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

/vr/ - Retro Games


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10676827 No.10676827 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10664312

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.10676828
File: 546 KB, 720x1280, 1690520272657391.jpg [View same] [iqdb] [saucenao] [google]
10676828

=== 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 ===
[2-6]Doom 64 CE release (3.9.0)
https://desuarchive.org/vr/thread/10664312/#10670816

[2-6]Quake Remix Jam released
https://www.slipseer.com/index.php?resources/remix-jam.315/

[2-4]DBP64: The Vast Silence released
https://doomer.boards.net/thread/3489/silence

[2-4]https://github.com/yquake2/yquake2remaster/releases/tag/8.31RR4
Yamagi quake 2 remaster alpha build is out, Md5 support in early stages included.


[2-4]https://github.com/fabiolimamp/alkaline/releases/tag/1.2.2
New devkit for Quake Alkaline mod

[2-4][YouTube] Feb 1, 2024 id Software's 33rd Anniversary Stream (embed)
33rd anniversary stream with Romero, Hall, and Carmack.

[1-25]Surreal Engine a "general source port" of OG Unreal engine was discovered by Anon
https://github.com/dpjudas/SurrealEngine

[1-25]The md5 model of the Guardian Boss is out for Quake 2 Remastered, making all monsters finally HD.
https://www.moddb.com/games/quake-2/addons/md5-model-guardian-for-quake-2-remastered

[1-25]The SW mapping kit had been updated with a tutorial video, Build Engine Boot Camp.
https://desuarchive.org/vr/thread/10629380/#10633519

[1-23]Seaside Sanctuary for /vertex relocation/ project
https://desuarchive.org/vr/thread/10617587/#10627127

[1-23]Trenchbroom 2024.1 rc1 is out
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2024.1-RC1


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

>> No.10676862

Is /vr/ and /doom/ mostly an Amerilard board and thread? Seems pretty dead during Euro hours

>> No.10676867
File: 36 KB, 511x500, 3pmbpw.jpg [View same] [iqdb] [saucenao] [google]
10676867

>>10676862

>> No.10676869

>>10676867
Okay, where?

>> No.10676871

>>10676862
It's morning in most of Europe and it's a weekday.

>> No.10676872

>>10676869
Majestic 12

>> No.10676881

>>10676872
Maybe you should join Majestic 12, in a body bag.

>> No.10676884

>>10676881
Savage.

>> No.10676887

>>10676884
UNATCO?

>> No.10676895

>>10676887
Savage

>> No.10676898

>>10676884
>>10676887
>>10676895
Quit screwing around.

>> No.10676905

>>10676898
I forgot how the rest goes :(

>> No.10676906

>>10676905
https://www.youtube.com/watch?v=AUfZZbrXVAw

>> No.10676914

>>10676906
Ty

>> No.10676943

>>10676783
It's not exactly unreasonable for the 94 Protons mappers to be frustrated with him, they've been done for years now and it's not seemed like it's gotten any closer to release.

>> No.10676946

>>10676943
I won't argue that. I just get tired of seeing people get to a level of vitriol I see reserved for e-celebs primarily.

>> No.10676959

>>10676946
That's usually what happens when you get a project lead that everybody feel let down by.

Even around here people are pretty understanding about delays, like with the dude who has been in car accident, but with Chop it doesn't seem like there is a reason other than that he's lost interest.

>> No.10676964

>>10676943
As a 94 Protons mapper, enough time has passed by now that I don't really care when it releases. I've been in a similar predicament with my own project.

>> No.10677036

any way to use AD MORTEM guns but retaining the palette of the original wad?
i was trying to play the latest DBP with the guns and noticed that the maps looked weird, then i realised that the guns were changing the whole palette.
thanks

>> No.10677040

>>10677036
Open in slade, convert everything to a truecolour png, delete the playpal.

>> No.10677042

>>10677036
Open the wad in Slade and delete everything but the gun sprites and DEHACKED lump.

>> No.10677052

>>10676716
>Anon... That reply chain is about the final boss, not the black cyberdemon
It literally is though.

>> No.10677057

>>10677042
>>10677040
thanks anons, i will try later in the afternoon.
cheers

since i'm asking: any other vanilla reskins worth? i like to play with final doomer sometimes but the guns are strong; ad mortem or classic doom are my first choices. do you know of any others?

>> No.10677061

>>10677057
Ad Mortem guns standalone? Where?

>> No.10677234

>>10676827
>MY NIPPLES LOOK LIKE MILK DUDS

>> No.10677250

>>10676862
Euro here, don't call my American /vr/ frens "Amerilards" >:(

>> No.10677259

>>10677250
grow thicker skin eurocuck

>> No.10677264

>>10677052
He intended the final boss to be based on like the D64 For D2 Motherdemon, but instead of hover it was gonna have a large serpent body grafted onto it. Would be interesting to see, but I think he realized that shit would be an insane amount of work, and settled for something much simpler. Nice enough sprites and levels, but boy has a poor sense of time and struggles to gauge his exact capabilities.

>> No.10677306

>>10677264
I don't see why this is relevant when the topic was about taking weeks to make the black cyberdemon, which is what the desuarchive link shows. Final boss or not, it still took an unreasonable amount of time to make something that already exists on Realm667.

>> No.10677315

>>10676827
So, it turns out Q2R came with a missing light and shadows shader feature on which the game now needs a update to implement it back, but it now depends on id's good graces for another update
Paril added it back on the Q2PRO fork of Q2R but pixel per lightning need to be turned off to work
https://streamable.com/2erij3

check the hands for what i meant

>> No.10677316

>>10677061
Ad Mortem thread on trannyworld, last page
>>10677264
Yeah, terrible feature creep, and totally useless for a doom wad, most wads don't really need custom monsters, let alone elaborate boss setups - Ad Mortem ones work good because they fill in between D2 monsters, so you can really spice up variety in your encounters with them. 94P really could be released now - we don't have to have every single weapon replaced, and we don't need a complicated boss - many wads don't have either, so a simple push to fix eventual bugs in maps could be enough
>Nice enough sprites and levels, but boy has a poor sense of time and struggles to gauge his exact capabilities.
Honestly I miss his levels a bit, 2048 ones were pretty sweet but he hasn't really released any levels since then.
His sprites are great too (I know it's frankenspriting) - look at how terrible freedoom sprites are and how they lack oomph, and then look at 2048/AM SSG and machine guns from both of those. Together with the sounds they feel as satisfying to use as vanilla ones, if not more satisfying in case of the ssg

>> No.10677338

>>10677036
The latest DBP just reminds me Doom 64 needs its colored lighting, it's a shame they didn't try to emulate it.

>> No.10677347

>>10676862
It's just a slowish general. I think there are people from a bunch of places like Euroland, Amerigo, Canadan, Southern Amerigo. No idea if we have any Asiagos. Some Australiums maybe too?

>> No.10677396
File: 258 KB, 434x590, 1660809695443381.png [View same] [iqdb] [saucenao] [google]
10677396

What the current go to source port for DOOM, been using prboom but I think it's time to for an upgrade.

>> No.10677406

>>10677396
DSDA-Doom is what you're supposed to switch to if you're a PrBoom user

>> No.10677408

>>10677396
gzdoom

>> No.10677410

>>10677396
Nugget

>> No.10677427

>>10677338
It might look more D64-like with the D64-ifier core on GZDoom.

>> No.10677428

>>10677406
I'll check it out I do remember there was some hoopla around here about it but maybe that was another source port.
>>10677408
Jokes aside I do keep GZDoom on hand since so many maps require it but I prefer my Doom to be more then Crispy but less then Z.
>>10677410
Never heard of this one.

>> No.10677429
File: 642 KB, 893x643, file.png [View same] [iqdb] [saucenao] [google]
10677429

Anyone know how I can get this plant from Quake Brutalist Jam into my own map? I think it comes in a .mdl file, no idea how to put it into Trenchbroom

>> No.10677432
File: 2.23 MB, 1024x768, 2024-02-09 17-13-39.webm [View same] [iqdb] [saucenao] [google]
10677432

2 plus 2 is 4 minus 1 that's 3
quick maths!

>> No.10677438

>>10677432
this webm is too smooth it's messing with my mind please remove it

>> No.10677449

>>10677396
Woof

>> No.10677452
File: 58 KB, 304x208, notdoom.jpg [View same] [iqdb] [saucenao] [google]
10677452

>>10677432
what is this drunk ass bullshit?

>> No.10677462

>>10677452
descent movement and projecting ever single linedef to the screen with zscript

>> No.10677465

Alright, what would you change about Copper to make it better or more fun?
Hard mode: Don't touch the SNG

>> No.10677507

>>10677428
Nugget is basically a mix of Woof and Crispy Doom, you should try it

>> No.10677546

>>10677396
DSDA is the gold standard in my book, especially as a high FOV + freelook player

>> No.10677596

>>10677432
>was thinking of either trying some old Mechwarrior or Descent this weekend for some steely shooting
Now I know which. Are you just testing stuff out or prepping for something bigger?
>>10677465
It seems to be in an okay spot now after the newest skill 3 changes. I need to go against more of its death knights and shamblers before I come to a conclusion on their changes.

>> No.10677625

>>10677396
dsda if you are a retard.
gzdoom is the superior choice in any other case. vanilla nerd? 99% compatible. mods nerd? 99% compatible. coder/programmer retard? 99% compatible. speedrun idiot/sheep? dsda.

>> No.10677629

>>10677432
Descent looking ass
I like it

>> No.10677649
File: 686 KB, 1366x768, Chrusch0006.jpg [View same] [iqdb] [saucenao] [google]
10677649

>>10677429
I wonder too. Does Quake have some entity for models, like some env_model? Or maybe compiler can turn some func_wall into a model?

>> No.10677743

>>10677649
that is one adorable spider

>> No.10677847
File: 2.84 MB, 3840x2160, fishtank_2024-02-09_13-00-28.png [View same] [iqdb] [saucenao] [google]
10677847

>>10677429
Find it in progs, move it to the progs of the mod you're using, and load it with misc_model or whatever equivalent your mod has. That could very well be a brush model in the map though, but it's hard to tell from the screenshot.
>>10677649
>Does Quake have some entity for models
Not in vanilla, but most mods have a basic static model entity. Some can play animations or make them move around also.
Frankly, I really wish Quake 1 ports would adopt the Quake 3 map format so you can have models with lightmaps baked into the map, but I doubt that will ever happen at this rate.

>> No.10677885
File: 2.45 MB, 6092x772, pics.png [View same] [iqdb] [saucenao] [google]
10677885

New pattern, what do you think?

>> No.10677935

>>10677396
Nugget
It's basically Woof+, which itself is Crispy+MBF

>> No.10677936

>>10677885
I think you should turn that into a texture

>> No.10677953

>>10677885
I think you should go map for a 3D game because you clearly want to.

>> No.10677973
File: 1.56 MB, 1830x1570, pics.png [View same] [iqdb] [saucenao] [google]
10677973

>>10677953
like? Blender is too slow compared to Doombuilder

>> No.10677986

>>10677973
Like Quake or Half Life.
I wouldn't call Blender a 'game', anon.

>> No.10678001

>>10677986
>I wouldn't call Blender a 'game',
filtered by donut

>> No.10678006

>>10677885
>>10677973
Keep doing what you're doing, I like Doom maps with complex details and your stuff is looking top notch.

>> No.10678018

>>10678001
>filtered by donut
Nah, more like filtered by making female basemesh from scratch because PP get hard.

>> No.10678070
File: 1.20 MB, 1366x768, spasm0010.png [View same] [iqdb] [saucenao] [google]
10678070

>It even has a New Game+ of sorts with an OP assault rifle and having the wings from the start
Holy shit Enyo was good. I'd happily play more if they released any.
Not sure what the fuck this guy was though. I thought he'd be a boss but he's just window dressing.
Also, the final fight was a reskinned Cthon which was a bit shit.

>> No.10678102

>>10678070
>Also, the final fight was a reskinned Cthon which was a bit shit.
Welcome to the current state of Quake modding - where nobody knows how to make new bosses, and are too lazy to import existing ones like Armagon, the Dragon, Vermis, or the Gug.
We're doomed to Cthon fights till the end of time.

>> No.10678113
File: 1.10 MB, 1366x768, spasm0012.png [View same] [iqdb] [saucenao] [google]
10678113

>>10678102
Yeah, I've played my fair share of Quake mods to know how overused Cthon is. But I was happy enough even knowing it was a reskinned Alkaline/Rubicon and assumed they'd at least use Armagon. You wouldn't even need to change him much considering the setting.

>> No.10678156

>>10678070
I was worried it was focusing too much on style over substance until I played Mazu’s map. I hope they grab him again if they do an episode 2.

>> No.10678164

>>10678156
>Mazu
I thought the quality dropped and it got spammy near the end. That explains it.
That said, it's probably his best work so far because it wasn't an hour long slog with a billion secrets.

>> No.10678178

>>10677462
they didn't think about if they should only if they could?

>> No.10678257

>>10676959
Chop-chop, Chop!

>> No.10678259

>>10678257
He hasn't been responding for the past 3 threads. He's either dead or posting progress to a discord who-fucking-knows where.

>> No.10678298

Why was John Carmack against having secrets, stories, teleporters, and flying monsters? Without Tom id software's games would have been boring.

>> No.10678313

>>10678298
Autism.
Either too autistic to figure out how to make those things fun, or too autistic to find them fun.

>> No.10678340
File: 317 KB, 915x901, neat.png [View same] [iqdb] [saucenao] [google]
10678340

looks like food

>> No.10678491

>>10677465
Make the SNG accurate again.

>> No.10678494

>>10678298
>>10678313
He relented on all of those, accepting that they were needed.

>> No.10678538

>>10677743
It's from some mod.

>> No.10678620

>>10677465
>Less nailgun fuckery
>Make it that the community fellates it 50% less because fuck me almost every release uses it and the hype around it feels artificial as fuck.
That's it. I don't particularly care either way for Copper. I don't think it does enough to stand out and my only real issue is actually with the current community made up of weirdos who forced their way in and thinks the original community needs to be buried and forgotten simply because they weren't part of their weird friendship group.

>> No.10678637

>>10678491
I’d be fine with a cvar.
>>10678620
>>Make it that the community fellates it 50% less because fuck me almost every release uses it and the hype around it feels artificial as fuck.
Focus on some genuine mod concerns, maybe?

>> No.10678648

>>10678637
>Focus on some genuine mod concerns, maybe?
I just said I think it's bland as a mod and doesn't do enough to stand out for all the weird hype around it.
What more did you want?
Are you that guy from last thread who was arguing with those anons who was overly defensive over a mod they supposedly have nothing to do with?

>> No.10678663

>>10678637
nta, but it IS a genuine concern in the Quake community and you can astroturf it all you want but people are noticing the obvious.

>> No.10678691

>>10678298
Some he deemed unnecessary, though I'm pretty sure it's said somewhere that he thought the flying monsters were too much effort for the result.

>> No.10678749

>>10678637
Imagine if like 80% of all maps made for Doom would be built around Brutal Doom all of a sudden.

>> No.10678785
File: 403 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10678785

>> No.10678795

>>10676862
Most euros are ranting about America on /v/, /int/, /pol/, and /ck/.

>> No.10678796
File: 384 KB, 1366x1106, true final quake boss.jpg [View same] [iqdb] [saucenao] [google]
10678796

>>10678648
>What more did you want?
Holy fuck expand on the nailgun fuckery
>>10678749
>80% of Quake maps suddenly being built around Quake 1.5
True eldritch horror

>> No.10678797

>>10676827
I can strafe jump and circle jump in Q2 and Q3 easily, but I cant for the life of me do it in Q1

What the fuck am I doing wrong? What's fundamentally different?

