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File: 116 KB, 640x768, splattyzombie02.gif [View same] [iqdb] [saucenao] [google]
11143882 No.11143882 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>11131096

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 patriots ~

FAQ/GENERAL GUIDE
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

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
DOOM Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac

== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MULTIPLAYER SERVERS
FPS (Rolling schedule): http://clovr.xyz/
SRB2Kart: https://pastebin.com/gPdytB18

OUR WADS/MODS
https://rentry.org/vrdepot

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
http://clovr.xyz/wadsup/

>> No.11143884 [DELETED] 

I hated the GPL posting on Doomworld. Peak retardation.

>> No.11143885

=== CURRENT RELEASE ===
Fraggot
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/d-f/fraggot

=== WHEN IT'S DONE ===

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

=== NEWS ===
[8-08] Official Port gets overhauled, adds new episodes, with new weapons and monsters. Has MBF21 compat, and apparently also a new standard???
Includes lots of unseen Alpha & Beta content!
https://x.com/Wario64/status/1821578978462699748

[8-07] More Quake II updates coming. Possibly something about Quake 4 also.
https://x.com/nightdivestudio/status/1821265126219247951

[8-07] DBP67: Marble Hill is out now!
https://doomer.boards.net/thread/3642/marble-hill

[8-03] Anon releases Cliffside Combat:
>>11130303

[8-02] Chocolate Doom 3.1 released
https://github.com/chocolate-doom/chocolate-doom/releases/tag/chocolate-doom-3.1.0

[8-01] Quake 2 N64 Skins released
https://www.moddb.com/games/quake-2/addons/qiake-ii-n64-male-skins-by-paril

[8-01] Alien Armageddon 5.00 Part 1 released
https://www.moddb.com/mods/duke-nukem-alien-armageddon/downloads/alien-armageddon-500

[7-28] Nugget Doom 3.2.0 adds custom skill level option
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-3.2.0

[7-22] Quake 2 PSX coming Oct 5th
https://youtu.be/qkRs7ko2TB4

[7-22] The Quake Bonk Jam is out
https://www.slipseer.com/index.php?resources/bonk-jam.373/

[7-21] Quake E1M1 cleared in 0:22
https://youtu.be/zdMzCjsB2Uk

[7-19] Tetanus has been added to the Unity port.
https://slayersclub.bethesda.net/en-EU/article/new-add-on-tetanus
Updated idGames re-release scheduled.

[7-14] Marathon 2: Durandal has been re-released on Steam.
https://store.steampowered.com/app/2398490/Classic_Marathon_2/

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

>> No.11143891 [DELETED] 

>>11143884
What?

>> No.11143892 [DELETED] 

>>11143891
https://www.doomworld.com/search/?q=GPL&type=forums_topic&item=146899

>> No.11143894
File: 1.73 MB, 2230x1239, comm3.png [View same] [iqdb] [saucenao] [google]
11143894

Anyone take a look at those commX.wad files in Common.kpf\vault\maps? There's 5 of them and they're marked as an IWAD oddly enough though each only contains 1 small map. Two seem to take inspiration from existing maps as well. Not sure how to launch from within the new port but they do work in other source ports from what I can tell.

>> No.11143895 [DELETED] 

>>11143884
>>11143892
So don't fucking bring forum drama here.

>> No.11143902

The mod report function really needs a “shit doesn’t work” option to purge half the broken shit clogging up the mod browser. I assume by this time tomorrow there will be 50 pages of mostly non functioning wads or the whole browser will be axed.

>> No.11143907
File: 103 KB, 1281x1037, file.png [View same] [iqdb] [saucenao] [google]
11143907

I see 512 linedefs and HFFM (under "Gachi mod") in the mod browser

>> No.11143909

>>11143902
This reminds me of when the Skyrim (or was it Fallout 4?) mod workshop was added to be cross compatible, with mods that couldnt work for the Console version getting uploaded anyway by people who thought they were freeing them from "the evil modders who didnt want to share them".

>> No.11143910

>>11143907
Doesn’t work on PS5. Neither did the Gachi one or even most of the mods that worked in the unity port. So some mods work on the PC version just fine? Shouldn’t every platform be the same?

>> No.11143913

>>11143902
Haven't tried it yet but can you even test that it works with the port before uploading to the browser? Didn't see a way to just launch any random local wad

>> No.11143915

Wait did Bethesda incorporate something into Unity Doom that allows people to upload mods? Is that why the last thread had like 900 posts?

>> No.11143918

>>11143915
yes
I just tried uploading 512 Linedefs myself as a test, it ended up being so broken that I just nuked it. Maybe I'll have better luck with the vanilla projects but I'm not too interested anymore desu.

>> No.11143926

>>11143910
>Unfortunately, I had to remove maps 3 and 6 because game crashes when loading them
what fuckin crack is this port smoking to "support" boom and mbf but also break while in the confines of these established formats

>> No.11143927

>>11143915
The new kex engine port allows it and it means consoles have access to any uploaded mods, too. So stupid shit like Mario Doom on my Playstation is happening. A lot of stuff just doesn’t work on console, though where it may work on PC. Most of the unity port mods don’t work for me in this console version.

>> No.11143928

>>11143927
>>11143918
That's neat. I'm glad for consolefags.

>> No.11143930

>>11143926
Yeah, I think they tested zero wads. They didn’t even test the wads that worked in the unity port that they officially put in the mods section.

>> No.11143938

>>11143930
Better report it then lad

>> No.11143943

>>11143930
lmao, nice launch Bethesda
But hey, at least the new episode works I guess, and it came packed with some pretty cool shit

>> No.11143946

>>11143930
Classic bethesda

>> No.11143951
File: 371 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
11143951

>>11143926
This door on HFFM map01 crashes too

>> No.11143953

>>11143951
That's not a door I think.

>> No.11143956

What the fuck so they somehow fucked up BOOM on anything but Plutonia

>> No.11143957

>>11143397
Don’t bother uploading Ad mortem. I don’t think it’s going to work there.

>> No.11143958

>>11143956
Plutonia is not boom.

>> No.11143959

>>11143957
Lots of shit that's uploaded doesn't work at all, I don't think they're gonna stop.

>> No.11143961

>>11143958
shit yeah i forgot

>> No.11143971
File: 378 KB, 543x662, knowledge.png [View same] [iqdb] [saucenao] [google]
11143971

im not sure what i expected with nuts.wad with bethesda's update
those first three or so minutes arent super rough but it should be able to handle it waaaaaaaaaaay better than it currently is

>> No.11143980
File: 518 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
11143980

Can (you) find the chaingunner in this image?

>> No.11143982
File: 404 KB, 883x556, file.png [View same] [iqdb] [saucenao] [google]
11143982

>>11143957
yeah I didn't bother trying after seeing how they didn't even get boom support right
>>11143980

>> No.11143985

Who's the brainlet level designer I can blame all the Slaughtaurs in Deathkings on

>> No.11143987
File: 45 KB, 790x685, Chain.png [View same] [iqdb] [saucenao] [google]
11143987

>>11143980

>> No.11143991
File: 252 KB, 723x594, teleporter-1-1a0111361211432086efe259f13f4c2b.png [View same] [iqdb] [saucenao] [google]
11143991

i swear doom eternal's official editor is literally just radiant with 20 years of extra triple a bloat piled on top of it

>> No.11144009

>>11143713
>>11143714
Asking in this thread too

>> No.11144010

>>11143991
I'm just surprised it's still brush-based. I thought current year developers just make maps in 3D modeling programs and only use a dedicated map editor to place entities.

>> No.11144016

>>11143991
DE got a map editor? What the fuuuck. Neat.

>> No.11144041

>>11144010
If it aint broke, don't fix it.

>> No.11144043

So looks like some folks from Doomworld helped out with the Upcoming SNES Doom re-release (mainly map porting and play testing)
https://www.doomworld.com/forum/topic/146905-snes-doom-limited-run-collectors-edition-announced/
>Being done by Randy Linden, the original programmer for the SNES port with some assistance from various Doomworld members
>More or less a port of Ultimate Doom as it includes Episode 4
>Improved controls and faster framerate than the original port, still renders at the original resolution.
>Runs on a modified Super FX2 chip, dubbed the SFX3
Sounds kinda neat desu, will wait for the rom dump.

>> No.11144046

>>11143971
It's the Kex engine so it's not really optimized that well for anything, it's just there for them to cobble shit together and knock it out as quick and cheap as possible.

>> No.11144047

>>11143971
Beth Doom was made to satisfy shareholders.
>>11144046
Exactly.

>> No.11144075

So is Legacy of Rust just another wad you can slap into a source port or is it only playable in this new Doom 1+2 bundle shit that just came out

>> No.11144078

>>11144043
>SuperFX3
Holy shit, that's is amazing.
Hope they drop docs of the chip (it's probably a FPGA, but who cares)

>> No.11144083

>>11144075
reportedly it works mostly fine in MBF21-compat ports with some visual stuff missing due to the whole "ID24" thing

>> No.11144087

>>11144083
what visual stuff

>> No.11144098

Apparently, they only just started to remove the uploaded content. Can't say what criterias are.

>> No.11144107

>>11144087
There's some skybox stuff, hud stuff and other crap in the ID24 stuff.

>> No.11144130

>>11144098
I can picture one of the devs telling some angry middle manager faggot "Hey, I TOLD you this was going to happen."

>> No.11144138
File: 231 KB, 1280x720, Screenshot_Doom_20201104_212253.png [View same] [iqdb] [saucenao] [google]
11144138

Is Zandronum / ZDoom ports somehow easier than Vanilla/Remaster in some way, I'm playing Doom II and it feels like the monsters just have way less of a windup time before firing overall. I'm getting wrecked in some of the earlier stages due to hitscan and even in Dead simple (my fault for daring to not take cover vs arachnotrons when I have the invis debuff still on.

Though, I;m playing on a basic i3 laptop and a wireless mouse right now so that plus non-tweaked mouse settings on remake could be affecting my aim (I loaded up Dead Simple on Zandronum and did much better)

>> No.11144140

>>11144130
Somebody was placing bets on how long it would take till Imp Encounter ended up on there.

>> No.11144145
File: 150 KB, 610x347, romero.jpg [View same] [iqdb] [saucenao] [google]
11144145

>>11144098
>>11144130
Like I said in the last thread they should go back to the curated wads and TCs, I think those did a fine job of showing console only people and new players what the community can do.

>> No.11144149

Is there a way to play coop on custom maps in the new port at the moment? There doesn't seem to be an option.

>> No.11144152

>>11144138
By default, ZDoom based ports tend to use the improved hit detection (which makes both the player's and monster's ranged attacks a bit more accurate and kills some of the bugs associated with it).
As for agressiveness, this should not be perceptibly different, all frames are the same lengths, and all RNG calls should be the same values with virtually indistinguishable odds.

Check maybe if you have Vertical Sync turned on if you're playing the new port, because that can fuck with you and give you not insubstantial input lag.

>> No.11144153

>>11144041
I have difficulty believing it isn't broken six ways from Sunday under the hood

>> No.11144156

>>11141651
i know right? i never thought about a bayonet, if only there was a exploding bayonet launcher lol
I wonder if there is another launcher i could use besides the m203.
>>11141654
>>11141657
oh really that's p neat
>>11141662
My favorite attachment in COD was a flamethrower, the SSG slot is an auto shotty AR-style gun. I do want to add a energy shield when ADS.
>>11141708
I was so tempted to do that. hmm.

>> No.11144163

>>11141576
I like the micro missiles in both nuDooms. I like weapons that go pewpewpew and weapons that go boom, and they do both.

>> No.11144164

Man. How do you get thru Phobos Lab in under 2.45, that level is such a fuckin slog. Five straight minutes of plinking away a wall of pink with a shotgun. Shoulda grabbed the RL I guess...

>> No.11144167

>>11144163
I thought the shotgun grenade was super easy to use and generally effective in many encounters. I got a ton of use out of that thing.

>> No.11144172

>>11143885
crispy 7.0 released
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-7.0
mostly bugfixes and under-the-hood stuff

>> No.11144186

Gog download when

>> No.11144201

>>11144186
It's been up for several hours now at the usual site.

>> No.11144206

>>11143719
>>11143730
>>11143770

initially MBF21 in GzDoom was available through the default compatibility options preset (compatmode 0)

in the current master branch (targeting the 4.13 release) they added two explicit MBF21 presets
https://github.com/ZDoom/gzdoom/issues/2308
https://github.com/ZDoom/gzdoom/commit/a6e1114d3cea82cf9aeaa74f36eea7f94a544e67

adding the appropriate command line parameter should ensure accurate behaviour:
-compatmode 8 (for MBF21)
-compatmode 9 (for MBF21 Strict)

>> No.11144208

>>11144140
Fucking lol

>> No.11144213

>>11144206
>compatflags
You didn't need those.

>> No.11144223

>>11144163
right, i remember i love using micro missiles in both games too. .
I think i saw an airsoft gun with a micro missile looking pallet launcher or could "roman candle" it.

>> No.11144227

>>11144201
?

>> No.11144231
File: 111 KB, 640x768, baldsplosion.gif [View same] [iqdb] [saucenao] [google]
11144231

>> No.11144234

Can you look up in the doom+doom2 bundle port?
gzdoom kinda spoiled me over the years

>> No.11144238

>>11144234
No. I think that GzDoom can run the new levels though.

>> No.11144243

>>11144201
I'm dumb and don't know the usual site

>> No.11144247

>>11144243
lemonparty.org

>> No.11144254 [DELETED] 

>>11144243
Unironically go to reddit. No, seriously. r/piracy is all i've needed to be in the know for ages

>> No.11144256

>>11144247
Why has it become a chat room?

>> No.11144260
File: 2.50 MB, 320x240, spinning chair.gif [View same] [iqdb] [saucenao] [google]
11144260

>>11144256
Domain was probably nabbed by someone hoping to make money on it, it has happened to a lot of those old websites, such as meatspin.

>> No.11144261

>>11144256
Dunno, corporate buyouts I guess.

>> No.11144265

I only bought Doom 2 on GOG back in the day so apparently I'm not valid for the new version lol
The whole "you need to make a bethesda account" thing turned me off from wanting to try it anway

>> No.11144276
File: 1.30 MB, 2046x1269, box-map-save-and-build-step-8-051625d52b998271328ffa5445431e51.png [View same] [iqdb] [saucenao] [google]
11144276

>>11144010
everything i remember reading about id tech 5+ over the years suggested it was so radically different that open sourcing or modding it was out of the question, so seeing id's documentation referring to ancient quake 1-era bullshit like wait parameters, lightmap compiling and on-grid mapping in [current year] is surreal, to say the least. i'm exaggerating a little, a ton of shit's obviously been changed, added or removed in the last 20 years - vis isn't a thing, but i think carmack ditched vis compiling by doom 3(?) - i'm just dumbstruck by how similar their basic level design process feels in some ways
>>11144016
https://idstudio.idsoftware.com/
https://idstudio.idsoftware.com/tutorials/build-a-simple-box-map
https://store.steampowered.com/app/2545650/DOOM_Eternal_idStudio/
it's extremely bloated and i hate it when modding tools get locked behind steam, but at least it exists lol

>> No.11144278

>>11144276
That's genuinely incredible and that puts id above a lot of over studios at the moment. I know it's easy to say
>These tools should have been in since day 1
and credit to developers like Croteam who got Serious Editor 4 out lickety split, but I really do think they deserve credit for getting this out. Good times ahead.

>> No.11144282
File: 128 KB, 640x400, I'm sorry doomguy- UNF.png [View same] [iqdb] [saucenao] [google]
11144282

Did the new combo pack happen right now?
I usually use the Crispy port to play Doom so I'm a tad blindsided right now.
Anything worth pulling out of the files?

>> No.11144298 [DELETED] 
File: 338 KB, 3839x2159, 1723148802914677.png [View same] [iqdb] [saucenao] [google]
11144298

oh nonononono AAAAHAHAHAHAHA look at the state of his official remaster

>> No.11144304 [DELETED] 

>>11144298
hoi resolutions fonts y'all

>> No.11144305 [DELETED] 

>>11144298
Yuk

>> No.11144306 [DELETED] 

>>11144298
Are you serious?

>> No.11144307 [DELETED] 
File: 174 KB, 1256x708, babby's first intermission font.jpg [View same] [iqdb] [saucenao] [google]
11144307

>>11144298
Fuck me you're not kidding, what the fuck?

>> No.11144309 [DELETED] 

>>11144298
>>11144307
Accessibility option you deliberately turned on

>> No.11144314 [DELETED] 

>>11144298
saved me a purchase

>> No.11144323

>>11143927
>The new kex engine port allows it and it means consoles have access to any uploaded mods, too.
well except on Switch, apparently Nintendo wouldn't allow them to do the user supplied mods for the Switch version

>> No.11144324

>>11143907
Searching for wads is fucking horrid.

>> No.11144326
File: 139 KB, 2085x1283, kexquake fonts.png [View same] [iqdb] [saucenao] [google]
11144326

>>11144278
nu-id still sucks, and i was absolutely one of those people bitching about them forgoing official mod support, but you're right that this release is more than what the majority of aaa devs have done for modders in the last... decade, and i do think this is a legit step in the right direction. i'm skeptical that eternal maps/mods will take off (mostly because of the high barrier to entry), but i hope it at least reminds id and the rest of the industry that modding is a cool tradition that should be preserved, not a liability or a cheap cash cow
i'm a little paranoid that this was influenced by bethesda and that they'll start hawking official paid nudoom "creations" or whatever, but we'll see
>>11144298
>he forgot about kexquake having the same fugly "accessibility fonts" option added in a patch
lmao

>> No.11144327
File: 134 KB, 1920x1080, Exasperated 'unf'.jpg [View same] [iqdb] [saucenao] [google]
11144327

>>11144309
Not him, but it really shouldn't be set as the default option.
Original Doom text seems legible enough for me.

>> No.11144329

>>11144327
>they're still forcing people to accept zenimax legalese bullshit and make bethesda.net accounts years after the microsoft buyout
the more things change, the more they stay the same?

>> No.11144330

>>11143991
Does it still have megatextures?

>> No.11144336
File: 148 KB, 1239x332, chrome_068V1cJcYS.png [View same] [iqdb] [saucenao] [google]
11144336

>>11144330
i thought id tech 7 killed megatextures, but the documentation still mentions them here, so i'm not actually sure if they still exist or not
i'd check the editor myself if i owned the game and had 200+ gigs of free space, but i like being a petty faggot who boycotts bethesda, so alas

>> No.11144339

>>11144323
Nintendo have been running crap like Mario Maker and Animal Crossing long enough to know better than to trust players with this shit.

