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11452032 No.11452032 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>11437349

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/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/

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

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

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

MULTIPLAYER SERVERS
US West: http://clovr.xyz/
CA/US Midwest: https://macgu.fun/

>> No.11452034

=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V6 : https://files.catbox.moe/nvx5lr.wad

=== NEWS ===
[12-16] Agitator updated to v1.5
https://www.doomworld.com/forum/post/2879101

[12-16] DBP69: Caustic Industry released
https://doomer.boards.net/thread/3856

[12-14] Nugget Doom 4.0.0 released
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-4.0.0

[12-12] Midnight Assault released
https://www.moddb.com/mods/midnight-assault

[12-10] Cacowards 2024
https://www.doomworld.com/cacowards/2024

[12-02] Quake III Arena's 25th anniversary

[11-27] Quake Franchise on sale
https://store.steampowered.com/bundle/27500/

[11-25] Hideous Destructor updated to 4.13.0a
https://codeberg.org/mc776/HideousDestructor/releases/tag/v4.13.0a

[11-24] Woof 15.0.1 released, mostly bugfixes related to id24
https://github.com/fabiangreffrath/woof/releases/tag/woof_15.0.1

[11-22] Hedon has received its very first PWAD.
https://www.doomworld.com/forum/topic/149566

[11-16] Skyscraper 2.0 for Quake 2 Remastered released
https://www.moddb.com/games/quake-2/addons/skyscraper-20-for-quake-2

[11-16] Map Center's Quake II PSX Jam is out
https://www.moddb.com/downloads/quake-2-re-release-psx-jam-1

[11-15] Half-Life 2 is 20 years old
https://www.half-life.com/en/halflife2/20th

[11-12] Classic Unreal games went freeware
https://oldunreal.com/downloads/unreal/full-game-installers/
https://oldunreal.com/downloads/unrealtournament/full-game-installers/

[11-12] Pvt. Stone v10.5 update, adds hard mode
https://skelegant.itch.io/pvt-stone/devlog/823707

[11-11] Kraflab quits development of DSDA source port
https://desu-usergeneratedcontent.xyz/vr/image/1731/33/1731332586741.png

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

>> No.11452039

>>11452034
GZDoom 4.14.0 released
https://github.com/ZDoom/gzdoom/releases/tag/g4.14.0

>> No.11452040

Forgot the newspost image.
Maybe next time.

>> No.11452041
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11452041

>> No.11452060
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11452060

>>11452041
>license cum music
Original midi pack for HFFM when

>> No.11452061
File: 89 KB, 500x500, artworks-78TnbbzdolarvA0f-uQkFlA-t500x500[1].jpg [View same] [iqdb] [saucenao] [google]
11452061

>>11452041
>license cum music

>> No.11452069
File: 2 KB, 128x29, thanks.png [View same] [iqdb] [saucenao] [google]
11452069

>>11452041
Happy to see you diligent as ever cloud anon

>> No.11452072

What's the best map or wad that is based on original Doom 1 but if there wasn't hardware limitations at the time? I don't mean things like E1M1 remade in Doom Eternal or whatever and it's a 1:1 remake, I mean something like a close remake or maybe even reimagining of E1M1 if it were an actual hanger like how the original devs envisioned it before technical limitations of the time? Now that I think about it, does such a thing even exist?

>> No.11452073 [SPOILER] 
File: 28 KB, 350x350, 7574_-_animated%20DOOM%20doomguy%20Imp%20Scuba_Steve%20sprites[1].gif [View same] [iqdb] [saucenao] [google]
11452073

>>11452041
>doomer press

>> No.11452074

>>11452032

>>11451921
ok problem was I was running it on ARM system where chars are unsigned. Had to make it signed in src/p_user.c:466

>> No.11452092

>>11452041
>full suck art
>agitator getting busy
>doomer press tour
>beat god
>key job
>health problem in-game
>shotgun cyberdemon

>> No.11452116

>>11452073
kek

>> No.11452174

>>11452092
>>shotgun cyberdemon
We call them spider masterminds.

>> No.11452180
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11452180

>> No.11452193

>>11452174
More like "we call that Scythe-inspired encounter design"

>> No.11452195

>>11452072
"Knee-Deep in ZDoom" and "Knee-Deep in Knee-Deep in ZDoom"

>> No.11452302
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11452302

>>11452039
they've changed the default sound resampler to something much blurrier than previous "Default" but I don't see it in the changelog. am I missing something?

>> No.11452305 [DELETED] 

>>11452034
[12-17] GZDoom updated to g4.14.0
https://github.com/ZDoom/gzdoom/releases/tag/g4.14.0

>> No.11452307

aaand I dropped Hexen again. Maybe next year...

>> No.11452337

>>11452307
I've never gotten more than a few hours into it. You it a switch puzzle wall and then you go play something else instead.

>> No.11452386

>>11452034
[12-16] Unreal Tournament v469e - Release Candidate 4
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469e-rc4

>> No.11452479

>>11452032
>>11452034
Does anyone remember the link to/ or what the file was called, for Doom 3's expansion pack Resurrection of Evil. I downloaded it before, and I don't know how to search for the file, I need the .pak file for the source port since I'm now playing through the game.

>> No.11452487

>>11452479
The folder for my installation is 'd3xp'

>> No.11452521

>>11452386
Cool. dpJudas taking a break from surreal engine to work on unreal engine renderer.

>> No.11452531

>>11452479
Always buy the game
Real bros pay
Can't steal your way thru life
Hate thieves
Instead why not support?
Very important
Everyone knows that

.org

>> No.11452534

>>11452195
Oh yeah that's pretty much it. Thanks.

>> No.11452556
File: 1.39 MB, 1920x1054, pustules.png [View same] [iqdb] [saucenao] [google]
11452556

>spawn in a chamber full of fleshy explosive sacks
>blow them up to open the wall, go through and end up in a room made of meat
>immediately get told to start killing pustules
>there's blind pinkys that only aggro on sound (very neat) in the distance
>the pustules make a very wet squish when you shoot them
Oh that's just lovely.

>> No.11452561

>>11452521
>Surreal Engine
Ah man, I've completely forgotten about that. The day it progresses to where both Deus Ex and CB's Undying can have co-op support is the day my drawers get totally caked in the front and back from excitement. Rune as well, even though it does already exist in a better state than DXHX

>> No.11452606
File: 3.99 MB, 768x608, who needs geomod anyway.webm [View same] [iqdb] [saucenao] [google]
11452606

>"Yeah, I'll finally finish this map today."
>"Maybe even push out an update for this mod."
>3 hours later

>> No.11452613

>>11452606
that minigun is ejecting all those cases right on my face.

>> No.11452620

>>11452613
Just a bit of hot brass. Builds character.

>> No.11452643
File: 8 KB, 701x154, download.png [View same] [iqdb] [saucenao] [google]
11452643

>>11452487
thanks bro
>>11452531
real bros help their bros out

. anything other than commercial

>> No.11452694

>>11452561
I think it's a really neat project. I hope it goes somewhere.
Probably won't have software rendering though.

>> No.11452840

>>11452034
>>11450817
Giving it some thought and looking at some of the other maps, I've decided to work on a version that leans away from the teleport shenanigans. It'll take some time though.

I'll let everyone decide which version is best preferred from there. Although my personal preference is to keep the current Map 29.

>> No.11452917
File: 1.35 MB, 2048x2048, thunk.gif [View same] [iqdb] [saucenao] [google]
11452917

Fraggot somehow got blacklisted on doomshack prior to the upload, yet it's easy to find more explicit things stored in there for who knows since how long

>> No.11452998

>>11452041
>nugget life

>> No.11453007
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11453007

I want to make vanilla (or boom maps that pass for vanilla) but I don't want to do "modern" combat. What wads should I study? Is there any with a good combination of progression/exploration and combat?

>> No.11453010

>>11452032
Is there some kind of program to create jukebox?

>> No.11453017

>>11453007
Gods & Guardians
https://www.doomworld.com/vb/thread/100195

>> No.11453028

DOSBox-Staging now has a plugin you can just drop in to run nukeykt's SC-55 emulator without having to download loopmidi or whatever else on top of that, nice to no longer have to rely on that or soundfonts when messing with the DOS version of the game

>> No.11453036

>>11452531
Who worked on Doom 3 and is still at the company to get any royalties? Kevin Cloud was the last OG dev out earlier this year, I think only Donna Jackson is still there.

>> No.11453039

Half life single player Christmas mods?

>> No.11453041

>>11453039
idk but I think the vinesauce guy played a bunch of them though I've only seen Halloween Half Life 2 and Christmas Doom vods from him.

>> No.11453045

>>11453028
Oh crap, that rocks!

>> No.11453053

>>11452917
I used Doomshack to submit a map for the project.

>> No.11453065

>>11453028
i have no idea what any of that means except for dos

>> No.11453074

what are some good early wads where i don't have to aim up and down? Theres a lot to go through i'm new to this

>> No.11453084

>>11453074
Anything not made for GZDoom.
Get Woof (https://github.com/fabiangreffrath/woof/releases/tag/woof_15.0.1)) and play Ad Mortem. It's not "early", but I don't know what you mean by "early".

>> No.11453091

>>11452041
>remaster mappers personally

>> No.11453113
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11453113

did (you) ever encounter a bullet switch that relies on SSG's vertical spread?

>> No.11453115
File: 14 KB, 480x360, vietnam.jpg [View same] [iqdb] [saucenao] [google]
11453115

>>11452613
>>11452620
brasskake

>> No.11453120

>>11453113
Yes.

>> No.11453148

>>11453113
There was a secret in map02 of stardate20x7 that I did entirely wrong by using SSG bullet spread

>> No.11453159

Vertex Relocation BETA V7: https://files.catbox.moe/gmfdgn.wad

>> No.11453173

Nobody cares about Unreal.
Nobody remembers Unreal.
Unreal is basically forgotten in the classic fps zeitgeist.
Nobody makes content for Unreal.

Unreal sucks.

>> No.11453174

>>11453173
Unreal would be fun if the movement didn't suck.

>> No.11453175

>>11453173
Quake 4

>> No.11453193

>>11453173
Of course no one makes content for Unreal. They got Crystal Castles already, mate. What more do you need other than Crystal Castles? That being said, now that you've mentioned it, I'm curious as to what the release candidate means for UnrealEd improvements. Personally, I've never fucked with the thing after getting mortally frustrated by trying to unpack, edit, and repack something with ucc while having to navigate 20+ year old forum links buried amongst search results for UE4/5 tutorials instead.

>> No.11453197

Has VKDoom been abandoned?

>> No.11453209

>>11453173
This is a strange method of fishing for recommendations.

>>11453197
Hands of Necromancy 2 released using it this year.

>> No.11453213

>>11453159
>>11452034

>> No.11453257

I'm enjoying playing Half-Life 2 again for the first time in maybe 8-10 years, but goddamn, I don't remember the allied AI being this goddamn annoying. Be it antlions or rebels, they get in your way all the goddamn time, often when I'm moving in and out of cover, so they cockblock me from going back into cover, so I fucking die.

I hate having the allies around so goddamn much, but I don't remember hating them this much, were they always this bad, or did something break in an update?

>> No.11453302

>>11453159
MAP08 has had a few updates: https://files.catbox.moe/0f401n.wad
>e16a8b6 (tag: map08-v5) MAP08: Add backroom showing the slime tunnel and another view of the back of the imp crusher
>5d0160b MAP08: Add 'READ THE PDF'
>4c09e54 MAP08: Another light, in the blood pool
>619fe9d MAP08: More details, blood in the corridor
>ae8cbc9 MAP08: Add cracks, fix slime trails in toilet
also I recall you mentioning wanting replacements for MAP01, so I made this thing that literally just moves vertices around: https://files.catbox.moe/c60uf0.wad
if it doesn't seem good enough for inclusion that's fine. but I do have some more ideas how to make it more interesting

>> No.11453312
File: 467 KB, 2556x1440, nugg0028.png [View same] [iqdb] [saucenao] [google]
11453312

>>11453113
Yep, I even came here crying for help. Fucking Erkattann and its secrets.

>> No.11453325

>>11452034
Vertex Relocation BETA V7.1: https://files.catbox.moe/yfntys.wad

>>11453302
I didn't add that map01 before because i thought you said it was just for fun, not meant as an actual replacement. I added it to the beta now to get some opinions.
Honestly i'm not too keen on it and it might give people the wrong impression that the following maps will be just vertices moved around too, personally i feel like this would be much better for something like map31.

>> No.11453407

>>11453257
One of them got up to me when I fell back into a corner, and then I was fucking stuck. Thank god that a combine soldier had just enough of an opening that he could shoot the stupid faggot in the head, freeing me.

Seriously, were they always this awful? I don't remember yelling swears every time I had to put up with them back when the game was new, which was admittedly 20 years ago, but still.
>Oh no, I have to have the rebels around again, hey, just stay in this corner while I move on without yo- FINE, GET STEPPED ON BY A STRIDER YOU FUCKING RETARDS, I'M GLAD YOU'RE DEAD

>> No.11453426
File: 987 KB, 1920x1080, Strange World 2.jpg [View same] [iqdb] [saucenao] [google]
11453426

>>11453209
>This is a strange method of fishing for recommendations.
I'm finally getting around to Strange World, oldie but goodie so far. Not a huge fan of spinning skyboxes though, reminds me of getting a headache from Ter Shibboleth's second level.
The community around it is very quiet, kind of comparable to Q2 pre-remaster.
>>11453407
>Seriously, were they always this awful?
They weren't always the best and I don't know if they made them any worse with the recent updates. Feels like "allied AI" started becoming a shooter trope around that year as well.

>> No.11453439

Why does Freedoom exist and why does it look like shit?

>> No.11453474

>>11453439
for the sake of it desu, some people thought that swapping all the copyrighted assets in doom to make it completely free was neat. they just weren't good at actually making those assets.

>> No.11453478

>>11453474
Some of the sprites are pretty good nowadays, some I think are better than vanilla. Like the torches.

>> No.11453483

>>11453439
>Why does Freedoom exist
autism + ego
>why does it look like shit?
autism + no skills

>> No.11453502

>>11453074
You are not supposed to aim up or down in any non-gzdoom wads and that's 90% of wads. Not on all gzdoom wads either.

>> No.11453515

>>11453439
I think it's cool that it exist to remind Bethesda that the modding scene is legally impossible to kill. What comes to Freedoom's content itself, the maps are quite good and it does have at least cohesive theme on it's graphics. It just has those insectoid aliens instead of demons. If you don't compare Freedooms to Doom, and play them like Chex Quest or HACX, as another Doom engine games, they are actually good games.

>> No.11453550

>>11453439
You know it's a slow week when the old bait starts to resurface.
>>11453474
>they just weren't good at actually making those assets.
It's less that and more it being a free software project, good assets get evicted and bad ones get kept in because somebody in a position of power likes them.

>> No.11453579

>>11453550
>It's less that and more it being a free software project, good assets get evicted and bad ones get kept in because somebody in a position of power likes them.
Just fork it and use the good ones. The asset doesn't stop being free to use just because some guy replaced it.

>> No.11453594

>>11453439
>make a freeware iwad just because
Fine, I guess.

>20 years of development later
>so I know that someone made this asset 8 years ago
>and they did it quite well
>and that there's all these older assets which are are either quick placeholders
>or otherwise completely aesthetically unpresentable
>but I'd really like replace this perfectly good and well made asset with my own
>I think that yet another sidegrade for something already completed is the kind of contribution this project REALLY needs
WHY

>> No.11453598

>>11453515
I don't think FreeDoom matters worth a fuck on that point, considering that there exist full fledged TCs with original assets already.

>> No.11453617

>>11453550
Some of LilWhiteMouse's old contributions are rough as hell, like the Arachnotron, but then someone painted over the thing to make it smooth and clean, and now that's a good monster because it's based on a consistent 3D model. There was a few other examples like that, where someone repainted the Cyberdemon, but then that wasn't kept, I think.

>> No.11453625

>>11453598
>considering that there exist full fledged TCs with original assets already
Which ones?

>> No.11453673

>>11453625
Harmony, for instance, as well as Action Doom 2.

>> No.11453678

I'm mostly a DSDA-Doom fag and I'm setting up GZDoom to play some mods, is there any way to not make the "allow jump" and "allow crouch" options reset to default every time I boot up the game? At least with mouselook I can disable it in the mouse options.

>> No.11453696

>>11453678
I'm not sure you can, because that stuff would be set through a WAD's mapinfo lump and GZ will load it no matter what.

You can change whether jumping, crouching and such are allowed under gameplay options in case you didn't know. Disable the simple option menu and head to gameplay options.

>> No.11453702

>>11452072
Romero's E1M4b and E1M8b are the obvious answers.

