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

/vr/ - Retro Games


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File: 463 KB, 873x705, 1394386233869.jpg [View same] [iqdb] [saucenao] [google]
1456838 No.1456838 [Reply] [Original]

DOOM THREAD, (Last thread >>1451528)
(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

>> No.1456842

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

-If you feel like trying a new mod, give GMOTA a chance! Go check it here! http://forum.zdoom.org/viewtopic.php?p=742401#p742401

-Feeling like being someone's bitch? Well, you're lucky to have John Romero available for Deathmatch in GDC in the next couple of weeks!!! More info. HERE!!! --> http://pastebin.com/4C7heLCf

-The past Awesome Games Done Quick featured a playthrough of Plutonia (Go 2 It included) and also a Doom 2 race which was a result of a bid war between that game and Ultimate Doom. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-Guess who received an update? OBLIGE! Now it's in version number 6, and oh man things surely have improved; go check it here! http://oblige.sourceforge.net/forum/index.php?topic=307.0

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

-From the creators of Russian Overkill, here is to you The Guncaster! http://forum.zdoom.org/viewtopic.php?f=19&t=37066 Give it a try if you want.

-ChocoDoom got updated in the 20th anniversary. 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

-Jimmy's Jukebox may be get a new update very soon...get hype!!! http://forum.zdoom.org/viewtopic.php?f=19&t=29117&start=180

>> No.1456869
File: 32 KB, 533x533, 1366412474499.jpg [View same] [iqdb] [saucenao] [google]
1456869

>> No.1456893
File: 8 KB, 143x67, gungauntlet-m12edit.png [View same] [iqdb] [saucenao] [google]
1456893

>>1456095
Not quite sure if it's the 'look' you're going for, but I screwed around with this for the hell of it nonetheless.

>> No.1456902

>>1456893
the hammers don't even ham

>> No.1456909

>>1456893
i like it

>> No.1456942

>>1456893
best version yet

>> No.1456976
File: 9 KB, 128x256, Stylish-Sweater-Hands.png [View same] [iqdb] [saucenao] [google]
1456976

You can just get a JPEG of a sweater and slap it onto some hands

>> No.1457084
File: 1.37 MB, 1920x1080, DOOM.png [View same] [iqdb] [saucenao] [google]
1457084

>>1456976
Did they change the maximum file upload size for /vr/?

>> No.1457085

>>1456976
>>1457084
didn't mean to quote.

>> No.1457090

>>1457084
Just got off the phone with old Mootykins, he says "dunno lol".

>> No.1457132
File: 50 KB, 600x400, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
1457132

>>1457084

Maximum file upload size is still three megabytes.

>> No.1457187
File: 359 KB, 800x600, hellground[1].png [View same] [iqdb] [saucenao] [google]
1457187

Any wads with a similar theme like Hell Ground, possibly with the same % rate of color and texture style?

>> No.1457273

Is there an ETA for version 1.3 of Zandronum somewhere?

>> No.1457278

>>1457273
never

skipping over it to 2.0

>> No.1457289

>>1457278
ETA for next version that comes out, then.

>> No.1457296

>>1457289
when it's done

>> No.1457303

>>1457289

Whenever people actually start testing the damn thing and letting the devs know how stuff works.

>> No.1457340

>>1457187
this looks amazing
gonna give it a try

>> No.1457339

>>1457303
So considering what i've heard about the zandro devs, 1 to 3 years. Alrighty then.

>> No.1457408
File: 683 KB, 800x600, 1394401955950.png [View same] [iqdb] [saucenao] [google]
1457408

>>1457187
OpenGL -> Texture Options
Textures Enabled: Yes
Texture Filter Mode: None (Linear Mipmap)
Anistropic Filter: 16x

>> No.1457421

>>1457408
And turn on texture resizing

>> No.1457427

>>1457421
No.

>> No.1457436

>>1457427
Hey man, at least let the guy try it for himself. I personally like it.

>> No.1457458

>>1456893
Oh fuck, it's really cool now.
Hey, what if there was like, a spark/light coming in each of the eyes, depending on which of the hammers have dropped?

>> No.1457473
File: 3 KB, 28x33, Doomfacepsxjibdead.gif [View same] [iqdb] [saucenao] [google]
1457473

3DO doomguy head exploding

>> No.1457474

>>1457408

So, you went to take an exact shot of the same place where my pic (which, by the way, originally came from Doomworld's Cacoward article about Hell Ground -which undoubtedly deserved one and won it-) and I did NOT was the person who took that screenshot)?

For what exact purpose?

>> No.1457476 [DELETED] 
File: 22 KB, 292x538, 1394403401021.png [View same] [iqdb] [saucenao] [google]
1457476

in case of autism, use sonic heads

>> No.1457487

>>1457474
To show off the Anisotropic filter. There are people that don't use it and end up with a really noisy image on busy textures like those bookcases.

>> No.1457504

>>1457487

Well, in that case the one to blame is whoever took that screenshot of the map, because at the time GLBoom was a thing already and there was zero excuse to not take a proper show-off screenie of the WAD.

And god dammit what a what that is, Eternal really went all out.

>> No.1457506

>>1457504
>what a what

*what a WAD. Shit.

>> No.1457507

>>1457476
>>>/v/

>> No.1457514

>>1457476
I'm unironically looking forward to There's Something About Tails

http://forum.zdoom.org/viewtopic.php?f=19&t=33995

>> No.1457518

>>1457476

you know, it's not that bad at all, the only thing left would be to translate the yellow in it to match the blues

>> No.1457523 [DELETED] 

>>1457476
Terminus was looking for something like this.

>> No.1457539
File: 23 KB, 237x194, ROTT-Pistol.png [View same] [iqdb] [saucenao] [google]
1457539

Concept. Really like the original orange muzzleflash.

>> No.1457543

>>1457523

I was?

>> No.1457616

so, i tried playing some BDSE coop with a friend and for some reason doom connector won't load .PK3 files
like, it detects them and you can select them, but they get ignored when you launch the game
anyone has a fix?

>> No.1457627

>>1457616
Do those same PK3s work in the sourceport you're launching from Doom Connector?

>> No.1457636

>>1457627
yes, i just checked with ZDL, it all works fine in singleplayer (i'm using GZdoom)

>> No.1457641

>>1457636
Might be faster to just launch it from cmd

gzdoom.exe -host 2 -IWAD doom2.wad -file brutaldoomsewhatever.pk3 -coop

gzdoom.exe -join theip -IWAD doom2.wad -file brutaldoomsewhatever.pk3

>> No.1457651
File: 2 KB, 128x128, Lights.png [View same] [iqdb] [saucenao] [google]
1457651

Can you adjust the softness / fade / focus of a light in GZDoom / GLDEFS?

Like this

>> No.1457675

>>1457641
oh hey great, it works,
thanks dude
too bad my friend had to leave

>> No.1457684

Mancubus

Mencubus

>> No.1457686
File: 271 KB, 300x238, 1394409291899.gif [View same] [iqdb] [saucenao] [google]
1457686

>>1457684

>> No.1457687

>>1457684
IT ALL MAKES SENSE NOW

>> No.1457758

Nash Gore isn't Gore Enough

We have to:
- Enhance the number of blood
- Enable blood contrast by giving all blood subtractive light so it has a slightly darker outline
- Enact the conquest of organs forthcoming bodily
- Egnore reality, zombiemen leave five skulls

Context-Specific Blood Effects; A Hypothesis
//If blood spurts are drawn with rotation effects we can give blood spurts visible direction.//

BLOOD IS VISCOUS (BiV) thusly we must firstly apply beyond one color to blood splatters on walls. Mimicry slime of Doom textures.

Blood clouds are satisfying.

>> No.1457759
File: 175 KB, 1280x720, 1394411797323.png [View same] [iqdb] [saucenao] [google]
1457759

Literally just 2 BFG shots. Goddamn, bosses are easy as fuck.

>> No.1457773

>>1457759
They even openly admitted that Cyberdemons were a harder boss and E2M8 and E3M8 should be switched.

I wish someone would make the Spiderdemon tougher, or make it immune to BFG shots.

>> No.1457784

>>1457773
I know right? Though the cyberdemon wasn't that much harder tbh.
In hindsight though, it may seem easy because during the episode I used quicksaves that saved me from death and losing my weapons and shit, so I came overprepared.

>> No.1457789

>>1457759
pistol start the bossfights, it makes them much more fun

>> No.1457792

>>1457773
>>1457759

Or do the thing they did for PSX Doom: Two Masterminds

>> No.1457813
File: 278 KB, 1280x720, 1394413067417.png [View same] [iqdb] [saucenao] [google]
1457813

Pretty.

>> No.1457850

>>1456893

Damn, the chain looks really fucking cool but I'm not sure if I like the skull or not. It does look a hell of a lot more gothic from it though

>> No.1457937

How did vanilla Doom handle saves? Did it have quicksaves and autsoaves?

>> No.1457943

>>1457937
Only manual saves.
Had to go to the menu each time too.

No autoload on death.

>> No.1457949

>>1457937
You had to save manually, if you died and restarted the map from the start, with only a pistol, 50 ammo for it, 100 health, and no armor

>> No.1457992

>>1457949
Like a real game

>> No.1458009

Flynn "Fly" Taggart.
What the fuck was the novel's writer thinking? That's the most retarded name ever.
Not too fond of seeing it in Accesories to Murder too.

>> No.1458017

>>1458009
It's a haiku

>> No.1458019

>>1458009

I don't like it either, it sounds like a CoD protagonist.

>> No.1458208

>>1458019
>>1458009
Reminds me of this;
https://www.youtube.com/watch?v=5Agk3kbDwEY

Shit gets real at 2:40

>> No.1458214

So how does this sound as a concept for the third playable hero: He's an alchemist, and his primary weapon consists of hurling random flasks, some break and leave glass shards, some clunk off an enemy, hit the ground, and stay there as a health pickup for you and any of your buddies, some just shatter and vanish, etc.

his subweapons would be other flasks of specific potions, like nitro, bottled lightning, etc. Hitting reload takes a swig of a potion that charges up his arcane energy (ammo for the subweapon flasks) and hitting zoom drinks from whatever subweapon flask he has equipped with varying effects, like chugging a nitro gives you a temporary berserk affect where you throw flasks extra hard and are unaffected by gravity, but while it goes down smooth, it doesn't come out so pleasantly, and after the buff wears off, a small explosion hits you for like, 15-20 damage.

His secondary weapon will be the ruby wand with a new primary shot and various spells

>> No.1458216

>>1458214
i like it
i guess it would be too big for GMOTA, but a mod based on an alchemist looting demons to make potions would be really great

>> No.1458217

>>1458216
>i guess it would be too big for GMOTA, but a mod based on an alchemist looting demons to make potions would be really great

That WOULD be cool, but for the sake of arcady action, Samson will have everything he needs because video games.

Also the closest thing Samson has to a melee attack is if a monster gets too close and you hit primary while having the flasks equipped, you smash one over the face of whatever's close, which will -always- scatter glass shards everywhere.

God damn he's gonna be fun

>> No.1458225

>>1457850
The skull rules, use it.

>> No.1458228

>>1458225

Oh fine, I'll show that design to my sprite guy whenever he gets on, though I'll have him make it more look more metal, like it was forged instead of a bone skull clamped onto it.

whoever mentioned that light should flash left and right as the weapon fires has a good idea there

>> No.1458231

>>1458214
why not shrek

>> No.1458241

I finished this guy and put him in a WAD. Two versions, one that shoots Lost Souls and one that shoots Rictus from R667.
https://dl.dropboxusercontent.com/u/62697468/Doom%20Stuff/D64PainElemental.wad
https://dl.dropboxusercontent.com/u/62697468/Doom%20Stuff/D64PERictus.wad

It has a "suck" state where it's supposed to suck the player toward him but I couldn't make it work reliably.

>> No.1458246
File: 77 KB, 650x600, D64PEfinal.png [View same] [iqdb] [saucenao] [google]
1458246

>>1458241
yeah I might upload a picture so you know what it looks like

>> No.1458249

>>1458246
looks like a vagina and two assholes

>> No.1458264

>>1458249
You've seen some fucked up vaginas.

>>1458246
Looks weird. If it was just the middle part, sure, but it looks like the two side things are just attached to the middle rather than all of it being a single cohesive creature.

>> No.1458291

I have been playing Terry wads a lot just for curiosity and shits&giggles and i found some wad called atomic attack,this thing is the real successor of UACMN

>> No.1458309

>>1458246
>>1458249
goatse

>> No.1458315

Are there any wads with levels as imaginative and well-designed as Pirate Doom?

>> No.1458321
File: 9 KB, 117x110, enemy_pain_elemental.gif [View same] [iqdb] [saucenao] [google]
1458321

>>1458264
Hey man, that's just what the D64 PE looks like.