>> No.11144342

I'm so baffled how they're making games from 1993 and 1994 require 8GB of RAM and DirectX 12. That's gotta be like expert levels of introducing unnecessary bloat.

>> No.11144343

sorry I'm late to the party, do we know why bethesda bundled sigil 1 in their latest cashgrab but not sigil 2? Some advanced jewery?

>> No.11144345

>can't do multiplayer on downloaded maps
Genuinely a downgrade from the Bethesda port.

>> No.11144347
File: 781 KB, 2560x1440, Quake_Shipping_Playfab_GOG_x64_lKkH3ZjWDQ.png [View same] [iqdb] [saucenao] [google]
11144347

>>11144342
i remember kexquake unofficially running on windows 7 a few years ago, but i wouldn't be surprised if they've broken it since then

>> No.11144351

>>11144342
Minimum settings are often a lie, and are just the worst hardware QA had available to them. It runs on the Switch, I doubt it requires 8gb of RAM.

>> No.11144360
File: 106 KB, 736x736, Quake Cat.jpg [View same] [iqdb] [saucenao] [google]
11144360

>>11144347
So is the Bugthesda.net stuff just to play multi-player?
Haven't had to sign up for anything but I don't usually use the Steam ports.

>> No.11144365

>>11144360
Probably used for downloading maps, too.

>> No.11144379

>>11144360
yes, although i'm pretty sure the newer kex ports don't plaster a bethnet signup screen in your face like the old unity doom ones

>> No.11144383

>>11143971
Is performans on nuts worse than GZDoom?

>> No.11144387

>>11144383
Not that anon but it doesn't seem to be worse, though it doesn't seem to be that great either.

>> No.11144395

Regardless of how you feel about the port it's still better than GZDoom.

>> No.11144405

>>11144395
Sure, if you're retarded I guess.

>> No.11144407
File: 1.04 MB, 1579x4096, 1504257205824.jpg [View same] [iqdb] [saucenao] [google]
11144407

>KEX Quake movement and aiming is "just not the same"
>KEX Doom released
>its movement and aiming is equally "just not the same"
Is it placebo, or is KEX actually fucking shit up?

>> No.11144409

>>11144395
Better for what though? Cause for general play there's something weird about the weapon swapping in it, which I can't put my finger on it but it seems slightly quicker to change but slower to give you back control and I can't be doing with that crap.

>> No.11144410

>>11144409
You just know it's some BS with the higher framerate they didn't account for

>> No.11144413

>>11144407
It's definitely Kex, I remember with Quake some anon went out of his way to time the movement between two spots on a bunch of ports and releases and it was significantly slower on the Kex version.

As a genialized engine it's unlikely to ever handle right in every way, especially not compared to purpose-built sourceports.

>> No.11144416

>>11144238
They been extracted already?
Even custom weapon mod? I gotta download that. It’s in OP right?
Is there any reason to play the nightdive remaster?

>> No.11144421

>>11144407
It has aim acceleration on by default among other things.
>>11144413
Kex Quake had wrongly configured console variables for strafe and movement speed.
Kex Quake also changed the nightmare difficulty.
They almost always incorporate their own changes which nobody ever wanted. Q2 rerelease was an abomination too.
It's great they are keeping these games for the next generation of kids who play on consoles but for anyone else these are redundant.

>> No.11144423

>>11144416
There's a few bits of the id24 format that aren't supported elsewhere yet but it's cosmetic stuff for the most part, the meat of it is dehacked and MBF21.

Odds are the big name ports will rush that stuff through and Zandronum and Eternity will get it by the next ice age.

>> No.11144425

>>11144421
>Q2 rerelease was an abomination too.
Now you're just being a contrarian.

>> No.11144437

>>11144421
>It's great they are keeping these games for the next generation of kids who play on consoles but for anyone else these are redundant.
Yeah that's kind of the thing, for anybody with a passing interest, they've probably got a way to run it that's closer to how the game handled than anything Nightdive put out.

Their intended audience are the fairly casual types, the ones who'll go out and buy some shite game like Nerves of Steel something if a "retro" Youtuber tells them to, with no interest or drive of their own, so even just running a wonky version of the game is enough for them since they'll never know better.

tl;dr We're not the target audience, lads.

>> No.11144442
File: 441 KB, 802x687, 2023-05-23 08_04_41-Quake II (USA)(1).png [View same] [iqdb] [saucenao] [google]
11144442

>>11144421
>>11144425
If KEX Q2 is an abomination, I don't even know what can be said about the rest of its ports.
PS1 chads where you at?

>> No.11144447
File: 1.10 MB, 960x540, 1702802544949304.webm [View same] [iqdb] [saucenao] [google]
11144447

>>11144407
This new Doom port is garbage. How do you fuck up something as simple as the input?
Doom 95 didn't have this problem.

>> No.11144453

>>11144447
Oh come on, at least disable the mouse acceleration before shitting on it.

>> No.11144458

>>11144442
Console FPS ports of that era were generally shit, Doom got away with it at least with some versions by kind of forcing studios to try to do their own thing to make up for not being able to just straight port it with the corners filed off.

>> No.11144464

>>11144442
I like the colorful lighting and slightly different weapon designs in Q2 PSX, and being able to play it with controller+mouse is awesome.

>> No.11144467

>>11144453
I'm getting different results with a script, what do you mean?

>> No.11144468
File: 64 KB, 700x500, 4518549.jpg [View same] [iqdb] [saucenao] [google]
11144468

>>11144458
Q2 port was good.
>looked cool as fuck
>removed the bloat levels
>split-screen deathmatch

>> No.11144472

>>11144453
There is no option to disable mouse accel...

>> No.11144483

>>11144472
Yes there is.

>> No.11144484

>>11144483
Where?

>> No.11144485

>>11144483
Wanna bet? If you can't provide evidence, you respond saying you're a massive retard. If you can, I'll say I'm a retard.
Go. Prove it.

>> No.11144487

>>11144327
None of those anons, but the original Doom font was the default for me.
>>11144345
This is the one thing I want. I just want to be able to host something like Alien Vendetta on the fly without having to mess with ports or TSPG and play with randos.

>> No.11144497

>>11144327
To be fair, the first thing you get when launching is "there're accessibility features, you want to keep them on or turn them off"? It's kind of understandable why they went this way to simply the process for people who require said features.
>Original Doom text seems legible enough for me.
Some people might struggle with it... Which is surprising to me too, but hey.
>>11144342
Current wrappers are demanding. Not a fan of it, but not much I can do. Especially since there's little interest for optimization on developers' (and many people's) side.

>> No.11144503

>>11144487
When you launch the new port first time, one of the very first things it asks you is do you want the new accessibility settings enabled? You can't even access the actual game menu before selecting to turn them on/off. It just won't let you. The only people who got it enabled are the same people who never read error messages before clicking "ok".

>> No.11144505

>>11144485
Oh yeah I fucked up. Its for controller settings.
I just acclimated quickly enough to handle what little jank there is to it though.

>> No.11144506

>>11144497
>Current wrappers are demanding.
Yeah. I still remember how Diablo 2 remaster burned people's 30xx videocards on release because it's an unoptimized piece of shit. My 3080Ti was screaming like crazy when I played it.

>> No.11144507

>>11144503
Funny thing, the game crashed when I got that message and It never showed up again. So I guess I got lucky...?

>> No.11144512

>>11144505
>I just acclimated quickly enough to handle what little jank there is to it though.
"little jank"
Anon, the games input capture is completely fucked and inconsistent. It's like if Mario jumped at random heights. It's not "little" this is a colossal fuck up on something so basic.

>> No.11144517

>>11144512
Well I don’t notice it that much.
Maybe that’s the true power of UV Maxing Sunlust two and a half years ago now.

>> No.11144518

>>11144421
The funniest thing about Q1 Kex is it adopted Copper's Nightmare difficulty since Copper is pretty popular for mappers, but then Copper went out of its way to revamp its own Nightmare difficulty to be really fun and not just about halving your health in its latest versions. Get mogged Kex.

>> No.11144521

>>11144517
If you're so bad you can't tell when your mouse sensitivity is randomly being adjusted, then I doubt you've finished even Doom 2 on ITYTD.

>> No.11144523

>>11144518
>Copper's Nightmare difficulty
Haven't actually tried this. I used to play Quake so much I remembered everything on every single map and had no issues but now after couple of decades there are maps and areas which cause ass pain and quickload key tension.

>> No.11144524

>>11144523
Copper's new Nightmare is really challenging and refreshing as someone who exclusively plays everything Quake on Nightmare. Give it a whirl sometime.

>> No.11144534

I have not bought this port, as some other anon said, I'm not target audience, but I've noticed:
- Weird weapon switch. I don't know, it feels weird, I think something's happening with the frames count
- Input being completely fucked up, like the above anon noticed as well
- Bethesda account required to go online
- The mod menu completely fucked, filled with garbage

Are these the enhancements? I don't understand why anyone would want to buy/play this. Are you a mod player? Gzdoom. Are you anyone else? Dozens of ports.
If you are a casual player, chances are you already have the Unity port.

My guess? Expect PAID WADS THAT ONLY WORK WITH THE NEW ID24 STANDARD AND WON'T BE ABLE TO BE PLAYED ANYWHERE ELSE.

>> No.11144536

>>11144534
>My guess? Expect PAID WADS THAT ONLY WORK WITH THE NEW ID24 STANDARD AND WON'T BE ABLE TO BE PLAYED ANYWHERE ELSE.
Won't surprise me with how Bethesda operates these days, they really love their back door paid modding crap by making it cost pretend money you have to buy for real money.

>> No.11144541

>>11144534
So far id24 adds fucknothing of substance, so it would be hard for them to do exclusives. Besides, who the fuck would pay for something that was 100% free for 30 years?

>> No.11144542

>>11144534
>>11144536
They didn't do it for Quake

>> No.11144547

>>11144542
>They didn't do it for Quake
Then I fail to see what's the point of this port. We all know they're not into charity. Everyone who wanted to play Doom was already playing Doom and was quite happy with it.

>> No.11144548

>>11144534
Doesn't ID24 work with some source ports already?

>> No.11144549

>>11144541
>Besides, who the fuck would pay for something that was 100% free for 30 years?
I don't know how to break it to you anon

>> No.11144550

>>11144548
For the most part, but adding slots 8 and 9 and a new ammo type would be trivial for other ports.

>> No.11144552
File: 810 KB, 1000x1518, Doom Chainsaw.jpg [View same] [iqdb] [saucenao] [google]
11144552

If any anons are going after the punching cheevos, assuming you're serious about playing through this port, keep in mind that they seem to reset after each death.
Got the creeping feeling that goes for the chainsaw too.

>> No.11144553

>>11144542
Quake's a much higher bar for entry compared to Doom, which could basically operate as a content mill on top of having decades of shit to dump into it.

>>11144549
It's funny when you spot the anons who just showed up one day and pirated it from the OP, not knowing it's never really stopped being on sale in one form or another for the entire time.

>> No.11144554

>>11144547
Probably some Microsoft requirement since it's been 3 and a half years since the last Doom release.

>> No.11144560

>>11144547
It's for the casuals. They are the majority. Not you.
Casuals not going to go to some website, not going to navigate through some cryptic pages, not going to click some "link" to download some incomprehensible "zip" file, not going to do anything with it because they don't know what it is, and definitely not going to repeat the same process but with x10 more jumps and hoops to install some mods.
But they will click on the huge "install/play" button in Steam because their favorite youtuber told them about ebin "Doom" game ancient caveman played when they out of rocks, and they will click on some "funney mod hehe nigga deez nuts.wad" in in-game mods browser because it's easy and can be done with a gamepad. Come out of your basement anon.

>> No.11144561

>>11144560
My point is: didn't these people already own the Unity port? The new version is free if you already owned the previous ones, isn't it?

>> No.11144564
File: 1.74 MB, 1280x720, 1697040724772219.webm [View same] [iqdb] [saucenao] [google]
11144564

>> No.11144565

>>11144561
This is effectively an update replacing the unity port

>> No.11144568

>>11144565
So am I to believe they're all gone charity now, spending resources to gain nothing in return? I just hope the new paid wads will be ripped off and made available for others

>> No.11144572

>>11144547
>the point of this port
PR move as part of the run-up to Doom The Dark Ages launch.

Seems like it's also tightening the control over the game too.

>> No.11144573

>>11144561
Well yeah. My guess is they're moving everything to KEX engine so they could easily maintain it, but no idea why why would they need it (except to fuck the customers later as you said).
Also maybe they just wanted to move from Unity engine. The whole "runtime fee" fiasco was less than a year ago. They backpedaled but no one trusts them anymore, rightfully so.

>> No.11144575

>>11144572
>Doom The Dark Ages
I had forgotten about that. Well, now it all makes sense.

>> No.11144576
File: 363 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
11144576

>>11143882

>> No.11144578

>>11144576
Next OP image.

>> No.11144579

>>11144568
>I just hope the new paid wads will be ripped off and made available for others
Considering the first time I played NRFTL was from a pirated NERVE.wad, I'm sure they will.
I expect the id24 standard to be patched into source ports within the following month, if only for full support for Legacy of Rust.

>> No.11144580

>>11144572
Does the new WAD tie in to the Dark ages like the new D64 levels did to Eternal?

>> No.11144582

>>11144560
This, most of those fucks wouldn't even tolerate dragging and dropping wads onto something like GzDoom, let alone getting something like ZDL to organize shit with.

Of course the irony here is a lot of these types are the ones who'd try to play MyHouse from seeing their favourite eceleb jump that bandwagon but can't because no ZScript.

>> No.11144583

>>11144314
Seconded. I'll just wait until source ports can run ID24. I wonder who will do it first, Kraflab with DSDA-Doom or Fabian and Graf with PrBoom.

>> No.11144584

>>11144582
Someone really should upload /pol/.wad or HFFM renamed to MyHouse and with replaced TITLEPIC before the whole circus got shut down.

>> No.11144587

>>11144579
>I expect the id24 standard to be patched into source ports within the following month, if only for full support for Legacy of Rust.
It's at least more likely to get full support that the re-released Strife, which only got partial support for it's added stuff in a handful of engines, Graf especially didn't consider it worth his time to have the added stuff and anti-softlock feature.

>> No.11144589
File: 90 KB, 425x363, 1627430489043.png [View same] [iqdb] [saucenao] [google]
11144589

>>11144583
Quality post. Best itt so far.

>> No.11144591

>>11144580
Doom 64 ties into the new series.

>> No.11144592

>>11144553
>it's never really stopped being on sale in one form or another for the entire time
I remember one day in the mid-to-late 2000's I got the urge to play Doom so I bought it again for a few bucks, but it was in DOS and I didn't know about source ports or how to remap the keys to WASD so I wasted my money and was angry

>> No.11144593

>>11144583
My money's on DSDA, there's a little more of an impetus for getting at least the gameplay-affecting shit working in that since people would want to speedrun it properly.

>> No.11144594
File: 803 KB, 900x900, 100% Cringe.png [View same] [iqdb] [saucenao] [google]
11144594

>>11144552
>Got the creeping feeling that goes for the chainsaw too.
Correction, it doesn't seem to be counting at all.

>> No.11144596

so they only have made a new map standard so that people can't play their WAD outside of their commercial engine? Fucking atrocious

>> No.11144605

https://mods.bethesda.net/en/doom_doomii/all?sort=POPULAR

The licensed content thing is going to be an issue, especially if it brings the attention of more shitters like Nintendo to Doom mods, we really don't need another Viacom DMCA shitshow.

>> No.11144608

>>11144534
This replaces the unity ports doofus.
It's for console players more than anything

>> No.11144623

how is Doom + Doom 2? I got it for free cause I already own Doom 2 in gog. How does it compare to crispy Doom?

>> No.11144627

Oh damn, guess I can't play those hot new maps, how I will recover?

>> No.11144635

>>11144623
What the fuck, I checked my GOG account a few hours ago >>11144265 and it said it didn't have it, I checked again a moment ago and now I have it AND Doom 1 on my account
Those poles are alright

>> No.11144639
File: 576 KB, 1917x1080, nugg0017.png [View same] [iqdb] [saucenao] [google]
11144639

>>11144627
I mean, I got it off a very helpful anon who posted a link to it in the last thread. I didn't thoroughly look at and test everything but it seemed to be working ok on DSDA and Nugget. I barely got to E1M2 but I like what I saw so far. E1M1 clearly has some alpha/beta elements to it and I really love it.

>> No.11144641

>>11144265
you need the bethesda account only for mods

>> No.11144645 [DELETED] 

>>11144641
Yeah I'm still probably gonna check it out, I don't really care
It's neat that GOG did that though

>> No.11144647

>>11144639
It's mostly MBF21, the id24 stuff is for separation of the fuel weapons from the cell ones, some intermission stuff, some skybox stuff, a few other things too.

Sounds like Xaser's the one who's been in charge of it and he says they're going to post documentation at some point so the other ports shouldn't have too bad a time integrating it.

>> No.11144649
File: 442 KB, 1920x1080, DOOM $9.99 Combo Order.jpg [View same] [iqdb] [saucenao] [google]
11144649

>>11144623
As far as I'm playing I'd stick with Crispy, not sure if the Doom Combo Order has phased it out entirely but I like using the arrow keys to look around. Also, assuming anyone was a goober like me and bought old games on Steam, there does seem to be some possible issues with cheevos if you feel obliged to go after those.
Don't know about style points, here's a screenshot.

>> No.11144652

>>11144641
Yeah I'm still probably not gonna check it out, I don't really care about the new wad
It's neat that they did that though

>> No.11144653

>>11144647
Yeah, was checking Doomworld just now. What a guy, that Xaser.

I might have gotten into Doom through gameplay mods but man, seeing MBF21 + Decohack being used for an official new episode is such a cool thing to happen. GZDoom might be where a lot of people start dooming but more classic-oriented stuff like Boom and MBF21 is where I found out just how much I love this damn game.

Somewhat related, is there a Decohack tutorial somewhere? I'm basically a retard when it comes to coding but I'd like to make some mods with it.

>> No.11144662

>>11144653
>GZDoom might be where a lot of people start dooming but more classic-oriented stuff like Boom and MBF21 is where I found out just how much I love this damn game.
It's been neat seeing a lot of people decide to have a try at Boom or MBF21, even a fair few of the ones who are experienced at getting stuff out of Decorate/ACS/Zscript seemed to have given it a go.

>> No.11144669

I wonder how easy would it be to just export Doom 3's maps to Doom Eternal.

