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

/vr/ - Retro Games


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1324567 No.1324567[DELETED]  [Reply] [Original]

DOOM THREAD, (Last thread >>1318910)
(other retro FPS games welcome too, chances are we played 'em too)

FAQ/Pastebin, still updated semi-frequently
http://pastebin.com/AfQkPem3

======WEBSITE======
http://vrdoom.weebly.com/

===COMMUNITY===
##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS

Steam Group:
http://steamcommunity.com/groups/vrDOOM

IRC (The password is in the FAQ.):
irc.zandronum.com
Channel: #vr

===TUTORIALS AND UTILITIES===

Wanna learn how to...

Create maps?
http://www.doombuilder.com/index.php?p=tutorials

Open/Edit WAD/PK3/etc to make 'em compatible with other mods?
http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)
http://zdoom.org/wiki

Load multiple WADS and mods at the same time? - ZDL (v3.2.2.2)
http://www.mediafire.com/?eq4zyb6k8c0o6nc

===WADS===
/idgames torrent (12 GBs of wads, 18 years worth of user-made content!)
https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

Vanilla/Boom related projects can be found here http://www.doomworld.com/vb/wads-mods/
ZDoom mods/projects can be found here http://forum.zdoom.org/viewforum.php?f=19

Best Single Player WADS of 2013 (needs update)
http://i.imgur.com/yeSiyQo.jpg
http://pastebin.com/XSVn3zzJ

>> No.1324568

****************************
NEWS
****************************

-The past Awesome Games Done Quick featured a playthrough of Plutonia (Go 2 It included) and also a bid war between Ultimate Doom and Doom 2 which ended in the latter winning for over 8 bucks, therefore it was featured in a race between Dime (who also ran Plutonia) and Vortale. To rewatch the Doom speedruns, go follow this link http://www.doomworld.com/vb/post/1229035

-Have you checked The Space Pirate yet? http://forum.zdoom.org/viewtopic.php?f=19&t=37064 It's in Alpha as we speak, but that shouldn't restrain you from testing it out!

-TerminusEst13, of well known Samsara fame, is developing an incredibly awesome Metroid mod called "Metroid: Dreadnought"; keep an eye on these threads for more info!

-CACOWARDS? SURE, HERE! http://www.doomworld.com/20years.. Feel absolutely free to share your thoughts about the works chosen for this edition. And man oh man, they surely left a lot of stuff to discuss related to the decisions made on some wads...

-Doomsday received a brand new update, now you can play with the Oculus Rift! Go download Doomsday here! http://dengine.net/

-An anon put up recently a neat website for everyone to upload wads, go check it here (if your antivirus gets paranoid, do not worry, it's a false positive)
http://pseudo3d.org/wads/

-December 10th marked the 20th anniversary of the release of the shareware version of Doom; there were tons of stuff and special events that were done for it, if you missed 'em all, feel free to ask for links to them!

-ChocoDoom got updated in the 20th anniversary, but it didn't stopped there. Now you can play Heretic, Hexen and Strife too! Go grab each version of them here! http://www.chocolate-doom.org/wiki/index.php/Downloads

>> No.1324584
File: 429 KB, 1044x1910, 1389024541535.jpg [View same] [iqdb] [saucenao] [google]
1324584

those are some sexy floppy disks

>> No.1324589

How do I find the Doom colour palette when designing new DECORATE actors?
I want to keep it in the limited colours

>> No.1324592

> Your mapping skills will always be shit

>> No.1324595

>>1324589

The Doom palette is like, the second lump inside the WAD, I think

>> No.1324596

I really hope that anon who was working on that Ultimate Doom 64 mod is still around with us

>> No.1324684

>>1324595

thanks, but what's the difference between COLORMAP and PLAYPAL?

>> No.1324790

>>1324684
COLORMAP is a table of values (that correspond to colours in PLAYPAL) that

COLORMAP is a lookup table for what colour to display in a specific brightness. COLORMAP doesn't actually contain any colours, only values that correspond to colours in PLAYPAL. You don't need to mess with COLORMAP.

>> No.1324880

>>1324532
You model her and everything too?

>> No.1324881

>>1324596
Yeh. But what're'ya'gonna'do...

Could always start working on one yourself.

>> No.1324906

You know those multipart RARs you get from warez sites that distribute shit on Rapidshare and whatnot?

Why do people take those multipart RARs, put those RARs in another RAR, and then distribute that.

Why not extract the RARs and then reRAR it? The filesize will be smaller and it'll be much easier for people to deal with.

>> No.1324910

>>1324906
Or just use fucking 7zip.

>> No.1324915

>>1324906
Wrong thread.

>> No.1324918

>>1324910
I never said I wasn't using 7zip. You still have to extract the RAR'd RARs to unRAR them, the RARs are just unRAR'd to a temp directory if you only open them from the 7zip browser instead of extracting them to a specific directory.

>> No.1324932

>>1324918
I know, I mean they should really just be using 7zip instead of rar.

>> No.1324936

>>1324932
Why is RAR still so popular? 7zip is objectively better.

- Better compression ratios
- Better performance
- Free (not nagware)
- Available on Windows, Mac OS X, and Linux

Though I suppose it's the same reason why Brutal Doom is more popular than Brutal Doom SE, or any other mod really.

>> No.1324951
File: 184 KB, 1366x768, 1389203947419.png [View same] [iqdb] [saucenao] [google]
1324951

Fucking mancubus.

>> No.1324953

>>1324951
Have you considered training with Mancubi to memorize their patterns? In controlled environments projectile pattern memorization is simple.

Just make some boxes in Doom Builder with different numbers of Mancubi in different position and teleports to link them.

Become gud.

>> No.1324956

>>1324880
no, it's ada wong from re6

>> No.1324961

>>1324953
Dude the mancubus was straight above me.

>> No.1324995

>>1324961
Become gud.

>> No.1325000

>>1324532
>>1324527
Hell to the yes

>> No.1325036
File: 459 KB, 1003x600, RedMel.png [View same] [iqdb] [saucenao] [google]
1325036

IMO

>> No.1325051
File: 420 KB, 1003x600, BlueMel.png [View same] [iqdb] [saucenao] [google]
1325051

9000+ hours in MSPaint

>> No.1325053

>>1325051
Thanks doc.

>> No.1325059

>>1325051

i think we can all agree this version is objectively the best

>> No.1325062

>>1325059
>Green wood
>No red hair
Not even once

>> No.1325068

>>1324881

There's no way in hell I can reach the state he had when he did the last update regarding the project. He had all the weapons plus some extra already done. A lot of levels were pretty much in a finished state but weren't enough for an alpha release, and man, they looked gorgeous; he completely nailed E1M1.

If you were around the time when The Ultimate Doom 64 project was being developed (which was during the early days of /doom/) you wouldn't have suggested me that.

>> No.1325071

>>1325068
With that kind of attitude you'll never finish a Doom 64 mod

>> No.1325072

>If you were around the time when The Ultimate Doom 64 project was being developed (which was during the early days of /doom/) you wouldn't have suggested me that.
Not him but this is bullshit, I smell a publicity stunt inbound.

>> No.1325081

>>1325072
>I smell a publicity stunt inbound.

nah, not really. Also he posted a link to a downloadable video somewhere a long time ago. Pretty sure foolz should have it, it was a sendspace link

And trust me, I am not quite fond of the "blueballing" strategies some people like to apply when coming to mods and projects.

>> No.1325082

>>1325071
Fuck you.

>> No.1325090
File: 268 KB, 1366x768, Screenshot_Doom_Sine_Die.png [View same] [iqdb] [saucenao] [google]
1325090

>> No.1325103

>>1325081
>Pretty sure foolz should have it, it was a sendspace link

lo and behold http://archive.foolz.us/vr/thread/1056093/#1059654

Sadly the link doesn't work anymore, BUT I do have a copy of that vid. It showed E1M1, E1M2 (with a new weapon) and E2M4 (I think?) which was used as a weapon showcase (I'm telling all of this to prove I'm not lying and also for those who downloaded that vid too to verify I'm telling the truth)

>>1325082

Nice try attempting to look like that was me

>> No.1325104

>>1325090
Makes me think MAP29 - specifically, the room with the tall switch and the imps around and above it - for some reason.

Is this going to be a MAP29 that isn't fugly?

>> No.1325108

>>1325104
>Is this going to be a MAP29 that isn't fugly?
http://www.doomworld.com/idgames/?file=levels/doom2/Ports/s-u/tde-lutz.zip

>> No.1325114

Hey, who played "the floor is lava" when they were kids?

http://forum.zdoom.org/viewtopic.php?p=740432#p740432

>> No.1325135
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1325135

Okay so recently I bought everything in the Doom series off of Steam, I was wondering if I can run Wads and play multiplayer and such through steam? I know it's probably a really stupid question, but I've been wondering for a while

>> No.1325142

>>1325071

speaking of bad attitude, at least he's not this dude

http://www.doomworld.com/vb/post-hell/66898-moral-crusaders-can-fuck-right-off/
http://www.doomworld.com/vb/post-hell/66790-watch-this-now/
http://www.doomworld.com/vb/post-hell/66746-its-christmas/

(also I stopped wondering why there hasn't been any progress regarding Evil Unleashed; not that I expected them to complete the project, anyway)

>> No.1325148

>>1325135
>run wads
Yes.
>play multiplayer
No.

You're better off pointing Steam to Doomseeker or ZDL or something.

>> No.1325187

>>1325135
You're best off ignoring Steam entirely and downloading Zandronum for multiplayer and ZDoom with a launcher for singleplayer mods

>> No.1325205

>>1325135
Should have just pirated the games like everybody else. I've heard the steam version of the games are difficult to use mods with, or something.

>> No.1325213

>>1325205
>Should have just pirated the games like everybody else.
or been alive when it came out and kept your copy, or have built a time machine

>> No.1325214

I was wondering...

why didn't Sunder.wad win a cacoaward?

It's beyond glorious

>> No.1325224

>>1325214
because the gameplay is boring
I went through a huge slaughter map period and I have to say, it just wasn't as good
the only things I liked about it was some of the level design and that one level where it had traps in it, that one room with the chaingunners, crushing ceilings and platforms you had to run across, that was enjoyable

>> No.1325229

>>1325214
It's not ever in Doomworld.

>> No.1325231

>>1325214
Slaughtermaps are not for everyone.

Sunder didn't do anything really special by Slaughtermap standards either.

>> No.1325236

>>1325229
*on

>> No.1325248

>>1325231

I think its a bit harsh to just call it a run of the mill slaughtermap. it's a mass killing wad, but the levels are much more beautiful and the enemies much more spaced out than kill x99999 monsters in a square box

>> No.1325261

>>1325248
There are lots of slaughtermaps that aren't just killing huge numbers of monsters in a square box. They aren't all Nuts.wad

Sunder really didn't do anything special from a gameplay angle.

>> No.1325263
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1325263

>mfw I want to make some doom maps but have no inspiration

>> No.1325294

how do i sloped floors

and how do i added decorations?

>> No.1325334

>>1325294
Look up some tutorials. Decorations are so retardedly easy I'm surprised you're asking. Sloped floors are easy as shit in GZDoomBuilder, so if you're not using that, get it.

>> No.1325340

>>1325263
Get inspiration.

Just appreciate good levels and then it will come to you.

>> No.1325362

>>1325334
pls tell me

pls

>> No.1325386
File: 3 KB, 111x85, Bootspoon.png [View same] [iqdb] [saucenao] [google]
1325386

>>1325362
hit 't'
right click anywhere. choose decoration. place decoration.
go to /vr/
spoonfeed

>> No.1325398 [SPOILER] 
File: 28 KB, 340x300, Thomas-Sprites-torridGristle.png [View same] [iqdb] [saucenao] [google]
1325398

You're welcome.

>> No.1325401

>>1325386
Um.

Not exactly what I meant.

How do I add NEW decorations?

That's what I meant. Like drawing a new decoration and putting it in the game.

Also another question: how do I set it up so I can use those special Skulltag/Zandronum weapons? Like the grenade launcher.

>> No.1325404

>>1325398
Oh boy! A Thomas the train mod! I can't wait to run other demons and shit!

>> No.1325405

>>1325401
SLUMP
SLADE

>>1325398
choo choo motherfucker

>> No.1325408

>>1325398
NEW SAMSARA CHARACTER

>> No.1325413 [DELETED] 
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1325413

why are there so many furries and bronies on the zandronum forums?

Do all forums suck these days? So fucking sick of seeing this faggot with his dreadlock wolf.

>> No.1325416 [DELETED] 

>>1325413
Same shit in the ZDoom forums.

>> No.1325421 [DELETED] 

>>1325413
I've wondered about that a lot myself, and I figure it's because Doom appeals to pretty much any kind of person.

I don't know why these people parade that they're furfags or bronies, but most of them don't seem to be obnoxious about it.

>> No.1325424

How do I make bridges? I click bridge mode in GZDoomBuilder but it just says something about linedef groups.

>> No.1325425 [DELETED] 
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1325425

>>1325413
>>1325416
>>1325421
>those posting times

>> No.1325430 [DELETED] 

>>1325425
Stop trying to stir up shit with samefag witch hunts.

Is anything about those posts unbelievable to you?

>> No.1325434 [DELETED] 

>>1325425
>>1325430
>those posting times

>> No.1325435 [DELETED] 

>>1325430
I don't think that's what he's getting at, after all, I don't think the post timer allows posting that fast.

>> No.1325436

>>1325398
Maybe it's just me but I always found that show fucking creepy.

>> No.1325445 [DELETED] 
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1325445

sup? Wanted to discuss doom?

>> No.1325446 [DELETED] 

Report and ignore shitposts

>> No.1325447 [SPOILER]  [DELETED] 
File: 38 KB, 150x150, 264112ae17230964b52c8b8976c75b98.png [View same] [iqdb] [saucenao] [google]
1325447

check out these funny maymays xD

>> No.1325451

>>1325424
Fucking hell. You need to make a dummy sector.

http://www.youtube.com/watch?v=5rsLrwFlhME

>> No.1325453

OK seriously I need help, I'm having trouble adjusting from Doom Builder 2 to GZDoomBuilder.

