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/vr/ - Retro Games


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File: 371 KB, 500x302, tumblr_n528g8X8Km1r2inbto1_500[1].gif [View same] [iqdb] [saucenao] [google]
1603864 No.1603864 [Reply] [Original]

Doom thread (Last thread >>1599973)
(other retro FPS games also welcome, 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 for mod compatibility?
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 (as of November 25, 2013; 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.1603869
File: 869 KB, 480x270, tumblr_n4wusgTE2U1qd6m8qo1_500[1].gif [View same] [iqdb] [saucenao] [google]
1603869

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

-DOOM X IS BACK EHRMAGEHRD!!! http://www.doomx.net/

-Have you ever wanted to play as a dog in Doom? No? Well, whatever, here's DogDoom! https://copy.com/o6qu2edIossJb2Av.. wow (Dog Pope yet to be confirmed)

-Guess who received a STABLE update? OBLIGE, motherfucker! Now it's in version number 6, and things surely have improved; go check it here! http://oblige.sourceforge.net/i_download.html

-On top of that, The Space Pirate also got an update! Now features a mugface and the best code on the market! Go check the latest version here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing Also be sure to check this nifty tutorial https://www.youtube.com/watch?v=mrFF8LCZw5Y

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). Here are the demos https://dl.dropboxusercontent.com/u/88787354/MADE%20at%20GDC%20Zandronum%20demos.zip and these are some of the matches! http://www.youtube.com/playlist?list=PLXkipPv0b4KMKE7z3WwlYYUCDLACNoYfE

-Romero was also present at the NYU Game Center to discuss, along with Rand Miller (MYST) about their games, their legacies, and the current status of game developing. You can rewatch said event here http://vimeo.com/92838909

-The past Awesome Games Done Quick featured Plutonia (Go 2 It included) and a Doom 2 race. To rewatch the Doom speedruns, go follow this link http://www.youtube.com/playlist?list=PLQcxg3SUqlYBoSYrpNJVu58GsoCXMREa1

-HDoom has its fourth techdemo! happy now? http://static.best-ever.org/wads/m12-hdoom-techdemo4.pk3

-Help us test this new mod by Terminus: Metroid Dreadnought (http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847))

-Dakka by ijon tichy is also getting tons of updated. Get it here ijontichy.lostsig.com/wads/dakka-0.051.pk3

ATTENTION! If you know about something news-worthy, reply to this post and mention it so everyone can see it

>> No.1603919

Posting for future reference - TSP combos

STREET SWEEPER:
P-P-K
VIPER:
K-K-K
SCORPION TAIL:
P-P-P-P
STING-RAY:
P-P-P-K-K
RAPID FIRE:
K-K-P-P-P-P
WASP:
P-P-P-K-K -> (switch to Pistol) -> Primary Fire
10 HIT COMBO:
P-K-P-P-K-P-P-P-P-K

>> No.1603973

>>1603864
Wheres IMX?
Is he kill?
Thank god

>> No.1604007

>>1603973
Really needs a hit count

>> No.1604009

>>1604007
For>>1603919

>> No.1604010

I fucking hate how fixed point values work in HudMessage.

>> No.1604016

>>1603786
that is truly a proper over-the-top hollywood blockbuster death

>> No.1604019

>>1603474
>Its a map wad called kdu.wad
thank you so much, i knew it was familiar, turns out i played it when it came out

>> No.1604029
File: 707 KB, 1060x596, gzdoom 2014-05-07 16-13-46-55.webm [View same] [iqdb] [saucenao] [google]
1604029

FUCK
YES

>> No.1604034

>>1604029
Reminds me of Ultima Underworld. What are you making with it?

>> No.1604040
File: 1.35 MB, 1920x1080, Screenshot_Doom_20130512_173346.jpg [View same] [iqdb] [saucenao] [google]
1604040

>>1604034
An old school point-and-click adventure game. No combat, just problem solving and exploration and shit.

Don't mind the room, it's just for testing.

>> No.1604049

>>1603973
Why would you want IMX to be kill?
He's alright.

>>1604040
Wow, I remember the old shot of this.
It looks *much* better.

>> No.1604052

>>1604029
so, any of those buttons work yet? I'd like to see them in action

>> No.1604059
File: 77 KB, 1024x681, Im alright.jpg [View same] [iqdb] [saucenao] [google]
1604059

>>1604049
>he's alright

>> No.1604061

>>1604059
Well he seemed fine last I was here...whats the matter?

