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/vr/ - Retro Games


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1331153 No.1331153[DELETED]  [Reply] [Original]

DOOM THREAD, (Last thread >>1324567)
(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.1331154
File: 274 KB, 380x380, 1389436358155.gif [View same] [iqdb] [saucenao] [google]
1331154

****************************
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.1331159

>>1331154
Someone needs to recolor that Hellknight to a Baron, and give it the filename meanwhile, on e1m8

>> No.1331161

Bringing this over here because I'm still trying to think of stuff to add:

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.1331163

>>1331161
Unless you're making the entire weapon pack cartoony, the Action Doom pistol isn't going to meld in easily.

>> No.1331164

>>1331163

Yeah I've noticed it kinda sticks out, but I like the idea of having two different handguns to switch between, a fast firing hitscanner and a slower projectile pistol that hits hard. Guess I could always use that plasma pistol that FKER has, just not without that weird cooldown thing it has

>> No.1331261
File: 4 KB, 196x151, JfwtReD.jpg [View same] [iqdb] [saucenao] [google]
1331261

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

From last thread

>> No.1331267

Okay. So after dicking about and thinking about it, here's how my custom weapon pack is going to work:

Slot 1: Ammo satchels
Slot 1: Magnetsaw, the alt-fire yanks targets in, found it on Realm667, seems pretty fucking neato, I plan on changing its plasma projectile to the loremaster's loreshot, then rename the weapon to the grapplesaw or loresaw. Also might need help on getting the loremaster's chain to render right

Slot 2: Plasma pistol, primary fires off a plasma ball, does okay damage, altfire shoots off a slower ripper projectile that does less damage but always forces pain and bounces off walls

Slot 3: Super Shotgun, if I can I want a projectile version of this beast

Slot 4: Nailgun, consumes bullets because I'm a lazy fuck

Slot 5: Grenade launcher

Slot 6: Ion spray, again from Realm667 but it's pretty neat too, spews out a shitload of little babby plasma balls

Slot 7: Cryobow/Plasma ballista, both are from Realm 667, and I'm gonna combine them into one weapon, primary will shoot a freezing arrow and consume 40 cells, altfire will shoot out a bolt that does wicked splash damage for 80 a shot.

Gonna sleep now but when I get up I'm gonna frankenstein this shit together, should be fun

>> No.1331280
File: 7 KB, 189x198, Nice-eyebrows.png [View same] [iqdb] [saucenao] [google]
1331280

>>1331261
I love it.

>> No.1331307

God, playing last levels of Doom for the first time really made me feel like I'm in hell. And ended on ridiculously easy boss fight.

>> No.1331317

>>1331307
Hey man, that shit was hard in '93. I remember when I played Doom 2 I thought that the Icon of Sin fight was hard.

>> No.1331319

>>1331307
I like to make the Spider Mastermind fire once every tic, makes the multiple barrels make a bit more sense too.

Really threatening to hear that BRRRRRT noise and all the ricochets hitting around you.

>> No.1331324

>>1331317
Icon of sin was a puzzle boss. I don't think my father managed to beat it back when I was a child.

Spider mastermind just shot baron of hell and baron of hell took off enough health to kill spider with two BFG shots.

>> No.1331352
File: 42 KB, 215x191, ripandtear.png [View same] [iqdb] [saucenao] [google]
1331352

>>1331153
I remember playing one sp version of doom with upgraded monsters. Probably it was skulltag but was it skulltag only or some wads were involved I don't know, so can somebody help me figuring it out? There certanly was dark imp from here >>1329383 .
Also, can somebody recommend me minigame\survival\invasion\re4 mercenaries like sp wads or vanila doom monsters\visuals expansions. Obvious reelism and brutal doom were already noted long ago.

>> No.1331363

>>1331352
Hard Doom?

>> No.1331364

>>1331352
dtinv3c.pk3 and get skulltag or load zandronum with skulltag resources.

>> No.1331365

What are some wads to play with Doom RL Arsenal?

>> No.1331370

>>1331365
OBLIGE

>> No.1331568

So... Space Pirate when?

>> No.1331578

>>1331568
shhhh

marty is sleeping

>> No.1331580

>>1331578
marty pls

>> No.1331670

is there any mods which feature revenants firing TWO rockets instead of just one?

>> No.1331679

Question for DECORATE users here

I'm working on a item that sets your health between two set numbers, as a random chance pickup.
This wad is made for zandronum so I'm using those limits.

My plan currently is to on PICKUP that gives X+1 health, and then damage the target (DamageThing) between Random (X and X),
The +1 is to prevent death, since if not included, it instantly kills the player.

The problem is that any damage caused is either reduced by things such as armor or easiest difficulty, or won't be caused at all if invincible.

Do you know a easier way to implement this idea?

>> No.1331751

>>1331679
TakeInventory("Health",X)?

>> No.1331757

>>1331670
brutal doom has them fire two

>> No.1331761

>>1331670
Shooting monsters with guns
but it also replaces most revenants with rocket former humans

>> No.1331776

>>1331761

I actually want to take a glance at the DECORATE and see how the second rocket is placed, that's all

>> No.1331786

>>1331751

That would, be easier? if it works?
I don't mess with inventory things much, so I must've missed that option

>> No.1331803
File: 48 KB, 378x363, 1384196038893.jpg [View same] [iqdb] [saucenao] [google]
1331803

So reposting from the last thread.

What is a Realm667 monster (or monsters) you like and why?

>> No.1331815

>>1331776
Project MSX

>> No.1331817

>>1331803
That orange Korax with the pretty fire magics.

That Overlord that Eriance made with the red lightning.

Z-Sec.

>> No.1331832

>>1331817
>That orange Korax with the pretty fire magics.

it's got really sweet attacks, i was turning on god mode just to see everything it could throw out

>> No.1331887

>>1331803

I say the rocket launcher baron/knights of hell, since they are the only monster that seems to be fitting in the monster family

>> No.1331971 [DELETED] 

>>1331670
Burl Tumd and Fractal Doom

>> No.1331976
File: 1.21 MB, 1543x2719, 1389477413808.png [View same] [iqdb] [saucenao] [google]
1331976

This is old now, but if anyone feels like contribootin, have at it.

>> No.1331979

>>1331976
Would rather an HTML on Dropbox or something similar. Do you expect people to type out the forum URLs in the image?

>> No.1331981

>>1331979
I'd expect them to google search "zdoom russian overkill" and click the first link.

>> No.1331984

>>1331786
>>1331751

Sorry back again, it didn't work. Health didn't reduce

>> No.1331986
File: 219 KB, 570x526, 1389477890237.png [View same] [iqdb] [saucenao] [google]
1331986

>> No.1331987

>>1331984

Healf doesn't have an inventory item like armor does that can be tracked and taken with inventory commands.

Do what I did for FD for guaranteed bypassing of armor and difficulty level: have a bunch of DamageThing(1)'s that add up to the amount you want. You'll have to have a jump with equal chance of going to each state with the DamageThing(1)s but it won't be hard at all, just slightly tedious.

>> No.1331996

>>1331987

There must be an easier way, that's ridiculous since each jump will have to match the random number, and could cause bad code problems. I just need an option to remove health, not damage.
If a number is randomed (say 179), how can I have a jump saying "I've randomed 179"?

>> No.1332037

random gameplay wad idea:
mage doom. (or heretic/hexen?)
no more weapons (save from a dagger)
keys are bound to different magic focus (destruction necklace, holy symbol, blood dagger...) spells themselves are launched by associating 9 runes (on the numpad)
spells use MP that regenerates over time (or by drainig with some spells?) and the more you kill, the higher your MP cap raises

of course, you can rarely find scrolls that will let you cast a spell (for free) simply by reading them

>> No.1332038

>>1331986
in the video, is "agitating skeleton" meant to be a verb, like the action of agitating the skeleton, or is it a noun, like this is a skeleton that agitating

>> No.1332039

>>1331996
>>1331987

Solved it
I added another HEALTH item, but instead removes -1health, and add how many of items = random (x, x)

>> No.1332056
File: 169 KB, 419x568, Alienthing.png [View same] [iqdb] [saucenao] [google]
1332056

Someone posted this a couple of topics ago, anybody know who did it or what it's from? I've got a really cool use for it if the author is here and doesn't mind.

>> No.1332059

>>1332056
Looking at it, it appears to be based on Duke's lizman (since the walking anim is the same) even though none of the original art remains.

>> No.1332060

>>1332056
PillowBaster, Space Pirate for Metroid.

>> No.1332068

>>1331670
MSX revenants fire 2 fast fireballs,but in MSX the revenants felt weaker because its easier to avoid their fireball

>> No.1332072

>>1332060
Cheers, know if there's a more updated version or anything like that? I'm working on a Duke mod and that would be a really cool armoured Liz-man sprite.

>> No.1332073

>>1331803
Cyber motherfucking Baron

>> No.1332091

>>1332056

It was made by Scripten for Terminus' Metroid mod.

>> No.1332134

>>1332091
Well if Terminus or Scripten are reading this, Can I use this art for my Duke shit? It won't be out for at least a year so it won't beat the Metroid mod out. Thanks.

>> No.1332157

Why is Zdaemon always empty?

>> No.1332158

>>1332134

I'm cool with it, though I didn't make the sprites.
That being said, Scripten posted the sheet publically in the WIP section, so as long as you give him credit I don't think he'll mind.

>> No.1332163

>>1332157
Because Zandronum is easier and Zdaemon had this shit where they stole personal information one time.

>> No.1332178

https://dl.dropboxusercontent.com/s/96o92ja3ooz1ju2/NewRevenant.wad?dl=1

Needless to say, this isn't meant to be taken seriously. Also if you're wearing headphones please remove 'em while you encounter one of them and get used to the new behaviour

>> No.1332182

>>1332178
you fugged up, string channels aren't used with A_PlaySound

>> No.1332184

>>1332182

in my defense, this was a lazy edit I did yesterday at 3AM and I just copypasted the Beheaded Kamimaze code (which is old as sin, since it uses A_yaddayaddaSoundEx).

>> No.1332235

>>1331352
>Probably it was skulltag but was it skulltag only or some wads were involved I don't know, so can somebody help me figuring it out?

Temple of Chaos
Total Darkness
Wart 01
Wart 02: Heart of Fire
Wart 03: Chamber of Sin
Wart 04: Den of Evil

>> No.1332237

question
Why the /tg/ wad wasnt a HeXen.wad?
and to clarify,i like /tg/ wad but it wasnt what i expecte of a /tg/ themed wad

>> No.1332253

>>1332039
Ah, that's a good solution. For mine I just needed to remove exactly 30 health all the time so it was less complicated to just have a bunch of damagethings.

>> No.1332252
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1332252

>>1332235>>1331352
Forgot to mention that all maps were original d and d2 maps.

>> No.1332275

Hey guys? How do I make one weapon replace two? I just want this SSG reskin to replace both the Shotgun AND stock Super Shotgun

>> No.1332296

>>1332275
Replace the SuperShotgun with an actor that spawns the shotgun replacement.

>> No.1332325

>>1332296

How would I go about doing that? I know there's specific code for it, but I'll be damned if I can remember it.

>> No.1332330

>>1332325
ACTOR Shotgun replaces SuperShotgun
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItem("Shotgun", 1,0)
Stop
}
}

>> No.1332339
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1332339

>>1332330

Thanks man, I've got serious brain problems today

>> No.1332414

Oh god I hope marty didn't die

>> No.1332415

So I was playing that Metroid mod and it feels like Ice Beam has zero uses whatsoever.

Same for Wave and Long.

I'm not sure what it is but Spazer and Plasma just outshine everything by a huge margin.

>> No.1332417

>>1331670
Hard Doom and Complex Doom.

>> No.1332423

>>1332417
Not the same person, but I just looked up complex doom out of curiosity, jesus Zandronum's forums hurt my eyes. The white text on the black background, goddamn.

>> No.1332425

>>1332415
overall though I'd say the mod is making me realize metroid is a pretty cool guy

>> No.1332440
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1332440

>>1332415

I'm actually right in the process of buffing ice, after having figured out a niche for it. Its pain states will have a chance to temporarily freeze enemies, and it'll have a wider area of effect--it won't be great damage, but it'll be great for reducing the threat of a group.
Plasma is getting a reduced range in co-op and spazer is getting reduced damage, so they shouldn't be as stupidly all-encompassing anymore.

>> No.1332449

>>1332440
I can accept these changes.
Was mostly just wondering since I like the idea of switching between weapons/beams constantly to deal with a group.

Ice is my favorite, especially since Prime 1

>> No.1332464

>>1332440
But then everything will be unrelentingly weak and the whole mod will be click smashing.

>> No.1332471

>>1332464
Best way to handle things

Don't nerf strong weapons
Strengthen what's weak to keep up.