1: How do I make sloping floors.
2: How do I make bridges.
3: How do I add those sweet Zandronum/Skulltag weapons like the Grenade Launcher?

>> No.1325454 [DELETED] 
File: 275 KB, 605x460, Welcome To VR.jpg [View same] [iqdb] [saucenao] [google]
1325454

>>1325445

>> No.1325456 [DELETED] 

>>1325435
The old way to tell if someone is samefagging is back to back, 30 seconds. There's a good chance that they haven't figured out that it changed.

>> No.1325458

>>1325453

Thank you >>1325451 for answering my second question.

>> No.1325459

>>1325453
You don't add new classes in doombuilder, you need to use a wad editor for that. Fucking. SLADE or SLUMP or something.

Just go look up some tutorials. Google is always there.

>> No.1325462

>>1325451
HOLY SHIT IT'S DR PHIL

>> No.1325468

>>1325459
I poked around in the GZDoombuilder folder and it has a configuration for Zandronum, and it shows those weapons, but when I load it up the icons in the thing menu are just question marks.

>> No.1325484

>>1325468
That shouldn't be a problem, as long as you place the thing, GZDoom should recognize it when the map is running.

>> No.1325487

>>1325484
I'll make a test map and place a grenade launcher in it.

>> No.1325492

would it be possible to beat strange journey using only the demonicas?

>> No.1325493
File: 159 KB, 1152x864, 1389219642455.png [View same] [iqdb] [saucenao] [google]
1325493

>>1325487
That's not a grenade launcher!

That's not a grenade launcher at all!

>> No.1325497

>>1325492
Wrong demon-killing game, son.

But excellent taste, my nigger.

>> No.1325498

>>1325492
Did someone make a Strange Journey WAD or are you way lost?

>> No.1325503

>>1325493
What are you talking about? That's the Skulltag grenade launcher.

>> No.1325496

>>1325398
ALL ABOARD THE JELLY TRAIN

>> No.1325507

>>1325493
Huh... well that's odd.

Are you running it through Zandronum, or is the grenadelauncher Thing in your .wad? Because if there's nowhere for the game to read the Thing from, it won't be there.

>> No.1325505

>>1325484
>>1325487
>>1325493
it probably isn't there because you've not loaded a resources wad or aren't loading it with zandronum but I could be wrong

>> No.1325508

>>1325505
I'm using Zandronum alright.

What wad would I have to use?

>> No.1325515

>>1325508
Skulltag actors and data.

>> No.1325516

>>1325508
one with the weapons probably!
I honestly have no idea, it could be because it's skulltag stuff... they did change zandronum kinda

>> No.1325513

>>1325503
DON'T YOU TRY TO RUSE ME, YOU... YOU RUSER, YOU.

>>1325507

See >>1325508
What wad would I need?

>> No.1325521

>>1325515
I tried loading the skulltag wads, and it works, but I also get like 50 error messages.

>> No.1325526

whoever did that example wad, the Grenade Launcher as-is can also be found in Realm667

>> No.1325524

How do you get Zandronum to save errors?

>> No.1325525

Okay, I have no skills (or time for that matter) but that lost guy made me think of how neat a Strange Journey WAD would be.

>Elemental shotguns to take advantage of weaknesses
>Demon allies
>Demonicas with different stats allowing for some different types of playthroughs

>> No.1325528

>>1325525
You had me at elemental shotguns.

>> No.1325534

>>1325528
Which is almost as good as elemental grenade launchers.

I love multiple elemental types.

>> No.1325538

>>1325525

>elemental shotguns

the idea of different ammo types makes me so hard it hurts

>demon allies
>allies
>DOOM

faggotshit

>Demonicas

i can only assume this means demon chicks to shoot with firebreath rounds, in which case i approve thoroughly

>> No.1325547

>>1325538
The Demonicas are the suits the SPESS MEHREENS use in Strange Journey.

>> No.1325551

>>1325534
How about elemental BFGs?

>> No.1325556 [SPOILER] 
File: 48 KB, 340x300, IAmJelly_OhSoJelly.png [View same] [iqdb] [saucenao] [google]
1325556

>>1325398
>>1325496

Why the fuck I did this

>> No.1325557

>>1325551
elemental plasma rifle and I'm sold, maybe there's a random chance that during the streams of plasma it'd become an elemental version or something
I didn't play strange journey too much before my game died

>> No.1325561

>>1325498
>>1325498
sorry, wrong thread
though an SMT based wad would be pretty cool, maybe some strife stuff were un-alarmed enemies could be hired and such.

>> No.1325559

>>1325551
Just give me multiple elemental types and I'm probably going to be sold on it.

Swords, spears, shotguns, pistols, revolvers, chainsaws, whatever.

I fucking love element swapping.

>> No.1325563

>>1325556

OH WOW

>> No.1325565
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1325565

>>1325556

>> No.1325570
File: 1.43 MB, 320x232, 1383790771361_top_prize_bunny.gif [View same] [iqdb] [saucenao] [google]
1325570

>>1325556

>> No.1325574
File: 229 KB, 975x623, 1387516808564.jpg [View same] [iqdb] [saucenao] [google]
1325574

>>1325556

>> No.1325576

>someone accidentally posts a question about the SMT in the thread
>/doom/ starts brainstorming ideas for SMT wads

You so best, /doom/.

>> No.1325585

>>1325561
Someone could take up that Pokemon Doom mod and tweak it to be more SMT-like.

>> No.1325595
File: 1.20 MB, 320x232, firstPrize.gif [View same] [iqdb] [saucenao] [google]
1325595

>>1325570
That cup always bothered me...

>> No.1325602

>>1325595
>someone fixed it

Thank you, Internet. That was bugging me for the longest time.

>> No.1325606

>>1325602
It's kinda a hack job, but you're welcome.

sagin offtopicin

>> No.1325657

>>1325036
Nice! Comparing the two I really like what you did. I'm having a hard time choosing, so the plan in the meantime is for Redhead Mel to be an alternate skin once I finish her player sprites. Regardless, the scars have been retconned as being on her the entire time, so now she has them in her "default" look too (no freckles though).

>> No.1325667
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1325667

>>1325556

>Not having the Sodom avy in the train car
>Mein leben


nice touch tho

>> No.1325678
File: 1.03 MB, 1920x1080, 1389223787482.png [View same] [iqdb] [saucenao] [google]
1325678

>>1324592
>tfw able to make pretty stuff but can't do gameplay for shit

Someone give me a layout that I can turn into pretty looking generic techbase wad #9001.

>> No.1325698

>>1325678
Maybe watch some Deathmatch videos for different games on YouTube and pay attention to the map and how it's used.

Could even sketch some basic map shapes and include some elements like intersecting areas, ledges, stairs, etc.

>> No.1325705

>>1325678
Recreate counterstrike maps as techbase maps.

>> No.1325709
File: 98 KB, 1638x1506, DM Map Outline.png [View same] [iqdb] [saucenao] [google]
1325709

>>1325678

I have a deathmatch map for Metroid that I've been meaning to do for a while but I keep getting distracted with coding.
If you want a layout, here.

>> No.1325721

>>1325678
I have the same problem.
I love detailing and shit, but I don't think I'm very good at making maps for gameplay.

>> No.1325723

>>1325721
Find someone who likes making bare maps and team up.
Be an unstoppable duo of mappers.

>> No.1325728

>>1325595
AAAAAAA

Where's the noclip?!?

>> No.1325763

There's this massive Call of Duty Trolling culture and there's nothing like that in Doom that can compete with the tidal waves of fan-created content in the video realm.

When can we expect Zantrolling to take off?

>> No.1325770

>>1325763
Call of Duty trolling videos are fuckin' stupid, except for those few videos of Obama playing games
>Obama, IN THE HEEZY!

>> No.1325783

>>1325763
>and there's nothing like that in Doom

Which is good because it's completely shit.

https://www.youtube.com/watch?v=67izH1Sj0ns

See this?
See how unbelievably shitty it is?

>> No.1325821
File: 48 KB, 384x256, tumblr_mxps78KA7f1s7elebo1_400.gif [View same] [iqdb] [saucenao] [google]
1325821

So, does anyone have any swag looking centered sprites? Something based on a real weapon?

Any kind of rifle, pistol, or submachinegun.

>> No.1325935

www.gamespot.com/articles/doom-co-creator-making-virtual-reality-games-for-oculus-rift/1100-6417008/

Industry veteran John Carmack, who co-created esteemed franchises like Doom and Quake, is working on game projects at Oculus VR, the team behind the Oculus Rift virtual reality headset. The news comes from an Engadget interview with executives at the company, who confirmed internal game development is happening at the outfit.

"[Carmack's] working on a lot of exciting tech," Oculus VR CEO Brendan Iribe said. "But, his heart and soul and history certainly lies in the game development side."

Carmack and his development team are working on unannounced software that will highlight the Oculus Rift's functionality. "You gotta eat your down dog food here, and develop internal content also," Iribe said.

Carmack quit id Software in November to take a full-time job at Oculus VR.

He explained that over the next year, Oculus VR will add a number of game development-focused positions to its careers page. "Pay attention to that page and you'll see more and more game developers showing up," Iribe said.

Oculus VR is also working with third-party developers for new software, and has even hired former Electronic Arts veteran David DeMartini to lead that charge.

"When we catch on to a nugget that seems like it should become a full experience, we may end up doing it ourselves. We may end up putting it out and working with a third-party studio that does," Iribe said. "We've actually started to engage with third-party studios like that through the relations group, the publishing group, as well as our own development."

Lastly, at CES 2014 this week, Oculus VR showed off its latest Oculus Rift prototype. Called "Crystal Cove," the unit offers improved resolution from its 1080p OLED screen. The 3D headset's most impressive innovation, however, is its new real-position tracking system that utilizes an external camera and promises to eliminate motion smearing.

>> No.1325938

What was the hardest wad you've beaten?

>> No.1325958

>>1325261
Sunder is better than 99% of slaughter maps.

>> No.1325984

>>1325938

ZDCMP2, I guess.

>> No.1325986

https://www.youtube.com/watch?v=GFrY8aFkCp0

I'm really happy with how the Space Pirates turned out.
Only a few more enemies to go.

>> No.1326024

>>1325986
Aww

I thought this was a Space Pirate update

>> No.1326057

If my memory serves me right (I hope it does) someone did a NES weapons mod a long time ago. Anyone happens to have a link to it?

>> No.1326061

>>1326057
http://forum.zdoom.org/viewtopic.php?f=19&t=26704
http://forum.zdoom.org/viewtopic.php?f=19&t=23441
http://forum.zdoom.org/viewtopic.php?f=19&t=23110

Can you provide any more information than "a NES weapons mod"?

>> No.1326068
File: 17 KB, 386x332, No-meme.jpg [View same] [iqdb] [saucenao] [google]
1326068

>Check out mod
>Shadow Warrior uzi
>mfw

>> No.1326070

>>1326061

a weapons mod featuring stuff from a lot of NES games. I thiiink it featured tons of Super Mario projectiles which you could pick up and throw, but there was a lot of different stuff from other games too, I think

>> No.1326073

>>1326068

Little did he know he was playing ZShadow Warrior.

>> No.1326075 [DELETED] 

>>1326068
>reddit memes
I think you should stop.

>> No.1326080
File: 44 KB, 386x332, No-meme-enhanced.jpg [View same] [iqdb] [saucenao] [google]
1326080

>>1326073

>> No.1326085 [DELETED] 

>>1326080
Fuck off.

>> No.1326105
File: 119 KB, 960x768, c_k-d63ohxm.jpg [View same] [iqdb] [saucenao] [google]
1326105

>>1326080
>>1326068

>> No.1326113
File: 417 KB, 499x374, 1389084056018.gif [View same] [iqdb] [saucenao] [google]
1326113

>>1325938
Slaughterfest 2012 or No Chance. Sunder comes close but it only get ridiculous past the MAP04.

>mfw MAP27 of Slaughtefest 2012 nearly killed my game session

>> No.1326117

Damn, someone just showed me this thread. Thanks for all the support for AGDQ.

Unfortunately, I hadn't practiced a UV-max route for Go-2-It so it wasn't super fast haha also pressure situation!

Just glad that I didn't crumble under the pressure of the map 16 + 18 mistakes in plutonia.

>> No.1326127

>>1326117

You did good, man. Congrats

>> No.1326137

>>1325986
Will there multiple types of dangerous space pirates and monsters to fight?

>> No.1326136
File: 150 KB, 419x429, 1378874728900.jpg [View same] [iqdb] [saucenao] [google]
1326136

>>1326117
You did a pretty damn good job on that race with the other runner for Doom 2.

>> No.1326140

>>1326117
you were cool

though you looked kind of cranky during some moments

>> No.1326142

>>1326117
It looked like you weren't going to win at first when that guy had like a 3-4 map lead.

It was real cool seeing you do those hard skips and succeeding very fast.

>> No.1326143

>>1326117
You did awesome. Your race against so-lame-I-already-forgot-his-name for Doom 2 was tense as hell, I thought you were going to lose for a minute before you skipped Condo like a fucking boss and he pissed away his lead in the Catacombs. Congratulations. That entire FPS block was the shit.

>> No.1326146
File: 97 KB, 717x1024, visuel_004.jpg [View same] [iqdb] [saucenao] [google]
1326146

>>1326137

Yes.
Pic maybe unrelated.

>> No.1326150

>>1326140
I would have been cranky too. Spend all my time practicing Plutonia, not exactly the best wad, just so Clownshoes Faggottron can ruin my game by A. Making me lose five seconds because I was testing sound and B. buying a capture card that sucks.

>> No.1326159

>>1326146
That's neat.

I have no idea who that is

>> No.1326160

>>1326159
It's Master Chief, numbnuts.

>> No.1326163

>>1326159
weavel, space pirate commander and possibly a human prisoner brainwashed by pirates to give them their own samus

>> No.1326164
File: 12 KB, 477x379, master chief flips the bird.png [View same] [iqdb] [saucenao] [google]
1326164

>>1326160

>> No.1326167

>>1326160
No it isn't you moron that's Vectorman.