>> No.1604064

>>1604049
Thanks. Slight bloom does a lot for light realism.
>>1604052
Yes, but right now you have to scroll through them with the mouse wheel. Unless you're looking right at an appropriate actor, you'll only get "there's nothing to see/open/etc here".

I get on with making them clickable right now.

>> No.1604065

>>1604061
Nothing at all. I just feel the need to post Kojima whenever someone says the word "alrgiht"

>> No.1604079
File: 825 KB, 1920x1080, Screenshot_Doom_20140507_154806.png [View same] [iqdb] [saucenao] [google]
1604079

Decided to return to my "Tomb Raider" wad of DOOM. The last few months have been difficult in my life, and I'm not too certain if I want to work on this project.
To fellow map makers here, what's the best way of knowing your map is generally a good map, rather than a gimmick?

>> No.1604120

I just started playing Doom 64.
Holy shit this is great. It may be slower but it has great atmosphere and it still feels like Doom.
What do you guys think about it?

>> No.1604121

>>1604120
I thought it rocked as well. I played Absolution.
Really great atmosphere, agreed.
It's amazing how much the music affects it.

>> No.1604135

>>1604121
True that.
I'm using Doom64 EX, which is apparently the successor to Absolution.
Has anyone ported these gun sprites to Doom? They are awesome.

>> No.1604140

>>1604135
>Has anyone ported these gun sprites to Doom?
Yeah, like a million times - someone actually made decent animations for the shotgun and super shotgun which is great.

>> No.1604151

>>1604140
Oh man, that's great. Do you happen to have a link? Most of the ones I find are just sprite rips, not actual wads.

>> No.1604156

>>1604120
Doom 64 has the most consistent level quality of any official release, in my opinion. It lacks open areas and outdoor spaces, and it doesn't have the really high points of other IWADs, but pretty much every map is solid and plays really well from a pistol start. A little on the easy side for pro players.

>> No.1604161
File: 72 KB, 1021x761, doombuilder19.jpg [View same] [iqdb] [saucenao] [google]
1604161

Need help deciding on texture choice.

The black parts at the top where the roof meets the sky, specifically.
Originally I was using the grey rocky textures you also see in the picture but I thought I'd change it where the sectors change and meet the sky though I think these blackish ones are really not a good fit.

>> No.1604164
File: 295 KB, 1280x800, Screenshot_Doom_20140507_163557.png [View same] [iqdb] [saucenao] [google]
1604164

>>1604079
I don't think you can ever quite tell until you release something and get feedback. It's a bit hard to evaluate your own work and not lean towards liking it regardless of the quality. That being said, a gimmicky map would probably focus on a single attribute and push that through the entire map, it's not necessarily a bad thing though. Map 11 of plutonia is a good example...

>> No.1604168
File: 1.98 MB, 250x187, 1385940983731.gif [View same] [iqdb] [saucenao] [google]
1604168

>>1604140
The problem is that those animations were made from the vanilla doom ones, so when someone has played doom to hell and back, it's painfully obvious it's just a sprite edit.
>TFW the originals were animated from the start
>TFW we'll never get to see those animations.

>> No.1604198

>>1604161
CEIL5_2 and METAL might look nice or MFLR8_1 and CEIL3_5 could keep a blackish contrast. Anyway, just suggestions.

>> No.1604202

>>1604040
Looks so much better, however, I'd recommend against using three-dimensional objects for the sky-box, it looks really out of place.

A flat texture drawn a fair distance from the camera of the skybox would look much better.

>> No.1604223
File: 68 KB, 1019x763, doombuilder20.jpg [View same] [iqdb] [saucenao] [google]
1604223

>>1604198
It certainly looks better than the darker textures from before, though I may change back to how I had it originally later on depending on how the rest of the skylights in the level look.
Thanks bro.

>> No.1604286

>>1604202
Yeah, I've long since removed the skybox architecture; the pic is over a year old.

I'm considering making a projects thread over at zdoom forums for just the adventure game interface/"engine". Gonna name it "Scoom" :3

>> No.1604307

>>1604223
I'd use the same texture as the support pillars, though you might want to use another silvery metal one. That way it'd look like they were part of the same structure. Also hat cracked rock texture looks best on floors and little else in my opinion.

>> No.1604329 [SPOILER] 
File: 367 KB, 255x118, 1399481796595.gif [View same] [iqdb] [saucenao] [google]
1604329

>>1604286
>Scoom
Please, do it!

>> No.1604343
File: 2.85 MB, 640x360, gzdoom 2014-05-07 12-53-12-855.avi.webm [View same] [iqdb] [saucenao] [google]
1604343

>> No.1604350

>>1604307
I'm not so sure about the look but I'll try a few.