>> No.11144671

>>11144647
>the id24 stuff is for separation of the fuel weapons from the cell ones
Which is weird, because the menu doesn't even allow you to bind slots 8 and 9, and the two guns in the new episodes are bound to 6 and 7.

>> No.11144678

>>11144423
A bit impatient if modders don’t port it in like 8 hours I may install n play.

I enjoyed & finished doom64 recently, this new port can’t be that bad right. I need scratch that itch

>> No.11144679

>>11144423
What kind of cosmetic stuff? I'm only 4 maps in, but I haven't really seen anything that can't be done in the current MBF21.

>> No.11144681

>>11144605
I'd like to hear what the fuck is the guy uploading Mario Doom thinking, things like these tend to ruin it for everyone.

>> No.11144684

>>11144662
Same here. I got some of my friends to hop on the Boom/MBF21 train with me and it's been quite nice since. I have some ideas for partial conversions (or who knows, maybe full ones) that *can* be achieved with Decorate and ACS, but I don't particularly care tp stoke GZ's fire if I can help it.

Not sure if this can be said of all my projects, but I do like making stuff that'll get people to stop worrying about playing with mods. Making a map that's entirely balanced around itself and not accounting for whatever Brutal Doom fork some dumbfuck will inevitably try to run it with while offering fresh gameplay and visuals is just refreshing.

>>11144671
Might be some fuckery going with weapon selection inherited from Boom, I think. Slots 8 and 9 are reserved for the chainsaw and super shotgun, while 0 is (I think) your best weapon.

>> No.11144685

>>11144679
It has a custom intermission map if you play it in the new port, other than that I'm not sure.

>> No.11144689

>>11144685
I thought that stuff was already doable with UMAPINFO.

>> No.11144690

>>11144679
Some skybox stuff, some statusbar stuff, some intermission stuff, I think there's something else as well.
>>11144681
It's almost all people being fucking idiots, there's at least three uploads of Scythe 2 and none of them are Erik Alm, and it's a similar thing for the entire thing, just random fuckwits uploading whatever mods they have to hand.

>> No.11144693

>>11144690
What skybox stuff?

>> No.11144696

So regarding Legacy of Rust should I
a) play it now in the new port?
b) play it now in DSDA?
c) wait for DSDA to add support for id24?

Is it true the weapons are on different slots? Do they give you both new and old weapons on same map?

>> No.11144702

>DOOM + DOOM 2
Is that really the best they could come up with? It's not even accurate.

>> No.11144704

>>11144696
In Legacy of Rust, the new guns replace the BFG and plasma. It seems that if you play any wad in ID24(or anything without a complevel lump), you'll have access to the extra slots.

>> No.11144706

>>11144696
A) If you care
B) It seems to work fine in DSDA, I haven't found anything gamebreaking yet
C) Might take a while

The new weapons are on slots 6 and 7 and, for the moment, seem to overwrite the plasma rifle and BFG9000

>> No.11144708

>>11144690
??? do you also expect for 60year old dudes to upload their 90s wads?

>> No.11144710

>>11144704
>replace
ok, guess I'll play it now in DSDA then, don't really care about some minor cosmetic stuff

>>11144706
thanks

>> No.11144712

>>11144708
Yes.

>> No.11144715

>>11144696
>Do they give you both new and old weapons on same map?
My understanding is that in the SP maps, they're plasma and BFG replacements, but in the deathmatch maps you can get both and the new ones are on slots 8 and 9. The wad should be fully playable in any MBF21 port, id24's additions seem to be mainly cosmetic, stuff like a custom statusbar, something about skies, and custom intermission screens.

>> No.11144717

>>11144708
Not that guy but if is a mod is big enough, I would check if the author is still active, I rather see him do himself, 1) because he deserves to be seen 2) If there is any incompatibility he would be more likely to fix it than a random chucklefuck.

>> No.11144720

>>11144717
>muh pro authors
anon from last thread was right

>> No.11144724

>>11144717
why won't erik alm come back to upload scythe 2 himself bros?

>> No.11144727

>>11144717
Yeah this shit has happened with other crap on Bethesda's system, makes it impossible for mod authors to update stuff since they end up with eight versions of their mod on there.

>> No.11144728

Maybe ID should have contacted the major mod authors, give them access and then gradually open it?
Free for all is ripe for abuse.

>> No.11144732

>>11144728
>Free for all is ripe for abuse.
It's funny cause they pulled down a couple Imp Encounters already but the huge gaping vagina the size of a hallway is still up there.

https://mods.bethesda.net/en/doom_doomii/details/11d1da1c-3f26-481b-b29f-ca71b5bba475/Kama_Sutra

>> No.11144735

>install it on PC gamepass
>1 Gb
Why? I randomly checked my Doom folder and despite having Hexen,strife,Chex and a couple of mods is still under 500 Mb.

>>11144732
Wonder if anyone tried to upload Hdoom.

>> No.11144736

what is even the difference between woof, crispy and nugget? On a surface level all i can notice is that crispy is lower res

>> No.11144739

>>11144735
>Wonder if anyone tried to upload Hdoom.
Probably, other ZDoom mods have been uploaded and one anon did threaten to upload their dehacked version of it.

>> No.11144742

>>11144736
Woof is MBF-based, Crispy is Chocolate-based, Nugget is Woof-based with some stuff from DSDA and Crispy.

>> No.11144748

>>11144735
>Why?
Uncompressed audio files for the Hulshult soundtrack.

>> No.11144750

>>11144736
The big one between the three would be that Crispy doesn't have Boom/MBF21 support. It can only play vanilla and limit removing maps. Woof or Nugget is pretty much up to personal preference.

>> No.11144753

>>11144736
Nugget is a fork of Woof with more visual features.

>> No.11144754

>>11144753
I prefer Smelly Nugget Doom.

>> No.11144765

>>11144748
Oh right, that would make sense, I am enjoying it quite a lot.
Havent played the Eternal DLC so I dont know about his work there but I am happy here.

I wish I didnt have to think that Mick Gordon wont be involved ever again.

>> No.11144775

>>11144765
https://www.youtube.com/watch?v=AGK1dr-Ql0w
They're just covers. The Doom 1 side was already done a decade ago.

>> No.11144779

>>11144742
so just some subtle shit only modders/vets can fully appreciate, okay.
>>11144750
>>11144753
Woof has become my main port, no need to change that than, ty

>> No.11144785

>>11144779
Does Woof support Brutal Doom?

>> No.11144786

>>11144779
Nugget is way bettet than Woof.

>> No.11144795

>>11144785
Brutal Doom can only be played on GZDoom. Play Boiled Doom instead.

>> No.11144796

>>11144785
No, it uses the more expanded Decorate and ACS so it'll only run on Zandronum-based stuff and ZDoom-based stuff.

>> No.11144809
File: 88 KB, 637x982, bait used to be believable.jpg [View same] [iqdb] [saucenao] [google]
11144809

>>11144785

>> No.11144815

>>11144521
No it’s because recoding a demo restricts the hell out of the smoothness of the mouse movement.
I’m used to mouse movements being fucked because of it.

>> No.11144818

>>11142852
Using this opportunity to shill this soundfont I use
I modified an existing sc55 soundfont I found online to make the drums sound less midi and fake, it makes a huge difference for me and I think it sounds 1000x better.
https://drive.google.com/file/d/14j_ExSr5ynC06BigAkNfVX1x7QeWBZCV/view?usp=sharing

here's a demo (I've actually changed it slightly since this video, I edited the snare and added new samples to the bass drums so it's not exactly the same but it should give you an idea of what to expect)
https://www.youtube.com/watch?v=FwKkbX3xx6k [Embed]

>> No.11144825

>>11144009
if what I read on doomworld is correct, the cosmetic shit is just the new intermission screen maps like in doom 1.

>> No.11144835
File: 47 KB, 1113x563, Annotation 2024-08-09 063109.png [View same] [iqdb] [saucenao] [google]
11144835

>>11144521
Also yeah you're also right about DOOM 2 I never actually beat it because it's a shit game.

>> No.11144848

>>11144681
they just want the attention of having popular wads on their profile. that's literally all it is. they're subhuman in terms of intelligence.

>> No.11144851

>>11144818
New samples have too little decay and come out bit too harsh overtaking the other instruments. It's close though.

>> No.11144853

Paril confirmed on Discord that they Hired Ethan and XASER and they are working on spec documentation
So this new re-release has people from the community working on it, and since Edward is from Doomworld

>> No.11144854

>>11144447
>crosshair is off-center
welp, that's bethesda for you

>> No.11144857

>>11144552
Some achievements are broken like "get 100% kills without getting damaged on UV"

>> No.11144865
File: 1.15 MB, 3199x572, file.png [View same] [iqdb] [saucenao] [google]
11144865

Uh oh, anyone else has troubles finding servers right now?

>> No.11144870

I fucking despise Andrew hulshult music, it's unreal. they could have made a remastered soundtrack in the same style as 3DO Doom. what a waste of potential but good for nudoomfaggots I guess.

>> No.11144871

In this new cashgrab, where are the keyboard only controls? Why can't I set the turning manually?

>> No.11144872

>>11144702
Doom Classic would have sufficed I think

>> No.11144873

Legacy of the Rust is just another Xaser/Kaiser tedium, it has no canonic feel.

>> No.11144875
File: 249 KB, 1130x900, tfw.png [View same] [iqdb] [saucenao] [google]
11144875

>>11144857
That one works, apparently the chainsaw one only works in Doom II for some reason.

>> No.11144876

>>11144870
>I fucking despise Andrew hulshult music
Why?

>> No.11144878

>>11144870
why do you have to make it about nudoom

>> No.11144879

I see that this thread is now infested with /v/ tourists spewing buzzwords.
Also if some of your wads doesnt work, check if there isn't new acs or some shit in it that works only on GZD, people are having issues because of fucking GZD code in their wads

>> No.11144883 [DELETED] 

>>11144879
Are you a pajeet tranny?

>> No.11144885

>>11144875
>That one works
Well shit... I completed E1M1 on UV with and without saves and no damage, it didn't trigger for me. The other one with just getting 100% kills did though...

>> No.11144889

>>11144879
>infested with /v/ tourists spewing buzzwords.
Seriously why is it a common occurrence with this general. It happens every fucking time anything DOOM related is revealed.

>> No.11144898

>>11144885
I think that one is a bit wonky. I did E1M1 UV, saved and reloaded any time I took damage, finished the map with 100% kills, secrets and items, and I didn't get the no damage achievement
But later after closing and reopening the game I reloaded my last save just before the exit switch, triggered the exit and the achievement popped

>> No.11144903

>>11144870
It's getting real fucking tiring that his music gets used in absolutely fucking everything, most of the time shit sounds the same so nothing ends up being distinctive.

>> No.11144904

>>11144889
Just shows how important original dooms are

>> No.11144906

>>11144889
>>11144879
ironic how you don't see YOU are the newbies here

>> No.11144913

>>11144329
you don't need a bethesda.net account dumbass

>> No.11144914

>>11144870
Yeah, it feels like the dude made a whole soundtrack for Brutal Doom than Doom

>> No.11144915 [DELETED] 

>>11144904
No, it shows that retards who doesn't play videogames comes here to spew buzzwords about games they never played and larp as oldfags.
Alf/Dwterminator is unbanned too so you can guess who is with the tourists too riling these shitposts and posting off topic shit like this cum gargling moron >>11144906

Also, has someone tested Icarus and NeoDoom in it?
Doomworld made the favor to erase the page with the classic and most memorable doom TC wads

>> No.11144916

>>11144878
because those kind of "people" like that shitty music.

>> No.11144924

>>11144916
Hulshult music is the same original tracks with more instruments

>> No.11144929

Playing through Auger Zenith for the first time on my big screen TV and holy fuck bros its so beautiful. I am so happy with this console update.

>> No.11144932 [DELETED] 
File: 3 KB, 300x300, 20240808_163903.png [View same] [iqdb] [saucenao] [google]
11144932

Nobody is coming here to larp playing your boomer games, lil bro.

>> No.11144936

I have the game on PS5 and mods that have been taken down are still in my mod list and playable. So as long as you never delete the game, they can’t take them away.

>> No.11144937

>>11144870
Fuck you. I love this shit, especially On The Hunt and The Demons in Adrian's Pen. I prefer MIDIs for actual Dooming but I listened to the album years ago and enjoyed it.

>> No.11144941
File: 130 KB, 1920x1080, vbnvbn.jpg [View same] [iqdb] [saucenao] [google]
11144941

Am I going crazy or does going into exclusive fullscreen fix the mouse issues? What an amateur port, it defaults to controller prompts even though I have no controller plugged in(it does change to keyboard prompts when you start using it though)

>> No.11144946

>>11144941
For the love of Christ, remove the special accessibility font if you want to shitpost

>> No.11144947

>>11144702
They could've called it Doom: Legacy or Origins at least

>> No.11144954
File: 225 KB, 1920x1080, dfgdfgdfg.jpg [View same] [iqdb] [saucenao] [google]
11144954

>>11144946
Neither have the devs, look at this shit, out of fucking bounds man.

>> No.11144962

It's nice how this general is moving fast, but it sucks that the new port has just attracted /v/ shitposters. Oh well, everyone will be bored of this port soon enough anyway. Anyone who sticks around from being introduced to the game this way will be interested in playing the good wads and the new player retention cycle will continue.

>> No.11144971

Someone should tell the Project Malice guys that 48 is way too much Radius for Arachnotrons.

>> No.11144975

just tried playing the new episode in GZdoom. Got through the first level fine, but am I supposed to be randomly taking damage at the end of map 1 and the start of map 2? there's like mini green explosions or particle flashes and they damage you, is this intended or some kind of bug? very odd.

>> No.11144978

>>11144962
The best part (for me) is seeing all the unused graphics. Full rotations for stuff like the imp and mancubus pain sprites has finally soothed my OCD. I'm betting that the Sprite Fixing Project thread will get a big kick in activity sooner or later.

>> No.11144981

>>11144978
Doom Delta is also going to make great use of the new old assets like polished old huds.

>> No.11144983

>>11143885
>https://www.moddb.com/games/quake/addons/map-center-quake-retrojam-1
retro jam 1 is out

>> No.11144991

>>11144983 (me)
Interesting that they only put it on moddb. Has there been another schism? I would expect it to at least end up on either quaddicted or slipseer too.

>> No.11144997

>>11144857
weird, I just got it in E3M1

>> No.11145001

>>11144854
oh fuck me you're right

>> No.11145008
File: 117 KB, 929x1008, 1723215694370975.png [View same] [iqdb] [saucenao] [google]
11145008

>>11144854

>> No.11145010

>>11144854
the shotgun sprite is the one off-center actually, unless they fixed that

>> No.11145014

What maps have the secret exits in Legacy of Rust? Don't wanna miss em.

>> No.11145047

>>11144541
>Besides, who the fuck would pay for something that was 100% free for 30 years?
The kind of people who did more than merely acknowledge the existence of that new port.

>> No.11145049

>>11144983
Thanks for the headsup, been meaning to play more Quake again.

>> No.11145053

I’m trying to get 64doom to work. Compiled a ROM but it doesn’t run. >>11144160

>> No.11145057

I love the sound those new enemies make in the new episode. So far Im liking their design, heavy hitting with low health. Anybody have any other lesser known mod recs that work on console? I have played many GZdoom mods on my PC but its nice playing on a big tv.

>> No.11145078

>>11144991
Quaddicted is still under construction

>> No.11145083

>>11145053
Just use Doom 64 re-release like a normal human bean.

>> No.11145085

>>11144568
They ain't making paid wads there is no money in that, this is because the new Doom game and to have releases on PS5 and whatever the fuck the newer Xbox is named.

>> No.11145095

im not getting the psx fire sky in dsdadoom, is it exclusive to the KEK engine?

>> No.11145104

>>11145095
I assume it's defined in new SKYDEFS lump which is part of a new id24 standard.

>> No.11145119

Here you go
https://www.gog-games.to/game/doom_1993_doom_ii

>> No.11145123

>>11144605
The game eula states that they will remove addons if the Copyright holder requests it.

>> No.11145128

>>11144913
You do, if you want to use the mod browser.

>> No.11145134

Unity lost

>> No.11145146

>>11145128
I downloaded Sunlust and I didn’t need an account.
Unless Steam remember my Bethesda account or something and signed me in without me knowing.

>> No.11145148
File: 608 KB, 640x792, 1723131045674044.png [View same] [iqdb] [saucenao] [google]
11145148

>>11145119


thanks my dude

>> No.11145154

>>11145146
It does.

>> No.11145164

>>11145154
Can you tell me how to sign out of it when I get back to my PC later then

>> No.11145168

>>11143991
>>11144010
Well, I think it's easier to use brush-based maps simply because it's faster to do any changes, but takes more time to create a map. If it's a 3d model, it would take too long to create a map.

>> No.11145170

>>11144276
At least it's not snapmap levels of stupid simplicity.
Would be neat to be able to add/change weapons, enemies and other stuff, but I doubt that'll happen

>> No.11145173

>>11144309
I'm just playing a wad, not the whole shit.
I dunno if I can turn it off

>> No.11145175

>>11144336
>>11144330
I've heard that it's still being used on modern Id, and that other companies has the same technology but with other name.

>> No.11145176

Rank the official ports

>> No.11145184

>>11145176
Everything else >>>> kek'd engine

>> No.11145191

>snes doom re-release
>not psx doom
Sony bros...

>> No.11145192

>>11145176
F, all of them.

>> No.11145205

I'm sure this is a topic that's been done to death here but: general consensus ever happen on best soundfont(s)?

>> No.11145207

>>11145176
it's okay/10
The best parts of the update are the sprites, music, and LOR.

>> No.11145213

Need some Quake in Half Life conversions and viceversa.

>> No.11145225

Dooooo Hitler doom?!? Haha naw this shi crazeeeeeeeeeeeeeeee

>> No.11145227

>>11145205
Nuked SC-55 > any soundfont
Some anons, me including, preferred EmperorGrieferus version. But I stopped using it once Nuked emulator got released, even its author said he won't be making any updates because there's no point when emulator exists.

>> No.11145229

>>11145227
redpill me on this?

>> No.11145239

>>11145176
More broken than gzdoom

>> No.11145249

>>11145164
Too late. They have everything. Know everything. You cannot hide.

