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/vr/ - Retro Games


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File: 1.70 MB, 640x360, SON OF A BITCH MUST BOOGIE.webm [View same] [iqdb] [saucenao] [google]
10735879 No.10735879 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10722736

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/gPdytB18

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

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

>> No.10735883
File: 546 KB, 720x1280, 1708262848651188.jpg [View same] [iqdb] [saucenao] [google]
10735883

=== 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 ===
[02-27] WRATH: Aeon of Ruin has finally been released.
https://www.youtube.com/watch?v=tHxyn-b_0YI

[02-25] Rough Waves, anon's hovercraft combat TC has been getting updates.
https://khodoque.itch.io/rough-waves

[02-19] Full MD2 viewmodels for quake 2
https://desuarchive.org/vr/thread/10722736/#10727173

[02-16] Woof v.14.0.0 is out, many new options!
https://github.com/fabiangreffrath/woof/releases/tag/woof_14.0.0

[02-15] Shadow Warrior texture set for Quake
https://www.slipseer.com/index.php?resources/shadow-warrior-1997-textures.316/

[02-14] Twogers RC1 is out
https://www.doomworld.com/forum/topic/143368-twogers-50-more-maps-of-twitch-madness-rc1-mbf21/

[2-13] Alea Iacta Est Episode 1 for quake 2 is out
https://www.moddb.com/games/quake-2/addons/alea-iacta-est-episode-1

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


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [dd-mm] date bracket)

>> No.10735890
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10735890

>> No.10735906
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10735906

Wednesday Kart Whatever, come play some SRB2Kart!

How to join (Easy, Windows only):
Download the All-in-one repack: https://mega.nz/file/AzkXSTJK#cxoQ3FD2K-Vg9bKwsvQNkWKxT8LGiCjJEfmPCwXi-eU
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2K-CEP (Connect to vrkart).bat"
Wait for any missing files to download in-game
Instructions for loading the mods without connecting to the server are also included

If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

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

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

Recent Changes:
New Characters: Smug Man (Pacman 2: The New Adventures),Plok ,Dynamite Headdy, Patamon (Digimon)
New Track Pack: Hydro Havoc

>> No.10735917
File: 148 KB, 1115x1067, new mod for blood.jpg [View same] [iqdb] [saucenao] [google]
10735917

>> No.10735968

>>10735883
Dark forces remaster is out

Also the /v/ thread rn is the same repeated bullshit coming from trolls who never played the originals at all.

>> No.10735970

What's the best Quake source port for most mods, so far?
I haven't updated my vkQuake in a while.

>> No.10735978

Just finished blood, overall great, bosses were trash, episode 3 was weak, but the rest of the game was excellent.

Going to play the two expansion pack episodes, then what WADs do I do? I know about Extra Crispy already.

>> No.10735992

>>10735906
Is this still up?

>> No.10736003

>>10735992
ye

>> No.10736020
File: 685 KB, 1920x1080, vkquake.exe Screenshot 333.jpg [View same] [iqdb] [saucenao] [google]
10736020

>>10735970
I'm been using vkQuake as often as I can since the updates stopped. Haven't ran into any issues surprisingly, just some stuff on Peril but that's a big weird mod.
>>10735978
Death Wish, 500 ml of /vr/, French Meat, that's a fun start. Which port have you been enjoying?

>> No.10736023

>>10735992
The boys usually go for like 4 to 6 hours, sometimes longer.

>> No.10736053

>>10735906
Will play in a bit. Poopin'

>> No.10736058
File: 1.78 MB, 1366x768, ej3_aesop_2024-02-28_16-41-28.png [View same] [iqdb] [saucenao] [google]
10736058

>> No.10736064

>>10736053
No you won't. But I'll get on the server instead.

>> No.10736068

>>10736064
Prove that I won't. You aint my dooky, nouky.

>> No.10736071

>>10736068
Prove me wrong instead. See on the track, poo-boy

>> No.10736125

>>10736071
Now I won't do it; you aint my momma

>> No.10736128

>>10735569
Not really, supposedly they're effectively the same corporate entity now, they're just doing the ActivisionBlizzard thing of trying to look separate so one can take all the blame.

>> No.10736130

>>10735890
>probably fun

>> No.10736146

>>10735890 map08 introduced revenant

>> No.10736157

>>10736020
NotBlood

Thanks to the dev for very quickly responding to my bug reports (whining on 4chan) twice now.

>> No.10736159
File: 144 KB, 1497x902, Screenshot_20240228_233733.jpg [View same] [iqdb] [saucenao] [google]
10736159

Thank you Heroic, very cool
WRATH is pretty good so far, might actually buy it if its still holding up at the end of the night

>> No.10736161

>>10735579
>Like the other anons said. Play on HMP or even HNTR. Higher difficulties just up the enemy count. If you don't want lot of monsters, don't play on difficulties that give you lot of monsters.
How's HNTR? I guess I should give that a try because even HMP gets boring at times.
As for anon complaining about slaughter maps, another way I deal with it is just that I stop playing and come back again every few months.

>> No.10736176

>damaging floors as a punishment for failing to navigate a fight with restricted movement
Time honored and traditional
>damaging floors as a time limit placed on a fight to prevent cheese
Probably the best way to use them
>damaging floors as an exploration tax that punishes you for secret hunting or sometimes even mandatory progression
If you do this your level is bad

>> No.10736178

>>10736176
>damaging floors as a fact of life
thank you nicolas monti

>> No.10736183

>>10735890
>sorry wtf nukem
>skull movement experience
>talking traps
>gun wish

>> No.10736187

>>10736176
>If you do this your level is bad

What if there's a Rad Suit in another secret nearby?

>> No.10736191

>>10736176
The last one is acceptable when used as a test of basic player movement skill

Like if you get 3/4 of the way into a game and aren't capable of bhopping over a little patch of hurt floor that's your fault

>> No.10736209
File: 78 KB, 697x241, file.png [View same] [iqdb] [saucenao] [google]
10736209

god dammit ika bombed the server again

>> No.10736210

>finally make the shortcut with a shoe boost drift
>server fucking dies outright in response
t-thanks

>> No.10736216

>>10734526
Very nice to know.

>> No.10736282

>>10735906
Don't mind me just keeping my word to some fuckin weirdo.

https://www.youtube.com/watch?v=e2KsPvi6Ph8

>> No.10736334
File: 24 KB, 598x667, vibridoom.png [View same] [iqdb] [saucenao] [google]
10736334

>>10735906
Wew.
>>10736282
Nice.

>> No.10736340
File: 46 KB, 219x241, BEAT THE NIGGUR.jpg [View same] [iqdb] [saucenao] [google]
10736340

Can the Kex engine port of Quake be adjusted to be closer to the original, or is it better to just use any preexisting source port like Quakespasm or Mark V?
I haven't touched Quake since 2018, when I left The Tomb of Terror.

>> No.10736349
File: 1.99 MB, 1920x1080, 1706951890416713.png [View same] [iqdb] [saucenao] [google]
10736349

>>10736340
vkQuake or Ironwail (both Quakespasm forks) are the ones mostly in use these days for good performance in bigger mods/mappacks. If you don't really care for that, Quakespasm or Mark V will do you fine.

Pic unrelated, just a screenshot from mapjam6's ericwtronyn map.

>> No.10736418
File: 324 KB, 728x546, 1664841173357561.png [View same] [iqdb] [saucenao] [google]
10736418

>>10736340
The Quake remaster is fine, quit trying so hard.

>> No.10736423

>>10736157
>whining on 4chan
I mostly lurk these threads for feedback, because anons here are more honest/direct than other places.

>> No.10736425

>>10736418
The Quake Remaster changes a lot of lighting from the original id1 maps, and both the mouse movement and player movement are changed just enough to feel off to me. It's indeed fine, but you really needn't be weird about somebody wanting to use a port that approximates the behavior and lighting of the original. And I gotta emphasize, you ARE being weird about this.

>> No.10736438
File: 54 KB, 1024x764, 1701749494717952.jpg [View same] [iqdb] [saucenao] [google]
10736438

>>10736418
>loses out on 90% of all Quake community content
>half health nightmare
get fucked

>> No.10736443

>>10736438
>he thinks modern quake content made by slipseer and fagweather is good

>> No.10736452
File: 737 KB, 993x678, 1706593530301410.png [View same] [iqdb] [saucenao] [google]
10736452

>>10736443
i want you to do your best to find the words "modern" and "slipseer" and "fagweather" in my post. ill bet you my year's salary you won't find those words, and when you don't, send me a check for 75grand you fucking moron:
dedol34382@hidelux.com

>> No.10736459

>>10736418
>lighting changes and fog implementation
>fucked up movement and mouse input
>Windows 10 recommended
>idiosyncrasies with some custom progs
>no multiplayer without a buhbuhbuhthesda account

>> No.10736604

Gamma/contrast for Quake? Ironwail defaults are kinda too bright, is it really how it was supposed to be?

>> No.10736613

>>10736604
Entirely subject to your tastes and display, if you think it's too bright, change it.

>> No.10736667

>>10736613
I assume there's no "benchmark" like modern games have, "adjust the brightness till this text is barely visible" kind of stuff?

>> No.10736736
File: 55 KB, 654x164, its so over.jpg [View same] [iqdb] [saucenao] [google]
10736736

>Only six players

>> No.10736750

>>10733985
>My favorite map in this /vr/ community project is joe-ilya's
Step it up, anons

>> No.10736753

>>10736736
busy kartan

>> No.10736781

>>10736736
>clusterfuck
>complex
>complex
>brutal
Nah, those are bots as well.

>> No.10736804
File: 1.30 MB, 2536x2090, Base Profile Screenshot 2024.02.29 - 05.45.36.55.png [View same] [iqdb] [saucenao] [google]
10736804

trying to set bindings for Ashes. whatever I set Weapon Zoom to, the lantern takes the same button on its own
it only pulls out the lantern and I can't seem to get it to zoom, if that's what it's supposed to do

>> No.10736807

>>10736781
every time i connect to the brutal one the player there disconnects

>> No.10736814

>>10736804
That's intended. Weapon Zoom isn't actually a zoom or aiming mode most of the time. It's just Extra Action #1 that a lot of mods use for different things. So Ashes is using their own name for the function in its keybinds but pointing to the same one as Zoom.

>> No.10736843

saved by the bell

>> No.10736847

>>10736843
Yknow I never actually tested if that function worked because fuck staying up till 1AM but here we are now.

>> No.10736891

Is wrath going to be moddable? I figure it might provide a great base for more complex quake mods, at least ones that provide upgrades and hub maps and what have you.
I really like it so far but I wish hitscan weapons had any kind of indication beyond a muzzle flash. The shotgun particularly feels not very satisfying on account that I have no idea what the pellet spread is like.

>> No.10736897

>>10736891
>Is wrath going to be moddable?
The source code it out so yes.
However, there's already been not entirely ironic talk of Copper for Wrath, so I don't exactly have high hopes for it.

>> No.10736901
File: 91 KB, 620x877, Sorlag.jpg [View same] [iqdb] [saucenao] [google]
10736901

>>10736418
Judging by the replies you received I'll just try out Quakespasm or use Mark V.

>> No.10736903

>>10736897
What the fuck is copper and why do I keep hearing about it?
I'm reading the changelist and the changes feel like the most gimmicky "why are you even doing this" shit, at least Quake 1.5 added a kick and a grenade, and why no one decides to use AD as a base since it adds cool shit like projectiles on everything and the Ogre's having a hammer slam(easily one of the best ideas they could add to make ogres more dangerous but not bullshit) and the widowmaker.

>> No.10736910
File: 804 KB, 2464x1338, 1701820042350207.png [View same] [iqdb] [saucenao] [google]
10736910

>>10735906
GGs

>> No.10736923
File: 57 KB, 720x480, Frame0.jpg [View same] [iqdb] [saucenao] [google]
10736923

What's the best gore mod for Duke Nukem 3d that's Raze compatible?

>> No.10736964
File: 38 KB, 246x358, i_started_blasting.gif [View same] [iqdb] [saucenao] [google]
10736964

>>10736910
>>10735906
GGs

>> No.10736984
File: 132 KB, 1024x576, 1706903163852707.jpg [View same] [iqdb] [saucenao] [google]
10736984

>>10736910
>>10736964

>> No.10737047

Here's a vertex relocation map
Map13
I don't have a midi yet. Open to suggestions
https://www.mediafire.com/file/2241qm6rqtnj18q/VertexR_MAP13.wad/file

Who knew cutting up a map that is mostly squares of monsters could take this long.

>> No.10737056

>>10736604
Ironwail should be targeting vanilla; isn't it 1.0 across the board? If that's too bright, just halve it, then add increments of 5, 10, or 15 until you're satisfied.

>> No.10737060

>>10737047
Oh yeah, I don't have a name for it.
Easy Street maybe. I dunno.

>> No.10737068

I don't know if this was added to one of the OP MEGAs, but here's the Wrath 1.0 link from last thread.
https://mega.nz/file/4MwAzKgD#oyqWm62K25Xp1baqwmkJVDDY4yCvLVU7GDGdlTfacZ4

>> No.10737175

>>10736897
>However, there's already been not entirely ironic talk of Copper for Wrath, so I don't exactly have high hopes for it.
Some of the changes in OP's post would likely be part of a "Copper for Wrath".
>>10736903
Slightly modified vanilla Quake that gives more capabilities to mappers and alters behavior of enemies in subtle ways. What I personally enjoy about it is its the Nightmare mode, which actually feels like Hard+ for Quake instead of what vanilla provides.

>> No.10737180

hey guys, i recently came back to working on a dm weaponset that has a weapon like the gauntlets of the necromancer from heretic (using sprites from that as placeholders actually) that attacks with a_custommelee attack. when i use it, that "automatic looking at thing youre hitting" thing doesnt stop after the target is dead. when i pull out the weapon and fire, it just instantly points the camera to the corpse of the first test monster. why is this happening?

>> No.10737196

>>10737180
I'm pretty sure A_CustomMeleeAttack is only intended for monsters, try A_CustomPunch instead.

>> No.10737202
File: 774 KB, 1200x675, 16932086-ashes-2063-windows-the-journal-iashes-afterglow-v110i.png [View same] [iqdb] [saucenao] [google]
10737202

have I been bamboozled or is there no journal in Ashes anymore (if there ever was one)? it's not on the image in the help section that mentions bindings, nor is it in the settings anywhere
playing the Enriched Edition

>> No.10737229
File: 1.65 MB, 1920x1080, Screenshot_Doom_20211111_062123.png [View same] [iqdb] [saucenao] [google]
10737229

Am I back?
I can feel the minute long captchas, now.

>> No.10737232

>>10737196
worked, thanks.

>> No.10737240

>>10735879
Does any anon here know how to get transparent water working under Quakespasm?

I downloaded the lit / vis files from here:

https://quakewiki.org/wiki/External_Lit_And_Vis_Files

The colored lighting works but not the transparent water.

Any help would be appreciated.

>> No.10737248

>>10737202
Your image is from Ashes 2 rather than Ashes 1. I don't think Ashes 1 had a journal.

>> No.10737249

>>10737240
Pretty sure that's a console command now. Something r_wateralpha 1 or 0.5 or something.

>> No.10737265

>>10737249
Thanks that worked.
Default setting was r_wateralpha 1

>> No.10737270
File: 137 KB, 1200x639, 1703551817951409.jpg [View same] [iqdb] [saucenao] [google]
10737270

>>10737265
Happy Quakin'. Doing id1?