>> No.10678835
File: 853 KB, 1920x1080, Laura Beyer's Doom E1M3.png [View same] [iqdb] [saucenao] [google]
10678835

Show me wads and mods where people put their faces in for seemingly no reason.

>> No.10678851

>>10678796
>Quake 1.5
I'd take it over Copper at this point honestly.

>> No.10678854

>>10678797
The fundamental difference is that there is no strafe jumping

>> No.10678858

>>10678854
i cant make large jumps or increase my speed as I jump :(

>> No.10678861

If you haven't paid for DOOM, you are playing illegally.

>> No.10678898

>>10678797
>>10678858
Stop holding forward once you're airborne, gain speed with Quake 1's insane air control instead.

>> No.10678903

>>10678861
I'm punk rock...
Personified.

>> No.10678908

>>10678861
Nuh uh
I had it on PS1 and XBLA so i'm entitled to it

>> No.10678909

is Doom 1993 a better game than quake 1?

>> No.10678918

>>10678909
pemis

>> No.10678919

>>10678909
No, but Doom 2 is.

>> No.10678937

>>10678919
You wasted your time hovering over this. :)

>> No.10678938

>>10678898
Damn that's such a hard habit to break

>> No.10678956

>>10678861
I'm still using the wads from the copies I bought in the 90s apart from Chex Quest since that shit wasn't ever sold here.

>> No.10678987

>>10678835
Ahh, the first and only simp wad in doom history

>> No.10678992
File: 706 KB, 1600x900, grossspasm.jpg [View same] [iqdb] [saucenao] [google]
10678992

>>10678851
1.5 feels less like "Quake" and I can't use my port of choice, and I'd have to use Darkplaces. I'm not that whipped.

>> No.10679005
File: 120 KB, 400x400, 1698871873422.png [View same] [iqdb] [saucenao] [google]
10679005

how feasible is it to make a game with geometry entirely made out of voxels in the Doom or Quake engine?
I know certain Build games did it like Blood, but that was usually for small objects or pick-ups
been experimenting with voxels recently and I'd wanna try it out, it's just that voxels are quite performance heavy in other engines like Unity

>> No.10679017

>>10679005
I don't think either game has a port with proper (i.e. not converted to models) voxel support, let alone having proper colission for them.

>> No.10679023
File: 94 KB, 640x480, screen3.png [View same] [iqdb] [saucenao] [google]
10679023

>>10679005
http://advsys.net/ken/voxlap.htm
Ken Silverman (Build guy) made a voxel engine too.
https://voxelstein3d.sourceforge.net/
Some guy made a fun Wolfenstein level with it.

>> No.10679050

>>10676827
has anyone else attempted to replicate the grabber/gravity gun in Doom? Seen a few with portals.

>> No.10679051

>>10679050
The guy working on System Shock Doom made a grabber gun that works as you'd expect.

>> No.10679061
File: 1.61 MB, 1366x768, rmx_nickster_2024-02-09_21-05-32.png [View same] [iqdb] [saucenao] [google]
10679061

>> No.10679065

>>10677396
Nugget for vanilla gameplay; GZDoom for gameplay mods.

>> No.10679067
File: 1.42 MB, 1366x768, rmx_nickster_2024-02-09_21-09-40.png [View same] [iqdb] [saucenao] [google]
10679067

>> No.10679069

>>10679051
oh wow, got an error but its a start, thanks
Now just gotta find way to replicate digital threat from titanfall 2

>> No.10679072

>>10677432
Virtual Boy Doom

>> No.10679075

>>10678785
>hexen archvile
no

>> No.10679080

>>10678861
I am the demons.

>> No.10679082

>>10679069
I actually don't recall if the 64kb version of the Doom Shock mod has a grabber gun. I only know that the cool fancy updated one he's working on has it.

>> No.10679095

>>10679082
maybe i can make the gun's ADS ability repel projectiles.

>> No.10679127
File: 1001 KB, 1280x720, Forsaken Serpent Riders HQ 2 (fsrhq2v7beta,wad).webm [View same] [iqdb] [saucenao] [google]
10679127

>>10678835
>>10678987

>> No.10679154

>>10678835
>>10679127

Anyone remember WTF.wad? the jugallo and RAN RAN RU ronald Mcdonald cyber demon?
I remember had old school meme of a nerd saying "taste my sour cum" and slam pig or skinny crack whore.

>> No.10679235
File: 59 KB, 540x540, 1701996827799787.jpg [View same] [iqdb] [saucenao] [google]
10679235

just played a bit of Return to Castle Wolfenstein
why does everyone suck this game off? after setting up iortcw and rebinding all the asinine controls, it felt slow, bland, boring, can't see shit because the visuals are way too dark, gunplay is mediocre, just not much going on that's interesting, like playing some gay medal of honor or early CoD
and why the fuck give me two buttons to lean both sides and not let me shoot while doing it?

>> No.10679238

>>10679154
I think they're still kind of working on it, even.

>> No.10679243
File: 910 KB, 2048x1754, wolfenstein thot.jpg [View same] [iqdb] [saucenao] [google]
10679243

>>10679235
The multiplayer is what most people remember it for. The campaign is generally considered kinda mid beyond the soundtrack and awesome aesthetics.
Also pic related.

>> No.10679276

>>10679238
wait theirs a WTF wad redux or something?
ngl that mod made me a juggy back in skulltag days LOL

>> No.10679292

>>10679276
Yeah, it's on ModDB. Older versions, too.

>> No.10679303

>>10679292
neat, looks more elaborate weapons than just reskins neat.

The picture captured the era hope that's not lost LOL

>> No.10679336

>>10679276
>theirs

>> No.10679361
File: 2.11 MB, 1280x1024, 1607461089032.png [View same] [iqdb] [saucenao] [google]
10679361

>>10679235
>gunplay is mediocre
Assuming you're talking about the lack of reaction from enemies to your shooting - at a baseline, it's part of the design of the combat. Once an enemy is wound up and shooting, they won't be stunned. It'd be way too easy of a game otherwise. However, enemy pain chance is also balanced around the difficulty levels where the easiest difficulty level will result in a higher rate of hitstun animations. I'd suggest changing the difficulty to Don't Hurt Me, which you can do mid-playthrough by typing the following two commands into the in-game console.

/g_gameskill 1
/vid_restart

You can make a new save after to lock it in.

>> No.10679379

>>10677596
>Now I know which. Are you just testing stuff out or prepping for something bigger?
Not anything for a mod based around this stuff, but the underlying math will play a part.
>mechwarrior
>descent
There are some very well done gameplay mods mad about these two things by Lewisk3 btw

>> No.10679381

it's ya boi markymark with another brutal doom update! you guys still remember BD, right?

https://www.youtube.com/watch?v=XrB2_MmB208

>> No.10679387

>>10679381
I appreciate how Mark's dev diaries contain so little bullshit. He gets right to the point showing off what he's been working on.
Also getting TypicalSF to make sprites for him was a really good call, that dude makes excellent art.

>> No.10679397

>>10679381
Also to further add to this, I don't like the weird view shift pitching down when swinging the axe, but the way Cacos tumble through the air when blasted by the SSG is equally adorable and hilarious.

>> No.10679420
File: 290 KB, 1646x452, image.png [View same] [iqdb] [saucenao] [google]
10679420

ebin

>> No.10679462

>>10679381
interesting to see how the turbotryhard amateur modder slowly got more skilled with the years

>> No.10679469

>>10679381
i wonder what the furry modder reaction to this was lol

>> No.10679486
File: 2.74 MB, 500x272, 1618635474585.gif [View same] [iqdb] [saucenao] [google]
10679486

>>10679235
I can see it being a disappointment for some people, because like >>10679243 says, you're only getting half of the experience since you never got a chance to play the multiplayer. People like it for that and because the campaign is fast-paced. The same reason people called the campaign average on release (didn't revolutionize the genre like its predecessor) is the same reason why it's considered the last of the old-school shooters now. It harkens back to a time when shooters were made for PC and thus doesn't have any consolized mechanics. You can even strafejump around and it doesn't punish your accuracy or anything.
>why the fuck give me two buttons to lean both sides and not let me shoot
You can actually lean without the enemies seeing you, so that's it's purpose. Kinda weird, but it works for the game and how it wants you to keep moving, not just leaning around corners during combat.

>> No.10679490
File: 255 KB, 800x725, 1494105367944.jpg [View same] [iqdb] [saucenao] [google]
10679490

>>10679381
Rolling cacos are pure distilled kino. BD status: redeemed.

>> No.10679557

>>10679235
For the dark visuals in iortcw, try lowering the quality to the Normal preset.

>> No.10679572

>>10679381
This actually seems like a massive improvement over whatever Brutal Doom became and that is some excellent sprite work, a shame about all the iron sights.

>> No.10679621

>>10679381
Looks pretty great.

>> No.10679642

>>10679381
I need that rolling cacodemon turned into a gif.

>> No.10679696

>>10679381
server is up "brutal doom v2 test 3 launch party" on zandronum

>> No.10679726
File: 2.85 MB, 200x234, terry.gif [View same] [iqdb] [saucenao] [google]
10679726

>>10679381
I lived to see the day where /vr/ had a positive outlook on a Brutal Doom update.

>> No.10679759
File: 29 KB, 256x264, 1702461563664082.png [View same] [iqdb] [saucenao] [google]
10679759

>>10679642
+1

>> No.10679796

>>10679726
It's happened before, a lot of people are bored of the hating it for existing bandwagon and the few who want to keep that going are mostly embittered mod devs on zdoom.

>> No.10679803

>>10679796
There's still some balance things I don't totally agree with, but I respect Mark for sticking with Zandronum this whole time.

>> No.10679831

>>10679796
I never hated it, but I do see why other modders hated the fanbase.

>> No.10679840

>>10679696
son of a bitch my net connection's shitting the bed as usual
got in for a few maps but couldn't land a cacoroll

>> No.10679843

>>10679840
they changed to the horde maps like 5 minutes ago, they are laggy as hell

>> No.10679875
File: 103 KB, 780x438, 1685822010402229.jpg [View same] [iqdb] [saucenao] [google]
10679875

>>10679843
got it fixed and landed one on that last map
also
>revenant gets blown in half, still comes at you walking on his hands while the legs wander off
>caco gets gibbed, each horn goes flying off in a separate gib
lmao, neat

>> No.10679926

>>10679726
I still have no desire to play it but everything in the update seems like an improvement so the team deserves credit, the sprite work is really good.

>> No.10679945

>M-M-Mark stole code from other mods
Ok. Who said people had ownership of fan code. Kinda defeats the whole purpose of Doom
>M-M-Mark use real gore as reference
And people who make violent games don't?
>M-M-Mark is le Neo Nazi
What makes him a Neo Nazi? A bunch of stupid joke post he made? Get the fuck out of here.

>> No.10679946

>>10679945
We're not doing that anymore.

>> No.10679965

>>10679235
>why the fuck give me two buttons to lean both sides and not let me shoot while doing it?
Because that's all the gameplay would boil down to instead of having to put yourself out in the open to run n' gun.
I went from being lukewarm to loving the game after I learned how to strafe jump and started to play aggressively.

>> No.10680061

>>10679420
Is this supposed to be like a teleport closet?

>> No.10680073

what's a good doom wad for someone that hates family get togethers

>> No.10680076

>>10680073
Zandronum Invasion

>> No.10680089

I need list of all good coop retro shooters basically every single one as I have played most already mwahahahaha

>> No.10680201

>>10680089
If you've already played most I don't think there's anything left for you to uncover.

>> No.10680202

>>10680089
Go back and play Hideous Destructor. Genuinely some of the best goddamn co-op FPS action I've had.

>> No.10680216

>>10679381
>cacos spin when you shoot them
lol

>> No.10680245

>>10679945
Did you just wake up from 10 year coma? Everybody loves Mark these days.

>> No.10680248

>>10679726
I don't nobody hated the mod itself. Just the newb crowd that insisted that it's "the definite way to play doom" and triggered when some wad was not balanced around the mod.

>> No.10680249

>>10679381
Whoa, nice. Something has struck me, the video is 7 hours old at the time of writing my post, and it only has 5.5k views. There was a time a decade and more ago where Brutal Doom showcases got 100s of thousands of views. People really do move on, or lose interest, but as much as both things have happened, the guys behind BD have pumped out another version replete with effort. Kegan too, I always admire these people who do things with little fanfare.

>> No.10680251

>>10677316
>Ad Mortem thread on trannyworld, last page
Thank you anon. I'm not a fan of the semi-over-animated ssg reload but this is cool.

>> No.10680259

>>10680249
Also I played about 10 minutes and I still think PB is better sorry Mark.

>> No.10680294
File: 537 KB, 320x240, 1664126118129818.gif [View same] [iqdb] [saucenao] [google]
10680294

Thanks to all the anons that recommended Nugget, it's pretty great.

>> No.10680297

>>10680245
I thought people still hated him for that shit.

>> No.10680303

>>10680297
They do on ZDoom Forums, but that's not a community you want to be in.

>> No.10680305

>>10680297
The only people who can't move on from things like that are bored/unoccupied.

>> No.10680437

Is Graven worth playing? The reviews are concerning to say the least.
If not, is there a half decent fantasy RPG TC for either Quake or Doom? I remember hearing about something with Abyss in the name for doom but I can't for the life of me remember the name.

>> No.10680446

>>10680437
>If not, is there a half decent fantasy RPG TC for either Quake or Doom?
You're sorta better off just buying or tracking down a classic dungeon crawler anon like King's Field or something.

>> No.10680450

>>10680437
Are you thinking of Abysm: Dawn of Innocence and Abysm 2: Infernal Contract?
https://forum.zdoom.org/viewtopic.php?t=62970
https://forum.zdoom.org/viewtopic.php?t=69682

>> No.10680454

>>10680450
Those are the ones, thank you anon.
>>10680446
I basically just want cool FPS gaemplay with some minimal amount of progression system(that isn't just none), like weapon upgrades or some form of collectible or game-long quest to unlock separate endings or secret levels.

>> No.10680457

>>10680454
Oh man, Sven Co-op (Half-Life cooperative mod) had this series of maps centered around the players being an RPG party. I don't remember the series name, dang.

>> No.10680529

project msx is s o cool
whyd it get abandoned

>> No.10680569

>>10680303
>>10680305
So essentially tranny and that colossal leech MIdnight.

>> No.10680616

>>10679127
lol
we need a /vr/-/doom/ headquarters map for chilling around in zandronum

>> No.10680617

>>10680437
>Is Graven worth playing?
As someone that likes a lot of these indie shooters, it really looks underbaked.
If you want an RPG-like DOOM, maybe try something like corruption cards.

>> No.10680650

>>10680061
Yes, nothing like 160 imps and a good measure of knights in a dark cramped arena with no bfg and little plasma ammo at all. How else would player know he's playing the last third of the wad?

>> No.10680672

>>10680437
>Is Graven worth playing? The reviews are concerning to say the least.
I didn't plan to pick it up straight away either way, but I think I will eventually on a sale or something. So far GRAVEN strikes me as a "perfect sequel" material: the game has a lot going for it and there're things you may enjoy, but not to a point where it offers something specific. Stubborn project that tries to go in its own weird way and that's not appealing for everyone. It is definitely messy, but something about it keeps me curious. Not only it feels like there's a lot of things missing, but I've one of the devs on Discord server confirm that many things ended up on a cutting room floor. While that does raise the "what the hell dev team was doing all these years" even when you keep layoffs in mind, at the end I would say that publisher's PR/communication team being maliciously incompetent (because, at this point, I have a hard time believing they're not doing this on purpose) was more harmful to its overall perception.
I even remember checking out the demo and reading Steam page and thinking "yeah, it's not exactly an FPS". It's probably closest to Hexen 2 of all things (even that is probably a stretch), but even then laying into "action adventure" since the damn beginning or as soon as the game took on that direction. Also I won't be surprised if people would call it underrated in the future.