>> No.11145254

>>11145229
Nothing to redpill about. It's more accurate than any soundfont, and sounds much more "deep" and expressive.
Also supports few other models, not only SC-55.
A little pain in the ass to get it running, but it's worth it.
https://github.com/nukeykt/Nuked-SC55
https://www.youtube.com/watch?v=u4Z5y2otJqY&t=176s
https://www.youtube.com/watch?v=1Q5yfu_J60U

>> No.11145262

where can I access the new releases remix soundtrack?
I dont think the doom2 recordings are on jewtube yet.
are they accessible on the files somehow?
I really dig map 8 and 14 tracks

>> No.11145268

>>11145262
extras.wad has them all in ogg format.
Also it should be on spotify.

>> No.11145274

>>11145262
extras.wad

>> No.11145276
File: 40 KB, 636x597, 1704367286421926.png [View same] [iqdb] [saucenao] [google]
11145276

>>11145268
>>11145274
thanks

>> No.11145292

>>11145268
>>11145274
any chance of either of you two gentlemen catboxing this?

>> No.11145305

>>11145292
No. But you can stop being a lazy consumer and scroll the thread, there might be something.

>> No.11145307
File: 225 KB, 648x568, 1695797969168972.png [View same] [iqdb] [saucenao] [google]
11145307

>>11144343
>do we know why bethesda bundled sigil 1 in their latest cashgrab but not sigil 2?
who knows, it's one of the official featured mods so I guess they just didn't want it cluttering up the main menu.

>> No.11145313

>>11145276
https://files.catbox.moe/sw7bh1.ogg

I love the map8 remix track

>> No.11145319

>>11145128
you don't need it to play the game

>> No.11145323

>>11145262
https://youtu.be/jGdEF9U5zJc?si=WpWY7mvijLmqHbOI

>> No.11145326

GZdoom brothers, I was reading the previous thread and someone mentioned the compatibility option for the projectiles passing through decorations.
Do you have it active? Would you advice activating it? I mostly play vanilla wads anyway, no mods at all other than Corruption Cards and Final Doomer once in a while

>> No.11145358 [DELETED] 
File: 445 KB, 2560x1440, 20240808175423_1.jpg [View same] [iqdb] [saucenao] [google]
11145358

>>11144298
>>11144307
Go back to /v/ with your disingenuous shitposts

>> No.11145365

Speaking of compatibility.
Why the hell do we still have to set complevels manually?
I understand there's no other way for billions of old wads, but why wasn't something like this added to MBF21 or ID24? So the wad could force the complevel for itself and you didn't have to change it manually every damn time.

>> No.11145369

>>11144323
>>11144339
Nintendo has a hateboner for people modding their own games, there was no chance they'd let you play HFFM on a Switch.

>> No.11145373

>>11144009
In terms of non-cosmetic stuff, playing the WAD on an MBF21 sourceport removes the Plasma Gun and BFG to make room for the new weapons

>> No.11145379
File: 660 KB, 2560x1440, 20240809013303_1.jpg [View same] [iqdb] [saucenao] [google]
11145379

>>11145369

>> No.11145381

>Pressing use/fire to restart a map like a normal person would forces you to pistol start
Oh...
thanks...

>> No.11145389

>>11145170
I thought snap map was neat, but it should've been released alongside oroper mapping tools.

>> No.11145391

>>11145170
>Would be neat to be able to add/change weapons, enemies and other stuff
You can.

>> No.11145394

>>11144343
Sigil ii wasn't as good. Might be all it is.
It was aight tho. Just kinda fine.

>> No.11145396

>>11145379
You can download it, but it won’t even boot.

>> No.11145397

>>11144343
Because it would draw attention away from LOR.
You’ll get it later for the source port officially by ID.

>> No.11145398 [DELETED] 

>>11144298
at least is not comic sans

>> No.11145403

For the love of christ just report the retarded baitposters posting low quality shit to derail this thread, these fags are shitting both /v/ and /vr/ thread due to literal asspain about got knows why?
Also Daniel's wads works on this release as all of the 10 years of doom stuff at doomworld
Doom64 Into Classic Doom works too as Foursite

>> No.11145405

Where the hell can I download Copper for Quake? Specifcally 1.30, everywhere else I looked is 404'd.

>> No.11145415

>>11145403
Because DOOM Eternal mind broke them and its ID’s fault, so anything they do since is bad.
Someone once said that during their mental development, people might get extremely attached to something and end up being self-destructive about it. In this case for a lot of zoomers, DE was so unfair to them that they’ll now dedicate the rest of their lives to shitting on ID. I also personally blame autism for magnifying this issue even more.

>> No.11145417

>>11145405
http://lunaran.com/copper/download/
direct link:
http://lunaran.com/files/copper_v1_30.zip

>> No.11145419

So what is the consensus on Legacy of Rust?

>> No.11145420
File: 118 KB, 640x655, 1723226919052.jpg [View same] [iqdb] [saucenao] [google]
11145420

How do I play doo?

>> No.11145421

what happens if one tries to upload the moonman mod into the new ingame mod browser?

>> No.11145424

>>11145419
I'm on map 5 now. 2 sucked, the rest have been fun.

>> No.11145425

>>11145421
Won't work, it's a GZDoom mod

>> No.11145427

>>11145417
>http://lunaran.com/files/copper_v1_30.zip
Weird, it worked now. Many thanks.

>>11145421
Either nothing (it's gonna crash since it's a ZDoom thing) or Bethesda shuts everything down.

>> No.11145429

>can't run it
It's over :(

>> No.11145443

>>11145419
I enjoy it but I’m on map six currently.
Not sure what I feel about the arachno minigunner and Marine Zombies. It feels like a swap made for development lore reasons instead of being fully realized in gameplay.

>> No.11145451

>wolfenstein maps and medkits still censored
Sad

>> No.11145453

>>11144991
Map Center only uploads to Moddb, but Dumptruck is also staff there so read into that what you will.

>> No.11145457

>>11145421
GZDOOM maps doesn't work on the new port it has to be BOOM friendly

>>11145451
Blame Red Cross and Germany for that

>> No.11145461
File: 2.77 MB, 1920x1080, mc_rj1_jerry_2024-08-09_15-10-06.png [View same] [iqdb] [saucenao] [google]
11145461

Everywhere I go, I see his face...

>> No.11145464

Anyone else playing deathmatch? My first time trying it out and holy shit it's fun.

>> No.11145465

>>11144407
I felt like something was wrong when I tried the official port, so I put it side by side with my regular port (Nugget Doom). There's less friction when you move around. It's harder to stop or change direction while you're moving in the new engine. It's like being on an ice level in Mario World.

>> No.11145467

Can't wait for the next port in 5 years kek

>> No.11145469
File: 500 KB, 1363x768, nugg0146.png [View same] [iqdb] [saucenao] [google]
11145469

So I played Cliffside Combat, and found it to be a lot of fun.
I also found that you could fall off the left near the end to the BFG and softlock yourself, so i am forced to give this shitwad the WORST score of all!

A B minus MINUS!

>> No.11145471

>>11145469
>left
*lift.
Anyway it was a nice little Doom session. I like small easyish maps like that and it had a section where I could go nuts with a rocket launcher on some Imps.

>> No.11145474

>>11145465
I think it’s because you’re running at SR50 in Kex’s port instead of SR40 in any other port.
I noticed it right away when trying God Machine from Sunlust because I failed to record a demo so many times that the five minutes is ingrained to my mind. I could tell I was moving waaaay faster in kex’s port simply by being able to get to the doors and gates faster.

>> No.11145489

>>11145420
>doo
More like duh kek

>> No.11145501

>>11145469
>A B minus MINUS!
Anon no!

>> No.11145503

>>11143885
MAP Center released what people where asking for
A up to date Quake II Re-Release Mapping tutorial for newbs and /vr/
https://www.youtube.com/watch?v=P2bFcL32lUE

>> No.11145507

>>11145503
Finally

>> No.11145543

>>11145176
Doom95 > the rest

>> No.11145548

>>11145134
who the fuck is gonna defend unity

>> No.11145551

How do I unsubscribe from a removed mod? Imp Encounter is in my list and playable with no way of removing from my mod list.

>> No.11145554
File: 1.46 MB, 1917x1080, nugg0022.png [View same] [iqdb] [saucenao] [google]
11145554

Here you are, anons, five of my Doom maps. https://files.catbox.moe/1u3ymp.wad

Use MBF21 if you care for that nonsense.

03 and 04 are kinda old, 03 never got released and 04 did but it's a bit crusty in spots. I also changed 04's midi for something I like better.

01 and 02 are for a community project I kinda left behind because co-op is required and making a lock-in fight that works with 4 people in a 1024 map is a fuck.

05's a stopper.

Let me know what you think, I hope you guys like it.

>> No.11145559

Fuck I mean complevel 21 but I think you guys understood it. I haven't been getting enough sleep lately

>> No.11145561

>>11145554
dinnerdinner? cool

>> No.11145572

>>11145561
Not everyone who uses slimefalls is him anon

>> No.11145574
File: 952 KB, 1917x1080, nugg0023.png [View same] [iqdb] [saucenao] [google]
11145574

>>11145561
This was before I got into 10x10 lol

Picrel: my first attempt at 10x10, unfinished because working with mostly just 10 textures and 10 flats melted my brain good

I think so at least, I don't know how MtPain27 is seen around these parts but his channel has helped me learn a lot about mapping

>> No.11145579

>>11145572
I was right.

>> No.11145584

>>11144753
Rewind and autosaves don't sound so visual, to name a few.

>> No.11145596

>>11145584
I forgot about those because I don't use them.

>> No.11145598

>>11145584
Rewind is from DSDA I think, it's intended for expediting practing speedrunning stuff.
Of course, it can be abused as a cheat, but you can already type in stuff like IDDQD.

>> No.11145617
File: 138 KB, 1289x1500, 1723232461851.jpg [View same] [iqdb] [saucenao] [google]
11145617

>>11145451
Green crosses are now used ad nauseum in the medical industry, so it's less weird than it used to be. What was Wolfenstein replaced with?

>> No.11145624

>>11144786
Can't trust the fork developers to handle the live base code with due care, not the ones with a feature creep tendency. The one noteworthy exception is NotBlood project. If I needed a rewind feature, then I would've used DSDA, or ZDoom for about anything else Nugget dev has took his code from.

>> No.11145625

>>11144343
It's probably a really boring reason like not making it in time for QA testing.

>> No.11145630
File: 115 KB, 740x594, file.png [View same] [iqdb] [saucenao] [google]
11145630

>>11145617

>> No.11145637

duke nukem but he's a chivalrous crusader
>Hark! Mine testicular firmament is of fortified iron.

>> No.11145638
File: 464 KB, 1920x1080, MAP31.jpg [View same] [iqdb] [saucenao] [google]
11145638

>>11145617
NTA but he was referring to the changed wall textures.

>> No.11145656

>>11145638
I'll never understand this. It wasn't glorifying Hitler, any more than the pentagrams and sacrifices were glorifying Hell, so why censor the Nazi shit outside of Germany where they'll understandably be embarrassed?

>> No.11145658
File: 39 KB, 594x584, 1695429452689126.jpg [View same] [iqdb] [saucenao] [google]
11145658

>>11145638
Sunglasses hitler is the kind of cheeky censorship I would expect from Id but they always go for the most boring alternatives imaginable instead.
I don't know why they have to censor to begin with outside of select countries, no human has problems with killing nazis anyway

>> No.11145659

>>11145656
I've had a German friend explain it to me once. Basically, they don't want neo Nazi groups to load up a game with a swastika and have it shown on screen.

>> No.11145663

>>11145659
That makes zero sense. You're shooting them, not joining them.

>> No.11145670

>>11145663
Once you're done shooting them, you're safe to just look at a portrait of Hitler. I still think it's stupid, but I see the reasoning. Germany is deathly afraid of letting that happen again.

>> No.11145672
File: 83 KB, 900x580, John-Romero.jpg [View same] [iqdb] [saucenao] [google]
11145672

>>11145656
>any more than the pentagrams and sacrifices
You know why

>> No.11145675

>>11145670
It's an amusing notion, that just the exposure to the imagery itself will light that ubernationalistic fire again.

>> No.11145676

>>11145675
It's not that, they don't want nationalistic groups to use them as makeshift banners.

>> No.11145681

Valiant worked yesterday, now no uploaded version is working.

>> No.11145684
File: 56 KB, 850x800, all-of-the-new-enemies-in-the-legacy-of-rust-wad-v0-md5q03djmjhd1.jpg [View same] [iqdb] [saucenao] [google]
11145684

it looks so cute guys

>> No.11145694

>>11145676
As if they can't use other things as their symbols, like Pitbull Syndicate's logo.

>> No.11145695

>sigil and legacy of rust are official
Cringe

>> No.11145706

I’m getting tired of having to delete and redownload my whole game every time a mod that doesn’t work gets removed, since I can’t unsubscribe from a delisted mod any other way than a full purge.

>> No.11145716

>>11145598
Rewind is more like a periodic quicksave, if you're a savescummer kind of guy.
>>11145624
>ZDoom for about anything else Nugget dev has took his code from.
According to the Nugget readme, the only ZDoom code in it is for "bobbing styles." A lot of the stuff from other ports, ZDoom and otherwise, is coded from scratch.

>> No.11145717

Legacy of Rust is better balanced than Sigil 2

>> No.11145727

Once it's (heavily) polished, the one niche this port can fill is quick, multiplatform multiplayer. It just needs the ability to host custom wads.

>> No.11145730
File: 139 KB, 778x817, file.png [View same] [iqdb] [saucenao] [google]
11145730

>>11145684
Vassago-chan just wants to warm you up

>> No.11145734
File: 110 KB, 700x170, newlogo.png [View same] [iqdb] [saucenao] [google]
11145734

>>11145205
Jimmy himself uploaded his Sigil album to bandcamp using the RLNDGM soundfont. Remember that MIDI composers have to make their MIDIs for the default Windows settings since that is what most people use by far, and using soundfonts is like playing with gameplay mods. RLNDGM is basically the default Windows soundfont but improved, so to avoid constantly switching soundfonts, I just stick to that.

I read on the moddb website that Valiant sounds very good with the Arachno soundfont. I tried it out and I agree, which opened up to me the idea of using specific soundfonts for specific WADS, but so far that's the only combo I'm aware of.

Musyng Kite and Orpheus are some nice high quality soundfonts to play with. There is also an SC-55 soundfont that sounds almost exactly like the music packs ( http://sc55.duke4.net/games.php#doom ) but sadly I don't know which version it is, since I just use the music packs if playing the original game instead of using soundfonts

>> No.11145735

>>11145706
Interesting kinks that they're working out here. I wonder if they have a long term plan with this.
I've kinda abstained from subscribing to anything that is more or less a sure thing.
They're going to have to start banning wads based on md5 or some lump checks or something.

>> No.11145738

>>11145684
thats a centuar right...

does it have you know...

>> No.11145740

>>11145695
Whatever. Not even bovvered.

>> No.11145747
File: 27 KB, 370x436, 1616549739028.png [View same] [iqdb] [saucenao] [google]
11145747

>>11145323
Oh, shit. I listened to IDKFA years and years ago but this was uploaded less than 24 hours ago.

>> No.11145753

>>11145735
Yeah, the whole mod system in this port is pretty broken. Valiant and Vanguard both worked and now Valiant won’t load and Vanguard hard crashes the game.

>> No.11145754

>>11144156
Which is more super shotgun worthy?
Genesis-12 or Saiga-12

That scene from wick 4 made me want to add dragon rounds.

>> No.11145756

>>11145365
Just play on the modern default, MBF21. There's no need to switch, except for some niche cases like that one map on Sunlust that requires Boom's item dropping off ledges, or if you want to limit lost soul spawns, or if you're speedrunning but in which case you wouldn't be complaining.

>> No.11145761
File: 425 KB, 591x539, file.png [View same] [iqdb] [saucenao] [google]
11145761

>>11145684
>>11145730

>> No.11145772

>>11145761
beautiful

>> No.11145781

>>11145753
It's just introducing a new generation to terry wads.

>> No.11145782
File: 35 KB, 450x450, lobster.jpg [View same] [iqdb] [saucenao] [google]
11145782

>>11145753
>now Valiant won’t load and Vanguard hard crashes the game.
It's happening to me too.

>> No.11145786

>>11144447
Try playing Doom without crosshairs (the original way). Some anon recommended it to me and I never went back. I even play Quake without them

>> No.11145798
File: 1.58 MB, 1920x1080, 2320_20240319220923_1.png [View same] [iqdb] [saucenao] [google]
11145798

>>11144421
NOW THIS
This is how you spot the contrarian tourist fag who NEVER and ever played any retro fps games at all and comes here to parrots and post buzzwords to derail the thread.
If this faggot isn't a Ai chatbot idk what else is for being such a huge dicklet faggot

>> No.11145809

>>11145786
I don't see how that addresses his problem.

>>11144447
Doom 95 outright did not have working mouse input at all on Windows 2000, XP, and beyond.

>> No.11145820

I can't use soundfonts in the new port, nor can I change the HUD with +/-

>> No.11145838
File: 148 KB, 615x409, f9eac7566e4fe38f988510098b5151e147cc4172.jpg [View same] [iqdb] [saucenao] [google]
11145838

Anyone has the Thorr soundtrack for Sigil II? Never see it floating around here...

>> No.11145842

>>11145809
The problem doesn't exist though. All the weapons are slightly offset in doom

>> No.11145843

>>11145014
map02 and idk

>> No.11145856

>>11145786
To be fair, you always have a centered weapon (unless you scr_ofs) always telling you the X-axis of the screen, a lot of Quake baddies have fat hitboxes, and a lot of combat is pretty in-your-face. Still feels good though.
>>11145798
Holy shit, Boromir.

>> No.11145857

>>11145842
The problem isn't the weapon offset, it's the mouse input in the new port being inconsistent.
He's running an input script and getting different results.

>> No.11145860

>>11145761
Would, she's cute.

>> No.11145863

Why are a lot of you so excited about the "new features"?
>New weapons, intermission screens, minor cosmetic changes
Weren't these already possible in zDoom or with some hard work in Dehacked? Or is it a big deal because it's now "official"? Whatever that means with this game
I don't see the appeal of this new format. Was it really needed?

>> No.11145869

>>11145863
Extra weapon slots and ammo types were not possible.

>> No.11145870

>>11145863
professional polish

>> No.11145871

>>11145798
Why are you so angry? I'm most likely older than you. You don't know anything about me.

>> No.11145875

>>11145857
its fucking incredible how no one is talking about this, I fucking realized that something was wrong immediately. The controls feel so floaty. I dont have great aim but even I could see that the aiming is inconsistent.

>> No.11145878

>>11145875
I talked about it yesterday and I either got over it or LOR uses something different from DOOM 1 for input

>> No.11145879

>>11143882
Millenial fps

>> No.11145885

>>11145863
>Weren't these already possible in zDoom
Yes.
>Was it really needed?
No. Most modern scripting standards are superfluous, but for whatever reason nobody seems willing to implement ZScript anywhere other than the ZDoom family.