>> No.1458324
File: 1 KB, 80x60, Projectiles.png [View same] [iqdb] [saucenao] [google]
1458324

So I'm mulling over what kinda projectiles I want for the wrist shooter, my current idea is for the primary is the bottom row of sprites, which goes from slugs, to the two different buster shots,

I could also use these missiles as primaries, and go small missiles to bigger missiles depending how charged you are, and the buster shots could be used for something else, or vice versa.

what do you guys think?

>> No.1458342

There are any wads like GoingDown?

>> No.1458356

>>1458324
Charging up missiles doesn't make as much sense as charging up energy.

>> No.1458361

>>1458324
Energy bullet > Missiles that grow

>> No.1458367

>>1458356
>>1458361

Alright, I'll need to find a different weak projectile then, I got plans for that red bullet there.

I'll use missiles for the different subshots then

>> No.1458368
File: 1.91 MB, 1920x1080, 1394434981693.png [View same] [iqdb] [saucenao] [google]
1458368

>three godspheres, a megasphere, and 5 supercharges and blue armors in plain sight.

Time for some shit

Deus Vult II

>> No.1458372
File: 5 KB, 138x57, Fuckin rad.gif [View same] [iqdb] [saucenao] [google]
1458372

god damn shivers knows what he's doing

and mike12? Thanks for a little help man with that skull edit, you're great

>> No.1458374
File: 422 KB, 1269x1991, Mine codpiece.jpg [View same] [iqdb] [saucenao] [google]
1458374

>>1458372
That's cool as fuck.
I'm really really excited now!

>> No.1458405

So which should I use as the unpowered pellet shot before charging up into the buster shots?

>> No.1458407
File: 335 B, 28x26, Which projectile.png [View same] [iqdb] [saucenao] [google]
1458407

>>1458405

Fuck's sake

>> No.1458413

>>1458407
the second one
the first one looks like "oh god im shooting red pacman pellets,im a faggot tier weapon"

>> No.1458414

I still have dreams in which I'm playing Doom. Here's a selection:
- "Level 1" (which bears no resemblance to any level I've ever played)
- a level with an exit door that rotates into sight
- most commonly, yet another giant open level with a fuckton of high level monsters and very few places to hide and gather ammo/weapons/armor
- "level 18" with a bunch of crates and soldier zombies "on Nightmare"

It's usually just my brain exploring the mythos and gameplay. However, one time I dreamed a walkthrough of E4M2 Perfect Hatred - the one with the Barons, Cacos, and Cyberdemon. It was so gutpunching realistic I just had to install and play Doom 1 all over again.

>> No.1458421

>>1458414
I love those dreams. IDDQD

>> No.1458426

>>1458407
One vote upper.

>> No.1458448

>>1458414
last time i got a dream about doom i think it was something like
combining the AI from F.E.A.R. and Perfect Dark[on Perfect Agent difficulty of course] with cool level design and FKER combined with Doom RL arsenal but way more variated,and enemies do different attacks
all i remember is that i got my ass wrecked but there is something that will stay in my mind,one of the levels was similar to the first 2 levels from Deus Vult 2

>> No.1458485

>>1458342

Probably the ones that Mouldy has created before (in terms of difficulty). But one thing is for sure, once that thing gets finished, it will be a pretty pretty tough contender for this year's Cacowards

>> No.1458498

>>1457514
What the fuck even?

>> No.1458514

>>1458407
Bottom shot

Has a feel of it actually moving forward instead of being a silly pew laser

>> No.1458571
File: 572 KB, 1280x800, 1393681656346.png [View same] [iqdb] [saucenao] [google]
1458571

Do any of you guys have any good Doom wallpapers?

>> No.1458585
File: 2.10 MB, 1920x1080, 1394449491741.png [View same] [iqdb] [saucenao] [google]
1458585

Jesus christ goddamn

>> No.1458587
File: 2.27 MB, 1927x1210, ultimate-doom-wallpaper.jpg [View same] [iqdb] [saucenao] [google]
1458587

>>1458571
Some good soul from here redid / fixed this thing up. The old one was artifacted like fuck, and awkwardly put together.

>> No.1458589

>>1458571
http://helios437.deviantart.com/art/Final-Doom-PSX-Nostalgia-337105083

Exceeds max filesize by 1.9MB.

>> No.1458590
File: 413 KB, 1170x580, 1394449814458.jpg [View same] [iqdb] [saucenao] [google]
1458590

>>1458571
http://mechanubis.deviantart.com/art/Tormented-359431142

Already kind of blurry, might look alright stretched out.

>> No.1458591
File: 579 KB, 1920x1080, doom_tribute_by_zoppy-d60vj64.jpg [View same] [iqdb] [saucenao] [google]
1458591

>>1458571
http://zoppy.deviantart.com/art/Doom-Tribute-364268236

>> No.1458592
File: 964 KB, 1754x1240, 1394450145448.jpg [View same] [iqdb] [saucenao] [google]
1458592

>>1458571
http://valentrisrrock.deviantart.com/art/Hell-Knight-424826215

>> No.1458632

>>1458591

A brief moment of calm before.

RIP AND TEAR YOUR GUTS !!!!!

>> No.1458974

https://www.youtube.com/watch?v=qtH-L5CZFA0

>> No.1458996
File: 61 KB, 1266x286, 2zex8hl.jpg.png [View same] [iqdb] [saucenao] [google]
1458996

New revolver sprites from DoomNukem

>not entirely sure if these will be implemented in the game or if ill release it as a seperate-pack its up WW at this point, I do still have to finish the dualies which i'm close to.
had some free time over the weekend so I made more progress on the do-over of the magnum, it probably looks more like a .50 or something due to its massive size, which makes some sense considering the punch it packs in the mod, mostly inspired by this thing ( http://www.bowenclassicarms.com/image/gallery/500_linebaugh_l_frame_redhawk.jpg )

>The magnum I had a crack at this time around will have proper recoil frames kind of like the powerslave revolver, still have to do alternate fire and a reloading sequence.

>> No.1459029
File: 138 KB, 1023x767, 1368584409620.jpg [View same] [iqdb] [saucenao] [google]
1459029

>>1458996
>inspired by Ruger revolver
>cylinder release is styled after a Colt
Oh well. At least it looks kind of neat, if huge.

So will it fire in single-action, double-action, or both?

>> No.1459037

>>1459029
>>1459029
If it's just a reskin of the default accessories to murder revolver, it'll likely fire double action.

Also, not sure if DoomNukem knows this, but you can't hammer fan a double action.

>> No.1459041
File: 258 KB, 1200x900, magnaport.jpg [View same] [iqdb] [saucenao] [google]
1459041

>>1458996
>>1459029
I'd also suggest magnaporting the barrel, like in the picture you linked, it helps manage the recoil of big revolvers like these, basically it's finely machined holes in the barrel where the hot (sometimes flaming) gasses from the discharged cartridge will shoot out, pushing the barrel downwards somewhat, at the cost of more flash and noise.

>>1459037
I think a better secondary attack would just be cocking the hammer, firing it in single-action, as opposed to firing it in double-action.

>> No.1459043

>>1459037
Weasel addresses that in the "lore" text file for Accessories to Murder.
>Despite being a double-action revolver, it is still possible - for poseurs and fans of Clint Eastwood films - to "fan the hammer" at the expense of accuracy.

>> No.1459047

>>1459041
That's cool I didn't know that.

>> No.1459059

>>1459047
It's done sometimes on high-powered revolvers, on rifles, usually, you'd just put on a proper muzzle-brake or a flash-hider. I've seen barrel porting on shotguns, but it never seems to work on them, never changing the recoil.

>> No.1459076
File: 73 KB, 740x320, Magnaported-M9.jpg [View same] [iqdb] [saucenao] [google]
1459076

>>1459041
Oooooh that's so cool.

http://www.youtube.com/watch?v=SP7XNg952w4

>> No.1459083
File: 52 KB, 960x285, Magnaported-870.jpg [View same] [iqdb] [saucenao] [google]
1459083

http://www.youtube.com/watch?v=tDV5axmTMAs

>> No.1459174
File: 222 KB, 1000x531, 1394477180125.jpg [View same] [iqdb] [saucenao] [google]
1459174

>>1458571

>> No.1459283

>>1458591
I rather dig that hell knight. Here's hoping Doom 4 goes full on hell mode. Not strange alien hell mode.

>> No.1459291
File: 16 KB, 291x152, gungauntlet2-m12edit-v1.png [View same] [iqdb] [saucenao] [google]
1459291

Here's the upgraded form of the gungauntlet thing, complete with a powered-up/charged variation (and the lighting layer for it)

>> No.1459295

>>1459291
cool
might want to try red/purple or some other color schemes,

>> No.1459301
File: 8 KB, 223x288, coming.jpg [View same] [iqdb] [saucenao] [google]
1459301

>>1459291

>> No.1459358
File: 244 KB, 681x950, moUf751[1].jpg [View same] [iqdb] [saucenao] [google]
1459358

So the Nightmare Imps predate all the way back to PSX Doom

>> No.1459370

>>1459358
they do, it seems
they look like they have a hint of blue to them, where the specter looked green
I'm glad they decided to go with the specter only

>> No.1459386

>>1459358
Nightmare Imps actually use a negative rendering style to give them that blue color, which recently got added into (G)ZDoom.

>> No.1459394

>>1459358
>>1459370
>>1459386
I have never once seen a Nightmare Imp.

>> No.1459405

>>1459394
They are common in monster randomisers.

>> No.1459407

>>1459405
ah, well I've not used one of those, that'l explain it...

>> No.1459419

>>1459407
there are nightmare imps in DOOM64
but I've never seen the ones that were going to show up int he PSX version

>> No.1459423

>>1459419
I played the first level of Doom64 and then stopped because it was shit, so that also rules me out.

>> No.1459427

>>1459423
>doom64
>shit
be careful with that slipery slips, you could cut yourself!

>> No.1459431

>>1459423
I am actually pretty sure the nightmare imps show up in the 2nd level as well

>>1459427
I seriously prefer PSX DOOM over DOOM64
the changed monster sprites and weapons... especially the weapons... sucked
music was good, but PSX Final DOOM music was way better

>> No.1459454

>>1458368
ooooh anon
get fucked.

>> No.1459465

So I've been thinking in making three-four minute videos featuring different wads, what does /vr/ think about the general quality of this?
http://youtu.be/ZE2NrbooWW0
I will probably put all the text in both english and spanish in the future and if I keep doing them, but I want some feedback before recording more to know what do I need to improve.

>> No.1459495

>>1459465
So /vr/ gauntlet? https://www.youtube.com/watch?v=oHg5SJYRHA0

>> No.1459510

>>1459495
It was predictable.

>> No.1459531

>>1459495
it feels like i got back in time

>> No.1459542

>>1459495
>/vr/ gauntlet started 5 years ago
i feel so old

>> No.1459563

>>1459542
GZdoom lacks dinamic light no matter what I do, and in Zandronum it works just fine. Any help in the matter?

>> No.1459570

>>1459563
probably because gzdoom doesn't load gldefs for lights by default

load lights.pk3 and see what happens

>> No.1459575

>>1459563
Quoted by mistake, sorry.
>>1459570
Already tried and nothing.

>> No.1459592

>>1459575
I just noted that I can't enable the "use shaders in light" option, does it have anything to do?

>> No.1459637
File: 19 KB, 290x705, Allow me to introduce myself.png [View same] [iqdb] [saucenao] [google]
1459637

>>1459291

God damn. I would definitely call that a powered up version of the wrist shooter.

>> No.1459663

>>1459592
Are dynamic lights enabled? open the console and type gl_lights 1

>>1459358
Where is this from?

>> No.1459714
File: 27 KB, 370x200, Oh my god.jpg [View same] [iqdb] [saucenao] [google]
1459714

http://www.youtube.com/watch?v=WwBO5i-6K4w

>> No.1459801

>>1459714
>Those camera angles
Classic RE has returned!

>> No.1459897
File: 12 KB, 58x67, file[1].php_id=1.gif [View same] [iqdb] [saucenao] [google]
1459897

I'm not afraid to admit DrDoctor got me inspired in doing "twisted" Doom spritework (go check his custom textures anytime you want in the ZDoom thread).

Here's the walking animation of the Alucard he (we hope) keeps working on

>> No.1460049
File: 44 KB, 2400x514, dracform1.png [View same] [iqdb] [saucenao] [google]
1460049

>>1459897
>Dem Dracula sprites

>> No.1460076
File: 174 KB, 800x585, doomguys heaven.jpg [View same] [iqdb] [saucenao] [google]
1460076

Does anyone else feel like RIP AND TEAR YOUR GUTS is just fucking fun to say? I don't really know why, but it is for me.