>> No.10680685

>>10680672
>Also I won't be surprised if people would call it underrated in the future.
Whenever this happens people seem to forget a game like that tends to have been heavily patched compared to the month surrounding its release. The way graven is I have big issues with the performance and hit detection/animation making hacking corpses in a head very unsatisfying

>> No.10680747

>>10679726
/vr/ was the one place that actually criticized BD for its faults and issues
BD is a mess in terms of its history because you had both fans and game journos with dunning krueger syndrom over mods/Doom stuff but also people with dunning krueger syndrom over its drama and author
It's a situation where everyone is in the wrong and it triggers that OCD "centrist" aspect

>> No.10680763

>>10679726
I always liked Brutal Doom, but just like with myhouse.pk3; the overexposure was irritating.

Cacoroll made me lmao

>> No.10680819

>>10680747
You also got (and still get) the numerous cliques who couldn't ever get beyond their despising it for being popular despite a lack of skill on Mark's part to keep the back end from not being a mess.

I guess it's a distraction from their own inactivity or something.

>> No.10680826

Every Doom weapon, not just the shotgun, should have a super version.
>super pistol
>super chaingun
>super rocket launcher
>super plasma rifle
>super BFG9000
>super chainsaw
>super fist

>> No.10680849

>>10679945
I think the real gore thing was something he announced, but then backtracked on after everyone went "dude wtf"
Using real life gore in videogames is not that common, I can only think of a couple of examples of that.

Anyway, the whole using other people's stuff thing was because he didn't want to credit people for code or assets, he didn't think it was necessary to do, but he obviously changed his mind about that.

>>10680747
True. There's been a lot of issues with the gameplay over the years, but the meme of disliking BD just for the sake of disliking BD usually glosses over that completely (if it's not from a rigid autistic purist perspective where anything that isn't the stock gameplay is evil).

Plenty of people here still enjoy BD or PB.

>> No.10680865

>>10680826
>super first
That's the berserk pack.
>super chainsaw
DOOM 64's double bladed chainsaw.

>> No.10680873

I hate all the Brutal Doom addons and fan-made mods such as Project Brutality and such instead. Almost all of them are bloated with useless guns and monster reskins as a means to sideline the fact that they do not offer a unique experience from base Brutal Doom.
>inb4 Johnny Doom
It doesn't really pose itself as an addon for BD as far as I know, and it's the incredibly rare case where the experience is different enough, so it gets a pass, doesn't count or whatever pharse you want to use.

>> No.10680879
File: 365 KB, 1223x915, 1544733118463.png [View same] [iqdb] [saucenao] [google]
10680879

>>10680826
>super pistol
Either a .50 Deagle or if you want, a 500S&W revolver Or even a single shot 50bmg pistol
>super chaingun
Portable GAU-8 Avenger
>super rocket launcher
Hard to say. Maybe portable nuclear launcher?
>super plasma rifle
A plasma rifle that fires mini-bfg balls, like Q3's BFG
>super BFG9000
Impossible. Maybe one of those Russian Overkill BFGs, but this time it will kill every enemy of the map, at once, including the player. Not even the invulnerability sphere can save the player.
>super chainsaw
V8 powered chainsaw
>super fist
There's already one, the berserk pack.
Also, you forgot the super supershotgun. I

>> No.10680880
File: 107 KB, 256x312, cacospin.gif [View same] [iqdb] [saucenao] [google]
10680880

>>10679642
>>10679759

>> No.10680881

>>10680826
For a half-shitpost wad, the Superer Pistol from Valorant is actually a really cool concept.

>> No.10680884
File: 126 KB, 665x591, 1692004367601951.png [View same] [iqdb] [saucenao] [google]
10680884

>>10680880

>> No.10680885
File: 7 KB, 56x95, 1698260564916741.gif [View same] [iqdb] [saucenao] [google]
10680885

>>10680826
>super pistol
deagle
>super chaingun
dual barreled lmg (maybe use DRG's autocannon for inspiration)
>super rocket launcher
drunken rocket launcher that fires multiple rockets at once
>super plasma rifle
fires a continuous laser beam that pierces through enemies
>super BFG9000
BFG but full auto

>> No.10680907

>>10680885
The BFG is already full auto.

>> No.10680913

>>10680907
FULLER auto

>> No.10680921

>>10680849
The weird one that always gets repeated in places is the one thinking Mark is responsible for some vanilla sprites that seem traced or based on real photos, some famous.

Mark's definitely not Adrian Carmack.

>>10680826
>>10680885
>>10680907
>>10680913

That's just Dakka, not only does it have a full auto BFG but the chaingun has fuller auto too.

>> No.10680959

How do I copy paste things between different wad files

>> No.10680965

>>10680959
Ctrl+C
Ctrl+V

>> No.10680976
File: 353 KB, 1920x1080, Screenshot_Doom_20240210_104407.png [View same] [iqdb] [saucenao] [google]
10680976

Any idea what's up with "treat Wounds" <None>? I have everything bound that i should.

>> No.10680991

Duke Nukem is part of the EDF
Serious Sam is also part of the EDF
both travel through time to fight aliens
thus we can safely assume that Duke uses Sam's toothpaste without telling him

>> No.10681024

>>10680976
It just means that if you don't hold any other buttons, Fire/Altfire will treat wounds. Holding Zoom or Firemode will change the function accordingly, and using Fire or Altfire will determine whether to use that function on yourself or a patient standing in front of you (even if you're playing singleplayer, you can still staple wounded friendly monsters to prevent them from bleeding out).

>> No.10681034

>>10680959
right-click -> copy
right-click -> paste

>> No.10681036
File: 19 KB, 348x138, medkit helptext.jpg [View same] [iqdb] [saucenao] [google]
10681036

>>10680976
what >>10681024 said, and pic related is literally what's in the language.en file that the game reads from for help texts

>> No.10681043

>>10680826
>super pistol
High rof, very low accuracy machine pistol/uzi
>super chaingun
Higher caliber rotary cannon that needs rev-up time before firing
>super rocket launcher
It shoots more rockets
>super plasma rifle
Basically just lightning gun from Quake
>super BFG9000
The railgun from NuDoom except on crack cocaine, huge cylinderical "blast radius" around the shot's trajectory
>super chainsaw
Non copyright infringing chain sword
>super fist
Really big knoif

>> No.10681061

>>10681043
>Really big knoif
>play's Crocodile Dundee's "this is knoif" every time you equip it
Now I want that.

>> No.10681070

>>10679235
I know it's a stupid position to have, but the modern shrieking about Nazis has left me completely bored and non-plussed with fighting Nazis in games. As such I find Wolfenstein boring. At least demons and the spawn/worshipers of Lovecraftian horrors have some level of spice to them.

>> No.10681094
File: 17 KB, 288x335, Hexenbox.jpg [View same] [iqdb] [saucenao] [google]
10681094

What am I in for?

>> No.10681108

>>10681094
bad first hub, but the game picks up after that

>> No.10681123

>>10679831
The 12 year old locusts were kind of the worst part of it all, but that phenomenon has mostly died down, either from them growing up (at least enough) or moving on to other things.

>>10680921
The Mussolini thing was never true.

>>10680249
Which means the attention for BD has boiled down to its actual attached fanbase, which with numbers around 5000-10000 is one of the best thing a modder can hope for, in my opinion.

>> No.10681127

>>10680826
I think FD hellboundguy's rifle is the most simple and effective "chaingun that does its job better". Double damage, double ammo consumption without sacrificing accuracy or wasting bullets against hitscanners like metadoom and babel's chainguns, ruins a revenant's day

>>10681094
A Zelda game from when Zelda games plopped you headfirst in a dangerous world with nary a friendly NPC to talk to
The fighter's 3 hit combo clears melee fodder the most effectively so play him first if you don't have a preference

>> No.10681128

>>10681094
>complete a labyrinth
>"You have solved 1/8th of the puzzle for this hub"

>> No.10681135

>>10681123
>The 12 year old locusts were kind of the worst part of it all, but that phenomenon has mostly died down, either from them growing up (at least enough) or moving on to other things.
An annoying fanbase ruins everything. It turns something you'd otherwise love into something annoying. Just look at FF7, or a more relevant example to this thread, Copper. hell, I'd argue Copper is the Brutal Doom of Quake.

>> No.10681154

>>10681135
>Copper
I don't mind it, I just want to know WHY the current community is obsessed with it. What does it do that's so damn good? Because every time I play it it's a barely noticeable re balance patch and that's it. But you've got the readmes for recent jams calling it "the best mod ever". Why? Explain this. It adds nothing. I might as well play the original game unless I'm playing on nightmare or the ring of shadows is involved.

>> No.10681158

>>10681094
Depends on your ability to pick up context clues and map names for if the first hub is ok or awful.

>> No.10681198

>>10681094
Good game, don't play as the mage.
If you get stuck the switches on guardian of steel do something in the lower floor. The rest is more straightforward.

>> No.10681202

>>10681198
The Mage is better than the other classes because his starting weapon is a rail gun which you can get shitloads of mileage out of.

>> No.10681209
File: 749 KB, 1600x900, 1706269138853304.jpg [View same] [iqdb] [saucenao] [google]
10681209

>>10681135
>I'd argue Copper is the Brutal Doom of Quake.
It's in the same vein as people calling Hideous Destructor "the new Brutal Doom" just for feeling too popular or overexposed. BD is otherwise opposite of what that Quake mod does.

>> No.10681217

>>10681202
It's also the lowest damage weapon in the game, along with the Cleric's mace. His second weapon is almost useless and he has the most trouble killing centaurs because low damage and their invulnerability shields.

>> No.10681221

>>10681123
>The 12 year old locusts were kind of the worst part of it all
The "make it work with BD" shit got annoying just by volume but I honestly got more sick of the catty bitchiness and double standards on development servers.

A bunch of Discords just about tore their cocks off over BDLite sticking it to Mark, while the same people would lose their fucking minds about edited versions of their mods showing up on moddb with like 20 lifetime downloads.

>> No.10681228

>>10681217
The piercing lets you hit multiple enemies in a row, so it can be pretty quick, and even from a distance.

>> No.10681234
File: 356 KB, 900x840, Hexen.png [View same] [iqdb] [saucenao] [google]
10681234

>>10681217
This, or a good time you play Baratus instead of trying to plink the game to death.

>> No.10681235

>>10681217
>he has the most trouble killing centaurs because low damage and their invulnerability shields.
Use your bombs, they bypass invulnerability. The wand is weak but it's the only starting weapon that isn't immediately obsoleted by the second weapon. That's more a matter of Frost Shards being fucking bad though.

>> No.10681249

>>10681228
>can be pretty quick
Assuming they're all well behaved, you can kill infinite centaurs in the time it takes you to kill one because of the piercing.
The problem is that killing one centaur takes like 8-10 hits (not shots) with one second interval between each because they'll use their shields after every single hit. It's awful. Barabus punch is way faster.
>>10681235
>Use your bombs
>as the mage, the ranged class who has to get close to the enemy in order to plant the bomb
Might as well play another class and whack the centaur over the head instead.

>> No.10681261

>>10681249
Not like the centaur's doing anything else, it's blocking. You can run up to it and put a bomb in its face. You shouldn't be keeping that much distance anyway since you should have frost shards before you encounter a centaur.

>> No.10681267

>>10681261
>centaurs are always alone and have no other supporting enemies, ever
>risking getting the frost shards reflected back at your face in order to get the privilege of praying to RNGesus for marginally higher damage than the wand and still doing less damage roughly half the time

>> No.10681273

>>10681249
That kind of hangs on the Centaurs being a horrible enemy. The shield blocking would be ok on a specialist enemy which you'd face seldom, it's annoying when these common guys always do it.

>> No.10681275

>>10681273
For Barabus, it's three chops with the axe. Even with their bullshit invulnerability, it's easy and fast enough.

>> No.10681276
File: 1.45 MB, 1366x768, spasm0013.png [View same] [iqdb] [saucenao] [google]
10681276

Okay, this was pretty damn good. A damn sight better than most of these jam projects that all feel the same at least. This one was fun, looked cool had some interesting secrets and traps and didn't outstay its welcome. Quake needs more of this kind of map.

>> No.10681346
File: 2.76 MB, 960x540, Replay_2024-02-10_12-57-21.mkv.webm [View same] [iqdb] [saucenao] [google]
10681346

>>10681267
>using the wand is slow and boring even on enemies that don't block on pain
>using his burst damage and invuln-bypassing weapons instead to kill centaurs quickly? that would require getting close and i can't do that because i'm using the wand
have you considered that maybe the wand is not as great as you've built it up to be in your head

>> No.10681349

>>10681276
I just wish the gravity was fucked so you could walk on any surface. It's probably too much for the engine to handle though.

>> No.10681350

>>10681346
Barabus is still better.

>> No.10681351

>>10680826
>super plasma rifle
Unmaker?

>> No.10681362

>>10680826
BFG is already a super super shotgun

>> No.10681367

>>10681349
I think FTE supports sideways gravity, but nobody supports FTE. : /

>> No.10681385

Have you all considered that being a well endowed muscular Barbarian chad who punches monsters and don't afraid of anything is actually the best way to play Hexen?
You'll want to consider other classes in Hexen 2 because they're all fun but Hexen 1? Fighter all the way.

>> No.10681391

>>10681385
incorrect because skill 5 is the best way to play hexen and fighter does not outdps chaos serpents or wendigos there

>> No.10681420
File: 98 KB, 324x450, Barabus.gif [View same] [iqdb] [saucenao] [google]
10681420

>>10681385
My based brother of good taste.

>> No.10681484

Since it's Hexen time, both Wrath of Cronos and Walpurgis are both pretty fucking awesome Hexen-based gameplay mods.

>> No.10681487

MBF expanded bestiary
why has no one made any good project/map pack for it? it adds some nice new enemies.
i would if i knew how to import them
also, the green pinkie is bugged, when it dies the death animation is pink

>> No.10681596

>>10680880
Instead of that bite attack, he performs a homing attack to the player

>> No.10681603

>>10680880
Imagine if he was rolling horizontally and was spraying caco caca everywhere haha

>> No.10681623

>>10680880
faster

>> No.10681656
File: 339 KB, 256x312, i ride spinnas.gif [View same] [iqdb] [saucenao] [google]
10681656

>>10681623

>> No.10681689

>>10680202
The netcode is a fuck, if zdoom multiplayer wasn't held together with duct tape and Edward's old cum HDest would be way easier to recommend

>> No.10681795

>>10681656
Cacomari Damacy!

>> No.10681828

>>10677432
Is this supposed to be Descent in doom?
I like it.

>> No.10681861

How would one make rifle or some automatic weapon as the workhorse weapon in a wad/mod without the shotgun overshadowing it?
I'm playing two mods at the moment, Doom Abysm 1 and Quake Episode Enyo. I thought they were going to have their rifles be the workhorse but the second you unlock a shotgun it has a far better ammo economy and the way enemies are it's not like you'll never be in range for a good shotgunning.
Is it even possible or would it be too much spray and pray and the ammo drops would have to be too generous for it work?