>> No.11145895

>>11145659
>Basically, they don't want neo Nazi groups to load up a game with a swastika and have it shown on screen.
No idea if he actually explained it to you like that or if you misunderstood, but that's retarded.
The real reason is that swastikas are insignia of a forbidden organization and showing them in any context but "art" is forbidden, period. And only recently did they acknowledge games as "art", so you can finally get those WW2 shooters with proper symbols.
There even was a case where they busted some leftist merch store that sold crossed out/smashed swastika stickers because, well, they contained swastikas, even if the context was strictly antifascist.

>> No.11145903

>>11145885
>but for whatever reason nobody seems willing to implement ZScript anywhere other than the ZDoom family.
Probably because Bethesda being the retarded out-of-touch retards they are think with doing their own thing they can get a sweet share of whatever. Because launchers and storefronts and the like proved to be so successful in the past.

>> No.11145907

>>11145878
It feels kind of like shorttics, which would explain why it would be broken in Doom 1 but not the MBF21/id24 LoR.
https://doomwiki.org/wiki/Turning_resolution_is_lowered_when_recording_demos
If this is actually the issue, then the real quandary is why specifically a demo-recording limitation of the vanilla game would kick in during normal gameplay.

>> No.11145908
File: 34 KB, 134x143, melt.png [View same] [iqdb] [saucenao] [google]
11145908

>>11145863
Clearly you're just another GZcuck. Let me lay it out for you: GZDoom is great, it lets you do a lot of shit that wouldn't be possible with the original game and that's great. That's more ways to enjoy Doom and that's definitely part of how this 30 year old game not only is still talked about, but also never goes out of style - there's always something to keep it fresh.

However, GZDoom is just not cut out for stuff with a lot of monsters, it demands modern graphic drivers from 2020 onwards, its renderer shits itself if the draw distance is too long, it renders every fucking thing on the game at once regardless of what you're looking at and only uses one of your CPU's cores. In other words: GZ is pretty and super flexible but it's also very high resource intensive, I recall people with great computers back in 2017 that couldn't get 60 FPS in Eviternity 1. Even with a strong machine by modern standards, GZ slows down to a crawl in big maps like Sunder map 15 and Hellbound map 29.

Beyond that, GZDoom has kinda been the newfag port for a while. It's what the vast majority of people who are new to Doom will use, in fact I'm willing to bet it's how a lot of people get into the game. That's my case.

*Not* having to rely on a port with shit optimization, a sea of settings no one will ever bother with and outright flawed compatibility configurations is good when you're a mapper who can't be bothered with UDMF, slopes, 3D floors (hold that thought), all that shit that makes Doom not look like Doom.

Yes, there's nothing MBF21 does that DECORATE or ZScript can't. But it also doesn't require a ZDoom port to function and opens up a whole lot of possibilities for what I'll call the mapping side of the community - the people who like making maps balanced around new weapons and such, not the people who go and make gameplay mods.

I'm biased and ready to die on the hill that GZDoom isn't even a Doom sourceport anymore. Running a 30 year old holds it back.

>> No.11145909

Is there a download for the Doom + Doom 2 engine? Mostly interested in the multiplayer but not interested in buying since I've bought both games at least 10 times in the past 3 decades

>> No.11145912

Every single Nightdive release online is unplayable. they fucking stink. Quake, Quake 2, turok. And did they do this new doom released netplay cus it's fucking shit too. Playfab fucking SUCKS and night dives online fucking SUCKS.

The FAGGOT owner should stop being an anti trump derangement retard and hire some actual professional net play people instead of assigning existing nightdive staff to do it.

In the discord if you ever ask about online shit this one super super rude giga autistic cunt employee (Edward) always chirps up that he basically does it all himself. Well, he should be fucking told not to.

>> No.11145914

Hard Gas Faggot Maps crashes opening the first door on the new port by the way lmao.

Linedef -1 crash.

>> No.11145920

>>11145842
I don't think you're understanding what other people are talking about here, he's complaining about the mouse input, he hasn't complained once about whether or not there's a crosshair.

As for using a crosshair in Doom or not, it's not in the original .exe, but it doesn't exactly make a very tangible difference in how the game plays besides making it very slightly easier to aim at a distance.
It comes down to preference, as a rule you can go without it, but some want it because it's what all other FPS since have and it just feels natural to them, and for some they need it for different reasons. You ever heard of how some get motion sickness from Doom's viewbob and weapon swaying visual?
For some, that goes away if they can adjust or turn off those effects, for others it doesn't, but then for some, having a crosshair on the screen provides them with a sort of "grounding point" which gives their eyes something to hover around and return to, making that problem go away for them so that they can focus on the game.

To me this is kind of like the Always Run thing, that was never a thing in the original .exe unless you employed some exploits, but it's a common feature now and many people like playing with it because it just feels natural. Or how people like using the mouse for turning, but with the back and forth walking input disabled, because it makes the mouse control much more smooth and clean.

>> No.11145925

>>11145909
>I've bought both games at least 10 times in the past 3 decades
then you should already own it

>> No.11145927

>>11145875
Noticed it as well.
I assume it'll be addressed eventually so I'm not flustered, but it is a bit silly.

>> No.11145936 [DELETED] 

>>11145914
Meanwhile Foursite.wad is working on the new port as of now


>>11145912
trying too hard redditor tourist with that spacing.

>> No.11145964

>>11144343
ask romero

>> No.11145968

>>11144343
All the bundled ones are officially curated, Sigil was done ages ago. All the ones in the new port were already in the last one.

I imagine Sigil 2 will come officially at some point. The Devs have said curating mods is an extensive process to cover their ass over legal copyright content and they have to go over everything fine tooth to put it out as an official add on

>> No.11145975
File: 390 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
11145975

>> No.11145993
File: 409 KB, 768x768, DoomGuy and Daisy Thinking.png [View same] [iqdb] [saucenao] [google]
11145993

>>11144506
Huh, really? Shame.
>>11144872
They probably want to make it stupidly obvious that it includes both games... Even though "DOOM Classic" would've still worked. They could've also went for "DOOM Classics" or like "DOOM: Duo Classic".
>>11145912
Sounds like their Quake 3 re-release will be fun. Haven't tried multiplayer all that much yet. However, I'll say that the lack of bots to play against like in original Quake and Quake 2 is pretty lame. Surely there was a way to implement this sort things into DOOMs... right?

Anyway, there the fuck is DOOM 64/PlayStation port soundtrack option? They had one job.

>> No.11145994
File: 687 KB, 2560x1440, Vanilla Base.jpg [View same] [iqdb] [saucenao] [google]
11145994

>>11145975
>create rerelease officially recently
Already at 421 posts since this morning, too.
>uac retro gonna hell
>/vr/ place fps saying fucked
>build lmao zip
>funny standard little huge basically changes available

>> No.11145996

>>11145993
There Wont be a Quake 3 Arena Remaster
It will be 4 since Quake Live is literally Q3A remastered

>> No.11146007

>>11145996
On that note, I wonder if we could get away with a /vr/ QL server under the guise of it being a sourceport/remaster of 3. The actual hard part would be populating it, you pansies :)

>> No.11146009

>>11145975
>fireblu check

>> No.11146052

ok, for those who have problems with mouse sensitivity. Turn off fucking vsync, the camera is tied to some fps time fuckery that make it feel wrong. I had some tearing in vulkan but changed it to Direct 11 and Im playing smoothly now. Im playing in some laptop I use for work, it has integrated graphics but it runs fine

>> No.11146053

>>11145968
>The Devs have said curating mods is an extensive process to cover their ass over legal copyright content
lel meanwhile uploading a wad is a modern day Wild West. You can upload any old wad

>> No.11146054

>>11145996
>No Team Arena
>No PS2 content
>No Xbox Live content
>It's literally just MP
If it's a remaster then it's a poor one.

>> No.11146058

>>11146054
Everyone hated team Arena, PS2 Q3A is impossible because there is no source code
XBLA stuff was meh
and we all know the game will simply be full of people Clan Arena 24/7

>> No.11146063

>>11145993
They already had a classic complete on PS3. Realistically I think they used Doom and Doom 2 so people can still search for either and get the right game.

>> No.11146064

>>11146052
thanks.

>> No.11146065

>>11146052
>ok, for those who have problems with mouse sensitivity. Turn off fucking vsync
Oh this thread really is playing this version
That's strange

>> No.11146069

>>11146058
>Everyone hated team Arena
Did people *actually* hate it for what it was, or were team mode players just more drawn to Unreal Tournament? I always got the sense it was the latter.

>> No.11146073

>>11146069
it was the entire stuff, the AI was terrible, the new maps didn't had DM spawns only CTF and the new shit they added, and Timmy was in charge of it.

>> No.11146080

>>11146065
I think I prefer crispy Doom but the new music is good and I kind of like the menu with all the content, also I want to try the new levels

>> No.11146093
File: 6 KB, 320x200, 01.png [View same] [iqdb] [saucenao] [google]
11146093

unf

>> No.11146095

>>11146093
I'm waiting for someone to post all of those unused weapon frames.

>> No.11146096

>>11145579
>>11145574
No, the guy is saying he tried his hand at making a 10x10 styled map at one point, not that he's the creator of Ten by Ten
>>11145554
Looks cool anon, I'll try this out later

>> No.11146097

>>11146065
Just checking it out.

>> No.11146106

>>11146095
https://ufile.io/nqrza5m0
Here's all the relevant folders from common.kpf, but you're gonna have to do the sprite editing yourself

>> No.11146108

>>11146073
By the way, til this very day, No one has ever patched those maps with DM Spawns, one of id's biggest mistakes was never adding DM spawns into TA and the new CTF maps
A 32 player slaughterfest in Teamwerkz or the Castle maps would be the tits

>> No.11146112

>>11146106
Sick. I'm no stranger to editing, I'm honestly not 100% certain if I have a use for these just yet, but I sure as hell wanted copies of them because they're cool. Thanks Anon.

>> No.11146116
File: 74 KB, 1280x400, collage.png [View same] [iqdb] [saucenao] [google]
11146116

>>11146095

>> No.11146121

>>11146116
The upper and lower halfs don't look like they would quite align together based on the open frames, like the space would be too long for them to actually reach each other to close.

>> No.11146132

>>11146121
the perspective is definitely off a bit, but then the gun's basic idle has always looked oddly squat in its foreshortening. the distance between the forward underbarrel grip and the edge of the barrel itself randomly changes, and their reuse of the last two frames becomes jarring with the shells disappearing.
but if these weren't just nightdive/fan edits slipped in and are wholly official, then it's also not that unusual for id at the time with how wonky their sprite work could be in the first place.

>> No.11146145

>>11145365
DSDA-Doom supports forced complevels for wads that have a text lump called complvl.

>> No.11146151

>>11146096
Thanks, hope you like them. Map 03 is actually the opener for a canned partial conversion with some cool new guns, it had a SMG instead of a pistol but at some point I lost interest. It was supposed to be an underground episode or something, map 02 is still rotting on my hard drive unfinished as hell.

>> No.11146208 [DELETED] 

>>11145659
The reason the German government behaves the way it does has a simple historical explanation. At the end of the Second World War, the victorious democratic and communist occupying powers installed a German government of their own choosing. First, they removed every legitimate official from office, unless he could prove that he had secretly worked against his own country during the war. And they did the same thing with the media and the schools. The Allies made treason the criterion for holding public office, or teaching, or publishing a newspaper in Germany. The only people who could run for public office were Jews, who had miraculously survived the alleged “extermination camps,” or communists, or shirkers, who had fled the country during the war to avoid serving in the German army, much in the way Bill Clinton did over here during the Vietnam War. So one had a post-war government in Germany made up of anti-patriots, of people who had a vested interest in maintaining the official lies that were the party line of the Allied occupying powers. The present government in Germany is the direct descendent of this anti-patriotic puppet government installed by the conquerors after the war. The last legitimate German government is the one elected in 1933 before the war. So it’s easy to understand why the present government in Germany doesn’t want the German people thinking about that fact, and that’s why the government has made it illegal to criticize the people to whom the present politicians owe their jobs, or to question the whole rationale of the war and its aftermath.

>> No.11146215 [DELETED] 

>>11145670
Meanwhile you have leftists and muslims openly calling for a new holocaust while the gubermint is ignoring that and telling you seeing a swastika in a game causes you to instant transform into a nazi. Klown Welt.

>>11145761
Nice work! Is that a new monster from the official port?

>> No.11146217
File: 540 KB, 2560x1440, file.png [View same] [iqdb] [saucenao] [google]
11146217

the new port handles writing great on default, better than gzdoom defaults, great mix between software lighting

>> No.11146221

>>11146217
>writing
lighting*

>> No.11146228

>>11146217
noticed that on foursite and D64

>> No.11146231
File: 1.28 MB, 1421x1149, file.png [View same] [iqdb] [saucenao] [google]
11146231

it honestly made me wanna try this remaster but isnt 23 euros a bit steep for what it is

like just a bit, I'd pay 15 no problem

>> No.11146234

>>11146231
cs.rin
Perchance.

>> No.11146240 [DELETED] 

>>11146208
>The Allies made treason the criterion for holding public office, or teaching, or publishing a newspaper in Germany.
I wouldn't call it treason when the party and government there would be supposed allegiance to have been completely obliterated and dissolved after starting a war of aggression at the expense of their own people and country.
It's a bit like saying Hitler and the Nazi Party were treasonous to the Weimar Republic, which is arguably true, but you would have to be a complete and utter idiot to look at Weimar Germany and think:
>"Man, those are really some values I stand behind and a strong government which I feel really has me and my people's best interests in mind!"
... where one would be just about as fucking idiotic to look towards both Nazi Germany and the "Deutsche" """Demokratische""" Republic and think the same, which is not intended as high praise for West Germany, nor the Germany of today, for that would be some very faint praise indeed.

>or communists
Do you mean in East Germany, or are you suggesting that western powers installed Communists in office in West Germany, the state which more or less was a giant military encampment for NATO towards the closely neighbouring enemies of the Warsaw Pact?

>or shirkers, who had fled the country during the war to avoid serving in the German army
Well fucking imagine that, the people who just fought Germany in the biggest war in human history, and who are now gonna dig in hard right by the Commies, don't want the exact same kind of politics and leadership working against them, how weird.
This is also ignoring that the early Bundeswehr for the most part was made up out of Wehrmacht veterans, from grunts to officers, because they were the most capable Germans around for the job, and that much of this lingered with officers and other leadership for a time (the East Germans, eager to point to this, were in the meantime also very eager to recruit former Gestapo and SS people for STASI).

>> No.11146245

>>11146234
I hate pirating these nu-oldschool indie FPS cause I wanna support the movement, but I might, 23 on sale for a game thats like 2-3 hours long, its just a bit steep

>> No.11146250

>>11146231
This one was worth the price, tbqh. But if you want to wait for a sale, go for it.

>> No.11146259

>>11146231
Have you played it through DarkXL recently?

>> No.11146261

>>11146231
It's a great remaster but way overpriced, you could always "demo" it till it goes on sale.

>> No.11146264

>>11145838
>>/vr/thread/10515628#p10516145

>> No.11146265

>>11145863
I just think it’s neat to have mods on my PS5 version as a novelty. Kind of like when Apple allowed emulators in the app store months ago, messing around with those was interesting. I was playing PSX Doom in retroarch on an iPhone.

>> No.11146269
File: 43 KB, 1043x221, Untitled.jpg [View same] [iqdb] [saucenao] [google]
11146269

>>11146245
Pirate and then get it later on. That's what I do.

>> No.11146273

>>11146269
Fucking based forum post, although I swear there was a mod or two that were made with freelook in mind, especially the huge conversions such as ashes

>> No.11146278

>>11145968
The officially currated mods from the Unity port mostly don’t work in this version, they didn’t even test them, just dumped the wads into featured section and called it a day. At least BTSX 1 and 2 work.

>> No.11146290

>>11146259
years ago, it's about time for a rerun, I'm about to drop 60 on total war dlc and gacha battle passes so I can't afford more on actually good video games, maybe next month, until then I might "demo" as some here said, I love what nightdive are doing tho, the blood remaster is excellent, I had so much fun in that, Blood has so much content it's crazy, and afaik it was free or smth for the original owners, bless

>> No.11146301

>>11146290
>and afaik it was free or smth for the original owners
I don't think that was Blood, but it was for most or all of the id stuff. It also still needs to get patched. A few months ago they made it so Fresh Supply included the DOS version.

>> No.11146302

>>11144870
Only one good rendition of Bye bye american pie exists and it's not the Andrew hulshult's one.
https://www.youtube.com/watch?v=O8dLu1bercQ

>> No.11146305

>>11144916
Is hating nu-doom a rule for this thread or are there others like me that enjoy the new games (not as much as the OGs but as separate games they're good), just touristing to check the reception of the port

>> No.11146310

>>11144870
I don't know, I'm not a big fan of his work either but his rendition of Waiting For Romero to Play is like a mind trip if I put it on repeat. Few other trucks are good too, but he really fucked up Into Sandy's City

>> No.11146313

>>11146052
>Can't turn vsync off on console
Off course you can't. Fuck me. Console is the worst.

>> No.11146316

>>11146310
*Tracks/songs whatever, not trucks. Phonefaging like a bitch

>> No.11146326 [SPOILER] 
File: 99 KB, 350x280, TNT19-noHUD.png [View same] [iqdb] [saucenao] [google]
11146326

>>11146310
>Few other trucks are good too
Like this one.

>> No.11146330
File: 2.54 MB, 2027x1789, file.png [View same] [iqdb] [saucenao] [google]
11146330

>>11144983
Thought I slipped into the Q!ZONE dimension when I opened this map. Fugly with insulting secrets and no challenge. I get welcoming noob mappers, but this just felt like a waste of time

>> No.11146334

>>11146330
i mean that's retrojam, probably recreating the simplicity of early maps

>> No.11146336

>>11146305
It's not.

>> No.11146337

>>11146231
Did they ever fix all of the errors in the redrawn art?

>> No.11146338

I'm wondering if the remaster stutters are also hardware related. The frame graph is pretty steady on my steam deck at default settings, yet my Intel laptop with an Nvidia GPU is stuttering like crazy. This isn't the case with other kex games, so maybe it's a build issue.