>> No.1460086

>>1460076
no it doesn't flow very well

>> No.1460142

Anyone have the screenshot of the alpha or beta Shadow Warrior pump shotgun?

>> No.1460180

>>1459801
http://www.youtube.com/watch?v=6-NcBRqhlXk

>> No.1460212

Just finished Doom 1 and 2. Are the master levels worth playing? Or should I just go straight to Final Doom?

>> No.1460217

>>1460212
master levels aren't that great, but you can always give them a shot
but don't skip no rest for the living, this one is pretty cool

>> No.1460220

>>1459427
>be careful with that slipery slips, you could cut yourself!

This man is my hero.

>> No.1460223

>>1460217
I probably won't since it looks tedious getting them to play in gZdoom

>> No.1460227

>>1460223
just get NRFTL+.wad, it'll work like a charm
and there's also something similar for the master levels

>> No.1460254
File: 1.45 MB, 1920x1080, 1394510173333.png [View same] [iqdb] [saucenao] [google]
1460254

Hell Ground map04 is pretty trippy.

>> No.1460295
File: 241 KB, 1024x640, 1394511303503.png [View same] [iqdb] [saucenao] [google]
1460295

lelweps can be silly.

>> No.1460298

>>1460254
im downloading this wad right the fuck now, thats dope

>> No.1460314

http://www.chocolate-doom.org/wiki/index.php/The_Sky_May_Be

Is there some piece of information this article is leaving out or am I really just that retarded?

>> No.1460364

>>1460314
Nevermind I got it running holy fuck am I dumb

>> No.1460385

The next brutal doom mod I see better be a mod that puts in better sprites

>> No.1460389
File: 15 KB, 183x122, immortal_death3.gif [View same] [iqdb] [saucenao] [google]
1460389

>>1460385

Better fatalities when

>> No.1460394
File: 326 KB, 1600x900, 1394514030363.png [View same] [iqdb] [saucenao] [google]
1460394

>>1460385
the blood is shit in the current version

>> No.1460438

>>1460389
never

>> No.1460442

>>1460394
wow such blood so gore

>> No.1460454

>>1460442
Get out.
Don't come back.

>> No.1460456

>>1460454
anon no, it's ironic

>> No.1460459
File: 20 KB, 159x126, immortal_death1.gif [View same] [iqdb] [saucenao] [google]
1460459

>>1460456

Ironic posting is still etc etc.

>> No.1460458

>>1460456
Precisely my point.

>> No.1460481

>>1460394
>Open console
>gl_use_models 1
>????
>PRÖFIT

>> No.1460585

>>1460394
I never liked that in Brutal Doom.
It was a nice effect at first, with blood dripping from the ceiling and everything, but it happened with literally every death, and it would often look goofy at places.
Plus, it ate resources like a motherfucker.

Oh, and firehose of jam.

>> No.1460647

/vr/-Doom

>> No.1460650

>>1460647
on mu, there would be 4 K-pop threads each discussing their waifus, singers and everything about them other than their music

be glad its contained in one thread and its western and is actually relevant to retro vidya with varied discussion in every new thread

>> No.1460689

>>1460481
that improved it very much so, thanks much

>> No.1460819

>>1460647
it's one thread, click the [-] button to hide it.

>> No.1460846
File: 106 KB, 500x500, feels great doesn't it.jpg [View same] [iqdb] [saucenao] [google]
1460846

>>1460647

>> No.1460865

does anyone know why, upon dying, my only option is to reload my last saved game by pressing the 'use' button? i want to it to function like classic doom and just restart the level with the pistol. i've disabled autosave and use gzdoom. thanks

>> No.1460869

>>1460865
Disable autosave and remove any autosaves you have.

>> No.1460871

>>1460394
>>1460585
what bus me about brutal doom is that there's so much blood, smoke, flares and particles that I'm often to not being able to see anything at all
kinda like project MSX if you gib mutiple enemies
you just can't see anything

>> No.1460873

>>1460871
i think that's part of the fun

>> No.1460875

>>1460873
well I don't think getting assblasted by some pumped up motherfucker behind a cloud of shit is part of the fun, but then again I'm not an idiot

>> No.1460876

>>1460875
to each his own, i guess

>> No.1460878

>>1460871
>smoke
Oh god, this, it's as if you were shooting black-powder or something, except the enemy can still see you but you can't see them.

>> No.1460891

http://www.youtube.com/watch?v=P3SZJ_zEnh8

>> No.1460914

>>1460891
Oh man, this is really nice. It's like Sleep Research Facility only louder.

>> No.1460936

PIRATEFALL

Titanfall is released today.

>> No.1460939

requesting doomguy avatars

>> No.1460941

>>1460936
inb4 nothing

>> No.1460954
File: 62 KB, 283x261, my-raifu.jpg [View same] [iqdb] [saucenao] [google]
1460954

>>1460939

>> No.1460960

>>1460180
Now I remember why I can't go back to playing classic Resident Evil.

>> No.1460962

>>1458996
dat sprite tho
it looks so clean
I love it.

>> No.1460978
File: 170 KB, 900x513, cylinder-gap.jpg [View same] [iqdb] [saucenao] [google]
1460978

>>1460962
Indeed.
Could use a slightly heftier muzzle-flash, as well as a little bit of flash from the cylinder gap, if it's a big Magnum revolver.

>> No.1460985

>>1460954
Where is this from?

>> No.1460992
File: 170 KB, 250x250, mfw-doom.png [View same] [iqdb] [saucenao] [google]
1460992

>>1460985
Seriously?

>> No.1460994

>>1460985
it's the doom comic, someone's made it black and white and added "manga" font

>> No.1460996
File: 25 KB, 249x498, mahou nigga.jpg [View same] [iqdb] [saucenao] [google]
1460996

>>1460994
Ah, now I remember it! So moe!

>> No.1461030

>>1460936
>>1460941

Marty originally said it would be released when Titanfall got released, but he said the 18th.

https://archive.foolz.us/vr/thread/1432065/#1434516

Funny thing, I can't find any reference anywhere to there ever being a March 18th release date, the latest xbone release is the 14th and the 360 version comes out later than that so I have no idea what exactly Marty was talking about.

Maybe he's actually a being from an alternate dimension accidentally posting from across a rift and that's why stuff seems to be delayed from him; he's actually giving correct release dates to us all but the time difference due to the rift is causing it to get all messed up. In his universe he says next week which is a reasonable estimate (and one he keeps to) but the time differential squeezes that out to 3 months.

>> No.1461056

>>1461030
>Maybe he's actually a being from an alternate dimension accidentally[...]
no, he's just a weirdo

>> No.1461142

>>1461030
>>1461056
>he's just a weirdo
That's pretty close to the truth.

I honestly have no idea where I got that date from, but uh...yeah in my timeline that's totally the date or something!

>> No.1461157

>>1460650
>be glad its western
Wow, thank you so much for the subtle racism.

>> No.1461164

>>1460585
Yeah it's stupid.

Anyone who's ever made a horror game, action game, or horror action game (or movie) professionally knows you have to use blood sparingly. Blood loses its impact VERY quickly. I mean, think about Terminator, or Aliens, First Blood, or any other classic movie that comes up when you think "action." Now think about Psycho, Friday the 13th, Jaws, and other classics of the horror/thriller genre. How much blood was there in those movies? Surprisingly, not that much.

>> No.1461184

So far behind new doom content. Whats recommended out of these 5?

D2TWID
Unholy Realms
Whitemare 2
Nova The Birth
Hellbound

>> No.1461190

>>1461184

Try Hellbound and NOVA

Avoid D2TWID like a plague; it lasts as much as the original Doom 2, they REALLY stuck on getting the style of the mappers in that wad.

>> No.1461205

http://www.doomwadstation.net/

It's back with new content guys. Yes, the design is very Web 1.0 but it has some great content. Try Hard Weps if you're a crazy nigger with a thirst for death.

>> No.1461210
File: 944 KB, 500x308, 1394555376484.gif [View same] [iqdb] [saucenao] [google]
1461210

Okay, so I downloaded the 12 GBs of wads and alot of it is zip files with nothing resembling a wad file inside. How do I use any of this?

>> No.1461234

>>1461210
Are there PK3s? Use those.

You should be able to just drag the ZIPs onto (G)ZDoom.

>> No.1461236

>>1456838
I'm new to the Doom modding area but some of the Hi-Res textures are for quake not for doom are they compatible with each other?

>> No.1461242

what is tsp and why does everyone act like it's the most important shit ever

>> No.1461247

>>1461242
The most important shit ever.

>> No.1461250

>>1461242
>>1461247
I have no idea
I didn't really like it and the fact there are only 3 weapons...

>> No.1461269
File: 1.62 MB, 2048x1536, another-great-optic.jpg [View same] [iqdb] [saucenao] [google]
1461269

>>1461250
It's not finished yet. Give it some time, Marty has never disappointed before.

>> No.1461316

>>1461269
>Marty has never disappointed before.

Except when it's come to releases.

>>1461242

We have a fag named torridGristle who is both A: a massive anus-loving douchefag and B: constantly posting about it.
If it weren't for him, it'd be cool.

>> No.1461324

>>1461269
I don't like the whole ada thing, so you can't really convince me
I don't understand why it's so popular at its current state, so whatever to that too
personally it just doesn't appeal to me, especially the resident evil noises being there and mixed with the old DOOM wav sounds and it doesn't really do anything new, which is what I was looking for, but whatever

>> No.1461327

>>1461324
Well...nobody is forcing you to like it, but I hope the next update it at least fun! It's an alpha by the way!

>> No.1461332

>>1461327
>Well...nobody is forcing you to like it
uh... yeah, I know that
I was just saying why I don't like it and that compared to other mods, which I won't do because I'm not interested in doing so, it's really nothing special
popularity phenomena is something that just happens, so I'm not looking for explanations either
I'm simply voicing my opinion, because normally when you say you don't like something, someone asks what it is

>> No.1461342

>>1461327
>nobody is forcing you to like it

That's not really the way to respond to criticism, Marty.

>> No.1461349

>>1461342

To be fair: there isn't that much Cretinism in that post.

>> No.1461350

>>1461342
There really wasn't any criticism to respond to. Anon just made it sound like he was being pressured to think it was great, or something. Most of what he said had to due with it's popularity, and I really can't answer why that is.

>> No.1461351
File: 193 KB, 1280x768, Screenshot_Doom_Mapgame.png [View same] [iqdb] [saucenao] [google]
1461351

>> No.1461359

>>1461349

Critism*

>> No.1461361

>>1461359
Try again.

>> No.1461362

>>1461359
*criticism

>> No.1461371

Thanks, I can't English worth shit at times.

>> No.1461378

>>1461371
I belief in you.

>> No.1461434

>>1461234
I've tried drag and drop but nothing happens..

>> No.1461439
File: 6 KB, 250x160, new_classic_doom_weap_plasm[1].gif [View same] [iqdb] [saucenao] [google]
1461439

So, when did it became cool to hate on Doom's original plasma rifle sound? And why does everyone hate it, anyway?

I mean, it's just the way it is, would you at least point me and everyone else to a much better/fitting sound for Doom's vanilla Plasma rifle?

>> No.1461445

>>1461439
I noticed that too. Sounds fine to me. I don't like the plunk plunk noise they always replace it with.

Hell if anything I'd like a more played up version of it. With some crackling and a slight echo. Maybe I'll fuck around in Audacity...

>> No.1461454

>>1461439
It just always sounded very loud and high-pitched to me.

Really, it's not that bad when a player lets loose a couple of bursts of plasma, but the Arachnotrons, they just, wont, STOP

BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA BWOA

Cool enemies, but they're just fucking loud.

>> No.1461459

>>1461439
http://vocaroo.com/i/s1FuYu84eyx1

I'm okay with it, it's not my favourite sound, but the problem I have with it is that it's jarring, it stacks up and gets loud, it's noisy (partly due to it being an old low-samplerate sound being aliased in ZDoom, partly because it's just noisy), it's a constant midrange assault like if you remove the PLUBPLUB from the low end it sounds like someone doing one of those whisper screams constantly into a megaphone. http://vocaroo.com/i/s09fkgjbIZFn

>> No.1461469

>>1461439
Prject MSX plasma gun thing sounds cool.

>> No.1461473

>>1461469
Yeah it's very percussive and the plasma ball hit / explosion sound is pretty satisfying.

>> No.1461483

>>1461350
>Anon just made it sound like he was being pressured to think it was great, or something.
no, I really fucking didn't
look here >>1461332

>> No.1461487 [DELETED] 

>>1461483
wow man don't get mad about it

>> No.1461491

>>1461487
I'm not getting mad, I'm just expressing how wrong he is. It is possible to swear and not be mad, you know?