>> No.11453715

>>11453678
set sv_jump 0
in the console

>> No.11453716

>>11453696
That's what I do but it resets to default every time I leave, even after pressing "save current settings"
I guess it's not a big deal when it's set in mapinfo, it's just annoying to load up vanilla doom 2 to test some stuff and I'm able to jump and crouch all over.
>>11453715
will try, thanks

>> No.11453725

>>11453678
in autoexec.cfg that rests in your gzdoom folder put
>sv_jump 1
>sv_crouch 1
0 is default (use MAPINFO), 1 is off, 2 is on. Autoexec is the only way to automatically set noarchive CVars for new playthroughs. They are still saved to save games so they'll only reset when you start an entirely new game.

>> No.11453726 [SPOILER] 

>>11453678
The "allow" options are for overriding MAPINFO rules. If you want to disable jumping and crouching in general, you want sv_nojump and sv_nocrouch.

>> No.11453734

>>11453726
GZDoom CVars are a mess. There's
>sv_allowjump
>sv_nojump
>sv_jump
and they all seem to affect the switch in Gameplay Options, with the last one being the "true" CVar that the option uses in MENUDEF.

>> No.11453757

>>11453678
like the other anon said, you'll want autoexec.cfg (put one next to exe).
coming from DSDA, you'll probably additionally want these there:
compat_invisibility 1
compat_crossdropoff 1
compat_missileclip 1

I also have stuff like "gl_lights 0" in autoexec, so when I want to run something like Ashes, I can add "+gl_lights 1" to the launch params, and it will only affect that specific wad.

>> No.11453759

>>11453734
honestly for how popular it is I expected gzdoom to be a lot easier to configure, dsda-doom felt user-friendly in comparison
>>11453757
ye I think making an autoexec that I can edit at will is gonna end up being my best bet. thanks.

>> No.11453771

>>11453759
>honestly for how popular it is I expected gzdoom to be a lot easier to configure, dsda-doom felt user-friendly in comparison
You have to keep in mind that GZDoom has two decades worth of bullshit crammed into it in comparison to the relatively fresh DSDA port. There's a lot of ancient stuff that never got changed. Ending up with this mess is inevitable if you never clean house. UX/UI is also a challenge on its own and the GZDoom devs are too autistic to do a relatively "straightforward" user-friendly menu. What's logical to a programmer isn't necessarily going to be logical to the average user, which is only compounded by how many god damned options GZD has.

>> No.11453782

>>11453696
>>11453715
>>11453725
>>11453726
>>11453757
You are all wrong.

>>11453678
For the 834567345th time, anything changed in "Gameplay Settings" is not saved, because graf thought it would be funny or something.
Do NOT use Gameplay Settings for this. Go to controls and unbind jump/crouch, problem solved forever.

>> No.11453791
File: 8 KB, 84x84, Gurf Donk.png [View same] [iqdb] [saucenao] [google]
11453791

>>11453782
I'd call you a faggot but that's actually a viable solution so you're a technically correct faggot after all.

>> No.11453795

>>11453791
Retarded ports require retarded solutions. At least I'm not graf.

>> No.11453796

>>11453782
you can't unbind compat zdoomisms.
them not being saved is exactly why autoexec is the solution, it gets applied on each launch.
if you don't like autoexecs, you can also do ghetto shit like: bind w "+forward; dmflags 4521984"
but there's really no need.

>> No.11453797

>>11453782
A faggot who's right is still a faggot.

>> No.11453807

>>11453796
And if you want to play some wad with jumping enabled you have to go and edit autoexec again, and when you're done with the wad you have to edit it yet again, and then again every time you want to play another wad with jumping enabled after playing without it.
Or you can just open settings and change a single option.

>> No.11453810

>>11453807
no? you're describing my example with gl_lights. I never have to enter options again, but you do.

>> No.11453815

>>11453439
>why does it look like shit?
Nobody is willing to take the reins of project manager and do some QC work.

>> No.11453837

>>11452606
what game/mod?

>> No.11453839

>>11453837
That's Max Payne with Matrix mod.

>> No.11453841

>>11453839
Good old Fart.mpm.

>> No.11453843

>>11453839
Now Anon, you're not bamboozling that guy, are you?

>> No.11453848
File: 2.98 MB, 1859x1391, file.png [View same] [iqdb] [saucenao] [google]
11453848

>>11453837
Malice Refined for Quake - specifically a map I've been working on for the next update when I'm not busy procrastinating.

>> No.11453857

>>11453782
>anything changed in "Gameplay Settings" is not saved
Yes it is, it's saved to your savegame rather than your settings file, but it is saved.

>> No.11453861

>>11453325
>I didn't add that map01 before because i thought you said it was just for fun, not meant as an actual replacement. I added it to the beta now to get some opinions.
no worries. I just didn't get any feedback

>> No.11453883

so i fucked up something with the options in GZDOOM and had to reset everything which lead to some interesting quirks with some weapon mods i use...
>halo doom evolved = enemy damage is set to zero
>trailblazer = enemy & player damage is set to zero
>project brutality = no enemies spawn
...now are these quirks caused by GZDOOM or is there a reason why these would be the default settings? everythings fixed now but i'm kinda curious about them.

>> No.11453889

>>11453848
How much do you care about things like trim textures and having geometry pop out from the walls? I'll make an area, think it looks too basic, and then try sticking little bits of geometry on everything to the detriment of encounter space.

>> No.11453896

>>11453883
maybe complevel?
I think if you run ad mortem in dsda under boom compat you'll have infinite ammo and no sounds. could be all sorts of weird complevel stuff in gz.

>> No.11453929
File: 2.03 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
11453929

>>11453889
>trim textures
If the texture set and room layout allows, then I always try to use them. Biggest thing is to have logical starting and stopping points for the trim, which can be difficult if not factored into the initial design of an area.
>having geometry pop out from the walls
Depends on the size of the room and what you're doing in it. Gameplay should always come first, so if something unreasonably impedes the player it should be removed.
If a space looks too basic, try solving the problem with lighting before adding geometry.

>> No.11453957
File: 523 KB, 1920x1080, MAP22.png [View same] [iqdb] [saucenao] [google]
11453957

>>11452034
This platform with purposeless compass arrow might do well for one the vertex relocation screens. As demons are left stranded on it, the only place intact, they desperately try to tell the directions apart among the otherwise unrecognizable shifted environment; Another sound concept for a screen is the doomguy being a heedless demiurge, pulling bunch of linedefs as if they were a mere cobweb. Simple solid color background sounds good enough for this one, maybe it could be a title screen?
>.t despicable idea guy

>> No.11453963

>>11453439
>Why does Freedoom exist
so as to have a libre licensed TC to work off of
>why does it look like shit?
zero art direction

>> No.11454000
File: 1.11 MB, 1920x1080, Base Profile 2024.12.14 - 01.15.05.07.webm [View same] [iqdb] [saucenao] [google]
11454000

>> No.11454003

>>11453963
Given that shit assets are held on to and good assets get cycled out for new ones for no good reason, I would say that the art direction for FreeDoom is in fact clinically retarded, there's people making decisions, and it's the fucking wrong ones.
They should fucking lock down on the good assets they have now, then make it a priority to jettison old garbage, finally replace placeholders, and finish decent stuff which isn't complete (like the Arch-Vile).

>> No.11454004
File: 2.45 MB, 1920x1080, Base Profile 2024.12.14 - 01.43.31.11.webm [View same] [iqdb] [saucenao] [google]
11454004

Would you, anon?

>> No.11454010

>>11454004
wtf Kim Kardashin is in Doom now?!

>> No.11454014

>>11454004
0/10 no tail

>> No.11454015

>>11454003
for the life of me I can't figure out why they replaced the SSG with whatever that ladder thing they have now is

>> No.11454023

>>11454015
RIGHT? The SSG they had before looked good and had a nice and distinct animation which really set it apart from Doom 2's original SSG, it's a really good set of sprites, and then they went and replaced it for no apparent reason.

>> No.11454025

>>11453173
Unreal is a 3D computer graphics game engine.

>> No.11454032

>>11453173
Yeah, I never liked Unreal, movement feels floaty, and the levels look like lego buildings.

>> No.11454034 [SPOILER] 
File: 482 KB, 1920x1080, ep1_citadel_000000.jpg [View same] [iqdb] [saucenao] [google]
11454034

I though I'd put in this skin for Episode 1 just because "haha," but I'm gonna be honest, "Thick Beta Alyx" looks drop dead gorgeous. She's definitely not the mountain of cellulites I often see people call "thicc."
I prefer slim and petite girls the most, the kind of small woman you can pick up and put up on a tall piece of furniture just to be a dick, but I just cannot lie.

>> No.11454036

>>11453439
cuz it's bootleg

>> No.11454042
File: 1.74 MB, 906x1409, 1564258057246.png [View same] [iqdb] [saucenao] [google]
11454042

>>11454004
>furdoom
>everything looks like a rubber doll, no actual fur in sight
No, I wouldn't.

>> No.11454047

>>11454023
they also still have those godawful spider mastermind and SS sprites for some reason

>> No.11454049
File: 679 KB, 1920x1080, 607fb895a617a.jpg [View same] [iqdb] [saucenao] [google]
11454049

>>11454004
No. Ridiculous shit like that is what comes to mind with me when I usually see people say "thicc." Also I'm not a furry.

That said, I'll never disrespect anyone for making a complete and consistent character graphic for this kind of game, that shit is hard work so I can only congratulate the author. Pre-rendering the characters is a thousand times easier than doing it really OG, like iD did back then, naturally, but it's still not trivial.

>> No.11454050

>>11454023
Since those sprites are designed for a free(as in freedom) project, couldn't someone else just make a fork that reimplements them?

>> No.11454072

>>11454003
That's a lot of words to say it's a free software project.

>> No.11454075

>>11454050
Yep, you could even sell it if you wanted.

>> No.11454132

>>11454004
CUM-STOMP ME FLAT
I'M GOING TO FUCK YOUR DAD

>> No.11454159

>>11454004
>>11454000
I watched a video and the BFG rep has a fart.
Is that the only instance of farting in the mod?

>> No.11454162

>>11454159
I think so, yeah

>> No.11454208

>>11453074
Most maps are designed with autoaim on and freelook off in mind.

>> No.11454212
File: 56 KB, 640x480, XDeath.jpg [View same] [iqdb] [saucenao] [google]
11454212

>>11454004

>> No.11454219

>Find out about Arthur edition brutal doom
>It crashes whenever I cross the plane that lowers the platform in E1M1
>Mess around for a bit
>Download latest GZDoom since mine was downloaded in 2020
>Everything looks way different
>levels have all this shit enabled
>It works
Uhh, good job boys.

>> No.11454229

>>11454015
Supposedly there were mild issues with ownership and they also wanted to make it more in line with the older version instead of one that's in every other mod.

>> No.11454239

>>11454229
Lmao, even when I used older versions of freedoom with the SSG sprite it's based on, I just replaced it with the one from KDiZD.

>> No.11454257

>>11454229
oh yeah that'd do it. it's extremely important that you either don't convert existing images, or you make sure the images you use as a base have a compatible license. I recommend wikimedia commons

>> No.11454267
File: 1.19 MB, 1280x2204, so you want to play some fucking srb2k v3.png [View same] [iqdb] [saucenao] [google]
11454267

It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/YuMk0axa#BToWq2RowJxx-P6IWUlRIZFhYR_KxjxU7SEI9LVysHo
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.4.1
Get the mods: https://macgu.fun/repo/srb2kart/ (or just download them in-game, it should be a lot faster now)
Connect to macgu.fun (either use connect in console or "specify ipv4 address" under Multiplayer)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)

>> No.11454297

>>11454219
This isn't even that unusual, those kind of kitchen sink edits are usually done with whatever port version they have to hand, often without telling the potential user what that version is while using shit from it.

>> No.11454310

>>11454004
>sg gets increased spread and slow reload without damage increase to compensate
>ssg basically unchanged
Dogshit. I'd rather play guncaster.

>> No.11454334

gave MAP29 >>11450830 another go and it's still incredibly frustrating
>not enough ammo
>narrow pillars with hurtfloors below so you can't dodge enemies
>get swarmed with monsters in the final area, and of course the cyber right in the middle
in short I did not have fun

>> No.11454356

>>11454334
There should be just enough ammo if you fully plunder the cave system on the right side. Plus all the shot gunners for the final area.

That being said, you should have more than enough if you go through the secret area or even just the left side’s progression.

All considered, I’m feeling the open endedness is causing more issues than I anticipated. So I will adjust that and retool the ending arena.

Also, for the pillars, are you referring to the ending arena?

>> No.11454370
File: 10 KB, 217x232, 1352582721617.jpg [View same] [iqdb] [saucenao] [google]
11454370

>>11454356
the pillars everywhere. for example into one area with cacos, knights and imps where you can jump up to one secret (which doesn't do anything?). I was able to deal with it by running into the area instead
yeah plundering the cave does make things things a bit easier afterward. I guess one could go there first then into the left area and the aforementioned caco+knight area
I'm also generally irritated by issues related to the last few days' snowfall, my car being frozen over and having to bike home through 10-20 cm of snow. maybe I'm taking it out on your map. let's see what other anons think

>> No.11454383

>>11454310
It's advertised as 'Currently only for The Ultimate Doom'. Work on Doom 2 assets will start in due time.
As for the shotgun, I've passed your suggestion onward, and it may be looked in to.
Thank you for your feedback.

>> No.11454409

>>11454310
Expect an alteration of the shotgun's reload in the next release, along with some polishing and other fixes.

>> No.11454423

>>11452060
Only if it's made from doom midis remixed from gachimuchi sounds.

>> No.11454432

>>11454423
Running from Master
Hiding the Suction
Waiting for Billy to Play

>> No.11454436

>>11454423
or how about a GachiMuchi soundfont

>> No.11454470

>>11454370
That sounds like the area after the chaingunner ambush on the left side. It’s possible the rocks gave more elevation into a secret area than I realized.

I don’t think you’re alone in your frustration, so I take that as a sign that I need to adjust things.

>> No.11454506

>>11453173
I like Unreal but I can't play it right now. Also I have never played much custom content.

>> No.11454558
File: 111 KB, 836x543, 1533943043166.jpg [View same] [iqdb] [saucenao] [google]
11454558

>used the real exit thinking it was the fake exit in my uv-max pistol start run AGAIN

>> No.11454584
File: 148 KB, 358x300, 1734406285216829.png [View same] [iqdb] [saucenao] [google]
11454584

>>11454042
Daisy's Doom

>> No.11454602
File: 1.14 MB, 1907x1070, Screenshot 2024-12-18 210852.png [View same] [iqdb] [saucenao] [google]
11454602

>>11454000
>still encoding in vp8 in the year of our lord
If vp9 is too slow for you at least encode in 264 now that we can post MP4s
There is literally no reason to use vp8 now

>> No.11454604
File: 223 KB, 1920x1920, minus interaction.jpg [View same] [iqdb] [saucenao] [google]
11454604

>>11454584

>> No.11454618

>>11454602
Do vp9's still trigger false positive embeds?

>> No.11454623

>>11454618
>false positive embeds
I have literally no idea what you're talking about. I've been encoding in vp9 exclusively since 4chan allowed it and I've never had any problem

>> No.11454664
File: 2.98 MB, 1360x768, gzdoom 2016-10-31 23-35-19-88.webm [View same] [iqdb] [saucenao] [google]
11454664

>>11454623
Basically 80% of the time I tried encoding in vp9, 4chan complained that I embedded something into the webm and refused the upload. So I didn't bother.

>> No.11454665

>>11454664
What're you using to make your webms?

>> No.11454669

>>11454664
Oh, guess they did fix it.

>> No.11454714
File: 946 KB, 1342x763, vp9.png [View same] [iqdb] [saucenao] [google]
11454714

>>11454669
>Oh, guess they did fix it.
That's a vp8 webm and the quality shows it

>> No.11454727

>>11454714
I still vividly remember not being able to post it at some point. I'll try making some vp9's tonight.

>> No.11454736

>>11454727
At least if you can't use vp9, use 264. Basically:
vp9>264>>>>>>>>>>>>>>>>>>>>>>>>vp8

>> No.11454748
File: 3.94 MB, 1280x720, old ds vp9 test.webm [View same] [iqdb] [saucenao] [google]
11454748

>>11454602
Now I want to try.

>> No.11454754

>>11454736
Yeah, learning that I can just do mp4's, I just do that.

>> No.11454756

Duke Nukem 3D is not crisp enough.

>> No.11454765

Was Duke Nukem 3D really that fun to play? I remember playing it back then and not minding the combat at all, I just wanted to see the next level gimmick or pop culture reference.

>> No.11454771

>>11453036
>Kevin Cloud was the last OG dev out earlier this year
Kevin cloud is still there.

>> No.11454772

>>11454765
I think Douk has the most well rounded combat of the big three Build games. Though Shadow Warrior is still my fave.