>> No.11146353
File: 3.09 MB, 2560x1440, Escape from Na Pali.png [View same] [iqdb] [saucenao] [google]
11146353

>>11144983
>>11146334
>Installation and loading other Quake engines.
>This pack was tested in Quakespasm, WinQuake, KEX and Ironwail and should work in most other single player engines.
Vkquake got an update last week so I'll try it through that, but it's vanilla so now I'm at a loss what to play it through.

>> No.11146359
File: 3.39 MB, 2662x2049, file.png [View same] [iqdb] [saucenao] [google]
11146359

>>11146330
I posted too soon. This other map is way worse.
>>11146334
Vanilla Quake maps didn't pump you full of ammo and armor just to fight one or two enemies at a time with an absurd amount of space to move around in. Both of these maps are also exceptionally bad compared to the others in the pack I've tried so far.

>> No.11146367
File: 40 KB, 182x164, ogre.png [View same] [iqdb] [saucenao] [google]
11146367

>>11146359

>> No.11146372

>>11144870
>Wrath soundtrack was really quite good
>D2 remix soundtrack sucks
Bizarre

>> No.11146395

>>11146359
I don't hang around the Quake community much, but seeing how jams are community projects I think it's safe to assume at least a few of the maps submitted will suck ass. Was that way with QBJ for me.

>> No.11146415

>>11146302
It's just not the same without the vocals.

>> No.11146426

>>11145863
i...i like the beta stuff

>> No.11146434
File: 763 KB, 509x762, hypercringe.png [View same] [iqdb] [saucenao] [google]
11146434

>>11146305
Some people love it, some people hate it. Others are in the middle somewhere. I had no expectations going in, but I found Doom 4 to be a pretty decent game overall, even if it lacked much of the strength of the classic. Yet to play Eternal, so no opinion, but I hear the plot and lore is hypercringe.

I absolutely fucking hate the "every .wad is canon" Marveslop multiverse faggotry with a passion, and I reject Doomslayer as being the same as Doomguy, because Doomguy was nothing but a mortal, and not some sort of Hercules-like demigod. To me, nuDoom is a separate canon and nothing can convince me otherwise.

>> No.11146443

>>11146305
My opinion is
Community Content>NU Doom>Classic Doom

>> No.11146445
File: 104 KB, 840x664, color-loss-example.gif [View same] [iqdb] [saucenao] [google]
11146445

Is there a way to stop slade from stripping colors from graphics that are already palettized? I find that BAFed has better conversion results than slade so I use it to put something in doom's palette and then in slade when converting to doom format, it very slightly posterizes the image making it look worse.

>> No.11146447

>>11144870
i'm not really fond of his music i have to say. he's not bad by any means, he's pretty talented to say the least but it never really clicked with me for some reason.

>> No.11146452

>>11145863
>Why are a lot of you so excited about the "new features"?
I'm not that excited. I don't even know exactly what ID24 is supposed to entail yet, it would be great if they could clarify that.

>New weapons, intermission screens, minor cosmetic changes
Weren't these already possible in zDoom or with some hard work in Dehacked?
Most of what it does here can be done with later DeHacked stuff like MBF21, yeah, though I understand one of the .wads here actually adds two whole new weapon slots and a fifth ammo type, which is something which DeHacked can NOT do, so that's interesting.

However, this kind of stuff just makes me wish for finally moving "below-GzDoom-tier" modding away from DeHacked though, and just make something more properly flexible and Decorate-like while maintaining demo compat and stuff like that. (Yes, I know what Decohack is, you pedantic faggot who's about to type up a reply, but that's just an awkward crutch, DeHacked is janky bullshit which needs to stop being built upon and left to pure vanilla modding).

>Or is it a big deal because it's now "official"?
I don't really care about that too much, but the prospect of console peasants now being able to enjoy Boom and MBF21 .wads (at least in theory), is pretty cool still. What I DO think is cool though is all this alpha/beta stuff they're giving out now though, I never expected Bethesda to do this.

>I don't see the appeal of this new format. Was it really needed?
I don't even know all that it does yet, so I'll need some convincing.

>> No.11146454

>>11146434
Honestly I never cared for the God Steroid stuff and the savior lore stuff in Eternal because it sorta was already my natural conclusion to the character after playing something like Stardate 20x7. DE is just way more extreme than I'd like it to be.
I just think if somebody on this planet can force the player to do something of the crazy extreme shit that you have to do in that wad and win, well then yeah I wouldn't blame you if you felt like a god.

>> No.11146458

Legacy of Rust might be peak commercial Doom

>> No.11146459

>>11146305
>>11146434
Can you please stop samefagging /v/tard tourist?
Or did Eternal buckbroke your asses so hard that you still feel it today as anal warts?

>>11144870
I have my issues with his stuff as i have with the likes of markie music the sheep shill
But still i will not deny his work isn't bad, not like the originals but still isn't bad.
His Quad Machine remake is Bangin https://www.youtube.com/watch?v=mPLekAmJ1KQ
But not on par with the Corrosion Audio remake of Descent into Cerberon that puts mick gordon's take where it belongs, the trash bin
https://www.youtube.com/watch?v=G4itFNpTdN0

Sadly there is no proper and complete release of Sonic Clang's remake of the soundtrack
https://www.youtube.com/watch?v=-8wo0KBQ3oI&list=PL40AF4DC46BC8CC4A&index=1

>> No.11146460

>>11146372
i think his style just doesn't fit the tone classic doom. too edgy and busy

>> No.11146462

>>11145908
>its renderer shits itself if the draw distance is too long
I have not noticed this.

>it renders every fucking thing on the game at once regardless of what you're looking at
This is not true at all.

>and only uses one of your CPU's cores
For game logic, yes, but that's because it's still built on Doom's source code, and that's a single core game. Otherwise, it will use other cores.

>>11146052
I figured that would be it.

>>11146459
Be quiet, faggot, I can have my own opinion on Doom 4 and Eternal Doom.

>> No.11146469

>>11146454
I think it's much cooler if the player character achieves something like that as a mortal man, that he's simply that hardcore.

>> No.11146472

>>11146458
I think it's the new enemies that really help sell it for me. Also the BFG replacement should replace Plasma for Stock Doom.
I think I might like it a little more than Plutonia currently.

>> No.11146480

>>11146469
I agree with that. My problem with Eternal's Slayer story is that it feels redundant when Doomguy is already a powerhouse himself.
I already see Doomguy as the peak of the entire universe so juicing him up does nothing for me.

>> No.11146486
File: 276 KB, 800x1231, doomguy-big.jpg [View same] [iqdb] [saucenao] [google]
11146486

>>11146469
desu.

>> No.11146496

>>11146469
The mythologizing him shit was stupid, even more so when they doubled down on it.

>> No.11146505

>>11146496
hugo martin is big on capeshit so it was never not going to happen

>> No.11146518

>>11146472
>I think I might like it a little more than Plutonia currently.
The maps are a little too long for my liking, but they are all quality. I prefer Plutonia's 5-10 minute maps.

>> No.11146520
File: 353 KB, 1286x2684, 1638010990292.jpg [View same] [iqdb] [saucenao] [google]
11146520

>>11146480
Dude, id wanted Doomguy to finally become Rule 63 Samus Aran, now he is and for a ironic twist of fate Nintendo and Mercury paid the homage later in Dread finale with >pic literally echoing in her head and her Armor Morphing into an edit anon posted here years ago of her suit in Doomguy and Crash's original Green colors before id made her shiny blue.
Also nintendo per term's own words, was fully OK with Dreadnought.

>> No.11146584

>500 posts in one day
??? did waifu /vr/ finish or something? 94 Protons?

>> No.11146585

I want the ability to choose which game to use a wad with or to be able to load multiple wads. Clearly this mod support was designed for maps only. The Mario maps and Mario player and enemies shall never touch.

>> No.11146586

>>11144991
quaddicted has entered a period of heavy renovation, but it should be good by the end of the year.

>> No.11146589

>>11146584
Overhauled official ports with new content and a dump of beta content.

>> No.11146591
File: 1.07 MB, 828x1687, BUILT FOR NERFED RAILGUN SHOTS.jpg [View same] [iqdb] [saucenao] [google]
11146591

>>11145503
>A up to date Quake II Re-Release Mapping tutorial for newbs and /vr/
0 Maidens of /vr/ when?

>> No.11146594
File: 69 KB, 1365x235, Captura de tela 2024-08-09 150249.png [View same] [iqdb] [saucenao] [google]
11146594

And I thought people playing Doom on their phones were bad enough. I don't think I've ever seen a 3DS out in the wild, so it's surreal to see this one kid go around Doomworld pestering others about how he can run stuff on his fucking handheld.

>> No.11146597

>>11146594
The 3DS port is okay. Touchscreen aim somewhat replicates a mouse and you can tap icons to switch weapons.

>> No.11146601

>>11146594
I think PrBoom+ has been ported to jailbroken 3DS, but if this is his go-to for Doom, then he's gonna be quite behind on a lot of content because I don't think that port get very frequent updates at all.

Tell him to consider saving up for a Steamdeck or another handheld which can use more actively developed ports. I get it though, I quite like my 3DS still, it's not outdated to me.

>> No.11146605

>>11146591
is this nightdive model? did they made em bigger?
or was original bigger?

>> No.11146618

>>11146594
Gonna have to take your word for it. I don't even have games on my phone and the thought of dooming on the goTM makes me die inside a little.

>>11146601
Yeah, I went looking into it. It's interesting, but like you said, it's limited and not maintained nearly as often as the other sourceports. I'd give this whole thing the time of day if it wasn't a child. Guy straight up said he wanted to run le Brutal Doomb on his 3DS, same with that wackass Spongebob mod thing. It's been rather entertaining if anything.

>> No.11146631

>>11146618
I believe that there's a phone port of GzDoom which is kept somewhat up to date, so maybe if he attaches some kind of gamepad gizmo to his phone then he could Doodle Broom on the go.

>> No.11146635

>>11146605
Custom model

>> No.11146636

>>11146594
>3DS
>2024
?????????

>> No.11146637

>>11146631
Delta Touch, pretty sure you have to pay for it and it's touchscreen crap.

>> No.11146648
File: 385 KB, 1920x1080, 1659665490400.png [View same] [iqdb] [saucenao] [google]
11146648

>> No.11146651

>>11146648
:(

>> No.11146657

Are there any 64 or 64-styled wads that are closer to Plutonia or higher In difficulty?

>> No.11146658

Was the difficulty on Doom 3 dumbed down on the XBox version? It came out when I was a teenager and I played it on XBox alot, so much so that I remember Nightmare mode being kinda easy. I've been PC only for well over a decade now, fired up Doom 3 again for the anniversary, playing it on Veteran difficulty and... fuck me I do not remember the game being THIS punishing. I'm dying alot, on every level. Every attack hits you like a brick wall and the damage feedback absolutely fucks me up.

>> No.11146668
File: 1.11 MB, 1920x1080, 1551303056087.png [View same] [iqdb] [saucenao] [google]
11146668

>>11146651
sadface

>> No.11146678

>>11146648
The bromance is reals.

>> No.11146707

>>11146635
need

>> No.11146708

>>11144975
There's new enemy and sprite at that point, maybe it is invisible for you.

>> No.11146715

>>11144975
Did you load all the id1 parts, or just id1.wad?

>> No.11146718

>>11146715
I'm playing it in Woof just fine with only id1.wad, GZDoom's MBF21 support is just fucked.

>> No.11146721

>>11146715
>>11146718
Anon's probably running it on JizzyDoom 4.10 or something.

>> No.11146723

>>11144975
>GZdoom
die

>> No.11146740

>>11144975
>>11146715
I thought I remember reading only id1.wad was necessary, I'll try adding the other shit.
>>11146721
I'm pretty sure I am on 4.10 I'll have to check when I get home.
>>11146723
>die
why?

>> No.11146747

>>11146718
>GZDoom's MBF21 support is just fucked.
Modern GZD supports it fine.

>> No.11146749

>>11146740
>I'm pretty sure I am on 4.10 I'll have to check when I get home.
I think that'd be the issue, you'd need to be on 4.11 or higher.

>> No.11146768

>>11146740
>I thought I remember reading only id1.wad was necessary
This is correct, the resources are in there, it's just the not-lost souls are invisible if the MBF21 support is more than a year or so out of date.

>> No.11146770

The thought of buying doom makes my head hurt

>> No.11146771

So what are the pros and cons of Doom+Doom II that just came out? I picked it up quickly to check the multiplayer and it was awful, most of the settings and GUI is directed towards console players and somehow that version was lagging in my PC.
I quickly checked the resolution settings and they had a option for 4:3 which is nice but it seemed way more detailed than picking up a OG copy of doom/gzdoom and setting in 4:3, does anyone know if theres any graphic/setting changes that this new port has? I may just be dumb because I haven't played Doom in ages but it genuinely looked different in it.

>> No.11146775

>>11146771
The pros is that is released new and unused sprites, new weapons, enemies, music, and a new wad.
everything else can be taken for a grain of sand.

>> No.11146781

>>11146771
It is basically just for consoles and casuals, the main reason it's on PC is to get idiots to spend all day uploading their wad folder to Bethesda's servers for the console players to have access to.

>> No.11146783

>>11146472
>Also the BFG replacement should replace Plasma for Stock Doom.
Load id1-res.wad and id1-weap.wad (in that order) and it does.

>> No.11146810

>>11146783
Should note that the bow doesn't play nice with GZD freelook, so trying to play freelook-heavy GZDoom wads will be a bit difficult with it.

>> No.11146814

>>11146781
why why WHY do niggers play doom on consoles? the "le pc cost le 5million dollars [buys ps5 from scalper]" narrative stops making sense when the game can be run on anything with running current and some form of input/output

>> No.11146815

>>11146810
Default GzDoom doesn't have any GLDefs or brightmaps for Legacy Of Rust yet, and it probably may need some tweaks in how some things are handled, as the ambient sound stuff doesn't seem to work.

>> No.11146817

>>11146814
>why why WHY do niggers play doom on consoles

Why did people port Doom to everything? Why did George Mallory climb Mount Everest?

>> No.11146819

>>11146814
It's a split between laziness and ignorance. I hope you realize having to get a sourceport+WAD can be a fucking insurmountable obstacle for a lot of people.

Though in fairness, a game like Doom can be played quite comfortably on a controller. I remember playing through Doom 1 and 2 co-op with a friend online on console years ago, it went pretty well.

>> No.11146828

>>11146814
Because they probably don't even have a desktop computer or laptop, they get a console for playing games. They see something pop up on the console's digital store which they have a vague understanding through pop culture osmosis is supposed to be a big classic, so they check it out.

It's hardly the best way to play Doom, but for just grabbing and playing with barely a clue it's honestly not bad for what it is. Now, I can't speak for what they've just done with the port now, but I've played it some before and after they fixed it (it was a disaster on launch), what you had was something vaguely like Crispy Doom except you played it on your TV, and by that I mean that it's closely vanilla accurate and has fairly good controls, and it also offered a whole bunch of extra levels with the expansions and the curated level sets (and now they let people upload anything).
Playing Doom with a gamepad is not as good as playing with a mouse, but with two analog sticks you're way ahead of keyboard only and it's actually pretty smooth, and some consoles support using gyro input with these ports, which supposedly is almost as good as using a mouse (but I have not tried this, so I cannot verify).

It's cheap, too, I think I paid $6 or $7 for it on PS4, and I think that was for both Doom and Doom 2. Now they stopped splitting it (which was really stupid of them to do in the first place desu), so that should be better.
So, it's not the best way to play the game by any means, but it's a lot better than most console ports and it's overall playable, so for its low price it's a pretty good entrylevel way of playing classic Doom.

Criticizing (the Unity version at least): you couldn't rebind buttons, there's the Red Cross censorship and Nazi censorship, and also that the vertical sync fucks you up by giving you input lag, which you can turn off on some consoles, but not others like the Switch, and that actually fucking ruins the game completely. Just absolutely unplayable.

>> No.11146834

>>11146819
Doom does play well with a twinstick gamepad, in big part because your view is locked down horizontally. I've played the old 32X port with a six button gamepad, and aside from the music being anus and missing a lot of content, it both runs very smoothly and has pretty good controls for its time period.

I do wonder how this will look with crossplay multiplayer deathmatch, because even if gamepad controls are decent, mouse is still superior so consolefags are gonna get annihilated.

>> No.11146841

>>11146810
It doesn't work with vertical auto-aim, even in the remaster, which I believe is an intentional design decision to keep it as a ground-level clearer. So I imagine that's why it doesn't work with freelook.

>> No.11146842

>>11144975
I tried Nugget Doom and the Beta Lost Souls just didn't shoot any projectiles, they did their attack animation but nothing came out

>> No.11146845
File: 13 KB, 614x110, Capture.png [View same] [iqdb] [saucenao] [google]
11146845

ID24 when implemented will require you to provide id24res.wad from the remaster to use it btw. I don't really give a shit cus its like 2mb and I bought this game like 8 years ago but here's some fuel for you "id24 is the bethesda ploy to destroy doom mods" posters

this is from the documentation that just dropped

>> No.11146846

>>11146842
I feel like all the port devs are gonna have to do some small updates to make this shit run properly. There's little things off here and there.

>> No.11146851

>>11146819
>I hope you realize having to get a sourceport+WAD can be a fucking insurmountable obstacle for a lot of people.
How??? In the case of GZDoom, it's literally just downloading two files and throwing them together in a folder. It can't get more basic than that.

>> No.11146854

>>11146851
Downloading things that don't immediately work when you double click on them is scary for a lot of people, Anon. It always will be.

>> No.11146857

>>11146845
Well, id24.wad is easily sent via Discord or other venues with a small filesize like that, so piracy will be trivial, and it does contain all the assets for the new stuff, thus working almost like a pseudo-iwad.

The question is if people are actually gonna be mapping with it. Will I? I don't really feel like I will, but I have yet to play Legacy Of Rust. Will others? Maybe for a little while, but all it's gonna take to not even need id24.wad is simply to provide replacement assets, since the functionality is probably gonna be added to all the ports.

>>11146851
98 out of 100 zoomers are completely baffled and mystified by the concept of folders on a computer, most of them didn't grow up using computers at school or at home, they know only phones.
In that sense, I think the zoomers around the community should have some appreciation, as the ones who use computers for playing and modding are doing what the vast majority of their peers won't, they're into this game and they're at least a little serious about it.

>> No.11146859

>>11146819
>I hope you realize having to get a sourceport+WAD can be a fucking insurmountable obstacle for a lot of people.
Most don't realize that around here where the standard is having a handful of ports and a launcher like ZDL is the minority, and even having a disgusting one port one folder setup of dragging wads onto the exe is more trouble than a lot would go to even if they knew how to do it.