>> No.10737276

>>10737270
Yes then hipnotic and rogue.
Then i am doing Arcane Dimensions again, the chaos mode for id1, its great.

>> No.10737279
File: 231 KB, 1920x991, 1679075017110023.jpg [View same] [iqdb] [saucenao] [google]
10737279

>>10737276
A man of esteemed culture and taste.

>> No.10737285

I'm looking for office themed WADs. Going Down went abstract too soon. Optionally Nukem maps too.

>> No.10737289

>>10735890
>Project chomp button

>> No.10737312

>>10737265
I deleted the vis files and tried the command again to see if transparent water works without the vis files, i can confirm it does not.

You need the vis files and then set the command r_wateralpha 0.5 for transparrent water to work.

For reference.

>> No.10737313

Is there a mod or total conversion that plays like a 3rd person soulslike with melee combat

>> No.10737331
File: 666 KB, 1920x1080, r_wateralpha 1.png [View same] [iqdb] [saucenao] [google]
10737331

>>10737312
Default

>> No.10737335
File: 1.24 MB, 1920x1080, r_wateralpha 0.5.png [View same] [iqdb] [saucenao] [google]
10737335

>>10737331
0.5

>> No.10737381
File: 32 KB, 738x255, very slow pacman noises.gif [View same] [iqdb] [saucenao] [google]
10737381

>>10737289

>> No.10737390

>>10737381
faster

>> No.10737401

Alright I know someone said you can type skill 3 in console to get to Outlander difficulty immediately in Wrath, but is there some other variable in the config or save profile files I can edit to do unlock it "legitimately"?

I'm paranoid it's gonna reset whenever I load a map or save and really don't want to hinder my experience.

Why do devs pull this shit? I don't have fun unless the game murders me full force and I'm not playing a 22 hour campaign twice within any short period of time to get that outcome.

>> No.10737409

>>10737229
Beebz? In my /vr/?

>> No.10737413

>>10737401
It wasn't even locked in the demo builds.

>> No.10737420

>>10737401
>I'm paranoid it's gonna reset whenever I load a map or save and really don't want to hinder my experience.
Quake 1 and 2 remember what skill you set so long as you save after typing skill x in console, I'm sure it's similar to Wrath. But you'd have to reset the map for the spawn changes to load in.
>Why do devs pull this shit? I don't have fun unless the game murders me full force and I'm not playing a 22 hour campaign twice within any short period of time to get that outcome.
I think it's plenty challenging on hard, but I understand being strapped for time. Personally I can't wait to go back in on Outlander.

>> No.10737437

>>10736604
Another question. With Doom it's understandable to use lower resolutions because it has a lot of low-res textures/sprites that can't be scaled.
Is there any point in using lower resolution in Quake? I can't say it looks that much more old-school than the native display resolution.
Plus it starts to look a bit smeary since LCD displays is a shit technology and can't display non-native resolutions without shitting the pants.

>> No.10737445

>>10737437
I use r_scale for Quake. Original game + mission packs + old mods look like sex with it.

>> No.10737460

>>10737445
Not that anon. I like Vanilla Essence for GZDoom Dooming with the VE resolution set to like 300p, but r_scale set too high on Quake makes it look really ugly, and set more subtly makes it look everything's covered in vaseline. More power to you, but r_scale definitely doesn't look good on Quake for me.

>> No.10737486

I thought I'd really dislike the Wrath weapons but I'm actually really enjoying them so far.
I do kind of wish the Blade was a keybind of it's own just so I can make platforming easier for myself but I can see that leading to spamming the charge during fights as a pseudo dash which wouldn't be great.

>> No.10737506

>>10737486
>I do kind of wish the Blade was a keybind of it's own
Couldn't you make a macro for it? Like the opposite of how QW players switch to the axe.

>> No.10737508

I feel like im going crazy. I cant find a single doom 2 ost in youtube that actually sounds like what i hear in nugget/gzdoom

>> No.10737512

>>10737508
Same. Super annoying. It's that official OST released decades back but that isn't what I want to listen to.

>> No.10737518
File: 108 KB, 640x480, DBP27_MAP09_screenshot_01.png [View same] [iqdb] [saucenao] [google]
10737518

>>10737285
DBP10 is Duke3D city themed.
DBP27 is Caribbean Duke3D themed.

>> No.10737526

>>10737518
Wow. I never thought something like that would exist for Doom. Purdy.

>> No.10737529

>>10737508
Is this what you're looking for? https://www.youtube.com/watch?v=Z_LfE6gV9ok

>> No.10737532

>>10737486
bit of a tangent, but in tf2, i briefly switch to the powerjack between shots with the dragon's fury and panic attack while jumping to always maintain a speed boost and get two ranged shots in instantaneously by the time i land
so, the knife in wrath is second nature to me. i'm having fun flying around like a spastic during combat and comboing ranged burst weapons together, and with all the jumpscare high damage enemy spawns right in front of you or right behind you, i'm pretty sure you're meant to do this when playing blind to stay safe

if i had to complain, it seems they nerfed the retcher's alt fire A LOT to where it doesn't delete cacos even after 2 3 shot barrages, when it used to take just one 3 shot barrage or one 3 shot barrage + 1 normal nade in a later build. and it fires slower between shots.
the shotgun alt fire still feels super clunky and seems to have falloff/blockmap issue that prevents full damage at long ranges when it really shouldn't. i either want it to charge slightly faster or not cancel upon releasing m2. it's unnaturally slow and i find myself letting go of m2 too often before it finishes. if right click i want that slug. gimme that slug. i'll switch weapons if i misclicked, just gimme the fuckking SLUG SHOT please

super fast nailgun is an improvement over the previously redundant double fire m2 unless it deals less damage per shot than primary fire i can't tell

>> No.10737540

>>10737532
>the shotgun alt fire still feels super clunky and seems to have falloff/blockmap issue that prevents full damage at long ranges when it really shouldn't
Are you sure? I haven't had any trouble with the shotgun alt fire unless one of the slug veers off to the left or right, but that's just RNG because often both slugs go right where you aim.
>retcher nerf
Yeah I'm 100% certain they did that to make sure players actually use the ore cannon thing. I kind of like the retcher better, the ore cannon chews through ammo too quickly.

>> No.10737552
File: 239 KB, 1600x900, The-Super-Mario-Bros1-ht-ml-230310_1678462772269_hpMain_16x9_1600.jpg [View same] [iqdb] [saucenao] [google]
10737552

>>10735879
Is there a more portable version of ZKart that can be used with PrBoom or something? Interested for a project

>> No.10737557

>>10737540
i stood on a narrow ledge around lava dancing back and forth to dodge 500 projectiles from a single cerberus cacodemon hellspawn i was having a sniping duel with and charged up 7 slugs and they all hit and he didn't die until i just charged toward him and shot him normally
at that moment i decided the alt fire can kiss my ass

>> No.10737561

>>10737532
The alt fire for the nailgun has really wide spread so it's useless at range.
>retcher
Seems like anything green in this game was nerfed heavily. The big toad guys are barely a threat now when they could nearly instakill you in the demo.

>> No.10737575

>>10737561
oh yeah i also noticed that i shot one of those exploding green zombies when i was super close to him and didn't take damage
but within that same range i DID take AoE damage upon shooting one of the basic blue projectile guys to death when he exploded
the dedicated kamikaze fodder unit isn't even the best kamikaze fodder unit lol

i had no problem with the damage of the toad guys but the bouncy nature of the death projectiles + them looking identical to ammo drops + them doing more damage per hit than when the unit was alive really slowed the game to a halt.
you can make an enemy strong without forgoing basic game design, and you can nerf them without castrating them. i don't even think i've been hit by a toad yet in the release version.

>> No.10737576

>>10737540
The alt fire for the ore gun is shitty and its ammo pickups are tiny.

>> No.10737584
File: 2.28 MB, 1920x1080, 1703724045055603.png [View same] [iqdb] [saucenao] [google]
10737584

>>10737557
>i was having a sniping duel with and charged up 7 slugs and they all hit and he didn't die until i just charged toward him and shot him normally
That's definitely abnormal because that has never happened to me. Pic related; the wretch (guys with cannons in their mouths) go down in one shotgun blast, or both slugs hitting. Both slugs hit this guy at this range, he died. Gonna find a heretic (cacodemon) and test that too. I'm 99% sure you're not seeing one of your slugs missing the heretics.

>> No.10737591
File: 2.12 MB, 1920x1080, 1693303367096652.png [View same] [iqdb] [saucenao] [google]
10737591

>>10737584
I'm now 100% sure you're missing. Heretic went down in four slugs, two shots each hitting the target.

>> No.10737605

The shotgun's charge shot shouldn't have any inaccuracy for how many downsides it has. Its biggest benefit comes from the game being so stingy with ammo.

>> No.10737612
File: 1.89 MB, 1920x1080, 1684751614623180.png [View same] [iqdb] [saucenao] [google]
10737612

>>10737605
I disagree. The invaders dropping only slugs instead of shells like in early access is great because the shotgun was simply too good. The slugs have always been randomly inaccurate since EA and that made sense then and it makes sense now. If you want to hit something at range, change your weapon.

>> No.10737616

>>10737612
But you have to give up so much time for your shots to just randomly veer off in random directions, and the projectiles are already pretty slow. I spend a lot of time just plinking at things at range with the pistol.

>> No.10737621

>>10737616
>But you have to give up so much time for your shots to just randomly veer off in random directions
That's part of the gamble with your supply of shells. Not to mention I'd wager 65% of the time they go right where you need them to go, double not to mention I've never run out of shells in any of these maps so far. It really just sounds like you're playing inefficiently.
>I spend a lot of time just plinking at things at range with the pistol.
Nailgun? Retcher? Ore cannon?

>> No.10737627

>>10737621
>Nailgun
Kinda useful, but not at extreme distances because its projectiles are slow.
>Retcher
Projectile drop
>Ore cannon
No ammo.

>> No.10737629
File: 810 KB, 776x804, 1701732349054149.png [View same] [iqdb] [saucenao] [google]
10737629

>>10737627
>Kinda useful, but not at extreme distances because its projectiles are slow.
Lol wut. I can nail a not-scrag across the map with the nailgun.
>extreme distances
Close the gap. Look man you seem like a smart guy but at this point I'm not sure what we're talking about; the game should accommodate you for making poor choices?

>> No.10737657
File: 17 KB, 473x480, 1565411882996.jpg [View same] [iqdb] [saucenao] [google]
10737657

>>10737445
What >>10737460 said, it looks kinda weird. I assume it supposed to make the game more low-res'ish and crispy, but it also makes some things so blurry it effectively ruins the purpose.
On the other hand r_softemu is neat. 1 looks kinda weird with its "micro-pixels", but 2-3 is hitting the right spot.

And another question, I see some people mention they use vkQuake over Ironwail for AD. Is there any particular reason for it?

>> No.10737673

>>10737657
>vkQuake over Ironwail for AD. Is there any particular reason for it?
Ironwail doesn't support the fancy FTE particles that AD makes use of, while vkQuake does. A lot of people also just have better performance on vkQuake, especially with very high monster counts or in script-heavy mods.

>> No.10737682

>>10737657
>On the other hand r_softemu is neat. 1 looks kinda weird with its "micro-pixels", but 2-3 is hitting the right spot.
What the fuuuck I've never heard of this command. 3 looks great.
>And another question, I see some people mention they use vkQuake over Ironwail for AD. Is there any particular reason for it?
vkQuake is better for AD, but Ironwail is usuuually better for performances for big mods overall. vkQuake eeks out on certain machines however. Ironwail also has a really nifty mod menu that vkQuake lacks.

>> No.10737724

>>10736438
>half health nightmare
Git gud

>> No.10737738

>>10736903
>why no one decides to use AD as a base
I searched Quaddicted. I was lazy, but
>"arcane dimensions"/"arcanedimensions" - 72 results (barring 5 versions of AD)
>"copper" - 66 results (barring 7 versions of Copper)

>> No.10737745

>>10737738
got em

>> No.10737746

>>10737738
Oh wait no 74, for some reason I was thinking 77 - 5. It's early in the morning and I can't do basic arithmetic.

>> No.10737761

>>10737486
>I do kind of wish the Blade was a keybind of it's own just so I can make platforming easier for myself but I can see that leading to spamming the charge during fights as a pseudo dash which wouldn't be great.
I think at most that might annoy people who would expect it to function like most other “dash dodge” buttons. I also don’t think you’re invulnerable during the blade dash.

>> No.10737779
File: 481 KB, 1920x1080, doom274.png [View same] [iqdb] [saucenao] [google]
10737779

>>10737047
Good looking map, neat locations that make the theme. I noticed the knocked out stop sign on the pavement, funny detail.
But the SSG should be replaced with a rocket launcher, since there's many clusters of mid-tier enemies, they feel too slow to take down with the SSG until you get the plasma rifle. The SSG would make better as a secret reward.

>> No.10737780
File: 65 KB, 1920x800, quack.png [View same] [iqdb] [saucenao] [google]
10737780

>>10737738
What am I doing wrong?

>> No.10737784
File: 72 KB, 688x666, 1680214615856948.jpg [View same] [iqdb] [saucenao] [google]
10737784

>>10737780
https://www.quaddicted.com/reviews/?filtered=arcane+dimensions

>> No.10737786
File: 57 KB, 1908x724, Duck.png [View same] [iqdb] [saucenao] [google]
10737786

>>10737784
???

>> No.10737792

>>10737786
What the fuck I restarted it and it worked. Weird.

>> No.10737820

Am I crazy or QuakeSpasm doesn't use real dynamic lightmaps for explosions and instead lights the polygons with some hardware OpenGL crap?

>> No.10737834

>>10737820
i havent used qs in like 4 years

>> No.10737918

>>10737780
I searched "arcane" and then Ctrl + F for "arcane dimensions" and "arcanedimensions." There's actually even a good few I missed because they're only tagged "ad," but that would require actually checking them individually as some use both "ad" and one of the two aforementioned tags.

>> No.10737950

>>10737918
An archival site where only the owner can upload and he can't even be consistent.

>> No.10738005

>>10737779
Might do that. I figured the time lining up imps wouldn't be too egregious in the tight areas. Wanted to add another secret anyway though.

>> No.10738032

>>10736804
>>10736814
The plight of the gameplay mod developer right there, half of people don't bind your keys and the other half think the keys should be other keys.

>> No.10738065

How well does FTEQW handle Hexen 2? I only just found out it can do it at all.

>> No.10738078

If freelook bad then why cacodemon fly up?
Checkmate atheists

>> No.10738080

>>10738065
Like using the FTE port for Hexen 2? It was kind of weird. I found that even with autorun enabled I could still hold the “run” key for even faster running. I only put a few hours into it before deciding I wasn’t in the mood for Hexen 2.

>> No.10738095

Is there anything interesting about Duke's PS1 conversion mod other than one bad episode, great soundtrack and cutscenes? It's pointlessly inferior. It doesn't feel like Doom PS1 and Duke N64.

>> No.10738108

>>10738080
>I found that even with autorun enabled I could still hold the “run” key for even faster running
Well that seems like someone was lazy at some point

>> No.10738112

>>10738078
They only fly up to get over obstacles or get up to your level. When you get close enough to autosome at them they fly down to your level anyway. They will never fly up to avoid your shots.