>> No.11454798

>>11454765
I'm playing it right now, basically for the first time since I never got past the second level because we weren't allowed to play much back then in computer classes.
It's weird. It's >>11454756 way too blurry no matter the resolution, the aiming feels like shit, weapons sounds are weak, combat encounters are okay-ish, the secrets make Eternal feel like some Call of Duty. And can't say I like the music so much so far.
At the same time weapon and monster designs are kino, weapons themselves are fun to use, levels are neat and interesting, all the interactivity and easter eggs are really nice.
It's a mixed bag but it's only the first episode.

>> No.11454817
File: 3.97 MB, 1280x720, Unreal.mp4 [View same] [iqdb] [saucenao] [google]
11454817

>>11454748
Actually I just tried making vp9 and h264 versions of the same video at the same resolution and filesize and h264 looks better for certain things (the reflections in this video looked kinda jerky in vp9 but they move smoothly in h264
I dunno if x264 has improved over the years but it actually looks pretty good
Unreal to stay related to the thread

>> No.11454819

>>11454817
>.mp4

what the fuck

>> No.11454829

>>11454819
That's what I've been saying. There is literally no reason to use vp8 for fast encoding now that h264 is allowed. Even hardware h264 encoding like NVenc looks better than vp8

>> No.11454961

>>11454817
For some reason I always feel Quake2/HL1/Unreal look better with sharp textures but Quake 1 looks better chunky and crispy like Doom.
What's with that? Shouldn't Quake be grouped with the 3d games?

>> No.11454965

>>11454961
>sharp textures
*blurry textures

>> No.11454973

>>11454961
its probably as simple as Q2 HL1 and Unreal were made with texture filtering in mind and Quake wasn't

>> No.11454983

>>11454961
Quake looks better unfiltered because the textures were designed for that. GLQuake wasn't a thing at launch
HL1 was probably designed with texture filtering in mind but for some reason I prefer to play it unfiltered now, even though I didn't play it in software mode back then

>> No.11454989

>>11454973
>>11454961
I prefer Unreals software renderer. Best software renderer in retro gaems.

>> No.11455000

>>11454748
anon what the fuck is that ssg that pops up on your webms, i haven't seen it in addons anywhere

>> No.11455003
File: 58 KB, 350x416, wendsday_misery.gif [View same] [iqdb] [saucenao] [google]
11455003

>>11454267
GGs

>> No.11455014
File: 2.36 MB, 514x640, strobe_cat.gif [View same] [iqdb] [saucenao] [google]
11455014

>>11454267
GGs

>> No.11455030
File: 803 KB, 1920x1080, Strange World 3.jpg [View same] [iqdb] [saucenao] [google]
11455030

>>11454817
>Unreal to stay related to the thread
Nice.
>>11455000
My own skin for Deathstrider's Wyvern. It's a strange ass mix of some Hellforged and Project Brutality weapons, namely half an immolator and quadshot.

>> No.11455056
File: 1.16 MB, 1437x435, Sentinel arms frames.gif [View same] [iqdb] [saucenao] [google]
11455056

Jesus I think that's the most tedious part behind me now, just need to do muzzleflashes

>> No.11455078

>>11455056
That pretty deadass for real (for real) on God dawg you wit da rizzy as flow n shit. Homie straight bussin up in da crib mad flexin on dem Doom vanilla lookin ass niggas, but if I'm straight up wit you blud I aint seein no mid or no evil so idk how it fits in that tight ass mod you got but you do you brotha, peace.

>> No.11455090
File: 1.21 MB, 2992x2081, 20241219_040752.jpg [View same] [iqdb] [saucenao] [google]
11455090

>> No.11455185
File: 61 KB, 1920x1056, words in my shooty game.png [View same] [iqdb] [saucenao] [google]
11455185

Interesting thing to open up with.
Most annoying thing about the level is that it forces normal Doom weapons, which aren't gonna get culled when returning to the hub and just sit there useless until the next inventory wipe.

>> No.11455227
File: 1.74 MB, 1920x1056, unsanitary.png [View same] [iqdb] [saucenao] [google]
11455227

Still, the map is very nice and it's hard to decide what to screenshot.

>> No.11455241
File: 2.69 MB, 1920x1054, lunch.png [View same] [iqdb] [saucenao] [google]
11455241

>>11455227
It also (optionally) ends with a fuckhuge fight involving over a hundred revenants and hellknights each with multiple cyberdemons thrown in and an endless horde of weak zombies to top it off. That I forgot to take a pic of
Or you can just, you know, not, and walk out the front door.

>> No.11455260

>>11455185
Ramp has always been a mess of different shit that doesn't even always properly isolate crap between maps, let alone working right with gameplay mods without doing a fuckton of wirepulling.

>> No.11455339
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
11455339

>>11455056

>> No.11455349

What are the issues with Fresh Supply as far as Blood goes?
I have NBlood but I'm kind of autistic and want to get achievements on Steam as well.

>> No.11455408

>>11454771
He quit back during fall.

>> No.11455450

>>11455056
I swear to god the pixels get more crunchulated the more this gets posted.

>> No.11455468

>>11455349
https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838/

>> No.11455497

>>11455468
How much of this is going to be noticeable to someone who has never played the game before? The damage related stuff sounds like the only real hinderance.

>> No.11455507

>>11455497
>The Butchers require much more Spray Can ammo to kill. (4 units of ammo in OUWB on Well Done, 9-10 units in B:FS)
>Spray Cans don't shoot through multiple enemies
>Voodoo doll autoaim is broken, Caleb shouldn't take self-damage if a character is visible on screen (anywhere above the lower 25-30% of the screen)
These are very noticeable. However:
>TNT has a larger blast radius
Most people who get into Blood just dynamite everything anyways.

>> No.11455518

>>11455507
I'm a shitter so I was just gonna play on lightly broiled with extra crispy enemy count
I assume that will negate some of the damage issues a bit?

>> No.11455541

>>11455518
>I assume that will negate some of the damage issues a bit?
Pretty much. This is the final cheevo though:
>Defeat the 3 Beasts of Beauty and the Beast (E6M8) in under 3 minutes on Well Done difficulty or above
If you can't just warp or level select there on Well Done you'll probably have to complete the whole episode on that difficulty. Unfortunately, that means having to play what's arguably the hardest level (E6M4 Aqueducts) on the second hardest skill setting, and the 'beasts' are arguably the most evil enemy in Blood.

>> No.11455545
File: 77 KB, 1200x900, 1706499881220552.jpg [View same] [iqdb] [saucenao] [google]
11455545

>>11455541
assuming I ever git gud enough to play blood on well done I'd probably want to do a full playthrough on it anyways but something tells me that is not in my future
thanks for the info, anon

>> No.11455558

>>11455545
Anytime. If you ever get interested into mods, I’d recommend playing them through NotBlood if they don’t work through Fresh Supply.

>> No.11455586

>>11455260
Without gameplay mods I've never had issues with Ramp. It tries to reset everything when leaving a map because map makers like to forget to reset player properties like speed, freeze etc.
No clue about gameplay/weapon mods though. If a map forces default weapons on the player, that's a different issue (also the fact that ACS inventory functions don't work with replacements and GZDoom devs won't address it)

>> No.11455697

>>11455586
I've had bleed over from textures and stuff like pickup sprites, not unlike what happens about 2 mins 30 into this where the mapper is like "that's nothing to do with me" when a snake sprite from Realms of the Haunting just shows the fuck up.
https://www.youtube.com/watch?v=lNCGOn-R3Wk

>> No.11455709

>>11455339
Muzzleflashes next. Not much left.

>>11455450
That's because they did get more crunched. After I shaded them I pushed the sprites through a more limited color palette.
Though hopefully they're not too crunched.

>> No.11455736

>>11455697
It happens but it's not very common, and that video was released before the final version where all that stuff got fixed.

>> No.11455739

Anyone wants dm or coop on choco/crispy/woof/nugget? We can play vertex relocation for example

>> No.11455743

>>11455736
>all
Nah I've had that kind of thing happen on release builds, but it's understandable that some would slip through.

>> No.11455754

>>11455743
I feel the organizer of the project has grown lazy because right now there are 2 or 3 maps you can't finish in RAMP 2024 without noclipping and they never got fixed (one crashes GZDoom instantly, even)

>> No.11455782

>>11455739
I don't.

>> No.11455946

>>11455541
>>11455545
>If you can't just warp or level select there on Well Done
No need to worry. Anon can just download the save file from this guide and he's good to go for that achievement. Used it in the past myself, so that should work.
https://steamcommunity.com/sharedfiles/filedetails/?id=1739715225

>> No.11456085

What did you all think of the Doom III for Doom II mod?

https://www.moddb.com/mods/doom-3-doom-ii-mod

I fucking hated it, but heard it gets better? It's level design was amateur and its music was terrible.

>> No.11456134

>>11452307

Has anyone actually beat Hexen 1 and 2 without a guide?

>> No.11456143
File: 1.69 MB, 1600x900, start_2024-12-19_21-21-28.png [View same] [iqdb] [saucenao] [google]
11456143

Guess who lost at least 300 tabs to a sudden forced web browser update again?

>>11453173
Maybe more people need a reminder that you can now legally download it for free since last month?

>> No.11456152

>>11456134
Can't remember consulting a guide for Hexen 2 but I remember enjoying it way more than Hexen 1, by fucking miles.

>> No.11456157
File: 350 KB, 517x540, 321647464_708454427574111_1841574560437529243_n.png [View same] [iqdb] [saucenao] [google]
11456157

What are some cool wads to play with The Agitator? Can be gothic themed or industrial themed but don't have to be

>> No.11456158
File: 1.59 MB, 1600x900, start_2024-12-19_21-32-04.png [View same] [iqdb] [saucenao] [google]
11456158

Don't care what you say, I'd like to suffer some more today.

>> No.11456160

>>11456134
Yes, they're not hard, they've got nothing on the adventure games from the time.

>> No.11456162

>>11456157
Both parts of Monster Hunter LTD.

>> No.11456173
File: 2.01 MB, 1600x900, start_2024-12-19_21-36-36.png [View same] [iqdb] [saucenao] [google]
11456173

I'll go first with the level that sounds the most annoying to play - i.e. the dedicated sewer map.

>> No.11456178

>>11456173
so what is this? Also is your starting weapon some kinda infinite ammo pistol your guy is holding gangsta style?

>> No.11456194
File: 1.74 MB, 1600x900, mjam_mrtaufner_2024-12-19_21-42-41.png [View same] [iqdb] [saucenao] [google]
11456194

>Looks like the focus on sewer sections is not as key as it was promised to be by the map title

>>11456178
Malice mapjam from last year, yes the starting pistol has unlimited ammo but you need to reload it every 10-12 shots fired (also it's not so reliable on harder skills compared to Easy - where you could beat the whole base game with it without using any other gun)

>> No.11456208
File: 1.69 MB, 1600x900, mjam_mrtaufner_2024-12-19_21-48-36.png [View same] [iqdb] [saucenao] [google]
11456208

There seems to be a tiny bug with this remaster that mapjam is based upon that I can seldom replicate - you can still use weapons with insufficent ammo one last time before they get disabled (and the gun's ammo counter for a moment becomes "999" before it becomes unusable)

>> No.11456209

>>11456157
Unrattled.

>> No.11456214
File: 733 KB, 1366x768, christmas_kleiner_bright.jpg [View same] [iqdb] [saucenao] [google]
11456214

>>11453039
NO!

>> No.11456227
File: 1.78 MB, 1600x900, mjam_mrtaufner_2024-12-19_21-55-35.png [View same] [iqdb] [saucenao] [google]
11456227

The opportunity presented itself honestly

>> No.11456246

>>11456085
I don't think it gets better. Also all new content is just ripped from the repository. Since there was over 100 better wads released this year, I won't use my time for this wad. Only reason it got any attention was the namebaiting. AI makes better maps.

>> No.11456247
File: 1.77 MB, 800x450, This rules.webm [View same] [iqdb] [saucenao] [google]
11456247

>>11455056
Speaking of muzzleflashes

>> No.11456257

>>11456246
>Only reason it got any attention was the namebaiting.
Bating is the only reason anon keeps posting about it too, because for a while people were pissed off about it but now nobody gives a fuck.

>> No.11456260

>>11456227
Not gonna lie, I lost my last interest in Quake after Tronyn died. If Dwell and Mjolnir ever get finished, I'll play them. But their future looks grim.

>> No.11456267
File: 1.62 MB, 1600x900, mjam_mrtaufner_2024-12-19_22-08-58.png [View same] [iqdb] [saucenao] [google]
11456267

Now I remember why I had to cheat in the original Malice's penultimate level to get 100% kills on Hard.

>> No.11456270

>>11456257
I don't think it ever pissed me off. If anything the wad deserved a mockaward. The shitstorm was funny to follow. What made it funnier was the fact that it's creator acted like some official business representive even he created just a shitty mod and added some of his fetishes to it.

>> No.11456273

Now Zugnaex was mod that pissed me off. Great thing that it was nuked to hell.

>> No.11456290

>>11456270
It was just the same effect as Doomslayer Chronicles except with more torture porn, random mod gets overhyped by somebody wanting to seem a lot more skilled than they are.
>>11456273
For the most part it technically did nothing wrong, but the store page had Doom screenshots and the launcher used a bunch of fonts and shit they definitely didn't have the rights for, also they never produced their source changes despite promising it.

Still it's a good thing it went under in less than a week, it'll make others think twice for pulling that shit.

>> No.11456294

I haven't been around for about a year and a half
Any good new wads? Ideally megawads or at least like, one episode's worth of stuff. Want something to play with the some random weapon mods.

>> No.11456296

>>11456134
>1
Sure, it's easy as fuck and telegraphs almost everything you need to know, all you need is a functional brain.
The only time I got stuck is when the game introduced pushable walls, but perhaps it's mentioned in the manual. I found them by myself eventually though.
>2
No. Fuck Wheel of Ages.
Other than that it's easy too.

>> No.11456313
File: 2.02 MB, 1600x900, mjam_mrtaufner_2024-12-19_22-16-16.png [View same] [iqdb] [saucenao] [google]
11456313

>>11456260
Don't forget about the DrakeMod also never being finished now.

>Dat feel when the phrase "freindly fire" becomes both literal and yet also stays a misnomer...

>> No.11456323

>>11456294
Well some of the biggest megawads that have been released have been 30 Years With Doom, Eviternity 2, Pirate Doom 2, Necromantic Thirst, Realm Of Chaos 2 and Curse Of Blood. Some other cool megawads include Road To Hades, Frozen Heart, TNT Overcharged, Hell Frontier, The Quinary Conumdrum and Freudian Slipgate 2.

Doom also got a new official expansion, Legacy Of Rust, which has 2 new episodes, new weapons and new monsters. And then of course there is Sigil 2.

>> No.11456326

>>11456323
I am familiar with most of these, I'm specifically asking about anything NEW

>> No.11456336

>>11456326
You said you haven't been around a year and half. I listed releases that have been released during a year and half.

But if you something really new, the maker of Fall Of Triton released new psx-like megawad Purgatory few days ago. Rusty Drill also gets it's rc1 out this weekend.

>> No.11456339

>>11456336
I'm actually retarded I recognized some of the names and didn't realize they were sequels
thanks for the recs

>> No.11456341
File: 1.63 MB, 1600x900, mjam_mrtaufner_2024-12-19_22-17-59.png [View same] [iqdb] [saucenao] [google]
11456341

I'm gonna treat this phantom ammo bug more as a blessing than a curse - if only just because it doesn't make your ammocount drop below 0, unlike some other instances of such bug occuring I had previously manged to encounter could cause to happen.

>> No.11456342

>>11456339
Np mate. lol

>> No.11456360

>>11456173
Oddly the sewer is the most 'Malice' feeling map of the lot.
>>11456341
>phantom ammo bug
Are you playing with Malice Refined or the jam's included code?

>> No.11456373

>>11456326
Obviously you're a wad connoisseur so go play Gnome Hunters.

>> No.11456393
File: 1.54 MB, 1600x900, mjam_roj_2024-12-19_22-47-35.png [View same] [iqdb] [saucenao] [google]
11456393

>>11456360
The version that was included in the mapjam download, might explain why some other things are also a bit fucky - like how the big Shell mmo pickup boxes give you not only 1~4 more shells than expected, but also tend to grant you 2~10 Uzi/Minigun bullets for some reason.

>> No.11456436
File: 1.46 MB, 1600x900, mjam_roj_2024-12-19_22-59-14.png [View same] [iqdb] [saucenao] [google]
11456436

>>11456393
And the other thing is how when you swap between weapons using the same ammo, you sometimes get back a single unit of said ammo just by changing weapons - might be related to the ghost ammo bug described earlier.
>is this poster texture a referrence to something?