>> No.1332474

Damn it what was the formula for stopping random damage for custom missiles? I saw it somewhere at one point on the ZDoom wiki, I need to tweak my plasma pistol's rebound shot so it does consistently low damage, as it is right now thanks to the RNG a few shots can clear a room effortlessly

>> No.1332478

>>1332449
>since I like the idea of switching between weapons/beams constantly to deal with a group.

That's what I aim for--I want all of the beams to have a specific niche and purpose, and that players switch between them as battles shift scenarios.
The big thing puzzling me is the Wave Beam, but that's primarily because I couldn't get the noclip function to work how I wanted. Maybe I'll get it working soon, though.

>> No.1332481

>>1332478
Wave Beam would be so broken in Doom if it could go through walls

>> No.1332506

>>1332478
Turn wave beam into something that bounces between enemies and have it dissipate after 2-3 hits.

>> No.1332514
File: 50 KB, 640x480, doom3_5gr.jpg [View same] [iqdb] [saucenao] [google]
1332514

>>1331261

Amazing beats will drop here soon, you just wait.

>> No.1332545 [DELETED] 

Quit with the low quality sounds from 1990s, maybe even the early 2000s

It's 2014

Fucking sound like it

>> No.1332550
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1332550

>>1332545

No.

>> No.1332549

>>1332545
Who are you addressing?

>> No.1332554

>>1332549
Absolutely everyone who puts new sounds in their mod

>> No.1332558 [DELETED] 

>>1332545

Quit with the low-quality games from the early 1990s, maybe even the early 2000s.

It's 2014.

Fucking play like it.

>> No.1332565 [DELETED] 

>>1332545

>Signed: Tormentor667
>PS: M-muh Shadow!

>> No.1332593

Spice World TC for Doom

>> No.1332594
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1332594

<MartyKirra> well it looks like it's gonna be next week at the soonest since my mom got mad at me staying up at all hours and took my laptop for a week, maybe sooner if I can get her to see reason lol
<MartyKirra> sorry for the couple of hours I was gone, I'm on my phone but I couldn't take it out and get on irc right away or my mom wouldve taken that too lol

>> No.1332596

>>1332594
Soon™™

>> No.1332597

>>1332594
Dagnabit

>> No.1332602

Hey, I should be able to -in theory- use the code from the loremaster's loreshot so I get that neat trailing effect his grappler has, or do I need to do some fiddling with it?

>> No.1332607

>>1332602
Well, you could, but you'd have to inherit from LoreShot for it to be allowed and you would have to replace LoreShot and LoreShot2.

Would be better to just spawn some +NOGRAVITY actors behind it.

>> No.1332613
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1332613

>>1332607

I've uh, never made a projectile with a trail before, and really this is the last thing I need to do, and then my stupid custom weaponlist'll be ready, I've been toying with the idea of figuring out how to add a monster randomizing factor to it and call it "CNT" because I'm immature like that

>> No.1332617

>>1332613
I figure you'd just do A_SpawnItemEx("ProjectileTrail") and then you define the trail actor and give it +NOBLOCKMAP and +NOGRAVITY

>> No.1332619

Where is my realistic PISS SIMULATOR in GZDOOM with STEAM EFFECTS and PISS PARTICLES

>> No.1332625

>>1332617
>>1332613
>>1332607
>>1332602

Dunno too much about loreshots, the only time was when term sent me his early loreshot and push mod, but I know fast projectiles use "missiletype" to spawn a trail behind them that is much closer together than a_spawnitemex (which I used for the hellfire's trail in conjunction with the fast projectile's trail, but you gotta have it spawn some in groups behind it the entire length of the space in between where the projectile is each tic or you just have little balls and not a trail.) Only drawback to fastprojectiles is they can't bounce.

>> No.1332626

>>1332619
up your ass

>> No.1332627

>>1332625
>when term sent me his early loreshot and push mod
is there anything terminus hasn't coded that we're referencing at this point

>> No.1332628

>>1332619

be the change you want to see in the world, anon

>> No.1332629

>>1332628
:o

>> No.1332632

>>1332627
I reference stuff that I've coded sometimes.

But yeah term has done a lot. He's also the person a lot of people on /vr/ go to to get answers for modding questions. Since he was into doom modding well before /vr/ a lot of us people that are now somewhat knowledgeable learned from him.

>> No.1332643

>>1332627
he hasnt made a code that features rideable monsters
think about the serpent riders from HeXen but with the plus of you can kill either the rider or the serpent first instead of killing first the serpent and then you kill the rider
and add this code to make a playable Mecha mod

>> No.1332648

>>1332643
>he hasnt made a code that features rideable monsters

I gave D'sparil in Naraka that ability, actually.

>> No.1332653

>>1332648
if it wasnt by the fact i cant play Nakara[for reasons i've posted before] i didnt knew about it
it would be cool to use the same code to make enemies to ride Cacodemons or Pinkie demons or Pain elementals or for shits and giggles,stealth rider[Spectre+stealth chaingunner/shotgunner]

>> No.1332659

Alright what are all the soundfiles associated with the loremasters loreshot? I found the clinky chain thing but I feel there's probably more

>> No.1332662

>>1332659
loremaster/chain dschain
loremaster/swish dsswish

>> No.1332663

>>1332662

Thanks pal.

>> No.1332676

>>1332625

well this is a problem, the loreshot code I'm using is Actor MagnetSawLore : LoreShot, which if I'm reading that right, means it's a Loreshot, right? If I make it a fast projectile, won't it lose the grappling properties?

>> No.1332682

>>1332676

You can only inherit from one actor, so yes.

>> No.1332684

>>1332682

Shit. Now I really need to get Terminus's loreshot I fear

>> No.1332705

>>1332684

His didn't have a trail though, I was just mentioning that because that's the only time I've messed around with code for a loreshot weapon.

What you'll have to do is use a_spawnitemex but with groupings or single actors that run the entire length of the projectile's path between tics since you cannot spawn stuff between those points otherwise. The amount of space you'll need to cover is the x offset between 0 and -X, where X is the projectile's speed.

There is another option however if there isn't a random offset to your firing, you can fire an invisible dummy projectile with the same speed as the loreshot that does no damage and is a fast projectil and give that projectile your trail.

If you do have a random offset you can still do it with a dummy projectile but you're gonna have to use a_spawnitemex with:

A_SpawnItemEx (<type>,cos(-pitch)*<Dist. from spawner>,<yoffset>,<zoffset>+(sin(-pitch)*<Dist. from spawner>),cos(-pitch)*<Projectile speed>,0,sin(-pitch-random(-X,X))*<Projectile speed>,random(-X,X),<flags>,<chance>)

with the SXF_TRANSFERPITCH flag, then have your projectile spawn the dummy projectile as soon as it's spawned with a 0 tic frame (remember to put one to get eaten) with the same formula without the random offsets, or:

A_SpawnItemEx (<type>,cos(-pitch)*<Dist. from spawner>,<yoffset>,<zoffset>+(sin(-pitch)*<Dist. from spawner>),cos(-pitch)*<Projectile speed>,0,sin(-pitch)*<Projectile speed>,<angle>,<flags>,<chance>)

>> No.1332709

>>1332705

To clarify, that "A_SpawnItemEx (<type>,cos......" is meant to replace a_firecustommissile from the player's weapon.

>> No.1332794
File: 343 KB, 1024x640, 1389507480741.png [View same] [iqdb] [saucenao] [google]
1332794

>>1332705

I took your suggestion of a dummy projectile, and I've decided to just use the chain like this, I like it. However while my dummy projectile always hovers over its own trail, and I've spent the last half hour tweaking settings in an attempt to get it to line up with no luck

what the hell am I doing wrong

>> No.1332798

>>1332794
move the z offset up like half the height of the projectile that spawns the tail

>> No.1332802

>>1332798

wait, Z offset? Shit I don't even have that flag in my trail actor

>> No.1332804

>>1332802
it's not a flag, it's in A_SpawnItemEx

>> No.1332807

>>1332804

Oh, well I was using a dummy fastprojectile then giving that a trail. Because that A_spawnitemex option looks overly complicated for what I'm wanting

>> No.1332816
File: 52 KB, 480x269, _480_poster.jpg [View same] [iqdb] [saucenao] [google]
1332816

>>1332807

>> No.1332820

>>1332816

I should probably be ashamed of myself but I'm still having a laugh over the image.

>> No.1332853

how do you make it so that you just repeat levels after a certain points in zandronum? like, if the number of levels in a wad is smaller than wads in doom 2, how do you make it so it repeats after the last level of the wad?

>> No.1332860

>>1332798
>>1332802
>>1332804
>>1332807
>>1332816
>>1332820

I'm >>1332705 >>1332709, add "MissileHeight 8" to your dummy projectile.

Also start using the zdoom wiki. It tells you to do that right on the page for fast projectiles.

>> No.1332865

>>1332860

I did that. That's why I was asking you guys what the hell was wrong. But I compensated and raised everything else up slightly to match the offending chain link.

and I DO consult the wiki, it's just half the time I wind up with weird questions I can't really just search for.

That being said, my stupid weapon pack is done.

>> No.1332883

>>1332865

What's the code for your dummy fastprojectile and the loreshot? They should be the same size, the dummy fastprojectile should have "MissileHeight 8" and the frames that fire them should be identical except for the actor string. If all of the above is correct and they still don't line up then check the offsets for the projectile sprites as one may be centered in the z-axis and the other not.

>> No.1332891

my bloody mind had this fucking idea

combine Korax with 1 hand replaced for Cyberdemon's cannon,other hand replaced by the dual chainguns from Hitler's mech,Revenant's shoulder cannons with D'Sparil riding him using the Wairthverge,Arch vile's fire attack and he can also revive dead enemies nearby

>> No.1332893

>>1332891
well good luck making it friend

>> No.1332894

>>1332883

http://pastebin.com/qf4ytHxi

Fair warning, my code might be shitty. admittedly a lot of it was copypaste, but it still might be shit

>> No.1332907

>>1332894
>actor grapplechain
>{
> height 2

That might be your issue, try changing it to four.

What does the code from the weapon that fires them look like where it fires them? That's not in your pastebin

>> No.1332919

>>1332907

Yeah my bad, here http://pastebin.com/Y723U6x5

and lemme take a look at that height thing

>> No.1332923

>>1332893
yea,well good luck to me if i cant stop being a lazy twit,i only post ideas but cant make them real
but imo,that CyberKorax monster would be an overdesigned mess,i dont remember a monster that had more than 5 attacks[even custom ones] and fighting it would be hard as balls since D'Sparil would summon his damn shield spell or the Wraithverge
Still,i'd love to see someone to draw him because my drawing skills are shit

>> No.1332929

>>1332919
Everything looks good in the firing frames, if it's not the height thing I mentioned then it's in the sprite offsets.

>> No.1332936

>>1332929

Yeah, it most likely is, but I've fiddled with the code itself where it looks lined up now. Anyone want to try my stupid weapon pack? I'll put it up on... Uh.

Where WOULD be a good place to upload it?

>> No.1332939

>>1332936

>Where WOULD be a good place to upload it?

Dosbox, Mediafire, MEGA, i dunno...

>tfw DRDTeam is dead

>> No.1332941

>>1332936

if you have irc, best ever

if not then mediafire or dropbox

>> No.1332973

>>1332941

I just tried best ever, registered my name, registered with the bot, but I get invalid name/password on the actual site, what the fuck

>> No.1333039

>>1332941
>>1332973

There, got it fixed and my mod is up

http://static.best-ever.org/wads/shtcnt_%28weapons+only%29.pk3

Please be kind, it's my first weapon pack

>> No.1333063

>>1333039

well after playing with my own mod for a bit I can say a few things: I should probably make the pistol shoot a little faster, and make the railbow stronger, as costly as it is it doesn't do enough damage for me to be satisfied.

Alternatively I could make it have a BFG-style blast instead of an explosion

>> No.1333076

so wats the latest on space pirate?

>> No.1333081

>>1333076
Marty's mom took away his laptop
Translation:Delayed,Please understand

>> No.1333083

>>1333076
Stiiiiiill working on it.

>> No.1333093

>>1333083
Take your time

And go to bed young man

>> No.1333128
File: 26 KB, 788x124, chaingun troubles.png [View same] [iqdb] [saucenao] [google]
1333128

Hey, can any experienced spriter help me with this?

I'm trying to put this shroud on the lower portion, but I can't seem to get it just right. Whenever I manage to put it together, the barrels seem to always end up out of place when animated, like they're jittering or something.

>> No.1333130

>>1332158
Sweet, I'll do that. much appreciated!

>> No.1333152

are there sprites of Hexen's quietus out there without those green flames? I need a good broadsword animation with those armored hands for my next weapon pack

>> No.1333162

>>1333152

Taking a risky guess...isn't that Burl Tumd's sword?