>> No.11146861

>>11146859
Things like that are why I think sourceports need to add their own loader front ends, because this shit is honestly ridiculous.

>> No.11146862

>>11146842
I played it with nugget today and I had no issues with it.

>> No.11146863

>>11146775
>new and unused sprites, new weapons, enemies, music, and a new wad.
Right I understand the music remix and wad but are the unused/new sprites, weapons and enemies something from like cut content or are they completley made for this new wad and port? Cause if these are completely new things not originated from the original games then I don't really care.

>> No.11146867

>>11146862
I didn't load id24, I'm a dumb ass.

>> No.11146870
File: 65 KB, 640x295, 1537972550534.jpg [View same] [iqdb] [saucenao] [google]
11146870

the hell happened here
don't answer I just got caught up

>> No.11146871
File: 281 KB, 700x382, SSGL.png [View same] [iqdb] [saucenao] [google]
11146871

>>11146861
A bunch have them even if they're basic, like GZDoom's one, it doesn't really make a difference to the casual audiences.
>>11146857
There are even launchers designed to appeal to that kind of mobile/console gamer audience and they're pretty fucking painful to look at.

>> No.11146872

>>11146863
There's a vault that shows alot of pictures of scrapped, unused, and early assets from the original games. Shit from the 90s. Some of these assets were reworked into new enemies and weapons for the new episode. For example there was some unused assets from the 90s of a bizzare red face sort of thing. They took the graphics for that and used it to make their own enemy.

>> No.11146873
File: 7 KB, 320x200, monster_arachnotron_0.png [View same] [iqdb] [saucenao] [google]
11146873

>>11146863
A lot of the assets are straight from the alpha and beta files, some from what was previously released, and some seem to be from genuine cut content which we haven't seen before, and this also includes some of that being edited and adapted to create new-ish things.

The Banshee monster is made from an unused monster sprite which apparently nobody remembers what the concept was exactly (I assume they asked Romero, who usually has the best memory on this), then you have the new weapons, which are made partially from existing retail sprites and cut sprites, and seemingly also from new digitized graphics of, if not the same old toy, then an identical or similar one.

The stuff which Romero released a bunch of years ago had some sprites for weapons, items, and characters, but primarily it was a whole lot of textures and flats and other graphics. Meanwhile, the new stuff they have released now isn't all that many new textures or flats (though some new skies), but quite a lot of sprites for the player, monsters, weapons, items, effects, etc.
One which stands out is the initial take on the Arachnotron, when it was straight up a babby Spidermind with a chaingun and all, before they retouched him and gave him a plasma for the finished Doom 2, and they're using that one in the new levelset.

>> No.11146876

How much is left now of Doom's remaining development content? I think we must have like over 90% of it by now, the only things we're probably missing are some actual development builds and iterations on the iwad of Doom 2.

>> No.11146879

>>11146873
Oh that's pretty cool actually, would really love to play the game but the console-oriented settings, menu and GUI, plus the lag from all the un-related stuff shoved in just seems to outweight it all.
Well at least all of this cut content that was never seen can now be archived and used to make new mods so that's nice.

>> No.11146881

>>11146863
There's new cut content. I actually don't know if it's all 100% authentic, but if any of it is fake then it'd be damn impressive fakes with value of their own for the sheer craft put into them (which is something that occasionally happens with real life collecting and antiques dealing, by the way).

>> No.11146883

>>11146879
You can extract the assets and play the episode in a compatible source port.

>> No.11146884

>>11146879
Don't worry about the console stuff, I'm sure that your sourceport of choice will soon spackle over what minor compat issues it may or may not have, so you can either plain play it right now, or very soon.
Someone shared a copy of the game folder, including the beta content 'vault.'

I think more what people are discussing and pondering here is that they are also trying to promote a new format or standard, akin to Boom and MBF21, and it's not entirely clear what it all has and how this is going to affect all other Doom sourceport development.

>> No.11146887

>>11146884
https://www.doomworld.com/forum/topic/146943-id24-a-new-feature-set-standard/

>> No.11146891

>>11146881
>>11146883
>>11146884
I see, that's very reassuring, thank you guys for filling up on the current information. I'll probably wait it out until the said ports are near perfect to enjoy with.

>> No.11146895 [SPOILER] 
File: 21 KB, 640x354, 1663369850590.png [View same] [iqdb] [saucenao] [google]
11146895

>> No.11146908
File: 11 KB, 369x249, 1407622889379.png [View same] [iqdb] [saucenao] [google]
11146908

going through old files
maybe you can use one as an op

>> No.11146914
File: 623 KB, 1920x1080, King Mancuripper[sound=https%3A%2F%2Ffiles.catbox.moe%2F8ml68a.mp3].png [View same] [iqdb] [saucenao] [google]
11146914

>> No.11146915

>>11146908
Current OP pic is sourced from these files.

>> No.11146920
File: 1.12 MB, 519x283, wry.gif [View same] [iqdb] [saucenao] [google]
11146920

>>11146915
Old files as in ones on my pc anon. Ones I saved from here.

>> No.11146921
File: 22 KB, 222x128, k i t c h e n a c e.png [View same] [iqdb] [saucenao] [google]
11146921

>>11146920
I have so much saved from these threads dating so far back.

>> No.11146923

>>11143882
These new old gibbing animations would be a pretty good place to source individual gibs for a gore mod.

>> No.11146929

>>11143885
[8-10] ID24: new specification built on top of MBF21
Docs and the video showcase in the links below
https://doomworld.com/forum/topic/146943
https://youtu.be/TCCFdOl_CP0

>> No.11146930

>>11143885
[8-10] Don't Be A Bitch 4 announced
https://www.doomworld.com/forum/topic/146945

>> No.11146940

>>11146930
wow rude

>> No.11146945
File: 173 KB, 1280x720, OHMYGOD.jpg [View same] [iqdb] [saucenao] [google]
11146945

>>11146929
>native burning sky support
>Hexen style layered skies
>walkover music change linedef
>sector coloring (which can fade in and out)
>definable weapon and ammo types

>> No.11146949

>>11146945
What prevents people from mapping on ZDoom at this point? Actually however, I don't think I've seen parallax backgrounds before.

>> No.11146951

>>11146949
Not having to deal with UDMF, and being able to run this in much lower spec ports. Also demos.

>> No.11146961

>>11146949
Not wanting to deal with GzDoom mostly, and the last time somebody made a wad for ZDoom they got a load of shit and ended up disappearing for a bunch of years.

>> No.11146971
File: 28 KB, 320x200, 1700202673541738.png [View same] [iqdb] [saucenao] [google]
11146971

dimension of the machine-like pak in ironwail on a windows 10 machine(thinkpad r61i) that doesn't support opengl but actually does with msvc compiled mesa libraries
thought you guys might find it funny and or stupid
wonder how low spec of a machine you could use to not go into seconds per frame teritory

>> No.11146974

>>11146971
>thinkpad r61i
Slap Linux on there, should run better.

>> No.11146982

>>11146305
I enjoy the new games [well 2016 cuz yet to play Eternal] and like the other anon that replied thinks the mahvelshit story is cringe. But especially 2016 plays well and I enjoy the weapons, action and the UAC facility. Story is ''whatever''
My opinion is that like em or hate em whatever as long as your opinion is genuine. There's nothing more insufferable in old game threads than people who clearly don't play the games or play very little and instead cling to 'old game culture' to feel superior to people playing new games as if preference was some personal accomplishment.

>> No.11147008
File: 60 KB, 266x348, geneva convention violation.png [View same] [iqdb] [saucenao] [google]
11147008

I wonder when the Red Cross are going to go batshit about this.

>> No.11147034

>>11146302
On a side note, someone knows where is this instrumental version from?

>> No.11147035

>>11146828
>don't even have a desktop computer or laptop
how are these savages alive?

>> No.11147039

>>11146828
>and some consoles support using gyro input with these ports
The new ports use SDL for that so even on PC it's supported. Give it a whirl some time if you have a controller that supports it. It's a neat novel way to play Doom.
Even that is being done better by community source ports though https://github.com/fabiangreffrath/woof/pull/1800

>> No.11147074

>>11147035
They do everything on phones and tablets, computers are things they see at work.

>> No.11147078

>>11146459
>click first link
>same compressed guitar that sounds like the person playing it has a gun pointed at his head that will shoot if he makes any note 0.0001s longer than the required bare minimum
>same muffed godawful "I wish my songs were playing on a radio next to lady gaga" bass
>same stock copy-pasted drum machine that sounds like synthesized drums are stuck in 00's and never evolved
>the whole sound is as inoffensive and inexpressive and safe as you physically can make it without it sounding like you forgot to press REC button
Yep, that's Andrew.

>> No.11147079

>>11147039
Gyro also works with steam input really well and I'm glad it's becoming more normalized instead of being just a novel thing to try out. Something like doom works well enough without it with the lack of a Z-axis but it really makes more complex fps games bearable on controllers.

>> No.11147081

>>11147078
>same muffed godawful "I wish my songs were playing on a radio next to lady gaga" bass
What does that even mean?

>> No.11147084

>>11147078
He's the retro FPS equivalent of Jeremy Soule, puts out increasingly more generic crap but studios love him because having his name in there makes them feel they're doing something big.

>> No.11147086
File: 21 KB, 1000x728, E2M7_map.png [View same] [iqdb] [saucenao] [google]
11147086

Now this is a 10/10 map.

>> No.11147093

>>11146480
I keep saying modern Doom makes more sense if you realize the main inspiration is that one Death Battle video and not the comic for a reason
The Master Chief comparisons on the new armor even go along with the power level focus

>> No.11147098

>>11146459
https://www.youtube.com/watch?v=Z6VpX-feA2M
You know, I haven't had much issues with hulshult but comparing these two directly like this makes the remake sound pretty bad. Like it sounds muffled and the mixing feels a bit off. Has he gotten better in the recent years? Didn't realize that quake one is 10 years old by now.

>> No.11147103

>>11147093
Yeah the comic stuff is really just them trying to get in on ancient memes and accidentally getting kids unknowingly quoting the comic by making it a catchphrase to them.

>> No.11147107

For this new release the Software renderer is shit. The HUD looks shit and can't be scaled. Vsync can't be turned off on console so the controls are sluggish and floaty.

>> No.11147109

>>11146949
Being sure your wad won't break in a (few) year(s) because the new version removed some ""old"" (undocumented) function/lump? When undocumented functions/lumps even exist in the first place?

>> No.11147114

>>11147084
Except Soule made 11/10 soulful music at some point.

>> No.11147121

>>11147109
When did that last happen?

>> No.11147137

>>11147098
>Has he gotten better in the recent years?
The Wrath OST is good because he's being slower and more atmospheric, rather than the "all action all the time" loud guitar sounds of the other albums.
https://andrewhulshult.bandcamp.com/album/wrath-aeon-of-ruin-original-game-soundtrack

>> No.11147141

>>11147121
Not that anon but 4.10 or 11 (I think?) yeeted out some things and renamed a few others with nothing to not fuck over stuff that relied on the older names.

It's just enough shit to be an annoyance and turn it into a support job way longer than I care for, when I can map for Boom or something, have it be compatible with almost everything and still work years down the line.

>> No.11147170

>>11144579
I made a new Official Doom Content Pack including Legacy of Rust and IDKFA soundtracks as wads you can load alongside Doom and Doom 2. LoR confirmed to work on dsda-doom and Woof!.
Could be added to the Doom links on these threads idk.
There are two archives -- One with IDKFA and one without. All organized and whatnot: https://pastebin.com/VvBdd5AU

>> No.11147172
File: 82 KB, 1079x356, Screenshot_2024-08-10-02-17-58-02_572064f74bd5f9fa804b05334aa4f912.jpg [View same] [iqdb] [saucenao] [google]
11147172

Is there anything he can't do?

>> No.11147183
File: 1 KB, 486x59, 2024-08-10-121611_486x59_scrot.png [View same] [iqdb] [saucenao] [google]
11147183

>>11146974
I don't know how to "fake" opengl 4.3 on gnu systems
On win10 I installed pal1000/mesa-dist-win and it's fine

>> No.11147184

>>11147172
Might have to check it out then, I liked his levels in the Doom 64 bonus episode.

>> No.11147196
File: 88 KB, 320x240, mge4m1_2024-08-10_12-29-19.png [View same] [iqdb] [saucenao] [google]
11147196

>>11147183
okay so it's LIBGL_ALWAYS_SOFTWARE=true
Same drops to 5FPS in problematic areas but otherwise 5-10 frames more in basic areas
for some reason I can't have 320x200 in Linux so the better framerate is actually running at 320x240

>> No.11147198
File: 697 KB, 640x480, icantbelieveitsnotdosquake.webm [View same] [iqdb] [saucenao] [google]
11147198

>>11147196
activate classic hud with full detail, that should make the actual 3D part render in only 320x200. Might help the framerate.

>> No.11147220

>>11147172
Inability to be Xaser.

>> No.11147235

>>11146920
Lol'd

>> No.11147259

How horrible is doom on controller? Considering grabbing the switch port to play Imp Encounter in bed

>> No.11147265

>>11146845
This isn't much different than pirating the existing IWADs.

>> No.11147269

>>11146845
I'm sure compatible stuff will get rolled into FreeDoom sooner or later, even if it goes unused within the FreeDoom wads themselves.

The resource wad itself is mostly just sprites and sounds with one sbardef lump for the new crap.

>> No.11147281

>>11147259
I personally dont really like it.

>> No.11147296

>>11147259
It's ok but it's not exactly a great way to play it.
>Considering grabbing the switch port to play Imp Encounter in bed
It's already been pulled two or three times from it, though this might be an attempt to hide it.
https://mods.bethesda.net/en/doom_doomii/details/947f0223-08ca-4582-bf02-902345964890/Encounter

>> No.11147301

>>11147259
It's great with motion controls.

>> No.11147302

>>11147259
The Switch version doesn't have custom maps.

>> No.11147310

>>11147259
Doom plays pretty ok with two analog sticks, but you should not get the Switch version of these ports because they do not allow you to turn off vsync, and vsync completely ruins the game by giving you subtly crippling input lag.

>> No.11147323
File: 1.49 MB, 1920x1080, Nugget Doom 3.2.0 2024-08-10 15-04-29.webm [View same] [iqdb] [saucenao] [google]
11147323

Playing "Doom 64 for Doom II" wad after beating D64, and holy macaroni it's so damn good.
This map in D64 has a fuckton of switches opening doors god knows where, so to navigate the player they put surveillance screens next to some switches, you could use those screens to see the door it opened. Well you can't do that in vanilla DII so the mapper recreated the whole scene in doomcute. Multiple scenes, with lowering sectors. Soul overload, cacowards need not apply.
Also dat soundtrack.

>> No.11147340
File: 3.89 MB, 684x528, 5b95d86beaed9.gif [View same] [iqdb] [saucenao] [google]
11147340

>>11146929
>>11146945
>>11146949
I told you little fucks, they are preparing the terrain for hexen and heretic, plus Strife Update to support all of those stuff
>Pic is raven desperate to find all of Heretic II documentation and Source code

>> No.11147342

>>11147220
Xaser and he are Working together now

>> No.11147346

>>11147323
I'm playing through this RN in VR with the D64ifier mod. Its great.

>> No.11147352

>>11146945
You forgot the most important part. Flat offsets & rotation

>> No.11147413

>>11147352
UDMF has been able to do that for years

>> No.11147419

>>11147413
And now I can do it in a good engine.

>> No.11147430

>>11147419
>kex
>good engine

>> No.11147434

>>11147430
>implying ID24 won't be picked up by other engines

>> No.11147451
File: 3.01 MB, 1973x1973, Chthonic Curves.png [View same] [iqdb] [saucenao] [google]
11147451

>>11145996
Nah. This excuse doesn't work here, anon. DOOM & DOOM 2 already had re-releases from Nerve Software for like 5 years before this one from Nightdive Studios was rolled out. Precedent was already set. So even if you consider Quake Live to be some kind of "Quake 3 Arena re-release", this doesn't mean shit.
>>11146058
>PS2 Q3A is impossible because there is no source code
And yet there're many re-releases and remasters out there that were done in spite of missing source code.
>>11146063
>classic complete
Yeah, that was always the name of old Steam bundle.
>>11146065
I'm an achievement moron, so I will poke around for them and then go through Legacy of Rust.
>>11146231
Updated visuals are "meh" enough for me to not considering picking them up, but at least (I believe) there's an option to stick with the original look.
>>11146269
>pic
Nice. lol
>>11146290
>I love what nightdive are doing tho
They're fine, but not the only studio like that out there and it's better to remember that. Although there's not that much of an overlap when it comes to FPS. Nerve Software have been MIA it seems. General Arcade did that Chasm: The Rift re-release and I bought it on Summer sale, so will play it at some point.
>>11146305
There're different anons with different perspectives. I'm semi-regular lurker here and loved both 16 & Eternal.
>>11146454
>DE is just way more extreme than I'd like it to be.
id writers ran into the trap of getting ahead of themselves and going overboard with escalating "the epic factor". 16 worked better because they were more moderate and careful with narrative.

>> No.11147461

>>11147451
Anon, who made Quake 3 Revolution wasn't even id
It was EA and Bullfrog, and that is a whole new can of Worms

>> No.11147462

>>11146961
You mean lilith.pk3?

>> No.11147469

>>11147461
I just don’t reckon the “multiplayer” is who these Nightdive releases are aimed at, they want a “fleshed out” campaign with encounter and level variety. I’ll believe a Q3 remaster when I see it.

>> No.11147474

>>11147107
Yeah I tried it for 30 seconds and that was long enough. Sorry I'm just using vulkan or open gl and that's it.

>> No.11147475

>>11147323
Here's one of midis, running through Nuked SC55.
https://i.4cdn.org/wsg/1723297818696112.webm

>> No.11147482

can't wait for the next mbf or whatever to add slopes to mapping and have everyone be amazed at this new and never before seen feature

>> No.11147489 [DELETED] 

>>11146305
both games and fanbase looks cringe, so yes.

>> No.11147518

>>11147482
Neck yourself GrafZahl

>> No.11147532

>>11146302
It's so weird hearing a raped/butchered version of Them Bones in the new soundtrack. even the Midi was similar to the original song and it sounded almost the same except that Bobby did some tricky shit changing some notes to avoid copyright issues.

>> No.11147535

Is it me or is the new Hulshult soundtrack mixed horribly? It's too loud and takes precedence over the actual SFX

>> No.11147539

>>11147259
Doom is literally the easiest FPS game to play on controller because it has no vertical aiming and built in aim assist

>> No.11147540

>>11147539
Not much better than keyboard turning, though, but it’s still a feasible way of playing.