The look I'm sort of gunning for is a remix of underhalls where it's showing off a bit more that you're underground. The pillars being supports of unseen structures above.

The reason I went for the black textures before was making it look like part of a road we both saw that looked pretty naff.

>> No.1604352

>>1604343
LWM is a goddess of coding

>> No.1604359

>>1604343
Awesome. I can't understand why would they do it on the Doom engine though.

>> No.1604361

>>1604359
Because it's fun

>> No.1604363

>>1604359
Making the Doom engine do things it shouldn't be capable of is extremely satisfying.

>> No.1604375

>>1604343
Impressive coding, looks like a terrible STG though.

>> No.1604382
File: 741 KB, 800x450, skulltag 2014-05-07 13-18-03-245.webm [View same] [iqdb] [saucenao] [google]
1604382

>>1604151
>>1604168
Do you mean these sprite edits?
wad is Lt.s_armory-v2b5.1.wad

>> No.1604415
File: 1.00 MB, 800x450, zandronum 2014-05-07 13-27-30-742.webm [View same] [iqdb] [saucenao] [google]
1604415

>>1603702
Ya that is what I like about the guy, he puts a bit of effort to make things look pretty neat, even if they are mostly rips from other places.

>> No.1604421
File: 959 KB, 800x450, zandronum 2014-05-07 13-27-54-154.webm [View same] [iqdb] [saucenao] [google]
1604421

>>1604415

>> No.1604430

>>1604382
>no satisfying kickback

uh... is there a console command to set it or something?

>> No.1604467

Alright Doom thread. Time for me to start working on a new map, because I have been sat on my ass all day procrastinating and I have been meaning to do it for a while. I want inspiration, because I'm currently sat staring at the Doom Builder splash screen and I can only muster the effort to roll another cigarette.

So tell me /doom/, what features give you that raging "Heheheh shit yes" boner grin in a Doom map? I'm not looking to make anything spectacularly original but I have this idea of making a kinda mini-episode, with music ripped from the Guitar Pro tracks of my band's songs (because HURRR METUL), and some nice hellscapes. I like my maps to be densely packed with FUN, so tell me what it is you enjoy.

I'm not a total newbie, some of you have played my maps before and given good feedback, now it's time to put the skills I've learned into something worth playing.

>> No.1604473

>>1604029

This is pretty awesome, are you like, diretly oding into the doom source, or is it like, zdoom scripts and shit?

I want to know if my dream project is actually viable...

Doomlevania

>> No.1604474

So why isn't metrood coming out for zdoom

>> No.1604482

>>1604474
Because Term can't into ZDoom.

>> No.1604486

>>1603818
>Just make proper incendiary shells instead.
Anything you'd want the TSP hellfire shells to do other than burning deaths (which are already planned)?

>>1603815
>>1603818
If someone has lawgiver and Dredd hand sprites I could go about that. I actually looked into doing that a couple of months ago but I couldn't find them. We'd probably go a little of bit of comic book and movie Dredd rather than one way or the other. We've got the (full clip fire--the incendiary spread in the movie isn't a normal incendiary according to the comic book) incendiary and gas basically done already, and high ex and hotshot would be easy too.

For enemies I was thinking of replacing all the demons with humans (including doom zombies) and alien enemies from other games like Marathon if we want to fit with the comics or just humans if we want to go Dredd 3D route.

>> No.1604491

>>1604473
It's 100% ACS.

>> No.1604508

>>1604040
Gibe wad

>> No.1604512

>>1604343
where can I find this mod, I must play this for entertainment purposes

>> No.1604518

>>1604512
http://forum.zdoom.org/viewtopic.php?f=19&t=32541

>> No.1604541

>>1604518
appreciate it, man

>> No.1604548

>>1603919
>>1602058
Fancy image version of the combo list! So you uh...print it out or...something.

>> No.1604570

>>1604430
You could edit the decorate code that it presumably runs on, because that's way more frames than the guns actually have for them to be a simple graphic replacement.

I suppose you could also edit the frames.

>> No.1604572

>>1604474

Because ZDoom can't do the stuff Zandro can.
How's that for backwards? Usually it's the opposite.

>> No.1604580
File: 53 KB, 475x533, Shiggy.jpg [View same] [iqdb] [saucenao] [google]
1604580

>>1604572
>Because ZDoom can't do the stuff Zandro can

>> No.1604586
File: 111 KB, 1166x642, doombuilder21.jpg [View same] [iqdb] [saucenao] [google]
1604586

Any advice on bordering/transitioning between these 2 textures?