>> No.11456456
File: 1.68 MB, 1600x900, mjam_roj_2024-12-19_23-19-32.png [View same] [iqdb] [saucenao] [google]
11456456

Can't get thru the next map cause it keeps randomly giving me a CTD whenever a vent grate that needs to be destroyed gets blown up.
Might try tomorrow after rebooting my PC,

>> No.11456468
File: 128 KB, 256x256, Back_Track_Coverart.png [View same] [iqdb] [saucenao] [google]
11456468

Has anyone actually played the PC version of this game?
Wikipedia originally said it came out on PC in 1998 but now it says it came out in 2002 or 2003

>> No.11456474

>>11456157
I tested it with these:

>Auger;Zenith
>Revolution!
>BTSX Ep 1 (might need to use the truecolor graphics though)
>Combat Shock 2
>Ichinichi
>Frayed
>Moonblood
>Forsaken Compound
>Sunder pf course
>Stomper
>Caustic Industry
>Anomaly Report
>Eviternity 1 (might need to tweak the load order or delete the pistol sprites it uses)
>Machete

You'll find at least one cool WAD here.

>> No.11456521

>>11456474
Might be fun with a slightly tweaked Preacher too

>> No.11456532

>>11456521
Absolutely, it might make combat a bit easier too if people want to screw around or have fun.

>> No.11456543
File: 835 KB, 640x360, 1695069204302744.gif [View same] [iqdb] [saucenao] [google]
11456543

>>11455090
>Nu Cacodemons

>> No.11456553
File: 3.70 MB, 720x404, cool effect.webm [View same] [iqdb] [saucenao] [google]
11456553

>> No.11456558

>>11456468
I've played the demo I got from some pc magazine disc. All I can remember was that I couldn't figure out how to save any hostages to get out of the first map and would fail the mission every time, and the soundtrack was fucking schizo with the music playing on the "mission failed" screen having an absurd "YEAAARRGGHHH" scream in it.

>> No.11456602

>>11455090
why the long face?

>> No.11456603
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11456603

>>11456553
i should play some quake

>> No.11456662
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11456662

>>11456468
1998 is fair assumption considering that the demo says that and its files are dated 1997-1998.
I think full version is a lost media if it was ever actually released. Apparently developers only ever sold it over the web and when asked to re-release it refused, even though they allegedly got the copy.

>> No.11456726

>>11456257
Anon who mentioned it here:

I was just genuinely curious what people here thought.

>> No.11456790
File: 108 KB, 750x769, zzz_486baeaa1088456726dfbafcd297ab71.jpg [View same] [iqdb] [saucenao] [google]
11456790

>>11456260
The entire Mjolnir team has lost the morale to continue the project without Tronyn, he was the brains behind the whole thing. Besides the recently released Marooned which was meant to be a secret map for the next release, what has been released of Mjolnir is sadly all that there will be.

>> No.11456838

Aside from Plutonia and HR are there any challenging 90's wads?

>> No.11456848
File: 11 KB, 162x160, file.png [View same] [iqdb] [saucenao] [google]
11456848

>>11456260
>>11456790
>big autistic argument over Mjolrnir ITT right before he was confirmed dead
>someone shows up obviously from the Mjolnir team showing WIP maps and responding to claims that Mjolnir was canceled and other painfully dumb things
>very well could have been Tronyn himself
Bros... did we kill him? Did we give him a heart attack?

>> No.11456892

>>11456838
The Sky May Be

>> No.11456980

>>11456848
It was me, I performed black magic against him over the length of Episode 4.

>> No.11456995
File: 6 KB, 227x93, good heavens.png [View same] [iqdb] [saucenao] [google]
11456995

Yeah uh quick question
What the fuck?

>> No.11457040
File: 2.34 MB, 1920x1055, hlep.png [View same] [iqdb] [saucenao] [google]
11457040

>>11456995
[intense prolonged sobbing]

>> No.11457073
File: 354 KB, 1700x884, fuck.png [View same] [iqdb] [saucenao] [google]
11457073

>>11457040
Dear god I don't want to do that again. It's almost like a puzzle level where you have to figure out when to sprint around, when to hunker down, and when to cut a path through the horde to skip to the next section, but fuck me. Way too reliant on the AI RNG rolling in your favor and not spamming attacks at you, especially at the end when you're surrounded by archviles with no way to lose them all and you need to hit 3 switches at opposite ends of a very large and exposed room full of high-tier corpses. No archviles and it would've been a genuinely fun level towards the end.

>> No.11457187

>>11456838
Malcolm Sailor's Chord series of single maps

>> No.11457280
File: 293 KB, 1920x1080, 20241220_13h55m45s_grim.jpg [View same] [iqdb] [saucenao] [google]
11457280

Plutonia done (with savescum, iddt and rarely mouselook)

>Hardest: MAP01, MAP02
>Easiest: MAP28
>Favourite: MAP15

Everyone hates chaingunners and revs but I mostly didn't have problems with them, most annoying were fucking lost souls as always.

PLUTMIDI is great

>> No.11457283

>>11456468
I remember playing the DM on my GBA more often than the SP without ever finishing it.
Know any other games or mods where you play as the SP monsters in the multiplayer match instead of recolored clones of the main char?
The only other thing like that I can think of was some old-ass Q2 TDM mod that was never completed and had you still using human-held weapons as the Strogg

>> No.11457287
File: 156 KB, 294x273, 2016 caco.png [View same] [iqdb] [saucenao] [google]
11457287

>>11455090
>I turned myself into a Caco, Morty. I'm Caco Riiiick!

>> No.11457290
File: 173 KB, 581x636, wall.png [View same] [iqdb] [saucenao] [google]
11457290

>>11454584
I like the one from wormwood

>> No.11457297

>>11456553
>TIL that the Shaft actually fires 3 hitscan rays instead of just 1, but the other 2 are not only invisible - but also use the map's 0,0,0 coordinates as their point of origin instead of the player's current location in the level.

>>11456848
I wish you could the same with all those skinwalker worshippers at Doomworld instead

>>11456892
The gun is good!
The penis is evil!

>> No.11457319

>>11457297
GO FORTH
AND KILL

Surprised there's no Zardoz-themed WADs out there, it'd be great fit. I can see it being a mix of say HFFM and DBP68 assets myself.

>> No.11457370
File: 94 KB, 1223x955, zardoz us army.png [View same] [iqdb] [saucenao] [google]
11457370

>>11457319
that's a good idea

>> No.11457372

>>11457319
it also just struck me that the killing of brutals could stand in for how overrated brutal doom is

>> No.11457447 [DELETED] 

marisa the magician is forgiven?

>> No.11457451
File: 2.00 MB, 1600x900, mjam_daviddg_2024-12-19_23-26-36.png [View same] [iqdb] [saucenao] [google]
11457451

This map took me way too long to finish, mostly because I refused to believe that the proper way to obtain the secret HoverBoard here was indeed to rocket-jump in a mod with
a somewhat realistic falling damage calculation.

>> No.11457453
File: 2.10 MB, 1600x900, mjam_daviddg_2024-12-19_23-29-58.png [View same] [iqdb] [saucenao] [google]
11457453

>I have no idea how you're expected to beat this map's initial slaughter section without smuggling-out all the good weapons from a previously beaten level

>> No.11457462 [DELETED] 

>>11457447
What?

>> No.11457464 [DELETED] 

>>11457462
I'd pay it no mind, it's been a slow thread the past few days so anon's trying to spice things up with all of the controversial shit.

>> No.11457465 [DELETED] 

>>11457462
just saw them in icaruslives live stream. Noone is hitting them with controversy despite being banned from doomworld and being pdf

>> No.11457469

>>11457370
Assuming we have someone else handle assets, I'd head it desu. I need a clean start with mapping so it'd be nice.

>>11457372
Good point there.

>> No.11457474 [DELETED] 

>>11457465
I'd assume those are either casuals (which are bound to be Icarus' main audience) or people who are part of the community but not aware of what goes on everywhere. Probably just casuals.

Not that I care, that filth is blocked everywhere I am.

>> No.11457480 [DELETED] 

>>11457474
why is Icarus himself not banning Marisa from his stream. He knows what happened. Marisa is pretty much responsible for exposing zdoom moderation biased policies and killing zdoom projects.

>> No.11457485 [DELETED] 

>>11457465
>>11457474
It's funny how people like to apply Californian morality the moment it lets them make a monster out of someone they don't like. She did some stupid shit in DMs with a 17-year-old (who absolutely knew what they were doing and was not a victim in any way, bragging about having nudes of 12-year-olds), you'd think she tracked down the accuser in real life and murdered their entire family the way you go on about it.

>> No.11457492 [DELETED] 

>>11457485
Its a pdf face it. There's damning evidence. They killed zdoom. Expose moderation leadership. So many prominent members calling them out and leaving. And you, defend this creature.
The numbers are against you.

>> No.11457498 [DELETED] 

>>11457492
>pdf
stop being a dumb nigger and say pedophile,this isn't the youtube comment section

>> No.11457501
File: 1.84 MB, 1600x900, mjam_daviddg_2024-12-20_00-07-48.png [View same] [iqdb] [saucenao] [google]
11457501

Kind of a non-sequitur to place a random forge deep inside of a corpotare high-rise, but maybe that just feels odd to me because I have no degree in dystopian architecture?

>> No.11457506 [DELETED] 
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11457506

>>11457447

>> No.11457507 [DELETED] 

>>11457485
Those sure are words.

>>11457480
I don't know, I never saw him as a particularly important figure in the modding community though. All he does is put mods he likes in the limelight, which is commendable but I sure don't see him involved with mapping or modding.

Again, not that it matters because I already disliked Marisa's sex pest vibes before the incident proper.

>>11457501
It's where they make materials for the rest of the building, duh.

>> No.11457509

>>11457283
>Know any other games or mods where you play as the SP monsters in the multiplayer match instead of recolored clones of the main char?
Operation Bodycount
Corridor 7
You didn't ask for games to be good.

>> No.11457513 [DELETED] 
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11457513

>>11457506

>> No.11457515 [DELETED] 
File: 1.62 MB, 1600x900, mjam_daviddg_2024-12-19_23-52-10.png [View same] [iqdb] [saucenao] [google]
11457515

I commonly expect things like this to be a trap so much that being proven wrong only makes me even more suspicious of another delayed ambush forming down the line - only when that *also* doesn't occur I can rest assured how it's all clear just for once.

>>11457485
>she
>sending dickpicks to underaged Discordfags
>she
Did basic biology stopped being part of the elementary school's curiculum in your part of the globe after 2012 or something?

>> No.11457519 [DELETED] 
File: 2.87 MB, 3524x1624, 1730997466433121.png [View same] [iqdb] [saucenao] [google]
11457519

>>11457447
Certainly not by me, I don't wanna see him ever again. Why bring him up here? Is your hope either that we're gonna be outraged, or that people are even gonna take his side somehow?

Get this shit out of my face.

>>11457498
Also this, you can just say that Marisa is a pedophile, optionally pederast, if you prefer to be specific.

I hate how modern corpo sanitized internet has fostered this obnoxious quasi-sanitized speech where people are trained to circumvent these lemon scented filters, which really takes away weight and clarity from some very serious and heavy real life subjects which need to be discussed in earnest.
I especially hate this garbage being brought in here, he can fuck off with that faggotry.

>> No.11457527
File: 3.92 MB, 640x360, RLcoopsolo_testquadbait.webm [View same] [iqdb] [saucenao] [google]
11457527

>>11456143
>Maybe more people need a reminder that you can now legally download it for free since last month?
Mods like Unreal Evolution can help as well. It's still likely too niche: It's not a shooter for shotgunning blobs of monsters with quick switchspeeds. The "bullet sponge" Quake meme is a bigger reality here though it also comes with more interesting enemy behavior.

>> No.11457534 [DELETED] 

>>11457485
Marisa has done quite a lot more than merely having unsavory and illicit relations with a 17 year old and being an obnoxious sex pest to Term. The more I learned about him, the more I've got to conclude that he's simply a monster and always has been, and the interactions I've had with him, in hindsight, now make me deeply uncomfortable based on what I've learned since.

Here's one nugget, that 17 year old is neither the first minor he has had improper relations with online as an adult, nor the youngest. If you're coming here hoping to score sympathies for this socially maladjusted communist pedophile, then you are sorely mistaken, I don't care if he's a good programmer, I will never forgive him or accept him ever again, and I will do what little I can to fight to try to ensure he is NEVER welcomed back anywhere.

>> No.11457543

>>11457527
>It's still likely too niche

I'll take a shot at it next year. I doubt a sub 2k channel will change the situation, but I've been trying to really branch away from just being the guy who does Doom weapon showcase videos.

>> No.11457550 [DELETED] 
File: 1.79 MB, 1600x900, mjam_daviddg_2024-12-20_00-25-15.png [View same] [iqdb] [saucenao] [google]
11457550

>>11457513
I asked this once before without a proper answer, is that TehGaymBoob?
Am I the only one who rembers that tryhard idiot?

>> No.11457560

>>11456662
>and when asked to re-release it refused
Most probably an issue of rights, either the ownership or publishing rights of the intellectual property of the game's content itself, or the licensing to third party code (like sound libraries or something).
Ergo, the devs would have to negotiate with and then probably pay money to someone to be able to publish the game.

>> No.11457565 [DELETED] 
File: 1.90 MB, 1600x900, mjam_daviddg_2024-12-20_00-35-40.png [View same] [iqdb] [saucenao] [google]
11457565

>>11457527
No idea why the QuadShot got axed during Unreal1's development, why the fuck would you invent a 4-barreled shotty and never utilize it?

>Here's the problematic part from yesterday
- a CTD kept happening as long as any of the Rider's were shot by me while they were still inside the warehouse, had their collision box not be so suprisingly small compared to their chassis model, I'd have to let them live or try to lure other monsters into killing them for me.

Should've known that jannoids are still the ones behind all "nukage barrel" baiting here as usual

>> No.11457581
File: 1.56 MB, 1600x900, mjam_daviddg_2024-12-20_12-53-54.png [View same] [iqdb] [saucenao] [google]
11457581

The shit I have to put up with...

>> No.11457586

>>11457560
Here's the quote from them
>The PC version was released in 1998 and sold for several years. Although still owned by us and legally protected, we no longer sell the product
From what I understand, they were approached by some game preservation hobbyists via email and were asked to share or sell a copy.
If they were asked about it by some storefront dealing with old games, like GOG or Zoom, or by a publisher dealing with old games like Nightdive the answer could've been different.

>> No.11457612
File: 1.90 MB, 1600x900, mjam_daviddg_2024-12-20_00-35-40.png [View same] [iqdb] [saucenao] [google]
11457612

>>11457581
>>11457550
>Here's the problematic part from yesterday
- a CTD kept happening as long as any of the Rider's were shot by me while they were still inside this warehouse area. Had their collision box not be so suprisingly small compared to their chassis model, I'd have to let them live or try to lure other monsters into killing them for me.
Also apparently the placed (not dropped by the blow-torch dudes) Punisher ammo sometimes give you both an extra shell and any 1~4 bullets, but only if you already got the Punisher in your arsenal for some reason (this doesn't seem to happen if you don't have it yet).
^Do any of these bugs got fixed in the final version of Malice Refined?

>>11457527
No idea why the QuadShot got axed during Unreal1's development, why the fuck would you invent a 4-barreled shotty and never utilize it?

>> No.11457617
File: 1.52 MB, 2560x1440, from arena to temple.jpg [View same] [iqdb] [saucenao] [google]
11457617

>>11457543
I'm leaning towards it having my favorite level variety of these later 90's shooters. It does a solid job of going back-and-forth between high tech and medieval/ancient, linear and otherwise. It's been a nice contrast after lots of grim Quake 1 and 2.
>>11457612
It seems the quadshot got replaced by the sexy, lovely flak cannon during development. I'd find that 'unacceptable' if it was any other weapon on the roster.

>> No.11457649
File: 406 KB, 1001x674, file.png [View same] [iqdb] [saucenao] [google]
11457649

>>11457612
>Do any of these bugs got fixed in the final version of Malice Refined?
The first of those is fixed. The upper body entity was originally using the wrong movetype, and changing it had the added benefit it making it use position interpolation on modern engines to better match where the legs are.
I'm not aware of that problem with the cell pickups. I can't seem to get it to happen as you described, so maybe I fixed it by accident or forgot. Do note that the difference between the small and large cell pickups isn't as obvious as it could be, so you might just be mistaking one for the other. Pic related.

>> No.11457756

>>11456543
>nuCacos
>nuImps
>nuMale's skull

>> No.11457767
File: 1.50 MB, 1600x900, mjam_daviddg_2024-12-20_13-07-43.png [View same] [iqdb] [saucenao] [google]
11457767

>1 hour of a jannoid-issued timeout later,,,

I wasn't joking here >>11457451 - you really do need to perform that crazy shit for getting 100% of the secrets on this level.