>> No.10681874

>>10681828
That's not Descent in Doom, this is Descent in Doom.
https://www.youtube.com/watch?v=vPMWlRyJ1Fk

>> No.10681882

>>10681861
Give it an full auto and semi-auto firing mode, have the semi be way more ammo efficient but slower.

>> No.10681906

>>10681874
Is this a Doom themed Descent 2 mod or a Descent mod for Doom?

>> No.10681913

>>10681861
Alt fires can help. Being conscious of how ammo efficient these shotguns often are can also be a huge help. For example, that Enyo felt restrained with its shell pickups compared to some other Quake mods I've played.

>> No.10681924

>>10679381
Even after all this time, Mark really didn't even bother to change the reload bind to the default one.
I was kind of hoping he'd do that by now.

>> No.10681927
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10681927

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

>> No.10681934

>>10681861
Increase stun chance for rifle, marginally increase damage and reduce fire rate slightly.
The shotgun is great for stun rolls because multiple pellets rolling for pain chance individually, along with high burst damage, makeing it safe for dispatching enemies provided you're in range (first shot either kills or pains enemy, second shot kills). The chaingun can do that more reliably but at the cost of less common ammo and longer time to kill so give damage to improve time to kill and make ammo more common.
Reducing fire rate, as weird as that might sound, can make a weapon feel more powerful if you increase the damage per shot. The chaingun feels like a peashooter because of the low damage of each individual shot and only shines if you keep firing. By moving that balance over to higher damage slower fire rate you can make each shot feel more impactful, even if you keep the DPS the same.
And finally the main thing: do not fill every single one of the player's holes and cavities with shells, like plenty of wads do.

>> No.10681936
File: 92 KB, 561x420, Magmauler animation WIP.gif [View same] [iqdb] [saucenao] [google]
10681936

>>10681927
I've been dragging my feet on this, I'd like to at least get all of the flats done on this in the very near future. Afterwards I'll need to go back and hit it with some shading and contrast shit to make it blend better with the rest of the arsenal.

>> No.10681939
File: 407 KB, 673x1114, wip.png [View same] [iqdb] [saucenao] [google]
10681939

>>10681927
MAP08 and its accompanying paper is coming along nicely

>> No.10681946

The Sum Ting /vr/y Wong preview will be released some point tonight or tommorow, it's Nohshar Canals. Meant for DM play but I'm tacking on SP support as well, kinda hard to distribute keys and plan progression. Build GDX lets you play multiplayer along with bot support for solo. Planning on hosting some matches Sunday night, so join if you can :)

>> No.10681951
File: 13 KB, 489x514, Cleric&#039;s Watch.png [View same] [iqdb] [saucenao] [google]
10681951

>>10680685
>Whenever this happens people seem to forget a game like that tends to have been heavily patched compared to the month surrounding its release.
Most of the times, yeah. Some of it also comes from good old contrarianism. Either way, bottom line is that GRAVEN is a damn flawed mess. Still kind of charming though.
>>10681094
You're in for a very good time. Especially if you went for Parias The Cleric, the best character.
>>10681217
>along with the Cleric's mace.
I'm clearly a physco because I love killing Ettins and Centaurs with it.
>>10681385
>Have you all considered that being a well endowed muscular Barbarian chad who punches monsters and don't afraid of anything is actually the best way to play Hexen?
Nah. Can't compete with the Cleric.

>> No.10681954

>>10681951
I dislike Parias' mace as it's so basic, but man the rest of his arsenal is pretty sick. The Serpent Staff being a real standout.

>> No.10681959

>>10681861
Fast fire rare and make it sound good
The AK in Strange Aeons for example, the shotgun still is the workhorse but the AK is just as good

>> No.10681961

>>10679235
the atmosphere and multiplayer. i like the gameplay too but i see why it's not everyone's cup of tea.
also if you're a pussy try to up the brightness

>> No.10681980

>>10681951
The mace is fine mechanically and the animations and what not, but needs some extra damage or something.
The wand has shit damage but it's ranged and piercing, the gauntlets are awesome but the mace is just a mace.

>> No.10681987
File: 1.01 MB, 1920x1080, doom266.png [View same] [iqdb] [saucenao] [google]
10681987

>>10681927
>>10676828
Progress on MAP17 for /vertex relocation/

>> No.10681998

>>10681861
in doom specifically, by having it use SHELLS instead of bullets. Then it can do its job in any map where shells grow on trees
It needs to be full auto and lay down hitstun or else it's effectively a shotgun reskin, but needing to reload after means it won't overshadow the plasma rifle, and the chaingun slot is still free for whatever

>> No.10682000

>>10681987
pretty

>> No.10682032

>>10681987
This really relocates my vertexes, in a good way.

>> No.10682057
File: 133 KB, 1920x1080, quakespasm-sdl12 2024-02-11.jpg [View same] [iqdb] [saucenao] [google]
10682057

I'm playing Remix Jam and these flags are EVERYWHERE, what sort of special breed are they signifying?

>> No.10682063
File: 138 KB, 640x480, doom183.png [View same] [iqdb] [saucenao] [google]
10682063

>>10681927
This week I made a map for a community project where I needed to fit a map into 1024x1024.

>> No.10682068

>>10682057
They're americans, they have american ideas. It's the best they can do.

>> No.10682078

>>10682057
This is the same group who tried to cancel the old guard and are basically gatekeeping the current community. They make pretty maps, but the actual content sucks because they think they know better when the best they can do is poor enemy placement and spam. And of course the usual in game political statements. It's best to avoid Jams these days, if only because of the weird Copper/Lunarian worship.

>> No.10682086
File: 1.24 MB, 1366x768, spasm0149.png [View same] [iqdb] [saucenao] [google]
10682086

I love unlockable secret ending rooms. They should be a thing more often in large maps. The knights and paladins here (shouldn't they be blackguards considering they're following some old one?) are too busy praying to their rune or maybe doing their morning exercises to notice me being here.

>> No.10682089

>>10681906
The latter.
https://github.com/Lewisk3/GZDoom_Descent

>> No.10682091

>>10682063
>The image isn't 1024x1024
YOU HAD ONE JOB

>> No.10682135

>>10681936
What if the horns curved outwards a little and then back up into points?

>> No.10682137

/vr/os i started playing ashes 2063 and it's fucking great

why did i wait?

>> No.10682146

>>10682135
Little bit late for that, Anon. Though I should have taken the extra time to put proper points on the damned things.

>> No.10682167

>>10682078
they dont make pretty maps, it is the same repeated cookie cutter shit.

>> No.10682171

>>10682063
which project?

>> No.10682175

>>10682171
Embryo. There's a thread on Doomworld about it.

>> No.10682184
File: 455 KB, 552x484, 1704193189364914.png [View same] [iqdb] [saucenao] [google]
10682184

>>10680880

>> No.10682450

>>10682057
>Endless jams of the same maps using the same mod over and over and over
>The general quality is nosediving and they're just outright shoving obnoxious current year shit in the maps now
Gee, I wonder why this is.
Although the real question is why people aren't ignoring this group and just doing their own thing. It seems the moment they showed up the rest of the Quake community decided to leave. It wouldn't be so bad if there were more people who could map making alternatives to this garbage but this is what we get now. I miss the days of being excited for the next Arcane Dimensions release. At least Alkaline was good, even if these jackasses still had to put in a little of their bullshit into that too.
Although it can't be a coincidence that the shitty map made by the trans is found in the blocked toilet. Someone in that team is sane.

>> No.10682465
File: 56 KB, 527x296, Capture.png [View same] [iqdb] [saucenao] [google]
10682465

what for dinner

>> No.10682471
File: 216 KB, 669x723, shrine.png [View same] [iqdb] [saucenao] [google]
10682471

>>10681927
shrine wall thing

>> No.10682505

>>10682450
>why people aren't ignoring this group and just doing their own thing
They've centralized the Quake singleplayer community pretty well. There isn't really a good place to go organize a jam not under their purview, and single map releases tend to get drowned out. The obvious thing would be to do our own Quake jams, but considering how dead VR2 is...
>It seems the moment they showed up the rest of the Quake community decided to leave.
A lot of them were boomers who either noped out after seeing how retarded things were about to get, retreated to the multiplayer side of things, or got shamed into exile like Dumptruck.
>Although it can't be a coincidence that the shitty map made by the trans is found in the blocked toilet. Someone in that team is sane.
These people aren't exactly averse to feces, anon. It's very, VERY possible that was unironic.

>> No.10682526

>>10682505
>They've centralized the Quake singleplayer community pretty well.
Fuck, I'm always telling people that the Doom community being so fragmented is immensely beneficial for not ending up like this.

>> No.10682537
File: 908 KB, 1360x768, Screenshot_UrbanBrawl_20240210_184112.png [View same] [iqdb] [saucenao] [google]
10682537

Oh boy, here comes Jerry with his 50-foot stand again.

>> No.10682540

>>10682505
>>10682526
So the only solution is to wait for these idiots to get bored an move on, or for a big scandal to tear the group apart which I guess could happen because kids these days are always looking out for things to tear each other down for.
This sucks. We still also don't know whatever the so-called allegations they made against the Quaddicted owner were, but my bet is it was made up crap in an attempt to take over.

>> No.10682592
File: 172 KB, 1363x768, woof0071.png [View same] [iqdb] [saucenao] [google]
10682592

Noooooo
I don't play doom to think, I just want to shoot demons.

>> No.10682606
File: 87 KB, 302x292, 1704306949943136.png [View same] [iqdb] [saucenao] [google]
10682606

>>10682526
Something about Doom seems to draw people from all sorts of other interests, and the closest thing to a unified idea is "grab the shotgun and kill everything in the map."
Even Athena Bambina, a smalltime bible-thumping vtuber played Doom and Doom 2, though most of the streams were belching and dying to zombies, and nobody bat an eye at how weird it was for someone who does bible study streams and other kids games to be playing Doom.

>> No.10682629

>>10682606
>Something about Doom seems to draw people from all sorts of other interests, and the closest thing to a unified idea is "grab the shotgun and kill everything in the map."
Ease of access, to the gameplay, to modding and the ability to make your own stuff.

>Even Athena Bambina, a smalltime bible-thumping vtuber played Doom and Doom 2, though most of the streams were belching and dying to zombies, and nobody bat an eye at how weird it was for someone who does bible study streams and other kids games to be playing Doom.
I mean Sandy's had the line for years that Doom never was a problem between it and his religious beliefs because Doomguy was killing demons.

>> No.10682634
File: 226 KB, 2048x1676, 1704738537894392.jpg [View same] [iqdb] [saucenao] [google]
10682634

>>10681946

>> No.10682715

>>10682526
i keep saying to these blithering idiots, quit quake 1 and move your base to quake 2, take what remaster did right now and go insane with it.
the reason of why there is even a Q2 Discord mapping group right now is because they want to fight this.
Mainly because it is sad seeing QuakeOne and other Q1 communities die to the sheep centralization with oldfags leaving, or kneeling to these morons while shunning those who cared like Dumptruck.

Even HL community and Build Community being autistic as the Doom Community helped a lot.

if Graf was smart, he would update GZD Builder with Q2R support so Wad textures are automatically converted to .wal or tga, and shit like Foursite would work out of box for Q2

>> No.10682779

>>10682471
Health should be in the heart.

>> No.10682861

>>10682471
In the thumbnail looks like a bunch of fat tanned guys wearing white underwear

>> No.10682870

Episode Enyo has spoiled me. Those guns are a lot more fun to use than Quake's standard guns and I find myself wishing I still had them when playing other maps. It helps that they're not just weird robot penises in the middle of the screen.

>> No.10682913
File: 1.47 MB, 1920x1080, Evalinup.png [View same] [iqdb] [saucenao] [google]
10682913

>>10681927
>Content related because someone made an Eva.wad
>https://www.vg-resource.com/thread-42435.html
Someone could use the weapon models I guess

>> No.10682946
File: 914 KB, 1920x1080, alkenyo.jpg [View same] [iqdb] [saucenao] [google]
10682946

>>10682870
I still prefer the OG weapon lineup but this is still super fun. Seems like a good base to make some stuff in.

>> No.10682951

>>10681367
One of these days someone is going to release a map or mod with some FTE specific feature, and people are going to look at it and say hey, that's really neat, I want to do that too!

>> No.10682959

>>10682870
They feel like Quake 2 guns but fast as Quake 3 guns
it is the best of both worlds

>> No.10682960

>>10681367
Even FTE doesn't support FTE. I played Church of the Unholy on a newer version of FTE than it was built for and one of the cutscenes glitched out.

>> No.10683078

>>10682078
>>10682450
Unpopular opinion, but jams have always been mostly shit and Quake community has never had that many quality releases per year. It's not dying as it never was quite alive on the first place. We get few good releases every few years like it always was. It's no more dramatic than that.

>> No.10683091

>>10679726
Somethingsomething separate the art from the artist or something.

>> No.10683098

>>10683091
He who shall not be named. Have fun separating that.

>> No.10683161

>>10681349
Serious Engine can do it.

>> No.10683175

>>10683161
Are you serious?

>> No.10683182
File: 1.13 MB, 1412x747, 1683045777005847.png [View same] [iqdb] [saucenao] [google]
10683182

>>10683175

>> No.10683229

>>10681874
God I wonder why Descent modding hasn't taken off as much as Doom/Quake.
Hell the most I can think of in recent memory was a bunch of good community levels for Overload but even then that game's not going anywhere.

>> No.10683238

Just finished Blood. Good stuff. Is are expansion and the sequel any good?

>> No.10683241

>>10683238
>expansion
I'd go play Deathwish instead.
>Sequel
I haven't played it either.

>> No.10683308

>>10683238
Do not play Blood 2, it is perhaps the very worst mainstream shooter of its time. Catastrophically bad game from design to execution.

>> No.10683338

Is it possible to trigger a texture change in Quake walls?

>> No.10683361

>>10683338
If you trigger a func_wall that has a texture starting with +0 it will switch to the corresponding texture that starts with +a.

>> No.10683429

What is the best sourceport for quake?

>> No.10683430

>>10683238
Blood 2 is fun to fuck about in. Set it to Easy because the difficulty's fucked.

>> No.10683437

>>10683361
Ooo okay thanks. Does that follow for, say, +a to +b?
>>10683429
Ironwail

>> No.10683683

>>10683429
Ironwail is easily the best one.
But if you're stuck on a potato you might need to use Quakespasm.

>> No.10683687
File: 313 KB, 1000x1000, Firestorming Quartz Flask.png [View same] [iqdb] [saucenao] [google]
10683687

>>10681954
>man the rest of his arsenal is pretty sick.
Yeah.
>>10681980
>but needs some extra damage or something.
Maybe. Again, I never had issues with it. Mace gets the job done, even if quite slowly.
>>10682450
>Although it can't be a coincidence that the shitty map made by the trans is found in the blocked toilet.
What? lol

>> No.10683707
File: 862 KB, 1366x768, spasm0096.png [View same] [iqdb] [saucenao] [google]
10683707

>>10683687
>What? lol
One of the worst secret maps in Alkaline is hidden in the main hub's toilet.
I will say though, as much as I dislike the current situation in the Quake 1 community Alkaline was almost up there with Arcane Dimensions for being a damn good mapset. I hope further updates will be on the way because the team were hinting at it as far back as April last year with images of a huge mech suit and a few new enemies.

>> No.10683713

>>10683687
>>10683707
Also, pic not related in regards to shitty maps. Dancing in the Golden Sun is the Tears of the False God of Alkaline, and coincidentally they have the same mapper.
Bal makes some really cool maps.