>> No.10738135
File: 81 KB, 1170x1650, station.png [View same] [iqdb] [saucenao] [google]
10738135

Does it let me post...?
>captcha is X NSA

>> No.10738168

>>10738112
>they only fly up
Stopped reading there, thanks for agreeing with me

>> No.10738183

>downloaded Dimension of the Past from OP link
>"music" folder has some random NIN tracks

>> No.10738190
File: 1.51 MB, 1024x768, quake93.jpg [View same] [iqdb] [saucenao] [google]
10738190

Ok, looks like lightmaps in QuakeSpasm are adequate, but now I can't get that specific 16-bit crust on them even with 16-bit mode. Is it impossible to pull out?

>> No.10738191
File: 50 KB, 640x480, ruho.gif [View same] [iqdb] [saucenao] [google]
10738191

>>10735890
>weird gameplay strong color combat option

>> No.10738209

>>10738190
Maybe try Ironwail instead. It has much better software emulation.

>> No.10738250

>>10737724
>half health on nightmare
Doesn’t the kexport also get rid of “nightmare fast” enemy attacks? Might be a net reduction in difficulty if that’s the case.
>>10738183
I remember downloading something that replaced the non-Trent tracks (like the expansion soundtracks) with ambient NIN songs. Maybe the uploader used it and forgot?

>> No.10738252

>>10738183
But wait, there's more
>q1 folder has muddy de-emphasized music tracks, probably from Nightdive version
>downloaded the ISO to rip the music myself
>also downloaded ISOs for mission packs 1-2, but turned out some of releases had incorrect tracks info so each track is missing first ~2 seconds when ripped from the CD, so trying to find proper ISOs now
>just so I could re-play some ancient game with ancient music
My OCD will kill me one day.

>> No.10738260

>>10737584
>>10737591
Nah. I was using the crosshair and saw the red hit notification color at least 6 times. So even if only 1 pellet hit each time, it should've killed him, but didn't.

On that matter, it is really, really, really stupid to make a long range precision alt-fire have any manner of random spread/a chance to miss outright. Like really fucking stupid. I feel like I'm already wasting time when it works properly.

It'd be 99999% better if it fired one perfectly down the crosshair, and the other at a 0.5-1° offset to the left or right, so that it only misses far enemies, but does so reliably to where you can gauge the damage you'll do at a glance. Abhorrent that it doesn't work like this already.

>> No.10738268

>>10738078
You have autoaim that aims upwards for you, or if you have rockets you can knock them down by shooting rockets at the walls under them and hitting them with infinitely tall splash damage.

>> No.10738271

>>10738209
Thank you, I'll try it.

>> No.10738306

>>10738168
>Stopped
Stopped reading here. Thanks for stopping.

>> No.10738316

>>10738306
>>S
>S
Stopped reading there. Fuck it's a snake.

>> No.10738346
File: 357 KB, 640x575, 1709231909993631.png [View same] [iqdb] [saucenao] [google]
10738346

>>10736452
Hobby drama is so fucking gay oh my god
>so then ShitFuck69 caused a divide in the community when he called AnimePFPDogMongler6000 a buttfuck and he formed an army and staged a coup d'etat against the community by creating a web site nobody uses or cares about which is actually corrupt and bad. this is why the Redneck Rampage community is being ruined to this day and hgrsfy
Like damn, maybe VR2 would be out if you spent time making maps instead of whatever this is.

>> No.10738361

>columbinedoom2
https://files.catbox.moe/6ttq9p.pk3

btw anyone knows how can i mod it with brutal doom or project brutality?

>> No.10738368

>>10738361
you can't play that mod alone, you need to get a buddy to play with

>> No.10738376
File: 986 KB, 1365x702, Screenshot_3.png [View same] [iqdb] [saucenao] [google]
10738376

>>10738368
true. actually that's lonely :(

>> No.10738404

>>10738346
That's not the only thing, GooseFucker27, the lead developer of PZRampage lost his shit and went into hiding because some mapper made a weird mapset that only runs on ZRampage and it won a Wackoaward.

>> No.10738423
File: 34 KB, 900x900, unnamed.jpg [View same] [iqdb] [saucenao] [google]
10738423

>>10735879
https://www.youtube.com/watch?v=7EAAtm_9rqs

>> No.10738425

>the AMC TC still isn't complete yet
At this point I don't think the mod will be anything but a disappointment considering I've been waiting however many years to actually play it once all episodes are out.

>> No.10738486

>>10736423
You're pretty good, I and another anon were talking about rats and fish in a thread at least 2 years ago and how we wished there was a hitscan tiny enemies only option and you added it in like 5 minutes lol

>> No.10738497

>>10737486
I'm HATING the pistol
I assume this is intentional

Blade is best weapon.
Really enjoying how aggressive the Caco's are in this, haven't played it before the 1.0 release

>> No.10738506

>>10738486
>I and another anon were talking about rats and fish in a thread at least 2 years ago and how we wished there was a hitscan tiny enemies only option and you added it in like 5 minutes lol
Right? It’s like I blinked and boom it was an option. Same thing happened with the “zoomies” cheat being an option, “what if we could edit the hitscan projectile speed”, he is thoroughly based goddamn.

>> No.10738536
File: 1.56 MB, 1920x1080, spasm0007.png [View same] [iqdb] [saucenao] [google]
10738536

>>10738346
>Like damn, maybe VR2 would be out if you spent time making maps instead of whatever this is.
mapping hard

>> No.10738628

>>10738346
why the fuck are you replying to me? im not mapping for vr2, and i wasnt bitching about whatever youre going on about. every time you guys talk about quake you guys turn into fucking retards i swear
>>10738536
this guy plays quake and is based

>> No.10738642

It's gonna be one of the dumbest questions this thread has ever seen, but how the fuck do I use autoexec.cfg in Quake?
I put it in id1 folder, it does nothing. I put it in vkQuake.exe folder though that's not the way, nothing. I try to add it to shortcut as -exec "full path to autoexec.cfg", as +exec, nothing.
It has a single damn string
>vid_fullscreen "1"
and it's doing nothing.
I hate it when the most obvious and self-explanatory features are never actually explained anywhere ever because the look so obvious and self-explanatory and everyone being using them for decades so it's automatically assumed it's as easy as non-mouth breathing. Yet I somehow can't make it work.

>> No.10738651

>>10738376
Just pretend you're the third shooter

>> No.10738664

>>10738628
Dog that was a remark directed at Quakeposters ITT in general, I was agreeing with you.

>> No.10738668

>>10738642
Just vid_fullscreen, or seta vid_fullscreen?

>> No.10738673
File: 3 KB, 295x83, image.png [View same] [iqdb] [saucenao] [google]
10738673

>>10738668
Just a vid_fullscreen, nothing more.

>> No.10738674

>>10738642
https://github.com/m-x-d/Simple-Quake-Launcher-2/releases
i never deal with that stuff unless i have to, simplify yourself

>> No.10738695

>>10738361
>https://files.catbox.moe/6ttq9p.pk3
Am I missing something, or does it just have hom and decorative doors everywhere
also kek with using idmus07

>> No.10738757

>>10738664
great now im the fucking retard thanks i hope you get shub-niggur'd in your sleep

>> No.10738787
File: 119 KB, 90x90, maciej680-brzuch-boli-od-pizzy.gif [View same] [iqdb] [saucenao] [google]
10738787

>>10738346
>>10738404
>so then ShitFuck69 caused a divide in the community when he called AnimePFPDogMongler6000 a buttfuck and he formed an army and staged a coup d'etat against the community by creating a web site nobody uses or cares about which is actually corrupt and bad. this is why the Redneck Rampage community is being ruined to this day and hgrsfy
>That's not the only thing, GooseFucker27, the lead developer of PZRampage lost his shit and went into hiding because some mapper made a weird mapset that only runs on ZRampage and it won a Wackoaward.
Fucking kek anons

>> No.10738830
File: 16 KB, 192x192, mancuse.gif [View same] [iqdb] [saucenao] [google]
10738830

>>10738757
You're welcome bitchnuts let's do ssex

>> No.10738841
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10738841

Doom 2 wad "/Vertex Relocation/"
IWAD : Doom 2 | Format : Boom
Maps for Doom 2 using the original placement of monsters
Alpha v5: https://files.catbox.moe/hmve6l.wad

Deadline extend to march 8th. I promised my old man i would help him wire the house he is building but its taking longer than i expected so a small extension to the deadline.

random things:
>a guy played map 17 and said the textures were fucked up.
Were you playing the standalone map or the alpha? And which port?
>someone claimed map 33.
Please tell me its no joe

>> No.10738850

Coming from Quake remaster the muffled sounds were bothering me, but i managed to fix it by importing the HQ sound effects into pak0 and typing sndspeed 44100 in my autoexec.

>> No.10738856

>>10738841
here's another alpha version of MAP08: https://files.catbox.moe/c22krm.wad
I've done a whole bunch of detailing work here and there
working on the paper at the moment

>> No.10738857

>jump past melee enemy at the speed of sound, placing 15-30 feet between you and it
>it turns 360 degrees and dimensional slashes you to death

>> No.10738891

Okay, turned out none of vid_* values are working in autoexec.cfg.
Except vid_filter "1", which is working. For some reason. But none of the others.
In two decades of community wanking to open source code in every imaginable way no one ever mentioned it anywhere.
In fact no one ever wrote anything significant about autoexec.cfg in Quake, even though it's a universally beloved feature that exists for almost 30 years already. Or it's just google being so shit that it can't find a single damn thing about it, which is equally possible.

>> No.10738906

>>10738673
Try seta vid_fullscreen. Autoexec commands are different from in-game ones for some reason.

>> No.10738967
File: 44 KB, 387x88, image.png [View same] [iqdb] [saucenao] [google]
10738967

>>10738906
Thanks, tried it and some other options, but nothing worked as well, both in Ironwail and vkQuake.
Also adding "vid_restart" to the end of autoexec.cfg does nothing as well.
It's not a problem, basically it's only fullscreen+resolution+refresh rate.

>> No.10738968

>>10737552
>that can be used with PrBoom
lol
lmao

>> No.10739032

>>10738967
>>10738906
'seta' is a Quake 3 engine thing I think

>> No.10739114
File: 1.71 MB, 1920x1080, Early The Mire.png [View same] [iqdb] [saucenao] [google]
10739114

>WRATH
Easy 9/10 for me. My only complaints are that, one: it's disappointingly easy at times, even on Outlander. I'm fairly convinced that devs and playtesters had no idea just how overtuned some of the weapons and artifacts are; I often find myself full of ammo and artifacts and having to waste them to make space for more. Two: it's easy to get lost in a few levels.

I made a video showcasing the weapon combos (that I know of) that turn every big-hitter into a joke.
They all involve the Lance, as it is the best cost-benefit weapon in the game.
I forgot to include the Symbol, but the combos for it are about the same as for the Oppressor, if I recall correctly.
https://files.catbox.moe/6wy1hs.mp4

Useful cheats if you want to test anything (Shift + Esc to open console):
"maps" will show you all maps, including the intro level.
"map [mapname]" to warp to them and be given a pre-determined amount of weapons/ammo/artifacts based on the hub.
"changelevel [mapname]" to bring your current stats with you.
"map itemstest" will take you to a test map with all weapons, artifacts, keys, and a few decorations and switches. It's a test map.
"impulse 99" to be given all weapons and artifacts.
"ent_create artifact_revelation" to spawn the artifact that reveals all secrets within a level.
"ent_create monster_[monstername]" to spawn an enemy.
Using cheats does not disable achievements.

Significant bugs I'm aware of:
Monster count is busted on every level that you pick last. It'll often show a number beyond 800 for some reason. It seems this issue has been fixed for the next patch.
It seems that there are enemies out of bounds in a few levels. I'd avoid trying to go for 100% kills until they claim to have fixed everything related to monster spawns and count.

>> No.10739115

>>10737552
Odamex kart is something I'd be interested in Seeing. Ditto for a "hide and seek" kind of DOOM, Heretic, Hexen, Quake, Quake 2, or Quake 3 Arena map mod.

>> No.10739120

>>10739114
I've been having a reasonable challenge by using gadgets sparingly and not using soul tethers at all.

>> No.10739125

It is a Civvie video, but has anyone, including our local autist known as GrafZahl EVER tried to reverse engineer Erradicator?
https://www.youtube.com/watch?v=2pTN75L0ZeA
Shit looks good in concept and the sprites would look great in a Wad project.
Plus it feels like one of the Proto Build engine bastard sons.

>> No.10739170

>>10739125
it's not worth my time

>> No.10739178

>>10739170
yeah but the sprites and textures can be salvaged
Shit is literally a oddity by being a mix of JEDI, Build, Daggerfall/Future Shock and late idtech in one package as if accolade saw all those games did and copied it

>> No.10739184

>>10736923
Why not EDuke32 or BuildGDX?

>> No.10739202

>>10739125
Go play bullet-eye.

>> No.10739204

>>10739178
Eradicator assets have been used in Doom mods before, both in direct reference to Eradicator itself (Samsara Reinclusterfucked) and as stand-in designs for other concepts (Quake Champions: Doom Edition)

>> No.10739205

>>10739125
>and the sprites would look great in a Wad project.
Most of the sprites have been realm667 fodder for decades.

>> No.10739209

>>10739202
I love how the weapon sprites in that are bashed from absolutely fucking everything, including firing Tyrian sprites at monsters.

Dude's really good at that shit.

>> No.10739226

>>10739114
I'm glad it's generally considered to be pretty good, even if it's not too difficult. The worst I've heard is "it's good but nothing too new," which is still pretty decent given how long it was dragged out. Although I would be happier if there weren't so many shenanigans behind the scenes, but I will admit I don't know much other than the original head being pushed out or something else equally silly.

>> No.10739262

>>10739205
Any list of wads that uses the assets?

>> No.10739281

>>10739114
>He used artifacts
Shiggy diggy doo

>> No.10739309

>>10739226
My biggest complaint has been the lack of enemy variety. You meet so many enemies quickly, and then that's it for 4/5 of the first episode. I only met 1 new guy so far in E2, but I've only completed one map so far.

>> No.10739319
File: 62 KB, 640x791, gchad.jpg [View same] [iqdb] [saucenao] [google]
10739319

Is there a Duke Nukem wiki that's not the fandom one?

>> No.10739345

>>10739319
They're all fandom now.

>> No.10739365

>>10739345
Doom has a real one.

>> No.10739420

>>10739365
Blood does, too

>> No.10739440

>>10739365
Quake does too but it's lacking content

>> No.10739490

>>10739114
I ain't finished episode 1 yet but I'm thoroughly enjoying myself.

>> No.10739582

>>10736903
The good thing about Copper is it adds some subtle features that make it easier for mappers to do custom sequences and effects.
The bad thing is it has the same "here's how id SHOULD have balanced quake objectively" mindset that Supercharge for doom has.

>> No.10739587

>>10739226
Huh? Where did you hear he was "pushed out"? All i ever saw was that he stepped down voluntarily.

>> No.10739590
File: 1.89 MB, 1920x1080, 1686012179533274.png [View same] [iqdb] [saucenao] [google]
10739590

This final fight in The Gardens is the only thing standing between me and episode 2. Without artifacts, it's a doozy.