Also the pesky "Error: Object trigger in cilpping list" CTD bug now decided to prevent me from killing any Barracudas in the last level of this mapset. oh well. . .

>> No.11457803
File: 2.14 MB, 1600x900, mjam_daviddg_2024-12-20_14-39-09.png [View same] [iqdb] [saucenao] [google]
11457803

>>11457649
>Do note that the difference between the small and large cell pickups isn't as obvious as it could be, so you might just be mistaking one for the other.
I am not *that* much retarded to not discern between these 2, and I will use QSs instead of Ironwail to see if the same problem still occurs there as well.
Considering how the Stinger RL still is treated by the player weapons logic as *not* an explosive gun and will gladly switch to it once you ran out of minigun ammo, I doubt the MR code used in this mapset is free of issues by itself.

>> No.11457821 [DELETED] 
File: 172 KB, 467x1024, 1688535364292654.jpg [View same] [iqdb] [saucenao] [google]
11457821

>>11457519
> quasi-sanitized speech
>lemon scented filters
admit it. You wear a fedora and refer to yourself as a gentlemen.

Does anyone still play doom deathmatch passionately? I think its cool how DOOM seems to be a game that is timeless. It truly seems to be a game that anyone of any age can potentially enjoy. I seriously put it up there with chess

>> No.11457897
File: 1.87 MB, 1600x900, mjam_daviddg_2024-12-20_15-27-33.png [View same] [iqdb] [saucenao] [google]
11457897

And here's concrete proof that I wasn't lying - I'd like this map greatly if not for how the huge one-way lift can't return to it's starting point, making a certain secret at start of the level you can't access without either a RL or the HoverBoard impossible to return to / get back on track without noclipping.

>> No.11457916 [SPOILER] 
File: 1.64 MB, 1600x900, mjam_daviddg_2024-12-20_15-39-43.png [View same] [iqdb] [saucenao] [google]
11457916

>>11457897
And the final reward for all that tedium is a gun made for killing yourself more reliably than your foes. and a free dance-show from low-poly strippers
On which you can test your new gun - but not without consequences

>> No.11457920
File: 3.98 MB, 1920x1080, 2024_12_20_16_50_18_804-NyLeve.png [View same] [iqdb] [saucenao] [google]
11457920

>>11457617
Got the game installed, damn. It brings me back to that time when graphic cards had those sick metallic drawings on their packages, this game is a vibe and a half. That said I noticed some issues with the sound and input, namely some of the sound environments clearly aren't working correctly on modern hardware.

Is there a particular sourceport I should use, anon? I could look but you seem more knowledgeable about this already, plus it helps not to sift through whatever might not work.

>> No.11457956

>>11457920
>sourceport
Unreal has patches instead. 227j is officially experimental, but iI've had no issues with it.
https://oldunreal.com/downloads/unreal/

>> No.11457984
File: 804 KB, 1920x1080, Strange World 4.jpg [View same] [iqdb] [saucenao] [google]
11457984

>>11457920
Yeup, what >>11457956 said. I've been testing 227k as I was running into issues with RLcoop using earlier versions.

>> No.11457993
File: 711 KB, 1917x1080, woof0007.png [View same] [iqdb] [saucenao] [google]
11457993

Hey all, I've been half-assedly working on a Doom map set for about two years now. It's nothing sexy like some here, just using standard vanilla textures. But I can't for the life of me figure out how the heck to change the sky texture? I know you have to utilize Slade somehow but I just don't get it. Hopefully someone can chime in here to a newbie mapper.

>> No.11458001

>>11457993
By default, the sky texture is picked based of the map's number. If it's MAP01, it will be SKY1. So you need to replace that. This is done in SLADE.

If your new sky is 256x128, like the vanilla, it'll be the easiest. You will simply need to create 3 lumps in this order
>PP_START
>RSKY1 (The actual texture, use convert tool to palette it)
>PP_END

If it's different size, it'll be a little harder. You'll need import TEXTURE1 and PNAMES lumps from DOOM2.WAD as well, drop the new sky texture between markers, add to PNAMES and edit SKY1 texture inside TEXTURE1
You can skip PNAMES if you replace RSKY1 instead, but still need TEXTURE1

>> No.11458002
File: 68 KB, 858x804, umapinfo example.png [View same] [iqdb] [saucenao] [google]
11458002

>>11457956
>>11457984
Thanks anons. Knowing this will make my life easier, it's also a single download (more or less) so people not yet aware of Unreal won't have to fumble with this or that sourceport being better.

>>11457993
Basically, sky textures are, well, textures. What you need to do is find a new texture, convert it to Doom format and mess around with either textures or UMAPINFO/MAPINFO so it displays for a given level.

See: >https://youtu.be/AHhihED8xRU

MAPINFO is for ZDoom, UMAPINFO is for PRBoom-derived ports such as Woof and Nugget. See picrel, MAPINFO is more or less the same, some syntax changes and it has a bunch of features relevant to ZDoom stuff.

>> No.11458019

>>11457527
The enemies in Unreal are only bullet sponges at the start of the game when you've only got like 5 automag bullets and the rest of your arsenal is shit like the stinger.
Later when you're swimming in bullets and non-shit weapons you can assravage anything but those gay mercenaries with invulnerability shields.

>> No.11458052
File: 3.43 MB, 307x543, ms caco.gif [View same] [iqdb] [saucenao] [google]
11458052

>>11458001
>>11458002
Many man thanks! Will try this out later.

>> No.11458059

>>11458052
Hear me out

>> No.11458092
File: 72 KB, 500x500, frustration.jpg [View same] [iqdb] [saucenao] [google]
11458092

>>11454470

>> No.11458124
File: 147 KB, 660x651, 1710157870562319.png [View same] [iqdb] [saucenao] [google]
11458124

>>11457916
worth it

>> No.11458148
File: 1.36 MB, 1917x1080, sweeeper cs2.png [View same] [iqdb] [saucenao] [google]
11458148

>>11452034
Mace releases SWEEPER, a kinda OP MBF21 mod [12/20/2024]

>https://www.doomworld.com/forum/topic/150159-mbf21-dsdhacked-sweeper-v1-a-bit-overpowered-weapon-set/

WAD in picrel is Combat Shock 2 if anyone's curious, seems like a good way to chew through slaughtermaps

>> No.11458152
File: 826 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
11458152

>>11458148
Wow, I really hate this.

>> No.11458167

https://www.youtube.com/watch?v=Dz3_c8lXTns
It's relaxing

>> No.11458203

>>11458002
Okay, same anon here. I got the game configured to how I want it to run, now I have to begin the arduous process of figuring out how to capture it with OBS. Game, window and display capture won't work at all, which sucks.

>> No.11458238

>>11458203
Works on my machine.

I don't use fullscreen so maybe that's the issue.

>> No.11458241

>>11457586
They probably want to sell the entire ip together to microsoft or somebody not just get a cut of mediocre sales.

>> No.11458248

>>11458238
Good point. I'll give it a try next time, thanks anon.

>> No.11458535
File: 99 KB, 250x250, doomguy_sweats_blood.png [View same] [iqdb] [saucenao] [google]
11458535

Is Legacy of Rust overrated?

>> No.11458581

>>11458535
I really liked it, especially the Vasago and the flamethrowers were really good additions

>> No.11458582
File: 8 KB, 71x88, dsgdsgdfgd.gif [View same] [iqdb] [saucenao] [google]
11458582

>>11458535
Honestly I did not really like some of it's level designs, but some of the new enemies are kind of neat.

Honestly I just wish more wads would use more of the cut content graphics.

>> No.11458593 [DELETED] 
File: 96 KB, 888x1274, 1694463805704.png [View same] [iqdb] [saucenao] [google]
11458593

the computer doesnt show the last secret

>> No.11458604 [DELETED] 
File: 31 KB, 785x1000, 1674701400534.png [View same] [iqdb] [saucenao] [google]
11458604

>>11458593
>clicked on a stupid non-discrete wall five seconds after i made this post and it was the last secret

>> No.11458729

>>11458535
I don't read other Doom places, but it seems appropriately rated here.
I like about half of the new enemies. I'm not a massive fan of the weapons.

>> No.11458837

>>11452034
Mr. Friendly Build 75 released
https://jp.itch.io/mr-friendly/devlog/854607/build-75-a-fix-for-a-breakage-introduced-by-gzdoom-414

>> No.11459043

Is there a way to reliably track my hours on zdoom?

>> No.11459110

>>11452556
which wad is this

>> No.11459134
File: 61 KB, 205x199, file.png [View same] [iqdb] [saucenao] [google]
11459134

any worthwhile doom wads released in the last 6 months or so?

>> No.11459306
File: 225 KB, 800x600, Get Festive On Their Asses.png [View same] [iqdb] [saucenao] [google]
11459306

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

AND HAVE YOURSELVES A MERRY CHRISTMAS.

>> No.11459310
File: 319 KB, 1600x900, Screenshot_Doom_20241221_001432.png [View same] [iqdb] [saucenao] [google]
11459310

>>11459306
I've been putting together new icons for Kustam's upgrades. still not 100% sure on some of these but it may be the best I can pull off for now.

>> No.11459337
File: 117 KB, 1920x1040, Image11.png [View same] [iqdb] [saucenao] [google]
11459337

>>11459306
For several reasons I needed an utterly inert inventory item and got carried away making it do dumb shit while still being functionally useless.

>> No.11459345
File: 261 KB, 1600x900, Screenshot_Doom_20241221_084630.png [View same] [iqdb] [saucenao] [google]
11459345

>>11459306
this deathmatch map im working on. its called club doom, the idea is based on that secret ps1 doom level.
theres also a bar and some other areas offscreen.
the monsters are just static objects that move to look like dancing.

>> No.11459353 [DELETED] 

https://www.youtube.com/watch?v=vZ1RUuZKQIw

>> No.11459391

>>11452032
I want to strangle the bastard who made E2M5 of Unrattled

94 Protons Never

>> No.11459408

>No Quake Christmas Jam AGAIN
I hate whatever stupid politics created Slipseer. Ever since that place was made the remaining soul in the Quake community vanished, replaced by weird attempted portfolios to get into the industry instead.

>> No.11459421
File: 415 KB, 679x600, 1719716591369000.gif [View same] [iqdb] [saucenao] [google]
11459421

>>11459310
GIBLETS

>> No.11459450

>>11459408
>replaced by weird attempted portfolios to get into the industry instead
Do people still do that with Quake? Seems like the Sock from Arcane Dimesions hasn't updated his site in 5 years. Doubt anyone in the industry looks at anything outside Unreal and Unity portfolios

>> No.11459459
File: 38 KB, 709x405, file.png [View same] [iqdb] [saucenao] [google]
11459459

>>11459337
Just fyi, in ZScript it could look much more sensible like this (posting pic because I think [code] doesn't work outside of /g/).

>> No.11459464 [DELETED] 

>>11459353
Why does Civvie's mic sound like shit compared to years ago? It's like he's recording in a porta potty.

>> No.11459471

>>11459408
>Christmas Jam
Map Center announced one months ago, but quietly took the announcement down with seemingly nobody there even asking about what happened. I was actually looking forward to participating in that, so that's a shame.
They're doing an unrelated Quake 2 jam instead, but its premise is revealing some unfortunate true colors so maybe this was for the best.

Slipseer actually is doing a Christmas jam, but it's with a mandatory jump boots gimmick... https://www.slipseer.com/index.php?threads/christmas-jumper-jam-announcement.607/

>>11459450
>Do people still do that with Quake?
I think some of those people have either given up or moved onto Godot engine projects. It's still a phenomenon, but it has died down somewhat.
>Sock from Arcane Dimesions hasn't updated his site in 5 years
I wouldn't lump Sock in with all the wannabe game devs who jumped on the Quake train with Trenchbroom and have Artstation accounts full of Quake map screenshots.

>> No.11459472

>>11459459
It's not for GZDoom so your efforts with Zscript proselytizing are utterly useless.

>> No.11459473

>>11459459
Could reduce it further by using MagicBallLines.Size() instead of a constant.

>> No.11459490

>>11459472
Understandable.
>>11459473
Only dynamic arrays have methods afaik. You could instantiate and fill a class member dynamic array in a (Post)BeginPlay() or something, or recreate it on every use attempt inside Use(), but that's pretty ugly.

>> No.11459493

>>11459490
I've used .Size() on fixed arrays for years now. It's just a native method and isn't exposed to ZScript.

>> No.11459497

>>11459493
Well fuck me. Gotta love ZDoom wiki not saying anything about this, and ZScript is what, 7 years old now? And for some reason it has two docs, one on ZDoom wiki and the other one on GitHub.
Usually it at least goes that something is mentioned and unexplained either on the wiki or in the gzdoom.pk3 ZScript files, and from there I can go and check the source code to figure out what some mostly undocumented shit does.

>> No.11459509

>>11459450
>Doubt anyone in the industry looks at anything outside Unreal and Unity portfolios
And you are probably correct. Classic level design, i.e. when you design an actual level and not a sequence of cinematic spectacles, is probably the least demanded skill set in big industry.

>> No.11459516

>>11459497
Meant to say it's not defined in ZScript, unlike the dynarray stuff which have their own file.
The only documentation for Size() I could find is
>https://zdoom-docs.github.io/staging/Api/Basic/FixedArray.html
>This is a compile-time constant.
That probably explains why it's not defined.

>> No.11459582
File: 20 KB, 256x128, dope.png [View same] [iqdb] [saucenao] [google]
11459582

>>11459306
I'm on mapping break, but I have crippling addiction to recoloring other people's textures.

>> No.11459664

>>11459582
Dope container

>> No.11459673

>>11459664
Probably full of berserk packs and other drugs.

>> No.11459691

>>11459582
Store, store, organize!
...Stupid container.

>> No.11459762
File: 983 KB, 733x938, numaleskull.png [View same] [iqdb] [saucenao] [google]
11459762

>>11457756

>> No.11459779

>Spin Cycle
I'm sorry Sandy, I will never insult your maps again.

>> No.11459816

>>11459779
nvm forgot it was a secret level

>> No.11459846 [DELETED] 

>>11459471
You're not excited for Dead Tranny Jam?

>> No.11459862
File: 254 KB, 1278x712, trespassBE2.jpg [View same] [iqdb] [saucenao] [google]
11459862

>>11459306
I've been working on the original Trespasser beach map to make the foliage and set decorations feel more natural, and moving around some gameplay stuff. Removes the tutorial, got rid of the shooting range at the beginning. Just trying to polish things up and edit it to my liking.

>> No.11460050 [DELETED] 

>>11459846
Makes you wonder if in case both Burger Becky and Sandy would kick the bucket on the same day around 2025, who precisely would get a whole episode-long mapjam dedicated to their memory?

>> No.11460102 [DELETED] 

>>11460050
>Burger Becky
It’s so fucking funny that of all the long haired effeminate retro fps devs none really trooned out (romero gets nails done but that’s supposedly a rock star thing) - instead, that honor went to the most greasy, balding, disgusting fat lardass who was famous for holding burgers in his work desk, and that got him the most middle age balding man nickname possible - Burger Bill

>> No.11460161

>>11458535
I think on their own merits, most maps are good-great. But as a whole continuous experience, its very disjointed, especially in the second episode. Final map also kinda sucks.

>> No.11460261

>>11460161
The final maps feel like a tutorial for the BFG replacement, and so feel really lame to have at the end.

>> No.11460285

>>11459391
that's my favorite map of the set and i want to see other maps by the author

>> No.11460327

finally got back to my doom VR playthroughs and started doom 64 today
only a few levels in but holy fuck there's so many pinkies

>> No.11460438

unrattled 2 when?

>> No.11460493
File: 133 KB, 1170x1158, GfQUXuCXIAATtGn.jpg [View same] [iqdb] [saucenao] [google]
11460493

>> No.11460494

>>11460438
When you host it. The logo needs to be Ghostbuster 2's with another Revenant.

>> No.11460504
File: 680 KB, 1920x1080, gibullying.jpg [View same] [iqdb] [saucenao] [google]
11460504

Got Quake 1.5 running after some finagling with DarkPlaces. My experience is smooth and nice so far, really dig the design for the shotguns.

>> No.11460525

>>11460504
Quake 1.5 also runs on FTE and Zircon.
And consider Quake Combat+.

>> No.11460543

>>11460525
Elaborate on those ports, please. I'm kinda illiterate when it comes to Quake stuff, I pretty much only ever use Ironwail these days.

>> No.11460546

Which are the best DBP wads?

>> No.11460603

>>11460543
FTE is the other project by Spike (also known by his work on Quakespasm-Spiked). Extremely versatile, supports a ton of games (though everything except Quake 1 is kinda miserable, especially Quake 3), used by those that want to make games in Quake engine, but much more faithful than ZDoom for an example. Setting it up just to play some Quake can be a pain in the ass though, but if you hate how Darkplaces feels, it might be a better fit for you.
Zircon is DarkPlaces Mark V essentially. Baker decided to take a mess that is DP and make it more friendly to both regular Quake players and mod makers. It's still in beta, though.