>> No.11147548

>>11147323
Love this wad.

>> No.11147549

>>11147540
Analog aiming is way more intuitive and accurate than keyboard though. I really don't remember if the official ports had this option but at least the modern ports do.

>> No.11147554

>>11147549
More “intuitive” maybe, accuracy is mimicked by shorter keyboard presses. Absolute best time I’ve ever had playing Doom with a controller was with a Steam one, that touchpad is absolutely perfect for classic Doom and the only thing coming anywhere close is gyro-assisted analog aiming.

>> No.11147561

>>11147554
You gain that accuracy by it being more intuitive. Slow turn by slightly tilting the stick is inherently more accurate than tapping a key a couple times. I agree that having gyro probably makes this irrelevant in a game like doom.

>> No.11147562

So there are russian retards still uploading Heretic and Hexen wads forgetting that those doesn't work

>> No.11147567

>449 monsters in e1m3
I can't believe Kaiser signed off on this travesty of a 'new official episode(s)'. Feels nothing like id, though it *does* feel like it was designed to win a cacoward (derogatory).

>> No.11147569

>>11147561
You can turn the analog stick poorly and you can mis-time your key presses. They’re both skill issues, both valid play preferences.

>> No.11147571

>>11147569
Valid for sure I wasn't even trying to argue that.
Also I gotta point out that gyro is effectively analog too.

>> No.11147572

>>11147562
Yep, Chex Quest was on there too for a while, some shit gets removed but it just gets added back again.

>> No.11147576

>>11147567
That’s lightweight dude
I could be half drunk and still beat it

>> No.11147582

>>11147567
Most of those are Imps, Zombies, and the new flying guys that go down to 1 shell.

>> No.11147593
File: 276 KB, 2556x1440, nugg0003.png [View same] [iqdb] [saucenao] [google]
11147593

>>11147323

>> No.11147608

>>11147571
I’ll be honest, when I think of “analog control aiming”. my mind goes “tank controls with a Y-axis”. It’s perfect for piloting a mech, not so much “a dude”.

>> No.11147616

>>11147567
Shouldn't I be judged as an episode 5 at the very least?

>> No.11147626

So here is one thing, Due to the retarded way Id or Nighttdive though i see that the main culprit here is Bethesda, None of the Dehacked old wads will work on this new port
All because the morons permits only ONE file file to be imported

So all of the old TC's has to be merged into one single wad file

>> No.11147628

>>11147121
nta, but one of those "horror" circus maps literally doesn't launch on newer GZD due to some name issues.

>> No.11147631

>>11147571
>Also I gotta point out that gyro is effectively analog too
as is mouse

>> No.11147638

>>11147616
That's Sigil. With new weapons and enemies, this could easily be considered a "Doom 2.5"

>> No.11147643

>>11147419
The current shilling is more proof that there is nothing wrong with UDMF and people only have a hateboner for it because they're secondaries too dumb to find an options menu and falling for the "LE CHICKEN MAN BAD" meme.
If there were a new standard called MBF9001 that can do everything UDMF can, you fags would lap it up.

>> No.11147648

>>11147643
ok graf

>> No.11147657
File: 210 KB, 308x300, 1510095228657.gif [View same] [iqdb] [saucenao] [google]
11147657

>>11147638
>Not So Final Doom

>> No.11147658

Does anyone have any stats on the new weapons

>> No.11147664

>>11147643
Nah, Fuck you Graf

>> No.11147668
File: 6 KB, 305x135, file.png [View same] [iqdb] [saucenao] [google]
11147668

>>11147658
The Incinerator does its burn damage every 6 frames for 2 frames, over a period of 32 frames.
The Heatwave Generator takes up 10 ammo per charge, and has 5 charge levels. 3 projectiles are added for each charge level.

>> No.11147681

>>11147643
Keep crying GZ cuck, maybe one day your port will have something with one tenth of Sunder's personality that doesn't send your FPS into 1 lol

>> No.11147686

>>11146305
Eternal is the best FPS of all time

>> No.11147690

>>11147668
I wonder, how usefull or good is the Incinerator compared to the Plasma Rifle if they coexisted.
Like what would be a good reason to use it over the other besides having seperate ammo for when you run out of cells but not fuel?

>> No.11147706

>>11147690
>if they coexisted.
They will in user wads. ID24 wads will have 9 weapon slots.
>Like what would be a good reason to use it over the other besides having seperate ammo for when you run out of cells but not fuel?
The range, I suppose. Not being able to hurt yourself too. The Incinerator's flames can hurt you, and they disappear relatively quick when fired. Otherwise there's no competition, the Incinerator has the same base damage as the Plasma, but has the DOT effect as its projectiles linger.

>> No.11147720

>>11146845
I HIGHLY doubt that even no piracy good goys won't find a way to spoof the check and eventually some id24 compatible/substitutable mbf24 standard to come out

>> No.11147723
File: 6 KB, 685x64, image.png [View same] [iqdb] [saucenao] [google]
11147723

>>11147706
>ID24 wads will have 9 weapon slots.
ID24 wads will have as many weapon slots as mappers want.

>> No.11147728

>>11147572
Was it the vanilla Chex quest mod?

>> No.11147731

>>11147723
Yeah, I thought of that when I posted. I meant "officially" 9 weapon slots, with the two new guns being put after the BFG.
>>11147720
The id24res wad is pretty much just the statusbar stuff, new weapons, and new enemies/objects.

>> No.11147758

I enjoyed Doom but found Doom 2 a lot less fun. The levels are generally SHIT, the new monsters are boring bullet sponges, and the ssg just plain sucks balls since it takes so much ammo I would rather use the default shotgun at all times.

Anyways, how are TNT and Plutonia? Are they more Doom 2? What should I play if I want more Doom 1? Sigil?

>> No.11147759

>>11147686
>best FPS of all time
No, that's Ultrakill

>> No.11147760

>>11146305
I enjoy eternal, just unlocked the stupid 'murica doomguy cause it makes me laugh
Story being tongue in cheek is fine, but they go way too far in some places
Hate the fanbase, the way they not only excuse but fellate every terrible design decision as if it's unrecognized genius is impressive if insufferable. No, the marauder isn't a good enemy, needing to wait for him to permit you to stun him is passive and gay, no the ammo cap isn't fun and makes sawing infinitely respawning zombies a constant chore while paradoxically removing resource management as a gameplay element, etc.
I'm worried for dark ages since these retards might talk them into doubling down on their bad decisions instead of getting back on track

>> No.11147761

ID24 /v/ wad when?

'm just joking tbw. desu i'm getting tired of new formats, i'll stick with Boom or limit-removing after all.

>> No.11147762 [DELETED] 

>>11147758
>TNT
Le bad
>Plutonia
Le good
>Sigil
Also le good

>> No.11147763

>>11147761
It would have been cool to use for that anon's "Doom the way Croteam would have made it" idea. There would be enough weapon slots to make all of Sam's arsenal, or an equivalent to it.

>> No.11147764
File: 20 KB, 306x158, q3mwxe8287sc1.jpg [View same] [iqdb] [saucenao] [google]
11147764

>>11147758
>the ssg just plain sucks balls
levels are shittier overall though

>> No.11147768

>>11147761
>'m just joking tbw.
holy fuck, sorry i'm kinda drunk rn

>> No.11147770

>>11147758
>and the ssg just plain sucks balls since it takes so much ammo I would rather use the default shotgun at all times.
That’s a fun thought. A month or so back we had people stating it was OP for the iwad

>> No.11147771

>>11147758
How can you simultaneously hold the opinion that the SSG sucks and the enemies are bullet sponges?
Are you shooting it from a mile away?

>> No.11147773

>>11147758
Doom 1 has a better setting, Doom 2 has a better combat sandbox the id guys didn't make good use of. That's how I see it.

>> No.11147779

>>11147008
I tried it, it doesn't even work lmao

>> No.11147781

So what new features does the new complevel bring to the table other than graphical changes and custom ammo? Anything spicy mappers could use?

>> No.11147784

>>11147728
Nah, that would have made sense, this was the Chex 3 iwad so it didn't even work.

>> No.11147789

>>11147771
>Are you shooting it from a mile away?
>I would rather use the default shotgun at all times
it's all coming together

>> No.11147793

Oh and Doom DM sucks hard. I've always wanted to try it but couldn't be bothered with zandronum and all that shit. My god is it bad though. Quake must have felt so so sooooo fucking good when it dropped.

>> No.11147794

>>11147781
see above, thing that sticks out to me is easy new weapon slots and ammo types

>> No.11147798

>>11147761
It’s gonna be fun for the mapper I suppose. for a project leader it’s going to be a huge PAIN in the ass. Between bugfixing and playing your own WAD in different source ports to check if it won’t crash or cause other shitty issues, I’ve learned my lesson, I won’t touch another modern doom format ever again. I’ll stick with Boom next time too.

>> No.11147802

>>11147793
Of course, I only played Doom DM once back in the day when it was a big thing and it was great for the time, but the moment Quake released and you could jump going back was impossible.

>> No.11147817

>>11147781
The weapons, and how they're implemented, is the stand-out feature for me. You can have similar behavior to the original Doom where you couldn't bring out the fists after getting a chainsaw, but for other combinations of weapons. You could do upgrades with that and not worry about cycling through guns. You can choose what slot a weapon is placed in too, so you could put the pistol and chaingun on the same key, for example.
You can define item drops for every enemy type, and change how much ammo is dropped by each(Not necessarily half like in the vanilla game)
You can modify the starting loadout, and what weapon a player has selected at the start of a map.
The rest of it is aesthetic, but still good things to have. Like offsets for flats.

>> No.11147838

>>11147817
Only thing missing now is random spawners really

>> No.11147839

>>11147838
It's technically already doable with MBF21.

>> No.11147846

No Rest For The Living is seriously underrated.

>> No.11147849

>>11147846
It's the best official wad for sure

>> No.11147852

>>11147839
With a mix of lost soul rng setups and lower/raise sectors plus scrolling floors, right?

>> No.11147853

>>11147798
>>11147761
I've been tempted to go back to messing with Eternity's own stuff but mostly because that's self-contained.

Fuck all chance of convincing people to try that en mass though, last time people thought they were going to do that, they all bailed for MBF21.

>> No.11147856

>>11147852
No, just having a custom thing that rolls a random number, spawns a monster based on that, then disappears.

>> No.11147860

E1M6 of Legacy of Rust can go fuck itself. You know what I love? Forced tightrope platforming while invisible and there's a ton of projectile monsters around.

>> No.11147862

>>11147860
It wasn't hard outside of managing ammo. It felt very Sigil 2 esc

>> No.11147863

>>11147856
Sounds cool, I was only familiar with Wormwood 5's method (which technically is still Boom)

>> No.11147864

>>11147862
And I don't like Sigil 2.

>> No.11147865 [DELETED] 

>>11147856
I used something like it for spawning random corpses on a conveyor, but I assume it could be used for monsters as well.

>> No.11147871

>>11147863
I used something like it for spawning random corpses on a conveyor, but I assume it could be used for monsters as well.

>> No.11147879

>>11147864
Does anybody actually like it? At best it seemed like more of the same and at worst it seemed like a downgrade from the original since the novelty had worn off and Eviternity 2 had just come out the same day.

>> No.11147881
File: 469 KB, 1920x1080, 20240810132319_1.jpg [View same] [iqdb] [saucenao] [google]
11147881

Rank them

>> No.11147884

>>11147879
Who knows?
Xaser made map 2 as well, which I also disliked greatly. This guy hates giving you anything and continues to throw big monsters at you.

>> No.11147892

>>11147879
It leans way too hard on knowing secrets to beat the levels. None of the actual fights are unique or anything, it's just that you're going to be strained because you needed 4 more shells to shotgun kill Caco number 14.
So it's hard to like it on a casual level, which is the furthest I went with it.

>> No.11147897

>>11147892
It's the constant platforming over lava that broke me. I dropped it at map 6 and never felt like I was missing much.

>> No.11147903

>quicksave
>step on hurt floor
>get hurt on the first step
>quickload

>> No.11147904

>>11147892
>It leans way too hard on knowing secrets to beat the levels
Romero should be flayed for putting a secret that's open for 60 seconds on stage start in EVERY stage.

>> No.11147905

>>11147881
why is sigil there? is it canon now?

>> No.11147913
File: 1.30 MB, 1288x687, rev.png [View same] [iqdb] [saucenao] [google]
11147913

Rewatching the trailer of the new release: Isn't this one of the Master Levels?
Didn't the map use the early levels' sky from D2 instead of the night sky?

>> No.11147915

>>11147913
Yeah, that's Mausoleum, and Master Levels use this sky for some reason.

>> No.11147916

>>11147905
Even if NU-ID never put it on their launcher, I would still consider it canon simply because it's an OG creator made wad.
If John Carmack made a DOOM wad cataloging his entire tenure at Meta/Oculus, it would instantly be as canon as DOOM 1 and 2.

>> No.11147919

>>11147905
>made by Romero
>takes places immediately after Doom
Yes it's canon

>> No.11147925

>>11147892
I said it with Sigil 1 that Romero really wasn't on par with the community anymore, definitely not in terms of encounter design. 2 seems to make that all the more obvious.
>>11147897
I don't think I finished map 5, it just felt like a slog to me.
>>11147905
It's there because it's basically free publicity to put it there, I'd only consider it canon if Sandy had to come in at last minute to do 2/3s of the maps.

>> No.11147932

>>11147925
Sigil 1 was still pretty good, but 2 is where Doom 1's flaws started to become very apparent.

>> No.11147935

>>11147905
I guess the IP owner has more to say about canonicity then the original creators.
Doom is a series whose own canon was always a mess anyway and i prefer some awareness about it than trying too hard to go with this "universe" idea.
Plus, one thing is "canon", another thing is being official.

>> No.11147947
File: 78 KB, 1100x1007, 1653387372082.jpg [View same] [iqdb] [saucenao] [google]
11147947

>quickload
>music restarts
yep new port confirmed garbage

>> No.11147948

>>11147932
You've really got to know what to do with the limited monster roster to make the best of it, and that sure isn't filling it with cacos.

>> No.11147951

Has Adrian, Romero, Sandy or Carmack examined this port yet?
Would be interesting to see what they remember from this

>> No.11147986

It's just me or Doomguy's OUCH face show up more often whatever damage he takes in this port?

>> No.11147990

I HATE THY FLESH CONSUMED

>> No.11148000
File: 2.71 MB, 498x322, IMG_2383.gif [View same] [iqdb] [saucenao] [google]
11148000

I feel like I’m missing more rockets than usual in the new port
Am I going crazy
>>11147986
I’ve not noticed it really

>> No.11148008

>>11146264

>>>11147912
This is the real deal. It should be in the STICKY.

>> No.11148010

>>11147990
>mercy episode pushed out for Ultimate Doom’s retail release while idsoft was focused on other stuff
I’m not a big fan of it either. My favorite map from it (e4m7) wasn’t even by anyone at id.

>> No.11148032

>>11147862
It's pretty difficult, unless you know where secrets are. Then you make it tot he end and get fucked over by a chaingun spider that spawns behind you.

>> No.11148045

You guys don't like slaughter maps (me too) but when something different finally comes out, like Sigil, you shit on it. I don't get it

>> No.11148049

>>11148045
Sigil 2 sucks because it's too reliant on shotgunning Cacos, Barons, and Cyberdemons along with requiring foresight of knowing where secrets are.

>> No.11148053

>>11148045
Define Slaughtermap and provide key examples

>> No.11148067
File: 570 KB, 360x246, 1634283946473.gif [View same] [iqdb] [saucenao] [google]
11148067

>>11147265
mfw when I gotta download another 2mb file.

>> No.11148089

What wads I play after Doom 1 and 2? On the collection just released.

>> No.11148098

>>11148053
I don't know, overpopulated map? I didn't come with that term

>> No.11148101

>>11148089
Either TNT or No Rest for the Living

>> No.11148104

>>11148098
>overpopulated map
of what
500 imps with a BFG?
500 barrons with a shotgun?
These two scenarios are not the same.

>> No.11148149

>>11146648
FNF and SNS should have lived

>> No.11148159
File: 509 KB, 1366x768, revenant bus.png [View same] [iqdb] [saucenao] [google]
11148159

>> No.11148172

Doom unfiction, cringe or worth exploring? Would use Boom since that's what I'm familiar with.

>> No.11148193

>>11148172
>cringe or worth exploring?
i'd say both

>> No.11148212

>>11148053
>Map takes 20-30 minutes to finish
>Standing in the corner RLing HKs spam
>Picks key/switch -> Ambush starts
>Revenant spam
>Archviles in odd spots just to be an asshole to the player.
Every. single. time

>> No.11148214

>>11148212
Tell me five wads where the majority of those complaints actually fit.

>> No.11148243

>>11148193
That's good enough

Rough idea:
>guy fucks around with cheats in Dead Simple to reach the DM BFG room
>BFG is gone
>hits the switch anyway
>gets sent to map 33
>it's this weird limbo with parts that look familiar
>continues to get weirder and stranger with each map he exits

Kinda got inspired by b0sch, good little series about weird out of bounds shit in Fallout NV

>> No.11148280

Fucking BTSX 2 broke. I swear I’m getting tired of every time I get up, something in my mod folder stops working. This port a shit and they need to sort out most of the featured mods not working at all. Hell, Sigil II broke for 10 minutes and just gave me a black screen.

>> No.11148298

Are you not able to coop the downloadable mods? I didn't any of the ones I downloaded listed in the coop list, it was only the iwads. Help?

>> No.11148361

>>11148298
Not at the moment, you have to wait for a patch to play coop with mods

>> No.11148380

>>11148298
Supposedly you can still play multiplayer with mods loaded through -file, obviously everyone involved would have to preload the same mods and this comes at the cost of crossplay.
I've also read that deathmatch will still limit your map selection to the slots selected for the vanilla games (why they chose to arbitrarily limit what vanilla maps you can DM on is anyone's guess)

>> No.11148419

Migrate
>>11148412
>>11148412
>>11148412

>> No.11148423
File: 60 KB, 420x420, c33d7764afae238f5ad6942f7fa251bb3df2a8ec.png [View same] [iqdb] [saucenao] [google]
11148423

Wow look at all this new cool stuff Zandronum will never support

>> No.11148437

>>11148423
Good, Fuck Zand devs for being lazy incompatible fucks, they and Graf are the same.

>> No.11148804

>>11147915
I think some of the Master Levels used a starry space sky in Playstation Final Doom

>> No.11148813

>>11148045
I don't hate slaughter maps.