I'm closest to using a steel pillar but I'm wanting to try something new.

>> No.1604603

>>1604572
>>1604474
It's also because it's multiplayer-centric. Or at least, I think that's the case.

>> No.1604610

>>1604603
That's the one reason Zandronum is still used, better multiplayer support.

Which, I understand and appreciate and like, but why ZDoom won't incorporate that as at least an option confuses me.

>> No.1604624

>>1603786
I think that you should slow it down a bit.
Or it could just be WebM doing its thing.

>> No.1604626

>>1604580

Sorry, it can't.

>> No.1604632
File: 566 KB, 1200x1395, 1389172382751.jpg [View same] [iqdb] [saucenao] [google]
1604632

>>1604626
Which features?
Multiplayer?

>> No.1604639

>>1604580
Zandronum might not have as up to date Decorate, but ZDoom has completely worthless multiplayer, while Zandronum is built for multiplayer.

>> No.1604650
File: 1.15 MB, 1920x1080, 500445.jpg [View same] [iqdb] [saucenao] [google]
1604650

>>1604603
>>1604610

It's not especially multiplayer-centric, Breadnut can be played singleplayer or multiplayer. In fact, there's some stuff that just tends to get wonky in multiplayer.

>>1604580
>>1604632

It's true, it can't.
The functions in Dreadnought that don't work in ZDoom are:
1: Calling and toggling chasecam for the morph ball.
2: Temporarily silencing the music on picking up an item.
3: Space Jump.
4: A_FaceConsolePlayer.

Space Jump is probably fixable with some extra code, but everything else would require a complete rewrite.
And instead of wasting time on that I'm much happier with watching the ZDoom-only-for-life crowd squirm.

>> No.1604661

Going back to an old problem, why aren't my HudMessages in true color with functional png alpha levels in gzdoom? I mean, it works for sprites and textures.

>> No.1604673
File: 2.68 MB, 400x225, 136.gif [View same] [iqdb] [saucenao] [google]
1604673

>>1604580
Yes, that's what he said
Does repeating something someone said in greentext make your penis happy?

>>1604632
I love comics like these because they perfectly reveal the mentality of a trogdolyte who only uses one source port
All the drama and bitching of a console war, BUT NOW ON PC

>> No.1604687
File: 54 KB, 315x320, 1341537469017.png [View same] [iqdb] [saucenao] [google]
1604687

>>1604673
>Does repeating something someone said in greentext make your penis happy?
did someone call

>> No.1604690
File: 2.55 MB, 1230x1115, guni.png [View same] [iqdb] [saucenao] [google]
1604690

>>1604580
>>1604572
>>1604632
>>1604610

>> No.1604705

>>1604690
That kind of made me laugh actually.

>> No.1604706
File: 52 KB, 640x480, 1399492214.png [View same] [iqdb] [saucenao] [google]
1604706

>>1604586
can't go wrong with a nice strip of wall lights...

>> No.1604712

>>1604673
>Does repeating something someone said in greentext make your penis happy?
Have we truly come full circle
Does using the quote function as originally intended (predating 4chan by years, > as a quote symbol goes back to the start of email) constitute some kind of "reverse greentext"

>> No.1604718

>>1604706
having said that if you've been using steel pillars already then another one is just continuing the theme

>> No.1604719
File: 3 KB, 117x14, Untitled-1.png [View same] [iqdb] [saucenao] [google]
1604719

>>1604712

Reverse greentext would be, like, redtext.

>> No.1604720

>>1604706
I respectfully disagree. That looks rather jarring.

>> No.1604721
File: 83 KB, 431x700, wdytya.jpg [View same] [iqdb] [saucenao] [google]
1604721

>>1604712
>>1604673
>Does repeating something someone said in greentext make your penis happy?

>> No.1604726

>>1604720
fair enough, i personally love that kind of lighting but that's just me i guess.

anyway whatever you do will be fine, i think it's easy to totally overthinking texturing and end up feeling you have to microdetail everything.

>> No.1604735
File: 54 KB, 324x289, 1365835792842.jpg [View same] [iqdb] [saucenao] [google]
1604735

>>1604721
>>1604712
>>1604673
>Does repeating something someone said in greentext make your penis happy?

>> No.1604737
File: 116 KB, 1000x500, 1309413609230.jpg [View same] [iqdb] [saucenao] [google]
1604737

>>1604706
That might work, perhaps I can integrate the lights into the pillar.
Though in the vein of continuing the them I might just use another pillar. I'll see how the rest of the level shapes up.