>> No.11460678
File: 285 KB, 1600x900, Screenshot_Doom_20241221_211208.png [View same] [iqdb] [saucenao] [google]
11460678

>>11459421
Ah fuck I forgot to reply. I got the icons sorted out now, and I think these'll do the job. I've also been fuckin around updating the help screens, I'll post those next.

>> No.11460680
File: 48 KB, 639x480, file.png [View same] [iqdb] [saucenao] [google]
11460680

And one of Kustam's new help screens, it's kinda nice to have this WAY simpler than how it used to be.
Took me a few hours to get all this shit put together total, I've had to re-acclimate to GIMP's bullshit again, always takes me a bit to get back up to speed, crusty weird little program that it is, I still kinda like it.

>> No.11460763

>>11452032
How do i change the fov in Aliens versus Predator. Can't find anything.

>> No.11460775

got wolf 3d for steam because it was cheap, and Im a brainlet. first off, How do I mod it? I want to add an improvement patch that disables mouse movement, and try to make one that makes secret panels a LITTLE more noticeable

>> No.11460806

>>11453325
I wanted to submit another small update for maps 11 and 18. I added a bit more ammo to the start of 11 and altered the teleport/spectre ambush to be less mean. The gameplay of 18 is essentially the same but I changed some visual things, including importantly adding a new colormap and tweaking the existing one. It's important to completely replace the old colormap with the new ones or the map will look really fucked up. Thanks
https://files.catbox.moe/92rpa3.zip

>> No.11460839

>>11460775
Download this source port: http://maniacsvault.net/ecwolf/
You can disable mouse movement (idk why you want to do that, it's actually beneficial in wolf3d compared to doom) and there's an automap.

>> No.11460842
File: 747 KB, 150x150, 1727801363669688.gif [View same] [iqdb] [saucenao] [google]
11460842

>>11460775
You can get ECWolf from here, it's the best source port. Extract it to your Wolf 3D folder and open the ECWolf application.
https://maniacsvault.net/ecwolf/download.php

To disable mouse movement, go to Options --> Control Setup --> Disable Y-Axis. While you're there, I would go to Customize Controls and bind a key for your Automap to something like Tab. Then, go back to the main menu, go to Options --> Automap Options, and then enable all the options in there like Draw Floor Textures, Draw Wall Textures, all of that stuff because the map looks pretty bad without it.

As for secrets, there's no mods that make the secrets stand out, although there's some instances in the base game where a texture can sort of hint to one, but most are pretty well-hidden. Something important to know is that you can hold down the space bar to find secrets rather than having to spam it manually like in Doom, which makes it a lot faster to check a room. You can just slide your face along the perimeter of a room while holding space and listen for a pushwall. Make sure you're facing the wall as best you can, anything more than about a 45-degree angle away from the wall, it won't count.

>> No.11460853

>>11460839
>>11460842
where do I put ecwolf after I download it? I dragged it over to the folder named 'base' because it had the exe, but I dont think it patched anything

>> No.11460867
File: 62 KB, 1100x589, 000.png [View same] [iqdb] [saucenao] [google]
11460867

>>11460853
I don't even think it matters, ECWolf seems to find it automatically, but this is how mine looks right now. I have two map packs I've been playing (W3DFE and Wasserstein), so yours will look different. All I do is doubleclick on ECWolf, a dialog box pops up, to select an IWAD, and you just pick Wolfenstein 3D for the base 6 episodes. You'll know if you're in ECWolf if you see the splash screen on startup that says ECWolf Single-Player 1.41 on a red background.

>> No.11460870

>>11460867
I know where ecwolf is, but how do I point steam at it? to open it instead of the launcher

>> No.11460885

>>11460870
Don't know, I have done that with other games just by renaming the source port to what the base executable was and starting it through Steam, but that didn't work for me just now. After some digging, I found that you need to extract the ECWolf files into steam\steamapps\common\wolfenstein 3D\DosBOX instead, not the "base" folder".

Then, you can rename or delete dosbox.exe, and rename ecwolf.exe to dosbox.exe to replace it. I haven't tested this yet, but I'll report back if this works.

>> No.11460896

>>11460885
Just tested it, this seems to work fine. Here's what my DOSBox folder looks like. I just renamed the Dosbox file that was already in there to DOSboxx with two 'x's, then I renamed ECWolf to DOSBox. Started Wolf 3D through Steam and it defaults to ECWolf now while letting you track your playtime.

>> No.11460897
File: 38 KB, 648x433, 000.png [View same] [iqdb] [saucenao] [google]
11460897

>>11460896
forgot pic

>> No.11460957

>>11460885
>>11460896
much appreciated. Is there a bug for anyone else where it keeps doing second long flickers of your desktop? it keeps happening to me

>> No.11461092

>>11460493
>Caco shoots hairball
>Mancubus shoots gravy

>> No.11461126
File: 314 KB, 640x480, 1640381398592.png [View same] [iqdb] [saucenao] [google]
11461126

>>11461092
>gravy
>not béchamel

>> No.11461226

>>11460603
Thanks for the explanations, I tried both and didn't really enjoy my time with either thanks to - you guessed it - FTE being kind of a pain to get right and Zircon not really doing anything that made me want to switch from Darkplaces. Will keep them in mind next time I want to do some quacking though, they look kinda neat.

Neither have the wack scaling issue so that's a plus, at least.

>> No.11461293

have you anons ever played a megawad that got screenshots of doors and shit mounted as textures right by switches and keys that activate them? i played one like that years ago, can't remember its name worth shit for nothing.

>> No.11461390

>>11461293
I know Knee-Deep in ZDoom as well as its demake by Essel and friends do it, same goes for Doom 64 for Doom 2 albeit the latter two do so with doomcute and texture hackery. I think. While not a megawad I'm sure Dark 7 and other ZDoom wads do something similar.

>> No.11461396

I've been playing a lot of Quake Live mostly against bots because playing against players is inconsistent and the bots are actually fun to play against.

What are some similar shooters with good bots?

>> No.11461403

>>11461396
UT '99/2004, CS 1.6, the usual.

>> No.11461410
File: 23 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
11461410

I think everyone agrees that Naku Naru was a bit overpowered, but am I the only one who thinks Naku Naru 2 overcorrected?
Between the reloading, everything being tap-fire, the inaccuracy of the pistol and assault rifle, the weaker SSG and a few other things it ends up feeling weaker than vanilla Doomguy. Yes, the RL is a beast, but even that has the caveat that you can self-damage from much farther away with the shrapnel.

>> No.11461451

>>11461410
Yep. It's not very fun when you face anything with more than 20 or so monsters, especially when they're beefy.

Source: I tried it out on JPCP and it was like pulling teeth.

>> No.11461468
File: 196 KB, 1024x1024, turok.jpg [View same] [iqdb] [saucenao] [google]
11461468

I decided to buy it on gog.
Highly enjoyable.
I always saw doom as a maze shooter. But damn.
This on the next level.
Retard in my brain didn't find difficulty switch until halway through and now I think that was a good thing.
I put on the fog and resolution to minimum and it is great looking game.
Better than in high definition.
I wonder what are best options for retro experience?
What are best retro options for second game?

>> No.11461493

>>11461468
>I always saw doom as a maze shooter. >But damn.
>This on the next level.
It ain’t no Hexen but the keys can feel easy to miss at times.

>> No.11461550

>>11461468
First game isn't all that bad with its mazes(though i did get lost in the catacombs level lol), the second game is a different story however.
>I wonder what are best options for retro experience?
>What are best retro options for second game?
24 FPS, Slowdown, 70 FOV, high fog level for the quintessential Turok experience just like how it was on N64

>> No.11461705

>>11461493
>It ain’t no Hexen
No kidding lmao

>> No.11461735

Did anyone ever compile the Doomsday/jDoom 3D models into a usable PK3 for Gzdoom? i can hardly find anything. The only 3D Doom mod I can find adds a bunch of stupid bullet impact effects
>hurr durr just use sprites
I really can't stand to look at the same old sprites ever again. I'm sorry

>> No.11461741
File: 786 KB, 1010x720, how do I hold gaijin piggu gun.png [View same] [iqdb] [saucenao] [google]
11461741

>>11461735
>I really can't stand to look at the same old sprites ever again. I'm sorry
Well that's okay Anon, you have Quake, Quake 2, the Turok games, a pretty generous selection out there.

>> No.11461747

>>11461741
that's true and I do find them much easier to look at than Doom but at the same time there are few that have the same level of custom content as Doom. Even Quake has unexpectedly fewer mappacks than I thought

>> No.11461756

>>11461747
You're in deep shit then, bud. Because even if you could get the 3D models in, you're gonna have problems with a lot of custom maps if they introduce custom monsters, items, and weapons. Then you'd have horrible clashing 2D sprites alongside the 3D models.

>> No.11461758

>>11461735
There's a ton of shitty Vasyn bundles with them in if you hate yourself that much.

>> No.11461980
File: 96 KB, 1125x1072, hat.jpg [View same] [iqdb] [saucenao] [google]
11461980

>>11461735
you mean enemy sprites in general or just vanilla ones? EVP has a monster-only version that looks quite clean, even if aesthetic is a bit different from doom's. plus it can leave enemies altered through dehacked alone. i'm not going ro recommend the full version though because the dev sewed fucking darkdoomZ into it like a retard and i ain't got a clue if you can entirely turn it off without messing with the pk3.

>> No.11461982

>You exit the level
>It takes you to Underhalls
>It's actually an animated wall texture of Underhalls
Genius

>> No.11462093

>>11461982
What I've done before is had the first room be normal but the first door opens to a a texture that's a "coming soon" sign, mostly just to see who keeps playing and who quits straight away.

>> No.11462094

hello! sorry to demand a spoonfeed but I haven't checked in on doom news in like 2.5 years.... what's happened since then?

>> No.11462102

>>11462094
Pretty much fuckall. We've had some new WADs but it's been the same as always.

>> No.11462104

>>11462094
Nothing, at all, the entire community agreed to take a few years off as a kind of holiday.

>> No.11462251

>>11462094
/vr/ pretty much ran out of their creative steam, along with some bickering and schisms happening in the backround over the newest kex port just mere months ago

>> No.11462256

>>11462251
ir does feel like projects have been going at a glaciers pace lately hasn't it
where da fuck is captain mozzarella

>> No.11462362

>>11462094
Have you checked the Cacowards since then?

>> No.11462397

>>11461410
I didn't think the first was overpowered. The opposite, actually. The BFG is a single target weapon and that makes it completely useless in fights that expect you to use one. Like I played a good bit of Ad Mortem with it and King Boner's House of Fisting was hard as shit. I had to save the Invul from earlier, then mad dash to the room with all the cell ammo and boners and hope I could blast enough of them with the rocket launcher before it wore off.

A few of 2's weapons are weirdly inaccurate though, yeah. The first shot not being perfectly accurate, plus the Howa is weaker than 1's SMG. All the automatic fire does less damage than the first shot. Which is weird and stupid.

>> No.11462487

>>11452032
were the bruiser brothers gay?

>> No.11462504

>>11462487
They're in hell, aren't they?

>> No.11462525
File: 172 KB, 814x747, 1729759800921225.gif [View same] [iqdb] [saucenao] [google]
11462525

SNS is up btw
just search "shit" in doomseeker

>> No.11462534

>>11462525
thanks doc

>> No.11462553
File: 376 KB, 1276x1434, GfcdeWXa4AA6p9a.jpg [View same] [iqdb] [saucenao] [google]
11462553

>>11459862
Comparison.

>> No.11462561

>>11462553
Trespasser seems like a game ripe for a VR remake including the boob health bar tattoo

>> No.11462563
File: 989 KB, 1920x1080, Hexen (USA) 2024-12-23-02-02-43.png [View same] [iqdb] [saucenao] [google]
11462563

Lmao the PSX port of Doom gives you the option to kill yourself
It's not present in the other versions though

>> No.11462567

>>11462553
>>11459862
Wow, that's really coming along. Are you planning anything more for the game?

>> No.11462568

>>11462563
Idk why I said Doom instead of Hexen

>> No.11462572

>>11455090
Is that postal guy?

>> No.11462585

>>11462563
>>11462568
I think there might be places in Hexen where you can get stuck without a way out, so it's useful on a system where you can't afford to have a lot of save data easily.

>> No.11462607

>>11462567
Might try to do the whole game. Reconfigure the raptor encounters, reorganize a bit of the dialogue. The build I'm working off has some cut voice overs so can shuffle around. I haven't done much terrain editing for the first map, but some levels could benefit from it.
Goal would be to not add any new assets. Just take from some maps and add to others. Keep the exploration but smooth things out.
Can't change the gameplay outside of level design, so I'd give the player less guns and emphasize more evasion when possible.
All spit balling though. I have a habit of biting off too much to chew. We'll see.

>> No.11462628

>>11462525
Kiitos tohtori

>> No.11462631

>>11462525
tack läkarn

>> No.11462653

>>11452034
>/Vertex Relocation/ PHASE 2
Your current top 3 maps as of now, anon?

>> No.11462690

>>11462585
The game also takes a ridiculous amount of data on memory card
At least you can quick save

>> No.11462824

Sorry for no updates on map15 for vertex relocation, I'm still working on it, though I am pretty stuck on where to go! I would ideally like to get it done before the year is up.

>> No.11462990
File: 592 KB, 1280x720, hiding_in_hell_from_the_touhou.png [View same] [iqdb] [saucenao] [google]
11462990

>>11462525
giidähän dohdori and GGs, those maps were pretty rough but i also kinda want to finish that wad

>> No.11463008
File: 145 KB, 1599x926, 0006.jpg [View same] [iqdb] [saucenao] [google]
11463008

>>11462990
ggs

>> No.11463027

>>11462504
So no?

>> No.11463046

>>11462990
>>11463008
ggs!
same, nice maps

>> No.11463047

>>11462990
>>11463046
whaaaaat no way, ur high

>> No.11463062

>>11463047
nevertheless

>> No.11463063
File: 837 KB, 782x1102, tumblr_n8ei38j78l1sk31cyo1_1280.png [View same] [iqdb] [saucenao] [google]
11463063

>> No.11463089

>>11463063
I honestly don't know what texture or sprite that's supposed to be

>> No.11463110

Getting smacked up in doom infinite lol. Can't ever make it past map 10, always some nonsense like a totally invisible enemy deals a huge amount of damage and the text just reads "YOU died". And yet, i will persevere. About 30 hours in lol

>> No.11463116

>>11463089
It's BFG-Tan

>> No.11463217

>>11462362
>Cacowards
were cacowads ever good?
it's 90% some artsy bullshit that doesn't even play well
sure, there's some good stuff awarded now and then, but the majority of it is painfully mediocre

>> No.11463231

>>11463217
I think they've always been fine, sometimes with questionable picks but that's like saying the corner store has weird brands you never heard of. It happens. I never used them as a guide for what to play because that's kinda low effort and takes away the fun of finding a wad no one heard of but is fun, like Chainworm Kommando.

>> No.11463240

>>11454034
>>11454049
beta alyx & zero suit samus are usually my go to alyx replacements. the bodysuit look has more of a personality than the beyond good & evil cosplay she's pulling in the vanilla game.

i would like to see a good combine assassin replacement for the elite soldiers but most of the ones i've seen have fucked up feet or hands.

>> No.11463279

>>11462094
Necromantic Thirst, Curse Of Blood and Realm Of Chaos 2 finally came out. We also got a new official expansion, Sigil 2 and Eviternity 2.

>> No.11463284

>>11461396
Well there is Skulltag for Doom. It has a single player deathmatch campaign with bots in style of Q3. There were also 5 or 6 custom sp deathmatch campaigns made for it back at 2000s.

>> No.11463286

>>11463279
>Sigil 2
wasn't it kinda meh?
at least Evi2 was bretty gud

>> No.11463291

>>11463286
I liked it. Sure it's more of same, but harder, but that's what I was expecting.

>> No.11463382

>>11463286
It had interest for about half a day before Eviternity 2 came out and people paid more attention to that instead.

>> No.11463412

>>11463286
Sigil 2 is overwhelmingly okay and that's almost worse than being awful given who made it.

>> No.11463476

>>11463412
Treat them as isolated from their creator and you find that neither are that great or really even that memorable.

>> No.11463519

I finished turok.
Was fun.
Eccept platforming.
Platformong was more dangerous than enemies.
Maybe I will replay it some time
On harder difficulty.

>> No.11463548

>>11458535
I think it's fine.
If the legality of LoR assets is still a hot debate, would it be possible for only the levels themselves to be copyrighted, while all assets (music, textures, backgrounds, enemies, sprites, sounds) become fair use or whatever?