>> No.1326178

>>1326159
>what is reverse image search

>> No.1326181

>>1326163
>and possibly human prisoner

As hot as that doujin was, it was just a doujin
Probably not canon

>> No.1326186

>>1326178
I never played the game he was from, I'm sorry.

>> No.1326190

>>1326178
Well, on the surface, reverse image search is the colloquial term for any service that looks up where images that you submit are found using a perceptual hash.

You can read more about it here http://www.hackerfactor.com/blog/index.php?/archives/432-Looks-Like-It.html

>> No.1326191

>>1326186
That's not a big deal, it was just a metroid spinoff on DS, I'm just saying reverse image search is a good way of finding stuff out.

>> No.1326195
File: 351 KB, 750x536, Untitled-4.png [View same] [iqdb] [saucenao] [google]
1326195

>>1326181
that is not a pirate body
that is a human body

>> No.1326201

>>1326195
Also there's a ponytail.

I don't know what other proof someone would need unless it's an alien humanoid race with ponytails but it seems like the designer slipped in the ponytail to heavily hint at human female.

>> No.1326214

>>1326195
humans can't just pop their legs off and use it as a turret though

>> No.1326212
File: 435 KB, 1802x1402, 1335229419259.jpg [View same] [iqdb] [saucenao] [google]
1326212

>>1326195

in all fairness the anatomy of the space pirates varies from game to game

>> No.1326219

>>1326195
>>1326214
>what is cybernetics

>> No.1326220

>>1326201
It does say in the game and other places that he is indeed a space pirate. There is a theory that the Space Pirates aren't a singular race, but a group of different races.

>> No.1326223

hmmm cranky, probably just nerves and them having a damn air conditioner blowing straight on me. It was cold enough to give me major chills haha. Thats why I grabbed Pavera's hoodie for doom 2.

Arch-viles also tend to make me cranky!

>> No.1326228

>>1326223

>Thats why I grabbed Pavera's hoodie for doom 2.

i see.

>> No.1326230
File: 220 KB, 620x977, 1389239709911.jpg [View same] [iqdb] [saucenao] [google]
1326230

>>1326212

In the Prime series, though, the Space Pirates generally all look the same. Digitigrade legs, claws for arms, very gaunt figures.
Contrast Weavel who is pretty much human in proportions and sizes. And space pirates hate humans, so they wouldn't readily grab that form.

>> No.1326232

>>1326220
>a theory
Theory nothing. Ridley is a space pirate and so is Mother Brain.

>> No.1326241

>>1326232
Mother Brain isn't a space pirate originally, she was at one point an advanced AI made by the chozo that went haywire or some shit. It's all in the manga.

>> No.1326240
File: 220 KB, 510x585, arch-vile.jpg [View same] [iqdb] [saucenao] [google]
1326240

>>1326223
>Arch-viles also tend to make me cranky!
I can sympathize, Arch-Viles frighten me, because they're not just creepy and disturbing, but also a formidable enemy.

http://www.youtube.com/watch?v=VJec3o3VhfQ

It's probably one of the best FPS monsters ever designed.

>> No.1326250

>>1326240

Pissed off martians. Also

>One of the best FPS monsters ever designed

Speak for yourself, my blood pressure raises whenever I hear or see one of those fuckers. I hate enemies that can heal/revive other enemies in vidya. Thank christ they don't have TOO much HP

>> No.1326253

>>1326250
An enemy that makes you feel something is the mark of a good enemy.

>> No.1326258

>>1326253
Indeed.

Like Vaas Montenegro from Far Cry 3, he was a very good antagonist, the vendetta between the player and him felt almost personal.

>> No.1326261

>>1326253

So by that logic, Zubats, Fleamen, Medusa heads, Archviles, Revenants, those fucking sticky bomb throwing ninjas from the Xbox Ninja Gaiden, and god knows what else out there, are good enemies?

>> No.1326270

>>1326241
but she's a space pirate now
and so is ridley
and so is kraid for that matter

>> No.1326271

>>1326261
The ones you listed right there are good enemies.

Most enemies in Castlevania? Not that dangerous. Not even memorable.
Most monsters in Pokemon? Usually a complete pushover.
Doom's monsters? They got a lot of personality but most aren't terribly dangerous.

Then the ones you listed keep things interesting.

I'd even put all but Zubats in there as some of my favorite enemies.
No joke. I'd also consider just about any NG Black enemy to be memorable as hell to me

>> No.1326274

>>1326220
Yeah, "Space Pirate" does sound dumb for the name of a species / race.

>> No.1326284

>>1326271
>I'd also consider just about any NG Black enemy to be memorable as hell to me

I'd agree, if only because NG Black is a rage inducing game and those fucking sticky bomb bastards are the worst things I've ever had to deal with, I'll never forget how much stress they induced when there's four of them hanging RIGHT outside a save point, I nearly gave up and started over from that.

>> No.1326289

>>1326219
cybernetics lets you pop your legs off!

this poses no biological issues whatsoever!

>> No.1326287

>>1326284
I view it as a more positive thing.
They were tough, but not unbeatable.

There's actually a lot of tricks and moves you can use to avoid exploding, even early on.

My favorite kinds of enemies are deadly.
It's even better when the enemy is your equal.

>> No.1326290

>>1326289
With tubes, anything is possible.

>> No.1326295

>>1326287

Okay and you have a point, I'd rank beating those fuckers without getting hurt using the staff as one of the most satisfying things I've done in vidya.

But we're getting way off topic, so lemme bring it back with a Doom modding question.

How the hell do you make an effect happen as long as a weapon is selected and not being fired? I still need my Zelda sword to block as long as you're not attacking.

>> No.1326305
File: 72 KB, 611x587, 1265778829020.png [View same] [iqdb] [saucenao] [google]
1326305

>>1326290

>> No.1326308

>>1326295
I can't think of anything other than having the weapon out in it's neutral state gives you an item that sets up whatever passive effect you want and then have it taken away at the start of an attack.

>> No.1326317

>>1326295
In the Ready state, have it fire a constant A_SpawnItemEx("BlockingThingy",64,0,0,0,0,0,0,48), with BlockingThingy being a -SOLID +SHOOTABLE +NOGRAVITY item with 0x7FFFFFFF health that lasts for all of one or two tics.

>> No.1326349

>>1326308
>>1326317

That did it, thanks fellas, now I remember seeing something on the ZDoom Wiki on how to disable that annoying chainsaw gravitation effect with melee weapons, how do I do that?

>> No.1326374

>>1326349
>that annoying chainsaw gravitation effect
wot

>> No.1326382

>>1326374

You know, when you use the chainsaw on an enemy and it -pulls- you into them? I hate that shit

>> No.1326397

>>1326382

Use A_CustomPunch instead of A_Saw?

>> No.1326414

>>1326397

it IS using A_CustomPunch

>> No.1326418

>>1326414
amv2k9 once suggested "You could also use A_FireBullets with a low range specified to emulate a melee attack" to avoid facing your target.

>> No.1326443

>>1326418

I'm not sure if that'd work, as I'm using a custom puff to make sure this thing doesn't gib zombies and imps

>> No.1326452

>>1326443
You can specify pufftype for A_FireBullets

http://zdoom.org/wiki/A_FireBullets

>> No.1326453

I want that Doom speedrun video from AGDQ

Did anyone recorded it?

>> No.1326489

>>1326453

check the News post

>> No.1326495

>>1326452

Well that got rid of the pulling effect, but now my sword can stab across the room, I used the same range value as I did for my CustomPunch, was I wrong to do that?

>> No.1326498

>>1326495
What's your A_FireBullets line?

>> No.1326503

>>1326498

WSRD B 15 A_FireBullets (0,0,1,20,"SwordPuff",96)

Also this is fun in a frustrating kinda way

>> No.1326507

>>1326503
use fastprojectiles taht go the distance you want as their speed and die in 1 tic

>> No.1326512

>>1326507

Wouldn't that mean I'd change it from firebullets to A_FireCustomMissile?

>> No.1326531

>>1326503
I asked WildWeasel and he said that the range (96) is in the Flags argument.

If you have no flags to add, using ,FBF_USEAMMO ensures default behaviour.

A_FireBullets(0,0,1,20,"SwordPuff",FBF_USEAMMO,96)

>>1326507
Way too hacky.

>> No.1326532

>>1326512
>Wouldn't that mean I'd change it from firebullets to A_FireCustomMissile?
yes

>> No.1326536

>>1326531
>Way too hacky.

It works though, and then he can specify a minimum distance as well. Also actual projectiles are a lot more versatile than bulletpuffs.

>> No.1326537

>>1326531

Awesome! That worked, thanks pal, and you tell WildWesel he's the fucking man.

Now all I gotta do is figure out how to stop my first sword attack getting block by the shield itself

>> No.1326538

>>1326536
That is true, but if they don't need those features they don't need to have yet another actor enter the fray.

>> No.1326539
File: 186 KB, 1024x768, 1389246444438.png [View same] [iqdb] [saucenao] [google]
1326539

This is how debugging reflective "projectiles" looks

>> No.1326547

>>1326538

And I don't think I do, the sword's gonna have three abilities: Passive blocking, a short-range melee attack, and when using the altfire or when you're at full health: Shooting sword beams.

>> No.1326546

>>1326539
Scrote?

Space Pirate?

>> No.1326551

>>1326537
<wildweasel> My thanks go to said anon.

>> No.1326553

>>1326546
yeah

>> No.1326562

>>1326551

You know what, it'd probably be easier if I just get on the IRC with everyone else and keep working from there, after I get back from my walk I think I'll do just that.

By the way you guys are pretty great, I have a feeling with your help I can make this weapon pack not only a reality, but something fun as fuck too.

>> No.1326567

>>1326538
fair enough

>> No.1326572

>>1326537
>Now all I gotta do is figure out how to stop my first sword attack getting block by the shield itself

I would assume there is a duration between lowering the shield down, lifting the sword up, and actually attacking.
There should be plenty of time for the shield's item to go away, if it's being spawned every tic or two.

>> No.1326574

>>1326537
>Now all I gotta do is figure out how to stop my first sword attack getting block by the shield itself

+thruspecies and custom species tag on the sword and shield

>> No.1326587
File: 29 KB, 381x64, shotgunfrenzy.png [View same] [iqdb] [saucenao] [google]
1326587

what do

>> No.1326589

>>1326587
I can't really read that.
Get more grenade points?

>> No.1326594

>>1326589
>I can't really read that.
neither can i, that's the problem

>> No.1326597

>>1326594
Increase resolution and turn on OpenGL?

>> No.1326604

>>1326597
thanks, that did the trick

>> No.1326605

>>1326604
Glad it worked out.

>> No.1326614

https://www.dropbox.com/s/qlos3e74y5mtgyd/Thomas.pk3

>> No.1326635

>>1326572

Wow, it was THAT simple. I just edited the lifespan of the shield entity by a tic and now it works.

God damn, and here I thought this would be hard

>> No.1326676

>>1326587
Message scaling, go into your Message Options, if Zandronum should be in HUD Options or some shit

Turn it off or change the size to be readable in there

>> No.1326692

>>1324584
http://vocaroo.com/i/s0i2vdS3bKci

>> No.1326702

>>1326692
That should play whenever a monstrously huge enemy appears.

>> No.1326710

>>1326702
>mod that prompts voice clips after initiated actions occur, like in Duke 3D

my throat is kinda sore from that alone

http://vocaroo.com/i/s1pW6On8nM7K

>> No.1326717

>>1326614
short and simple

>> No.1326807
File: 675 KB, 1024x640, 1389260264539.png [View same] [iqdb] [saucenao] [google]
1326807

BEHOLD. I HAVE MADE A PROJECTILE WEAPON.

>> No.1326832
File: 370 KB, 638x476, this ain&#039;t my sword.png [View same] [iqdb] [saucenao] [google]
1326832

Hey guys, I've been thinking, my original idea for my Zelda weapon pack is to replace the Berserk Pack with the Magical shield, allowing you to reflect projectiles for the duration of the map you're in, but I feel that's kinda bland.

Can you guys think of an interesting mechanic that'd work within the Zelda universe? I don't want it to be a melee attack powerup as I already got something planned for that

>> No.1326848

>>1326807
Maybe you should draw some proper sprites for the arrow and stuff. The top-down sprites look kind of awkward.

>>1326832
What about sword beam, or higher movement speed?
Silver Arrows? Something kind of like the magic wands from A Link To The Past?

>> No.1326854

>>1326848

You actually quoted both of my posts there, but lemme answer them in order. The arrow sprite is placeholder, I'm eventually going to make it so rotates properly, I just used that so I can make sure the damn bow works.

As for the sword beams, silver arrows, and magic rod, they're already planned, as seen here

http://pastebin.com/8GJbW25c

>> No.1326869

>>1326854
I know I answered to both your posts.

How about a heart piece or something?

>> No.1326876

>>1326869

well I have a heart container planned as the megasphere, I'm trying to think of some kind of mechanic or powerup that'd be handy to have for the duration of a map

>> No.1326892

>>1326876
Pegasus Boots? Allow you to run fast and charge into enemies with your sword?

>> No.1326901

>>1326892

well in all honesty you can move pretty fast as is, I'm only making a weapon pack. Not a total conversion here Anon.

>> No.1326982

>>1326901
Ravio's Bracelet.

Lets you merge into walls.

>> No.1326985
File: 8 KB, 394x315, 1351219930291.jpg [View same] [iqdb] [saucenao] [google]
1326985

>>1326982

But anon. everyone in the doom engine is already flat

>> No.1327034

>>1326832
str gauntlet that lets you grab and throw basic enemies and barrels?

>> No.1327069

>>1326832
Lens of Truth?

>> No.1327129

Crouch to get aim

QuickSquat

>> No.1327143

What basically happens in these threads?

>> No.1327154

Fuck. Enemy AI in Duke Nukem 3D is so fucking stupid. I'm trying to make a window that opens with a touchplate, with enemies behind the window that start shooting as soon as the player activates that touchplate.

It just doesn't fuck work.

Either they don't even detect the player, or they try to wander off like they're going shopping or whatever else, or they only shoot once in a while or even NOT AT ALL. I've tried with enforcer, liztroop, commander.