>> No.1461493

>>1461491
maybe you shouldn't sound mad then

>> No.1461494

>>1461483
>>1461491
It's starting to look like you can't convey your thoughts very well through text.

>> No.1461495

>>1461493
How can somebody who is not speaking to you sound mad? Do you hear them angrily typing?

What, Do you just instinctively know if someone is mad at someone else? Do you feel a sharp pain in your ass when people express anger?

>> No.1461498

>>1461495
now you sound really mad

>> No.1461501

http://www.uclassify.com/browse/prfekt/Mood

>>1461495
upset (98.8 %)

>>1461491
upset (69.5 %)

>>1461483
upset (99.3 %)

>> No.1461513

>>1461501
For what Purpose? Why the fuck would you ever need this? Why would you even..
>>1461498
Not even the same person, I just think this is retarded.

>> No.1461515

Jesus, who cares. Go settle in a deathmatch if you want to keep it Doom related.

>> No.1461516

>>1461515
Good Idea.

>> No.1461519

>>1461513
upset (98.5 %)

dude you are scientifically proven to be upset. please chill out

>> No.1461525

>>1461494
I'm an A* student in English. I am very certain I can convey my thoughts through text, both handwritten and typed, very well. I can perform them much better verbally.
I bet I'm being mocked by someone whose native language isn't English.

>> No.1461528

>>1461525
upset (97.6 %)

come on man you're doing this on purpose now. that's not fair

>> No.1461529

>>1461519
I can't describe how silly this is. It's like taking cleverbot seriously...

>> No.1461531 [DELETED] 

>>1461529
upset (76.3 %)

okay good you're calming down

>> No.1461534

>>1459663
I solved it, my video mode somehow changed to software.

>> No.1461535

>>1461531
Let's test this shall we?

sentence a)
You are a complete fucking idiot.

sentence b)
You are not very smart!

>> No.1461536

>>1461535
upset (74.6 %)

can we just have a nice thread

>> No.1461538

God it's like I'm back in middle school.

>> No.1461543

>>1461538
maybe if people weren't ashamed of being upset and would admit that their feelings are hurt we wouldn't have to argue about it

i'm upset

>> No.1461558

Is there any way to download all the cacoaward winners in a single link without downloading that dump with all of them?
Is there any document where I can get guides for doom maping without having to be on a wiki and have a thousand pages opened?

>> No.1461561

>>1461536
no, I'm really interested in that website and how you're using it

>>1461543
I'm being told I am upset, but I'm really not so I want to test it
I personally think the website is busted

>> No.1461565

>>1461561
a robot and 2 or 3 people thought you were upset, assuming you're

>>1461495
>>1461491
>>1461483
one of these people

>> No.1461567

>>1461558
*that dump with all of /idgames

>> No.1461572

>>1461561
It's not uncommon for people to lack introspective capabilities. Lots of people "don't know" what they feel or why they feel it.

>> No.1461578

>>1461565
I am the top and the two bottom people
people thinking is wrong, text is interpretative unfortunately and also thankfully
text speak rarely ever works to our advantage
it can't make a joke, people might get mad at something that wasn't even intended and voice rectifies that
but text can also make you sound more stern even if you're not the stern kind, it may work favorably, but it's just a thing these days to say someone's mad and I accept that
but it's one of those things you can't beat, you can't ever not sound mad because they're feeling amused by it, kinda like that annoying kid in school who would always flick you or poke you and wouldn't even stop no matter how many times he had his nose broken
I think everybody in the school broke his nose, myself included
I don't think he had friends thinking about it, but the point is there's no response
even if you don't respond, they've "won"
it's a sad state of affairs when you can't even do something without someone saying you're mad

I came here for doom, not silly discussions
I was recently playing playstation final doom, I really like the music they added

>> No.1461582 [DELETED] 

>>1461578
Maybe don't post like a mad child when someone calls you out on your shit then?

>> No.1461583

>>1461582
that's the problem, you're doing it right now
I'm not going to let you get away with it, you little shit

>> No.1461597 [DELETED] 

>>1461582
>>1461572
>>1461565
>>1461543
>>1461536
>>1461531
>>1461528
>>1461501
>>1461498
>>1461493
>>1461494
>>1461487

stop being a faggot

>> No.1461596

I left /mu/ to get away from shit like this.

Come on. You guys are better than this.

>> No.1461614 [DELETED] 

>>1461596
we're a bunch of angry nerds though, we just don't want to admit it

look at this thread, it all started with u mad

>> No.1461631

>>1461371
what's your native language?

>> No.1461635

>>1461614
you are, but I ain't a nerd, nor am I angry

>> No.1461636

>>1461439
It's fine, in fact everything about Doom is perfect
the only thing that's good with these new sourceports and stuff is it allows mouselook, and dynamic lights/new textures may make it look pretty, but all Doom really needs is mouselook. It's practically perfect in every other way.

>> No.1461638

>>1461635
i-it's not like i'm angry either, b-baka

>> No.1461642

>>1461631
Sadly? English. I'll admit that English was my worst subject in school, despite my best attempts to try and learn it.

>> No.1461640

>>1461596
It's some German retard samefagging and trying to get these threads removed from /vr/. We have a report button for a reason.

>> No.1461645

>>1461640
Russian, the German's reformed.
I hope.

>> No.1461648

>>1461642
ah fair enough, you might have dyslexia if you find you are/were having trouble with it despite working at it a lot, but even if you don't sometimes it's just one of those things, me personally I could never get my head around mathematics

>> No.1461650

>>1461648
were you good with word problems? i know someone who's got some kind of number dyslexia but word problems were fine

>> No.1461654 [DELETED] 
File: 11 KB, 180x227, Furry_chart.jpg [View same] [iqdb] [saucenao] [google]
1461654

>>1461635
Do you even know where you are?
Its like me going to /v/ and talking about how I have great taste in games

Going to /d/ and complaining about women with dicks

Its like going to /h/ and requesting a thread of loving cuddling followed by consensual sex in missionary position for the sole purpose of procreation with the light off underneath a blanket

/b/.. actually, going to /b/ in the first place is pretty bad but you get the gist of what I'm saying.

>> No.1461659 [DELETED] 
File: 25 KB, 400x400, dangerouslyfurry.gif [View same] [iqdb] [saucenao] [google]
1461659

>>1461654
>furry chart

>> No.1461662

>>1461650
Yeah it's weird, I've always enjoyed language and sciences that were less maths heavy

>>1461654
haven't seen that picture in ages

>> No.1461663

Hell-knight grill almost done, project has coder now too. Might get a BURL DIK proof-of-concept alpha out pretty soon.

>> No.1461683

>>1461663
>Hell-knight grill
link to more info?

>> No.1461690

>>1461683
more-or-less a mod centered around this
http://i.imgur.com/khba1Ea.gif

>> No.1461696

>>1461690
but why

>> No.1461698

>>1461696
because it can be done, and it'll be an interesting change of pace.

>> No.1461703

>>1461696
we sanic fandom now

>> No.1461705

I felt like playing some oldschool FPS so I picked up Hellbound wad.

Holy shit is it good, the level design is fantastic, pro layout, excellent atmosphere, great gameplay... and it proves me wrong when I said Doom couldn't have good city maps (but then again, in the way detailing was done it felt more like a duke3D city usermap to me than a Doom city map).

>> No.1461713
File: 71 KB, 497x484, 1390314158317.jpg [View same] [iqdb] [saucenao] [google]
1461713

>>1461659

>> No.1461730
File: 221 KB, 400x324, 1394570234717.png [View same] [iqdb] [saucenao] [google]
1461730

>>1461690

>> No.1461740
File: 214 KB, 1680x1050, 1394570566679.png [View same] [iqdb] [saucenao] [google]
1461740

>>1461705
screenshot

>> No.1461756

My integrated Radeon 4000 is stumbling with GZdoom, so what's a good, cheap grafix card for running DOOM and similarly antiquated programs, such as maybe Baldur's Gate, or pretty much anything of the period, at max, or close to max settings? I know this isn't /g/, but if any of you have any suggestions, I'd be glad to hear them.
As far as cheap, I've got ~$80 max to spend, so I'm not expecting a 7970 or anything.

>> No.1461757
File: 138 KB, 350x350, Naamloos-2.png [View same] [iqdb] [saucenao] [google]
1461757

>>1461740
I am playing it with MSX, at the city right now.
This is hard as hell

>> No.1461805

Are there any good total conversion mods for doom? Been wanting to shoot something different from cyberdemons.

>> No.1461803

>>1461757
God damnit Carlos you killed the thread.

>> No.1461814

is there a soundfile for doomguys laugh? I love that sound, you know the one that is used as a taunt. that sort of grunt/laugh

>> No.1461815

>>1461814
yeah, it's in brutal doom

>> No.1461816
File: 377 KB, 1680x1050, 1394572505017.png [View same] [iqdb] [saucenao] [google]
1461816

>>1461757
Just beat the 'Underground' map. Excellent design again, and again, felt very Duke3D-ish to me.

Look at that wonderful unreachable here. Some of the best i've seen.

>> No.1461839
File: 355 KB, 500x447, m9vzd3Mb0J1qbowx0.png [View same] [iqdb] [saucenao] [google]
1461839

>>1461814
>>1461815

...Or you could just look at dstaunt.wav in the /sounds section of Zandronum.pk3
It's
not that hard

>> No.1461846

>>1461839
Sounds more like anon was describing Brutal Doom's grunt laugh since there's a URNGH... HAH HAA and that's more grunt/laugh than the old Skulltag giggle.

>> No.1461862

>>1461846

I never understood why Mark used Grunt's voice instead of, y'know, Doom's voice.
But whatever, here, ripped straight from Quake III, it's Grunt's taunt.

https://www.mediafire.com/?gdq1m7z6rov24pe

>> No.1461863

>>1461816
You are going to that city.If you want a slighlty spoiling tip, keep reading.
when you reach the blue key in the city(Map 14 or 15), some enemies will spawn. Don't try to kill them. The entire city is being overrunned by demons,at one point I did a MSX hyperjump and when I fell again, there where so many imp fireballs in the sky that m computer lagged for ten seconds.
Just.Fucking.Run.

>> No.1461871

>>1461862
That wasn't Doom's voice, it was Skulltag's.

>> No.1461886

>>1461862
That's not what Brutal Doom used. Brutal Doom had Zero X Diamond imitating the Quake Grunt taunt.

>> No.1461890

>>1461757
FUCK THE IMPS
FUCK THEM IN THE ASS

>> No.1461897
File: 83 KB, 182x277, 1370870776911.png [View same] [iqdb] [saucenao] [google]
1461897

>>1461871
>That wasn't Doom's voice, it was Skulltag's.

I never understood why Mark (from Brazil) used Grunt's voice (from Quake III) instead of, y'know, Doom's voice (from Quake III).

>>1461886

http://tindeck.com/listen/ouip

>> No.1461913
File: 2 KB, 120x188, TROOA4A6.png [View same] [iqdb] [saucenao] [google]
1461913

>>1461890
>tfw notice imp butt

>> No.1461923

>>1461897
Are you corroborating that Zero X Diamond imitated the Quake Grunt and Zero X Diamond's recording is what was used in Brutal Doom?

The reaction image is making it unclear, though even without it I wouldn't know exactly why you're linking Zero X Diamond's recording of Brutal Doom taunts before it was distorted.

>> No.1461926

>>1461349
>posts on 4chan
>ever lacking in cretinism
u funny man

>> No.1461941
File: 181 KB, 750x750, pls respond.jpg [View same] [iqdb] [saucenao] [google]
1461941

>>1461805

>> No.1461948

>>1461941
Try a combination of a few different mods, like project MSX or accesories of murder with a megawad.

>> No.1461963

>>1461941
Maybe that old Aline TC? It was pretty good iirc.
Project MSX is fun too, specially with the Badass Monsters addon. They are still demons but they move and attack faster, and their projectiles do too. You have new guns, powers, etc.

>> No.1461971
File: 93 KB, 480x530, imready.jpg [View same] [iqdb] [saucenao] [google]
1461971

>>1461439
>>1461439

It's just really, really loud and obnoxious to me. More because the entire sound is spammed at that volume instead of looping the first BZZT sound when firing, and playing the rest when stopping.

>> No.1461989

>>1461439
Sounds too loud, and pew pew-y and kind weak at the same time.
I like the PSX version way more.

>> No.1462000
File: 167 KB, 400x359, MEGASPHERICAL.png [View same] [iqdb] [saucenao] [google]
1462000

Right, I'll try this again.

Grove.wad, good shit, has an incomplete sequel.

Someone posted a link to said sequel.