>> No.11463567
File: 3.59 MB, 640x360, NDturokinvisiblewall.webm [View same] [iqdb] [saucenao] [google]
11463567

>>11463519
>Platformong was more dangerous than enemies.
Yeah it can feel like that, especially when it decides to not work. Consider mods the next time you play (I really like Turok+).

>> No.11463608

>>11462690
Probably because of the hub system. It's several map saves next to each other. Gonna guess that hub 3, Heresiarch's seminary, is the worst, considering it's basically two hubs in one (the initial star chart puzzle and then the four chapels, so it's what, eight map saves in a single save slot?).

>> No.11463620
File: 113 KB, 1056x1072, WASTE02vsROCK25_1.png [View same] [iqdb] [saucenao] [google]
11463620

This texture from Hexen (top) and this one from Quake 2 (bottom) are sourced from the same image.

>> No.11463624

>>11463476
I didn't even finish either. The eye gimmick was fun, the visuals are good and the production value was high, but maps made to spite the player are shit across the board. Being a dickhead isn't a good design philosophy.

>> No.11463647

>>11463620
I was wondering why sometimes I see both variants... neat!
I do prefer the Quake 2 variant, more gritty and colorful.

>> No.11463669

>>11463567
i laughed way to hard at that

>> No.11463736

>>11463624
I finished the first but only got about halfway through the second before I couldn't be arsed to finish it.

The encounter design seemed subpar, especially compared to a lot of recent community stuff for Doom 1.

>> No.11463757
File: 29 KB, 380x511, hugeguts.jpg [View same] [iqdb] [saucenao] [google]
11463757

Legacy of Rust is very well designed except for one thing that a lot of popular map packs do that I fucking hate: Teleporting ambushes. Picked up a key? Threw a switch? Oops, suddenly fifteen revenants teleport directly on top of your ass. It's fucking unfun bullshit and I'm tired of pretending it's not. It's what you do when you can't be assed to even make a fucking monster closet.

>> No.11463759

>>11463757
meant to reply to this guy >>11458535
but still important as a rant on its own

>> No.11463760
File: 45 KB, 550x365, Gbzv7cXbwAAdqZU.jpg [View same] [iqdb] [saucenao] [google]
11463760

Whats with near-2000s and before FPSs that causes such an autistic hyperfixation to so many people?
I never cared about Doom but I played Half life and now I am watching youtubers with 300 views playing niche wads and ports

>> No.11463761

>>11463757
>Teleporting ambushes
Have always felt like a big part of Doom, and is one of the best ways to give these slow dumb asshole demons some speed.

>> No.11463774

>>11463760
>but I played Half life and now I am watching youtubers with 300 views playing niche wads and ports
that's not "autistic hyperfixation to so many people", that's just (you)r own autism

>> No.11463783
File: 53 KB, 620x613, Screenshot 2024-12-23 at 10-42-40 Half Life dooming the alpha mod - ModDB.png [View same] [iqdb] [saucenao] [google]
11463783

>>11463774
The counter strike to DOOM pipeline is very real for many of us z*omers.

Look at this shit.

>> No.11463785

>>11463761
I agree, teleporting enemies are the bread and butter of Doom traps.

>> No.11463816

>>11463567
Platforming in FPS'es always sucks ass. I hate it. It ruins otherwise great games.

>> No.11463840
File: 2.54 MB, 640x360, NDturokjumparea.webm [View same] [iqdb] [saucenao] [google]
11463840

>>11463816
It's fun when it works, though, but now I'm more bothered by me missing those two red shells near the start.

>> No.11463869
File: 578 KB, 1917x1080, 1422-21-12-2024.png [View same] [iqdb] [saucenao] [google]
11463869

I think my troubles with mapping for Doom are because I'm tired of it. It was the only game I was able to play for well over 13 years and I think that's starting to reflect in how I view it now. I barely even played Doom during December unless it was to test Agitator and now every time I try getting back into it, it's just boring. I get the feeling I'd use my time better playing anything other than Doom, modded or not.

Given I made a name for myself in the Doom community and am still grinding to make my YT channel happen, it's honestly kinda sad that I look at Doom, roll my eyes and go back to playing anything other than Doom.

I've also tried getting my mapping mojo back and seven aborted maps later, I'm starting to think I'm just tired of it. I didn't want to make Doom my job and now it feels like a shittier job with no pay, somehow.

I hope you guys are having a nice year's end, though. I'll probably drop off the internet for a while so this will be my last post for a while, feeling like I'm trapping myself again for no reason. Merry Christmas, happy holidays and happy new year, anons. Have a good one.

WAD in picrel is Counterattack for anyone curious.

>> No.11463904
File: 640 KB, 1920x1080, Blood Chasecam.png [View same] [iqdb] [saucenao] [google]
11463904

>learn that Blood has chasecam similar to Douk
>use it to corner peek without getting hitscanned
>manage to clear Extra Crispy without mid-level savescumming
did i cheat or is this fine

>> No.11463906
File: 1 KB, 368x416, Quake thread flamewar.png [View same] [iqdb] [saucenao] [google]
11463906

>>11463816
the most apt description of FPS platforming i've ever seen was "jumpng puzzles that aren't actually puzzles and are therefore just jumping"

granted there are custom maps that actually challenge you like quake bunnyhop/rocket jump maps or csgo surfing, but those are exclusively custom maps. i've never seen a skill check platforming "puzzle" in a commercial fps game.
>>11463869
i must say, it's been entertaining watching your redemption arc
only thing left to do is to get da hell outta 4chan before it's too late for you

>> No.11463918

>>11463904
>did i cheat or is this fine
It was balanced for coop so it's whatever, though in your screenshot example they'd have to turn and couldn't instantly hitscan you anyways.

>> No.11463924

>>11463869
Spending all your time on something like Doom is going to make you hate it eventually, it's why I just ignore it entirely for probably about half the year, cause I can't be fucked with it at all.

Shit's way healthier to have a bunch of varied hobbies and stuff.

>> No.11463958

>>11459471
There's this guy who made (no-gameplay) maps for Warcraft 3 and Starcraft 2 and it got him gigs working on Corepunk and Phoenix point as well as some indie games.

>> No.11463971

>>11456194
>Malice mapjam from last year,
link?

>> No.11463986
File: 867 KB, 900x900, E4gwAsbXMAAbWPs.png [View same] [iqdb] [saucenao] [google]
11463986

>play Quake Live online
>everybody is very good at the game
>everyone is also very nice
comfy

>> No.11464005

>>11463816
I'm the completely opposite. I love platforming in FPS games, and clearly lots of others do as well based on all the jumping/bhopping in fps games that have level editors.

>> No.11464013

>>11463816
Now I want to download a kz_ mappack for CS, thanks.
>>11463906
>the most apt description of FPS platforming i've ever seen was "jumpng puzzles that aren't actually puzzles and are therefore just jumping"
It becomes sort of a puzzle when you speedrun the game. Or at least an element of it.

>> No.11464029

>>11463761
>>11463785
NTA but I think ambushes are better when they involve moving map geometry. Monster closets being the most basic method, a similar one being opening previously locked doors to reveal hordes coming at you. Lowering pillars is another good way to do it. The best is when a layout is turned from "somewhat realistic looking structure" into "abstract dream" because of enemy encounters. You can still teleport a few enemies here and there, of course.

>> No.11464034

>>11463904
I've been doing this for years. The game allows it so I'd say it's fine. beats blindly throwing dynamite around every corner.

>> No.11464053

>>11463904
Extra Crispy isn't even supposed to be played solo, like said, so it's not like there's a balance for you to adhere to.

>> No.11464115
File: 66 KB, 351x234, On our way to beat your ass.gif [View same] [iqdb] [saucenao] [google]
11464115

Not much left now, just need some help with altering the title screen to get these three in there.

>> No.11464128

>>11463840
based indian walking on literal air.

>> No.11464234

>>11463869
Just chillout and mod TheKlub17 for a while

>> No.11464238
File: 299 KB, 1200x1200, 1732210190051357.jpg [View same] [iqdb] [saucenao] [google]
11464238

>>11452034
[12-23] Symphony of the Serpent Riders released
https://johnsweekley.bandcamp.com/album/heretic-symphony-of-the-serpent-riders

>> No.11464269

>>11463757
It's such an overdone cliche at this point

>oh anempty room with a key, I wonder what could possibly happen when I pick it up

>> No.11464317

>>11463757
Revenants? Hmm, can't recall BUT I do remember
>a mindreaver (spider chaingun) up your ass lol
Not once but twice, and maybe thrice in The Coiled City. Really felt cheap.

>> No.11464327

>>11464317
>make a really annoying hitscanner
>only use it for the first episode
What did they mean by this?

>> No.11464483

>>11463986
those are the FFA servers. when you play clan arena you're more likely to run into sweat town which will either tear your nuts off or turn you into an fps god

>> No.11464706

>>11450795
To the anon who posted this grp for Alien World Order, how exactly do I get it running? I put all the files into my eDuke32 directory and included e32wt_content.def, but it doesn't seem to be showing up in the setup menu.

>> No.11464717

>>11464706
nta but I think that grp only works with Raze.

>> No.11464829

>>11464483
No, I've been playing clan arena too

>> No.11464831

Anyone know any good gameplay mods with flamethrowers?

>> No.11464882

>>11464831
Heartland

>> No.11464884

Free look with no auto aim is my favourite

>> No.11464889

>>11464706
dunno about setup menu, you might need a grpinfo for that. which is easy enough, but might involve calculating crc and stuff.
the easiest way is to simply drag the WT grp onto eduke exe. tested it just now, should work, though my eduke isn't up to date.

I myself have a convoluted control-freakish setup, but essentially I launch stuff directly, i.e:
engines\eduke32\eduke32.exe -usecwd -cfg engines\eduke32\eduke32.cfg -j data\duke -game_dir data\dukewt

>> No.11464904

>>11464884
Auto aim keyboard only for me

>> No.11464910

>>11464884
>>11464904
Mouse movement with keyboard aiming for me.

>> No.11464918
File: 38 KB, 304x237, arrow ergonomics.jpg [View same] [iqdb] [saucenao] [google]
11464918

>>11464910
>not moving with pedals while aiming with a steering wheel
yeah, ngmi

>> No.11464930

>>11464918
That is how you're supposed to play this.
https://www.youtube.com/watch?v=v6GBRE0WxfE

>> No.11464934

>MBF25 is going to have DECORATE apparently

>> No.11464996

>>11464934
Probably wouldn't be 1:1 Decorate from jizzyDoom or even Zandronum, more like the earlier implementations of it.

>> No.11464997
File: 31 KB, 640x480, automap.png [View same] [iqdb] [saucenao] [google]
11464997

>find automap item
>.wad hides secret sectors on the map
then what's the fucking point?

>> No.11465037

>>11452034
Jimmy released a UDMF Heretic wad for GzDoom.
https://www.doomworld.com/forum/topic/117375-rc1-faithless-trilogy-happy-30th-heretic/

>> No.11465062

>>11465037
It's, like, 4 years old and got a Cacoward.
>UDMF
>for GzDoom
Why not just say GZDoom once?

>> No.11465065

>>11464996
Probably close to "uncompiled" Decohack.

>> No.11465106
File: 3.93 MB, 1280x720, 1734550669646980.webm [View same] [iqdb] [saucenao] [google]
11465106

Feels illegal whenever this kind of teleportation happens. Even an archvile warped in. I mean, we both knew it was coming, but still.

>> No.11465140

>>11465106
That's that shit I don't like.

>> No.11465216
File: 48 KB, 1023x767, LaserTripbomb.png [View same] [iqdb] [saucenao] [google]
11465216

*clunk*

>> No.11465225

>>11464997
To expose the rest of the map so you know where you're going. not every you might have missed is a secret, and not every area you need to go is obvious.
>>11465062
It's a new release of the same wad, but yeah. Faithless is well known, doesn't need a news update.
or maybe it does i dont fucking know.

>> No.11465295
File: 16 KB, 372x372, pootmol.jpg [View same] [iqdb] [saucenao] [google]
11465295

>A doom wad booru, with full fledged tag search and filters

>> No.11465302

>>11465295
this is either the funniest riff to ever be posted in these threads or you're not very observant

>> No.11465303
File: 932 KB, 343x284, 1732459564940863.gif [View same] [iqdb] [saucenao] [google]
11465303

>>11465295

>> No.11465307

>>11459862
Are you do the town map to make the area around the command center more movie-accurate? Or at least make it so it doesn't levitate over a shallow ditch?

>> No.11465316

>>11465106
I used to be okay with enemies popping up instantly, but now I generally dislike it for looking weird and being narratively inexplicable compared to the normal teleport effect with fog and a "whoosh" sound. For a similar reason I don't really like instantly moving sectors in general unless they're masked by some effect. Gameplay-wise though, I don't really see anything innately wrong with it. There's no reason you couldn't make a similarly mean/unfair encounter with normal sector movement or alternatively make a really easy encounter with instant motion/ silent teleports.

>> No.11465373

>>11465062
>Why not just say GZDoom once?
UDMF is supposed by like twenty fucking ports.

>> No.11465389

>>11465316
If it’s happening in a more sensible or dense area like the posted webm >>11465106 no problem: I can imagine that they were hiding around the corners or laying down in bloodpools for an ambush.
If it’s like 10 hell knights in an open field, showing up when I’m five feet away, that’s when I’d have a hard time believing they were all waiting in the grass.

>> No.11465413
File: 16 KB, 405x96, frag.png [View same] [iqdb] [saucenao] [google]
11465413

made a script to do the thing I was asking about in the last thread >>11437869
merges sprites into a strip, splits the strip back into individual frames.
when imported back into slade, they will keep the original offsets.
https://files.catbox.moe/244c2e.7z

>> No.11465419

>>11464934
There's an MBF25 now?

>> No.11465432

>>11465216
satisfying

>> No.11465579

>>11465419
People have been discussing an extension to mbf21 since its inception but year after year have yet to actually materialize anything on the same level, which leads me to believe that it's development and wide-spread adoption may have been something of a perfect storm that won't necessarily happen again at all. This seems especially plausible if you consider that the prior "stable" complevel and ancestor of mbf21 (cl11 defined by prboom) was accepted as the "good enough" demo compatible standard for over 20 years, and mbf21 is much more feature rich. id24 doesn't look to be nearly equivalent because it's only a minor boon feature wise, both dsda-doom and gzdoom seem reluctant to implement it, and the community broadly seems less receptive of it for being tied to a commercial enterprise. Say what you will about kraflab's behavior, but he did a lot by maintaining dsda-doom for so long and organizing mbf21; it would be difficult to reproduce.

I'm also personally ambivalent about this possibility because for the majority of wads I'd actually play or make, mbf21 is sufficient. I don't feel we need to go through the motions of gradually transforming every other port into gzdoom feature wise by continuously adding more. The limitations/distinctions give purpose to the ports. I also don't think creating a consistently demo-compatible version of gzdoom would meaningfully increase the amount of demos created for unconventionally designed doom wads. The majority of people who record demos are interested in playing custom maps with little alteration to gameplay.

>> No.11465693
File: 176 KB, 640x472, 1728022581494107.png [View same] [iqdb] [saucenao] [google]
11465693

>>11464934
>actual decorate

>> No.11465706

>>11465579
Doesn't have to get up to even 10 years ago of Decorate compat for me, Decorate was already very advanced before that, just look at Zen Dynamics, it's older than some people here (it used a bit of ACS too, but mostly for small things and level scripts).
I want some of the commands for jumps and checks, defining new weapons and items from the ground up, more control over effects, etc, and all with lighter hardware requirements and demos.

>> No.11465812
File: 135 KB, 821x733, sneedlaco.jpg [View same] [iqdb] [saucenao] [google]
11465812

did their artist fucking die or something, why are deviantart post and severe stylistic clash the only options

>> No.11465814

>>11465373
I know, but there is no reason to mention it's UDMF at all. People only ever use the term to say that it's a map for ZDoom derived ports, partially because no one maps in it for other ports (SRB2 aside), despite the fact that you can make vanilla maps with it.
Or rather the brave few that map for Eternity and Edge would just mention the port not to make people confused why the wad doesn't work with Brutal Doom.

>> No.11465824

>>11465579
I just want the custom weapon slots and custom ammo types from id24 (and of course the custom huds to make those show on the hud). Those are very essential additions to demo compatible ports.

What comes actual implementation of id24: Woof, Nugget and Eternity will implement all of it. Graf just seethes like he did mbf21 and umapinfo but I'm sure he will implement those features to gzdoom, like he has always done before. That's just Graf. Dsda will not get those features, but what has been happening is Nugget slowly implementing all of dsda's features. Dsda is going to turn obsolete when it's not maintained anymore, like many boom-based ports before it. New features come, old developers quit. That's just natural thing to happen with a game with a modding community that has been going this many years.