Making them stay put doesn't change stuff, they try to wander off, realize they can't and repeat. The best I could do was with stayput liztroops because they're the only ones who shoot once in a while in this situation, so my best shot is to put like at least 5 or 6 liztroops so that the gunfight matters a little. Sucks.

I see this kind of stuff in Doom all the time but in Duke it just doesn't work.

>> No.1327164

>>1327143
We rip and tear. Also discussion on the latest doom happenings.

>> No.1327170

>>1327154
my guess is that the window is too far from the player. It works well enough with 5-6 Liztroops but I would rather have had 2 Enforcer which are hitscan. Oh well I'll do with what I can.

>> No.1327181

The Wilhelm Scream of shells and bullet casings

Sounds like they're 8-bit, 11.025khz wavs from 1994 yet people keep using them into 201x.

http://vocaroo.com/i/s1sq7GTG924M
http://vocaroo.com/i/s1YAbkk6t7lx

>> No.1327198

>>1327181
there are much higher quality versions, but they are used a lot
but that doesn't make them wilhelm tier
more like "doom door" and "doom platform" tier

>> No.1327203

>>1327198
The Doom door and platform sounds are a part of the base game and thus cannot be compared to sounds that people seek out and add into the game on their own account.

It doesn't make sense to compare them.

>> No.1327207

>>1327203
I'm talking about their use in movies
star trek series uses it a lot
there's those cds... I was gonna download a stock sound torrent but... there were over 200 CDs

>> No.1327209

>>1327207
>there were over 200 CDs

Well link that shit to me, then, I've been wanting to build up my sound library.

>> No.1327214

>>1327207
I'm talking specifically about sounds used in Doom mods and comparing their ratio of how much it is used (or how much it's noticed) to its quality to the Wilhem Scream's ratio of how much it is used (or how much it's noticed) to its quality in media.

>> No.1327216

>>1327209
I can't find it, I'll have to look

>>1327214
I see

>> No.1327251
File: 14 KB, 522x340, soundsaboutrightagain.png [View same] [iqdb] [saucenao] [google]
1327251

Hm.

>> No.1327262

>>1326258
>kills your brother
Woah, let's not make this personal or anything.

>> No.1327281
File: 179 KB, 1024x768, capt0004_zps2973dfed.png [View same] [iqdb] [saucenao] [google]
1327281

Been working on Duke3D stuff a bit almost every day since the 1st of this month. Good years resolution to be more creative this year... It's hard to find time every day but around 1h of mapping a day and progress goes slowly but steadily.

>> No.1327284
File: 159 KB, 1024x768, capt0003_zps98e9c1c7.png [View same] [iqdb] [saucenao] [google]
1327284

From a different map, which is the newest one (started 1st of january). As I've been playing tons of Doom wads lately this one is actually very inspired by Doom with the layout I have in mind and the way the player will progress through it (with walls opening up à la Doom)

>> No.1327337

>>1327284
why y u no just make a Doom map

>> No.1327394

>>1327284
Remake Doom maps in Duke3D.

>> No.1327414

>>1327394
This.

>> No.1327432

>>1327337
First, I've got too many Duke projects I need to finish (that new space map is for a small episode I want to make) and I hardly have time for that already.

Then there is how I know duke3D's editor by heart while I don't know Doom's. I tried it once, it seemed very user friendly compared to duke's, but still.

Also if I make something for Doom it will be drowned into the ammount of releases it gets, while Duke3D needs support from its smaller community.

I did however recently think of making the same map twice, once for duke, once for doom. Would be an interesting experiment to have the same map but with different enemies/textures in 2 different games... Of course i'd have to use effects only available in both games or tone down the Doom version.

>> No.1327437

>>1327414
And then remake Douk maps in Doom!

>> No.1327438

>>1327432
Also, Duke3D recently met a broader audiance thanks to the release of the Steam version and its workshop. A map I have made had only been downloaded 300-500 times in a few years since release (rough estimate), while it got downloaded 2000 times in a month on Steam. I kind of want to feed those new players so they keep being interested in the game. A new really good mapper even showed up.

>> No.1327442

>>1327394
>>1327437
Both have been done. There has been several "Doom TC" for Duke, some unfinished, some more or less finished, all with not so good quality.

Then you have a Doom wad that remade (in a toned down version) the Caribbean Life add-on of Duke3D.

I don't see the point of remaking maps from a game to another. It always ends up being worse than the original, it's a waste of time.

>> No.1327449

>>1327442
I SAID DO IT FAGGOT

>> No.1327450
File: 258 KB, 1366x768, 1389297745523.png [View same] [iqdb] [saucenao] [google]
1327450

>> No.1327453

>>1327442
I think that when we recreate things we miss parts of the original, like it gets simplified either consciously or unconsciously.

I think that if someone, specifically a good mapper, were to recreate maps from a game with more detailed levels (like Dust 2 from Counter Strike) then the final outcome mitebcool.

>> No.1327460

So has /v/ made any doom maps of note?

>> No.1327461

>>1327450
IMP FUCK IMP FUCK IT'S AWRIGHT

>> No.1327465

>>1327460

/v/, no.
/vr/, yes.

>> No.1327513

>>1327442
I actually wanted to start mapping on duke is there any guides to using the program or is there another better utility that I can be using? I am completely new to douk mapping but I do have doom experience.

>> No.1327518

I really want to make some fuckin' maps but I have no inspiration.

>> No.1327524
File: 83 KB, 589x589, de_dust2.jpg [View same] [iqdb] [saucenao] [google]
1327524

>>1327518

>> No.1327530
File: 21 KB, 400x309, de_dust2_10.jpg [View same] [iqdb] [saucenao] [google]
1327530

>>1327524

>> No.1327541

>>1327513
You have this (a bit old) :
http://infosuite.duke4.net/index.php?page=basics

And this : http://wiki.eduke32.com/wiki/Level_editing

Be sure to use mapster32 to make maps as it has TONS of small useful features added compared to the original Build. It's not longer included with eduke32 so you need to download the SDK : http://dukeworld.duke4.net/eduke32/synthesis/20140105-4242/eduke32-sdk_win32_20140105-4242.7z

>> No.1327650

>>1327524
Nah, I couldn't do it justice.

>> No.1327763

Hey, this is the guy who wanted to know how to use Skulltag exclusive stuff in GZ Doom Builder. When I load skulltag_actors.pk3 skulltag_data.pk3 when creating a new map, I get a massive fucking list of errors.

Here's a pastebin with the error log I get: http://pastebin.com/P19SLudK..

How do I make this stop happening?

>> No.1327770

>>1327763
Is your load order skulltag_data.pk3 and then skulltag_actors.pk3

>> No.1327779

>>1327763
>How do I make this stop happening?

Obvious question, have you loaded doom2.wad and/or zdoom.pk3/zandronum.pk3 as well?

>> No.1327784

>>1327782
skulltag_data.pk3 and then skulltag_actors.pk3

>> No.1327782

>>1327770
I can't remember which order I was loading them in. Jesus my short term memory is shit.

Which order should I be doing it in?

>> No.1327783

>>1327650

All I hear are excuses. Do it, faggot.

At the very least it will keep you busy. Writer's block isn't real and neither is this. You just have to find something good again.

>> No.1327794

>>1327790
Now's a fine time to start.

>> No.1327790

>>1327783
I never even played Counter Strike!

>> No.1327795

>>1327783
>Writer's block isn't real

It is, actually, but more important and relevant is that it's not an excuse for sitting around and saying "Ohhhh I can't do iiitt".

>> No.1327802

>>1327784
It doesn't matter which way I do it, I still get a shitton of errors.

>> No.1327803

>>1327795

I don't think it's real. Anyone can write (build maps).

Most of your stuff probably won't be very good until you hit the good stuff, but that's no reason to stop. It's pretty much "I had good ideas now I don't"

Work through the pain and build maps.

>> No.1327812

>>1327802
DISREGARD THAT, I'M A FAGGOT

Data then Actors works just fine.

>> No.1327814

>>1327802
>>1327812
Oh wait, I have another question.

If I add a texture pack .wad to my map, and I send the .wad to someone else, do they need that texture pack .wad to play the map?

>> No.1327821

>>1327814
Unless you add the used textures to your wad, yes.

>> No.1327831

What program do you folks usually use to record footage? I haven't recorded game footage in ages and I have no idea which program is good. I need some footage so I can post a mod on ye olde ZDoom forums.

>> No.1327841

>>1327821
How do I added textures?

>> No.1327846

>>1327841
SLADE. Literally copy and paste them into your WAD file, like adding files to a .zip archive.

>> No.1327848

>>1327802
>>1327812
Wait shit.

I just suddenly got the errors back.

Again, it doesn't matter which way around I load the wads, I still get a fuckload of errors.

>> No.1327850

>>1327846
oh k

>> No.1327901

>>1327831
I use DXTory for general recording, works pretty well with (G)ZDoom too, though it is a paid program unless you grab an older patched copy. Which last one that you can get patched is version 2.0.119

>> No.1327909

>>1326832

So after sleeping on it and thinking about it for awhile, I think I've got it: the berserk pack would power up your Swordbeams, replacing them with fireballs that do the full damage of your current sword and have splash damage

>> No.1327917

>>1327831

I use Fraps, which has what's worked for me. I've tried a bunch of other things (Camtasia, Dxtory, Bandicam, etc), but I keep coming back to Fraps.
If you've got an external harddrive to store movies on, it works pretty well.

>> No.1327915

>>1327803

Not doom related but I have to disagree with you.

>Sit in the shower
>Have to do an essay
>Litterally map out exactly what I'm going to write in my head
>I got this shit
>Sit down, I forgot everything.

>> No.1327923 [DELETED] 

::::
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>> No.1327931
File: 8 KB, 389x371, Doomguy peek.png [View same] [iqdb] [saucenao] [google]
1327931

>>1327923
Did you just accidentally a post?

>> No.1327938

>>1327931
They tried to post some dumb ASCII artwork but they don't know how to preserve spaces like a dumbfuck.

>> No.1327942

>>1327938
Bingo.
It was just a test really. Never gave it a go before.

>> No.1327946

>>1327942
1v1 me bro

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>> No.1327962
File: 78 KB, 500x468, 1381292337121.jpg [View same] [iqdb] [saucenao] [google]
1327962

>>1327946

>> No.1327965 [DELETED] 

>>1327938
il rek u m8

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>> No.1327981

>>1327442
>I don't see the point of remaking maps from a game to another.
Because it's fun.

>> No.1327982

>>1327965
|¯¯¯¯|\¯¯¯¯\‚|¯¯¯¯|\¯¯¯¯\   |¯¯¯¯|  |¯¯¯¯¯\  |¯¯¯¯|' /¯¯¯¯/|¯¯¯¯|
|.  .:::|/____/‘|.:::...|/____/   | .:::. |  | ..::::|\ \ |  .::..|''|.:::.. | |____|
|::. . .|\¯¯¯¯\‘|::::...|\¯¯¯¯\   |.:::..:|  |::...  |:| |/:::....|‘'|  .::::| \¯¯¯¯\'
|____|/____/||____| |____|'  |____|  |____|:'\_____| |\____\/____/|
|;;;;;;;;;;;;;;;| ||;;;;;;;||'|;;;;;;;|° |;;;;;;;|  |;;;;;;;|\:'|;;;;;;;;| |'|;;;;;;;;;;;;;;;'|'|
|________ |/‘|____|\|____|'  |____|  |____| '\|____ | \|_________|/°
|¯¯¯¯|  /¯¯¯¯/|¯¯¯¯|\¯¯¯¯\            /¯¯¯¯/\¯¯¯¯\'  |¯¯¯¯¯\  |¯¯¯¯|'
| .:::. | |\____\|::....:|/____/|'          '|::..  .|  |...::::|  | ..::::|\ \ |  .::..|'
|.:::..:| '\|;;;;;;;'|:::... |';;;;;;;|/“          '|.::::. |  |::: ...|  |::...  |:| |/:::....|‘
|____|    ¯¯¯¯|____|¯¯¯¯“            |\____\/____/|  |____|:'\_____|
|;;;;;;;|           |;;;;;;;|                    |'|;;;;;;;;;;;;;;;'|'|  |;;;;;;;|\:'|;;;;;;;;|
|____|           |____|“                   \|_________|/° |____| '\|____ |

>> No.1327986
File: 69 KB, 456x386, Stop It.jpg [View same] [iqdb] [saucenao] [google]
1327986

>>1327982

>> No.1328003

>>1327846
OK so I opened up one of my texture pack wads but the textures show up in black and white. How do I get them to show up in color?

>> No.1328007

>>1327982
Shots fired

>> No.1328026

>>1327982
ripandtearripandtearripandtearripandtearripandtear

RIP AND TEAR YOUR GUTS

>> No.1328037

>>1328003
please respond

>> No.1328041

>>1328003
>>1328037
>waiting barely half an hour

Get the palette off Existing/Global.

>> No.1328068

>>1328041
How?

>> No.1328116

What are some good desert themed levels besides Epic and Epic 2?

>> No.1328119

>>1328068
PLEASE RESPOND

>> No.1328132
File: 44 KB, 720x960, 1389316457392.jpg [View same] [iqdb] [saucenao] [google]
1328132

Hey faggots what do you think of my new clothes?

>> No.1328135

>>1328116

Fuck...no idea man. There's that TC someone did ages ago, which had captures of rubbish 3D models and used a hub system for the difficulty

>> No.1328159

>>1328132
are you sure you aren't the actual faggot here, anon

*are you sure*

>> No.1328169

>>1328132

Tim pls

>> No.1328172

>>1328159
You sure showed them.

>> No.1328179

>>1328135
That would be Chosen, an Egypt-themed wad.

http://www.doomworld.com/idgames/index.php?id=12363

I have to confess, I wanna fap to the player sprite. Any rips of her anywhere?

>> No.1328182

>>>/v/226544049

and they said /vr/ wasn't necessary

>> No.1328190

>>1328179
What the fuck.

>> No.1328193

Bad news, due to a power outage The Space Pirate will be delayed another day.

>> No.1328214 [DELETED] 

Wasn't /vg/ made for this exact purpose?