>> No.10683753
File: 3.96 MB, 854x480, enyotoilettime.webm [View same] [iqdb] [saucenao] [google]
10683753

>alk_head
Yeah sure let's test that. The more I mess with this the stronger I feel about >>10682946

>> No.10683754

>>10683713
I loved that map but was I the only one to have a very loud whining noise in some part of the map?
I think it was near the laser switches, those fucking things just kept going BWEEEEEE every time I'd go near that half of the map.
Also really liked the storage area where you get the permanent double/triple jumps.

>> No.10683758

>>10683753
Is Enyo supposed to be played with whatever the equivalent of a pistol start is in Quake?
The weapon placement really makes me feel that way.

>> No.10683763

>>10683753
Wait, you can load up Enyo with Alkaline?
Sweet. I can replay one of my favourite mods with Enyo weapons.

>> No.10683772

>>10683758
That's what i did on nightmare.
It's really not a hard set despite the enemy count.

>> No.10683780

>>10683238
the expansions are good, Blood 2 not so much

>> No.10683784
File: 846 KB, 1920x1080, alke2.jpg [View same] [iqdb] [saucenao] [google]
10683784

>>10683758
>Is Enyo supposed to be played with whatever the equivalent of a pistol start is in Quake?
The mod itself? Yeah. It's much more balanced that way, the grenade launcher and plasma rifle will get overshadowed by their upgrades.
>>10683763
>Wait, you can load up Enyo with Alkaline?
It's still glitchy but yeah, you can always mix and match these mods and levels to expectedly breaking results. This is still fun enough to mess with.

>> No.10684137

>>10681939
>accompanying paper
Please tell me more, I don't lurk here often

>> No.10684234

>>10684137
oh I can't reveal too much until I release the alpha version of the map

>> No.10684604

>>10683161
I was disappointed that the HD versions didn't had that

>> No.10684774
File: 3.24 MB, 1920x1080, ee5_2024-02-11_21-55-21.png [View same] [iqdb] [saucenao] [google]
10684774

Did I miss a quad damage here? Episode Enyo level 5, the silver key door.

>> No.10684805

>>10684774
No, it's just a Mazu level.
In all fairness to him, he actually showed restraint this time. A reasonable number of secrets, health and ammo. Either he's learning or he's finally got someone on wrangling duty.

>> No.10684819

>>10684805
Honestly the level fucked. Yeah a lot of fights felt like they needed a quad damage somewhere but you're actually fairly tanky and there's a lot of armor and health lying around so it's not bullshit.
That final boss though, do people not realize Chthon was a shit fight just like every other vanilla quake boss was? Especially if you have the wings and can easily take out 2-3 switches in one go if you feel like it?

>> No.10684848
File: 973 KB, 2560x1440, morealkenyotests.jpg [View same] [iqdb] [saucenao] [google]
10684848

>>10684819
There was at least one quad in there as well. It’s also a level where the mod finally makes good use of those hammerers (bambler clones).
My issue with the final level is how much the episode peaked in the previous one with its fights. I’m okay with a Cthon-styled stage hazard if the combat surrounding him is solid.

>> No.10684854

>>10684848
The bamblers were a poor choice to be honest and they should have gone for a custom enemy type or at least gave them the arcane dimensions ogre hammer slam. There's too much bullet ammo in the game and it makes them absolutely trivial compared to the Shockmaster(the shambler clones).
Still, I really enjoyed it but now I don't know what to play. I'm still going through Doom's Abysm 1 and will go through Absym 2, but other than that I can't think of a wad or mod I had on my backlog.
Also looking at the Slave Zero X trailer it seems that Enyo is an antagonist which kind of makes me sad, I liked her.

>> No.10684861

>>10683707
>One of the worst secret maps in Alkaline is hidden in the main hub's toilet.
I get that, but couldn't undestand what is like the idea behind it.
>>10683713
>Dancing in the Golden Sun is the Tears of the False God of Alkaline, and coincidentally they have the same mapper.
Oh yeah. It was a good map. Played Alkaline a few years ago and this one definitely stood out.

>> No.10684892
File: 1.34 MB, 1366x768, spasm0011.png [View same] [iqdb] [saucenao] [google]
10684892

>>10684819
I'm also sick of Cthon. The moment I saw a shield around the boss when I shot him and how he was stuck in place I immediately knew it was going to be a Cthon button smashing session. You have Armagon, people. Use him. You would need to do next to nothing to his design for him to fit in universe with biomechanical horrors.
>>10684854
>the arcane dimensions ogre hammer slam
When I first saw them I immediately expected them to do just that. But then for some reason the current newbies running the community seem to treat AD as something to be avoided so of course they didn't use it (and have a strict adherence to using Copper for some reason)
Personally, I like AD way more than Copper but that's neither here nor there since Enyo is basically Alkaline.
The short version is I want more Alkaline. It's a damn good mod and I thought more content was meant to be on the way.

>> No.10684906
File: 484 KB, 1920x1080, bambleprison.jpg [View same] [iqdb] [saucenao] [google]
10684906

>>10684854
>The bamblers were a poor choice to be honest
With how they’re utilized in the rest of the mod, for sure. EE5 finally makes some proper use of them, sending a squad against the player in a more limited space.
I’ve been going back between this and the original Slave Zero.

>> No.10684934

>>10684906
Honestly I played a level or so of Slave Zero(up until you finish off three generators in some city) and I didn't feel it. It has that early third person game camera where it feels way too sensitive even with lowering the setting and I have no idea if I just downloaded a copy without music or not but without any music the gameplay feels like it's missing something.
I might give it another shot later but honestly I've been more keen on replaying Hexen 2 with a vanilla+ mod if one exists and then Heretic 2.

>> No.10684962
File: 886 KB, 1920x1440, slavezeroscene.jpg [View same] [iqdb] [saucenao] [google]
10684962

>>10684934
It’s got some of the “weirdness” I was hoping for and is better than I was hoping it would be. It’s still a standard first/third person shooter, and capturing footage for it is now busted for me after using nglide.

>> No.10685016

whare some mapsets that go well with the ashes 2063 weapons pack?

>> No.10685048

>>10685016
Emerald City?

>> No.10685057

>>10685016
Monster Hunter Ltd

>> No.10685086

>>10684819
>Honestly the level fucked
Yes, it was surprisingly good for one of his levels. I think because it was a promotional material thing for an actual release there was good quality control this time. Normally I see a level by this guy and my first reaction is to skip it because they're usually annoying slogs. Not this time though, it was pretty good, even if he could do with giving you a quad for the silver door because that was bullshit the first time around.

>> No.10685103

>>10685086
>Mazu
I’ve only played his Enyo one and his levels in Dwell: His episode 2 map was nuts, but the one he did for episode 1? Just right, loved ot. Are his maps outside of the three I know (ee5, d1m8, d2m8) even more unhinged?

>> No.10685141

>>10685057
Those wads are a good call, shame they're fairly ignored these days.

>> No.10685146

>>10685103
If you like his kind of thing, then yeah you'll like the rest of his stuff. Personally, I get the impression he played some of the bigger maps in AD, was arrogant enough to think he could top them and went ahead not knowing that bigger doesn't always mean better.

>> No.10685156

>>10685141
I shill them at every opportunity. Love the atmosphere and the light environmental storytelling.

>> No.10685180

>>10685057
Monster Hunter is a real good time, makes me think of Lainos's maps.

>> No.10685185

What was the verdict on Eviternity 2? How is the difficulty, the map length and fun compared to the first? Is the final boss also ass in this one or is it more fun?

>> No.10685189
File: 735 KB, 1920x1080, endofalkenyo.jpg [View same] [iqdb] [saucenao] [google]
10685189

>>10685146
>Personally, I get the impression he played some of the bigger maps in AD, was arrogant enough to think he could top them and went ahead not knowing that bigger doesn't always mean better.
I can easily see this applying to Dwell’s d2m9. Not the case with his other Dwell map or Mechanized Mayhem, things like ad_sepulcher and ad_swampy are both fatter and mazier. I’ll be wary with his other works.

>> No.10685204

>>10685189
Like I said, Mechanized Mayhem means he's either getting over this phase or he's had someone editing his work to trim down the excess.
He clearly can make some good levels he just needs to stop trying to make everything some magnum opus attempt at creating another Forgotten Sepulcher.

>> No.10685205

>>10685057
>>10685141
>>10685156
>>10685180
It's kinda nuts to realize it's ten years since those came out, and seven years since they last released a map.

>> No.10685241
File: 689 KB, 1172x816, 1501516785801.png [View same] [iqdb] [saucenao] [google]
10685241

>>10677546
Am I blind or is the only way to change FOV in DSDA is through editing the config file? Not like it's a problem or anything, just seems strange not to include it in the options menu.

>> No.10685316

>>10685205
>hasn't posted on the DW since then either
I fear the worst :(
Hope he got a video game job or something.

>> No.10685323

>>10681934
>Reducing fire rate, as weird as that might sound, can make a weapon feel more powerful if you increase the damage per shot. The chaingun feels like a peashooter because of the low damage of each individual shot and only shines if you keep firing. By moving that balance over to higher damage slower fire rate you can make each shot feel more impactful, even if you keep the DPS the same.
I get what you mean but doom chaingun isn't the best example (I'm assuming that's the one being used due to speedreading, apologies if I misunderstood), because what makes it wimpy is sharing the same firing sound as the already wimpy pistol, and the rate of fire already being really slow for a CHAINGUN, it would be ridiculous if it fired even slower. If the sprite and name were changed to a battle rifle or something? That'd be more fitting for a slower firerate

>> No.10685335
File: 1.40 MB, 2560x1351, gzdoom_lNHaCMOw0t.png [View same] [iqdb] [saucenao] [google]
10685335

>> No.10685365

>>10685335
Is this a fan map or something from the new Ashes?

>> No.10685368

>>10685365
Emerald City with Ashes weapon pack

>> No.10685378

>>10685368
>Emerald City
Holy shit how have I never heard of this, was looking for wads to fill the hole left after I finished Lost Civilization, thanks

>> No.10685383

>>10685378
It was pretty big when it came out but it wasn't Auger Zenith so it didn't stay popular.

>> No.10685385

>>10685383
How is the balance for that wad with the Ashes weapon pack? Tempting to use it as well but if it's overpowered I probably shouldn't.

>> No.10685431

>>10685385
If anything I think Ashes might be slightly underpowered.

>> No.10685452

>>10682634
>>10676828
The Sum Ting /vr/y Wong preview campaign has been uploaded!

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

Will be hosting a few multiplayer sessions in an hour or so with Build GDX, here's a poll to determine how many dudes are showing up.

https://strawpoll.com/e7ZJGz0L5y3

>> No.10685472

Just beat Ashes 2063. Shorter than I thought it'd be, even with the 2 secret levels. Great level design, good weapons, REALLY good music. i r8 8/8. Will do afterglow next weekend.

>> No.10685476

>>10685472
You probably don't want o marathon Afterglow in one weekend. Do it over two weekends instead.

>> No.10685491

>>10685476
is it that much longer than 2063?

>> No.10685502

>>10676828
>>10685452
Hotfix version, fixed a texture problem and added a text document detailing the current progress.

https://files.catbox.moe/8m2ttp.zip

>> No.10685503

>>10685385
its a bit underpowered actually. The ashes super shotgun takes 2 blasts +1 (so 3 shells) to kill a pinky.

>> No.10685505

>>10685491
At least twice as long, but that's considering you know everything you're gotta do/don't give a shit for side content. For a first playthough, you're looking about 2.5-3.0 times the length.

>> No.10685506
File: 567 KB, 1822x982, fountain.png [View same] [iqdb] [saucenao] [google]
10685506

>> No.10685526

I just wasted 40 min trying to finish MAP9 in doom2, couldnt do jump in one spot even suspected map might be bugged, apparently played with running off since i started doom2 and havent noticed it. Fucking kill me.

>> No.10685585

>>10685526
>jump
If you need to jump in order to complete a map, you're probably doing something wrong.

>> No.10685593

>>10685502
Server info for the session, password is "tendies". We'll be starting in about 15 minutes.

https://files.catbox.moe/rkeep8.zip

>> No.10685598

>>10685506
really cool

>> No.10685634
File: 1.29 MB, 1366x768, rmx_digs_2024-02-11_08-41-22.png [View same] [iqdb] [saucenao] [google]
10685634

>> No.10685643
File: 943 KB, 2560x1351, gzdoom_ahdoIdOd34.jpg [View same] [iqdb] [saucenao] [google]
10685643

Emerald City has a super cool aesthetic.

>> No.10685646
File: 1.47 MB, 1366x768, rmx_digs_2024-02-11_08-42-05.png [View same] [iqdb] [saucenao] [google]
10685646

>>10685634

>> No.10685647

>>10685593
The session is up! Get in here guys!

>> No.10685684 [DELETED] 
File: 72 KB, 1606x1229, ss.png [View same] [iqdb] [saucenao] [google]
10685684

>>10685452
stuck here, what did i fuck up this time

>> No.10685693
File: 72 KB, 1606x1229, ss.png [View same] [iqdb] [saucenao] [google]
10685693

>>10685647
sry
stuck here, what did i fuck up this time

>> No.10685695

>>10685693
Try reconnecting man, I think I fucked up the firewall rules initially. Relaunching the server.

>> No.10685716
File: 9 KB, 1557x377, wtf.png [View same] [iqdb] [saucenao] [google]
10685716

>>10685695
I think Build GDX is being retarded, I port forwarded but it dosn't seem to recognize my public ip.

>> No.10685721

>>10685716
I'm a fucking brainlet, the public IP is recognized now, get in here bros, for real this time.

>> No.10685731

>>10683238
>Episode 5: Cryptic Passage
It's pretty fun and enjoyable.
>Episode 6: Post Mortem
I hope you like pain and misery, harder than Episode 4.
>Blood 2: The Chosen
Skip, go play the Death Wish add-on for Blood instead.

>> No.10685745

>>10685721
Server is up again, relaunching with 2 player slots

>> No.10685760
File: 11 KB, 1332x152, ss.png [View same] [iqdb] [saucenao] [google]
10685760

>>10685721
>>10685745
was able to connect!
got checksum errors in the console the first time it connected, i think because i had the map and tile files in both the base directory and the autoload directory. this time i emptied the autoload directory and unchecked the "enable autoload folder" box in buildgdx and it was sitting on this screen. (now it's back to "trying to connect")

>> No.10685775

>>10685760
We're in game right now man, let you know when the server relaunches. I'll set it to 3 players again.

>> No.10685778
File: 479 KB, 141x141, 1691448080326308.gif [View same] [iqdb] [saucenao] [google]
10685778

>>10685775

>> No.10685789

>>10685778
Servers up man. GG anon, thanks for playing the previous match.

>> No.10685818

>>10685789
Servers down, thanks for stopping by guys. Hope you liked the map.

>> No.10685841

>>10685818
gg
map feels like it has good balance and variety, and really nice overall ambience

>> No.10685846

>>10683707
Alkaline did get an update anon it's in the news post.

>> No.10685863

>>10685841
Thanks man, I appreciate the feedback. Glad you liked it.

>> No.10686047
File: 155 KB, 488x438, Screenshot 2024-02-12 004825.png [View same] [iqdb] [saucenao] [google]
10686047

>>10681927
WIP of my map (MAP24) for Vertex Relocation.
Been in the process of looking for a new place, and I'm moving tomorrow, so God willing I'll hopefully crank-out a playable version by Wednesday night.