>> No.10739591

>>10739590
I legitimately forgot I had the slag cannon, jesus. The retcher's just much more fun. Gonna knock this out in one go now.

>> No.10739595

>>10739587
Not that anon but what I heard was he was being difficult with the publisher, chasing perfectionism on minor details when they wanted results.

>> No.10739598

In Quakespasm is there a way to add or share ammo if I am hosting a co-op game?

>> No.10739604

>>10739598
No, that would require a QuakeC mod.

>> No.10739606

>>10739595
Huh. Assuming thats real, it was still delayed by over a year without him, so i wonder whether the publisher misjudged or if it wouldve been even more protracted with him at the helm.

>> No.10739607 [SPOILER] 
File: 1.47 MB, 1920x1080, 1681035451243013.png [View same] [iqdb] [saucenao] [google]
10739607

Wrath spoilers in pic related. The boss of episode 1 is pretty fucking cool, I've never seen or heard anything like it. I can see I'll have to break my rule of using no artifacts because the third phase gets pretty fucking spammy. She's also got a great ass.
>>10739598
You're at the mercy of the map author's co-op spawns.

>> No.10739639 [SPOILER] 
File: 2.58 MB, 1920x1080, 1681113322192489.png [View same] [iqdb] [saucenao] [google]
10739639

>>10739607
That was fucking cool. Gonna do it again to make sure I get the killing blow with the blade.

>> No.10739640
File: 971 KB, 2560x1440, Base Profile Screenshot 2024.02.29 - 13.32.21.97.png [View same] [iqdb] [saucenao] [google]
10739640

beat Ashes 2063, as good as everyone says it is
great level design, atmosphere and encounter design, guns feel nice. story is so-so but overall it's a fantastic package. is Afterglow even better? any other TCs this good?

>> No.10739661

>>10739640
>any other TCs this good?
Bloom's pretty good, for what is there.
Batandy's stuff is all consistently good too.
Abysm, it's sequel and addons are pretty good too.
Outside of those though, there's not a whole lot that even gets made these days, TCs take a fucking lot of effort so if anything they end up as commercial games.

>> No.10739664

>>10739640
The Indiana Jones one that came out this year was very good

>> No.10739672 [SPOILER] 
File: 2.67 MB, 1920x1080, 1689711594611840.png [View same] [iqdb] [saucenao] [google]
10739672

>>10739639
>You can't kill her with the blade of ruination
Why the fuck not? Did they think nobody would try? Gonna piss in somebody's ear I tell ya what.

>> No.10739679 [DELETED] 

Is he right?
https://rpgcodex.net/forums/threads/the-mistake-a-lot-of-modern-boomer-shooters-make.149727/

>> No.10739681

>>10739114
I realized how busted "weapon combos" and animation cancelling is from level 1(which for me was the mourning wood) and made a self imposed rule never to use it. Shotgun's just too good without quadrupling its rate of fire.
Same with artifacts so far, they're just far too easy mode.

>> No.10739718

>>10739679
Not particularly. I admire his passion but Quake didn't have much coherence with the story in its manual and the environments we are shown. But they don't really need to cohere because your mind can fill in the blanks about every level being some castle or regiment of forces under Quake's command, or a general of Quake. Wrath is a little more nebulous but I didn't mind.

>> No.10739752

>>10739606
It's something I've wondered, if it would have been better off since it was the dude's passion project or if it would have been Daikatana'd to death.

>> No.10739774

>>10735883
woof 14.1 maintenance release
https://github.com/fabiangreffrath/woof/releases/tag/woof_14.1.0

> independent % settings for view and weapon bobbing
fucking finally

>> No.10739790

1.0 and the mire still has no ammo and you're still left meleeing everything in the final room with cruel aegis or just running to the portal early lol

>> No.10739823

>>10739125
Graf Zahl posts on /vr/?

>> No.10739934

>>10738841
It is joe

>> No.10739941

>>10739823
No.

>> No.10739948

>>10739345
No.
https://combineoverwiki.net

>> No.10740039

>>10739345
more like fandumb

>> No.10740119

Alright I really do not like the Retcher.
It sort of has an arc, and sort of doesn't. When I aim it like a grenade launcher, I miss. When I aim it like a rocket launcher, I miss. I have to do a system check every single shot to figure out where I should be clicking because of how unnaturally the projectiles arc. Doesn't help that every enemy spazzes out left and right up and down on a whim.
It's also terrible for AoE damage and can't even kill some fodder in one grenade when the damn knife can.
Add more arc. Buff single shot damage so it kills a zombie lady in one hit. Buff barage damage so it kills a caco in 5 hits instead of 7. Make splash damage mirrored for all adjacent targets. Make its sticky projectiles detonate sooner. Then, after all that, it won't suck.

>> No.10740127

>>10739440
>Quake does
How can you say that with a straight face when a fucking fandom wiki is better.

>> No.10740130

>>10740119
>Buff single shot damage so it kills a zombie lady in one hit
You should be using the right click on the blade to kill widow zombie ladies.

>> No.10740131

>>10739639
Ah hell yeah, titties

>> No.10740134

>>10740130
sure
but if 10 are clumped together i want them all to blow up and they don't and that's bad

>> No.10740138
File: 2.47 MB, 1920x1080, 1689178265625749.png [View same] [iqdb] [saucenao] [google]
10740138

>>10740131
Dude forget her tits, her ass is out of this world. She's crying before you get to her, I'd definitely save her.
>>10740134
I only one instance when they were clumped together in the hollow and I just S+M2'd them all. I don't think the retcher is perfect, in fact it was stronger in 2019, but buffing it instead of using other tools at your disposal isn't entirely the correct move.

>> No.10740219

>>10740119
I really hate its sticky projectiles.

>> No.10740331

>>10739114
>weapon combos
It was a very good decision to start playing DOOM Eternal close to WRATH's release...
>>10739345
Not really. Many game wikis were non-fandom and some of those that were have now moved over to other platforms.
>>10739587
>>10739595
>>10739752
While KillPixel's perfection is totally true, no idea where "pushed out" came from. He worked on the game for who knows how long, so burnout and mental mess in the head were inevitable. Count that with pandemic and becoming a father roughly around the same time... Yeah, no wonder he took the backsit.
Granted, I realize that this could be just one side of the story and it's all hearsay anyway. This whole corner is an annoying mess that leaves you with a headache.

>> No.10740403

>>10738190
Try ChadQuake yes that's the actual name lol

>> No.10740407

>>10739125
who cares its existed for the price of mere pennies for ages on gog and steam why does civvie need to shill it for losers to care about such a forgettable shooter

>> No.10740430
File: 584 KB, 745x745, max_g.png [View same] [iqdb] [saucenao] [google]
10740430

>>10739125
>civvie

can someone explain to me what's the appeal of some unfunny fat fuck yelling about decades old shooters? I had friends who were baseding over whenever he shat out a video. I tried watching his stuff and found him boring and just annoying.

>> No.10740436
File: 2.65 MB, 1920x1080, very early wrath 4.png [View same] [iqdb] [saucenao] [google]
10740436

>>10740119
It might be the roughest weapon in the game. It's pretty good on the Mourningvale, when it's your only big hitter and overdoes the Shotgun in DPS, but it gets overshadowed by the Slag Cannon, Lance and Crystallizer when you enter the Eventide Wastes. By then, you won't find much use for it other than to save ammo for the other, better weapons.
The Slag Cannon is a Nailspitter made for large numbers of big targets; the Lance is a better single-target that you can combo with anything and use at any distance; and the Crystallizer is a better crowd-control weapon. The Retcher is comparatively a jack-of-all-trades (minus range), containing all of these features to an extent, but ends up being a master of none.
It's disappointing that its AOE damage is so weak. But they give you so much ammo for it that you might as well spam the alt-fire when necessary.
My proposed way to "better" it would be to decrease its total ammo capacity, give the player less ammo, and make the AOE do a lot more damage. But then it runs the risk of completely outdoing the Crystallizer's AOE feature.
It might be fine to leave it as it is. Optimizing a game with 9 weapons, all with altfires, is close to impossible; the fact that only one of them finds itself in a rough spot is commending.

>> No.10740439

>>10740430
Friendship simulator, same reason people watch redlettermedia despite not watching movies

>> No.10740452
File: 96 KB, 1280x720, maxresdefaultirl.jpg [View same] [iqdb] [saucenao] [google]
10740452

>>10740430
>he said, posting the fursona of a person unironically looking like this

>> No.10740454

>>10740430
only 40yo farts like him
also he's the only youtuber into old shooters

>> No.10740461

>>10740452
lool i remember this, a mlp hater in a mlp convention, what the fuck were they thinking??

>> No.10740473
File: 822 KB, 1024x768, quake44.jpg [View same] [iqdb] [saucenao] [google]
10740473

>>10738252
>My OCD will kill me one day.
You call it OCD? Hold my beer. I've modified progs.dat for Q1 and both addons so that the VM restarts the music after the specific music track in the specific amount of seconds. All that only to play this fucking game in WinQauke.
Put it into client.qc in the PlayerPostThink
And it works relatively fine, though that stupid Dissolution of Eternity crashes the VM in one specific place on the elevator.

>> No.10740476

>>10740473
>WinQuake
Why would you do that to yourself?

>> No.10740479

>>10740430
I think hes popular because he knows retro FPS inside and out and a lot of people like that. There are some youtubers who might discuss retro shooters on a surface level but dont know the technical aspects or mod scenes and get a lot of stuff wrong.
Personally i find his reviews of terrible games funny, but the reviews of good games boring. Because he pretty much just describes what happens in the game in order, not very interesting.

>> No.10740509
File: 1.18 MB, 1024x768, quake34.jpg [View same] [iqdb] [saucenao] [google]
10740509

>>10740476
I played this stupid game in WinQuake since the beginnings of time and I want to play it this way whenever I want.
It would be easy-peasy if only Bill Gayts didn't brake CD-tracks looping on Win7.

>> No.10740523

>>10740436
>4
Do you have others?

>> No.10740567

>>10735879
based OP https://www.youtube.com/watch?v=n5wHGsVslMU

>> No.10740586

What was the name of that recent Quake mod with Nagatoro face on the status bar?

>> No.10740634

>>10740586
Peril. Very big AD mod.

>> No.10740871

>>10740407
His fans only really have an interest in games if they've been shoved in their faces, they don't go looking for them themselves.

Eventually he'll work his way down to having to cover some crap like Quiver and they'll fall over themselves for that too.

>> No.10740882
File: 78 KB, 716x768, See Aie Eh.jpg [View same] [iqdb] [saucenao] [google]
10740882

Is the Blade of Ruination the actual workhorse in Wrath? It's such a great weapon compared to
>the pistol, which seems to suck despite sounding very meaty and its triple shot feeling awkward
>the shotgun, which the primary fire is good but the altfire is meh(mainly the way you use it) and doesn't have that much ammo compared to other game's shotgun
>nailgun(I didn't catch the actual name), which also suffers from ammo issues but its full auto *2 mode is really fun to use up close as a lawn mower
>the retcher which just seems to either suck shit or be really good depending on the time of day

Think about it, huge damage(I've seen the charge attack take out the Caco equivalent and the big toxin guys(Incubus standins?) in one attack), great mobility, dismemberment, it's a bit shit against the toxic zombies, the wretches and the smaller flying guys but for everything else it's really god damn good.
>>10740331
Suppose this isn't the best place to ask, but is Doom Eternal any good? I really didn't enjoy how 2016 was implemented although going by Slayer's Testaments the idea itself appeals to me.
>>10740634
How big?

>> No.10740889
File: 2.13 MB, 1920x1080, very early wrath 1.png [View same] [iqdb] [saucenao] [google]
10740889

>>10740523
KillPixel dumped a bunch of early WRATH development pics on the 3DRealms discord server back in 2019-2020. I was one of the suckers following development closely since the beginning so I downloaded them.
I just finished looking through all his relevant messages and downloading whatever I hadn't yet. It's too big for catbox so I uploaded the zip to mediafire. https://www.mediafire.com/file/xozb7nh4r46z6ye/WRATH.zip/file
He also posted a bunch of unlisted videos from his youtube. According to him there's 600 of them. Shows some very early gameplay footage, from back when the game was supposed to be sprite-based.

>> No.10740902

>>10740882
I prefer the shotgun for more regular usage, but the ruination blade has potential to be ridiculously strong. I don't feel that bad when I'm out of ammo in Wrath because of it.
I think Eternal is fun because it took many of the systems from 2016 and expanded upon them. It's still the same lockdown arena setup with overly linear maps, but the combat itself is incredible.

>> No.10740919
File: 4 KB, 427x77, image.png [View same] [iqdb] [saucenao] [google]
10740919

>>10740882

>> No.10740920

>>10740882
Revolver isn't useless at all. It's good for picking off single targets at medium range. One to two primary shots and one secondary shot will kill any low tier. It's mostly to save Nailspitter ammo, though, as that weapon is just a straight upgrade but with less ammo.
I don't know how you're possibly running out of shells. I often have so many that I need to make space for more. And I don't ever use the blade for killing. The alt-fire is whatever; it's supposedly good in small rooms with low tiers because the bullets ricochet? Never cared to do that, though. I mostly use it on Mourningvale for picking off far-away enemies when I'm low on nails.
Nailspitter is great for crowds of low tiers and far-away targets. Its secondary fire is a panic button if you get surrounded by Heretics or Widows, or for finishing off enemies with big hitboxes on low HP.
Retcher is kind of meh as I said. It's better than the Shotgun for picking off low tiers in small groups, but other than that, it's completely overshadowed by the later weapons.
Another feature the Retcher has is that you can plant cysts like landmines, but it's very niche.

>> No.10740965
File: 84 KB, 1030x524, 206613.png [View same] [iqdb] [saucenao] [google]
10740965

idea for a custom enemy

>> No.10740972

>>10736891
If you mean trespasser, it's not hitbox and you should be able to dodge if you are already moving when he shoots. I mean, you can see the trails of the bullets.

>> No.10740973

>>10740920
>Another feature the Retcher has is that you can plant cysts like landmines, but it's very niche.
The landmines can also be shot to explode dealing damage, but again it's so weak compared to the effort you're going to go through with it.
>>10740919
Wew.
Is it still a beta thing or is it out?

>> No.10740978

https://www.youtube.com/watch?v=9HihLuHXdZ4
I just remembered this mod, specially because of the intro.
Reminds me of GamingGargoyle a bit.

>> No.10741037

I feel like the balance in Wrath has changed to a more glass cannon type. While some weapons feel a bit weaker, overall your damaging potential wasn't this high but I also feel the player being noticeable weaker to attacks and of top of that enemies are more agressive. It's more rustless and less comfy now.
Anyway, can someone confirm if it has a secret level?
>>10739590
I barely use artifacts so it feels weird to see someone running out of these. And Soul tethers, on my fourth (I think) map I had a dozen of these, playing on Hard.

>> No.10741046

>>10740439
Nobody does this.

>> No.10741048

>>10741037
I have over 50 in episode 2.

>> No.10741049

>>10739681
This sounds like you were able to bypass the shotgun’s “backpack reload” feature or at least reset it.
>>10740973
>Is it still a beta thing or is it out?
The author still had some things to sort out according to its moddb. I’m also one to talk as I haven’t finished it yet.