I'm tired of seeing these doom threads on the front page all the time. It's a shitty game and you guys need to fuck off

>> No.1328217 [DELETED] 

Report and ignore.

>> No.1328219 [DELETED] 

>>1328214
If your game is so good why doesn't it have a thread up on /vr/?

checkmate

>> No.1328223 [DELETED] 

>>1328217

your posts always gets deleted too, you don't need to tell us what we already do

>> No.1328235
File: 29 KB, 417x107, MootOnDoom.png [View same] [iqdb] [saucenao] [google]
1328235

>>1328214

>> No.1328291

>>1328235
moot still uses his tripcode?

>> No.1328307

>>1328179

Wow. That's exactly 10 years old today. Funny you should post it.

>> No.1328362

>>1327251
>excitement intensifies

>> No.1328371

>>1328362
MartyKirra's power went out for hours and he only recently got back. A few things he was working on were lost but he can code it again.

A release on Friday isn't looking likely at the moment.

>> No.1328380

>>1328371
Sometime during the weekend maybe?

>> No.1328398

>>1328380
No worries, tomorrow for sure. Even if it's late tomorrow evening, it'll be up. I'm working all night on this thing. Woooo.

>> No.1328405

>>1328371
>MartyKirra's power went out for hours and he only recently got back

Curious enough, I've been online in the irc all day and when >>1328193 got posted he was still logged in

>> No.1328404

>>1328398
Take your time homeslice.

>> No.1328409

>>1328405
* MartyKirra has quit (Ping timeout: 300 seconds)
(4 hours later)
* MartyKirra has joined
* Hissy gives channel operator status to MartyKirra
<MartyKirra> christ, fucking power outage.

>> No.1328412

>>1328409

Is that on the /vr/ IRC? And which IRC does WildWeasel hang out on?

>> No.1328414

>>1328409

Ah, fair enuff

>> No.1328415

>>1328412
wildweasel is on espernet in #zdoom
espernet shows your ip though, not sure why they would use that network

>> No.1328421

>>1328179
That's some cool music and graphics you have there.

>> No.1328419

>>1328415
>espernet shows your ip though

Are you not behind 7 proxies?

Also, MK, that would have been the perfect time to come in here and say, "When it's done."

>> No.1328443
File: 185 KB, 800x742, 1265779569771.jpg [View same] [iqdb] [saucenao] [google]
1328443

Coop/survival testing for Metroid is up, if y'all are interested.

:: [BE] New York :: Metroid: Bananas in Space - Terminus didn't eat those

>> No.1328451

>>1328443
AWWWW SHEIIIIIIIIT

>> No.1328453

>>1328443
I have no idea what I'm doing, but I'll join in.

>> No.1328461
File: 836 KB, 1024x640, 1389326534293.png [View same] [iqdb] [saucenao] [google]
1328461

They look a little silly but my arrows rotate now!

>> No.1328465

>>1328443
>one wad is different

fuck

>> No.1328473

What the hell is Tartaru and why is 85MB

>> No.1328478

>>1328465
Same happening here.

Welp

>> No.1328479

>>1324567
Oh shit, this thread makes me remember my days of downloading Doom WADS. Good times.

Anyone ever play Eric Harris's WADS? Those are fucking disturbing.

>> No.1328480

>>1328473
blame term. he likes shitty fuckhueg wads

>> No.1328482

>>1328461
They look pretty 8 bit so I don't see the problem

>> No.1328483

>>1328443
I downloaded the WADs that Doomseeker found for me and it doesn't work.

>> No.1328486

>>1328465
>>1328478
>>1328483

http://static.best-ever.org/wads/equinox.wad

>> No.1328489

>>1328483
I think I figured it out, http://www.wad-archive.com/wad/Equinox.wad click the second one, I think it has the same MD5 as the server's.

>> No.1328490

>>1328486
Fuck. Sniped.

>> No.1328492

>>1328479
How are they disturbing? I remember reading that they were pretty much your average custom doom maps.

>> No.1328554

Try me.

>> No.1328596

>>1328554
Blimey.

>> No.1328597

Are you retro enough to appreciate this wad?

http://www.doomworld.com/idgames/?file=levels/doom/s-u/undersea.zip

>> No.1328616

Server back up in five because Dark Tartarus is shit.

Gonna try and find another levelset.

>> No.1328627

>>1328616
http://metal.slipgate.org/Files/Doom_files/EricHarris_maps/

>> No.1328631
File: 1.64 MB, 512x321, 3242426.gif [View same] [iqdb] [saucenao] [google]
1328631

>>1328482

Glad you don't see anything wrong with them, I'm just stoked the weapons are functioning so far.

>> No.1328641

>>1328616

Server back up with ZPack. If it's shit blame Eric.

:: [BE] New York :: Metroid: Dreadnought Public Survival Testing

>> No.1328727

>>1328641
Plasma kind of sucks when any obstacle is to your right or you're in cramped areas.

It's got a really really wide hitbox on it so it bumps obstacles very easily.

>> No.1328736

>>1328727
I let him know this while we were playing, he said he noted it.

>> No.1328742

>>1328631
http://www.youtube.com/watch?v=iGoti0p3RQo

Sorry, I had to do it

>> No.1328770

>>1328742
No son, you NEEDED to do it.

>> No.1328787

I imagine you guys get this a lot, but 0.3 the newest Samsara available? I heard there was to be a new char but it either is still WIP or I have an outdated version.

>> No.1328793

>>1328787
It's on 0.5 anon

>> No.1328803

>>1328787

0.3 is the newest released Samsara. There's a 0.31 beta floating around, but it doesn't have a new char.

>>1328727

Will fix, thank you.

>> No.1328814

>>1328803
Thanks; it's certainly a fine wad as is, but I was hype about new peep to mess with (was hearing it was gal from Unreal or some such)

>> No.1328890
File: 32 KB, 405x549, mxb92zDwfs1sorarco1_r2_500.gif [View same] [iqdb] [saucenao] [google]
1328890

>>1328641

And we're done.
Thanks to everyone who came, it was a blast!

>> No.1328919

>>1328890
No problem. I had lots of fun with you guys.

>> No.1328941

>>1328890
So will you be increasing charge shot damage or reducing charge time a bit?

Feels like I have little reason to charge unless I'm using Plasma, and that's just at the start of a fight.

>> No.1328942
File: 21 KB, 239x113, i_dunno.png [View same] [iqdb] [saucenao] [google]
1328942

Thinking of alternatives for Demonicron's Zombieman

>> No.1328943
File: 305 KB, 256x192, Witty file name.gif [View same] [iqdb] [saucenao] [google]
1328943

>>1328742

I thought it was funny.

>> No.1328975

>>1328941

Damage, quite likely. I'm still trying to figure out the formula I should be using to determine what ideal damage should be.
At the moment, charging takes 62 tics to complete, and the average rate of fire for all weapons is about 11.17 tics.
Power: 2 tics
Wave: 4 tics
Spazer: 8 tics
Ice: 15 tics
Plasma: 19 tics
Long: 19 tics


Since that's about 5.55 times the duration of a normal shot, I originally had gone and made the charge just a flat 3.5x damage boost compared to normal shots, so that it had a lot more extra Burst damage compared to a normal shot but spamming normal had overall more DPS.
Unfortunately, this completely wrecked DM balance, as it was far too easy to prepare a charge shot, fire at a dude, and then lob a few missiles in his direction to finish him off.
Meanwhile in co-op on the other hand, like you said, it's bordering on a complete waste of time.

The obvious answer is (like others have suggested) to give coop more damage and give DM less damage, like Samsara does, buuuuut until I've figured out a formula I'll just be operating entirely off guesswork and what "feels" weak/powerful.

>> No.1328980

>>1328975
I love the idea of making the long beam a railgun-style sniper weapon, I never would have thought of that.

>> No.1328983

How is Community Chest 4 compared to other wads? I haven't played Doom in a long time so I thought I'd start with this megawad. Is CC4 considered good or just average nowadays?

>> No.1329036

>>1328983
Like all the other Community Chests it's a random mishmash of quality.

>> No.1329059

https://github.com/marrub--/doomCW
After 3 months in development, hopefully it will have been worth the server weight.
Thanks for any feedback, and have fun.
Or in other words v1.3 released

>> No.1329109

Thanks to Terminus and his boomerang code, I now have a functioning boomerang, all I need to do is add the altfire for attacking with the sword, swordbeam code when at full HP, make the boomerang stun targets, and fix that glitch where it vanishes if you throw it too close to a wall.

That being said, I'm still having fun

>> No.1329112
File: 1.75 MB, 486x386, This is fun.gif [View same] [iqdb] [saucenao] [google]
1329112

>>1329109

>Didn't post the gif

Well fuck me sideways, I've got brain problems!

>> No.1329204

>>1329059
Is only the pistol customizable at this point?

>> No.1329293

Do any of you modders who actually know what you're doing know why A_JumpIfTargetInLOS doesn't work when I aim at projectiles? It should jump on all actors, right? It doesn't jump when I aim at projectiles, even if the JLOSF_COMBATANTONLY flag isn't set. I'm trying to make a weapon that you can use to reflect projectiles more accurately.

>> No.1329301

>>1329109
>swordbeam code when at full HP
there's a working one (along with the spin attack) in the doomcenter wad, if you want to have a look at it

>> No.1329328

>>1329109
>swordbeam code when at full HP

A_JumpIfHealthLower

>> No.1329346
File: 16 KB, 511x154, realm667.jpg [View same] [iqdb] [saucenao] [google]
1329346

Inspired by a thread I saw on Doomworld, what is a Realm667 monster (or monsters) you like and why?

and please no "durr fuck r667" garbage

The thread:
http://www.doomworld.com/vb/doom-general/66716-if-you-could-pick-one-realm667-monster/

>> No.1329376

>>1329346

I really like the Flesh Wizard's unique design and behavior, especially if you remove the fading-out part.
Zipping around at lightning fast speeds before stopping to throw a projectile with that design is creepy as shit.

>> No.1329383
File: 857 KB, 1600x900, munsters.jpg [View same] [iqdb] [saucenao] [google]
1329383

>>1329346
Afrit.

>> No.1329391

http://www.doomworld.com/idgames/?file=levels/doom/g-i/g-b-arch.zip

>Dat midi.

>> No.1329405
File: 127 KB, 640x480, 1389374505311.png [View same] [iqdb] [saucenao] [google]
1329405

Playing Doom for the first time. What am I missing here? I think explored whole level already.

>> No.1329406

>>1329405
run over the gap innit

>> No.1329410

>>1329406
Fuck, I just did it. After few tries I decided it's not the case, posted this, tried again and succeed. I am dumb.

>> No.1329448

>>1329346
Basically all of the cybernetic themed monsters.

I just like the theme but it's cooler still if there are new attack patterns, the cyborg barons are really cool.

>> No.1329460

>>1328492
They are. Not that great.

He could mean it's more disturbing to play the creative works of a mass murderer though.

http://www.mediafire.com/download/r254l2grzu5e3dl/EHWads.zip

On the off chance someone here hasn't played them.

>> No.1329510

>>1329109
would it be possible to just make the boomerang stun enemies?

>> No.1329521

>>1329510
Yes. +FORCEPAIN on the boomerang. You may have to go through the monsters and change the Pain state so it's longer, and then create another Pain state that is the normal length for normal weapons.

>> No.1329530

>>1329521
Alternatively you could spawn an invisible actor on top of the hit enemy when the boomerang hits that forces the pain state for the duration necessary, which would take less work than rewriting every monster's pain state

>> No.1329604

>>1329346
My favorite is probably the Diabolist of the Archon of Hell. Most of them are enjoyable to fight.

>> No.1329609
File: 728 KB, 1024x819, doomscape-wip68.png [View same] [iqdb] [saucenao] [google]
1329609

Got some more done on this. Seriously gotta finish this thing sometime.

>> No.1329615
File: 88 KB, 498x496, new_zombieman_maybe.png [View same] [iqdb] [saucenao] [google]
1329615

>>1328942

Still not convinced enough with this edit, as if, someone seems to lack in this dude

>> No.1329618

>>1329615

>as if, someone

*as if, something. Dangit

>> No.1329619

>>1329615
The gib looks chunkier, I like it.

>> No.1329636

>>1329609
Lookin decent.

>> No.1329663
File: 79 KB, 500x364, 1377676855818.jpg [View same] [iqdb] [saucenao] [google]
1329663

>>1329609
So just as a point of interest, why do you draw this in the order that you do?

Like, background, coloring, figures, lighting , etc?
I'm not able to draw but want to some day so thought I'd ask.

>> No.1329664

>>1329663
Usually a sketch of everything, then background (especially in a case like this where the background is essential to the lighting) and then characters - at least for me.

>> No.1329672

>>1329346>>1329383
I could have sworn there was more than just those.

From that list it would be the Pyro Demon.

>> No.1329680

>>1329204
fug I fell asleep
yeah the pistol is the only customizable thing right now but I'm workin on the shotgun

>> No.1329689

God damnit what is this d2twid shit. Doom 2 never had this many chaingunners. I am actually playing 1-player coop on these levels now because of that shit.

Also, were these levels actually designed for pistol start? Jesus christ.

>> No.1329729

Figure I might as well mention that I grabbed the wad file for No Rest for the Living, an xbox 360 exclusive episode for the 2010 rerelease of Doom 2 on the console. The wad got dumped and is perfectly playable inside your favorite source port.

I think it's a great set of levels that sticks quite hard to vanilla doom 2 limits. While not really comparable to the best of the community maps out there, it's still quite good, with lots of detail in the architecture. Each map is full of secrets and some really memorable fights and designs, and I think that it ends up being a pretty great experience.

Difficulty isn't as hard as Thy Flesh Consumed on UV, but I think the challenge is still there. I'd say it's certainly worth the time to spend playing through it.

>> No.1329740

>>1329109
>>1329112
Is this a Zelda mod?

>> No.1329747

>>1329609
This inspired me to create a map, anon

>> No.1329756

Just finished License to spell Doom, as recommended by an anon in the last thread. It was alright, but the stealth monsters at the end were annoying to fight. Once again it was pretty interesting to see parts that were similar to Sonic Doom in many ways.