I need that link because.

>> No.1462009

>>1460869
this didn't work. it works until i save, then when i die it loads that save, even if it was 3 levels back.

is there no way to just make the game restart the map upon death in gzdoom? everyone is so in love with autosaves when they completely go against the design of doom and the majority of its wads.

>> No.1462010

>>1461963
Thanks, I'll take a look at them.

>>1461948
I'd like total conversion, because I want new story modes.

>> No.1462016

God, the first map of Thy Flesh consumed is fucking evil.
>>1462010
>because I want new story modes.
Not him, but I'm not sure I understand you.
You want new maps? New monsters?

>> No.1462030

>>1462016
>God, the first map of Thy Flesh consumed is fucking evil.

Haha, yeah. The first two or so levels of episode 4 are pretty brutal (especially on UV), but don't let that fool you. The rest of the episode is fantastic, and worth much more than just one playthrough.

>> No.1462043

>>1461805
>>1461941

Pirate Doom

>> No.1462045

>>1460254

Why does your hud look really compressed?

>> No.1462052

>>1461756
A-anyone?

>> No.1462061

>>1462000

http://archive.foolz.us/vr/thread/1179142/#1183409

If you were sure that it was posted here, you should've used Foolz

>> No.1462062

>>1462045
smoothness = reelizum

>> No.1462064

>>1461756
>>1462052

are you trying to play with a mod? or just the normal game?

>> No.1462065

>>1462030
It's fucking me up really badly. I wanted to do a no quciksave, keyboard only UV run and it was going fine up until this point. I unlocked the exit once, but I had one secret left to discover.
It was a switch behind a torch, that summons three fucking hell barons and encloses you with them. Goddamn.

>> No.1462068

>>1462064
Just the game itself, but mods would be nice as well.

>> No.1462071

>>1462068
*and it only seems to be GZdoom, playing on zdoom I had no lag whatsoever.

>> No.1462072

>>1462061
Didn't know Foolz archived us. Huh.

>> No.1462075

>>1462065
>I wanted to do a no quciksave, keyboard only UV run

Ech. I'm honestly impressed. I know I could never do something like that.

The start of the second level is what really grabs you by the balls, though.

>> No.1462078

>>1461756
I have a geforce 5000 or something like that and it works just fine with most mods, is a integrated chipset so it should be cheap.

>> No.1462093
File: 31 KB, 640x480, DOOM0459.png [View same] [iqdb] [saucenao] [google]
1462093

>>1460076

>several years ago
>have cold, stayed home from school, played doom
>friend joey improptu visits
>"hey anon, whats up?"
>"playin doom, wanna try?"
>"nah ill just watch", as he cracks open beverage
>kicking ass in episode 3
>shitton of pinkys running down corridor
>pull out chainsaw
>joey asks "badass. whats written on it there?"
>"eager beaver"
>"'Eager Beaver?'"
>I say, "Yeah. Eager..... TO KILL!!"
>laugh our asses off

From then on became an injoke between us. We often try to find a way to use "eager" in conversations so we can add "TO KILL!"

>> No.1462098

>>1462075
Thanks. Some levels were a real fucking bitch though. Mount Erebus comes to mind. Motherfucking lost souls and corner cacodemons up the ass.
It also makes you appreciate the whole Pistol start philosophy.

>> No.1462104

>>1461439
People hate the classic plasma sound?

I thought the hate was for the Doom 3 plasma sound, since it was a very weak pew pew with no real hit sound to it.

Doom 3 plasma had a great design and reload though, but man.
Doom 3's sounds were the worst.

>> No.1462107

>>1462016
Yes, yes, and maybe a new storyline. You know how doom tells the tale of the marine, and Half life, the story of gordon freeman. I enjoy FPS with actual plots.

>> No.1462110

>>1462107
Each Doom map is the further adventures of Doom guy.

If you want a different Doomguy to play as then I recommend Insanity's Edge and Winter's Fury. You play as other people in that and they have their own story

The guy behind those is doing a horror level set next which continues the story

>> No.1462118

>>1462104
>doom 3 plasmagun sounds
>anything short of orgasmic

Did we play the same game?

>> No.1462114

>>1462104
>>1462104
>People hate the classic plasma sound?

So far I've acknowledged disgust over Doom's plasma sound in

>Quakecon (Jehar)
>Kubelwagon (AGDQ13)
>Dime, or one of the couch commentators (AGDQ14)

And I'm almost sure other people might do. Oh and of course I agree, the Doom 3 plasma sound sucks more than the Doom/Doom2 one. It's bland as fuck

>> No.1462127

>>1462107
Okay then. Project MSX has new monsters, guns and gameplay elemesnt, but no campaign of it's own. It's just a gameplay mod.
I would recommend Cold as Hell, and maybe Winter's fury.

>> No.1462140

>>1460076
I just say rip'n'tear your'guts.

>> No.1462145

>>1462114
I prefer the Quake 3 plasma sound.

>> No.1462148

>>1462118
my only problem with the doom3 plasmagun sounds is that the doom plasmagun has no reloading so we can't use the even more orgasmatic reloading sounds

>> No.1462157

>>1462118
I never liked the pew pew sound to it.
Made it feel very weak despite being a very reliable weapon.

Quake 4's Hyperblaster had a better sound to the shots fired despite basically just being another plasma gun.


I like Doom's plasma rifle because it feels like it does have power behind it's shots, even if it's pretty loudy.


For Doom 3 the only weapon sounds I liked was the Chaingun and Rocket Launcher.
Maybe the Super Shotgun.

>> No.1462165
File: 919 KB, 1004x715, RIPNTEAR-AHUGEGUTSTALE-v1.png [View same] [iqdb] [saucenao] [google]
1462165

>>1462140
>rip'n'tear

>> No.1462169
File: 228 KB, 500x394, 1394579353804.png [View same] [iqdb] [saucenao] [google]
1462169

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Anyone got edits like this?

>> No.1462180

>>1458009
Yu Godom

Doomguy confirmed for Asian

>> No.1462181
File: 167 KB, 400x359, doomsphere2.png [View same] [iqdb] [saucenao] [google]
1462181

>>1462000
>people are still using the shittier version of my shop

>> No.1462208
File: 323 KB, 345x2490, ultimate rip and tear.png [View same] [iqdb] [saucenao] [google]
1462208

>>1462165
Holy shit that's hilarious.
>>1462169
Not sure if this is what you wanted but here you go.

>> No.1462228
File: 1.12 MB, 1703x1469, image.jpg [View same] [iqdb] [saucenao] [google]
1462228

>>1462208

>> No.1462237

>>1462228
is there one for fallout? preferably new vegas since I've been binging on that shit hard the past week

>> No.1462240 [DELETED] 

>>1458009

Dafydd ab Hugh name was weird as hell, at first I though it was a cheat code or something

>> No.1462258

>>1458009
Would you have rather prefered that he was named Stone F. Mason or something instead?

>> No.1462260

>>1462258
Flynn wasn't a pilot.
Nobody commented on his snazzy outfits.
He didn't go around pestering everyone.

He wasn't Fly in any way but they called him Fly.

>> No.1462261

>>1462260
Maybe he was pretty fly for a white guy?

>> No.1462270

does anyone know where i can get shotgun guy's pants?

>> No.1462276

>>1462260
His nickname was referenced several times in the first novel as a LOL LIVING UP TO MAI NICKNAME shit whenever he was climbing something.

>> No.1462278
File: 391 KB, 191x120, TheHaunting.gif [View same] [iqdb] [saucenao] [google]
1462278

Would someone like to make rotations for this beastly fucker?

>> No.1462280

>>1462270

Just get some camo pants and dye 'em black, iunno

>> No.1462283

>>1462278
really not worth it

>> No.1462312

>>1462278
It looks like it'd be underground when attacking you anyways.

Why not just put it in narrow locations so you can't see around it?
Or make it's bite attack always accurate if you're even remotely near it, I don't think a biter is going to miss if that's all they got.

Pinkies excluded of course.

>> No.1462317

>>1462283
What's the command for showing your FPS in G/Zdoom?

>> No.1462324

>>1462317
Whoop, didn't mean to quote. Stupid fn key.

>> No.1462325

>>1462317
vid_fps 1

>> No.1462330

>>1462228
Where did the Gordon Freeman one go?

>> No.1462337

>>1462330
Beats me, I got it off /v/.

>> No.1462358
File: 81 KB, 340x300, please tell me.png [View same] [iqdb] [saucenao] [google]
1462358

>>1462228
Needs this and the revenant edit to be added

Captcha: some oipsonal

>> No.1462405

>>1462358
what that from
i actually don't get a lot of these

>> No.1462409

>>1462405
That's from E.Y.E.
The story makes no sense even when translated from it's terrible default engrish translation.

The only one I don't get is the Heretic one.
Where is yank and split even referenced?
Elfguy doesn't even have a weapon that would do that.

>> No.1462445

Any other 4chan based wads like pol.wad?

>> No.1462451

>>1462445
/tg/ and /g/ exist. Only /g/ got past early stages, and it's the most depressing wad I've ever played, and I don't say that because it's bad.

But I don't have links.

>> No.1462452

>>1462445
tg.wad exists, and there is a g.wad with a Thinkpad

>> No.1462453

>>1462451
Will there ever be a complete 4chan wad with maps based on the boards?

>> No.1462457

>>1462453
Don't get your hopes up. No one even talks about it anymore except to ask how the progress is.

>> No.1462460

>>1462453
When all the ideas guys learn how to make maps, then maybe.

>> No.1462463

https://copy.com/M17tkEd3xcGUwMv6

So, I managed to buckle down and convert my edited version of Hard doom into a patch (if anyone still plays Metroid: Dreadnaught, that is)

Play it with alpha1.7 of Metroid and V6.21 of Hard doom (The order is Metroid - HD - patch.)

>> No.1462467

>>1462451
Is the /tg/ wad just a 40k wad?

>> No.1462468

>Edward850 is developing a 32 player ZDoom that works like Zandronum

>> No.1462469
File: 63 KB, 500x647, 1393426403884.jpg [View same] [iqdb] [saucenao] [google]
1462469

>>1462457
All I want is /vr/ to be as much as a Doom level as possible and /s4s/ to be based on shitty "joke" wads

>> No.1462472

>>1462469

can /ck/ be like Burgertime?

>> No.1462473
File: 168 KB, 512x512, vhw3li.png [View same] [iqdb] [saucenao] [google]
1462473

>>1462468
>>Edward850 is developing a 32 player ZDoom that works like Zandronum
source pls

>> No.1462474

>>1462473
https://github.com/Edward850/zdoom

>> No.1462475
File: 50 KB, 578x568, Doomguy, our lord and savior.png [View same] [iqdb] [saucenao] [google]
1462475

>>1462472
All we can do is hope, Anon.

>> No.1462476

>>1462473
<torridGristle> Can players join after the game starts now
<Edward850-Phone> It's in the roadmap once I get the TCP socket working.
<Edward850-Phone> But by default it'll only be enabled for LAN games. Server listing is only going to be a thing once I finish master slave, and only if randi okays it.
<Edward850-Phone> However with that, in game joining will then logically be on by default for listed games.

>> No.1462479

>>1462474
>>1462476
oh my god

>> No.1462483

>>1462468
>Zandronumclone from competent developers
YESSSS

>> No.1462486

>>1462483
>Edward850
>competent
hahahAHAHAHAAHAH
What a funny joke, anon!

>> No.1462490

>>1462486
the port he works on isn't just now getting features from 5 years ago

>> No.1462491

>>1462469
/s4s/.wad
Next to every door/switch is a 7 digit number generator.
To open door, you must get dubs.
To open Door with blue key, you must get trips.
Yellow, quads.
Red, Quints.
Exit door, 6
Exitswitch 7

Captcha: Edward Kstook

>> No.1462498

>>1462490
True. I do hope he gets it done without it being like CnC Renegade's multiplayer.

>> No.1462496
File: 2 KB, 125x125, 1358862784763.jpg [View same] [iqdb] [saucenao] [google]
1462496

>>1462468

Does that mean possibly mean easier GMOTA co-op without needing to convert it to Zandronum?

>> No.1462502

>>1462468
Can any map even support 32 players?

It's always a clusterfuck after 4.

>> No.1462501

>>1462496
When it's released I guess

>> No.1462504

>>1462502
I played the Demon Eclipse deathmatch maps with 31 bots.

Aside from normal bot-issues it was really fun.

>> No.1462509

>>1462491
>>1462502
I hope neither of these things happen.

>>1462469
>/vr/ - Doom
>/s4s/ - the Speed of 4chan or 4chan May Be
I'm okay with this.