>> No.10741123

>>10735879
we really need to upload this shit somewhere else
the mega links all exceed the free transfer rate and you have to wait 6+ hours to continue the downloads, and the google drive one won't download daemontools or the ps1 emulator because "a virus detected"

these problems affect the following:

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
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA


now yea i guess 'just torrent' is the answer.

>> No.10741159

>>10741049
>This sounds like you were able to bypass the shotgun’s “backpack reload” feature or at least reset it.
Not really, it's just that I thought the long reload of the shotgun was meant to have you pick your shots but if you can just switch to a different weapon to keep dakka until it reloads and switch back there isn't much of a point to me. I didn't realize it was a backpack reload though, I genuinely thought it was an animation cancel the first time I did it and then resolved not to do it anymore.

>> No.10741231

>>10741159
If it’s a growing trend, having long weapon cooldowns or refires just so they can be “comboswitched”, I don’t know how I feel about it. I might feel less weird if it wasn’t revolving around a double-barrel shotgun that had a fun reload animation.

>> No.10741237

>>10741231
I don't like it because it just makes you want to spam your highest DPS options as quick as possible, and gives automatic guns less of a purpose. Unless it's handled like Babel or something where you can switch away immediately but have to reload it later.

>> No.10741280

>>10741231
Not really a "growing trend", this goes back to Quake.
If they made it so that you have to wait for the reload, I would simply not use the Shotgun nearly as much. It would probably make the Retcher my go-to instead.
Also gotta understand that the Shotgun is not your main weapon like in Doom. It's just another tool in the box. The game often has massive firefights with dozens of enemies at once, the Shotgun can't keep up. It's a clean-up weapon, and largely only fit for the calmer sections.

>> No.10741296

>>10741237
Babel was ahead of its time establishing “staged reload” mechanics before it became popular to name them as such. I would have never thought of such a brilliant way in balancing the shotguns (upping the pumps pellet count to 10 also helped).

>> No.10741304

>>10741280
>Not really a "growing trend", this goes back to Quake.
Quake has instant weapon switching but none of them “cancel” and you can’t shoot another weapon until the previous one is done firing. Instant weapon switches are not backpack reloads.

>> No.10741380

>>10738423
I'm glad he compressed the overbearing memes to the first 30 seconds so that the rest of the video is good.

>> No.10741463

>>10737047
>>10737779
>>10738005
Add anon's suggestion for the rocket launcher and a few other minor changes.
https://www.mediafire.com/file/2241qm6rqtnj18q/VertexR_MAP13.wad/file
Vertex Relocation Map13 "Easy Street"
I'll pick out a midi eventually.
Detroit rock city would be nice if all the midi version I found weren't so squeaky.

>> No.10741467

>Absolutely vital for the game to function at all tier
Ruination Blade
>S Tier
Lance
>A Tier
Slag Cannon
Crystallizer
>B Tier
Fang Spitter
Coach Gun
>C Tier
Shotgun
>Retcher Tier
Retcher

>> No.10741514

>>10739125
>Shit looks good in concept
It's fun in execution too.

>> No.10741517

>>10741123
/vr/ needs its own FTP server or host

>> No.10741576

>>10741517
All /doom/ needs is a torrent made.

>> No.10741579
File: 10 KB, 217x232, 1352582721617.jpg [View same] [iqdb] [saucenao] [google]
10741579

>The server reports 1 PWAD(s), and you have 1
>Protected lump authentication failed.
>Please make sure you are using the exact same WAD(s) as the server, and try again.
is there some way to get zandronum to tell me what exactly is wrong? I have Doom 2, Ultimate Doom and Freedom in my IWAD search path.. launching via doomseker

>> No.10741610

>>10740407
>>10739125
>>10741514
he should've shilled it harder so n******** would hop on that shit and make a non-320x240 non-60 fov version that controls like a video game instead of an autistic teddy bear claw machine
tried messing around with it a few years ago after being intrigued by footage marphitimusblackimus uploaded, but man, it is not fun to operate

>> No.10741617

>>10741610
if someone could reverse engineer the game into build

>> No.10741618
File: 408 KB, 1377x1745, DOOM30XouxArt.jpg [View same] [iqdb] [saucenao] [google]
10741618

>>10740430
Personally, I still find him overall enjoyable to watch occasionally in comparison to other channels in similar field. Although lately (or always, and only noticed it just now) Civvie has been stagnating instead of trying something new to keep things fresh. Playing it safe, but at a cost of presentation.
>>10740882
I think I like DOOM Eternal more than DOOM 16 in terms of gameplay. While all those tutorials and mechanics can be tiring, they're just an extention of what was in the previous game and you can similarly avoid them if you don't want to bother with it... The Ancient Gods, unfortunately, falls for the "Eternal is tryhard" meme.
If you're a fan of 2016's narrative... Oof, anon. Codex entries are shorter and suffer for the sake of modern fan service that dumps down what was formed before. As for the DLC's... It all drops into the abyss.
But yeah, game is fun and I recommend. There's enough to pick what you want to enjoy the hell out of it. Even Battlemode can be entertaining and I'm not saying that just because I managed to bully a few rookie a couple of times for final rush to get Blood Bath achievement. I suffered for this beforehand.

>> No.10741621

>>10741610
>self censoring
Say nightdive or don't post.

>> No.10741631
File: 2.46 MB, 512x512, 1702450102131139.gif [View same] [iqdb] [saucenao] [google]
10741631

>>10741579
nm I figured it out. zandronum and doomseeker do not of course share search paths, so I had to add the path to my doom2.wad to doomseeker as well
still would be nice if zandronum actually printed what IWAD the server expects

>> No.10741669
File: 386 KB, 1280x1696, Quake3Hunter.jpg [View same] [iqdb] [saucenao] [google]
10741669

Should I use a source port if I wanted to play Quake 3, or the vanilla game? If so, which source port is the best for multiplayer?

>> No.10741670

>>10741610
>>10739125
Gotta say I think this game looks fantastic, despite Civvie trying his hardest to sell it as "weird jank". I must thank him for bringing it to light for me, though. I hope some autist decides to give this game a better sourceport.

>> No.10741674

>>10741621
Nightdive has released this game in the past, the issue is that the source code for this game is lost, unless marph pulls some no bullshit sherlock and discovers the source code and uploads on GPL.
In fact, what happened to those source code leaks that involved retro fps from a while ago? i remember seeing Alien Trilogy into it too, but it was the PS1 port

>> No.10741682

>>10741669
Quake3E

>> No.10741704

>>10741682
i wish all quake 3 source ports messed up with the menus, unless that shit is hardcoded as fuck.

>> No.10741761

>>10741296
Never heard of Babel, what is that?

>> No.10741773

>>10741467
To think the shotgun was insanely OP in the "demo".

>> No.10741776

>>10741761
https://datanon.itch.io/babel

>> No.10741794

>>10741761
I'd call it a vanilla+ mod, but it's one of the best.

>> No.10741859

Anyone wanna play some multi? I'm a bit too retarded to set it up properly myself

>> No.10741878

>>10741859
Yass what are we playing?

>> No.10741886

>>10741878
Are any of the /vr/ mapsets good with multi nowadays? Last time I played with y'all was 2048 units and some levels were breaking in multi lol

>> No.10741928
File: 141 KB, 1000x650, 1506534910838.jpg [View same] [iqdb] [saucenao] [google]
10741928

>console autocomplete stopped working
>at all, tab does nothing
>just nothing
>it worked just a moment ago, and now nothing
>restart the game multiple times, nothing
>no-thing
>google, nothing
>not a single thing, not even remotely helpful
>scroll through all the tickets on gitthub, nothing
>ready to uninstall this shit and set up everything anew
>noticed capslock is turned on
HOLY SHIT

>> No.10741934

>>10741928
Could be worse, I spent a week or two trying to track down this weird intermittent stutter issue, went through absolutely everything that made any sense to be causing it, eventually ended up going line by line in the ini and for no good reason it was a directinput controller I had plugged in causing GZDoom to shit itself.

>> No.10742002

Playan some Half-Life if peeps want in
IP: 164.152.111.147:10666
Pass: penis
Name: Booty Lickers Incorporated
Maps: https://mega.nz/folder/dX1lkQ4K#OygTvzervfpq93Hezh1OsQ

>> No.10742085

>>10742002
5/32 right now

>> No.10742097

>>10740454
>What is Aquarius 199 of UK
>What is Decino the South Slav

>> No.10742171

>>10740430
>explain to me why funny
would that make it funny?

>> No.10742174

>>10742002
fuckkkkk

>> No.10742180

>>10742002
7(6?)/32

>> No.10742185

>>10740430
Surprise! What may be right for some may not be right for you. Mind-blowing

>> No.10742208
File: 98 KB, 1280x720, xresdefault.jpg [View same] [iqdb] [saucenao] [google]
10742208

Thoughts on these button "puzzles"?

>> No.10742223

>>10742208
I'm puzzled by their inclusion in the game.

>> No.10742228

>>10742208
I dunno. They're alright.

>> No.10742230

>>10742208
They're fine when they're not used excessively.

>> No.10742234

>>10742208
I consider them the old school progenitor to the more modern "hold use for a few seconds" interaction
Just a time waster to try and prevent you from progressing / unlocking secrets without clearing the neighboring threats

>> No.10742235

>>10742002
map is taking its sweet fucking time to download

>> No.10742241

>>10735978
Bloody Pulp Fiction, Fleshed Out, EVICTION, Trauma Therapy, MARROW

>> No.10742263

>>10742208
I hate them

>> No.10742315
File: 142 KB, 1036x1025, 1705622058578575.jpg [View same] [iqdb] [saucenao] [google]
10742315

>>10742002
i'm sure i was able to connect with xash3d a couple months ago, but now it fails after 10 retries
don't think there was a password back then, but
>connect 164.152.111.147:10666 password penis
in the console isn't working

>> No.10742341
File: 329 KB, 567x476, chillin.png [View same] [iqdb] [saucenao] [google]
10742341

>>10742002
And closed. GGs to those that showed. Shame I forgot to mention that the map pack was updated, else we could've played some dm_razorback. That map looks bretty gud
>>10742235
I haven't set up an HTTP redirect server for downloads, so you would've had to grab from the Mega or suffer 1998 transfer speeds
>>10742315
Damn, it was just regular Half-Life this time, not Xash3D. I don't think the two are network compatible, as far as I know.

>> No.10742350

>>10742341
gg indeed, will defo try and join in next time.
god o.d. is still running thru my head

>> No.10742491

>>10741037
>I barely use artifacts so it feels weird to see someone running out of these
Nono, I'm just committed to not using them.

>> No.10742526
File: 8 KB, 639x478, map25 but something's very wrong.png [View same] [iqdb] [saucenao] [google]
10742526

>>10739125

>> No.10742531

>>10740430
>can someone explain to me what's the appeal [of watching someone talk about something]
It's just nice to see someone talk about something you're interested in. This has been happening undoubtedly ever since humans developed a coherent language. Sorry to spoil it all for you.

>> No.10742558

>>10741886
I don't know, does it matter? let's figure it out together

>> No.10742563 [DELETED] 

>>10742097
>>What is Decino the South Slav
Civvie is reddit, not like the very based and redpilled Decino

>> No.10742571

>>10742558
>does it matter?
It matters enough for someone to ask, yes.
> let's figure it out together
Now that's better. Proactivity>stupid questions

>> No.10742610

>>10741618
>in comparison to other channels in similar field.
Like who, if you don't mind me asking? I only know of is the aussie and he's too insufferable for me to listen to. It's more me learning about games I'll never want to play, like watching someone see cheap shitty indie horror games and making fun of them or in this case, games like Tekwar.
>f you're a fan of 2016's narrative... Oof, anon
Not what I meant. I meant that I liked 2016's idea of locking you in arena fights and having you slug it out with demons but not how it was executed at all.

>> No.10742632

>>10741618
>Civvie has been stagnating instead of trying something new
He basically built a brand around specific shit and is terrified of changing things up much, it's why he persists with the stupid lolsorandum jokes despite bitching about them because his fans eat that shit up.
>>10742610
>Like who, if you don't mind me asking?
There's a ton of them but it's mostly really small channels who don't exclusively do old FPS games, with the odd ones like Ross Scott.

There used to be one called Tweed with a really fucking good video on System Shock but the channel disappeared.
> I only know of is the aussie and he's too insufferable for me to listen to.
lol shillmanlives, he's more of a promotional prostitute than anything else, right now he's doing his best to defend the honor of Nightdive vs those evil sourceports.

>> No.10742642
File: 1.83 MB, 780x438, 1680005997770571.webm [View same] [iqdb] [saucenao] [google]
10742642

>>10735883
This isn't quite news because this happened at least six months ago now, but bsnooch.com, the primary website hosting SMOD Redux/SMOD Standalone (Half-Life 2 singleplayer mod) and all the variants they could find and all the little mods for SMOD, is gone. I assume Onemanshow (SMOD Redux and bsnooch creator) stopped paying the fee, but the guy's a ghost. Very thankfully, a kind soul backed up absolutely everything before bsnooch went down
https://mega.nz/folder/mkF1mAIb#qXCmNu4BmfKkA-9tMKJKGQ

Webm I made like six years ago.

>> No.10742654
File: 2.78 MB, 1280x720, 1694157255100415.webm [View same] [iqdb] [saucenao] [google]
10742654

>>10742642
Also since this is the classic fps thread I leave it to the discretion of whoever makes the next thread whether or not to include this in the newspost. I just wanted to let anybody who cared know. It's quite sad for me that bsnooch is gone, but I'm eternally thankful somebody saved the files. I should make more webms next time I play. Maybe crank out that video on SMOD I should have made five years ago.

>> No.10742681
File: 2.06 MB, 1920x1080, Field Intensity 1.6 menu.png [View same] [iqdb] [saucenao] [google]
10742681

>>10742642
>>10742654
Saved, thanks for sharing. I never tried SMOD myself before but I might do that now.

Since we're talking about Half-Life, I'd like to even things out with some good news. Field Intensity got an update bringing LD models as the new default, among other things. That (and the AI revoice mod) was a good enough excuse for me to replay it.
https://www.moddb.com/mods/field-intensity
https://www.moddb.com/mods/field-intensity/addons/fanmade-patch-half-life-field-intensity-ai-voice-remake
Also it's been ported to Sven Co-op: https://www.moddb.com/mods/field-intensity/addons/field-intensity-sven-co-op
Also also, they made another mod that puts FI features in OpFor, and can be made to work with OpFor-based mods as well: https://www.moddb.com/games/half-life-opposing-force/downloads/intense-force

>> No.10742735

Damn the Wrath sourcecode is just up for grabs?
https://github.com/Official3DRealms/wrath-qc
I wonder if anything will make it into a Quake mod.

>> No.10742759

>>10742491
Understandable.

>> No.10742760

>>10742735
Also the conf files and documentation should be released soon according to them.

>> No.10742770

>>10742632
the only thing worse than gmanlives is midnight

>> No.10742798

>>10742735
Would it be worthwhile for a complete beginner in modding(or coding, I know the basics and have made a really small scale game in java from scratch) to try my hand at modding this?

>> No.10742804

>>10742798
Whatever makes you work, I don't think there is a right option. You just get some cards and play them the best you can.
Also the knowledge you will get will be useful in other fields, probably.

>> No.10742885

Is there a proper wiki or spreadsheet yet that shows all of the numerical values for enemies and weapons in Wrath yet? I need my numbers.