>> No.1604741
File: 68 KB, 640x480, 1399493162.png [View same] [iqdb] [saucenao] [google]
1604741

>>1604720
how about if the pipes just turn a corner and go "into" the wall (or the other way round of course, so it looks like the pipes carry on behind the stargr)

the original sort of works that way with stone

>> No.1604747
File: 44 KB, 640x480, 1399493384.png [View same] [iqdb] [saucenao] [google]
1604747

>>1604741
>the original sort of works that way with stone
(as such)

>> No.1604756
File: 280 KB, 1280x720, Screenshot_Doom_20140507_161100.png [View same] [iqdb] [saucenao] [google]
1604756

>mfw people think corvus is useless in samsara
>people don't know how to use items
>can time the green hourglasses so you can stack multiples at once
>can oneshot a cyberdemon from the start
>can lay traps across any map and guarantee massive kills
>nobody else can do it and think i'm hacking and kick me from the server

>> No.1604758

>>1604741
I think the problem isn't so much how the walls are separated, but how nothing else is. The ceiling and floor are staying the same, and it just feels a bit weird.

Maybe once you work it into >>1604586 it'll look better.

>> No.1604779
File: 128 KB, 648x864, 1394373081215.jpg [View same] [iqdb] [saucenao] [google]
1604779

>>1604741
>>1604747
I was looking at that as well, funny you use that example as not only was I just about to take a similar screenshot to show you, I'm also doing a remix of underhalls as well for my first map.
I have to go to sleep now but I'll give it some more experimentation tomorrow. Thanks for the help though buddy.

>> No.1604814
File: 1.61 MB, 1920x1080, Screenshot_Doom_20140507_153713.png [View same] [iqdb] [saucenao] [google]
1604814

https://www.youtube.com/watch?v=-QzKEUnY27k

Ahh 2009, an interesting year for me. Things were a lot simpler back then, but WildWeasel and I were determined to make things more complicated with the sequel to Agent Diaz. Playing through it now, it feels rather foreign. After really being knee-deep (hehe) in the production of Diaz, I was pretty detached for this one, even though I think I did a lot more for what we have available. I don't ever see this one being talked about, so I thought I'd post about it.

>> No.1604818

>>1604650
>Temporarily silencing the music on picking up an item.
Setmusic("");
delay(35);
Setmusic("*");

Say that again nigger.

>> No.1604832

>>1604779
heh i'm not doing a map, i just threw down some lines in an editor for illustrative purposes

i'm just looking forward to yours

>> No.1604835

>>1604818

...Which restarts the music from the beginning.
That's not a temporary silence, that's hitting stop and then replay.

>> No.1604838

>>1604835
True - how do you do it in zandy, then?

>> No.1604843

>>1603864
how can I get Duke 3D running on Zandorum?

>> No.1604846

>>1604838

GetCvar to check someone's snd_musicvolume level and store it in a temporary cvar, set testmusicvol to 1 to temporarily pause the music in its place, play the Metroid pickup jingle on a local sound channel, then when the song runs out (or the player hits use), set testmusicvol to 0 and then restore the player's snd_musicvolume so the music continues where it was.

>> No.1604851
File: 150 KB, 1053x942, 571max.jpg [View same] [iqdb] [saucenao] [google]
1604851

>>1604843
Zandronum is a port of the idtech1 engine.
Duke 3D is Build engine.

Simply put, you won't be able to. Closest thing you'll be able to do is play as Duke in Samsara.

>> No.1604860

>>1604846
I see - I guess that's a decent way to do it, ZDoom devs refuse to add consolecommand into the game which is actually pretty fucking dumb.

Shame screenshot is blacklisted too - I would've loved to have made a Fatal Frame kinda mod for Zandy.

>> No.1604868

>>1604860

I can half understand their reasoning; consolecommand is extremely dangerous in the wrong hands and it's very easy to use it to do harmful things.
On the other hand, it opens up a ton of options that there aren't really a whole lot of substitutes for, and was the basis of the entire cvar system before Graf finally caved and included CVARINFO.

>> No.1604870

>>1604846
>>1604860
Didn't zandronum start to disallow some kind of scripts or something changing user settings because people started to make malicious wads that destroyed your .ini files with junk? I remember reading about some DM wad that made the player say they were retarded each time they picked up the bfg.

>> No.1604872

>>1604814
I'm sorry bro but if you want the honest truth, