from the Holy Water in Combined_Arms Gaiden. You could also look at the upgraded grenades from Super Machine Gun. Those scatter little bombs on hit

https://combine-kegan.itch.io/combined-arms-gaiden

>> No.10616151

>>10614341
Super Nailgun

>> No.10616153

>>10614341
I really like Final Doomer's Hellbound C4, set to advanced mode.

>> No.10616154

>>10614612
Ty anon.

>> No.10616156

>>10616090
I was silly and used the version I downloaded through kexquake, thinking it was exclusive. The link to the mod in the news post has them as tgas.

>> No.10616238

>>10614341
A lot of people seem to like throwable explosives like dynamite or remote C4, including myself. Besides those, a good single-barrel grenade launcher feels nice to land a direct hit with. I also like that rocket launcher that holds 4 rockets in a 2x2 thingy. Not sure what it is actually called.

>> No.10616240
File: 896 KB, 1366x768, qbj2_erysdren_2024-01-20_02-11-53.png [View same] [iqdb] [saucenao] [google]
10616240

>> No.10616331
File: 1.59 MB, 1366x768, qbj2_newhouse_2024-01-20_00-16-06.png [View same] [iqdb] [saucenao] [google]
10616331

>>10615839

>> No.10616343
File: 507 KB, 699x809, themonsterinquestion.png [View same] [iqdb] [saucenao] [google]
10616343

>>10606682
Does anyone know how to turn a 3D model into sprites for Doom?
Gonna put this ugly mug in the game

>> No.10616345
File: 159 KB, 473x312, BEST FRENS.png [View same] [iqdb] [saucenao] [google]
10616345

>> No.10616347

>>10616345
>AWWW SHIT I HAVEN'T SEEN YOU SINCE HIGH SCHOOL UNDER MRS. NIGGURATH

>> No.10616348

>>10616240
idgaf, if they manage to make decent quake levels who cares if they're trannies

>> No.10616449

>>10616240
cool screenshot, what map is this

>> No.10616643

>>10606682
>google about plutonia
>even in the early 2000s people already felt that plutonia was better than Doom 2
What was the reception of this game in the 90s? I thought Doom 2 was bad is a modern opinion.

>> No.10616719

>>10616449
Castle P'heenis: Finding Dr. Barnacle's Portal (Quake Brutalist Jam 2)

>> No.10616724

10x10 is pretty awesome

>> No.10616727

>>10615131
You such a faggot.
>>10615614
>if you want i can add it as a map 33 that can be accessed by console, idclev.
Don't. Just ignore this map. Acknowledging it any way, including adding it as a secret, will only encourage this shitty behavior.

>> No.10616784

>>10616343
learn to script blender or something maybe

>> No.10616807

>>10616727
what anon said

>> No.10616886

What if Doom but instead of demons you go to heaven and kill angels and shit?

>> No.10616895
File: 534 KB, 1024x768, 1689123479116783.png [View same] [iqdb] [saucenao] [google]
10616895

>>10616886
angelic aviary

>> No.10616898

>>10616886
>demons
They look like demons to you?

>> No.10616912
File: 226 KB, 435x325, seraphim.png [View same] [iqdb] [saucenao] [google]
10616912

>>10616886
Could the Seraphim be a counterpart of the Cacodemon?

>> No.10616930

>>10616092
A possible start could be opening wads with zscript in them and taking a look at their syntax and how they work

>> No.10616985

>>10616912
You fight seraphim at end of Eviternity 2 and it does have cacodemon minions (astral and nightmare ones).

>> No.10616990

>>10616643
A joke compared to ROTT, System Shock, Duke, Marathon and Heretic

>> No.10616998

>>10616643
It made people mad enough to write to the Casali's.

>> No.10617000

>>10615131
>>10610883
Seeing as you're the only one using this suggested name makes me think that probably you posted it, which means you are even big of a self inserting furry faggot than I thought, stop forcing your faggotry here.
I guess it could be a nice subtitle for the main name though, references the rules of the project in a funny way
>>10615614
>if you want i can add it as a map 33 that can be accessed by console, idclev.
Please don't, don't enable him

>> No.10617012

Doom 2 was never good

>> No.10617018

>>10617012
Not true, it was good yesterday.
t. played it yesterday

>> No.10617043

>>10616727
>Don't. Just ignore this map. Acknowledging it any way, including adding it as a secret, will only encourage this shitty behavior.
Second. Don't indulge this kind of shitbaggery, total rejection.

>> No.10617046

>>10615638
We should have a replacement for that anyway.

>> No.10617050

Where can I find active Quake 3 multiplayer servers?

>> No.10617071

>>10616343
I recall this https://dietinghippo.itch.io/palette-studio

>> No.10617090

>>10606683
>>10606978
>>10615614
V2 of Living Complex : https://doomshack.org/uploads/living_complex_v2.zip

-Made the map uncheesable with weapons. Death exit in MAP06 is no longer required
-Added arrows to the switches so it's clear what they do
-Made the jump out of the red key room easier
-Removed soulsphere, and replaced green armor at the start with blue
-Regular door is now properly marked unopenable
-Replaced shootable switches with Sigil eyes
-Replaced tech pillars with short floor lamps
-Added barrels at the blue key room to make the fight shorter
-Fixed the non-damaging lava sectors

>>10617000
Yeah, I came up with the name. I didn't mean to make it look like there's two people vouching for it. Sorry about that.

>> No.10617142

>>10607839
Diablo on the GZDoom engine
A sequel to Prydon's Gate

>> No.10617153

>>10617050
There must be some discord somewhere to look up games for.

>> No.10617159

>make fun of doom 2
>some faggot immediately creates a thread defending it

>> No.10617171

>>10616727
This. Fuck narcissistic autists like that.

>> No.10617189

>>10616126
Thanks! Sorry I was super tired

>> No.10617258

>>10613929
runs on quad touch using quakespasm spiked flawlessly,dont know what your problem is

>> No.10617360

Is supercharged the best mod to do a normal doom runthrough?

Also for some reason gzdoom does not react upon death, that is it does not return me to the beginning of the level, I have to load game

>> No.10617394
File: 108 KB, 264x400, vile degenerate.png [View same] [iqdb] [saucenao] [google]
10617394

>>10616727
Fourthing, the dude has already shown he's incapable of growth. How many second, fourth, fifth, nineteenth chances does someone need to be given before everyone else realizes they're a lost cause? Just cut the cancer now before it goes terminal.

>> No.10617553

>>10617360
Try disabling autosaves.

>> No.10617593
File: 80 KB, 782x538, 4167809540.jpg [View same] [iqdb] [saucenao] [google]
10617593

Can GZDoom support a fully featured dialogue system with choice menus?

>> No.10617596

>>10615642
There's a new Doom 1 megawad called Bleedthrough which is good IMO, and Torn has come back to work on Flashback again. There's also Base Ganymede if you've never played that. I liked Sinergy too.

These are not all exactly "id like" but are solid Ultimate Doom wads nontheless.

>> No.10617602

>>10617593
Ashes does that, so yes.

>> No.10617617

>>10617394
that pic looks like something from the early seasons of TCW.

>> No.10617618

>>10617593
Pretty sure all ZDoom-based ports have stuff based off of Strife's dialogue system, it just rarely gets used.

>> No.10617671

>>10616727
>>10617394
There sure is a repeating pattern of him thinking he's a big dick name and assuming he's going get what he sees as the weakest mapper pushed out of a slot he was too slow to get.

>> No.10617716
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
10617716

Thoughts on footstep sounds in Quake mods?

>> No.10617717

>>10617618
A critical flaw of Strife's dialogue system is that you're presented with an option to quit out of the dialogue. It may become a problem if you want to script a dialogue where the player is forced to choose an option.

>> No.10617724

>>10617717
I mean you're always presented with that "bye" option.

>> No.10617726

>>10617724
>Thanks, bye!

>> No.10617753

>>10617716
depends how loud and obnoxious they are

>> No.10617756

>>10617553
didn't help
maybe doomrunner fucks it up somehow

>> No.10617869
File: 64 KB, 960x562, qZ5qMNo-1738594158.jpg [View same] [iqdb] [saucenao] [google]
10617869

>>10617602
>>10617618
>>10617717
I straight up forgot Strife has that shit
Maybe it can be patched/extended somehow

>> No.10617917

>>10616126
yay, I got it to work. It took a while to figure out the secondary bomb explosion n bounces,
I was trying to make a Halo 5 plasma caster charge shot effect. Halo 4 and 5 may not be very good it had nice weapons ideas.
I may use the Holyfire for an angel weapon, it's exactly what i need just need to last a bit longer.

>> No.10617930

>>10617618
It would probably be better to do a new dialogue system with ZScript, unless you're maybe doing a Strife mod.

>> No.10617936

>>10617671
I did that once, early in my mapping career. It didn't take, and while nobody chastised me, I felt really bad and ashamed for doing that.