>> No.11465826

>>11465814
Dsda has partial udmf support.

>> No.11465842

>>11465579
>>11465824
Dsda is now maintained by Fabian and Rfomin.
MBF25 (ex-MBF24) is developed in Dsda fork afaik and is going to at least partially if not fully include ID24 features, so I'd assume that it's coming in PRBoom lineage one way or the other.
I assume the decision to include Decorate came from the fact that nearly everyone uses Decohack anyway so it's a good idea to cut the middleman that is Dehacked. People were championing for a "Deco-lite" for quite a while now too.

>> No.11465854

>>11465812
Bootleg Shelly

>> No.11465858

>>11465824
What does DSDA still have over Nugget & Cherry Doom?

>> No.11465860

>>11465812
When is it gonna be released on GOG?

>> No.11465861

>>11465826
Cool. May I see any non-test wads targeting it?
You're missing the point. It's just a useless information. No one would care if a DSDA wad is Vanilla, Boom, Doom-in-Hexen (yes, DSDA got a partial support for that too) or UDMF as long as it's fucking works in a port.
Just mention either intended advanced port, or a complevel name.

>> No.11465862

>>11465858
Heretic and Hexen support
Hardware renderer

>> No.11465865

>>11465858
100% demos compatibility. That's the point of it since day 0, and it's still your only option if you're a speedrunner.

>> No.11465874

>>11465865
well i personally do not speedrun therefore nobody does and the port serves no purpose. everything in the universe must cater to me. i am a lean mean solipsist piece of shit, now open wide

>> No.11465878

>>11465865
I was under the impression that Woof and its ilk were still compatible with all demos.

>> No.11465883

>>11465878
No idea, but Nugget is absolutely not tested for demo compatibility, and so is Cherry.

>> No.11465901

>>11463869
>I'll probably drop off the internet for a while so this will be my last post for a while
come on dude you didn't even last a day

>> No.11465924
File: 50 KB, 739x415, IMG_3313.jpg [View same] [iqdb] [saucenao] [google]
11465924

merry christmas DOOM THREAD / RETRO FPS THREAD
what's your favorite xmas level pack for any /vr/ shooter? for me it's Christmas in Inferno for doom II

>> No.11465935

>>11463869
Who?

>> No.11465938

>>11465812
Discount art for a discount game.

>> No.11465949

>>11465883
I don't think that they change game behaviour for the majority of their features, so it's pretty much the same.

>> No.11465954

>>11465949
Even if so, there's a huge difference between "I don't think" and "actually extensively tested" when it comes to recording speedrun demos. That's why it's explicitly mentioned at the very top of Nugget's description.

>> No.11465957

>>11465954
You can always just check if it desyncs afterwards. If it does fill a bug report.

>> No.11465991
File: 602 KB, 1920x1080, XBP5EK973U.png [View same] [iqdb] [saucenao] [google]
11465991

>>11465924
>Every mapper was encouraged to make his own house with chimney exit for one big suburbia
>Only five mapper submissions
Lost potential

>> No.11466008

>>11465706
Yeah there's a lot to go on with even with the earlier versions of Decorate, and it would just be funny to see it annoy the hell out of the ZScript evangelists.

>> No.11466083

>>11466008
It is annoying, yes, but not for the reasons you think. It's because it'll ultimately lead to the same mistakes that brought us to where we are today.
>we'll just make a language to do these five things, really simple stuff
>huh guess we'll add some more features because of demands
>oh hey the language was never meant to do some of this stuff and the doom community has exploited the shit out of it so [WFDS] I guess
15 years from now fags like you are going to shit your pants over whatever is inevitably going to replace nu-decorate and praise DEHACKED again, rinse and repeat. I'm not so much a zscript evangelist as I am a stop doing dumb fucking shit evangelist. You'll walk the exact same steps as gzdoom and end up in the same ditch bleeding out of your arse with your pants down just to own the chicken man. Colossally dense motherfuckers like you are the only reason technlogical development for Doom moves at the speed of glaucoma.

>> No.11466104

>>11466083
tl;dr go back to bed Graf.

>> No.11466116

>>11466104
>not being an ass-backward retard makes you graf
I accept your terms. And I already am in bed, anon. Now what?

>> No.11466126

>>11452032
https://www.youtube.com/watch?v=B2iIgFQJZX0

>> No.11466150

>>11462553
>>11465307
Burroughs actually isn't the same town as the worker town in the movie (it was supposed to be, but that didn't happen during development), and my general intention is to keep the maps mostly in-tact, but some big changes would be necessary in some of them (jungle road, and the ascent maps for instance)... And I would like to have more nods to the movies in general. There are other changes that would be nice to make. The map of Isle Sorna in-game doesn't match the movie at all, and the locations are all wrong. Cathy's beach is on the complete other side of the island, and it's the only place that matches up well otherwise. If you spun it around you would criss cross paths a little with characters in the The Lost World, so that might be fun.
Like I said we'll see how far I take it overall. Level by level. Might get burnt out on the next map, not promising anything.

Here's the first map. Might not be done but releasable for now:
https://clovr.xyz/misc_files/zips/SNE.zip

>> No.11466165

>>11466083
>huh guess we'll add some more features because of demands
So DEHEXTRA, DSDhacked and ID24hacked, basically?
It's not Decorate specific and, if anything, extending Dehacked was always far more stupid idea than stripping down Decorate and making it less of a mess.

>> No.11466190
File: 316 KB, 1080x1238, IMG_20240923_042735.jpg [View same] [iqdb] [saucenao] [google]
11466190

>>11465812
>Selaco
No thanks, I'll go and replay Ion Fury once more

>> No.11466194

>>11466150
Forgot to add, you should use the community patch and mod manager (tmm). You can get those from the nice folks at Trescom.

>> No.11466226

>>11466165
>stripping down Decorate and making it less of a mess.
It's still a waste of time because we know where that road leads to.
My point was that gradually expanding upon the features in a language whose fundamental purpose was never to go balls deep is bound for the shitter. ZScript works well for what it does because it knows exactly what it wants to be from the beginning - a low-level language. DECORATE and in large parts ACS are the bloated mess they are now because they followed the same evolution path as PHP where you took something highly specific someone wrote in an afternoon and kept adding more and more features to it with the thought that maybe one day this will get superseded by something better, but that day never comes because the desired features keep getting crammed in the jury-rigged language, so there is no immediate need and as a result motivation to design better technology.

You could make the argument that you don't NEED that much low-level crap, sure, but you and I both know if you give someone the tools, they will always find the way to utilize them and ask for more. MBF21 came out and now we have people making mods using it, like Agitator. I'm sure the guy would want just a little more power to implement something in the scope of vanilla that's just out of reach, and I would much rather have modders be limited by their own creativity and ambition than by the tools at their disposal.

>> No.11466230
File: 33 KB, 700x463, amB41ed_700b.jpg [View same] [iqdb] [saucenao] [google]
11466230

>>11464934
>actual Decorate
Santa pls, I can't cum any more.

>>11465579
There's so much you can do with even antique Decorate. For instance, how far could something like Zero Tolerance or other early mods be ported to MBF25? Probably not all of it, but it'd be neat to see stuff like that.

>>11466008
I don't see why they would care, they're gonna keep doing their thing.

>>11466083
Except Decorate is already defined (and for that matter, already very well documented, on both the modder end and the implementation end), and it would merely be a matter of adding the parts which will fit and make sense.
I would be VERY surprised if there were any serious talks about adding much of anything which doesn't already exist on the ZDoom side of things, at most it would be workarounds for edge case stuff.

>>11466104
Graf is probably cheering at this development, because it means there likely will not be any future extensions made to DeHacked for him to implement or maintain, and there would probably be rather little work on his part for this stuff.

In fact, he's probably not the only port dev to be happy with this development.

>> No.11466291
File: 715 KB, 512x512, AAAAAAA.gif [View same] [iqdb] [saucenao] [google]
11466291

>>11466190
LMAO

>> No.11466313
File: 1.93 MB, 1600x900, start_2024-12-19_22-43-45.png [View same] [iqdb] [saucenao] [google]
11466313

>>11465216
>love trap weapons of all kinds
>have no real idea how to use them efficently
>use them anyways and usually just blow myself up

>>11466190
Nice to see a media literacy fail from the pozzed indivduals who supposedly swear by it inside their echo-chamber circlejerks.

>No screengrabs yesterday because my toaster is acting up in a very annoying way lately (F2, 2, w & s keys aren't responding anymore).

>> No.11466328
File: 1.76 MB, 1600x900, mjam_chuma_2024-12-20_17-14-30.png [View same] [iqdb] [saucenao] [google]
11466328

>>11466313
I actually like using the cursor keys on a proper keyboard instead of wsad, but doing so on a netbook brings me physical pain to be honest.

>> No.11466331

https://www.youtube.com/watch?v=B2iIgFQJZX0
Cutman's doing something on Zandronum again.
Probably not news worthy until we know what it is. But it seems to be Ghoul related.

>> No.11466335

>>11466331 (me)
Oops didn't see this post >>11466126
Sorry about that

>> No.11466337

>>11465812
>bringing this up during Steam sales
Sneaky. Also been wanting to try it after reading the notes saying enemies were more hitstunable.

>> No.11466343
File: 1.71 MB, 1600x900, mjam_chuma_2024-12-20_17-38-28.png [View same] [iqdb] [saucenao] [google]
11466343

This part was a bit problematic to me because of the problem mentioned here >>11457767
Fortunately a reboot + delibaretely running the mod as admin seeemed to fix this legacy bug later on.

>> No.11466349

>>11466313
Something tells me that twitter post is satire. It just has to be.

>> No.11466376
File: 1.70 MB, 1600x900, mjam_chuma_2024-12-20_18-05-46.png [View same] [iqdb] [saucenao] [google]
11466376

>>11466349
I hope not, sevres those hipsters right to be caught going full retard in public.

>funny how the skybox for this level is apparently an entire custom level made just to be screencapped and turned into a set of panoramic textures

>> No.11466402
File: 1.45 MB, 1600x900, mjam_chuma_2024-12-20_19-37-58.png [View same] [iqdb] [saucenao] [google]
11466402

Tried doing else with this mod afterwards I finnished it, will show some of it later,

>> No.11466409

All this Malice posting makes me want to play it for real

>> No.11466416

>>11466376
>funny how the skybox for this level is apparently an entire custom level made just to be screencapped and turned into a set of panoramic textures
That's a skybox from the Judge Dredd: Dredd vs Death game.

>> No.11466419

>>11466349
>no context of conversation in which post is responding to
>praising the most notorious of the build trilogy
>all those question marks
All signs point to "overreacting to twitter shitpost" like when Romero commented on Brutal Doom.

>> No.11466448

>>11466419
makes sense that someone who uses "pozzed" is too retarded to get satire

>> No.11466450

does doom 64 get better than aimless "puzzles," randomly placed switches, and spamming barons?
I'm only on map 6 but it already feels like a chore

>> No.11466467
File: 1.78 MB, 1600x900, mjam_chuma_2024-12-20_19-40-49.png [View same] [iqdb] [saucenao] [google]
11466467

Hopefully I will get through with spamming these before the thread comes to page 11

>>11466416
Good to know, but why there are perfectly square holes a'la Minecraft in the foreground?

>> No.11466472

>Dario Casali still hasn't made a half life 2 commentary playthrough
damn

>> No.11466478
File: 1.80 MB, 1600x900, mjam_chuma_2024-12-20_19-57-05.png [View same] [iqdb] [saucenao] [google]
11466478

>>11466409
You totally should, its quite fun in of itself

>>11466448
People that got triggered by an unused Ogay shampoo sprite in IonMaiden are not capable of genuine satire.

>> No.11466507

>>11465824
>Graf just seethes like he did mbf21 and umapinfo
Graf was the one to propose and implement umapinfo, and then had to prod devs of other ports for a year to get any response.
and even though it was supposed to be expanded on later, the only expansion so far was forced by id24 intermission stuff. still no pistol starting or sky scrolling or map30 telefrag behavior.

>> No.11466509

GMOTA update when?

>> No.11466513
File: 1.20 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
11466513

>>11466509
I'm workin on it, just need the new title screen stuff that I'm getting help with.

>> No.11466550

I was just thinking about how cool the character design in Wolf3D was.
Whoever made BJ Blazkowicz understood the assignment.
He's not some caped hero. He's in a prisoner's uniform, bleeding, and breathing heavy.

>> No.11466556
File: 573 KB, 2560x1440, shampooisbetter.jpg [View same] [iqdb] [saucenao] [google]
11466556

>>11466478
>triggered by an unused Ogay shampoo sprite
An unused one in addition to the used one?

>> No.11466557
File: 1.51 MB, 1600x900, mjam_chuma_2024-12-20_19-55-15.png [View same] [iqdb] [saucenao] [google]
11466557

>>11466467
>>11466478
Can't guess which one of these was the wrong pic, I defo wanted to post this cap instead before concluding this mapset.

>> No.11466560 [DELETED] 

>>11466556
are incels really so angry that just seeing the word "gay" triggers them into a fit of rage?

>> No.11466567
File: 2.03 MB, 1600x900, mjam_chuma_2024-12-20_19-57-35.png [View same] [iqdb] [saucenao] [google]
11466567

>>11466556
I swear this got cut at some point in a later patch before Aftershock uncensored it again for use in the remix levels.

>> No.11466569 [DELETED] 

>>11466567
Yeah it didn't, making you seem as blindly angry as the people mentioned in >>11466560...I'd just focus on the Quakin' this Eve.

>> No.11466572

>>11466337
i only caved in because of a sale desu

>> No.11466574

>>11466569
nta but I had to look up the ion fury drama
so is the selaco dev one of the people that was crying about ogay? I've wanted to play that game but this will decide if I pirate or pay

>> No.11466624

>>11466450
Which difficulty are you playing on? IMO the game is really barren and boring unless you play on Watch Me Die.

>> No.11466629

>>11465858
A few come to mind: the ability to speed up demo playback beyond 1000%, dsda-demo format that lets you save during recordings, much greater TAS support and an incomplete implementation of doom-in-hexen and udmf support. A hardware renderer is really the biggest one though.

>> No.11466657

>>11466624
Am on WMD, every level just feels so thrown together and directionless, and the overabundance of cacodemons and barons is just annoying more than anything.

>> No.11466667

>>11465812
Left is original, right is after success so they hired a an artist but decided to change the design for some reason.

>> No.11466689 [DELETED] 

>>11466560
It was lgbt that was triggered by it. It's a Duke style joke at their expense

>> No.11466695 [DELETED] 

>>11466689
You say "at their expense" as if it was anything which could reasonably be construed as something offensive.

>> No.11466760 [DELETED] 

>>11466695
I think that's the point.
They think most things exist "at their expense".

>> No.11466762 [DELETED] 

>>11466760
This was about gays, not the trannies. Most gays don't give a fuck.

>> No.11466807

>>11466657
Don't be afraid to use rockets, there's lots of them.

>> No.11466812

>>11466807
Oh I'm not struggling with it, it's just boring having to dodge baron projectiles every 5 seconds because every button you press spawns more.

>> No.11466950

>>11466450
>>11466657
>>11466812
pretty sure actual gameplay is not the reason d64 is dickrode so much desu

>> No.11466957

>>11466950
I like it a lot,

>> No.11467047
File: 319 KB, 1920x1080, duke0000.png [View same] [iqdb] [saucenao] [google]
11467047

>>11465924
Merry Christmas anon. for me it's picrel. (DN3D Nuclear Winter) it's mid but nostalgic.

>> No.11467067
File: 11 KB, 758x666, Hissmas.png [View same] [iqdb] [saucenao] [google]
11467067

>> No.11467094

>>11465924
DBP 19 Doomer boards christmas carol

>> No.11467195

NEW THREAD:
>>11467191
>>11467191
>>11467191

>> No.11467220 [SPOILER] 
File: 26 KB, 500x500, IM_Mango_-_Twist__70993.jpg [View same] [iqdb] [saucenao] [google]
11467220

>>11466569
>>11466695
>>11466560
>>11466689
Wow, such problematik.
Very controvesy.

>> No.11467294
File: 6 KB, 128x128, W_336.png [View same] [iqdb] [saucenao] [google]
11467294

>>11463620
I've been staring at textures a lot recently. This brick wall from Hexen isn't actually defined in the texture list so it was never used anywhere in game. It's kinda ugly and generic though, so I guess it's not a big loss. Also merry Christmas

>> No.11467326

>>11466190
Between this and the thing with Selaco source code being open but organised in such a way that it's impossible to easily see what was changed from unspecified GZDoom build they've used, I'm starting to not be a fan. Is the game itself any good at least?

>> No.11467331

>>11467047
Played it three times.
>original release in 97
>Megaton
>two Christmases ago
I never want to touch it again.