>> No.1462507

>>1462475
>Mega Man
>Skull

>> No.1462508
File: 18 KB, 320x240, image.jpg [View same] [iqdb] [saucenao] [google]
1462508

>>1462491
That's so horrible that it's funny.

>> No.1462515

>>1462468
>>1462473
>>1462474
>>1462476
>>1462479
>>1462483
>>1462486
>>1462490
>>1462498
>>1462502
>>1462504

Too bad ZDoom's netplay will A: Still be absolutely shit, and B: unable to handle even the most basic things like sv_unblockplayers.

PS: In case you've forgotten, Edward is one of the biggest faggots around.

>> No.1462518

>>1462476
Well shit, if he pulls that through, maybe I'll forgive him for his behavior after all.

That is, if it works.

>> No.1462524

>>1462515
>In case you've forgotten, Edward is one of the biggest faggots around.
It doesn't matter how the person acts if they produce results.

Look at Ninja Gaiden.
One of the best action games around and Itagaki is a twat.

>> No.1462530

>>1462524
>It doesn't matter how the person acts if they produce results.

I would very much say otherwise, considering other faggots like Phil Fish, Sgt Mark, and CliffyB.

>> No.1462541

>>1462524
>It doesn't matter how the person acts if they produce results.
This.
>>1462530
I don't think I understand you. Some, uh, "creators" have awful personalities and sometimes throw shitstorms. Who cares? Just enjoy the thing they created, or don't.

>> No.1462550

>>1462530
>Phil Fish
He didn't make a very good game and he was an obnoxious twat to boot

>Sgt Mark
Brutal Doom isn't very good but it's not all bad.
I wouldn't associate with Mark in any way and he's a huge twat.
There's a lot going on in the background with Brutal Doom though since stealing sprites and shit.

>CliffyB.
Unreal used to be good.

The point is if they can put up then you can just ignore the shit they pull and enjoy the end result.
I don't put much stock into shit like drama or what people say.
I won't agree with them most of the time but it's not going to hinder me from enjoying something like Ninja Gaiden or Unreal or Jazz Jackrabbit or even Brutal Doom SE

What matters is quality more than what the person behind it acts like.

Ideally they are passionate about their work even if they're a twat.
Like Hideki Kamiya.

Just don't pay attention to the person behind the work, man.

>> No.1462552

>>1462530
So what? It's not like you have to spend time with these assholes in person?

Space rockets was made with Nazi science but you don't hear the jews complaining about Neil Armstrong going to the Moon?

>> No.1462557

>>1462550
>Just don't pay attention to the person behind the work, man.
Forgot to add:

Unless they're good people.

>> No.1462559

>>1462552
>It's not like you have to spend time with these assholes in person?
actually mark likes to come here to rub his dick in our faces

>> No.1462561

>>1462559
Tell him to fuck off if he is being a ahitposting twat then?

>> No.1462563

>>1462561
We did.

He came back.

Several times.

>> No.1462565

>>1462561
No, I like seeing him fail. Last time he was here he accused Mike12 of stealing the assault rifle IDEA from him.

Mike12 made the old assault rifle in Brutal Doom for him way back when.

>> No.1462568

>>1462563
Then buy an airplane ticket, get a rock, wrap a note around it telling him to take the hint and then throw it through his bedroom window.

>> No.1462583

>Eriance hasn't posted for 20 days
>Visits daily
Lurking or...

Secret Development PMs :O

>> No.1462584

>>1462565
but the muzzle flash thing was legit.

>> No.1462587

>>1462568
Don't you think we have tried this?

>> No.1462594

>>1462584
Yeah, but only the muzzleflash.

http://archive.foolz.us/vr/thread/1437957/#1439568

Look at this inept buffoon.

>> No.1462591
File: 49 KB, 338x450, rait.jpg [View same] [iqdb] [saucenao] [google]
1462591

>>1462524
>>1462541
>>1462552
>it's okay if the person created something good

I'm sure we could go back and forth about the merit of the creator's personality and likability if the work in question is good.
But Edward is not only a faggot, but ZDoom's netplay is patently terrible.

Being a P2P-based shit-fest means it suffers from the same problems Korean free-to-play shooters do--i.e. it relies entirely on everyone's individual net capability to support it, rather than a beefy server. Rather than one good net connection, you have four "okay" to "mediocre" net connections, and that's even assuming you can grab four people without desynching come next map.

ZDoom's netplay relies entirely on three things:
A: Whether your internet connection is stellar, while Zandronum is playable even with 300 ping.
B: Whether the moon is in proper alignment and allowed you to jump through all of the hoops needed to set it up perfectly fine without any mysterious issues that tells you nothing.
and
C: Whether you develop for it.*

*: And then dismiss everyone's criticisms with "nobody has told me my netplay is terrible" and then smugly blow people off who have a problem with "works for me" or "the problem is on your end :V"

>> No.1462601

>>1462584
Ya, and then Mike apologized and said he would change it.
Mark proceeded to shitpost then.

>> No.1462607

>>1462601
that doesn't seems like an apology, seems like he was trying to justify his mistake, and ended up sounding like "oh fine then, I will remove it, I don't need your muzzle anyway".

But yeah, Mark pulled a lot of unnecessary drama with the following reply.

>> No.1462609

Any Silent Hill / Centralia maps?

>> No.1462616

is camping acceptable?

>> No.1462648

>>1462616
Yes.

As long as you're not hacking or cheating, most tactics are acceptable.

>> No.1462649

>>1456838
>##Our WADs can be found here!##
>http://pastebin.com/5sKRiJzS

Updated that pastebin with working links to some that had faulty links and crawled through the /vr/ archive and so added a LOT of maps (g.wad, dark side of the moon, dewce's map, other maps made by anons) and mods made by /vr/doomers to it (TSP, Shotguns.pk3, Samsara, Metroid) and one or two mod addons (like FKER voxels alongside FKER) Also checked to make sure that all had the latest version of the files and had the correct author (if any) listed. For some (like TSP, Brutal Doom SE, Burl Tumd) I put a forum link (or in Metroid DM's case, a Github link) rather than a static link so the link will stay current when new versions are released. Removed the standalone shrek skin since it's in vrskins 3.3r anyway and I think the standalone was the old one anyway. Moved one or two links around where it made sense, for instance putting Doomtra Addon/Contra Music right after Doomtra. Put Contra Music twice, once right next to Doomtra and also under the music section so people looking for music can find it easier.

http://pastebin.com/x5f3T9LC

Still need working non-dead links or reuploads (if you have one of these) for

Archviolation

Moon Base Alpha Map01
https://archive.foolz.us/vr/thread/396907/#404035

/g/.wad
https://archive.foolz.us/vr/thread/1262556/#1263135

The zelda mod by GMOTA Guy, dunno if it ever got an offical release.

Whoever does the threads or pastebin should copy my pastebin into a more permanent one since mine is an anon no-account will eventually be deleted type pastebin.

>> No.1462667

>>1462649
>The zelda mod by GMOTA Guy, dunno if it ever got an offical release.

It never did, I made a half-assed wood sword/bow and then kinda quit. That was when I was first learning decorate, it's horrible as shit.

What is with Zelda mods for Doom? I've never seen any of them be completed.

>> No.1462683

>>1462667
Zelda's weaponry doesn't work well for Doom outside of bombs and arrows.

Better games to choose from, like Ghouls & Ghosts

>> No.1462685

>>1462683

I wouldn't say that, you could get creative with Zelda's weapons and make a badass weapon set. I just lacked the patience and knowhow when I started it.

>> No.1462691

so after searching all over, i've discovered that zdoom basically doesn't support classic doom respawning. upon dying, it will always load your most recent save, even if it was fucking 3 levels back.

basically they just assume that everyone uses autosaves, or everyone just saves all the time throughout levels. this isn't even the way doom was designed. every level was made to be completed after dying, with a pistol, 50 rounds, and 100 health. and almost every wad follows this design philosophy. this really annoys me.

basically, the only way to play doom the way it was intended if you happen to be in the middle of a wad, is to load your save, then delete the save and continue playing. then and ONLY then can you restart the level after dying with pistol only.

somebody please correct me if they put a CVAR in for this, otherwise, what a bunch of fuckups.

>> No.1462687

>>1462667

Ah, okay. Maybe someday then.

For others reading this, you should check out the pastebin if you haven't been here since forever since there's now approximately twice as many wads as there used to be and it covers maps and mods made by /vr/doomers all the way back to when the board was new.

>> No.1462704

>>1462691
>design philosophy

speaking of which, I'm REALLY hoping people realize that they should test their maps in ALL difficulties, and ALSO that they should test 'em with no-secret playthroughs, the second being a very, VERY urgent topic yet to be touched upon the community.

If they want to keep id software's mapping spirit they should consider both things too, and not only the pistol-start concept (which while we're at it, it was born because of Romero being a lazy fuck), because id really thought of everyone when making Doom and Doom 2

>> No.1462705

>>1462685
I don't know man, I've thought long about it and a lot of stuff doesn't seem like it would transition well unless you pick everything across Zeldas.

Like
Sword/Shield with charge mechanic.

Shield blocks weak projectiles and you can find stronger shields to block more as you go along

Two or three upgrades to said sword, first one giving it a laser and then just strength boosts.

A bow with either wood/silver arrows or light/fire/ice
Bombs
Boomerang/Magic Boomerang or should it be the whirlwind boomerang?
Maybe the lock on mode for multiple targets?


And then..

Do we go with Fire/Ice rod?
Bombos/Quake/Ether?
Din's Fire/Naryu's Love/That one goddess that nobody cares for
A staff that flips enemies?
Should hookshot stun enemies or should it pull you to places?
Or should it pull enemies?

There's a lot to think of when it comes to Zelda's weaponry.

>>1462691
I have never had this problem even though I use autosaves.

I just IDCLEV to a level and pistol start it, then if I die it loads the pistol start.

>> No.1462706

>>1462705
Well, GMOTA gives a good example of a game that can play well with only one or two weapons available to the player and an array of subweapons.

I think that's how you'd have to aim it.

>> No.1462717

>>1462691
>somebody please correct me if they put a CVAR in for this, otherwise, what a bunch of fuckups.

I believe they did, but I don't know it offhand. You can make some acs that will accomplish what you want extremely easily, or I can make it for you if you're 2lazy.

Also it's worth noting that while they designed a pistol start to be possible from every level they didn't design them around a pistol start.

>> No.1462769

>>1462717
>>1462691

Did some searching and disableautosave 1 will turn off autosaves. However you will still have to die to get to a pistol start.

Went ahead and made a wad with a script that will give you a pistol start at the start of every level without any further fooling around:

https://www.mediafire.com/?q8ia32e6o4g9sn7

>> No.1462829 [DELETED] 

>>1462769
>Did some searching and disableautosave 1 will turn off autosaves. However you will still have to die to get to a pistol start.

yeah, however if you make a save at any point in time, it will load that save upon death. so the only solution is to delete any saves once you load your game. i don't mind gear carrying over into the next level, it's just that zdoom flat out doesn't support pistol start respawns. one thread i looked at claims it has something to do with Hexen/Heretic/Strife support, tho i don't get why it wouldn't be possible to make it an option.

thanks for the wad, i'm going to check it out and i'll report back. if it does what you say, then all i have to do is enable the autosaves again, and it should always load with a pistol start.

>> No.1462835

>>1462769
>Did some searching and disableautosave 1 will turn off autosaves. However you will still have to die to get to a pistol start.

yeah, however if you make a save at any point in time, it will load that save upon death. so the only solution is to delete any saves once you load your game. i don't mind gear carrying over into the next level, it's just that zdoom flat out doesn't support pistol start respawns if you have a game saved for the current wad. one thread i looked at claims it has something to do with Hexen/Heretic/Strife support, tho i don't get why it wouldn't be possible to make it an option.

thanks for the wad, i'm going to check it out and i'll report back. if it does what you say, then all i have to do is enable the autosaves again, and it should always load with a pistol start.

>> No.1463001

>>1462835

Gimme a sec and I can make you a script that will replicate vanilla doom behavior for saves as long as you have autosaves disabled

>> No.1463005

>>1462228

Who is right next to Douk?

>> No.1463023

>>1462717
> Also it's worth noting that while they designed a pistol start to be possible from every level they didn't design them around a pistol start.

Bullshit. Every level was tested in isolation with pistol start. They never played the game the whole way through during the design phase.

>> No.1463024

>>1463023

I'm pretty sure they did in Doom.

I know for a fact they did in Doom II and Final Doom and NRFTL

>> No.1463037

>>1463024
"Petersen regrets how easy the game was to complete. "Most people started levels with some kind of significant equipment. However, almost all our playtesting was done starting each level with just a pistol. We made the game too easy for the average player." "
http://archive.is/EWaJ5

>> No.1463039

>>1463005
The dude from Wrack.