>> No.1333167

>>1333162

It is, but it doesn't have the armored hand, and seeing as my next weapon pack is only gonna have four weapons, I better make damn sure they're all detailed and consistent

>> No.1333172

So uh, the Doom Roguelike. is it good?

>> No.1333178
File: 2.88 MB, 2000x4500, ibbV31Y993KYEY.png [View same] [iqdb] [saucenao] [google]
1333178

>>1333167

So you need a hand?

>> No.1333176

>>1333172

Yeah, it is. Doom seems to fight comfortably in the roguelike genre

>> No.1333182
File: 16 KB, 327x173, 1367452627916.png [View same] [iqdb] [saucenao] [google]
1333182

>>1333178

Holy shit. Awesome.

>> No.1333191

Also for a little clarity and maybe some feedback right now, here's how my next weapon pack is gonna work: The player gets four weapons, and he starts with all of them right off the bat.

There's only two ammo sources: Green and Blue mana, Weapons 1 and 2 will slowly generate Green and Blue mana respectively while you hold them, and killing monsters using Slot 1 will give you either an instant surge of green, or drop a green mana pickup, haven't decided yet, if I can I'd prefer an instant surge. Killing monsters with Slot 2's weapon will give you blue mana

Slot 3 will consume green mana, and enemies killed with slot 3 will sometimes drop health

Slot 4 will use blue mana and slain enemies will have a chance of dropping armor.

Here's what I got for weapons so far:

Slot 1: Rip and Tear, a sword and a chain gauntlet. Primary uses Tear, your sword to slash through fuckers, I'm gonna use BURL_TUMD's sword for this, and altfire uses Rip, your chain gauntlet, yanking enemies to you to sword their faces in.

Slot 2: The Sapphire wand. Primary shoots its piercing projectile, and I think I might either make the secondary a shield to block shit or if you guys can think of something better, lemme know

Slot 3: The fire mace, straight from heretic, give enemies a taste of your balls. Secondary will fire a massive ball that rolls and bounces, scattering dudes like bowling pins

Slot 4: Haven't got anything yet, should be something with some -oomph- for sure though

>> No.1333212

>>1333191

instant surge will be a lot more enjoyable to use, and having it drop a pick up doesn't really add anything in terms of gameplay, just makes you go through another unnecessary step

i say make it instant give back a portion of mana

>> No.1333216

>>1333212

Noted, I'll have to figure out how to immediately get mana when you kill a monster with one of the "generator" weapons.

Can you think of anything interesting for an altfire for the sapphire wand?

>> No.1333218

>>1333216

would it be possible to just spawn a mana pickup exactly at the player coordinates whenever you kill something with weapon 1 or 2?
that should achieve the same effect, right?

alt-fire could create a wall of spikes in front of you consisting of five spikes with separate hit points, that shatter after taking too much damage
if possible you could make the spikes deal a large amount of damage and push them away from you if you cast them directly underneath something, as a method of crowd control

i don't know how much of this is possible, but it's food for thought i guess

>> No.1333220

>>1333218

that is, push enemies away from you, not push the spikes away from, not sure if that was clear

>> No.1333224

>>1333218

That'd be pretty fucking cool, but that sounds pretty powerful for the sapphire wand, and while I don't necessarily want the wand to be wimpy, I don't want it to be room clearing either.

I DO like the idea of a shove back though, that way the player would have a method of shoving monsters away or yanking them to them. I'll mull it over but I'm still open for ideas

>> No.1333227

>>1333191

mini wraithverge

>> No.1333229

>>1333224

you could make it use your entire mana bar for the alt fire, as a panic mode weapon

>> No.1333238

>>1333227

Anon I want my weapon pack to have some challenge to it.

>>1333229

I should point out the first two weapons won't consume mana, only generate it for the player. Each weapon should serve a role:

Sword and chain = melee and singling targets out

Sapphire wand = crowd control

Fire mace = suppressive fire

Maybe weapon 4 should be something really unique that provides something nothing else can, or has a special effect. I just don't know what

>> No.1333242

>>1333238

ok, how about it generates a spike shield that shoves enemies back and deals a small amount of damage in a sphere around you
it lingers for a few seconds and gives a decent amount of damage reduction

>> No.1333247

>>1333242

a simple short-ranged shotgun blast sounds fine for the Sapphire wand. But you might be onto something there. I'll keep this stuff in mind for future plans

>> No.1333250

>>1333247

one last idea: it could shoot a fairly slow moving projectile that explodes on impact with an object or surface and freezes enemies in an area of effect

non-damaging but fits in well with the whole crowd control thing

>> No.1333254

>>1333250

I fucking love freezing weapons but unfortunately freezing weapons work odd in Doom and I've noticed there's a lot of non-vanilla enemies that can't be frozen.

>> No.1333257

>>1333254
Vanilla monster compatibility is the only compatibility that matters.

If someone wants to make a compatibility patch after that then that's on them.

>> No.1333259

>>1333257

yeah but I personally play with all kinds of different wads. and I like it when my weapons are useful on just about anything.

>> No.1333261

>>1333259
What monsters don't freeze?
I can't think of any except maybe boss tier monsters.

>> No.1333265

>>1333261

I've noticed quite a few monsters from a monster randomizer wad I use don't freeze, specifically those green cacodemons that breathe flames and shoot homing projectiles

Words can't describe how much I dislike those fucks

>> No.1333279
File: 95 KB, 487x500, feel worms.jpg [View same] [iqdb] [saucenao] [google]
1333279

>Finally get around to using that downgrade patch because I wanna kick it super old
>Set everything up fine
>Plunk in PRBoom+ folder
>Boot up doom 1.1
>W_GetNumForName: stbar not found
Why can't anything go right for me, /doom/?
What am I doing wrong?

>> No.1333283
File: 12 KB, 452x177, Sord.png [View same] [iqdb] [saucenao] [google]
1333283

>>1333178

Thanks to this anon, this is what I managed to do. It's kinda rough but I think it's passable. What do you guys think?

>> No.1333287

>>1333283
Pretty good! My only issues with it are about the original edited graphic, which I made, mostly because I could do it a lot better now, but since it'll be in motion it'll look fine. Nice work!

>> No.1333298

>>1333287

Thanks pal. So you're the one who originally put Quietus in Doomguy's hands? I know it's a little silly to edit an edit but I needed the sword without its flames for my mod.

That being said, you did good too

>> No.1333327

>>1333279
That's a damn shitty Worms map.

>> No.1333360

Remix of D_E3M8 with this when?

http://www.youtube.com/watch?v=v8MvYGKEM-8

>> No.1333367

>>1333039
>>1333063

Updated my mod, V2 includes:

+Stronger nailgun

+plasma pistol's altfire now is affected by gravity and bounces around

+ammo satchels recharge faster and give more ammo

+Railbow's altfire been fucking massively buffed, now explodes violently AND causes a BFGspray

+Grapplesaw still badass

http://static.best-ever.org/wads/shtcnt_v2%28weapons+only%29.pk3

I'm having fun with this

>> No.1333369

>>1333367

What the fuck why is it giving me a 404. Same thing with V1. I uploaded the damn mods

>> No.1333386

>>1333327
yeah, /v/ made it

>> No.1333390

>>1333386
Yeah, well you're also a faggot.

>> No.1333392

>>1333390
why? I still play Worms: Armageddon AND DOOM

>> No.1333394

>>1333367
>>1333369

Okay for REAL this time, SHTCNTV2 is good to go

http://static.best-ever.org/wads/shtcnt_v2%28weapons_only%29.pk3

>> No.1333410

>>1333392
And Worms is retro.

>> No.1333413

The best Worms maps are giant penises. I don't care what you think of my juvenile humor.

Why doesn't /vr/ play worms anyway? Off topic, but we gotta get some games going sometime.

>> No.1333427

>>1333410
it is

>>1333413
they do, sometimes, but it's not /vr/, the threads became "generals" and there was constant conflict as they started on /v/, sometimes it was on /vg/
there's like 3 people who still play it, some swedish guy called shftd, a british guy called matt and some really good player called king, his flag says he's japanese but he says he's english so I don't know what to make of it

>> No.1333505

>>1332653
guy named konda did that a while ago

this was back in the skulltag days, so it's gonna be fun digging that out

>> No.1333506

>>1333505
http://www.synert.co.uk/wads/ridingcaco_v1.1.pk3

not even sire if it works anymore!

>> No.1333553

>>1333394
>>1333367

Stop using special symbols in your filename.

>> No.1333567

So I set up my new computer today and installed windows7pro 64bit.

So, eduke32 has a 64bit version that's even smoother than the 32bit version and it's a amazing.

my question is, is there any doom sourceport that supports 64bit?

>> No.1333581 [DELETED] 

>>1333567
also wtf, I've installed the newest zdoom and it won't go up to 1680*1050 while it did on my previous computer. Any idea? any way to manually edit it in a file?

>> No.1333657

>>1333567
PrBoom(+?) has a 64-bit version I think.

>> No.1333774

>>1333657
I can't find a download link...

>> No.1333846
File: 201 KB, 1366x768, Screenshot_Doom_Voidship.png [View same] [iqdb] [saucenao] [google]
1333846

>> No.1333849
File: 78 KB, 1275x639, geegeegee.jpg [View same] [iqdb] [saucenao] [google]
1333849

hey guys. /g/.wad fag here again, with some new stuff to show.

>tfw still not on the /vr/ list

this one is to spew /g/ shit below your walkable area

http://www.youtube.com/watch?v=Kiu5q1ikmso

>earlier version
http://www.youtube.com/watch?v=yw3mG6yBfTQ

>> No.1333856
File: 449 KB, 761x747, FINAL.png [View same] [iqdb] [saucenao] [google]
1333856

this is a psychological mish-mash of the waifus and linux shit in the story.

imagine this flying at you, rotating, and screaming.

oh wait you don't have to!
www.youtube.com/watch?v=NAhzcvVMX78

>> No.1333857

>>1333553

naw, special symbols are fine

it's spaces that aren't, which are showing up as % in the url

>> No.1333893 [DELETED] 

>>1333856
>waifu
>dog bits
really? furry waifu? where did you ask?
what a retarded idea

>> No.1333898 [DELETED] 

>>1333849
/g/.wad is dogshit.

>> No.1333940

>>1333856

The Bandicam logo is the real horror here.

>> No.1333957

>>1333857

A space is %20.
Those are not %20.

>> No.1333981

>>1333957
ah you're right those are ( and )

anyway it looks like his filename works anyway, since special characters don't cause issues on BE.

>> No.1333992
File: 793 KB, 1024x819, doomscape-wip94.png [View same] [iqdb] [saucenao] [google]
1333992

A little more progress - mostly just started sprucing up the lighting and starting to flesh out the background some more.

>> No.1334030

>>1333992

TWISTING THE STRANGLE GRIP
WON'T GIVE NO MERCY
FEELING THOSE TENDONS RIP
TORN UP AND MEAN

>> No.1334035

>>1333992
Amazing.

>> No.1334073
File: 122 KB, 400x378, AAAAAAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
1334073

s-sorry guys

http://dl.dropboxusercontent.com/u/20454382/closet.wad

>> No.1334084
File: 97 KB, 1280x720, index.php.jpg [View same] [iqdb] [saucenao] [google]
1334084

>>1334073

>> No.1334090

>>1334073
I just shited my pants, really.

>> No.1334124

So is there any chance of us having the newest version of The Space Pirate today?

>> No.1334131

>>1334124
Damn dawg, just wait.
Don't rush people who work on mods, they'll release it when they're ready.

>> No.1334135

>>1334131
I'm just curious mang, I don't mean to rush him, I'd rather Marty take the time he needs to make a good mod than rush it.

>> No.1334187

>>1334131

This would probably be less of an issue if Marty didn't post every single update in here, constantly hyping it up.

Not that I object to dudes talking about their mods, but going from information every half an hour to sudden silence is probably super-jarring for the fans.

>> No.1334195

>>1334187
>>1334135
I can understand that, and I've been waiting for quite awhile.

But it sounds like some things held him up so I'm assuming he's busy.
That's why I'm just waiting.

>> No.1334272

>>1333283
i don't really like the shading of this sword... and the blade looks fat as fuck

>> No.1334273

>>1334073
I love how you included that one archvile.

>> No.1334285

>>1334187
The guy working on the shotgun posting gifs didn't help either.

>> No.1334290

>>1334187
We have the mod and know what's coming next. He stopped being concrete with release dates, too, even if he still manages to be late.

Anyway, it's nice to know that he's still working on it. The guy isn't vanishing for weeks on end keeping me wondering.

That said, I'm doing my best not to be too excited over it because it's clear that it will be a long time before it's close to finished. At least we get a fun toy.