>> No.10686050
File: 64 KB, 658x316, First attempt at shading.gif [View same] [iqdb] [saucenao] [google]
10686050

>>10681927
Got all the flats done, going back and taking a crack at shading this thing. I'm trying to figure out what'd be the best way to do this. Currently I'm painting on the shade/highlights with a low opacity brush and then pushing it through a limited color palette with a dithering option.

>> No.10686118

>>10686050
Kegan did you

>> No.10686128

is there a limit for custom button/weapon states?

>> No.10686148

>>10686118
Not yet. Art stuff first.

>> No.10686165

>>10686050
>shading this thing
Is there any particular reason why you're doing it by hand instead of adding lights to the scene and rendering with them? I can understand touchups, but this seems like it defeats the purpose of using a 3D model to begin with.

>> No.10686171

>>10686165
Blockbench doesn't have lighting options. So all I can do is make a model, and then I need to do the shading by hand.
Also I use a model to make perspective shit easier.

>> No.10686181

>>10686171
Ah. I've never used Blockbench, but it's probably easy enough to export the model to Blender and render its frames with proper shading there.
Unless you're just a masochist.

>> No.10686194

>>10686050
this is so cool, I remember just using MSPaint and this open-source program that rotates sprites with minimal loss, made for sonic sprites.
I just finished the Word doc/weapon features, now gotta make base sprites.

>> No.10686286

Man, GZDoom is so soulless. It doesn't have a "that unique look" that other engines have (Id Tech 3, Unreal 1, GoldSrc, Source, hell even other ports have their on "that unique look" like PRBoom or Skulltag)
Upgrading to OpenGL 3.3 was a mistake.

>> No.10686348

>>10686050
Looks great, any particular guide you followed to learn shading like that?

>> No.10686427

>>10686050
Damn that's cool

>> No.10686437

>>10685585
you needed acceleration to "jump" from ramp to other side to progress, without running it wasnt possible.
its in this spot
https://youtu.be/mzfT513NVjk?t=76

>> No.10686442

>>10685526
>>10686437
I would have expected MAP02's jump into the red key building to clue you in that something was wrong.
But you can actually just walk diagonally to make both of those.

>> No.10686445
File: 26 KB, 550x350, Bomb comparisons.png [View same] [iqdb] [saucenao] [google]
10686445

>>10686181
>Unless you're just a masochist.
I have a problem.

>>10686348
Stole the idea from how HyperUltra64 shades stuff. I like this method because it leaves me with cool glass weapons if I hide the flats. I didn't push this one through a limited color palette though

>> No.10686448
File: 23 KB, 291x828, 1688986860547800.png [View same] [iqdb] [saucenao] [google]
10686448

Which file is the Icon of Sin/Romero sound? Fuck me there's a lot of audio files.

>> No.10686450

>>10686448
Doomwiki covers things like that fairly well, though Icon is weird due to its structure.
https://doomwiki.org/wiki/Final_boss#Notes

Most monsters will just have a table with sounds.

>> No.10686457

>>10686450
Thank you very much anon.

>> No.10686493
File: 2.24 MB, 1288x701, gore.png [View same] [iqdb] [saucenao] [google]
10686493

Now that Voxel DOOM exists someone should port a DOOM Eternal style Gore system to it, it would work really well.

>> No.10686504

>>10686493
right? one of the few things i really liked about this game

>> No.10686545
File: 646 KB, 900x948, Me irl.png [View same] [iqdb] [saucenao] [google]
10686545

I just finished playing Ram Ranch from 500ml of /vr/ in NotBlood and the gas can was invisible in both software and polymost.
Is this a known bug or did i install it wrong?
Trauma Therapy's Carnival of Terror still has the moon key disappearing when i open the grate i dunno why.

>> No.10686576

few questions to OG players, did original doom really require constant 2 key pressing to strafe? what about running was there auto run option in original doom?

>> No.10686602

>>10686576
>did original doom really require constant 2 key pressing to strafe
No
>what about running was there auto run option in original doom?
https://doomwiki.org/wiki/Autorun

>> No.10686614

Does Raze really feel better with mouse than eDuke32? I remember reading something like that.

>> No.10686625

doom not fun anymore

>> No.10686648

Is ViolentRumble-anon still around, quietly working on either VR v2.0 or the Malice fan-patch?

>> No.10686651
File: 522 KB, 1494x842, palfuck.png [View same] [iqdb] [saucenao] [google]
10686651

>>10686614
Played both. EDuke32 feels much better. Raze has this odd "floatiness" that you have in GZDoom. Graf should stick to debloating his engine instead of treading new waters.

>> No.10686653

>>10686545
It usually due to wrong installation. How's your Blood directory looks like?

>> No.10686674

>>10686653
i have NotBlood in the main directory and 500 in a folder inside it.
I launched it from the ini in the main folder.
Same for TT

>> No.10686680

>>10686576
You held shift the whole time and held alt when you wanted to strafe (which meant you couldn't strafe and rotate simultaneously).

>> No.10686684

Is there a way to make a mod that changes the weapon switch speed of the BASE shotgun, so that any other wads that modify weapons still behave the same way? Just the lower and raise speed. If I make a class that extends, then other wads won't grab it

>> No.10686689

>>10686684
Most of the switch speed comes from lowering the weapon, so it's kind of impossible without changing everything.

>> No.10686691

>>10686674
I tried putting the mods in the main folders but the issues remain.

>> No.10686706

>>10681209
What is that mod / game?
Love the wall graffiti

>>10683238
Cryptic Passage is definitely good. Blood 2 is meh. It's not dogshit like some claim but it's extremely underwhelming. Think of Blood 2 as an impressive Blood-themed mod for Quake 2 more than a true sequel.

>> No.10686707

>>10686674
Try putting the .ini file in the mod folder and launch the game with the folder in mind. Something like this:

notblood -ini 500/500.ini

Also what's your OS?

>> No.10686712

>>10686689
doesn't it come from both?
lower weapon AND raise weapon?

>> No.10686714
File: 469 KB, 1607x931, literally how.png [View same] [iqdb] [saucenao] [google]
10686714

aaa
AAAAAAAA

>> No.10686716

>>10686712
It does come from both, but it looks awkward if you change one but not the other. You'll have the really long holster only for the next weapon to pop on your screen instantly.

>> No.10686718

>>10681154
It fixes some bugs and re-balances some stuff. That's why people love it so much. Quake fans just like Doom fans think the base game is near-perfect.

For me, the mod that I will consider perfect for Quake 1 would be a mod which will transform Quake 1 into something like a Build Engine game with fuckton interactivity, destructible environments and faux-scripting. Seems like Alkaline is the one but I'm not too sure.

>> No.10686743

>>10686716
So I suppose there's no real solution to this conundrum? No scripting magic from ZScript can help here?

>> No.10686763

>>10686716
I relaunched the Ram Ranch from the start by map select and the gas can appeared.
It's my original configuration so it seems something else happened during gameplay that made it invisible. Weird.

As for TT, i've tried your suggestion and nothing does. I've tried relaunching the map from the menu with and without the NotBlood sector nehavior and no luck either.

>> No.10686769

>>10686763
Meant for>>10686707

Sorry>>10686716.

>> No.10686812

>>10686769
>I added around 50 new sounds in this add-on. Out of convenience I already added the sounds into the main sound file (*SOUNDS.RFF*).
This file contains all the Blood sounds and my new ones. For TRAUMY THERAPY to run, it needs to be in the main blood folder.
If you are unsure make a backup of the original SOUNDS.RFF. But Blood is absolutely playable with the new *SOUNDS.RFF*.
Also you need to overwrite the old SURFACE.DAT and copy the new one (*SURFACE.DAT*) into the blood folder. Here as well, if you are unsure make a backup.

Hmm, seems simple enough. I wonder why you have that problem.

>> No.10686813

>>10686651
Thank you anon. I never liked Duke3D much, was thinking of giving it another chance. Will use eDuke32 when I do.

>> No.10686823

>>10686813
Anytime and have fun.
If you want a more "vanilla" experience, I can recommend BelgianChocolateDuke3D. It will be buggier so keep that in mind.

>> No.10686832

Is the AMC TC complete yet?

>> No.10686856

>>10685241
it's strange, but works when i only want 150 fov.

>> No.10686863

>>10686812
Everything seemed to work aside from that disappearing key in map 12 and somehow the crematorium from the first map not properly sliding the body in and giving me two life seeds instead of one.
If it was the install i'd probably have had worse issues idk.
Also the install for TT2 has an install.bat so it was more simple.

>> No.10686908

>>10684805
>Either he's learning or he's finally got someone on wrangling duty
well, it's an official product, I don't think he will stop

>> No.10686935

>>10679061
what mod

>> No.10686942

I made a thing but uhhh it runs at 2fps in GZDOOM

>> No.10686959

>doom

>> No.10686968

>>10677315
Fake directional lighting has always been a thing in Q2. Even original ref_gl had it. No idea why KEX decided to remove it.

>> No.10686976

>>10686968
They didn't remove it, just id that didn't let them add back and they thought it was already there.
Now Nightdive is at the mercy of id to make another patch, since paril already patched Q2Pro R with this fix, plus the PSX Campaign.

Again, people has to pester id software and mainly Microsoft for more Quake 2 patches.

>> No.10686982

>>10686976
Wait
They need permission to patch a game they made?
Wtf

>> No.10686986

>>10686982
Yes, Welcome to the world of gamedev.
Because id calls the shots if they have money and fucking sponge said that is no planned patches for Q1 and Q2.

>> No.10687042
File: 613 KB, 2544x628, left or right.png [View same] [iqdb] [saucenao] [google]
10687042

which style goes harder left or right?

>> No.10687049
File: 8 KB, 210x240, glenn-danzig-aqua-teen-hunger-force-50.9.jpg [View same] [iqdb] [saucenao] [google]
10687049

>>10687042
Can you get the flood to flow up the pillar?

>> No.10687050

>>10687042
If by "harder" you mean edgier or more "evil", then left, but do remove that brown strip on the top, so it looks like it's a hollow pillar overfilled with blood.

>> No.10687053
File: 320 KB, 1596x508, like this..png [View same] [iqdb] [saucenao] [google]
10687053

>>10687049
>>10687050
liek this?

>> No.10687062

>>10687053
Yeah, that looks cool. Problem is, now you can't really use that with a roof on top, you have to leave a gap to sell the idea that it crushed something against the ceiling, but that's fine.
For anon's idea of making the blood flow up, I think you'd have to mess with lighting to make it look like it's flowing up instead of just a wall that's coloured that way. With this pic, the idea of gravity helps sell the idea that it's blood flowing down.

>> No.10687213

its been years since i played blood, is GDX still the way to go?

>> No.10687241

>>10687213
These days I have a hard time recommending anything besides NotBlood https://github.com/clipmove/NotBlood
For me it used to be
>accurate to vanilla? Nblood
>difficulty customizing? GDX
NotBlood has the best of both worlds and more.

>> No.10687247

>>10687213
I replayed with GDX recently and didn't regret

>> No.10687274

>>10687213
GMDX is straight up better than regular Deus Ex and Im tired of it being suppressed

>> No.10687279

>>10687274
It's the brutal doom of deus ex

>> No.10687303
File: 100 KB, 805x540, 1691258626226784.gif [View same] [iqdb] [saucenao] [google]
10687303

>>10685646
why does this remind me of a Q3 map?

>> No.10687317
File: 101 KB, 1329x373, doom troons.jpg [View same] [iqdb] [saucenao] [google]
10687317

everytime i write doom in twitch searchbar i have this porn garbage never happens with other games, are doom players really this pathetic?

>> No.10687321

>>10687317
No, Twitch is.

>> No.10687324

>>10687317
THE DOOM of WORLDS WAKES ONCE MORE

>> No.10687337

>>10687317
is that a fucking underboob camera

>> No.10687339

>>10687303
That whole mapset is based off of taking multiplayer maps from other games and turning them into singleplayer Quake maps https://www.slipseer.com/index.php?resources/remix-jam.315/

>> No.10687346

>>10687317
i always thought its zoomers who donate to those useless whores and make them rich but it really seems its fucking pathetic lonely millenials

>> No.10687384

>>10687339
oh nice

>> No.10687407

>>10687317
>>10687321
we need to make a Twitch just for nerds.
>no normies or e-girls allowed.
>no big companies allowed
>the older the game, the freer the content, the more the channel is boosted

>> No.10687434

>>10686648
Maybe...
It's the latter. I was going insane from the buildup of spaghetti code. Sorry if you're that one guy still mapping.

>> No.10687558

>>10687321
>>10687346
Twitch is pure parasocial relationship bullshit.

>> No.10687624

>>10686935
https://www.slipseer.com/index.php?resources/remix-jam.315/

>> No.10687747

>>10687317
All fucking women must fucking hang

>> No.10687796
File: 1.02 MB, 1920x1076, nugg0006.png [View same] [iqdb] [saucenao] [google]
10687796

Rekkr is neat.

>> No.10687838

>>10687796
Based mod and dev who kicks my ass in rando Quake matches, it’s amazing. Everything in it is great, aesthetics, music, level design, everything.

>> No.10687848

>>10687796
It's genuinely criminal how Rekkr is virtually unknown in the 'boomer shooter' sphere. It puts most of those indie griftware games to absolute shame.

>> No.10687879

>>10687838
Agreed. The game is a bit challenging sometimes but that's because I became rusty. Will git gud though.
>>10687848
Absolutely. Most of these "boomer shooters" are just spastic shooters due to Doom Eternal's popularity. Calling them retro shooters is factually wrong.

>> No.10687885

>>10687796
It's awesome, Revae and co did a really good job, even if I can never unhear the Term gargling water in that one death sound.

>> No.10687902

>>10687879
>>10687848
Most of them are faux retro shit, usually doing the most superficial crap to look retro to the average dipshit while listing a ton of games they're supposed to be inspired by.

Most of them never try to learn the lessons from older stuff and it really fucking shows with crap like enemy rosters that are barely distinguishable from each other.

>> No.10687905
File: 1.05 MB, 1544x700, aztec.png [View same] [iqdb] [saucenao] [google]
10687905

upgrades?

>> No.10687927
File: 852 KB, 855x960, 1521482021017.png [View same] [iqdb] [saucenao] [google]
10687927

>>10687848
Do you really feel sorry for REKKR not being played by dirty casual peasants? Just because their favorite streamer or social media didn't tell them about it?
I do feel sorry for Revae for not getting "big" with it because yeah, his work deserved more praise. But on the other hand he's still our guy.

>> No.10687934

>>10686714
>>10687905
How are you expecting people to play this in GZDoom?

>> No.10687947

>>10687934
mouse and keyboard while running project MSX hopefully

>> No.10687958

>>10687947
Does your wad comes with NASA computer as well?

>> No.10687959
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10687959

>>10687927

>> No.10687968
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10687968

>>10687958
yes

>> No.10687991

>>10687848
While I can certainly acknowledge the work and craftsmanship that went into Rekkr, and feeling a bit proud how he is ONE OF US, something with Rekkr just didn't click with me, after a few tries. But I am glad it exists.

>> No.10688000

>>10686863
The key issue is a bug, happens with NBlood as well.