>> No.1329758

>>1329293
I believe it only triggers when there's something +SHOOTABLE in the way.

A_JumpIfTargetInLOS is kinda a buggy pain in my experience. I've had a bunch of trouble with it in one of the things I've done and the fix for it seemingly had nothing to with it and shouldn't have fixed it and didn't work for other weapons using it.

>> No.1329827

Chemical leak in West Virginia. Kanawha, Boone, Putnam, Lincoln, Logan, Clay, Roane and Jackson counties were affected. The Culloden area of Cabell County was also also affected.

Don't do shit with water if you are there or near there.

A little protip for /doom/.

>> No.1329839

>>1329672
>I could have sworn there was more than just those.

Yes, there are more.
Go to the repository then into "doom".

>> No.1329841

>>1329664
I know you'll fill it out, but why is doomguys hand done as a blob first and then filled in?

>> No.1329868

>>1329827
I BET THE UAC DID THIS

>> No.1329916

>>1329758
Okay, it's +SHOOTABLE then. I thought it might have been +MONSTER or something.
Do all projectiles derive from a Projectile class or something? I could just replace that and then add the +SHOOTABLE tag, maybe.

>> No.1329921
File: 73 KB, 533x800, i_1daecd_352177.jpg [View same] [iqdb] [saucenao] [google]
1329921

>>1329868
Someone needs to shop this with doomguy NOW.

>> No.1329928

>>1329916
Er, +ISMONSTER is what I meant.

>> No.1329930
File: 121 KB, 554x310, Boobs.gif [View same] [iqdb] [saucenao] [google]
1329930

>>1329841
Not him, but when I draw I usually just go with proportions and perspective first and details later.

It's to keep your drawing loose to begin with, because if you focus on details early your proportions might be dicked later, and it's a pain in the ass to redraw a fleshed out hand vs a blob.

>> No.1329934

>>1329930
yeah, that makes sense

>> No.1329972
File: 82 KB, 533x800, 1389394018071.jpg [View same] [iqdb] [saucenao] [google]
1329972

>>1329921
ok

>> No.1329979

>>1329972
>not "I bet the demons did this"

0/10 the UAC did nothing wrong

>> No.1329983

>>1329916
>>1329758

Ugh, I added +SHOOTABLE to monster projectiles (I even gave them a health value, just in case) and they still don't get picked up by JumpIfTargetInLOS.

>> No.1329985

>>1329979
Except knew very well what the Hell portals were doing and what was inside of them yet continued to keep trying to go into Hell for some odd reason.

UAC knew what they were doing.

>> No.1329987

>>1329979
>I can't read what the request actually was

>> No.1330006

>>1329985
>Except knew very well what the Hell portals were doing and what was inside of them yet continued to keep trying to go into Hell for some odd reason.

Only Betruger knew, which was why he was A: A jackass, and B: Why the UAC was trying to terminate him.

>> No.1330013
File: 6 KB, 271x206, 1382938353687.png [View same] [iqdb] [saucenao] [google]
1330013

>>1329972
The keycards are a hilarious touch.

>> No.1330015

>>1330006
That's Doom 3's story.

In Doom 1 the entire military base knew what the portal experiments were.
They even cut a Cyberdemon in half by closing the portal on it if I remember correctly.

You go into that teleporter at the end of E1M8

>> No.1330016

>>1330015

Nobody knew what the portal experiments were, hence why they were experiments.
Give a source stating otherwise.

>> No.1330021

>>1329979
I didn't know that the demons were responsible for UAC security.

>> No.1330023

>>1330016
http://www.classicdoom.com/doomtext.htm

They knew what the portals was doing after a few times but kept going on with it anyways.

>> No.1330030

>>1330021

why do you think they use the same rby key/lock system?
because you all are the demons

>> No.1330051

>>1330023
>Recently however, the Gateways have grown
>dangerously unstable. Military "volunteers" entering them
>have either disappeared or been stricken with a strange
>form of insanity--babbling vulgarities, bludgeoning
>anything that breathes, and finally suffering an untimely
>death of full-body explosion. Matching heads with torsos to
>send home to the folks became a full-time job. Latest
>military reports state that the research is suffering a
>small set-back, but everything is under control.

Not sure where that says "Yo, we're delving into hell, fuckers!".
Sounds more like "Whoah, strange shit's happening, let's see what's causing it".

>> No.1330053
File: 13 KB, 300x300, b85.jpg [View same] [iqdb] [saucenao] [google]
1330053

>>1326985
>>1326982

>> No.1330063

>>1329609
Great work.

>> No.1330067

>>1330051
>People going insane, killing everyone, people flat out exploding
>A small setback

THEY KNEW

>> No.1330069

>>1330067
>People going insane, killing everyone, people flat out exploding
>A small setback
that's right. you just don't understand science

>> No.1330094

>>1330067

sounds like just typical sci-fi science to me rather than OMG HELL.
anyone who seriously suggested hell as a cause probably would've been laughed out.

>> No.1330097

>>1329983
Get a monster that does trigger it and start adding projectile flags from the projectile combo to it until it stops working. If it doesn't stop working then start removing monster flags until it does, then you'll know what works.

>> No.1330105

>>1330069

That's probably just a normal day at the office for the type of scientists that work on these kind of projects, really.

That's just how SCIENCE rolls.

>> No.1330109

>>1330094
>anyone who seriously suggested hell as a cause probably would've been laughed out.

I'd wager a bet that the people coming back through and being crazy were all talking about hell.

>> No.1330120

Will The Space Pirate be updated within six hours?

>> No.1330132

>>1330120
All signs point to maybe.

>> No.1330153

>>1330120
Marty still sleepy bye

>> No.1330158

>>1330132
>>1330153
RIP in peace

>> No.1330187

>Metroid: Dreadnaught in single player
>No fancy jumpmoves
What gives

>> No.1330191

>>1330187
You're supposed to put something in the console to give you a double jump.
Pretty sure you need something to walljump too.

>> No.1330195
File: 340 KB, 1366x768, 1389401508014.png [View same] [iqdb] [saucenao] [google]
1330195

>Dat tree

>> No.1330197

>>1330195
Kinda neat imo

>> No.1330213

>>1330187
>>1330191

metroid_spacejump 1

>> No.1330246

>>1330195
The name of the wad is: THE GOOD, THE BAD & THE ARCHITECTURAL.

>> No.1330249
File: 327 KB, 1280x800, 1389403293342.png [View same] [iqdb] [saucenao] [google]
1330249

>>1330195
My attempt.

>> No.1330256

>>1330195
so what is this wad? an old one?

>> No.1330265

>>1330249
We need patented doom tree design.

>> No.1330289

>>1330256
http://www.doomworld.com/idgames/?file=levels/doom/g-i/g-b-arch.zip

>> No.1330356

So I just beat Quake, pretty fun game, I think I liked episode 4 the most. Final boss was kind of lame, but whatever. What are some other good retro first person shooters? The only other ones I know of is Half Life, Duke Nukem, and Doom.

>> No.1330360

>>1330356
Shadow Warrior, Blood
Wolfenstein 3D, Blake Stone
Chex Quest, Heretic, Hexen
Soldier of Fortune
Chasm: The Rift

>> No.1330375

>>1330356
They're not TECHNICALLY retro, but the new Rise of the Triad and Shadow Warrior reboots have a very retro feel to them like the original games.

>> No.1330378

>>1329740

It's going to be a weapon pack. I can't make maps or monsters.

But if someone wants to take it further after I finish the weapons up, I'm certainly not gonna stop them

>> No.1330380

>>1330375
>Shadow Warrior reboot
Good luck running it.

>> No.1330382

>>1330380
Is it poorly optimized? I just have a laptop and can't run it.

>> No.1330384

>>1329530

If I do this, won't the monster constantly make their pain noise?

>> No.1330387

>>1330382
Every website I've checked agrees that it is unoptimized. Only in Steam comments with dick-measuring PC spec reports do I see people claim that it isn't unoptimized.

>> No.1330393

>>1330384
The pain sound isn't immediately played. ShotgunGuy's pain sound plays after 3 tics and it won't get to it if the pain state keeps restarting.

>> No.1330397

IMX where is that giant texture pack you were using or summat

>> No.1330403

>>1330360
SOF is retro? Neat.

>> No.1330405

>>1330393

Interesting. Man the Doom engine seems to be really cooperative with my mod so far, makes me optimistic that I can actually finish this, though I still need to talk to terminus about the boomerang vanishing when thrown against a wall/floor

>> No.1330407

>>1330403
Almost but not quite, it was released in March of 2000.

>> No.1330408

>>1330265
Hard to do with the clipping on the top and all... Need different textures.

>> No.1330414

>>1330397

Look for it as "Doom 2 Recolored"; you will NEED to rename each texture to match the ones in the IWADS if you actually want it to change something. There's like over 3000 textures, so yeah, have fun or wait 'till I organize all that shit

>> No.1330419

>>1330407
Damn, my bad.

But fuck it, I'll still recommend it anyways just because it's satisfying to shoot dudes in it.

>> No.1330429

>>1330427
As long as we get to play it.

>> No.1330427

-insert "Guys I'm still working on it and such." statement here-

>> No.1330435

>>1330414
how do you add cc4-tex style categories for textures? I'm trying to build a giant texture pack for personal and maybe later shared use (if it's good enough) and I don't know how to get textures to go to categories. Markers in the file don't seem to work.

Also do patches that aren't modified need to be in a texture lump for use in udmf format in zdoom or can they just be patches in the pnames and that's good enough?

>> No.1330436

>>1330427
-insert anticipation here-

>> No.1330479

>>1325205
>I've heard the steam version of the games are difficult to use mods with
They're not
You can access the .wad files easly

>> No.1330484

>>1330479
they're not the same as the iwads everyone is working with though, which can cause issues, especially in netplay

>> No.1330493

>>1329530

I'm talking with a friend of mine and he's saying that's an incredibly hacky way of doing it, of course he also brought up if I make custom pain states for each monster, it'd only work for the monsters I set it for, meaning it wouldn't work with non-vanilla Doom monsters

>> No.1330497

>>1330493
Sometimes the best way to do something is hacky. If it works, it works.

>> No.1330501

>>1330484
Those are the BFG edition iwads. I think he's talking about the regular games being sold.

>> No.1330505

>>1330497

Yeah but he brings up a good point: I'd be forcing the engine to behave in a way it's not supposed to, meaning shit could break, and it might make the wad incompatible with future versions of GZDoom

>> No.1330508

>>1330505
>it might make the wad incompatible with future versions of GZDoom
It's literally just an actor that sits still and rips without blood and forces pain state. None of that is going to be removed.

The engine is supposed to work this way.

>> No.1330515

>>1330508

Then my friend either knows something we don't, or is possibly a bit of a relic when it comes to Doom modding. I'll look into the pain state thing, I should be able to do that without it doing additional damage, right?

>> No.1330520

Okay, I'm the guy who was having problems with A_JumpIfTargetInLOS. I think I've figured it out. It's the +NOBLOCKMAP tag which prevents AAPTR_PLAYER_GETTARGET and the aforementioned action function from recognizing the actor, so it's related to the passive collision detection. Guess I don't have to make the projectiles SHOOTABLE at all; just have to remove the NOBLOCKMAP flag. Thanks everyone.

>> No.1330521

>>1330515
Yeah, just set Damage to 0.

>> No.1330524

>>1330521

So just to doublecheck, if I get this working right, the boomerang will drop an actor that forces a harmless state of pain on a monster for 4 seconds or so, and while it's doing that, the boomerang will still return and can be used on other monsters like normal?

>> No.1330527

>>1330520
Also, I sometimes use the word "tag" for "flag" because I'm retarded.

>> No.1330530

>>1330501
Yeah I was, I have no experience with the BFG edition ones
Whats the difference?

>> No.1330534

>>1330524
I'm the guy who suggested spawning the invisible actor. It's not really that hacky a way of doing it, at least as far as Doom modding goes; I'm also the guy who was having the A_JumpIfTargetInLOS problem and I can tell you that it's way less hacky than what I'm trying to do. DECORATE and ACS are limited, and you have to do whatever works to get your mod to work.

>> No.1330546

>>1330524
Don't do that, your friend is right. If the stunned monster moves the stunning actor won't follow, will it? Won't it start stunning random passers by instead? Also if somebody has custom pain sounds or playback they could be hearing the noise every frame.

Custom states are easy, and if you up the pain chance all the way the boomerang will still affect custom monsters in a diminished capacity.

>> No.1330552

>>1330546
If it's for GZDoom and not Zandronum you can A_Warp it to the target and give it a width of 1 so it is inside of the target at all times.

>> No.1330559

>>1330546

Yeah but I don't want a diminished effect for custom monsters, I'd prefer it if the boomerang stuns anything it hits. But if that's not possible without making custom states for them as well, then I'm not liking the sound of this at all.

I could always replace the boomerang with an NES-ified hookshot for yanking enemies around.

>> No.1330562

>>1330559

Have you considered looking in Samsara and seeing how that works with Marathon's Taser or Duke's boot?

However it does, it's worked across different versions of Zandronum and GZDoom for a while.

>> No.1330565
File: 15 KB, 730x413, but-.png [View same] [iqdb] [saucenao] [google]
1330565

>>1330562

It certainly wouldn't be the first time I refer to code made by Terminus, and I'm sure it won't be the last. Thanks for the idea anon

>> No.1330573

>>1330559
You know, if the boomerang's pain chance is 100% and couldn't you stunlock enemies at close range? Do you even need a custom pain state?

>> No.1330576

>>1330573
That be useless unless the boomerang did damage, as you'd have to keep the boomberagin out to stunlock them.

>> No.1330578

>>1330573
>Do you even need a custom pain state?
No, they need to have an actor that A_Warps to the affected monster every tic and stays inside of it while it rips without damage and forces the pain state to restart every tic. This is the best way to do it.

What this will do is force the monster to play the same pain frame for four seconds.

What would a custom pain state be?

The same pain frame for four seconds.

Except only for the defined monsters and not all monsters.

>> No.1330581

>>1330578

There's a small problem with this though, is that A_Warps function compatible with Zandronum or only GZDoom?