>> No.10742924

I just noticed Freedom has some useful texture that Doom doesn't, like SKINTEK*. a compatibility pitfall!

>> No.10742939
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10742939

It's a little earlier than normal but IT'S STILL SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit, or later on when more people are awake, I'm not your fucking dad!

>> No.10742972

Wrath is great! Can't wait for the tri-yearly expansion packs!

LUST: Aeon of Doin'
PRIDE: AIDs of Ruin
GREED: Aeon of Jewin'
GLUTTONY: Aeon of Pooin'
ENVY: Anon of (You)in'
SLOTH: EAon of Snoozin'

>> No.10742974
File: 300 KB, 926x952, slayer_sword.jpg [View same] [iqdb] [saucenao] [google]
10742974

>>10742939
Been putting some final touches on the Magmauler, mainly some sounds and shit. I also went back and made the Mourning Star hitscan to make it stand out from the rest of the arsenal. The melee attack for the mace has some hitstop now too.

I'm getting pretty close to a playtesting phase for Doomslayer.

https://streamable.com/du1qyv

I have no idea why the fuck my post was considered spam with a catbox link when I've seen other people use that website to post webms. That's fucking stupid.

>> No.10742979
File: 304 KB, 1070x774, slavezeroquakereskinnin.png [View same] [iqdb] [saucenao] [google]
10742979

>>10742939
Having fun with more reskins for the Slave Zero mod
>the trooper that gets to guard the slipgates
>the trooper that has to go through them

>> No.10742989

Did they nerf Wrath's shotgun? And I feel the weapons ate the ammo at a faster pace now.

>> No.10742997

>>10742989
If you still have a prerelease build, you can find all of the weapon values in pak000.pk3. Open it in Slade, 7zip, or something.

>> No.10742998
File: 159 KB, 1100x465, wreath maybeeasyedits.jpg [View same] [iqdb] [saucenao] [google]
10742998

>>10742885
I tried opening pak000. Not only does it seem like everything is in there, it's all txts. Seems you can just edit anything you want.
That's a pleasant surprise.
>>10742989
If you can see what these shotgun.txt values were for the demo, you can compare and confirm.
>>10742997
Beat me to it!

>> No.10743012
File: 54 KB, 1062x408, file.png [View same] [iqdb] [saucenao] [google]
10743012

>>10742998
https://www.mediafire.com/file/chuf0ep8dg32bi3/WRATH.zip/file Found this in the archive. It was the final prerelease demo.

>> No.10743013
File: 16 KB, 647x232, file.png [View same] [iqdb] [saucenao] [google]
10743013

>>10743012
I don't know if the "Coachgun" was the old shotgun or not, but it did a lot more damage.

>> No.10743023

Surprised there hasn't been much discussion about Wrath on /v/, so I thought I'd come here.

I'm about done with episode one. The game is okay. Levels feel like they drag on just a bit too long (the cathedral level went on for fucking ever) and the game loves throwing the same 3 enemies at you over and over. I also find myself having to cycle through weapons frequently in order to not run out of ammo and there have been several times where I've found myself completely dry. Some encounters feel like they were balanced around artifacts and I'm not crazy about that, but I suppose that's why it gives you so many of them.

Hoping it picks up. I did buy it to support this kind of thing but not gonna lie, it really does just feel like a fancy Quake mod.

>> No.10743030
File: 425 KB, 1920x1080, wreath skintests.jpg [View same] [iqdb] [saucenao] [google]
10743030

>>10743013
Coachgun.txt and its _pos.txt seem renamed to "revolver" in the final build. It also doesn't look like they nerfed the shotgun, values seem the same between both builds.
I'm not too crazy about the game but I'm surprised how easy this has been to mess with. Even the skins and hud elements are all just loose tgas, I don't need Noesis to pry them apart.

>> No.10743051

>>10743023
Enemy variety doesn't seem to get that much better as the game goes on.

>> No.10743131

>>10742972
KEK'd

>> No.10743140

>>10743051
Yeah, I think you *maybe* get 3 new enemies in chapters 2 and 3. They aren't that impressive either.

>> No.10743181

The Wrath devs pussied out by letting you carry an unlimited amount of saves.

>> No.10743194
File: 282 KB, 1008x994, xfgqr0fpwxjc1.png [View same] [iqdb] [saucenao] [google]
10743194

Any quake 1 map recommendations? i recently started playing and only have alkaline,Arcane Dimensions and rubicon rumble pack,

my skill level is only average in doom if thats any help (So no ballbusting difficult mapsets unless that doesnt exist in quake)

>> No.10743201
File: 827 KB, 1920x1080, Peril train rain.jpg [View same] [iqdb] [saucenao] [google]
10743201

>>10743194
Peril is big fun weird mod using Arcane Dimensions, Spiritworld is a good homage to the fourth episode, and Episode Enyo is like a cyberpunk branch of Alkaline.

>> No.10743202
File: 181 KB, 500x709, 20240229_194041.jpg [View same] [iqdb] [saucenao] [google]
10743202

>>10743194
Overbright Underdark. Also OP has a Quake video with highlighted map packs.

>> No.10743206

>try to see if any of the quake maps i have got updated
>alkaline goes from 180mb to 400mb
the fuck

>> No.10743219

>>10743202
i will check it out thank you

>> No.10743254

>>10743202
>Overbright Underdark
I am retarded and cant get it to work, i installed copper,the map and when i try using a sourceport like quakespam or ironwail it doesnt seem to work, am i stupid? the exit of the prologue just gives me a quad damage but doesnt advance from there

>> No.10743296

>>10742798
>>10742804
Playing it a bit more, I genuinely want to consider a mod for Wrath building on the idea of a completely melee weaponset where the altfires also serve as movement options. Would probably be a really difficult exercise in balancing and level design but I'm excited just thinking about it. When will the documentation for the source files be out?

>> No.10743328

>>10743254
You don't need copper. UDOB comes with copper.

>> No.10743337
File: 43 KB, 632x703, image.png [View same] [iqdb] [saucenao] [google]
10743337

>>10743194
Enhanced port addons is a very good list to start.

>> No.10743338

>>10743328
Ah, whoops

>> No.10743472
File: 502 KB, 1920x1080, hackerman.jpg [View same] [iqdb] [saucenao] [google]
10743472

>can't bulk replace textures in Slade for some reason
>use dde (binary equivalent of sed) to bulk search-and-replace texture names in the .wad

>> No.10743475
File: 1.20 MB, 1366x768, reliq_otsego_2024-03-02_15-26-05.png [View same] [iqdb] [saucenao] [google]
10743475

>> No.10743490
File: 205 KB, 640x480, doom190.png [View same] [iqdb] [saucenao] [google]
10743490

>>10742939
Technically it's still Saturday, and I've finally feeling good enough to realize my "cube full of revenants" concept.
I still see it as a borderline shitpost, but whatever.

>> No.10743502
File: 11 KB, 359x237, unmistakable-cant-miss-it-volume-knob.jpg [View same] [iqdb] [saucenao] [google]
10743502

>>10743490
what's in the cube?

>> No.10743512
File: 257 KB, 640x480, doom191.png [View same] [iqdb] [saucenao] [google]
10743512

>>10743502
More cubes.

>> No.10743516

>>10743490
>>10743512
https://www.youtube.com/watch?v=4aGDCE6Nrz0

>> No.10743535

>You know what our fast paced shooter built around controlling sight lines and exploiting speed needs?
>Slow as fuck underwater segments with large numbers of hitscanning enemies

What was in the water in the 90s?

>> No.10743546

>>10743535
Hitscanners, apparently.
Swimmable water was a quick and (relatively) easy way to make a game feel more 3D and seem more impressive, both in level design and mechanics

>> No.10743548
File: 490 KB, 1920x1080, Bulking.png [View same] [iqdb] [saucenao] [google]
10743548

>>10742939
Making spells and casting fists

>> No.10743556

>>10743548
>actually using SavageIpsum
My fucking sides. God bless you anon, I didn't think I'd live to see anyone do that.

>> No.10743561
File: 48 KB, 498x456, scaredkot.jpg [View same] [iqdb] [saucenao] [google]
10743561

>>10743548
W-what happens when you press 6?

>> No.10743562

>>10743548
What is this?

>> No.10743563
File: 102 KB, 2560x1440, capt0045.png [View same] [iqdb] [saucenao] [google]
10743563

>>10742939
Trying out a new mapping method, strict blockout. No texturing except for liquids.

Seem's to be a lot quicker than my usual work flow, anything that speeds up Build mapping is helpful. Ended up with a Tom Hall layout and sector chode but it's only half done. The flow is quite good too.

>>10743548
Death Strider? Very naise. The macho man verbage is funny as fuck too.

>>10742972
lmao

>>10742974
Cool as fuck man, like always

>> No.10743621

>>10743512
Can always tell when it's a Beetle map

>> No.10743645

I'm starting to hate the mandatory platforming for secrethunting in Wrath and it's only my first map at episode 2. Tight spaces doesn't mix well with the inertness of Wrath physics. At least I'm giving some use to save tethers I guess

>> No.10743648

>>10743645
You can immediately kill your momentum midair in Wrath, it's really not that bad. But maybe I'm just missing the hardest secrets.

>> No.10743659
File: 99 KB, 226x225, file.png [View same] [iqdb] [saucenao] [google]
10743659

>>10743648
I guess I have to improve my timing, I guess. Oh, and I don't know how to feel about pic related. It's basically cheating

>> No.10743660

>>10743659
>It's basically cheating
So is pretty much any artifact except for (arguably) the life siphon.

>> No.10743664

>>10743659
I'd rather this to looking up walkthroughs. Personally I think it's a genius idea simply for that. I'm sure most achievement hunters do, too.

>> No.10743669

>>10743659
The second I realized some secret sectors are placed in a really stupid area(Undercroft for example has one early on a hidden ledge somewhere, but it's not the artifact. You have to go to the far edge of that ledge for the secret to register. The mire had a couple of these too.) I'm no longer ashamed to say I soul tether and use it to figure out where the missing secrets are and then reload at the end of every level because I end up missing like 1 or 2 secrets every time.

>> No.10743726

desu I'm not really enjoying Wrath so far, I play it, I can see that there was obvious effort and passion put into it, it almost clicks but never does

You just feel too bouncy or something, the weapons don't have enough impact when you hit an enemy and most of the basic enemy types arent all that fun to fight

I love how it looks and sounds, but the gameplay is just slightly off

>> No.10743728

>>10738841
>>10741463

>> No.10743737
File: 232 KB, 540x540, yaa gomen gomen.png [View same] [iqdb] [saucenao] [google]
10743737

>>10742341
oh damn i thought they were compatible

>> No.10743775

>>10743051
>>10743140
Shame. The enemy roster, I think, is the game's biggest problem. The tougher enemies are just annoying to fight and it loves throwing the same 3 weaker enemies at you over and over and over every level. It makes the game feel very repetitive.

>> No.10743786

>>10743726
>The weapons don't have enough impact when you hit an enemy
I know what you mean, but I can't put my finger on why. The weapons are punchy and have good sounds and enemies will often explode into gibs when killed. What's missing?

And yes I agree on the enemies. It is a roster of enemies that are largely annoying to fight and a couple varieties of them are overused to a ridiculous degree.

>> No.10743787

>>10743775
The most annoying ones for me are the shotgun guys. They deal a lot of damage, have fast projectiles, and don't have any glowing parts to make them obvious in dark areas.

>> No.10743792
File: 439 KB, 1920x1080, 20240302224232_1.jpg [View same] [iqdb] [saucenao] [google]
10743792

>>10743726
I feel like half the time I shouldn't waste anything but the shotgun on common enemies, and yet anything around the Toad and Heretics feel a bit too tanky for things like the Retcher and Lance, so I get the missing impact you are talking about. Like the fuller auto on the nailgun is fine, but the double shot it had in the beta was more satisfying and killed quicker.
When I see something like pic related, it makes me think that a more serious roster could make the game a 9/10.

>> No.10743798

>>10743792
NTA but yeah, I think that must be it. The weaker enemies you feel like you should just stick to the pistol, shotgun and maybe nailgun, but then the tougher enemies you need to burn a bunch of ammo on with even the stronger weapons. So there's something confusing going on with the weapons where you can't match the right tool for the right job.

>> No.10743801

>>10743792
What was even the point of the double shot?

>> No.10743813

>>10743801
I recall it reliably stun-locking the ersatz Cacodemons in the Early Access build.

>> No.10743817

>>10743813
Did it not halve the fire rate?

>> No.10743834

>>10743786
I think its difficult to read hit reaction/a complete lack of hit reaction on certain enemies with certain weapons and not being sure of when your shots land at distance because of the lack of reaction

>> No.10743846

>>10743817
It forced painstates. I have vivid memory of dodging projectiles from other monsters while repeatedly hammering that one in particular, since it was the most threatening target in the game at the time.
I don't know that it "killed quicker" like the other anon said, I just know it killed safer (and was very satisfying)

>> No.10743850

>>10743786
Maybe the problem is the enemy AI? You can see what role each one is supposed to cover but giving how limited the engine is and that they don't have interesting behavior/gimmicks like Quake does, they can't totally fit that role. At least in an engaging way, so killing them isn't as satisfactory as it should.
I think the final problem is that they couldn't work with the limitations of the AI and didn't ditch what didn't work and itinerate until they found something that works with the ecosystem.

>> No.10743858

>>10743846
It was slower, but had larger projectiles. I don't know what would make it stun more, maybe it's hard-coded.

>> No.10743893
File: 3 KB, 169x181, 1444251830026.png [View same] [iqdb] [saucenao] [google]
10743893

>>10742974
Oh, I forgot to mention when I posted this, but I can't do idle animations for the Magmauler with how everything is set up under the hood, because in order to get it working right and keeping it responsive, I'd have to do real fucking foul shit under the hood, which might cause problems in Zandro online.

>> No.10743912
File: 580 KB, 676x504, image.png [View same] [iqdb] [saucenao] [google]
10743912

I have a feeling this gonna be a great playthrough.

>> No.10743957

>>10743475
What is that pistol? What pak?

>> No.10743962

>>10743475
Why is he in that jar?
Get him out of there, that's sinful

>> No.10743976

>>10743957
Reliquary

>> No.10744006

im sad to say this but after 30 years i've finally realised doom is simply better than quake.
it is just more fun.
maybe i'm just old

>> No.10744007

>>10744006
No, Doom is just better

>> No.10744009

>>10743912
Wow, I hate this.

>> No.10744014

>>10744007
>>10744006
Not only that. Notice how every FPS that came after DOOM tried to change the formula, as they knew they couldn't surpass the fun and the magic of the first (story-focused, only two weapons, historical recreations, etc.)

>> No.10744019

>>10744007
Quake could've been better than Doom if people actually utilized 3rd dimension.

>> No.10744024
File: 2 KB, 232x88, 1705062822177768.png [View same] [iqdb] [saucenao] [google]
10744024

>>10743893
canned meat is off the menu, boys

>> No.10744028

>>10744014
>>10744019
desu I think its something to do with the transition to 3d.

FPS' were just more fun when they were sprite based, you can fun stuff easier, getting to the same level of visual clarity and flow with 3d is too hard, and 3d gets bogged down in graphics and shit that doesn't really matter

>> No.10744029

>>10743893
That's a damn shame, but understandable.