>> No.1463067

>level requires extensive secret-hunting to complete
>chock full of bullshit gimmicks and teleporting enemies
I'm looking at you, Hell Ground. And you, Memento Mori. The amount of dickriding in doomworld wad comments is mind boggling.

>> No.1463085

>>1463067

I should admit Hell Ground's map quality varies, but MAP01 and the last one seems pretty gud for me

But I must confess, hiding the Green Armor in such a way? Fuck you. You don't hide that kind of primary items for the player just cause. Ammo, weapons? I can let it slide.

But really? What's the damn point?

>> No.1463127
File: 630 KB, 200x150, 1394608429791.gif [View same] [iqdb] [saucenao] [google]
1463127

>>1461454

I LOL'D but yeah, it's a bit obnoxious when you get a room full of these guys. I've always found the plasma fire to bit a bit shrill when you begin to fire though.

>> No.1463147

Quick, I need to know which level from Ultimate Doom (ignoring Ep.4) takes the longest to finish for you; my pick is E2M6, but I'm not sure about yours

It's for a quick music track WAD I'm planning to help

>> No.1463217

>>1463147
E3M7 I guess

>> No.1463238

>>1461439
Doom PG has the best weapon sound ever. /blog

>> No.1463240

>>1463001
gimme the goods oh script god

>> No.1463263

>>1463240
I'm working on it, finally got it working

now putting it all together in nice package

>> No.1463264

>>1463263
also what should the name be?

>> No.1463267

>>1463263
awesomeee

>> No.1463285

>>1463264
Classic Doom Deaths

>> No.1463290

>>1463285
there's gonna be per level pistol starts in it too tho

>> No.1463293

>>1463290
oh. isn't that basically what the last wad you put up did?

so i'm guessing it's impossible to replicate pure vanilla doom, with guns carrying over, but pistol only respawns upon death.

still, i appreciate the effort. i've always wanted to pistol start runs of the original Doom levels and stuff like Scythe and Alien Vendetta.

>> No.1463295

>>1463293
>so i'm guessing it's impossible to replicate pure vanilla doom, with guns carrying over, but pistol only respawns upon death.

nope that's already working

and yeah, it does the same as the one above but I'm putting it in one package and trying to get it to work with non-vanilla stuff. pistol start settings will be cvars.

>> No.1463297

is the goal to exit the level or kill everything

>> No.1463309
File: 12 KB, 318x269, Dr. Bashar Al-Assad.jpg [View same] [iqdb] [saucenao] [google]
1463309

So how are your personal projects going?

I wish I could re-catch the mapping bug.
I took so much time to learn how to do all the mapping techniques and now I've sort of tapered off.

>> No.1463312
File: 10 KB, 138x64, Poweredmode.gif [View same] [iqdb] [saucenao] [google]
1463312

>>1463309
>So how are your personal projects going?

Steady. While I'm admittedly dragging my feet on getting the help images made, I'm working on implementing pic related. Between Mike and sgt shivers, this gauntlet is gonna be fucking sweet.

>> No.1463316

>>1463309
still thinking about theory instead of just doing it and checking the outcme

HOW can I use drum & bass reeses as chainsaw noises instead of USE drum & bass reeses as chainsaw noises

just need to mimic the vanilla chainsaw pitch patterns

>> No.1463335
File: 48 KB, 378x363, 1384196038893.jpg [View same] [iqdb] [saucenao] [google]
1463335

>>1463309
>>1463312
>>1463316
Gotta say though, from a mapping point of view GZDoomBuilder is a fucking kickass application.

>> No.1463339
File: 5 KB, 138x57, Charge1a.gif [View same] [iqdb] [saucenao] [google]
1463339

Something else I want to show off

Shivers wanted this to be the max charge state but I asked if he can work on an animation where plumes of fire roll out from the eye sockets. I can use this animation as you start charging though

>> No.1463352

>>1463295
should i rephrase that? i know that's how zdoom works, but if you make any kind of save, it will load that save after you die. that's the only thing that needs to go, the autoload.

>> No.1463357

>>1463352
No I got you. And yeah, AFAIK there's no way to disable autoload.
What I did just avoids loading a game entirely.

>> No.1463362

>>1463352
Zdoom should have an option in the menu to disable autosave at the start of levels and autoload when dying. It's as simple as that.

>> No.1463369
File: 175 KB, 680x680, 1394625951262.png [View same] [iqdb] [saucenao] [google]
1463369

>>1462468
Think of the possibilities.
>a Hexen wad where 32 players fight a battle royale against hundreds of mobs
>levels including storming a castle, defending a castle, battles against great evil's armies in various surroundings, including mountains, swamps and narrow canyons

>> No.1463371

>>1463369
That would indeed be pretty great.

Now it all hinges on Edward, maybe he can prove us wrong?

>> No.1463372

>>1463369
Perhaps some medieval version of Stronghold?

>> No.1463389
File: 848 KB, 1600x900, 11rq7ig.png [View same] [iqdb] [saucenao] [google]
1463389

>>1463309
Progress is good. Implementing a settings menu to disable unwanted effect using CVARs and MENUDEF.

>> No.1463392
File: 491 KB, 230x230, loadsaguts.gif [View same] [iqdb] [saucenao] [google]
1463392

>>1463309
My personal projects are otherwise...distracted. Pic related.

>> No.1463394

>>1463362
it's got the first one. fucking silly it doesn't have the second one.

>> No.1463421

A silly question, but how do i look up decorate lump by console in Skulltag?

>> No.1463445

>>1463339
>>1463312
Blaz is pretty fucking heavy metal

>> No.1463530
File: 512 KB, 1440x900, 1394635199064.png [View same] [iqdb] [saucenao] [google]
1463530

Do you ever just lose motivation after starting a map? I haven't touched this thing in nearly 2 years.

>> No.1463540

>>1463530
looks like a minecraft build

>> No.1463546

>>1463530

What a shame you stopped working on it, that looks rad as fuck.

>> No.1463554
File: 510 KB, 1440x900, 1394636220050.png [View same] [iqdb] [saucenao] [google]
1463554

>>1463546
It was for HPack - I never got around to completing it though

>> No.1463587

>>1463297

survive

>> No.1463621

>>1463619
All of these CVars also have Toggle keys that can be bound to a key. All are by default unbound. You can also just look at them in the controls configuration if you forget what they are and want to change them in the console without exiting the game to look them up.

There is also a key which displays the options (0-2) for disableautosave and displays the current disableautosave setting. This is unbound by default. Disableautosave must be changed in the console and can't by toggled by keypress.

Finally, there is a function which immediately forces pistol start of the current level, this too can be bound to a key and is by default unbound.

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

>> No.1463619

This took a lot longer than I thought it would but at any rate here it is now. From the "about" file I put in the WAD itself:

Pistol_Start_Options.wad is a singleplayer (g)zdoom-only mod which allows various pistol start options for players. It is compatible with all maps using vanilla weapons and should be compatible with the majority of mods using non-vanilla weapons too. It works with or without (g)zdoom's autosave enabled.

Available options via CVars are:

always_pistolstart -- setting this to "true" or 1 forces pistol starts on all levels

death_pistolstart -- setting this to "true" or 1 allows the player to keep items and weapons between levels, but if they die forces a pistol restart of the level they died on. Don't press any key after dying or this effect will be canceled and you will autoload a previous save. Default time between dying and restarting the level from a pistol start is 2 seconds.

death_pistoltime -- this is the wait time in seconds after dying before you restart the level from a pistol start. Does nothing if death_pistolstart is not enabled. Defaults to 2. The toggle function cycles through 0-5 but you can set it in console to any integer 0 or higher.

not_vanilla -- set this to "true" or 1 if you're playing with a weapons mod or any mod that changes the actor names of the doom weaponry or modifies what the player starts with. You will see double screenwipes when starting from a pistol start; unfortunately this is required for compatibility.

(continued)

>> No.1463626
File: 1.51 MB, 1282x1442, DARKLAKE.png [View same] [iqdb] [saucenao] [google]
1463626

>>1463530
>Do you ever just lose motivation after starting a map?

I started a map for Duke Nukem 3D in 2005, almost NINE years ago, and it's still not even 25% complete (in the meantime i've released and start other stuff though obviously). It doesn't help that I lost some progress SEVERAL TIMES, too.

It's meant to be a survival horror type map inspired by resident evil. You start in a forest, unarmed, when suddenly a hundred of Newbeast spawn around you so you make a run to the lake. Through underwater you reach a cave in which you have to solve some 'push walls/push block' puzzles, reach a mansion, solve a couple of puzzles, reach a lab undernearth the mansion, then at the end everything explodes and you gotta run back to an escape point.

I'm hoping to finish it at some point but I already have too many other projects I'm working on. Pic related.

>> No.1463631

>>1463619
>>1463621
that's a whole lot of effort to go through when you can already disable autosaving/loading in the zdoom config

>> No.1463632

>playing E4M1
>run out of ammo
>Spectre still alive
>punch it to death
I love this game

>> No.1463635

>>1463631
>>1462835

>> No.1463646
File: 1.23 MB, 1920x1080, 1394640129136.png [View same] [iqdb] [saucenao] [google]
1463646

>>1463530
Yea..I never finished my port of Perfect Dark's grid level. I honestly don't know what to do with it even if I do finish it.

>> No.1463658

>>1463371
>maybe he can prove us wrong?

pffttttthahahahahahahaha

>> No.1463684

>>1463530
That's... one of the coolest fucking things I've seen in these threads.

You really should finish it.

>> No.1463692
File: 490 KB, 230x230, loadsagutsprobly.gif [View same] [iqdb] [saucenao] [google]
1463692

updated with chewing animation. Dear god, why am I not doing anything productive?

>> No.1463703

>>1463421
uhh, no one?

>> No.1463705

>>1463421
can't, skulltag is extremely outdated; zandronum now

>> No.1463707

http://vocaroo.com/i/s0vkLkYH7UMq

somewhere along the line i fucked up the a_playsound loop stuff but even if it did loop right i don't think it's worth pursuing

at least i went ahead and sort of made it though

>> No.1463718

>>1463705
guess, the question became a bit confusing here's a better version:
let's just say i've downloaded a monster script from idgames database. How am i going to see it's actor name?

>> No.1463720

>>1463718
open it in slade, check the decorate lump

>> No.1463738

>>1463720
Thanks.

>> No.1463783

What's your favourite megawad, /vr/oom?

>> No.1463798
File: 10 KB, 204x136, 62f.gif [View same] [iqdb] [saucenao] [google]
1463798

Hello guys.

Im trying to make a dynamic entry kick or a type of airkick, using the bit from brutal doom
>>A_jump nom<0 and >0 "airkick"
>>
>>airkick
>> A_Recoil (-7)
>A_custompunch
>etc.

if I'm a step above the enemy i jump over them. or the kick doesn't connect so is their a way to make it go a bit downward kinda captain falcon ''falcon kick" in the air.

Maybe i'm no doing the momentum correctly?
I'm trying to make this work on zandronum.

>> No.1463801

>>1463783

Dmonfear

>> No.1463808

>>1463798
I can't really help but that would be badass to see done.

>> No.1463817
File: 173 KB, 1600x1200, 1.jpg [View same] [iqdb] [saucenao] [google]
1463817

>> No.1463818

>>1463530
I was working on a semi horror-themed wad with a ton of branching paths. I keep trying to come back to it, but every time I try to add a section it looks like shit to me.

>> No.1463825 [DELETED] 
File: 1 KB, 26x23, BOTDA0.png [View same] [iqdb] [saucenao] [google]
1463825

>>1463817
>can be use also as explosives

>> No.1463828

>>1463817
what
WHAT

>> No.1463835

>>1463817
Doom 4 is just called Doom, now? Neat, it's like Sonic '06

>> No.1463837

>>1463817
wtf

>> No.1463838

>>1463817

>Doom fanart logo as official

you ain't fooling anyone

>> No.1463845
File: 97 KB, 398x303, 1380770974062.gif [View same] [iqdb] [saucenao] [google]
1463845

>>1463817
>can be use also as explosives

>> No.1463846

>>1463808
Thanks, I tested it out and kinda adds a bit more to your combo system.
I'm probably not using your system to the fullest. It works so far. double jump screws seems to fly over the monster lol.
I know their "Player.JumpZ value (fixed point)", but if its im looking for or do anything.

I wish you can can make yourself/melee a projectile, steady speed, and either stop after a short time or keep going until you hit something....

>> No.1463848

>>1463817
t-this is fake right guys?