>> No.10688047 [SPOILER] 
File: 6 KB, 90x90, popup-probe.gif [View same] [iqdb] [saucenao] [google]
10688047

>>10687905
meow

>> No.10688181

>>10687407
>no normies or e-girls allowed
AKA what Twitch was supposed to be when it spun off from justin.tv
>the older the game, the freer the content, the more the channel is boosted
I support this just to mindbreak zoomers who think stream views are more important than whether or not the game's fun

>> No.10688310
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10688310

>>10686286
doesnt it have Vulkano

>> No.10688332
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10688332

>>10687927
>I do feel sorry for Revae for not getting "big" with it
Isn't REKKR one of the "official" mods for Doom per Bethesda? I don't remember the context, but I know it's available in one of their official releases in some capacity. That's about as "big" as a fan creation can get, short of being canonized (not, like, "lore" canon) a la TNT: Evilution and The Plutonia Experiment.
>on the other hand he's still our guy.
Yeah, Revae is criminally blessed. I could gush, but I won't. I'm so jealous of his kid(s?). I wish I had a dad like him.

>> No.10688381
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10688381

>>10676828
is the deadline for /Vertex Relocation/ still the 16th? don't we want to aim for replacing all maps?

>> No.10688429
File: 1.09 MB, 2208x856, greece.png [View same] [iqdb] [saucenao] [google]
10688429

DOOM if it was based (in Greece)

>> No.10688447

>>10686614
Raze and eduke feel comparable to me, it's BuildGDX that has bad mouse filtering in my opinion.
I still mostly use Raze because I like being able to have all my build games in one executable launcher.

>> No.10688480
File: 423 KB, 696x812, Capture.png [View same] [iqdb] [saucenao] [google]
10688480

>>10688429
name 1 good fps in greece

>> No.10688483

>>10688480
Daikatana

>> No.10688496

>>10676828
Babe wake up, Crumpets 2 just dropped
https://www.doomworld.com/forum/topic/143340

>> No.10688530

>>10677465
I don't think they went far enough with the SNG, frankly. Both nailguns are now meant to excel at different ranges like the shotguns, but the added spread to the latter is so negligible that it really only factors in very long distances, and trying to "chaingun tap" enemies with the former with projectiles at such lengths is AIDS, regardless of increased nail speed.
They should increase the spread further and bump up the firerate so that it functions more like Quake II's chaingun, but that would probably be too drastic for their nebulous idea of "minimalist changes."

>> No.10688548

>>10686576
>>10686680
Dead certain that you could circle strafe with the original .exe using mouse and keyboard.

>> No.10688565

does super shotgun have knock back? i sometimes fall off from thin ledges when i shoot, maybe physics in this game is fucked

>> No.10688567

>>10688565
it does

>> No.10688610

>>10688565
Only on DOOM 64.

>> No.10688620
File: 441 KB, 808x998, uberogre.png [View same] [iqdb] [saucenao] [google]
10688620

I'm thinking about recoloring some of these guys so they'd fit more in a standard Quake level.
>>10688530
>They should increase the spread further and bump up the firerate so that it functions more like Quake II's chaingun, but that would probably be too drastic for their nebulous idea of "minimalist changes."
That would be a significant damage boost to my playstyle as well, I'm not a fan of sniping with "rapid projectile" weapons in general (nailguns, plasma rifle).

>> No.10688625

>>10686545
>>10686763
The gas can and tools disappearing is a notorious problem, It's happened quite a few other times. The reason is that those sprites are type 417 explode objects nested in a sector that sends a trigger when you touch them or are within proximity. Something is causing them to spawn improperly, maybe because its using the napalm ammo sprite. Glad it worked eventually though.

>> No.10688661

>>10686680
Doom had dedicated strafe keys, defaulted to comma and period IIRC.
Wolf3D only had a strafe modifier.
>>10688565
Which port? Some have weapon recoil as an optional feature, but it should be off by default.

>> No.10688691

>>10688661
dsda doom, playing vanilla doom2 now

>> No.10688694

newfag here, on my first playthrough of doom 1 and on inferno on uv
is the complete lack of ammo normal? do I just need to git gud at finding secrets?

>> No.10688697

>>10688661
>Doom had dedicated strafe keys, defaulted to comma and period IIRC.
I had no idea about this.

>> No.10688703

could you rebind the keys cause comma and period would be kinda useless

>> No.10688710

>>10688694
The start of Inferno is like that, yeah.

>> No.10688712

>>10688703
yes
you could set up full WASD+mouse controls and load a TSR to disable vertical mouse input and it would control basically the same as a modern accurate port

>> No.10688713

>>10688694
The first 2 maps are tight on ammo. E3M2 does have a berserk so punch the shit out of as many enemies as you can there.
Don't skip the secret map btw.

>> No.10688846

>>10688712
There was also an exploit for having Always Run.

>> No.10688861

>>10688565
A lot of purist source ports have forward/backward mouse movement on by default, that could be what's moving you around at bad times

>> No.10688863

>>10688861
It's funny how the modern official ports have that disabled by default, because everyone collectively agreed that it wasn't suitable for Doom.

>> No.10688865

>>10688863
The official ports are made to get people who never really played the originals into them, of course they'd change the controls to be more suitable to that kind of an audience.

>> No.10688873

>>10688865
True, but even the all the oldheads play it that way, everyone recognized it as the optimal control scheme.

>> No.10688876

>>10688873
Mouse movement is handy for speedrunning.

>> No.10688881

>>10688876
If you said that for Wolfenstein 3D, I would agree with you, it fits extremely well there, but for Doom it feels extremely uncertain and unpredictable.
How many speedrunners use the mouse for movement like that?

>> No.10688890

>>10688881
Anyone who uses SR50s in their runs.

>> No.10688902

>>10688890
You don't need mouse movement for that though?

>> No.10688907

>>10688902
You do.

>> No.10688954

>>10688902
Basically every runner uses mouse turning because it would be an even bigger ballache to SR50 with strafing and keyboard turning at the same time.

>> No.10688987

>>10688954
>>10688907
Mouse turning is one thing, using the mouse to move back and forth is very different.

>> No.10689016

>>10688987
you need lookstrafe to sr50 tho

>> No.10689032

How often do you use gameplay mods the first time you play through a wad?

>> No.10689064
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10689064

What's the consensus on obsidian? I just tried a map by it for the first time, and it absolutely blew chunks. This was without fixing any settings other than telling it to make a vanilla compatible map. Has anyone used randomly made maps for inspiration in their own? Or is it all square rooms with monsters dotted randomly around them?

>> No.10689067
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10689067

>>10688620
Made some progress in-between games. I don't know what to do with that chain, if I should just add some edgy bloodsplatters like everything else in Quake, but it's fun. I don't know a good sound resource right now so I'm using stuff from Project Malice.
>>10689032
Most of the time it's without. Sometimes I hit that point where I want to play modded Doom but I also want to play something new.

>> No.10689073

What's exactly wrong with Slade's map editor?

>> No.10689113

>>10686493
That be really cool boomer shooter ngl. I buy that for a dollar (10)

Doom engine is very basic, but cant do everything right?
what mechanic you like to see in doom?
for me i like to see the Vortex shield from titanfall2, just grab projectiles and throw them back.

>> No.10689157

>>10689073
It's clunky and not all that useful or reliable, which is funny because it was the thing it was developed for.

>> No.10689167

>>10689073
I only ever use it to have a map open as a reference, but it has a pretty bad tendency of freezing if I have it open for a couple hours.

>> No.10689184
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10689184

>>10679381
Man, the positive reaction towards Brutal Doom out of nowhere reminds me when COD Advanced Warfare came out all the way back in 2014 and /v/ (yeah yeah I know) actually.... LIKED it.

>> No.10689187
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10689187

>>10686959

>> No.10689239

>>10687317
That's hilarious. I remember years back twitch was super against this. Then they saw the money it brought I'm sure.
>>10687346
Being human and needing social interaction's a bitch ain't it.

>> No.10689243

>>10689187
Lol'd. Source?

>> No.10689304

>>10688625
Makes sense.
I could pick it up but did so on accident, it was just invisible and i was wandering through the map wondering what i had missed.
Is there any secret to unlock with the tomes?

>> No.10689364

>>10689243
ravenous (1999), good horror movie

>> No.10689371

>>10686614
>>10686651
Raze uses a fork of Eduke it's not that different.

>> No.10689382

>>10689364
Ty anon

>> No.10689423

>>10689371
people just hate raze because they hate gzdoom. it doesn't matter if it's a decent source port.

>> No.10689429

>>10689371
It feels different because it isn't using the same calculations. The input and sound code has been rewritten, and much of the underlying build logic has been refactored to use floating point calculation.
Does that make it a better port? That's subjective.

>> No.10689431

>>10689429
>floating point calculation.
Doesn't this fuck with Blood's dynamite? I've only used GDX and NBlood so I wouldn't know.

>> No.10689438

>>10689431
That bug was fixed here https://github.com/ZDoom/Raze/commit/75548081047296ec868bffcc483e2c5cc5a41a4d
But yes, movement speed, view interpolation, everything will be slightly off by a few digits. It will feel smoother, but not 'accurate' to build's fixed point math.

>> No.10689440

>>10689438
>That bug was fixed here
Neat, that's uncharacteristic for a port having as many ties to GZDoom as it does.

>> No.10689518

Anyone had any experience adding another language to a mod? Like an option to toggle English to Spanish?

>> No.10689524

>>10679726
It's been over a decade, so to be fair we're long past the worst of BD's controversies, drama, and memes like seven rockets, six shells, and other weird behaviors on top of things like the goofy countermeasures in other mods. To its credit some of those things in that video are pretty cool even if I don't really have any desire to play it.

>> No.10689545

>>10689423
Only reason I dislike GZDoom is how unoptimized it is, it shouldn't run worse then some modern games.

>> No.10689547

>>10689545
Works on my machine(tm)

>> No.10689558

>>10689073
Why cut your dick off to keep it clean when you have soap and running water?

>> No.10689635

>>10689547
>gzdoom has no performance issues!
>well, yes, I do have an i9 and an rtx 4090, why does that matter??
This is (You).

>> No.10689649

>>10689635
poor people opinions don't have value

>> No.10689664

>>10689649
>i don't own anything but at least i am not poor!

>> No.10689667

>>10689545
I'm sorry that you have a computer from the stone age, but GzDoom is a lot more than just 1993 era Doom, and they can't keep around support for your old Pentium if they want to get any development done.

Or for that matter actual optimizing. Keeping a bunch of ancient backend stuff because there's one or two poorfags out there with 25 year old machines who refuse to upgrade would be insanely UNOPTIMIZED. I don't blame them one bit for prioritizing all the other users over this vanishingly tiny minority, I would do the exact same thing, and I would do it with a smile.

Ask John Carmack himself, and he'll tell you in very clear words that it's very rarely worth it to go out of your way to ensure compatibility with aging and comparatively underpowered hardware. He actually did exactly that for Commander Keen, only to find that it went almost completely unused, it was an abject waste of his time.

You have Crispy Doom, you'll do alright.

>> No.10689668

>>10689649
This.
>>10689664
Yes. Completely yes.

>> No.10689669

>>10689664
He owns a half decent computer, what are you talking about?

>> No.10689678
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10689678

Poorfag here
GZdoom works perfectly fine with most WADs on shitty $100 refurbished thinkpads, chugs a bit on some massive wads like Eviternity and some parts of Ashes afterglow
how shit is your computer?

>> No.10689686

>>10689073
it has some bugs when it comes to intersecting lines with polygons which I find annoying. unfortunately it's more or less the only option on Debian
>>10689678
got a librebooted T420, gzdoom works fine on it. can't load Eviternity II because it crashes gzdoom

>> No.10689715

>>10689669
i remember when owning an expensive sports car they cant afford was poors people cope, 4chan kids are so poor and pathetic a new pc is a flex for them

>> No.10689787
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10689787

>> No.10689789
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10689789

>> No.10689815

>>10686942
>GZDOOM

...just use Nugget or Eternity, anon. Let Graf retire already.

>> No.10689817
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10689817

>sleeper best doom engine

>> No.10689819

>>10689817
how

>> No.10689838

>>10689817
It's a meh one really. It's as if it wants to be Build but hindered by its genealogy.

Might as well redo Doom 1+2 in Build Engine.

>> No.10689859

>>10689815
>Let Graf retire already.
He nearly quit that time Lilith.pk3 won a cacoward.

>> No.10689864

>>10689635
>I refuse to use GLES and instead bitch and whine instead of using the appropriate port for the mapset

>> No.10689869

>>10689859
I find it funny how Doomworld were pretty much on making Graf assmad about lilith nomination, not realizing that talentless pit of self mutilating hacks eat straight from that geriatric kraut's asshole. Too bad he didn't quit fully.
Not that it would've changed much since his engine is FOSS so anyone could picked up the pieces.

>> No.10689891

>>10677625
>dicksucks gzdoom
>calls people who use dsda sheep
graf zahl, i know its you. fix your team before you talk shit

>> No.10689892

>>10689819
It's vanilla+ with exceptionally reasonable improvements all of which can be disabled.
>>10689838
wat

>> No.10689893

>>10689819
oh and you might say "if I wanted vanilla+ just use boom" boom is a dated shitheap in comparison.

>> No.10689935

>>10689667
>>10689678
I should clarify, I'm not talking about performance in any of the IWADs, of course all of those are gonna run fine on a anything but rather maps, mods and games made with/for GZDoom.

>> No.10689975

>>10689304
Yeah, without the .ini messages it can be a bit unclear, the sprite being invisible certainly dosn't help. I like the concept of gas / tools, just wish there was a better way to script it.

>Do the tomes unlock any secrets
Not really, it's kinda just there for aesthetics. DW makes them display messages but we didn't do that in the end.

Hope you like the rest of 500ml, Tee Off is a personal favorite.

>> No.10689985

>>10689935
if you have an intel igpu, that would be the cause. essentially, the drivers say that if your gpu heats up at all, drop rendering quality a little. the problem with this is that gzdoom fucking hates that and shits the bed violent bc of it. i had an intel cpu with an igpu for a long time, had to use lzdoom to play

>> No.10690026
File: 1.15 MB, 1200x960, file.png [View same] [iqdb] [saucenao] [google]
10690026

did anyone mod tnt truck as a playable character into srb2kart?

>> No.10690059

>>10689815
He wants gameplay mods.

>> No.10690067

>>10689869
>Not that it would've changed much since his engine is FOSS so anyone could picked up the pieces.
But they won't, they just talk big.

>>10689893
GzDoom and Boom/MBF21 has content, Doom Retro doesn't.

>> No.10690073

>>10689985
GZDoom shits the bed for all kinds of bizarre reasons, I found that directinput devices can cause it to stutter fairly consistently every minute or so for no real reason.

>> No.10690089

I want to use UMDF Format for infinite side/linedefs but without the shitty features like sub pixel percision, any way to do that?

>> No.10690103

>>10690089
the fuck are you talkin bout?

>> No.10690113

>>10690103
In Ultimate DOOM Builder setting a wad format to UMDF lets you have infinite sidedefs, but also enables a bunch of other shit features. I only want infinite sidedefs

>> No.10690128

>>10690113
make your own format then, although considering how you don't seem to understand how map formats work, I doubt you'd be able to

>> No.10690131

>>10690128
yeah that's why I'm asking nigga

>> No.10690170

>>10690067
>GzDoom has content
Not Doom.
>Boom/MBF21 has content
Doom Retro supports Boom / MBF21.

>> No.10690260

>>10690170
Boom and MBF21 are as much or as little doom as UDMF.

>> No.10690281

>>10690260
Yeah, but what GZDoom does and what Boom / MBF21 do are worlds apart.

>> No.10690304
File: 206 KB, 1000x930, lookin&#039; good.jpg [View same] [iqdb] [saucenao] [google]
10690304

what's the difference between the "modern" and "original" interpolation in notblood?

>> No.10690315

>>10690170
>Not Doom
according to who exactly?

>> No.10690327

>>10690304
>oniichAAAAAAAAAHHHHHHHn~

>> No.10690340

>>10690304
Modern uses floating points, original uses integer.
The difference is very subtle and won't affect gameplay unless you're a purist.

>> No.10690345

>>10690327
>ultraviolence against animoo cultists
It wouldn’t be retro but that’s basically a Citadel prequel.

>> No.10690359

>A fantasy doom wad? Reusing The Cathedral from Heretic isn't enough for me. I'm going to go remix it
https://www.youtube.com/watch?v=PfCKuvcydro&t=260

>> No.10690376

>>10690340
does it change perception of movement is a subtle way? or is one smoother than the other?
can't say i notice much but maybe i haven't payed attention

>> No.10690390

>>10690345
i mean, if Doom can have it, why not Blood?

>> No.10690396

>>10690390
Anime girls are for loving and hugging, not for killing.

>> No.10690401

>>10690396
not if caleb is replaced by calebichan, then it's pure waifu economy

>> No.10690412

>>10680249
Regardless of that, 35k views in one weekend for a beta update of a gameplay mod still is massive.

3D Realms full release trailers can't get a third of that amount, Nightdive's dev diaries don't break 10k views and only their full release videos break 100k.

Seeing companies that puts tens of thousands of dollars in their marketing being matched by one turboautist brazilian alone in his bedroom is really something.

>> No.10690414

Thread?

>> No.10690423
File: 218 KB, 401x476, hampsterguy.png [View same] [iqdb] [saucenao] [google]
10690423

>>10690414
it's over

>> No.10690437

>>10690401
Anime girls killing anime girls is still wrong.

>> No.10690438

>>10689113
Did they fix the issues with the CPU setting the house on fire when you run a map with more than 10 voxels? It would be a shame for somebody to start such mod just to find out that the engine is not optimized enough for it.

>> No.10690446

Is there some dedicated site/guide/wiki/ on total conversions?
I played Ashes 2063 and REKKR, both were really good. But I found them separately and totally occasionally. And I am really confused as to where to search for more. All wad sites I come along are just like some garbage piles with everything mixed together and no way of finding good stuff among hundreds of poorly made single-level wads.

>> No.10690486

>>10690446
I don't think all of them are listed in any one spot, and with GZDoom it becomes tricky to even categorize what's a Doom TC and what's something completely unrelated on the engine. Like there's been at least two sidescroller platformers for it.

>> No.10690504

>>10690446
Cacoawards are an easy way to find (mostly) good wads plus you will learn the name of the creators.

>> No.10690508

>>10690376
Movement feels 'slower' while using modern interpolation.

>> No.10690514

>>10690508
thanks

>> No.10690605

>>10690170
GzDoom is literally Doom, and your constant seething can never change this fact.

>Doom Retro supports Boom / MBF21
But it doesn't support Decorate or ZScript. Why would I pick it over Woof or Nugget for MBF21 and Boom?
Why would I pick it over GzDoom for modifying the gameplay beyond MBF21 levels?
Eternity at least has Heartland, even if nobody else will ever map for the port ever again (or make anything of note anyway).

>> No.10690612

>>10690504
Generally true, though it's also kind of a dicksucking ceremony, so don't expect everything listed to actually be great.

>> No.10690615

>>10690446
Bloom is pretty good, so are the Golden Souls TCs and Simon's Destiny.

TCs are kind of going out of fashion now, mostly because for the amount of effort that goes into them, they may as well go the step further and turn it into it's own game using GZDoom as the basis and sell it.

>> No.10690619

>>10690612
the bigger problem is the shit taste of the past
there are some absolute fucking stinkers in the early lineups that would be scoffed at today no matter who made them

>> No.10690623

>>10690446
Play Hedon.
The girls are cute.

>> No.10690624

>>10690605
I never said, implied or hinted that Doom Retro is a replacement for GZDoom. But there's something to be said for a vanilla+ source port, that's modern and has sensible defaults and upgrades.
There's absolutely nothing vanilla about GZDoom.

>> No.10690625

>>10690623
>girls
nobody tell him

>> No.10690626

>>10690438
I believe GzDoom USED to do voxels the rough and dirty way by just rendering them as individual 3D models, which could be a pretty extreme drag on performance once you get a bunch of objects.

This has probably changed though, because I actually see some people run that voxel monster mod and they aren't complaining about slideshow framerates.

>> No.10690627

>>10690619
>no matter who made them
Wrong, nomen est omen, especially today with all the twitch and e-celeb dicksucking.

>> No.10690629

It's time for a new thread, we're bumplocked and on page 10.

>> No.10690630

>>10690624
>There's absolutely nothing vanilla about GZDoom.
Good, I'll use Woof for Vanilla. If I'm using GzDoom I'm gonna get some mileage out of it.

>> No.10690634
File: 1.03 MB, 1627x1282, more like Hardon.png [View same] [iqdb] [saucenao] [google]
10690634

>>10690623
>The girls are cute.
and they have enormous guns.

>> No.10690635

>>10690630
Ok? Not sure what you're contesting about my post then.

>> No.10690637

>>10690619
Which ones? The only revered classics which I know actually suck is Hell Revealed, I don't remember if those won anything.

>> No.10690646

>downsampled to 1440p quake
or
>720p nearest neighbor scaling quake?

>> No.10690647

Thanks for the kind words people. I've got plenty of attention for rekkr, and I know it's not for mass appeal since it's still so close to (and technically is) "just doom".
Plus there is often confusion over what sunken lands adds, and I imagine most people stick with the original.
It's all good. I just wish I had more time in the day to focus on another big project atm.
Can you believe we just lie in a room for 1/3rd of our lives? It's insane. Just sitting there for two and a half Lord of the Rings movies. Bonkers.

>> No.10690648

>>10690625
Orc girls are still girls, anon. Don't be racist.
>>10690634
Very powerful guns made for killing demons from hell.

>> No.10690656

>>10690647
Speaking of Sunken Lands.
Will I need to use GZDoom or is it vanilla friendly TC as well?

>> No.10690657

>>10690315
His feelings.

>> No.10690668
File: 176 KB, 1078x1080, 1580044726993.jpg [View same] [iqdb] [saucenao] [google]
10690668

>>10690624
>there's absolutely noting vanilla about running all vanilla wads with 99.5% accuracy with graphics almost indistinguishable from vanilla

>> No.10690678
File: 24 KB, 300x286, 1699014805051666.jpg [View same] [iqdb] [saucenao] [google]
10690678

>>10690668
>99.5% accuracy
>graphics almost indistinguishable from vanilla

>> No.10690681

>>10690656
NTA, it is as vanilla friendly as Doom mod can get, you can run it with original DOS Doom, it's that vanilla friendly.
But just so you know, "vanilla friendly TC" is quite a rare sight today, so usually the answer is "no".

>> No.10690685

>>10690678
>going through the settings and changing like 10 options at most is too difficult for me so I just call the whole port bad

>> No.10690692

>>10690656
Turns out I messed up something on the last boss, so it's playable aaaaaaallllllll the way up until the last level. It has some tutti frutti textures in vanilla too I think, but that shouldn't be game breaking st least. It'll still work on chocolate and everything else.

Also the VR-3KKR add-on is GZDoom only, but it's non-canon and is just some challenge maps I was occupying late nights with.

I think I'll try to fix that last boss issue before I slap it on a physical disc. Not really sure what the issue is tho.
Maybe look into the other problems.

>> No.10690703

>>10690692
Thanks for the answer. I'll get SL once I finish Rekkr.

Completely unrelated, but had it ever crossed your mind to develop Rekkr on other engine like Build Engine?

>> No.10690716

>>10690637
phobos revisited is some bottom-tier E1 wank
hell revealed 2 is hell revealed 2
community chest 2 is only mentioned today as "the bad one" (although i personally didn't hate what i saw of it)
simplicity is fine but temple of chaos 2 by the same author winning in the same year could be a poster child for bad zdoom wads
i haven't gotten around to going through 2006 yet but those are what i've noted so far

>> No.10690721

>>10690716
Community Chest 2 is considered as "the bad one"? Community Chest 1's MAP01, MAP06 and MAP29 would like to have a word with you, nothing in Community Chest 2 even compares to those loads of shit.

>> No.10690724

>>10690685
>changing like 10 options
Try about 50. Minimum.
I think you're forgetting how fucking garbage GZDoom's defaults are.

>> No.10690725

>>10690624
>There's absolutely nothing vanilla about GZDoom.
And there's absolutely nothing vanilla about Boom/MBF21, what the actual fuck is your point?

>> No.10690726

>>10690725
I've said like 5 times the phrase "Vanilla+". If you can't grasp that concept, that's entirely on you.

>> No.10690729

>>10690678
Unironically, yes.

>> No.10690731

Two threads before the chopping block

>> No.10690736

Nobody else making a thread? I'll do it.

>> No.10690740

>>10690736
It's up already, OP just didn't post here.
>>10690710
>>10690710
>>10690710

>> No.10690742

>>10690726
Boom and MBF21 are as much "Vanilla+" as UDMF. What the actual fuck is your point?

>> No.10690746

>>10690742
>admits he can't grasp the concept
Again, that's on you. Get a brain.

>> No.10690749

>>10690746
I doubt (You) understand what that concept of yours entails. But since I am so dumb, you can probably give a proper definition.

>> No.10690752

>>10690724
>set options once
>copy over any time you update
>never have to change them again
Not that there's 50 total changes necessary.

>> No.10690764

>>10690752
There are absolutely more than 50 changes necessary. Between weapon animations, textures, lighting, colors, UI etc default gzdoom is a fucking mess.

>> No.10690765

>>10690752
In fact, its telling you have no idea what "vanilla" even looks like if you think its less than 50.

>> No.10690770

>>10690724
I just double-checked because I did that from scratch just recently and wrote everything into the txt file. And you don't need to tell me how shit GZDoom defaults AND settings navigation.
>unbind crouch
>unbind jump
>rebind use to Space
>turn off mouselook
>set compatibility mode "Doom (Strict)"
>set map color "Traditional"
>set render mode "Software"
>set fuzz effect "Fuzz"
>set resolution
Whooping 9 settings. Oh and also
>turn off simple options menu
so make it 10.
Don't even have to turn off the infamous Texture Filtering since we're using "Software" render mode since we're aiming at vanilla.
Every single time, every single asshole crying about chicken and his retarded source port is just as retarded, if not worse, because he can't change 10. god. damn. options.

>> No.10690774

>>10690770
If you think those settings alone are enough to make GZDoom look and play vanilla, you're actually clueless about what Doom looks and plays like lmao.
What an embarrasing post.

>> No.10690779

>>10690774
Not an argument.
I'm using Nugget as my default source port, just had to set up GZDoom to play act 1 and act 3 of Eviternity with weather effects.
Go ahead and list those options that I missed. All 40 of them, or how many you got there.

>> No.10690780

Doom is fun.

>> No.10690786

>>10690779
>UI is wrong
>Lighting mode is wrong
>lighting in general is wrong
>Textures are wrong (No brightmaps etc)
>weapon animations are wrong
>Enemy behaviour is still wrong under strict
>mouse behaviour is garbage
you're absolutely clueless, thanks for demonstrating that

>> No.10690807

>>10690786
>No brightmaps
lol
lmao

>> No.10690809

>>10690786
Just use the Vanilla Essence mod.

>> No.10690813

>>10690765
I played Doom 2 on DOS 25 years ago, I know what the game looks like, I just don't give a fuck that GzDoom isn't configured to be as vanilla accurate as possible by default, the only directly objectionable visual is the smudgy filter.
Full monster collisions and the improved blockmap are objective improvements when you aren't chasing demo compat, there's zero reason to turn that off in GzDoom.

>> No.10690820

>>10690786
>UI is wrong
Yeah, I skipped UI scaling, my bad, you need to set "User interface scale" value to 2 or whatever depending on the resolution. That would be 11 options. You don't even have to turn on "HUD preserves aspect ratio" anymore, it's a default value now.
>Lighting mode is wrong
>lighting in general is wrong
All lighting-related options do virtually nothing in Software render mode.
>Textures are wrong (No brightmaps etc)
Textures are the same, as I said no filtering or SSAA or whatever applied in Software render mode.
Brightmaps are not vanilla, ESPECIALLY GZDoom brightmaps. Even though I'm using tham always, but they only work in Hardware render mode which is not vanilla.
>weapon animations are wrong
Weapon animations are the same. Spritefix or Smooth or whatever mod you're using is definitely not vanilla.
>Enemy behaviour is still wrong under strict
Enemy behavior will not affect your experience and you won't ever notice it in 99.5% cases which I said at the very beginning.
>mouse behaviour is garbage
Mouse behavior is the same. In fact you have to go out of your way and set "Forward/Backward Speed" and "Strafing Speed" to 0 which is NOT vanilla but literally not a single soul on this planet uses mouse for movement in Doom in 2024, just another retarded GZDoom default.

>> No.10690821

>>10690786
>UI is wrong
What, the HUD? Just press + and you'll get the original one, scale it in options if needed.

>Lighting mode is wrong
>lighting in general is wrong
It isn't hard locked to the palette, so you won't get the exact same lighting by default with real 3D rendering.

>Textures are wrong (No brightmaps etc)
GzDoom supports REAL brightmaps, where any given pixel on a graphic can be any fucking minimal brightness by default. Compare to the rough hacks the software ports do.

>weapon animations are wrong
Exact same frames at the exact same lengths, now you're being delusional.

>Enemy behaviour is still wrong under strict
The only thing I can think of is how flying monsters would behave in certain circumstances, which was mainly noticed by people who play ridiculous shit such as Okuplok, where that makes a big difference. 99% sure they addressed this.

>mouse behaviour is garbage
It's a lot better than in software ports or the original .exe

>> No.10690825

>>10690820
>>10690821
tl;dr

>> No.10690829

>>10690825
I'll accept you conceding your developmental disorder.

>> No.10690831

>>10690825
>I have arguments, but I don't want anyone to address them!
Kill yourself, I guess.

>> No.10690834

>>10690786
These are wrong, btw

>> No.10690837

>>10690786
I count 8 points here, and you're wrong on most of them. You're missing 42 options, what are they?

>> No.10690839

>>10690829
>>10690831
you wrote all that shit and i didn't bother reading it lol
>>10690837
Those are simply headers / topics. With about 10 settings each to configure. That makes 80 settings to change.

>> No.10690840

>>10690774
The visuals are very close, and the gameplay is virtually indistinguishable.

>> No.10690842

>>10690839
You didn't bother reading that little, which makes me yet more comfortable with dismissing you as a petty autistic retard.

Consume less TikTok, it has damaged your attention span

>> No.10690845

>>10690842
>getting upset because someone didn't read your post
lmao

>> No.10690875

>>10689438
I'll try both eDuke and Raze back to back.
It might fix the issues I have regarding Build engine.
Does Doom also use floats for movement? Doom never felt bad to me.

>> No.10690918
File: 168 KB, 861x928, DumDumDum.jpg [View same] [iqdb] [saucenao] [google]
10690918

>Why yes son i have lived through the great GZwar and before it the Zwar
>I still have flashbacks but the beer helps
>Many brave young lads fell through the posts but the madness never ended

>> No.10690930

Post 666

>> No.10691046
File: 200 KB, 1920x1080, Roden Rebelion - 500ml of vr.jpg [View same] [iqdb] [saucenao] [google]
10691046

>> No.10691067
File: 204 KB, 1920x1080, Roden Rebelion - 500ml of vr 02.jpg [View same] [iqdb] [saucenao] [google]
10691067

>>10691046
I feel watched
also the zombie full of shit swimming out of the clogged shitter was hysterical