>> No.10744030

>>10744006
>>10744007
At the end of the day Quake is just Doom in 3 dimensions and Doom 2 already perfected the formula.
You can definitely make great Quake maps that are just as good as anything released for Doom, though.

>> No.10744035

>>10744006
Doom is just kind of boring. It's the only game in which I immediately turn on God Mode whenever I start, because the base gameplay is just not particularly fun.
Gameplay mods are a different story.

>> No.10744037

>>10744035
How did a fishing hook operate a keyboard?

>> No.10744040

>>10744019
Also I believe lack of color is a huge reason as well.

>> No.10744042

>>10744030
>>10744019
Wrong. The problem is the 3D itself. All the best, most engaging games are in 2D, the way you are supposed to work on a personal computer. The 3D removes the fun

>> No.10744043

Oh, and I really wish Quak had a map.

>> No.10744064

>>10744043
Ducks don't even have thumbs nevermind the higher abstraction required to make sense of a map how are they supposed to use one?

>> No.10744075

>>10744006
I see Doom as the superior SP game but Quake as the better MP option. Doom PWADs offer way more challenge than anything Quake's modding community has to offer. As far as I can tell, there isn't any equivalent to Sunlust (let alone giants like Sunder) for Quake 1 and the skill ceiling caps out really low in comparison.
What Quake does have going for it though is deathmatch. Doom's deathmatch is okay, but the movement options like bhopping Quake has provides infinitely more depth to its MP.

>> No.10744087

>>10739345
Wait I thought fandom was kill

>> No.10744090

>>10741928
Did you not see the light?

>> No.10744102
File: 73 KB, 378x323, 1700963408036427.png [View same] [iqdb] [saucenao] [google]
10744102

>>10738830
mancubussy

>> No.10744117
File: 777 KB, 1920x1080, ee_alk_mania.jpg [View same] [iqdb] [saucenao] [google]
10744117

>>10743976
The end of that second map is fucking nuts.

>> No.10744119

>>10741928
>He doesn't have Capslock bound to super or something actually useful

>> No.10744120
File: 108 KB, 1080x1223, heavy metal stronger.jpg [View same] [iqdb] [saucenao] [google]
10744120

>>10744102
>female mancubi have at least 5 holes

>> No.10744124

>>10743792
>>10743798
>Too tanky
User error.
In this thread I posted a video showcasing how to kill every tanky enemy in a second or so, for very little ammo cost.
Truth is that the player is overpowered right now and I wouldn't blame the devs for nerfing some weapons (especially the Lance and Crystallizer) in an upcoming patch.

>> No.10744125

>>10744087
Oh no you probably just saw an article headline saying they did something cataclysmically retarded, happens all the time.

>> No.10744131

>>10744090
No. I put my guitar picks there, they obscure the lights. It was really scary, like your whole world is falling apart and you have no idea why.
Also Ironwail doesn't have this problem and autocomplete works with both lower and upper case. Ironwail console is on another level, going back to anything else is like going back from ohmyzsh to stock shell. Holy shit I really hope it will add support for vkQuake particles AD is using so I won't have to use this inferior port ever again.

>> No.10744138

>>10744125
:(

>> No.10744141

>>10744075
>>10744006
Doom pwads tend to be more varied and engaging than Quake's usermaps for sure. Reasons to why I think that is the case, is because it's so much easier to make content for Doom, and therefore people have been doing it for longer. Second, it's easier to set-up than Quake, more accessible. Third, it runs better on most people's computers. Final and probably most important reason is that gameplay mods are very prevalent because they're much easier to make. The sandbox potential is so much more accessible due to the nature of the technology. At the end of the day, both games receive amazing community output and discussions of which game is better or not are fruitless. It's a waste to ignore either game's mods

>> No.10744146

>>10744125
Last big news about fandom was they bought metacritic, gamefaqs, giantbomb and some other websites. If anything it would mean the death of those sites, not the fandom. And they really fucked up some things on gamefaqs, personal collections are basically unusable now.

>> No.10744151

do you guys hate brutal doom?
I've been getting my feet wet with doom and I've only played raging bull so far (really good even if the voice acting is distinctly polish) any other pk3 or wads that are a must try in your opinions?
Oh I also have alien extinction in my catalog

>> No.10744153

>>10744151
brutal doom is old at this point

>> No.10744157

>>10744151
brutal doom doesn't work in a lot of maps because it makes enemies stupidly strong and doom tends to throw a lot of them at you at once
if you're looking for a good gameplay mod try final doomer, that's my go-to, but recently I've been using Led's Generic Weapon Mod, which I feel strikes a good balance between not changing too much but still making the gameplay feel punchier.

>> No.10744160

>>10744151
>do you guys hate brutal doom?
Nah. Setting aside the few quirks I dislike about it: Primarily arsenal bloat and headshots fucking up balance, the real problem is the annoying fanbase and people constantly asking why it's so hated.

Now shut up and go play Project MSX, DAKKA, or Project Babel.

>> No.10744162

>>10744141
Imo the only reason is because it's easier. So more people make maps for it, and because of this more people with weird ideas make maps for it. What are the chances Quake will get its own Going Down? Pirate Doom? Reelism? Golden Souls? Even damn Aliens TC, Doom has like dozen of them made by different people.

>> No.10744169

>>10744157
Final Doomer is the opposite, it makes enemies stupidly weak by stupidly buffing every single weapon.

>> No.10744218

>>10744162
It's definitely the major reason. You don't need to know much about programming or art to make some nice weapons and sprites. With Quake you need to know whatever the fuck Quake uses, which is more fit for real programmers iirc, and 3D modelling, and a bunch of different programs to make maps work, whereas with Doom you just need Doom Builder and Slade. Not Quake's fault, it's just the logical step-up in technology. But as with that, it comes at the cost of accessibility.

>> No.10744245

>>10744151
Nah, it's perfectly fine to play BD, some of the fans were obnoxiously loud about it back in the day but these days even they're fairly quiet about it, just leaving the people who still have it living rent free in their heads making the most noise.

>> No.10744248

>>10744245
BD is dead now

>> No.10744250

>>10744218
On that Doom anniversary stream even John Carmack was talking about how Doom has persisted as a way better, more open platform for modding than Quake ever managed to be.

>> No.10744253

I'll be hones, I enjoyed what Project Brutality did to monsters, all that new behavior was really cool and fresh. At least the last time I played it.

>> No.10744256

>>10744248
So dead it just got a big version update a couple weeks back.

>> No.10744257

>>10743563
Are you mapping for Ion Fury?

>> No.10744262

>>10743535
What are you referring to? Only retro shooter I remember having trouble with hitscanners underwater was Blood. Mainly because the game is buggy, cultists would walk off of ledges into water and then once theyre down there its nearly impossible to hit them for some reason.

>> No.10744263

>>10744256
servers are filled to the brim with spics and faggots, it's dead to me

>> No.10744281

>>10744263
suit yourself however it may be.

>> No.10744318

>>10744006
Personally I prefer the interplay between the vanilla weaponset and monsters in Quake 1 compared to Doom 2. I tend to be more of a fan of tight, focused encounters though, compared to large open arenas. The freedom and flexibility of true 3D map design keeps levels feeling more fresh to me too.

>> No.10744340

>>10744257
Nah, it's for the Shadow Warrior project. I just replaced the first tile with the IF grid tile, very helpful for scale reference / alignment. I might move on to Ion Fury after the Shadow Warrior project or return to a Blood project that was put on hiatus, dunno yet.

>> No.10744350

>>10744162
>What are the chances Quake will get its own [...] Aliens TC
https://www.moddb.com/mods/alien-quake

>> No.10744380

>>10744035
>It's the only game in which I immediately turn on God Mode whenever I start
Thinking about this properly, I tell a lie. Bethesda RPGs are the exact same thing. Base game's boring, mods are fun.

>> No.10744383

Lads, I need to be spoonfed 3400 calories, stat.
>1. Can you play the Enyo TC without the recent Quake 1 Remaster?
>2. If so, do you need to install any other stuff prior to make it compatible?
>3. If not, is there a prepackaged fork of the recent Quake 1 Remaster that comes unfucked out of the box? Like all of the terrible shit done to mouse input, movement, Nightmare nerfs, etc. reverted to default without me having to lift a finger?
Thank you.

>> No.10744443
File: 3.89 MB, 640x360, contract revoked ee.webm [View same] [iqdb] [saucenao] [google]
10744443

>>10744383
Yea, not really, not that I'm aware of. It's fun.
https://poppyworks.itch.io/episode-enyo

>> No.10744446

>>10744006
I think Doom is just easier to get into but Quake I find more interesting and fun to play when I do. I'd also say that Quake's bestiary isn't as solidly design as Doom's, but as a whole I generally have more fun fighting--like if Shamblers were more telegraphed like Viles, Vores has the projectile turning speeds of Revs, and Spawns didn't exist, then I would just say Quake has a better enemy roster.

Doom has also been picked apart and put back together to the point that people really know what makes a good/difficult/whatever Doom map to its most realized potential, but Quake just doesn't really have that same mapping scene to have taken it that far and given it the same appreciation. I blame the mapping tools; nobody likes compiling separately, or setting up compiling within Trenchbroom.

>> No.10744475

>>10744383
Yes.
No.

I played it on Quake spasm on my switch

>> No.10744480

Doom
>Good enemies
>Retard movement

Quake
>Good movement
>Retard enemies

the solution is of course to remake doom with airstrafing and bunnyhopping

>> No.10744485

>>10744443
>>10744475
cool
thank u

>> No.10744528

>>10744480
There are numerous Quake movement mods already for Doom, one of them is by the dude who made Dakka.

>> No.10744550

Does anyone have a link to download QDoom? I don't have a steam account.

>> No.10744553

>>10744480
I dunno, I don't get excited over the idea of playing Q-Zan, and QCDE I actually kinda prefer to play as the Doom Movement characters

>> No.10744613

>>10744169
if final doomer is your bar for stupidly OP you probably haven't played with colourful hell or KRUGLYI
besides the potential difficulty ceiling of pwads is infinitely high, and imo using a mod that buffs doomguy is a more fun way to play something above my pay grade than savescumming

>> No.10744619

>>10744613
>if final doomer is your bar for stupidly OP you probably haven't played with colourful hell or KRUGLYI
or on the weapon mod side of things, any of the Pillowblaster mods, whoever the fuck managed to wrangle him into going anywhere near vanilla balance with Supplice deserves an award.

>> No.10744642
File: 180 KB, 1432x1440, 1707032628195405.jpg [View same] [iqdb] [saucenao] [google]
10744642

headcrabs

>> No.10744668

can we get some doom dm going? im bored as shit

>> No.10744685

>>10744668
Caught me at a bad time, going to sleep early. Fire up some HL1 anon I'm sure there are some games going.

>> No.10744709

>>10744668
You're about 11 months too late.

>> No.10744843

https://twitter.com/WrathGameMP
>Team working together to add multiplayer to the Quake engine based shooter
It seems Outlander model is not rigged and it is one of the first things they are doing. Hope this turn out fine.

>> No.10744863

>>10744843
>couldn't rig a model in 5 years
Damn, and I thought I was really lazy in Blender...

>> No.10744881

>>10744843
They probably only made the model with the expectation that the community would work on multiplayer implementation, considering you never see it other than when you die, with a grayscale filter. A shame that they didn't want to bother with it themselves. Despite the great singleplayer, the complete lack of MP features makes me mad.

>> No.10744889

>>10744881
>They probably only made the model with the expectation that the community would work on multiplayer implementation
Smells like Spacebase DF-9 bullshit of "here you can finish it for us, what fun you'll have!".

>> No.10744904

>>10744881
>the expectation that the community would work
ah, the bethesda grindset

>> No.10744974

>>10744642
Ahh, headcrab rangoon.

>> No.10745114

>>10742681
That's cool because I really didn't like the voice acting in Field Intensity, enough to stop playing it in fact. I'll have to make time for it now.

>> No.10745193

>>10743194
I really like this one.
https://www.quaddicted.com/reviews/dfl_godfreys.html

>> No.10745201
File: 126 KB, 640x480, doom195.png [View same] [iqdb] [saucenao] [google]
10745201

I finished the map I was developing yesterday, it's MAP25.
As usual, complevel 2.
https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-development-thread-episode-3-progress-6-new-map25-update-03032024/?page=4&tab=comments#comment-2775478

There's also MAP28 in the same wad, I don't think I posted it here.

>> No.10745382
File: 73 KB, 852x400, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
10745382

https://litter.catbox.moe/dn221w.pk3

Finally made some more progress on the 1994 collection for wadsmoosh. The first 2 "episodes" are finalized. They work like how wadsmoosh handles Master Levels (the player automatically goes to each map sequentially but pistol start is enforced)
The first episode includes the 4 "historical" wads from march 1994 (ORIGWAD, CROSS, E2M1ED and STONES) and showcases how modding went from 2 rooms to actual levels in a single month
The second episode focuses on maps from april to july showcasing different ideas and level design from the early modders. Maps in order:
- CourtYard
- K9
- E1M1SAS
- Tibet
- Suppression of Resistance
- Undersea
- Caverns
- Hell Hotel
- Doomtown
- Nuclear
- TMP
- Cooper's Creosote
- Skycity
- Bilbo's Smegging WAD
- Doomsday of UAC
All maps can be finished with 100% kills, items and secrets. All maps are fully indipendent: no base game texture is overwritten, and you won't need to use the Skycity .bat to swap the flats, same for the music (unfortunately most maps did use the E1M1 slot meaning you will hear that song a lot). Thanks to the kind anon from the previous thread when playing Skycity the pistol and the shotgun will also play their own unique sound
Next update will most likely add the 2 The Innocent Crew episodes

>> No.10745510

Can someone post the bleedingthrough (bledthru.wad) for doom 1? its creator had his period and removed the link before i downloaded it.

>> No.10745594

>>10741304
Why are you answering modern tards who have never even played games before 2000?
Just tried this new game, it sucks ass to be fair

>> No.10745597

>>10744613
>savescumming
That's why I ALWAYS play with indestructible mod in every configuration or modlist. The only reason to save is when I want to leave the game and come back to it later

>> No.10745602

Just found out that the "Unused" sector tag option in Ultimate Doom Builder doesn't work properly.
Fuck you once again, Boris. Bitch-ass nigga bitch.

>> No.10745642
File: 3.94 MB, 640x360, trying this WRAITH thing.webm [View same] [iqdb] [saucenao] [google]
10745642

>>Why are you answering modern tards who have never even played games before 2000?
I'll (you) whoever I want everyone else gets the greentext. "New game" meaning Wrath? It's okay but I'm not in the mood for it right now, kind of having more fun messing with it.

>> No.10745727

>open wrath
>levels have 300 monsters
>slothfest
i really wanted to like this game

>> No.10745779

>>10745727
>300+ monsters
>most of them let you plink away at their health with the pistol from across the map
>they're all slow as shit besides the ones that brainlessly charge at you
>seemingly no pathfinding despite that being easy to do with the Quake 3 map format (Q3 bot nodes)
I've died infinitely more to platforming and traps than the actual enemies in this game.
Wouldn't be so bad if Outlander difficulty was available from the start, but that would only be a bandaid.
I guess those 5 years of early access were literally just level design and making 3 new monsters, because nothing seems to have improved.

>> No.10745783

>>10745779
What does Outlander change compared to Hard?