>> No.1463850
File: 99 KB, 1280x838, Doomlogo[1].jpg [View same] [iqdb] [saucenao] [google]
1463850

>>1463817
>>1463838
>>1463848

Yes it is

http://danielcarvalho.com/articles/doom-4-has-a-logo/

Check the post date

>2010

Move along, etc

>> No.1463851

>>1463850
We can't really compare logos, because there aren't a full picture. Plus, making original doom letters HD with hellish glow isn't exactly a very original idea

>> No.1463853

>>1463846
>>1463808

their was a kung fu mod called doomFu zdoom link seems to 404'd or my ISP wont connect for some reason.

I wish people use stable links like doomworld/idgames instead of their personal website...

>> No.1463852

>>1463846
>>1463808
>>1463798

i know terminus did a thing with the cyber boost in cyberrunner or the boost ball in metroid
check those out

>> No.1463858
File: 41 KB, 610x250, doom_4_has_a_logo[1].jpg [View same] [iqdb] [saucenao] [google]
1463858

>>1463851
>>1463851

Are you blind? That's the exact same logo. Here, this is the picture from the website

Once again, that was from 2010, and there's allegedly a leak of the one of many Doom 4 developments that have been rebooted

>> No.1463862

Can anyone link me the doom iwads please the ones I have got corrupted after moving them to my new rig.

>> No.1463869
File: 16 KB, 581x323, ss_(2014-03-12_at_02.25.53).png [View same] [iqdb] [saucenao] [google]
1463869

I managed to rip the .mid files from the Blood alpha (dated 2/17/1996 I believe.) I can upload it if anyone is interested.

Pic related, those are the .mid files, haven't modified any of them.

>> No.1463874

>>1463869
>>1463869

sure, go ahead

>> No.1463876

>>1463852
boost ball?

>> No.1463886

>>1463869
>>1463874
here you go
http://www.mediafire.com/download/eqo1b2r5b5cqawy/Blood_Alpha_(Feb_17_1996)_.mid_files.zip

>> No.1463907

>>1463530
>Looks like the dream level in Dishonored, bretty good

>> No.1463940
File: 87 KB, 550x320, phin_hd.jpg [View same] [iqdb] [saucenao] [google]
1463940

>>1463876

morph ball, right click, hold until weeeoommmweeeeoommmm, release, ram into enemies

>> No.1464016
File: 97 KB, 650x361, little_mac_punches_in_thumb.jpg [View same] [iqdb] [saucenao] [google]
1464016

http://vocaroo.com/i/s0kFuUPzEj2S

So I just finished my recording session for Little Mac's grunts and stuff. He's not really a vocal character besides those punch noises, for a lot of other sounds I'm going to be using some audio clips from the NES original Punch-Out!!. Woo!

I haven't really talked about Mac too much, so to clarify he's going to be a "bonus" character and separate from the main mod, and also serve as a template for the additional characters that will be added later. Neat? Maybe?

I want to release at the same time as the next TSP update, but he might come a little sooner, or a little later depending on how things work out.

>> No.1464027

>>1463684
Thanks man. I might, but it uses a shitton of HPack resources which are exclusive to the pack, then again a lot are from R667 so I guess I can just feign ignorance

>> No.1464041

>>1464027

What's going on with HPack, anyway? Last I heard the project was in the "final stages"...five years ago.

>> No.1464054

>>1464041
I dunno man, I check every now and again apparently its nearly done. 3 maps to go.

>> No.1464116

>>1463621
>>1463619

thanks dog, you fucking rock.

this is how doom should be played, people. you die, you lose all your shit. 'death_pistolstart' is the one you want to enable if you want classic doom behavior.

so now when you die, you may not have your weapons anymore, but now you're equipped with knowledge of the map. that's the trade-off.

pretty much every map is tested with a pistol start, so you're not just giving yourself a disadvantage.

>> No.1464123

>>1463621
>>1463619

also, can you keep autosaves on with this? then i just wouldn't have to worry about saving for the most part, which would be nice.

i hope we can get this in the OP, and even promote it outside /vr/. i saw a lot of hits and threads about this while searching, but with no solutions. good shit, appreciate the effort.

>> No.1464158
File: 307 KB, 1680x1050, 1394658348671.png [View same] [iqdb] [saucenao] [google]
1464158

Still playing through Hellbound. It's so fucking good and has so many maps I'm impressed.

>have to get on top to get rocket launcher to kill the spider
>try to attrack her on the left so I can use the elvator without being shot at
>somehow she gets ON the elevator instead

fuck

>> No.1464165

>>1464158
Well that actually turned out pretty well. I shot at her with the double barrel shotgun and she was just glitching leftward/rightward without shooting and turns out you don't even have to use the elevator to get the rocket launcher....

>> No.1464171

>>1463869

Somewhat related, but I recently ripped the available raw audio files from the alpha's .rff file

contains some pretty neat stuff like unused cultists, gargoyle, beast, and speargun sounds (not exactly that good, but still interesting) also be careful as some of these sounds are FUCKING LOUD

https://www.mediafire.com/?560bhmoy84e8x8l

>> No.1464192

>>1464171
That's pretty interesting, thanks for sharing.
As for the loud sounds, I'll assume they were probably having issues somehow with them.
Come to think of it, I've always wondered what the stock sound library used for Doom was.

>> No.1464193

>>1464192

The General Series 6000.

>> No.1464196

>>1464193
Thank you very much.

>> No.1464210

>>1462649
>http://pastebin.com/x5f3T9LC
why did it got removed? Doing an even better one?

>> No.1464213

>>1464210
illegal content

i made a mistake

>> No.1464221

>>1464213
Because it's got DOOM wads on it?
I don't think anyone actually cares. This becomes a lot more apparent if you browse /t/.

>> No.1464227

>>1464016
What kind of punches can you do as Little Mac?

Are Star Punches in the game?

>> No.1464316

for some reason i don't hear the sound of the drill, tank SMG and gou-5 in reelism.
weird thing is, i tried redownloading and it still does the same thing (no error message in sight btw)

did i fuck up somewhere?

>> No.1464324

New thread please.

>> No.1464327

>>1464324
We're only on page 2, new thread waits until page 5.

>> No.1464329

>>1464327
OK. :)

>> No.1464330

Does Brutal Doom sperglord edition only work with v18 of BD?

>> No.1464331

>>1464330
it's standalone

>> No.1464352

>>1464331
I tried mounting it alone, but it didn't change anything at all. I'm on Zandro though so I guess i'll check it out on GZDoom.

>> No.1464368

>>1464352
There are two versions, one for GZDoom and one for Zandronum.

>> No.1464370

>>1464227
A bunch of jabs, hooks, pretty much any kind of punch you can think of barring a donkey punch, and yes, Star Punches are in!

>> No.1464371

>>1464352
are you sure you picked up a compatible version? i remember reading "not compatible with zandorum" in the header of a BDSE changelog

>> No.1464402

>>1464370
>No donkey punch
0/10 WOULDN'T PLAY

But seriously though awesome.

>> No.1464405

is there some way to play the invasion gamemode in GZdoom?

>> No.1464427

New thread now?

>> No.1464437

>>1464405
No. it's a z&/st feature. though there was a mod by AlysiumX called Any Level Invasion

>> No.1464451

>>1463445

Fitting seeing a lot of his unique music tracks are the fucking rockingest bits of SNES tracks I can find, plus what others bring to my attention

http://www.youtube.com/watch?v=FB9Pym-sdbs

Though I wouldn't have thought of adding Fillmore until Vince mentioned it, and I've fucking played both Actraiser games, shame on me

>> No.1464485

>>1464016
Glass Joe confirmed for Cyberdemon replacement?

>> No.1464507

>>1464451
That's strange, I can't really think of many metal songs on SNES besides Megaman X1 music and the first level of Imperium.

>> No.1464512

Damn, doom modding is a pain in the ass. I'm just trying to add Nashgore to X Weapon, and it's frustrating. I'm going to be more angry than happy if the author adds one himself.

>> No.1464513

>>1464507
Try all of Spiderman vs Venom: Maximum Carnage

>> No.1464515

>>1464513
Didn't play it.

What with it being LJN and all.
Was it original music or was it just a rip from actual metal songs? This is important

>> No.1464520

>>1464515
It's legit rip off of a Dio-era Black Sabbath song.

https://www.youtube.com/watch?v=OwGDVMptn8k#t=831

>> No.1464524

>>1464507

Oh you'd be surprised how much rocking shit is on the SNES

http://www.youtube.com/watch?v=CXWXQ9s3B_w

and here's some Ys

http://youtu.be/xk-kaSEGT0U?t=8m5s Start from 8:05 and go til 14:20

>> No.1464526

>>1464507
remember rock and roll racing?
this game was fun, and the soundtrack was small but amazing

>> No.1464534

>>1464520
Yeah I was trying to think of original metal music rather than a rip off.

Not that it wouldn't sound good with SNES instruments, but it's just not the same.

Oh shit, I forgot about Battletoads and Double Dragon. That had some metal music in there.
Same with the other Battletoads SNES game.

http://www.youtube.com/watch?v=qPBovhDf02M

http://www.youtube.com/watch?v=E5pGhKo5QVc

>> No.1464539

>>1464524
>Lagoon
God damn I couldn't get over the fact that his sword was so tiny.

I didn't really think of Ys 3 SNES music being too metal. I love the music and the game a lot even despite it's bad hitboxes for the sword either way.
Oath in Felghana is straight up metal though.

>> No.1464540

>>1464526
http://www.youtube.com/watch?v=1PKKPVj7loQ
link to the full OST, still gives me shivers

>> No.1464541

>>1464539

Oh Lagoon is a fucking horrible game, and Ys is a chore to play, but both have some pretty fucking great music.

I'll be using a few of those tracks for Blaz, and Kuros will be getting this as one of his boss tracks:

http://www.youtube.com/watch?v=sYPCapaz90s

>> No.1464543

>>1463309
I have never once completed a project.

>> No.1464556

>>1464116
>>1464123

No problem, it was fun for me to make it.

Yeah it works fine with autosaves, the only issue is that if you have pistolstart on death enabled and you die a couple of times you'll end up with your original save for the level deleted if you only had an autosave file. It doesn't affect normal saves.

Yeah, putting it in the /vr/ pastebin wouldn't be a bad idea. (Also a reminder to IMX to use >>1462649 to update the vr pastebin with.) Imma go make a thread on doomworld right quick too.

Also if you have a particular mod that you want to use it with without the double screen wipes let me know, it won't be too difficult to add. You can also add it yourself pretty easily since I left all the uncompiled acs in the file.

>> No.1464560

>>1464213
You ain't the guy that made it you dummy.

...Also I now realize I may not have backed that up. FUCK.

>> No.1464568

>>1463309
I would love to say "going swell", but it's hard to get inspiration lately. I'll sit down and dedicate a chunk of time to working on it but end up doing something else.

>> No.1464573

>>1464368
>>1464371

I downloaded the .zip file from the pastebin (>>1462649), the only files in it were the wad for the mod itself and some GZDoom lighting thing.

>> No.1464576

>>1464568
The trick is to work in small doses.

>> No.1464578
File: 196 KB, 287x387, HERO MAN.png [View same] [iqdb] [saucenao] [google]
1464578

>>1463309
Just started a silly project with my little bro replacing all textures and sprites with shitty crayon drawings.

SHUT UP SHUT UP SHUT UP DON'T TELL ME IT'S BEEN DONE BEFORE LALALALALALALA I CAN'T HEAR YOU

>> No.1464585
File: 317 KB, 500x407, 1362688193675.gif [View same] [iqdb] [saucenao] [google]
1464585

>>1462649
>>1464560
>>1464213
>>1464210
>>1462649

Please tell me someone backed that up or has it still in their browser's cache or something. I can't find the txt I thought I made of it and that took me like 3 hours. I'm about to cry.

>>1464213
If you mean you flagged it as illegal when there wasn't any iwad in the link, then I swear I am going to come through the computer and strangle you to death.

>> No.1464612

I'm most likely gonna get called a retard for this, but what's the best way of converting a MIDI file into something like an .mp3, a .wav or an .ogg file while keeping the Microsoft GS Wavetable Synth soundfont?

>> No.1464614

>>1464612

MIDI to MP3? Record the MIDI while you're playing it on WMP or ZDoom using something like Audacity that can record from stereo output

>> No.1464642

New thread now? We're at page 4.

>> No.1464648

>>1464642

Ahh fuck it, doing it now, why not

>> No.1464654

>>1464648
>>1464642

NEW THREAD

>>1464651

>> No.1464765

>>1463646
Release it to the public?
You could do that once it's finished.
hue

>> No.1465098

>>1464520
Fucking god damn it anon. I JUST used a midi of this shit in my wad thinking I was the most original fucker ever

Also the game's main theme (maybe more) was composed by green jello/green jelly, if you ask me they probably just threw a cover of The Mob Rules in with their submissions and got away with it