>> No.1334305

>2013
>People still aren't living by Carmack's "When it's done" philosophy

It makes life and waiting a lot easier. You're going to make it. You're used to it at this point.

>> No.1334321

>>1334305

I think people are getting antsy because it's hyped more than most things on /vr/ without the quick delivery that most hyped things are given.

>> No.1334325

>>1334305
it's 2014

>> No.1334330

>>1334325
It will forever be 2013.

I mostly say this because GTA2 took place in 2013. And on that note, it's time for me to check up on that GTA2 WAD.

>> No.1334349

>>1333981

Yeah, I got it to work now, though I'll ditch the () marks in future renditions for safety's sake.

>>1334272

It looks better in motion, but it's the only sword I've found that isn't a fucking katana, and I need a broadsword.

>> No.1334375
File: 127 KB, 1024x640, 1389574236848.png [View same] [iqdb] [saucenao] [google]
1334375

>>1334073

Anon. What is this.

>> No.1334385

>>1334375

The red BFG, of course!

>> No.1334396

>>1334375

Its a Dragon class BFG 69000

>> No.1334402

>>1334187
I'll make a note not to do that in the future. I basically just overestimated how much work I'd be able to complete in a limited amount of time, and while I do like to hype, I don't want to be too much of a tease. I'll be sure not to set the expectation bar too high next time lol.

But just to clarify, it won't be too long. I've just got a lot else going on and am trying not to burn myself out too much. Be patient with me guys, I promise it'll be kinda worth it.

>> No.1334428

>>1334402
Take your time, man.

>> No.1334448

>>1334402
Personally I liked seeing each update.

Expectations would always be high since it's really solid stuff, but I think people are just getting too hyped without the release. Maybe hype things up before a proper release?

>> No.1334554

>>1334402
No rush at all. We'll still be here.

>> No.1334576
File: 163 KB, 247x257, Cunt destroyer.png [View same] [iqdb] [saucenao] [google]
1334576

Sweet christmas I'm a fucking retard, for those of you who were here earlier/yesterday/last night whatever I was asking why my projectile's trail was all fucked up.

Turns out my projectile's sprite had the wrong offset. I forgot that projectiles have to be dead-center of the crosshair when you're lining them up in SLADE when it's set to "sprite"

Also how do you guys feel in general about melee weapons that have that loreshot component to them? I think it's one of the more fun weapon mechanics I've seen, and not many Doom mods use it.

>> No.1334597

im looking for a gameplay mod called cold hard cash 2 but I cant seem to find it, do any of you guys know where it is?

>> No.1334649
File: 1.92 MB, 456x354, testing sord.gif [View same] [iqdb] [saucenao] [google]
1334649

alright so I'm not much of a gif maker but I think the base mechanics of the sword are ready

>> No.1334669

>>1334649
these hookshots balls are a placeholder, right? i think their color clash with the rest (gauntlet and sword)

>> No.1334679

>>1332939
I still have trouble believing that people didn't expect the DRDTeam file host to go down within 3 years.

>> No.1334680

>>1334669
Agreed, really they just need to be a tad darker in color and they'd be fine.

>> No.1334681

>>1334576
I think the attack that follows up pulling something to you has got to be really powerful.

Looks cooler like that.

>> No.1334685

>>1334597
It's in private beta but if you ask WildWeasel for it in #ZDoom on EsperNet he might give it to you.

>> No.1334683

>>1334325
It's weird, all throughout 2012 I continued to type >2011 even though I knew it was wrong. >2012 just felt weird.

Then in 2013, I started saying >2013 because... eh, it can't be >2011 forever. But now that it's 2014 it feels weird again.

>> No.1334691

>>1334669

Yeah, I need some kinda rough looking chain and a grappling claw. I also need to figure out how to make the chain gauntlet and sword indepedant of eachother so players can slash at all times, because as it stands now there's still a SMALL delay after throwing the chain, which is going to leave you exposed

>> No.1334713

>>1334073
I CAN MAKE IT

I CAN MAKE IT

>> No.1334717

>>1334576

I tole you about sprite offsets bro
>>1332883
>>1332929

>> No.1334719
File: 49 KB, 1278x714, THE END.jpg [View same] [iqdb] [saucenao] [google]
1334719

>>1334713
I MADE IT

>> No.1334726
File: 120 KB, 378x633, reve4.png [View same] [iqdb] [saucenao] [google]
1334726

>>1334719

>You press space
>Wake up and you realized it was all a dream
>or was it
>your door is locked
>you hear something in the closet

>> No.1334727
File: 8 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google]
1334727

>>1334717

I thought I had them right. Really I did, I had completely forgotten that projectile sprites had to be dead center.

I've got the brain problems anon.

>> No.1334775

>>1334685
is there a place I can go to to see if it updates?

>> No.1334778

Hey anons, a bit out of topic, but where can I get started with Duke Nukem 3D editing? Which editors should I use? What is is the DECORATE equivalent of eduke32? By learning how to map for Duke 3D, will I able to map for Shadow Warrior, Blood, and other Build games?

>> No.1334804

>>1334775
#ZDoom but WildWeasel hasn't updated it in months.

>> No.1334805
File: 271 KB, 1366x768, 1389584715561.png [View same] [iqdb] [saucenao] [google]
1334805

Go play this shit, now!

http://www.mediafire.com/download/hgdrmcuz5uzk95j/Win953DMaze.zip

>> No.1334876

>>1334805
After this Game Grumps

>> No.1334880

does anyone else hate the icon of sin fight

>> No.1334884

>>1334880
Slow and boring after 20 years

>> No.1334893

>>1334805
Not extreme enough

>> No.1334897

>>1334880
Yeah he's fucking boring. Shoot a wall for awhile. Woo.

>> No.1334975

>>1334805
muh nostalgia

>> No.1335090

Just dropped by to say that scaled down high res textures that are actually not high res look fucking amazing while at the same time not appearing out of place against normal scaled textures. Prepare for some amazing stuff in 1-2 years. Maybe.

>> No.1335095

>>1335090
>scaled down high res textures that are actually not high res
What

>> No.1335101

>>1335095
Normal resolution doom textures, scaled down for a higher than normal resolution in the space occupied.

However you wouldn't consider doom textures high res, normally. But they technically are in this application and they look amazing since the don't look out of place like actual high resolution textures.

>> No.1335106

>>1335101
So instead of putting a really big picture over a normal sized area, you're putting a normal sized picture over a small area?

>> No.1335114

>>1335106

Yes, exactly.

Also with a couple of well-placed parts that actually are high-resolution but aren't noticeably high res. For these the texture is upscaled first, then the high res stuff is done, then it's scaled back down in the map. I didn't mention this second part in my previous posts.

Overall it allows use to have some really high detail parts without the high detail parts looking out of place with the rest of the low res textures or having to go make a bunch of high res textures.

>> No.1335192

>Zandronum won't have A_Warp for years
I'll probably be dead by the time it's added

>> No.1335254

>>1335192
>A_Warp
this is the command for teleporters,right?

>> No.1335339

>>1335192
>ZDoom won't ever have netplay worth two shits

>> No.1335352
File: 3 KB, 63x75, tradd1.png [View same] [iqdb] [saucenao] [google]
1335352

>>1335339
>playing with people online

>> No.1335359

how do you go about changing the color palette of an object to match that of another one? I'm working on editing the elven wand to match these custom sprites of the wand I've found before I go about tweaking it further

>> No.1335360
File: 3 KB, 63x66, caco-aaaa.png [View same] [iqdb] [saucenao] [google]
1335360

>>1335352
>playing alone without any friends

>> No.1335361

>>1335352
>not tactically operating with a buddy in hideous destructor with a 10-life pool
your loss m8

>> No.1335362

>>1335360
NOPE

>> No.1335363

>>1335359

Try using SLADE and translating colors using the Colour Remap option

>> No.1335364
File: 43 KB, 379x411, 1388188279920.png [View same] [iqdb] [saucenao] [google]
1335364

>>1335360
>>1335361

>> No.1335367

>>1335363

I'm kinda colorblind, so I'm having issues figuring what shades of green to replace with red, plus I can't tell what shade of red this custom sprite is using

>> No.1335396

so I'm playing Hell Awakened using the latest zdoom. The readme file says "Music : yes", yet for the 1st map I got no music and for the 2Nd map I'm getting the music of Underhalls.The map was titled underhalls too. Am I doing something wrong?

>> No.1335402

>>1334778
There is one defacto port for Duke, Eduke32. It comes with Mapster32 which has had alot of changes but is still pretty much the same as the old Build of old days.

Duke uses CON code right now, which is like a really simple version of C. The Eduke32 team is working on LUA support, but right now CON is fine and is very very easy to work with. Take a look at DukePlus or AMC TC for a bunch of con examples (and also check the Eduke32 wiki)

As to your last question, only the very basics of building like geometry and textures are the same. They all handle the actual mechanics of the games very differently. For instance creating a door in Duke is different to how you do it in Blood and Shadow Warrior (I don't know how for the last two)

I check this topic alot so if you have any more questions, feel free to ask. The other topics don't really talk about modding apart from the odd token post.

>> No.1335410

>>1335367

Good news, I imported the images into GIMP and using the colorize tool, I've managed to make the crystals a consistent red, this is fucking awesome.

>> No.1335464

>>1335396
well after a few maps i find it very average so i don't think i'll keep playing it anyway

>> No.1335486

>>1334649

Hey guys? Anon making this mod here, does anyone know how to make an altfire that acts independent of a weapon's primary? I want the grappler to work seperately so you can swing your sword the MOMENT an enemy gets into range

>> No.1335505

>>1335486
You could always do a method called Synthfire, which I believe makes use of ACS. I wouldn't know the first thing about it.

As soon as the actual attack is thrown, you can put an A_WeaponReady(WRF_NOSECONDARY). This will allow you to attack with the primary weapon but not the secondary. The only issue is that it can look very graphically unappealing if the grapple hand just disappears, but this is by far the easiest method.

>> No.1335507

>>1335486
You could hook it to the reload key I guess.

>> No.1335508

>>1335505

Crap, I have no experience with ACS either, I'll keep looking around and asking, I'm sure there's a way to just use DECORATE.

>> No.1335509

>>1335507

That would take away the sword's altfire though, plus I can't see much purpose of using the grappler unless you have the sword equipped.

>> No.1335514

>>1335508
The second method I listed is Decorate only.

>> No.1335516
File: 2 KB, 62x132, POGOA1.png [View same] [iqdb] [saucenao] [google]
1335516

>>1335509
Then do it like in the old days when we did reloading, make a simple ACS lump which makes a key-item (say, "special_attack") spawn in your inventory when you press, for a lack of a better key, "Q", then, have the weapon check for at least one "special_attack" in the Ready state, if there is none the Ready state will keep looping, if suddenly there is one (because you pressed Q), it will go to the Special state, after finished, it will go back to the Ready state.

Shit, you could probably copy it straight out of wwhc-diaz, nobody would know.

>> No.1335519

>>1335516
There might have also been a step involving KEYINFO or something if I remember right.

>> No.1335521

>>1335514

Oh, well then I might look into that

>>1335516

I noticed Duke's mighty boot as a secondary in Samsara can be used freely, at least when you're using the other mighty boot.

Also please god tell me someone implemented that pogo Zombie, I saw a segway zombie elsewhere

>> No.1335528

>>1335516
You don't need ACS for that though, it's all done through KEYINFO. Here's the code that I use to make the new melee/special key in Space Pirate function.

>KEYINFO
http://pastebin.com/f0ctM62i

>DECORATE
http://pastebin.com/QwpDAyTc

However, the entire method I listed above is completely overboard if you just use A_WeaponReady(WTF_NOSECONDARY) right after the grapple is thrown. I know because the Mag Grapple in The Space Pirate is the exact same thing and I have it working vaguely like you're saying you want it.

>> No.1335530

>>1335528

Thanks for the advice Marty, you're pretty okay in my book.

In fact I just like you guys in general here, I've been having a lot of fun making weapon packs.

>> No.1335532

>>1335521
Duke's Mighty Boot uses Synthfire if I recall correctly.

>> No.1335537
File: 12 KB, 83x99, jackskellington.gif [View same] [iqdb] [saucenao] [google]
1335537

>>1335528
>You don't need ACS for that though
Right, I must be thinking of the oldschool way of doing muzzle-flip (which would only rise as far as the mouse would go in Software mode, regardless if you ran it in Hardware mode).

>> No.1335548

So I've decided to use A_weaponready but now I have another conundrum: Players can rapid fire the chain, I think I may have a work around this already planned out: have the chain use a regenerating ammo supply so you can only throw a chain out every few seconds, this would prevent players being able to stunlock chumps by dragging them around and wailing on them, which is funny, but unbalanced.