>> No.10745785
File: 837 KB, 848x859, fuckthislevel.png [View same] [iqdb] [saucenao] [google]
10745785

funnier in my head
the original meme was funnier in my head too

>> No.10745796

>>10745783
Supposedly, enemies do 50% more damage and all levels have the highest enemy count (as if they were all your 5th pick). Probably more but I don't remember. Personally I haven't felt a difference, I wouldn't be surprised if it wasn't working as intended. I'll wait for the patch to try it further.

>> No.10745808

>>10739640
Afterglow is much better. its like the first one was just testing.

>> No.10745810

>>10745796
>all levels have the highest enemy count (as if they were all your 5th pick)
Does the game still do that? Some of the E1 levels I played out of order had missing encounters from the demo.

>> No.10745827

Geez can't wait for my favourite You Tubers to play WRATH: AEON OF RUINS!

>> No.10745848

I just changed timeline again. Doom sprites have gloves now instead. I was surprised to find it out. They are brown like skin color so timeline is changing slowly. I always hated that weird rolled up skin. It makes more sense as gloves. I'm guessing next timeline will actually have black gloves like those mods. Things are finally improving. In the last time line that I was in, my life was extremely messed up. Hopefully my life will improve this time.

>> No.10745849

>>10745848
Least schizo post in /vr/doom

>> No.10745891

>>10744075
>As far as I can tell, there isn't any equivalent to Sunlust (let alone giants like Sunder) for Quake 1 and the skill ceiling caps out really low in comparison.
Tronyn's maps? Maybe. He sometimes does the equivalent of slaughtermaps in quake with really big enemy numbers, finale of arwop is fucking impossible for me without cheesing(and I'm playing on normal)

>> No.10745904

>>10744151
>>10744160
>Now shut up and go play Project MSX, DAKKA, or Project Babel.
How about Burl Tumd?

>> No.10745909

>>10745827
Pretty much all the ones with contracts to promote it already have.

>> No.10745945

>>10745727
>>levels have 300 monsters
>play 5th level in a hub
>enemy count is huge
>half of them don't spawn

>> No.10745968

>>10742610
>Like who, if you don't mind me asking?
Well, Gmanlives (and I guess you already mentioned him) and such. You probably know them better than me. It's actually been quite a while since I really looked into this type of thing on YouTube.
>I meant that I liked 2016's idea of locking you in arena fights and having you slug it out with demons but not how it was executed at all.
Alright, I see. Again, Eternal is more of the same on that front.
>>10742632
>He basically built a brand around specific shit and is terrified of changing things up much
Oh yeah. That's definitely how it comes around as and that's rather annoying.
>There's a ton of them but it's mostly really small channels who don't exclusively do old FPS games, with the odd ones like Ross Scott.
This. Ross Game Dungeon is a nice watch. I still follow quite a few retro YouTube channels, but they have a broader coverage of things. Not just games within specific genre.
>right now he's doing his best to defend the honor of Nightdive vs those evil sourceports.
Aha. Is there anything else that people don't like about Dark Forces remaster besides the price (which is totally ridiculous)? Didn't really had time to really look into it. One good thing I remember hearing was that you supposedly can choose original graphics and cutscenes... Actually I just looked up first Vader cutscene and it's terrible, at least the 2D parts. They did Anakin dirty there.
>>10745848
>I just changed timeline again.
Found yourself starting back?

>> No.10745997

>>10745727
I find myself sticking around because I like the blade as a movement weapon but I'm not really feeling the weapons and the combat itself.
I don't know how to explain it but Quake feels extremely tight when it comes to combat, something like AD 9 times out of 10 I recall any of its large maps having big, very enjoyable and very tightly designed combat encounters. In Wrath I just don't get the feeling and I don't know if it's because of the enemies(I only feel the Cacodemon standin, which I really like to be fair, to be actually challenging in any way) don't really offer much to the table, or if it's the weapons feeling strange(neither too weak nor too strong, but just not that fun to use for lack of a better word) or a combination of both. Like I said I really enjoy the blade a platforming tool but in a way it makes the maps feel far too large especially when you decide to explore in directions you're not supposed to(The Undercroft's outside area where there's a bunch of graves fenced off at a higher elevation but you can platform up to those areas, I spend like 8 minutes scouting the entire area and there was not a single secret there) and once the fights are done you run into the issue where there's this huge empty area that you need to platform in but no music or enemies or really anything to keep your interest besides seeing how fast you can zoom or exploit the physics to launch yourself with the blade. Also adding instant death pits to a game with limited saving(I like the limited saving but it feels way too lenient at least on Hard) is a really bad idea especially since other anons mentioned the game does feel a lot floatier than Quake, and I don't recall being able to kill your midair momentum this easily.

>> No.10746036

can anyone tell me the name of the WAD that combines all retail releases? You ran it with Doom I as the iwad and it allowed you to play Ultimate Doom + Sigil + TNT + Plutonia.

>> No.10746038

>>10746036
Cooper quake?

>> No.10746045

>>10746038
No this is Doom

Also I effed up you run it with Doom II not 1

>> No.10746046

>>10745848
>Doom sprites have gloves now instead.
what were they like before?

>> No.10746062

>>10746036
WadSmoosh

>> No.10746073 [DELETED] 

>Slipgate Sightseer
I really hope this doesn't take off. There's been no releases on Quaddicted since September of last year. Is it because of this DW ripoff?

>> No.10746126

>>10745968
>>I just changed timeline again.
>Found yourself starting back?
I might've started going back for some time. The issue is every now and then I end up in hell. It doesn't help that I'm constantly getting bombarded by demon calling rituals here.
May Jesus protect me and give me strength to leave this place.
>retro fps e-celeb
Last time I checked none of them were making any real reviews. They just read people's opinion and parrot them back because that's what they want to hear. I've seen them say so many stupid shit that at this point I won't believe any valuable points they are making are their own.

>>10746046
They didn't had gloves, yet skin folded like cloth. Looked very bad. It was a nightmare.

>> No.10746419

>>10745848
>>10746126
Anon's been to the flesh dimension where all clothing was outlawed so they began to extrude and shape their own skin into a perfectly legal facsimile of clothing.

>> No.10746578
File: 119 KB, 1024x960, scrap446_a.jpg [View same] [iqdb] [saucenao] [google]
10746578

>>10746419
Clothing outlawed in Hell so they adapted to get past the censors. Sounds legit

>> No.10746598 [DELETED] 

>>10746073
Yes, FW is trying to kill Quaddicted with Spirit thinking is fine.
Even the quake 2 mapping discord seems to be more friendlier than them, which isnt a surprise at this rate after last year when spirit came here and exposed himself as a moron.

Which by the way.
It would be a good idea to replace The Armageddon Device snow textures with the ones from Q2R?
Also, does anyone have any idea of what TAD messes with in Q2's code?

>> No.10746602

I wanna edit an ACS file in a pk3. What can I open and edit it with???

>> No.10746605

>>10746602
You can try Slade

>> No.10746617

>>10746602
Depends on if you have the source or not, there are tools that reverse engineer ACS stuff without the source but they're all over the place with what it gives you.

>> No.10746620 [DELETED] 

>>10746073
>>10746598
See >>10738346

>> No.10746663

>>10743912
I didn't know this.
I should replay quake. It's been some years since I went through the whole thing.

>> No.10746673
File: 581 KB, 1920x1080, sw2 via reliq.jpg [View same] [iqdb] [saucenao] [google]
10746673

>>10743976
>Reliquary has some neat weapon changes, replaces double barrel with the widowmaker seen in AD
>realize its based on Copper and might work with some other Copper based mods
Ran into no issues with Spiritworld's first map, this might get real interesting

>> No.10746698
File: 87 KB, 600x1024, 1699616801570748.jpg [View same] [iqdb] [saucenao] [google]
10746698

>>10746578

>> No.10746706
File: 2.72 MB, 1280x720, 2024-03-03 21-50-23_nosound.webm [View same] [iqdb] [saucenao] [google]
10746706

>>10742939
A G-Police clone in VKDoom for shits and giggles. Mostly just playing with lightmaps and brushing up on vector math

>> No.10746721

>>10746706
looks rad

>> No.10746734

>>10746706
2nding
looks rad

>> No.10746746

>>10746721
>>10746734
thanks, feels rather rad to play too. love me some red light coronas.

No idea what I'm gonna do about the map border/skybox though. That won't be fun.

>> No.10746782

>The vanilla engine counts each Rotfish as 2 enemies.
>the bug is fixed in modern source ports
>but the kills count isn't
Thanks, I hate it.

>> No.10746794

>>10746782
someone ask romero whether the rotfish is a redfish or a bluefish
this is more important than shambler fur

>> No.10746797

>>10746794
rot means red in german. problem solved

>> No.10746804

>>10746797
but if it's a redfish then why is it a twofish

>> No.10746809

>>10746804
two fish two furious

>> No.10746823

>>10746804
onefish twofish rotfish dopefish

>> No.10746842

the little invisispiders in wrath are adorable
anklebiting retards deal less damage than an angry chihuahua
why are they even in the game

>> No.10746851

>>10745382
really cool, anon

>> No.10746854
File: 92 KB, 1042x1220, SLADE_LublnoPbNN.png [View same] [iqdb] [saucenao] [google]
10746854

>>10746605
this worked. Now I can play ashes afterglow maps only properly because it is orginally bugged in map04 to softlock you because this ACS EXECUTE should be 14,0 when its originally 14,2.

>> No.10746856

>>10746062
Thank you. It was the output, "doom_complete.pk3" I was looking for. Thanks.

>> No.10746860
File: 89 KB, 274x214, hdestplayers.png [View same] [iqdb] [saucenao] [google]
10746860

>>10743562
Deathstrider. Basically a fork of Hideous Destructor with magic.

>> No.10746887
File: 1.59 MB, 1920x1080, 2320_20240303220754_1.png [View same] [iqdb] [saucenao] [google]
10746887

>> No.10746912
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10746912

>On Normal and higher Difficulties, 4 Scrags do not spawn because of a missing trigger. This has been fixed in the enhanced version.
What id was doing? There's a bug on E1M4 where an ogre will not spawn if you go to the wrong room first, there's this bug with fishes counted as 2 enemies, now 4 scrags are missing on E2M4, plus the secret sector in acid was so wonky I had to triple check that place before it triggered. They released a bunch of updates, up to 1.09, yet there are these ultra basic bugs still unfixed. I understand they were busy when developing Doom 2, they were busy with Quake, but it looks like they were busy with something else during Quake development as well.

>> No.10746989

>>10746912
Time for the non-enchanced version of Quake to be patched as well.

>> No.10747212
File: 269 KB, 1400x787, Screen Shot 2024-03-03 at 9.49.54 PM.png [View same] [iqdb] [saucenao] [google]
10747212

does anyone want to play angelic aviary with eviternity 2?
server name is Angelic Aviary - Eviternity II

>> No.10747327
File: 124 KB, 1280x720, 1699371918842906.png [View same] [iqdb] [saucenao] [google]
10747327

>>10735879

>> No.10747338

>>10745997
I have some criticisms about the enemies myself when I finish, but I'm still thoroughly enjoying Wrath.

>> No.10747341

>>10742208
they are maybe

>> No.10747345

>>10742735
can someone port the crouch to quakespasm?
is it even possible?

>> No.10747354

>>10743976
>>10746673
Reliquary is super fun. It's a shame that it's likely it'll never be finished finished.

>> No.10747362

>>10746912
Carmack was working on the GLQuake and Quakeworld became the focus for the team.

>> No.10747375

>>10747345
No, because literally only 2 collision boxes.

>> No.10747382
File: 58 KB, 720x557, 1696339607043608.jpg [View same] [iqdb] [saucenao] [google]
10747382

>>10747212
aaa i was home but afk

>> No.10747386

>>10747327
>behold: a man!

>> No.10747389

>>10747327
Athiests be like
>my ancestor :)

>> No.10747407

>>10747327
Demoncacodemons

>> No.10747443

>>10746860
>fork
This hurts my soul on a metaphysical level.

>> No.10747447

>>10747443
What about when you see this word:
>spoon

>> No.10747452

>>10747327
>DoomReal
Thanks, now I feel dirty again for having played that.

>> No.10747539

Is it just me, or is Woof's rendering in 14.0.0 just a lot... cleaner? Like say I take a border support texture and the surface is too narrow to fit it, I split the linedef and push them together, which looks good in UDB and GzD, but there's kind of a shimmering seam in DSDA and older versions of Woof.

Not anymore, my map looks nicer now.

>> No.10747553

>>10747338
I'm still enjoying it myself, but it just feels off. Like in the meanwhile I figured I'd try another run of Arcane Dimensions since I've never played it on Evil and it's fucking great off the bat, I can't really put my finger on why Wrath's combat makes me feel like this.

>> No.10747589
File: 243 KB, 1024x768, The_Tick_Wallpaper_by_emucoupons.jpg [View same] [iqdb] [saucenao] [google]
10747589

>>10747447

>> No.10747649
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10747649

can you not go back to mourningvale after progressing to the wastes? i left like half the enemies in the priory for later.
also it would be nice if the lady turned the crosshair red like literally every other enemy in the game up to that point, would have saved me some time thinking it was a gimmick boss and running around the arena looking for stuff.

>> No.10747658

>>10747649
>thinking it was a gimmick boss
Don't worry, the second one is literally Chthon with extra steps.

>> No.10747669

Daikatana comic was added to archive
https://archive.org/details/daikatana_comic
I dunno what quality it's in, but I'll check it out tomorrow.
I remember there was an anon who wanted it like... A year ago.

>> No.10747704

>>10747553
I have some ideas but I'll reserve them for when I don't have work in 9 hours. Basically id is king, always will be, and mods like AD show that Quake just needed a few more monsters like what Doom 2 did for Doom.

>> No.10747729

>>10747658
>Chthon
Even in a vaguely related indie game this fucking boss is still used.

>> No.10747796

>>10747729
We will never be free of this curse.

>> No.10747806

>>10746989
/vr/'s community patch when?

>> No.10747831

>playing project brutality cus im a chud
>playing emerald city
>for some reason, nazis spawn in the walls of every map and they yell the entire time

>> No.10747834

>>10747831
Could be that they replaced nazis with some kind of ambience?

>> No.10747847

>>10747834
Maybe? I think the idea is each level is its own thing so i dunno why EVERY map maker would do that, unless the custom map stuff each level uses does that.

>> No.10747851

>>10747847
Since DBPs are limit-removing, AFAIK, they'd have to replace all nazis with something in advance.

>> No.10747859
File: 1.20 MB, 2560x1351, gzdoom_HVlrMxBU6G.png [View same] [iqdb] [saucenao] [google]
10747859

>>10747851
that very well may be it

>> No.10747860

>>10747834
Emerald City uses them as an ambient sound emitter of sorts.

>> No.10747867
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10747867

>>10747831
>>10747834
>>10747847
>>10747851
>>10747859
>>10747860

>> No.10747869

>>10747834
>>10747860
Yes. Almost every DBP does that.

>> No.10747902

>>10747831
Curse of the Lunchlunch, you will hear nazis screaming in your walls now

>> No.10747903

>>10747658
>extra steps
Like having a proper boss battle as a second part.

>> No.10747904

>>10747902
does he live in an old haunted nazi castle

>> No.10747913

New
>>10747910
>>10747910
>>10747910

>> No.10747932

>>10747913
Where's the newspost fagit

>> No.10747942
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10747942

>>10746887