>> No.10617956
File: 181 KB, 1275x715, 1703714188959978.png [View same] [iqdb] [saucenao] [google]
10617956

>>10617869
I remember Graf or someone else posting in the late 2000s that Strife's dialogue system absolutely REQUIRING the "thanks, bye!" dialogue to prevent faultily programmed custom dialogues from locking the player in with no option to get out. I can see where he's coming from but I don't like this retard-proofing he always does because it limits modder options.
>>10617617
It's from Shin Megami Tensei 5 if you're curious

>> No.10617959

>>10617956
If the isometric view takes off, it won't take too long for they to remove that dialogue limitation, but we're probably still looking at one or two years time here.

>> No.10617962

>>10616727
This
>>10617936
the guy has repeatedly done this for over 10 years

>> No.10617976

>>10616105
A_Mushroom is what you want, and what I use for my cluster grenade at the moment.

https://zdoom.org/wiki/A_Mushroom

>> No.10617978

>>10617959
Dialogue trees are not very complex things, overall, so I can see a ZScript substitute being whipped up soon enough, one which could even do special checks and stuff.

>>10617962
Which is why I wonder why he isn't ashamed of this behavior.

>> No.10617995
File: 473 KB, 1147x418, 1668440424129514.png [View same] [iqdb] [saucenao] [google]
10617995

>>10617962
He's also 25.
>>10617978
Mental illness, socially stunted, etc. Cut from the same cloth as Sarais and just doesn't develop or act like a normal human would. Granted the other guy is a far more extreme manifestation of this but they're not so far apart.

>> No.10617997

Where new thread?

>> No.10618053

>>10617936
At least it was a learning experience for you.

>> No.10618138

>>10617976
for some reason gave me an error

SC_GetNumber: Bad numeric constant "A_Mushroom".
>TNT1 1 A_Mushroom("PulseGrenade", 6, MSF_DontHurt, 8, 0.5)

>> No.10618164

>>10618138
Think you're missing the A after TNT1?

Try, TNT1 A 1 A_Mushroom("PulseGrenade", 6, MSF_DontHurt, 8, 0.5)

>> No.10618172

>>10618164
oh wow im retarded. okay ill play with this and see if its better than spawntiemEX

>> No.10618256

>>10617995
Sarais was much worse, because he was actively anti-social and vindictive. Pretty sure it was him who did the gorespam a long time back because nobody tolerated him. They aren't comparable in assholeness, mentall illness, or mapping talent.

Joe-Ilya might be a socially awkward dick who struggles to learn from his mistakes, but he's not even a fraction as abrasive, and even though he vastly overestimates his talents as a mapper, he can knock out some ok ones sometimes. Sarais could NOT do that, this was a dude who got rejected from NEWBIE mapping projects because his maps were a visually incomprehensible balderdash which nobody could stomach, and he held a bitter grudge for ages because of it. Probably still, even.

I'll however agree fully that Joe-Ilya needs to stop doing this shit, and rejecting his submission here for behaving like an arrogant twat, like he's so accustomed to be doing, is suitable punishment.

>> No.10618301

>>10618256
>visually incomprehensible balderdash which nobody could stomach
Any surviving examples?

>> No.10618313
File: 431 KB, 1600x900, laDRlEd.png [View same] [iqdb] [saucenao] [google]
10618313

>>10618256
One's liquid shit and the other one is a normal turd and neither of them have a place in the kitchen.
>>10618301

>> No.10618338

>>10618313
That's not even close to his strangest shit.

>> No.10618367

>>10618256
>he vastly overestimates his talents as a mapper
It's hilarious that in Auger Zenith his map is considered the objectively shit one.

>> No.10618381

>>10618256
Joe can make a visually appealing map, even if it's not great to play. He puts a ton of focus into aesthetics.

>> No.10618412

>>10618367
Let me guess, it's some gimmick bullshit out of nowhere?

>> No.10618461

>>10618412
You know that meme that's like 1993 FPS design vs 2010 FPS design? It's literally the 2010 section of that picture because it's just straight lines.

>> No.10618467
File: 52 KB, 4000x1672, DBP37_MAP04_map.png [View same] [iqdb] [saucenao] [google]
10618467

>>10618412

>> No.10618473

>>10618467
Amazing. Truly Metro 2077 of our time.

>> No.10618537
File: 133 KB, 960x665, 1678445459045106.jpg [View same] [iqdb] [saucenao] [google]
10618537

>>10617071
reminds me i wanted to make a high poly kart template to use with this
life has become too busy lately bring on another pandemic already

>> No.10618575

NEW THREAD

>>10617587
>>10617587
>>10617587

>> No.10618581

>>10618467
I don't hate linear map design, but that looks kind of dull.

>> No.10618585

>>10618581
Linearity needs to be masked. Literal hallways is not a good way to go about it.