>> No.1335556

>>1335548
You need to make sure to add that (WRF_NOSECONDARY) to prevent the weapon from being able to go to it's secondary fire over and over again. A_WeaponReady by default will make the weapon ready to fire BOTH functions

http://zdoom.org/wiki/A_WeaponReady..

>> No.1335558

>>1335556

Oh woops, the last time you mentioned that you put (WTF_SECONDARY) hah.

I might consider using the ammo thing regardless, but lemme give that a shot

>> No.1335560

>>1335558

Yeah that fixed it. I'll ditch the ammo idea, the less ammo pools and meters a player has to think about, the more they can think about beating shit up.

>> No.1335629

>>1335486
>>1335505
>>1335508
>>1335514
>>1335516
>>1335521
>>1335556
>>1335558
>>1335560

Sounds like you need some SHOOT&BOOT.

Gimme a pastebin of the final code for your weapons and I'll have something for you later tonight when I have time to throw it together.

Alternately you could go look at duke's weapons in the .31 samsara sitting it the samsara github and have a crack at it yourself.

>> No.1335673

>>1335402
Thanks a lot anon. Yes, I have one last question: is there a Realm 667 equivalent of Duke? You know, a place where you can download guns and monsters to put in your mod, or use as a reference to look at the code and learn how more advanced monsters and weapons works?

>> No.1335689

>>1335673
'fraid not. I've had vague fantasies of starting one, but it would be kind of a waste. Duke mods aren't really modular without some work by the users, so sole-gameplay mods never really kicked out apart from a few ones by Dan Gaskil. Also the vast majority of mappers stick to maps without extra content, since until recently it's been fairly user unfriendly to add art and new code.

The big mods are your best bet for more modern features. I did the AMC TC, and it's got a bunch of monsters and stuff that are relatively simple to understand. You can use any code from it you want, if you get that far.

DukePlus and WGR2 have more complicated stuff, but the code is fairly daunting for a newer person to check out.

One thing I will say is that as far as weapons are concerned, most of the stuff is still hard-coded and you can only really add new weapons by either hi-jacking hardcoded things in a pretty ass-backwards way (but I manage to get it pretty downpat in AMC TC, which has over 100 weapons) or to completely disable the hardcoded stuff and make a new one (which wouldn't be too difficult if you're making a TC)

Enemies thankfully are much easier, although the very core Duke AI is very dumb and can't compare to Doom's - however the flipside is that since there's very little hardcoding for enemies, you can do whatever the hell you want with them. One enemy I did for the AMC TC can teleport between shadows. Another can throw a flashbang at where he last saw you. There's no limit on what an enemy can do, depending on how good you are at coding (and if you have the art)

Basically Doom modding is easier, but Duke's is more robust and you can change literally everything (you could probably code a basic level editor into the game itself) However multiplayer is broken right now, and the Eduke team are kinda split between multiple fronts right now. We don't know when it will be fixed, but the old system had to be changed (new one is server based like in zandronum)

>> No.1335690
File: 177 KB, 1194x669, notdoomguy.jpg [View same] [iqdb] [saucenao] [google]
1335690

>>1331352
Any other suggestions? Or atleast where I could look for them? Like someplace with tags and shit with easier, better interface than just bland forums.

>> No.1335736

After I finished vanilla Doom 1 & 2, I tried Brutal Doom and it's kinda fun, I'm thinking about trying re4 mercenaries.

Is it good /vr/?

>> No.1335781

>>1335736
make your own opinion by playing it, you won't lose anything by finding out you don't like it via playing it

>> No.1335794

>>1335781
Where can I get the last version? Seems kinda fun.

>> No.1335796

>>1335794
Try Google.

>> No.1335840
File: 9 KB, 320x320, dguyshow.png [View same] [iqdb] [saucenao] [google]
1335840

Doombuilder 2 question.

Is it at all possible to have lines that only appear on certain difficulties?

For example, I want a few teleporters to appear but only on COOP play.

>> No.1335861

>>1335840
Is it possible to have SPRITES that only appear in coop? It should be.

If so, simple : put your teleporter into a wall, the door opening it being activated by a sprite that's only there in coop. Voilà! (i'm clueless about doom but that's how they did it in the original duke nukem 3D)

>> No.1335870

>>1335840
You could make the teleport destination actor only appear on certain difficulties, or in multiplayer, that way, you could have a bunch of sectors, all with the same tag, say, 12, the first sector is a pad where you can find some imps, let's say the destination actor only appears on easy, and that the room can only be reached from the other end of the map otherwise, and on normal, it leads to a room with a key, and on hard, it leads to a room where you can find some health-packs.

On Deathmatch, the pad could lead to a hidden deathmatch area that's made specifically for duking it out with people, an area that can otherwise not be reached in Single player.

You can also make a key appear in one place on Easy, and another on Normal, you could switch places with keys that way.

Few people play around with the difficulty settings, and I think that's a damn shame, there's potential for some really interesting shit there.

>> No.1335905
File: 37 KB, 600x800, lost.jpg [View same] [iqdb] [saucenao] [google]
1335905

>>1335870
>>1335861
Yeah dude thats ez pez.
You just have the actors and tick the boxes for whatever the difficulty is and it's all right there in the actor selection.

Eg: That lamp in episode 1 that does not appear on UV.

So what you mean to say is, that there is an actor blocking access to a path that leads to the teleporter?

Eh...... I dont like that because while it would work. Players in singleplayer would wonder how to get there ("if you can see it, you can get there") and I think it will lead to frustration.

>>1335870
I know what you mean, I'm surprised it does not happen more.

>> No.1335945
File: 46 KB, 268x244, Nh1lQa7.png [View same] [iqdb] [saucenao] [google]
1335945

A quick and slightly shitty crop of something which I think it would serve as part of a frankensprite of a BFG or any plasma-based weapon.

Also one has guessed the origin of this yet, so I'm posting it here just to see which person gets it. Knowing the people that browse these threads it won't be that hard.

>> No.1335948
File: 20 KB, 171x101, sAnWdyb.png [View same] [iqdb] [saucenao] [google]
1335948

>>1335945

Here's another crop

>> No.1335950

>>1335945

>one has guessed

*no one has guessed

>> No.1335953

>>1335945
>>1335948
modern car engine?

>> No.1335954

>>1335905
You could try something like this, a linedef that lowers a wall, but there's an object blocking access to the the linedef on certain modes/difficulties. Here's an example of what I'm talking about, on the first three difficulties there's an object in the room, but on the last two difficulties the object isn't there and the player can trigger the linedef action lowering the wall.
http://www.mediafire.com/download/yfffqxa0o7k23zb/hiddenarea.wad

>> No.1335959

>>1335953

Not even close.

>> No.1335976

>>1335954
Hmmmmmm.....leave it with me.
It's a matter of aesthetics at this point, at least I know it's possible to do.

>> No.1335987

>>1334073

I don't even know anymore

http://www.youtube.com/watch?v=6ZvCj6mJgxg

>> No.1336047

>>1335945
I almost want to say it's a hitch on a semi truck, or a lawn mower without the handles.

>> No.1336068

>>1336047

Nope, as close as >>1335953 was

Hint: It doesn't have to do with cars or anything that moves

>> No.1336069

>>1336068
HR Giger bullshit.

>> No.1336070

>>1335945
>>1335948
A stapler!

>> No.1336091

>>1336069
>>1336070

Nope and nope. Alright, 7 mins for anyone to guess it right

>> No.1336096
File: 35 KB, 320x240, Plutonia_title[1].gif [View same] [iqdb] [saucenao] [google]
1336096

So yeah, someone uploaded the entirety of the Awesome Games Done Quick 2014 charity marathon, and this leaves us with the links to the Final Doom and Doom 2 segments. Needless to say, they're a must watch

http://www.youtube.com/watch?v=LbFwrTbbt2g&feature=player_detailpage&t=18540
http://www.youtube.com/watch?v=vAtoLdz77V4

>> No.1336125 [SPOILER] 
File: 176 KB, 1000x1000, 9uJ2F0B.jpg [View same] [iqdb] [saucenao] [google]
1336125

Okay, here's the source.

>> No.1336129

>>1336125
Never heard of it.
Also it looks like that guy is about to be dumped into a butthole.

>> No.1336159

>>1336125
that's fairly Gigeresque, although it's missing a penis fucking a vagina

so maybe it's not gigeresque after all

>> No.1336174

>>1336159
Dude, are you not seeing the butthole?

>> No.1336204

>>1336174
>>1336129

Looks like an amp to me.

>> No.1336229

So what choices were controversial for the Cacowards 2013? I don't keep up with the DOOM community.

>> No.1336247

>>1335360
ok,that thing is scary as shit

>> No.1336250

>>1336229
I don't think anyone really disagreed with this year's Cacoawards.

>> No.1336251

>>1336250
>no hellbound
>not controversial
>BECAUSE IT HAD SHIT COMBAT

>> No.1336256

>>1336250
Dang, the news post made it seem like there was some tasty drama.

>> No.1336258

>>1336251
It was listed as a runner up.

>> No.1336372

>>1336250

Hi, welcome to /doom/

>> No.1336381

>>1336258

and just because that faggot got OMG SO BORED AND OVERWHELMED in the second map.

IN THE SECOND MAP. AND HE HAS PLAYED MORE OVERDROWNING SHIT WHILE PUTTING STUFF FOR HIS REVIEWING BLOG

>> No.1336395

>>1336250
The only one that people generally disagree with is D2TWID beating Hellbound.

>> No.1336408

>>1336395
Hellbound was amazing with Project MSX.

I want to run it again with Space Pirate and Metroid.

>> No.1336486

Anyone have a Xentax account? The only program I can find to view models in XMD format is an attachment on the Xentax forum and it's paid access.

http://forum.xentax.com/viewtopic.php?f=16&t=9121

>> No.1336583
File: 64 KB, 648x365, 1342795398162.jpg [View same] [iqdb] [saucenao] [google]
1336583

I think if Doom: The Golden Souls is released in full this year then it would definitely be in the running for a cacoward

>Predicting cacowards in January
>Never even played golden souls

I'm standing by my claim anyway.

>> No.1336592

>>1336583
It's pretty fucking good so far. I just wish the creator would update more frequently, he seems to be saving minor bugfixes and whatnot for the major updates.

>> No.1336596

>>1336583
>>1336592
The creator really really needs to tone down the fucking health on those fire flowers.

They feel like they got more HP than Archviles.

>> No.1336598

>>1336596
Jesus Christ, I know right? They are fucking annoying. I was hoping he would release small updates for this kinda stuff, but it sounds like he's just saving it for the next big one.

>> No.1336735

How do you feel about the combo system in TSP:N ( http://zandronum.com/forum/showthread.php?tid=3251 )when you try to complete the 10-hit combo?

The 10-hit combo is P-K-P-P-K-P-P-P-P-K

Now, after trying that for a while, how do you feel about the combo system in TSP:N with this mod loaded after TSP:N https://www.dropbox.com/s/5896qdsc6pk62hu/TSPN-Melee-Metronome.pk3

>> No.1336838

>>1335629

I'm flattered you want to help me, but I got the chain working in a manner I'm content with.

However I might need help making a unique projectile behavior for my second weapon: The Ruby Wand. I envision it as a projectile that travels a short distance before coming to a halt and lingering for a bit before vanishing. The kicker here is it's going to be a ripper projectile, so if you position yourself JUST right, you could trash just about any monster

>> No.1336897
File: 32 KB, 768x511, WHATSGOOOODDOOMGUY.jpg [View same] [iqdb] [saucenao] [google]
1336897

>>1334073

I've made the Sequel! e-enjoy senpai~

http://dl.dropboxusercontent.com/u/20454382/ThereAreNoSkeletonsInThisMap.wad

>> No.1336937

>>1336897

10/10 no skeletons to be found.

>> No.1337003
File: 44 KB, 500x356, 1319002174187.jpg [View same] [iqdb] [saucenao] [google]
1337003

>>1335954
I see it's usage, thanks for making the cocept too.

I can easily move stuff around but from a purely aesthetic standpoint I'd rather be blocking areas off with real physical walls instead of small blocking actors over certain points.

>> No.1337019

>>1336897
Nice

>> No.1337078

>>1336838
I can get it working better tho

>I envision it as a projectile that travels a short distance before coming to a halt and lingering for a bit before vanishing.

Just a_scalevelocity.

>> No.1337085

>>1337003
>>1335954

You can accomplish this with scripting but if you want something in boom or vanilla just have a thin tube a monster can see the player in the start area through and a linedef (or several, or many) triggered by monsters crossing it that effects the changes you want on the map.

>> No.1337092
File: 64 KB, 480x360, Untitled-6.png [View same] [iqdb] [saucenao] [google]
1337092

>>1336897

>> No.1337094

>>1336838
how about making it like a monster?