>> No.1330582

>>1330581
Zandronum won't have it, not even the 2.0 beta will have it. They implied they're making it for GZDoom though. >>1330505

>> No.1330583

>>1330578
>No, they need to have an actor that A_Warps to the affected monster every tic and stays inside of it while it rips without damage and forces the pain state to restart every tic. This is the best way to do it.
>>1330546
>If the stunned monster moves the stunning actor won't follow, will it? Won't it start stunning random passers by instead?

If the boomerang only spawns the actor in it's XDeath state and not in its Death state then it won't spawn if it doesn't hit a monster. And the monster isn't going anywhere if it's being stunned.

>> No.1330587

>>1330578
>>1330581
Also, to clarify, it's A_Warp

I was using it like a verb.

>>1330583
>And the monster isn't going anywhere if it's being stunned.
The monster won't go anywhere on its own accord. It can still be pushed.

>> No.1330591

>>1330581
Actually, would A_Fire work?

http://zdoom.org/wiki/A_Fire

>> No.1330597

>>1330583
>the monster isn't going anywhere if it's being stunned
Even vanilla doom had gravity and moving floors. And flying monsters. Mods push the player all over the goddamn place, and if you don't want compatibility with them you might as well define custom pain states.

>> No.1330602

>>1330582

Yeah, I figured as much. The boomerang is starting to sound like a royal pain in the ass. Would you guys hold it against me if I fudge things a bit, and replace it with an NES-Styled Hookshot that yanks enemies towards you for a good swording instead?

>>1330591

I'm not sure if it'd work, as I've said before I'm pretty new to this shit, I do know vile flames are impossible to shake, but I don't know how well they'd work for stunning a monster

>> No.1330604

>>1330597
Oh, and if a monster dies while stunned won't its stunner stick around for the remainder?

>> No.1330615

>>1330530
censorship out the ass

>> No.1330614

>>1330602
The A_Fire action won't make your actor into Archvile flames.

>>1330604
It seems like there should be a way to have it go away when its target dies but I can't think of anything.

If they really want to go ahead and forgo mod compatibility a custom pain state for a custom damage type might be best.

Just

DamageType Boomerang
+FORCEPAIN (I think you need a + here I'm not entirely sure)

on the Boomerang actor and then, for example

ACTOR BoomerangImp : DoomImp replaces DoomImp
{
States
{
Pain.Boomerang:
TROO H 140
Goto see
}
}

>> No.1330617

>>1328742
>Enter a tarot reading and I-ching site
>3spoopy4u dancing skeleton gifs
>why.jpg
[paranormals intensifies]

>> No.1330618

>>1330530
Removed the red cross from health items, removed all Nazi things, changed Maps 31 and 32 to have ZombieMen instead of Nazi Gaurds.

>> No.1330619

>>1330530
>>1330618
You forgot the sound quality changes for no reason.

>> No.1330621

>>1330614

and I want mod compatibility, so replacing the boomerang with something else is really sounding like the best option, which in fairness I'm okay with, I added the boomerang in there for the sake of adding a classic LoZ Item. But really it doesn't make much sense from my weapon pack's perspective: Why bother stunning a monster when you can hit it with your sword and you're capable of moving insanely fast? Or just hit it with one of your projectiles? Several of which have infinite ammo

>> No.1330620

>>1330619
>for no reason

The license to the stock sound library they got the sounds from had expired.

>> No.1330626

>>1330587
>The monster won't go anywhere on its own accord. It can still be pushed.

Unless it's a custom monster with +PUSHABLE that's only going to be done by damage when it dies since vanilla monster attacks don't do pushback until death or a custom weapon with pushback hits it. Given the short amount of time the monster is going to be stunned and the fact that he's in control of his custom weaponry this doesn't sound like a huge issue. It can be easily solved though, see below.

>>1330597
>Even vanilla doom had gravity and moving floors.

Irrelevant.

>And flying monsters.

Easily fixed, see below.

>Mods push the player all over the goddamn place, and if you don't want compatibility with them you might as well define custom pain states.

How many mods push lots of monsters around through means other than weaponry (since remember, he's replacing weapons)? And even in those mods it would only possibly cause an issue under certain circumstances, and in those circumstances it would only be silly not gamebreaking. And it means a great deal less work and a great deal more compatibility for him to use something other than a pain state to get this done. For instance he already has compatibility with all the skulltag monsters right out of the gate.

I think the best thing for him to do is to use a monster with +FRIENDLY, +ALWAYSFAST, +NOGRAVITY, a high speed and a height and radius of 1 that only has melee attacks and have the melee attacks do the damage he wants. Monster melee never accidentally hits anything other than the target (though it can miss the target) and it won't start targetting something else if you make it invulnerable.

You'll have to get the monster to target the monster in the first place but you had to do that anyway with A_WARP.

>> No.1330629

>>1330621
Might be useful to toss it at a group of hitscanners or a boss and I still think that pushing an A_Warp ing FORCEPAIN RIPPER Damage 0 actor is the best way to do it for mod compatibility, but I honestly can't think of anything someone would run a Zelda weapons mod with outside of normal maps. Might be limiting yourself by trying to make it compatible with mods virtually no one will run it with.

>> No.1330634

>>1330621
>Or just hit it with one of your projectiles? Several of which have infinite ammo
Which ones? No magic meter?

>> No.1330635

>>1330620
>The license to the stock sound library they got the sounds from had expired.

Reminder this is misinformation.

The sound quality fuckups were because the sound code in BFG edition used a fixed 11025hz sample rate. The item respawn sound and the super shotgun barrel sounds were still sampled at 22050 hz, so they get played back slower than they should be.

>> No.1330638

>>1330629

well I like using monster randomizer mods.

>>1330634

Swordbeams, even if you're under 100% health I'm going to have the sword's altfire shoot off a swordbeam, granted at a slower firing rate. and the magic candle, which isn't going to be long range, but a projectile all the same.

The magic rod is going to be in, it's just going to use a custom ammo type of magic jars

>> No.1330643

>>1330635
The Doom Wikia claims the sound quality for Doom 1 and 2 were increased, what is it talking about?

>> No.1330648

>>1330643
>Wikia

There's your problem, shit was abandoned years ago.

>> No.1330649

Anyone have a link to the BFG edition WADs?

>> No.1330654

>>1330621
>Why bother stunning a monster when you can hit it with your sword and you're capable of moving insanely fast?
This is kind of a silly question.

Hit problem monster with boomerang, take the rest out with ease.

Archvile show up? Boomeranged.

Also if a monster is truly stunned then wouldn't it amount to free hits? That might be broken as hell though.

>> No.1330652
File: 58 KB, 496x500, Godspeed You! Cat Emperor.jpg [View same] [iqdb] [saucenao] [google]
1330652

>>1330643
>Wikia

http://doomwiki.org/wiki/BFG_edition

>The engine seems to ignore the sounds' sample rate, and instead use a fixed 11025 Hz rate. The "item respawn" sound(DSITMBK) and some super shotgun sounds (DSDBOPN, DSDBCLS, DSDBLOAD), however, are still sampled at 22050 Hz; therefore when they are played back they are slower than they should be.

>> No.1330653

>>1330649
No, please no.

>> No.1330656

>>1330652
So the lumps are the same?

>> No.1330657

>>1330656
Yes.

>> No.1330661

>>1330638
>even if you're under 100% health I'm going to have the sword's altfire shoot off a swordbeam
What? Why? The heatlh requirement is iconic and would be interesting to see in Doom.

As a fast moving, pain causing, infinite ammo, no cooldown at close range projectile the boomerang could have a niche if you gave it a little damage. Especially if it replaces an early weapon.

>> No.1330662

>>1330661
Way more chances to be damaged in Doom than in Zelda, like hitscanners.

A health requirement would be cool but definitely not if it's 100%

>> No.1330664

>>1330654

To be fair I could do that with any of my weapons by adding +FORCEPAIN, if a vile gets pained while winding up its fire, the fire gets cancelled.

>>1330661

Because I like having altfires to weapons, and really how often are you at 100% health in a game like doom where there's shithead hitscanners? I suppose I could just give up on making the boomerang stun and just leave it as a close range projectile that forces pain, because even then you could bounce it off a monster you're charging towards and then jam your sword into its face.

Or you could just run towards it with the sword/shield (default melee) which passively blocks all attacks except for melee attacks

>> No.1330669

it happens

>> No.1330672

>>1330662
Replace all hitscanners with projectile enemies ala Action Doom

>> No.1330674

>>1330669
in my dick

>> No.1330678

>>1330662
>>1330664
Between medkits, health bonuses, soul spheres and the like I spend a lot of time at or above 100%. I think shooting lasers every time I swing the sword would be fucking neat.

>> No.1330681

>>1330678
What difficulty do you run at?

>> No.1330682

>>1330681
Nightmare!

>> No.1330687

>>1330678

Actually anon. Health bonuses are going to be replaced by green rupees in my weapon pack, primarily because I can't think of a fitting zelda item that'd fit the job of recovering 1 HP.

Besides I think you're misunderstanding me a little, the sword is still going to shoot swordbeams at full health, the alt fire is just there if you don't have 100% HP and want to shoot lasers.

Also you guys think it'd be clever/fitting if the max for Rupees is 255? Rupees being your source of arrows. My original idea is to have the backpack be replaced with a magic book, which does the same thing: increase your ammo capacity, OR I could have my weapons hold plenty of ammo to begin with and replace the backpack with something else

>> No.1330689

>>1330015
>They even cut a Cyberdemon in half by closing the portal on it if I remember correctly.
That's Plutonia.

>> No.1330690

>>1330681
UV. I don't think I have fast monsters on, though. That probably makes quite a difference.

>> No.1330693

>>1330626
Uhh, this sounds convoluted as fuck. Just make a child of the Arc of Death spell from Hexen, make the FLOORHUGGER and CEILINGHUGGER parts of it invisible, and create a replacement for LightningZap that does no damage and is also invisible. Then, it spawns ontop of whatever you hit with the boomerang, dies if the monster it's stunning dies or after four seconds with A_Countdown. There you go, stun state actor.

>> No.1330694

>>1330687
Hey, what if the boomerang was the sword's alt fire?

>> No.1330695

>>1330427
-Insert fanfiction on Marty's Space Pirate universe here-

>> No.1330698

>>1330694

That crossed my mind too, but as I've said before. It's really hard to stay at 100% health in Doom.

>> No.1330704

>>1330698
I... don't really get how the second sentence logically follows the first. Because the boomerang isn't strong enough to be the alt fire?

>> No.1330706

>>1330693
I agree with you but what you suggested has exactly the same issue as the people I was replying to thought would be an issue, which is what happens if the monster it's hitting moves or another monster moves to where the damage is being dealt.

>> No.1330712

>>1330704

Because I'd rather have the sword's altfire be a swordbeam that fires off at a slower rate, for when you want a swordbeam but you're not at 100% health, so I already have an altfire planned. Sorry should have been clearer with that.

So it's pretty much coming down to this: I either keep the boomerang as a weak, but fairly fast firing, forced pain projectile complete with a sword attack as the altfire (and yes you'll be able to shoot swordbeams with this too if you're at 100% HP)

OR

I replace the boomerang with a Hookshot that yanks enemies towards you, again, sword included as an altfire

>> No.1330719

>>1330712
Why not both

>> No.1330724

Any wads with memes?

>> No.1330725

>>1330712
So the sword is going to be primary fire on its own and when you switch to the boomerang/hookshot it becomes altfire? That doesn't sound good.

>> No.1330727

>>1330712

You are really, really overthinking things.

>> No.1330729

>>1330706
Arc of Death's projectile effect always follows the monster it's targeting. Just look up a video on Youtube of someone using it. Even if the monsters get moved by something else (say, a Disc of Repulsion) the Arc stays attached to them. That's why it's perfect for this effect.

>> No.1330732

>>1330725

It's the only thing that came to mind, as having the boomerang or hookshot on its own would be kinda shitty and have the player swapping through weapons all the god damn time. Though I guess for the sake of making more sense, I could make the sword the primary fire and the alt fire be the boomerang/hookshot

>>1330727

I can't help it. I just want this shit to be fun, damn it.

>> No.1330736
File: 42 KB, 259x778, x.jpg [View same] [iqdb] [saucenao] [google]
1330736

And then I ran out of ideas.

>> No.1330738

With the limited resources available for Doom modding, do you find that your acting philosophy is

Form Follows Function

or

Function Follows Form

>> No.1330740

>>1330736
Give it a skybox

>> No.1330746

>>1330738
form follows function

make something interesting and you will have no issue making it look interesting

>> No.1330753

>>1330724
pol.wad

>> No.1330771

>>1330732
>>1330712

Sword weapon

Primary Fire: Sword
Secondary Fire: Sword Lasers, increase in speed with higher health, and you can add as many levels of increased speed as you want
Reload: Boomerang

>> No.1330775

>>1330771

Having reload to fire the boomerang might not be a bad idea.

>> No.1330785

>>1330775

you could also switch that with the hook shot if you wanted to

if you wanted to go closer to the games you could have primary fire as sword which shoots lasers when you have full health and the hook and boomerang in secondary and reload

you could also define another custom keypress and have either the hookshot or boomerang on one and the other on the other, so that you'd probably end up with Q and E both doing something.

If you wanted to go further you could have a system where the player can choose which item they want to use for which "slot" for a total of four items that could be carried and used without having to switch weapons.

>> No.1330790

>>1330775
What do your other alt fires look like?

>> No.1330794

>>1330785

That crossed my mind too, have a few items permanently added to the character's inventory that are fired off with the "use inventory" button, though the only two utility items that come to mind is the boomerang for stunning and the hookshot for yanking.

>> No.1330796
File: 167 KB, 400x359, 1386190384688.png [View same] [iqdb] [saucenao] [google]
1330796

http://ahahahahripntear.ytmnd.com/

>> No.1330797

>>1330794
Have you added bombs yet?

>> No.1330802

>>1330790

Lemme show you what my original idea was

http://pastebin.com/8GJbW25c.. I've already swapped the primary and altfires for the boomerang though

>>1330797

Not in the pack no but bombs are planned, as seen above. I guess I could make the bait an inventory item and remove the secondary function

>> No.1330807

>>1330794

no, I mean you could have it so that you define a custom keypress in keyconf for q and e and then you could have whatever weapon or item trigger off of that, and have the player have a way to do that in game. Like it could be the sword, the shield, the boots, the bow, the boomerang, the wand, the whatever. Same with the primary and alt fires.

>> No.1330810

>>1330738
>>1330746
I'm making something interesting (by my own standards, at least) and I'm certainly having issues, although that isn't stopping me. Does anyone know how I would go about reversing an actor's trajectory, by the way? SetActorVelocity doesn't do anything to a projectile I've targetted it with. I also tried SetActorProperty of APROP_Speed to negative for shits and giggles, which didn't do anything.

>> No.1330814

>>1330807

Do you mean make the custom keypress equip the items or just use them? I feel I'm getting sidetracked by all this but at the same time I kinda like the idea of just having keys assigned to using some of the weapons in my mod because the less switching a player has to do between weapons, the better.

>> No.1330816

>>1330802
Why are these descriptions so strange and unlike Zelda? Bouncing bombs? BFG sword? What?

>> No.1330819

>>1330814
Use the weapons/items/whatever. And the player can set which weapon/item they want to be whichever keypress. The actual keypress and the weapon/item use would work through decorate pretty easily. Changing which keypress does what would be done in acs through taking and giving of items. The only difficult part would be making the menu something user-friendly.

>> No.1330821

>>1330816
Bouncing bombs are in any Zelda game that lets you throw them.

Can't think of why the Magical Sword works that way other than Doom weaponry tends to need a BFG level weapon.

I think just the ripping quality alone would give it a huge amount of stopping power.

>> No.1330823

>>1330819

Actually to add to my post, you may be able to do something in menudef, I'm not certain though since I've only done fiddly shit with menudef so far. That would actually be in line with zelda though, going into a paused menu to decide which item you'll use in which slot.

>> No.1330828

Hey, I'm an illustrator. If anybody wants some sprites, I'd probably be willing to help.

>> No.1330832

>>1330828

I might be interested, I've got a project I've been working on for a bit. Do you have IRC?

>> No.1330834
File: 663 KB, 700x513, Model_1887_MW3.png [View same] [iqdb] [saucenao] [google]
1330834

>>1330828
Winchester Model 1887

http://callofduty.wikia.com/wiki/Model_1887#Call_of_Duty:_Modern_Warfare_3

This version specifically.

>> No.1330838

>>1330834
Without the tacticool ironsight, right?

>> No.1330840

>>1330838
Preferably.

>> No.1330843

>>1330838
This. The /k/ommando in me would hate to see anything other than normal ironsights or scopes on a gun from the 1800's.

>> No.1330847

>>1330838
>>1330840
>>1330843
So... why not use the modern warfare 2 model which doesn't have the ghost ring sights?

>> No.1330848
File: 33 KB, 367x455, FD_HOW.png [View same] [iqdb] [saucenao] [google]
1330848

to show marrub in irc

bear in mind my entire hd is 90g

>> No.1330850

>>1330847
Looks cleaner, edgier (angles), it's black, and the bit with the metal ring on the side looks cool.

>> No.1330853
File: 411 KB, 538x465, M1cowwadoody.png [View same] [iqdb] [saucenao] [google]
1330853

>>1330828
Centered M1 Carbine sprites.

Preferably with the same angle and perspective as the shotgun or the rifle from the Alpha/Beta.
Only needs two frames, one idle, and one with the bolt all the way back.

>> No.1330859

>>1330816

It's not literally a BFG. It's just the magic sword is equivalent to a BFG in terms of power. You know, the last weapon you get, and it's ridiculously powerful. And as this guy said >>1330821, all thrown bombs bounce a few times in Zelda, look at Link's Awakening, for example.

>>1330828

I might need your help eventually too

>> No.1330863
File: 83 KB, 600x450, m1carbine.jpg [View same] [iqdb] [saucenao] [google]
1330863

>>1330853
Further reference.

>> No.1330867

>>1330850
The metal ring is a mount for a sling.

>> No.1330868

>>1330819

I've never worked with ACS before, I'd probably need help getting started with that. Also to address your other post >>1330823

I do NOT want to have to pause the damn game to swap out items, this is still Doom and stopping the action to equip different items would be a pain in the ass.

>> No.1330880

>>1330868
ACS is very simple. It's just watered-down C. If you don't have experience programming, well, if you learn this, you'll be able to understand pretty much every basic piece of code someone shows you.

Just search the ZDoom wiki for whatever functions you might need. Off the top of my head, you will probably need GetPlayerInput, and reference whatever new key definition you made for your menu system.

>> No.1330886

>>1330868

Well you don't have to, it would just be an option to do so.

But to elaborate in case I'm not explaining this well I don't mean that you would have to swap out items mid battle. However you change items, acs or menu or whatever, you decide what goes where.

Say sword is primary fire, boomerang alt fire, Q is hookshot and E is boomerang.

You can use any of those with their respective controls at any time you would normally be able to use a weapon.

You go into your switcheroo menu however you want to do it and then afterwards

Sword is primary fire, shield is alt fire, Q is Boomerang and E is the bow.

The best thing about this kind of modular weapon use is that you can then have as many more weapons that do the same thing and can be configured in the same manner.

So in the above example with two weapons, without going into the menu:

Sword is primary fire, boomerang alt fire, Q is hookshot and E is boomerang. You switch to the next weapon and now sword is primary fire, shield is alt fire, Q is bow and E is bombs.

>> No.1330889
File: 54 KB, 346x423, 1357507004248.png [View same] [iqdb] [saucenao] [google]
1330889

>>1330886

That's sounding increasingly complex, I just want to make a simple weapons mod man.

>> No.1330903
File: 21 KB, 470x336, 1387841330911.jpg [View same] [iqdb] [saucenao] [google]
1330903

>>1330889
THAT'S HOW THEY FUCKING DID IT IN LEGEND OF ZELDA THOUGH DID YOU EVEN PLAY THE GAMES DO YOU WANT TO MAKE A PROPER LEGEND OF ZELDA MOD OR ARE YOU JUST GONNA THROW TOGETHER A 8-BIT DOOM WEAPON SKIN LIKE A PUNK BUSTA

>> No.1330914

>>1330889
If you wanted something simple you probably would have had each weapon available be standalone instead of working alongside a shield.

>> No.1330915

So... any chance of The Space Pirate tonight?

>> No.1330916

>>1330915
:)

>> No.1330917

>>1330915
Not likely, try again In three days

>> No.1330918
File: 11 KB, 300x300, 1389424656273.png [View same] [iqdb] [saucenao] [google]
1330918

>>1330903

I'M MAKING A WEAPON PACK, GOD DAMN IT. ALSO WHY YOU GIVING ME SHIT ABOUT AN 8-BIT WEAPON PACK. THERE'S FUCKING NOTHING OUT THERE OTHER THAN THAT STUPID MEGAMAN DEATHMATCH THING. THE WEAPONS ARE GOING TO FUNCTION SIMILAR TO HOW THEY WORK IN ZELDA.

>>1330914

Actually that's the idea, the only weapon that works alongside the shield is the sword, only the sword/shield weapon will let you block

>> No.1330919

>>1330916
wut.

>>1330917
pls.

>> No.1330925

>>1330889
It's not that complicated. Actually, the function GetPlayerInput does exactly what you need for that. It does not take input in from a key, such as "W." Instead, it takes input from an action, like "+forward." This means that if you had WASD movement keys, or arrow keys for movement, a GetPlayerInput call would read it the same either way.

The idea is that you have keys that use your bombs and shit, right? Let's say you have four and you have them labelled "useitem1," "useitem2," etc.
You can use GetPlayerInput to take in those functions and have them do something different even though they're the same action. And on top of all that, the player can change those actions to different keys if he or she wants to.

>> No.1330926

come on guys let's not get mad at each other, we don't want to lose any more toes here

>> No.1330927
File: 24 KB, 298x251, 1386984045805.jpg [View same] [iqdb] [saucenao] [google]
1330927

>>1330918
>I'M MAKING A WEAPON PACK, GOD DAMN IT. ALSO WHY YOU GIVING ME SHIT ABOUT AN 8-BIT WEAPON PACK. THERE'S FUCKING NOTHING OUT THERE OTHER THAN THAT STUPID MEGAMAN DEATHMATCH THING. THE WEAPONS ARE GOING TO FUNCTION SIMILAR TO HOW THEY WORK IN ZELDA.

BECAUSE ITS EASY, WILL TEACH YOU TO USE JUMP STATES IN INVENTORY AND YOU'LL HAVE A FASTER PACED BETTER MOD BY THE END OF IT

>> No.1330932
File: 84 KB, 800x781, 1362815918941.jpg [View same] [iqdb] [saucenao] [google]
1330932

>>1330925

I was talking about the pause menu and customizing thing. Using GetPlayerInput might work alright, but I don't really want to make a special menu to change shit out.

>>1330927

I definitely want a faster paced mod. So having keys assigned to use the boomerang, hookshot, and bait would be a great idea, but I still want a few weapons you have to cycle through, which at this point would be the sword, bow, candle, and magic rod.

Feeling kinda overwhelmed now at this point, fuck

>> No.1330939

>>1330932
Well, with the most minimal effort, you can just make shit like the candle and bombs inventory items ala Hexen or Heretic, and then make hotkeys to use them on the fly, also like Hexen/Heretic. You can just put the most "important" items (bombs) on more accessible keys by default, but it would still be simple to make them customizable by the player.

>> No.1330941

>>1330932
If you feel overwhelmed you just need to relax, map out what you need to do and tackle it all one at a time.

You got /vr/ and it seems like we'd be happy to help too.

>> No.1330943
File: 22 KB, 219x400, 1385714520384.jpg [View same] [iqdb] [saucenao] [google]
1330943

>>1330932
>but I still want a few weapons you have to cycle through, which at this point would be the sword, bow, candle, and magic rod.
see
>>1330886
>The best thing about this kind of modular weapon use is that you can then have as many more weapons that do the same thing and can be configured in the same manner.
>So in the above example with two weapons, without going into the menu:
>Sword is primary fire, boomerang alt fire, Q is hookshot and E is boomerang. You switch to the next weapon and now sword is primary fire, shield is alt fire, Q is bow and E is bombs.

IF YOU WANTED TO KEEP SWORD AND SHIELD SEPARATE FROM BOW THEN DO THAT AND DON'T MAKE ALL SLOTS CUSTOMIZABLE

BUT IF YOURE GONNA MAKE KEYPRESSES FOR WEAPONS THEN MAKE THEM CUSTOMIZABLE TO DO DIFFERENT THINGS PER WEAPON CHOSEN BY THE PLAYER

YOU AREN'T GOING TO BLOODY WELL WANT TO USE THE HOOKSHOT WHEN YOUR PRIMARY WEAPON IS THE BOW NOW ARE YOU

>> No.1330946

>>1330932
>Feeling kinda overwhelmed now at this point, fuck

Because you have seven different people telling you to do different things that might be possibly cool later on instead of starting simple and not fucking overthinking everything.

You can do all the cool shit later.

Start with the basics.

>> No.1330949

>>1330946
I'm >>1330943 and he's right, to do my thing you'd just copy the states from each weapon and have jumps to them, so keep on trucking with your weapons now and later you can change how they're used.

>> No.1330953

>>1330949
also to elaborate >>1330943 what I mean is have customizable weapon slots but if you want to keep "main weapons" separate than just keep those using keypresses the player cannot change even though they'll be able to change what items/weapons they can use at the same time as the unchangeable weapons.

>> No.1330956

>>1330946

I agree on getting the basics down first. I need to fix the boomerang, as it still vanishes whenever I throw it really close to something.

>> No.1330970

>>1330956

and I should mention that's REALLY fucking strange, because I shamelessly borrowed the code from one of Terminus boomerang weapons, and when I fire HIS boomerang weapon against a wall, it never vanishes, but mine does.

Even when I set the boomerang's inventory to 1, I couldn't get it to vanish. This and the the fact stunning monsters may be too OP/fiddly are the reasons I'm considering swapping the boomerang out for a hookshot

>> No.1331027

>>1330832
I don't have a client, shoot me an email johnmblaz at gmail. I'm more interested in doing props and particularly monsters, but I'll see what I can help with.

>> No.1331091

>>1329609

Not enough blood and incoherant screaming, otherwise, 10/10.

>> No.1331109

Beat High Tech Hell 2. Very fun and well designed levels, really aesthetically pleasing. One issue I had, I'm not sure if it's because I was playing with FKER, or it's the mod itself, but I encountered a few enemies stuck in walls, kinda weird.

>> No.1331131

Okay, we're ready to go

>> No.1331136
File: 35 KB, 200x200, 1347363610203.png [View same] [iqdb] [saucenao] [google]
1331136

>browsing through Russian Overkill's wad just to look at what makes it tick
>Altfire comment for Quadvolgue
>Sweet jesus on a pogostick
>scroll down further, see this
>HolyDoodooEarthquake

The guy who made this is fucking nuts.

>> No.1331146

I've taken a break from my Zelda mod to work on a personal weapon pack. I'm having troubles thinking of fun and unique weapons to add, here's what I got so far:

Slot 1 - Ammo Satchels, which if you haven't seen these before, they're satchels you throw out and they give you a little bit of each ammo type, can also be thrown harder to kill enemies for a laugh

Slot 2 - Action Doom's Pistol, shoots big fat bullets that travel slowly but do a fair amount of damage, infinite ammo.

Other Slot 2 - Monster Mash pistol, shoots fast, hitscan, reloads every 20 shots

Slot 5 - Grenade launcher

Stock everything else for now

Still trying to think of some other neat weapons I could throw in there, I might put this Ray Gun I found on Realm 667 for my slot 6 weapon as it fires ripper projectiles, which is pretty neat

>> No.1331157

NEW THREAD

>>1331153

>> No.1332441

Anyone else here Listen to music while playing to this game to the point where a specific album reminds you of doom and vice versa?
Mine is Queens Greatest Hits,