>> No.1337117

>>1337094

What do you mean?

>> No.1337118

Holy fuck /doom/, you have got to try the Woc+Hexersice wad. It's amazing.

>> No.1337121

Where can I upload my maps for critique and honest feedback?

>> No.1337124

>>1335360
This would make a hella cool monster

>> No.1337125

>>1337121

Best ever, then share them with us

>> No.1337126

>>1337121
Everywhere and anywhere you can

>> No.1337195

>>1337118
post link

>> No.1337198

guy who's making that sword and grapple mod here, may as well use a name when I'm asking you guys shit and/or sharing links in the future. My mod's name is going to be "Go Medieval On Their Asses" or GMOTA.

Now that I have access to its resources; how would guys feel if I use sounds and some sprites from Magic Sword? It was a fucking badass arcade game and it fits for what I want in this mod.

>> No.1337203

>>1337198
Well we get to shoot cool fireballs while slashing monsters?

Ninja partners?

>> No.1337205

>>1337203

Slot 4 is going to be a powered up version of the starting sword, primary is gonna shoot a fucking absurdly powerful laser, and secondary will throw out an explosive fireball, complete with that badass "BROYAUGH" yell.

I don't think I can do ninja partners, but there IS that Marine helper powerup that you see in some mods, I'd need to get it a different sprite, but that could possibly be arranged.

>> No.1337206

>>1337198
I thought Magic Sword was pretty sweet. The music too.
Will GMOTA have a lot of stuff inspired from it or will it just be sound effects?

>> No.1337207

>>1337198
is that the one with the tower and the companions?
I think i played a SNES port

>> No.1337208

>>1337207
That's Magic Sword.

If I remember correctly the SNES port was pretty faithful.

>> No.1337215

>>1337206

Well I definitely want the Slot 4 weapon to feel badass, and the final upgrades to the sword in Magic Sword made you shoot out lightning and shit. So I can do that. I'll probably use a few of the shields as armor replacements.

Really the big elements from magic sword was getting better swords, partners, and murdering shit. I can do the third one easily, and for the sake of simplicity your character is only gonna use four weapons, which I think I've mentioned somewhere in this thread, you'll start with all of them off the bat.

I'll look into that trapped marine thing and see what I can do with it later, priority one is getting the weapons.

>> No.1337219
File: 340 KB, 788x640, 25211064.png [View same] [iqdb] [saucenao] [google]
1337219

>>1337195

>> No.1337221
File: 61 KB, 299x560, 1389082032208.jpg [View same] [iqdb] [saucenao] [google]
1337221

>>1337219

>> No.1337228

>>1337195
http://forum.zdoom.org/viewtopic.php?f=19&t=45036&start=15

>> No.1337231
File: 8 KB, 63x66, imSmilingWithMyTeeth!.png [View same] [iqdb] [saucenao] [google]
1337231

>>1335360
madeanedit

>> No.1337235
File: 432 KB, 800x800, No thank you.jpg [View same] [iqdb] [saucenao] [google]
1337235

>>1337231
It looks great but at the same time I'd hate to ever fight it.

>> No.1337242

>>1337231
i liked better the other version

>> No.1337261
File: 23 KB, 482x397, visciousKillingMachine.jpg [View same] [iqdb] [saucenao] [google]
1337261

>>1337242
Fair enough. I'm not the original image's poster anyway. So if he's making an actual monster out of it I assume he'll stick with his vision.

>> No.1337259

>>1337231

Langoliers in Doom fuggin when?

>> No.1337262

>>1337261
i could call that monster the Cacomauler,its basically a floating Pinky but slightly faster

>> No.1337265
File: 8 KB, 63x66, imSmilingWithMyTeethToo!.png [View same] [iqdb] [saucenao] [google]
1337265

>>1337262
>its basically a floating Pinky but slightly faste
I was thinking the same thing actually.

>> No.1337320
File: 3 KB, 80x110, H4BVdp5.jpg [View same] [iqdb] [saucenao] [google]
1337320

>>1336897

Here's a old map I made awhile back, It's beatable just kinda hard, I don't know about playing it with BrutalDoom, It's a Doom 1 map btw

https://dl.dropboxusercontent.com/u/20454382/C1M1.wad

>> No.1337342

Guys, how do I make a weapon have an altfire with insane knockback, but not the primary?

I'm working on the Ruby Wand right now, primary shoots out a spinning projectile that slows down and lingers for a bit before vanishing, but I want the secondary to be a blast of energy that shoves enemies back, kinda like the Disc of Repulsion

>> No.1337345

>>1337342
>I want the secondary to be a blast of energy that shoves enemies back, kinda like the Disc of Repulsion

A_RadiusThrust

>> No.1337348

>>1337345

Nice. thanks man. Now I just need to think of what kind of effect I should use for this thing.

Anyone know of some expanding wave like projectiles?

>> No.1337350

>>1337348

nevermind I found a nice set of sprites for the wave, now I just need to fiddle with them so it makes more sense perspective wise

>> No.1337354

>>1337345

Oh fuck I should have asked, I can add this flag to a ripper projectile, right? Or can I only add it to a projectile's death state?

>> No.1337356

>>1337354
Pretty sure you can add it to a projectile.

I think Psychic's Gravity power had that.

>> No.1337360

>>1337356

Shit you might be right. I'll take a look, though I'm starting to feel like a cunt because I'm taking inspiration from so many other mods.

>> No.1337365

Does anyone know how to use the "remove unused textures" feature in slade 3.1.0? The functionality is listed on the website alongside "remove unused patches" but I can only find "remove unused patches."

>> No.1337364

>>1337360
There's nothing wrong with taking inspiration nigga.

>> No.1337368

>>1331324
>baron of hell took off enough health to kill spider with two BFG shots.
You can kill a healthy Mastermind with 1-2 BFG shots (assuming you are close enough).

>> No.1337393

>>1337350

Fuck, okay the sprites are no good because I can't make their perspective look good.

has anyone ever found any expanding wave projectile sprites out there?

>> No.1337406

http://git.io/7PCDwQ
hey guys it's updated and has an actual release now czechit

>> No.1337487
File: 1.72 MB, 452x378, ruby wand WIP.gif [View same] [iqdb] [saucenao] [google]
1337487

It's kinda hard to tell but the Ruby Wand is pretty fun to toy with, it does 2 damage and it's a ripping projectile, thanks to that anon from earlier, it loses momentum and just lingers for a second, you can fuck up monsters effortlessly with this thing, I might make add +NOPAIN to make sure you can't stunlock bigger monsters. Because fuck.

>> No.1337490

>>1337487
GMOTA?

>> No.1337492

>drawing the sprites of weapons by hand
>not making the weapon sprites the way id did by digitizing photos of real weapons and stuff

>> No.1337494

>>1337490

Go Medieval On Their Asses. Scroll up, I talk about what I got planned for this mod here and there.

This should be fun as shit once I'm done with it

>> No.1337520

>>1337492
id did both
the double barrel shotgun was completely drawn from scratch

>> No.1337534

>>1337520
Not that it'd be hard to find an old Double-Barrel, especially in Texas.

Though I suppose waiting for the paperwork to clear so that you could saw it off without going to prison would take a while.

Though the shotgun they drew was good too.

>> No.1337545

>>1337494
Ooh, Heretic weapons in Doom? Do want.

>> No.1337549
File: 697 KB, 465x382, 1389707421881.gif [View same] [iqdb] [saucenao] [google]
1337549

>>1337545

The firemace is next once I get this fucking altfire done right, I might need some help so it consistently pushes monsters -AWAY- from you, because right now it just fucking scatters them all over the goddamned place

gif related

>> No.1337557
File: 1.94 MB, 521x377, 1389708099067.gif [View same] [iqdb] [saucenao] [google]
1337557

>>1337549

JESUS FUCK. I set the force value into the negatives, at like -800000, with a huge radius. It's a goddamned tornado

>> No.1337595
File: 1014 KB, 500x310, 1374438072162.gif [View same] [iqdb] [saucenao] [google]
1337595

>>1337320
I enjoyed it. You should make more maps that make use of lighting, that's really awesome.

>> No.1337598

>>1337557
keep it in

>> No.1337606

>>1337595
what's that from? google doesn't come up with anything

>> No.1337613

>>1337606

I believe the first Devil Man OVA

>> No.1337628

>>1337557
If I'm not wrong speed stops to increase\decrease after ~+-240k, so try 210k and you probably will get better results, though I don't think it matters after you go past the 50k or 100k mark.

>> No.1337639
File: 40 KB, 300x425, GetMedieval.jpg [View same] [iqdb] [saucenao] [google]
1337639

>>1337198
>Go Medieval On Their Asses
that reminds me of this
(could actually be an original concept for a mappack)

>> No.1337641

>>1337613
Yep, you're right. It's alright.

>> No.1337652

>>1337320
It's ridiculously easy: there's crapton of ammunition around, place to dodge projectiles and pinkies pose no threat whatsoever. And it has magic switches with tag 0 which make whole map operate as a door (unless you use port such as ZDoom that has a workaround).

>> No.1337664

>>1337613
>>1337641
cool, thanks

>> No.1337753
File: 1.43 MB, 927x927, somewhatdamaged.png [View same] [iqdb] [saucenao] [google]
1337753

http://vocaroo.com/i/s0aLraBznyDW

>> No.1337763

>>1337595
Thanks, I tried to go for the classic doom feel

>>1337652
Huh... Thats strange

>> No.1337767 [DELETED] 

>>1337085
>You can accomplish this with scripting

Really?
Able to point me in the right direction?

I thought it was not possible.
The monster linedef idea seems neat too.

>> No.1337774
File: 10 KB, 175x175, 1326037531833.jpg [View same] [iqdb] [saucenao] [google]
1337774

>>1337085
>You can accomplish this with scripting

Really?
Able to point me in the right direction?

I thought it was not possible.
The monster linedef idea seems neat too.

>> No.1337782

>>1337753
So the grill that does the voices....she your girlfriend?

>> No.1337809
File: 552 KB, 292x140, tag0switch.gif [View same] [iqdb] [saucenao] [google]
1337809

>>1337763
Try it in Chocolate Doom or something close to Vanilla Doom (PrBoom+ was used in this case, though it has workaround for that shit, but it doesn't work during demo recording).

>> No.1337813

>>1336897
Goddammit I'm not supposed to be scared by DOOM.

>> No.1337821

>>1337809
Works for Zandronum or GZdoom, But if you're only using Chocodoom, I guess you're fucked, sorry m8

>>1337813
Doom 64 music always does the trick

>> No.1337835

>>1337774
I'm not that anon nor am I good with ACS (never have done it before) but I do know that there's a few variables you could use for such script. Least in Zandronum, since you do plan for this to be coop, there's "NetState" and "Cooperative"

I'm guessing if you have a script check if NetState is set to NetGame and if Cooperative is set to True

>> No.1337841

>>1337835
My main problem is I never play multiplayer so I'd be doing it half blind.
What is the difference between netstate and coop?

>> No.1337845

Which would you say is the best Community Chest out of the first 3 ones? (i've already played 4)

>> No.1337846

>>1337845
3.

>> No.1337849

>>1337841
Going from what's here: http://wiki.zandronum.com/Console_Commands

NetState states whether you're in a Single or Multiplayer session
Cooperative states whether you're in the coop gamemode or not, it seems least from quick checking on my end in Zandronum the Cooperative variable is set to True even if you're playing a single player session which is why I suggested checking both variables in the script.

Of course, I'm only going from what little I know here, so I don't know how much help I'll be. I'm trying to see if I can put together a simple level that does such a thing.

>> No.1337850
File: 228 KB, 500x394, 1389725122278.png [View same] [iqdb] [saucenao] [google]
1337850

>>1337821
I told you that map has a mistake that can be easily fixed, making it playable in other ports but ZDoom and it's derivatives and yet you tell me that it works in ZDoom so it's okay and I'm dumbass for using something else.
I feel myself agitated.

>> No.1337892

>>1337850
https://dl.dropboxusercontent.com/u/20454382/C1M1fix.wad

>tumblr

also it should be good now

>> No.1337907

>>1337849
I see, anyway 2 things.
Firstly it's bedtime for me and secondly I'd have no way of being able to properly test the level as I dont even have Zandronum or any means of setting up a COOP game.

>> No.1337927

>>1337907
Damn, a few minutes too late, but seems I've been able to actually modify that hiddenarea wad I made earlier with working ACS, looks like it was much easier than I thought it'd be. Turns out, you just need to check if GameType() is equal to GAME_NET_COOPERATIVE.

In (G)ZDoom or Zandronum while in single player the floor won't lower, however if you setup a match the moment another player joins the floor lowers. Can test this out with Zandronum with bots quite easily thankfully, and setting up Zandronum is pretty easy too.
http://www.mediafire.com/download/szc5l5pl8zo815v/hiddenarea_withacs.wad

I'm going to assume, though have no way to test, that it can work in (G)ZDoom if you set up a coop match with it.

>> No.1337953

>>1337753
She's a robot now? Man, I have missed a lot..

>> No.1338117

>>1337953
Nope! Just an alternate voice set!

>> No.1338148

>>1338117
Evil robot clone?

>> No.1338174

Guys got any suggestions for a new gameplay mod to try?

-I'm sick of Glass Cannon (Brutal) Doom
-Project PSX is hit-or-miss, too easy on some maps and too hard on others
-Accessories to murder is ok-ish but eh.
-Complex Doom has some pretty bad design decisions that I don't know enough about modding to edit out.

I just need something that can last me an entire mapset, like say Icarus for example, too many times I start up and get through them and then decide to quit

>> No.1338179

>>1338174
I play Project MSX with the badass enemies addon.

Feels very solid.

Waiting on Space Pirate's next version.

Have you considered editing these mods to suit more to what you want?
Or just play Hard Doom?

>> No.1338191

>>1338179

Well I tried with Complex and I got something I liked but it was one of the older versions and the sounds don't work right on GZDoom for some reason

The Newer versions have reloading and I have no idea how to edit things like that out.

>> No.1338201

>>1338191
You'd have to turn all references of ammo usage into taking the actual ammo cache you have instead of the ammo type they use for the gun itself.

Then you'd have to do that with every weapon.

>> No.1338231

>>1338201

Alright, maybe I should test myself a bit. Thanks.

>> No.1338239

>>1338174
I personally always found that ww-hcdiaz.wad was fun as fuck with Plutonia and Plutonia 2, even though the difficulty could get quite up there.

>> No.1338260

>>1338148
I haven't come up with a story or anything for her yet, but who knows?

>> No.1338265

>>1338260
But what about that triple barrel shotgun

>> No.1338282
File: 184 KB, 1366x768, Screenshot_Doom_Elfstomp.png [View same] [iqdb] [saucenao] [google]
1338282

>> No.1338296

>>1338265
The upcoming version TSP Neo will have it!

>> No.1338320

>>1337774

http://zdoom.org/wiki/GameSkill

there's an example on here: http://zdoom.org/wiki/ACS_Execute

The monster thing I mentioned works in all map formats if you're thinking about having something simpler than hexen format. Just make sure to have doubled up sound blocking lindefs or the monster will make noise the player can hear.

>> No.1338345

>>1337598

I don't think I'll use it for this mod but you can bet your ass the next weapon pack I make is going to have a goddamn black hole cannon.

>>1337628

I'll keep that in mind, but more than anything I want a solid, consistent push in the direction of the projectile, hence why I tried the negative pull, and the resulting black hole projectile was the result

>> No.1338362

>>1338320
I forgot we were talking about multiplayer, not difficulty. Listen to the other anon that replied to you.

>> No.1338363

>>1333849
I am dying, cannot wait to play this.

>> No.1338525 [SPOILER] 
File: 519 KB, 1280x1669, tumblr_mz9iu3sDD41qhoex4o1_1280[1].jpg [View same] [iqdb] [saucenao] [google]
1338525

Behold - THE CYBERPANDA

>> No.1338697

I'd rather have a thread as chill like this instead of one filled with nothing but shitposting.

>> No.1338704

>>1338697

We have our bad moments, trust me.

>> No.1338847

>>1338174
Complex Doom has a Syringe Mod that changes some stuff around (no reloading on most weapons, new enemies)

Wrath of Chronos + Hexersice is fun if you like action RPGs

>> No.1339047

>>1337639

Who else sees Corvus and Baratus in this picture

And Parias and Daedolon were girls all along I guess?

>> No.1339056

>>1339047
>And Parias and Daedolon were girls all along I guess?

Just like what I always pretended when I played Hexen with them.

>> No.1339059
File: 40 KB, 576x382, 1389337612267.jpg [View same] [iqdb] [saucenao] [google]
1339059

Oh shit, i dont browse this board and didnt realize there was a doom thread.

This pretty much answers my question. Thanks OP

>> No.1339135

>>227295219
What's wrong with HeXen 2's enemies? Weapons I can understand since you were pretty limited because of classes, but the number of items made up for it.

>> No.1339139

>>1339135
Hexen 2's enemies were a little lackluster.

Outside of those necromancers with the cool skull faces they weren't too threatening.
Too easy to step away to dodge their attacks.

Jaguars were neat in theory but they have the same issue as Hexen 1's Centaurs, too much blocking.

Fuck spiders, I hate them and Scorpions even though they're easy to deal with.

>> No.1339142

http://www.doomworld.com/vb/wads-mods/66919-the-uac-hideout/

See this, /doom/? This is what you most likely should be avoiding when releasing a "first WAD ever"

>> No.1339161

A wad that is only a quick time event

>> No.1339164

>>1339161
What is the Call of Dooty series?

>> No.1339170

>>1339164
I cannot load the maps into GZDoom

>> No.1339174

>>1339170
What version are you running?
Those errors are usually caused by an outdated version of GZDoom

>> No.1339178

>>1339174
Oh it's actual mod and not Call of Duty but spelled appropriately

>> No.1339214 [DELETED] 
File: 461 KB, 1280x720, 1389770108697.png [View same] [iqdb] [saucenao] [google]
1339214

I just wanted to make a TITLEMAP.

>> No.1339216
File: 427 KB, 1280x720, 1389770223847.png [View same] [iqdb] [saucenao] [google]
1339216

I just wanted to make a titlemap, but then...

>> No.1339217
File: 469 KB, 1280x720, 1389770290787.png [View same] [iqdb] [saucenao] [google]
1339217

>>1339216

...I decided to expand on it.

>> No.1339242

>>1339216
>>1339217

looking good so far!

>> No.1339272

>>1339217
Please make those missing tiles actually line up with the squares in the texture.

>> No.1339302
File: 415 KB, 800x1316, 30446508.jpg [View same] [iqdb] [saucenao] [google]
1339302

Thought I'd never see this day coming. A year ago I got interested in pwads when I tried Plutonia, back then I thought the maps in it were really difficult and barely managed to finish it. Since then I've played through many different wads, so I decided to try Plutonia again and now it seemed like a cakewalk. I don't think I'll be upgrading my computer in a long time, since Doom and gorillion mods/wads exist.

>> No.1339308

>>1339302
if your computer can run planisf2 with project MSX or any other GZDooM gameplay mod at a stable framerate,then you dont need to upgrade it

>> No.1339335
File: 132 KB, 561x368, nova_beta__MAP24.png [View same] [iqdb] [saucenao] [google]
1339335

Hey, does anyone remembers that raggidy-ass map that was placed in the middle of N.O.V.A and completely broke the pace of the entire WAD? It actually got rearranged and now it's playable unlike the other retarded piece of shit that was placed in the earlier development stage of the wad

For those who weren't around the time, allow me to explain. N.O.V.A. The Birth was (maybe still is) a map pack filled with short to medium-sized, fast paced maps that could be beaten in 5 or 10 mins, and sometimes they were interconnected between each other at the end and beginning of each map. If you knew what you were doing you would end up with tons of ammo

So now, you were in the middle of the road, you just've obtained this BFG near the end of MAP13 (I think it was there) and a wall was lowering, just to reveal a Cyberdemon that you should kill with that thing, but that was quite simple. Enter MAP14 and all out of a sudden you're in this open-sized, rejected slaughtermap with revenants that were placed as turrets in each corner of the center of the map, unreachable arachnotrons at ever corner you could imagine, a pit with WATER THAT DAMAGES YOU and a pack of imps placed almost in front of you, ready to welcome your unaware ass.

I'm glad to report that this map got moved to a more decent place (MAP24) and there's tons of changes that make possible a pistol-start run of this thing. Now there's like two, maybe 3 arachnotrons that serve as snipers, but they can be easily dispatched via infight with other monsters. Pic related is how it looks right now.

But be warned, because the next map has been tagged as being made by Mouldy. So I guess you should what does this means.

>> No.1339343

>>1339308

>planisf2 with mods

i would be glad to see someone upload a video showcasing themselves playing that wad with mods, or actually playing the map at all. the only video in youtube showcasing planisphere 2 is the one uploaded by perro seco himself

but as far as i know, last time people were having troubles playing the map in PrBoom; I mean, shit, it confuses me that you guys manage to play with unthinkable mixes of ZDoom mods with the slightest of compatibility issues, and you couldn't execute PrBoom at all, what's up with that?

>> No.1339374

>>1339343
I played it with Brutal Doom

>> No.1339375

>>1339335
>So I guess you should what does this means.
I don't.

>> No.1339376

>>1339375
Mouldy made The Eye.

>> No.1339378

>>1339374
██████████████████████████████

>> No.1339381

>>1339378
███████████████████████
████████████████████████████████████████████
██████████████████████████

██████████████████
██████████████████████████████████████
████████████████████████████████

>> No.1339394

>>1339374

play it again and post proof

>> No.1339401

>>1339378
Are you trying to AAAAAAAAAAAAAAAAAA

>> No.1339402
File: 150 KB, 1600x850, thanks xwe.png [View same] [iqdb] [saucenao] [google]
1339402

>> No.1339404

>>1339402
this is after ~5 minutes btw

>> No.1339419

>>1339404
>XWE

Use Slade, man.

>> No.1339421

>>1339419
I hafta use both sometimes, since slade can't alphabetize stuff

>> No.1339423

>>1339421
Ah right, didn't know that.
Hopefully it's fixed in an update then.

>> No.1339503
File: 623 KB, 1022x641, MwRhSvr.png [View same] [iqdb] [saucenao] [google]
1339503

はぁ~;あんぎゅまあんぎゅま。

>> No.1339534

http://www.youtube.com/watch?v=9sEi7BBhBJI

10 mins of doomguy dashing through e1m1 at 50mph with chaingun.

>> No.1339535

>>1339534
just noticed... e1m1 and chaingun... Sorry anons, my fault.

>> No.1339576
File: 1.54 MB, 1543x2719, RC2.png [View same] [iqdb] [saucenao] [google]
1339576

>>1331976
Contribootin'
how'd I do?

>> No.1339608

>>1339576
You should difference "campaigns" and "total conversions". They are pretty different stuff. On campaigns you should add stuff such as Hellbound, and TCs stuff like Pirate Doom. Please don't mix them up.

>> No.1339669

why was cyberrunner bricked?

>> No.1339693

>>1339669
Not enough mappers, and focus on other projects.

It's very playable in its current form but lacks content, really...

>> No.1339707

Fuck, I can't make one good map

;_;

>> No.1339732
File: 563 KB, 1920x1080, forsakenplanet-newhud.png [View same] [iqdb] [saucenao] [google]
1339732

Making an attempt to get off my ass and resume work on my asston of projects. Here's the new HUD for Forsaken Planet.

>> No.1339742

>>1339732
I am furiously masterbating to this HUD

>> No.1339743

>>1339669

because nobody understands tichycode but tichy
and ijon ragequit doom

>> No.1339748

>>1339732
whens this coming out? looks good

>> No.1339769

>>1339535
>http://www.youtube.com/watch?v=9sEi7BBhBJI
DW there's one in psx doom

>> No.1339839

>>1339608
>You should difference "campaigns" and "total conversions". They are pretty different stuff. On campaigns you should add stuff such as Hellbound, and TCs stuff like Pirate Doom. Please don't mix them up.
...
anon wat, you just negated yourself. In first part of sentence you wanted me to difference the campaigns and TC's. In the second part you're saying I should put both of them under "campaigns". Anon you just negated yourself!

>> No.1339868

>>1339732
Oh my god I want to fucking play this. Reminds me of Blake Stone.

>> No.1339879
File: 523 KB, 749x584, guts_of_steel.png [View same] [iqdb] [saucenao] [google]
1339879

What are the best custom wads/pk3's that I should add to my Survival server?

>> No.1340047
File: 85 KB, 278x398, BZwOb7MCcAEfJCJ.png [View same] [iqdb] [saucenao] [google]
1340047

http://forum.zdoom.org/viewtopic.php?p=273718#p273718

>Until I get a permanent job, this project will remain on hiatus. So until next time.

So, this is it, right?

>> No.1340061

>>1340047
That hiatus you quoted had been resolved, the guy just has no free time and refuses to get any help from other people.

>> No.1340094

>>1339576
Rename "campaigns" to "campaigns/TC's", and for the new category I think you should do visual mods and custom HUD wads.

>> No.1340137

>>1340061
His artwork is amazing but the levels just felt like normal Doom levels, so I still don't know why he was so averse to getting a mapper onboard to help out. If one person does work, it inspires others to do it as well.

>> No.1340141

>>1339707
release a shit one, take the advice, pump out a hopefully less shit one, repeat till you get a good one.

>> No.1340149

>>1340047
I was really hoping for new Autoshotgun sprites.

>> No.1340186
File: 2 KB, 229x46, 1389824558274.png [View same] [iqdb] [saucenao] [google]
1340186

>>1339743
no, I just got bored of doom and anything related to doom
can't even play it for an hour without quitting out of boredom

>> No.1340212

>>1340186
I have the exact opposite of that problem.

I only seem to enjoy Doom nowadays. Can't get into anything else.

Help

>> No.1340276

Anyone know the zdoom/zand/gz console command for modifying the games speed? As in the rate at which the game processes data. I'd like to play with the time scale to see if I can get the game running at 60FPS proper.

>> No.1340287

>>1340276
there is none

the closest thing you can get to that is a constant in the source - forgot its name - which determines how many tics get processed per second, and that requires recompiling

>> No.1340292

>>1338847

Thank you, I didn't know syringe changed that much, I just thought it was just the syringe thingy

Just a tiny bit of digging through old files and found that Complex 14c and syringe 3a_hotfix is just what I was looking for, even works in gzdoom properly. Thanks

>> No.1340293

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

Anyone seen this? Thoughts?

>> No.1340304
File: 35 KB, 200x200, 1347363610203.png [View same] [iqdb] [saucenao] [google]
1340304

>>1340293

>that ending

>> No.1340317

>>1340293

Yes. Impse made it and was all proud and shit about it, pretty much everyone in /vr/ said either "meh" or "that looks fucking stupid".
He went on a tirade in the IRC about how everyone saying that was either DKG or CZ and went over to /v/, where they gobbled it up.

>> No.1340324

>>1340293
>Thoughts?
it's a shitty joke about a shitty game
holy shit gone home can be finished fast looooooool

>> No.1340335
File: 1.63 MB, 1543x2719, RC2.png [View same] [iqdb] [saucenao] [google]
1340335

>>1339576
another one. Im done for now, add something yourself.

>> No.1340336

>>1340317

what's DKG and CZ?

>> No.1340352

>>1340317
He was more proud of the 3D floors work than anything. Calm down.
>>1340336
Doom Kart Guy and Cuddly Zebes..ti..an or something. Both from from the earliest threads. The former was a making Doom Kart mod and became a dickhead and the latter was annoying, and then a dickhead.

>> No.1340356

>>1340352

Cuddly Zebesian, I had no idea he came over here, I know that fucker hails from /v/.

and Doom Kart Guy became an asshole? Lame, that mod looked like it was gonna be fun.

>> No.1340386

>>1340186
>>1340212
Eh I can only seem to enjoy Doom with Mods these days. Just cannot really get into Vanilla.

>> No.1340389

>>1340317
>>1340304
I played Gone Home, I guess it's too hard for him to understand that there are games out there where the objective isn't to shoot shit. I got Gone Home on discount during a Steam Sale, and while the story is really well written, and the game is well made, I wouldn't pay the full price for a game I can beat in a couple hours and probably won't touch again.

>> No.1340393

>>1340324
> game

>> No.1340395

>>1340293
Take the worst part of Gone Home and put it in a halfassed 'joke' mod?
I dunno what do you think of it?

>> No.1340401

>>1340389
> really well written

The game is fan-fiction tier

>> No.1340402

>>1340393

ok
movie, then

>> No.1340404

>>1340395
I don't know, I think it's good for what it sets out to accomplish. Especially since this happened just yesterday.

http://www.dorkly.com/video/58404/gun-home

>> No.1340406

>>1340393
>>1340402
It's a game, whether you like it or not. If I'm playing Gone Home, and somebody asks me what I'm doing, and I saying I'm "Playing" it, it's a game, I mean yeah, you can blow through in like a minute as portrayed in "Gone Homo", but that's not really the point. It's a digital world I get to explore and interact with, that sounds like a game to me, even if the objective is as simple as piecing a story together.

>> No.1340408

report and ignore

>> No.1340409

>>1340408

Someone doesn't agree with you so you want to pretend they're shitposting?
Are you fucking serious?

>> No.1340413

>>1340409

Not that guy but you're all arguing over something that doesn't belong on /vr/ and especially not a /vr/ DOOM thread. Cut it out.

>> No.1340418

I'm having more issues with the Ruby Wand, primary fire projectiles have a tendency to go through walls and the secondary fire doesn't work up close, and I STILL can't get a consistent push.

Shit's annoying.

>> No.1340426

>>1340418

I'm starting to think I can't get that consistent push I want. Maybe a different altfire is in order.

Anyone have any ideas on what it could be? Primary shoots out these >>1337487

>> No.1340483

>>1340293
Anyone actually have a link to the finished version of this?
I would like to try it out due to curiosity.

>> No.1340537

>>1340483
Try Google.

>> No.1340542

>>1340483
http://www.dorkly.com/video/58404/gun-home

>> No.1340554

>>1339394

Ah, thanks for the proof brah

>> No.1340589

h-hey

does anybody like

game grumps

>> No.1340592

>>1340589
Why yes, I happen to enjoy game grumps

>> No.1340595

Sure is Doom in here.

>> No.1340597

Mods that make Doom into Bullet Hell?

>> No.1340598

>>1340592
when will game grumps or steam train play doom

they already played duke on steam train

>> No.1340607

>>1340598
I dunno I kinda don't really want them to almost. It's always painful to watch them play games I like (or even games I don't like) because Arin is really bad at paying attention. I was watching part 2 of their super metroid vids, and he was using bombs to kill space pirates very slowly, when you can clearly see the missiles he has in the corner of the screen.

One episode that caused a lot of controversy with the fans was some game called Angry Bear or something, I dunno, but the game explicitly tells him what his objective is, he then proceeds to do the opposite of what he's supposed to do, and spends an entire episode blaming the game on him not knowing how to play.

>> No.1340608

>>1340607
The Angry Bear episode was horrible.

>> No.1340609

>>1340597
Danmaku Doom
ZDanmaku

Or did you just mean shitloads of shots to dodge in general?
Project MSX has that.

If you want bosses then
Claustrophobia: The Walls Close In

>> No.1340616

>>1340608
Just looked it up, it was "Naughty Bear".

Anyways, what I'm afraid of is them not being able to find a keycard after walking past it 10 times, and then saying shit like "This game is so dumb, id had no idea what they were doing, they should make it more obvious where it is!" and blah blah blah. They did this a lot in Sonic '06 as well, just totally ignore any text help they get or walk right past what they're supposed to obviously do, and while that game is shit, it's no excuse for Arin's poor attention span.

>> No.1340619

>>1340597
fractal doom

>> No.1340623

>>1340619

And speaking of fractal, what's the most up-to-date ZDoom version?

>> No.1340624

>>1340623
Try google.

>> No.1340627

>>1340624

Yeah sure, because all the forum threads have the most complete info. regarding links and stuff

>> No.1340634

>>1340624

Isn't kind of hard to try and find a mod that was taken down by the owner himself? At this point we need a /vr/-doomer to reupload the fucking thing.

>> No.1340650

>>1340634
>>1340623
>>1340624

its since been reuploaded
zdoom
http://static.best-ever.org/wads/fd_zd_v0.2.3g.wad
http://static.best-ever.org/wads/fd_zdmon_v0.2.3g.wad
zand
http://static.best-ever.org/wads/fd_za_v0.2.3g.wad
http://static.best-ever.org/wads/fd_zamon_v0.2.3g.wad

>> No.1340654

>>1340650

greatly appreciated; also I didn't asked for the links in vain; I'm making a quick "addon" for it

>> No.1340657
File: 5 KB, 303x243, 1357385989920.png [View same] [iqdb] [saucenao] [google]
1340657

>>1340650

anon delivers. We need to update the link on the pastebin

>> No.1340662

>>1340650

Holy shit I never got to play this before. The goddamn mini marines are hilarious

>> No.1340663

i found the space pirate github

>> No.1340679
File: 390 KB, 1280x720, 1389838971934.png [View same] [iqdb] [saucenao] [google]
1340679

I've got something to confess. I'm irrationally terrified of GZDoombuilder. Or Doombuilder or Slade, whatever your program of choice is.

It's not because of the quality of the programs themselves. It's because of the whole "learning something new" thing.
See, whether you start off great or start off shitty, you've still gotta push through and start off, spending a good chunk of time learning. I'm unbelievably slow, and I always start off with an outline in photoshup, often wasting hours determining whether the next area should be a square or a circle or a rectangle. And then start making the map in-game, and then when it comes to decoratan I freeze up and start worrying "what if I add the tech lamp in the wrong place and SUDDENLY EVERYTHING BECOMES SHITTY OR WHAT IF I'M SUPPOSED TO USE STARTAN2 HERE AND OH GOD THEY'rE LAUghING AT MEeeeEeE". And that's all topped off with the knowledge that your first few maps are going to be shitty because of things you don't know and/or are beyond your control, and they'll basically be dead weight on you.
And as the years go by, as jobs and girls come and go, that's time that could have been spent doing something else.
What if I learn the program and learn how to map, and at best I can only be "average"? All those weeks, months, were they wasted?

I guess what I'm asking, /vr/, is can you dance if you want to, can you leave your friends behind

>> No.1340695

>>1340679
if you're being serious, don't worry about detail at first; just make what plays well, and do detail once that's down pat
people can forgive a shitty-looking map that plays well; they don't forgive a pretty map that plays shit

once you get to the detailing stage, don't do it a room at a time; add a little detail to the whole map, look at it, add a bit more detail, and continue
that heavily reduces the perceived load per room, and with any luck will result in not only a level that looks decent, but is consistently detailed and keeps a strong style throughout it, since you didn't treat it as a bunch of disjointed rooms but rather as an entire map


if you aren't being serious then eat shit

>> No.1340719

Where can I find decent wads that just add a HUD to the Doom screen?

>> No.1340729

Okay so after more fucking about with settings, I think using projectilekickback might be a safe bet, but now I just need to make it so monsters consistently slide the fuck away, sometimes they get hung up on walls.

anyone have any suggestions?

>> No.1340816

>>1340679
I'm exactly like you and I have OCD

I guess you have, too

>> No.1340827

>>1340729

well after MORE fiddling, I got a nice slide going on, but now I'm having second thoughts about the primary fire, right now it fires short range projectiles that stop, hover for a bit, then vanish, they're ripper projectiles and I can't quite find a happy medium with them; they're either too powerful and you could use it to wreck monsters with two shots, or they're too weak because the initial shot phases through targets at close range, so I've been thinking about other projectiles primary could use, I've got a few on my mind:

A) Traditional sapphire-wand style rippers
B) lobbing bouncy shots that roll and bounce around awhile before vanishing, also with the ripping property
C) straight flying shots that bounce off walls AND enemies, so essentially pinball bullets.

>> No.1340886

>>1340679
I have never really made more than a room or two in my mapping adventures, and I do feel the same thing, but I can talk in relation to releasing a "product" for the Doom community. It's scary, but it's a jump you need to take to improve. For the longest time I was afraid of releasing anything because I wasn't sure if I could handle negative comments, or that I'd be deemed "not good enough" or some other junk. But thankfully the community will push you to be better by nitpicking the hell out of your things, and although frustrating, you'll want to do better (if you're like me). The first step is always the hardest.

I would recommend doing a small release on here or your community of choice, just state it's your first map and you need some criticism. You can do it! Have some faith in your abilities and don't fear failure.

>> No.1340921

I can't join the Metroid server ;_;

>> No.1340942

Is Icarus a good mapset or a bad mapset?

I have difficulty judging doom levels, I don't really like the architecture but I think it plays alright.

>> No.1340949

>>1340827

I can't make my mind up at all. After some discussing and more thought, I've considered keeping my current hovering projectiles. But if I do that I also want to have a way to make relevant at longer ranges.

I noticed in hexercise the Sapphire wand behaves differently if you rapidly click, could that work in my case where if you click rapdily you can fire out a THIRD type of projectile?

>> No.1340954

>>1340942
TNT quality.

>> No.1340958

>>1340942
Not playing every Team TNT's wad.

>> No.1340967

Okay, here we go.

>> No.1340994

Good maps for MSX? Is there supposed to be a secondary for the rocket launcher that either alternate fire isn't using?

>> No.1340995

>>1340942
What matters is how it plays.
Aesthetics should come second.

>> No.1341001

>>1340994
Knee Deep In the Jungle

>> No.1341012

NEW THREAD

>>1341006

NEW THREAD

>>1341006

NEW THREAD

>>1341006

>> No.1341013

>>1340994

You mean the autocannon? Not to my knowledge, just point it at whatever you want dead and hold M1, laugh as the bodyparts fly.

I love the autocannon

>> No.1342194

>>1333178
No redneck rampage? Damn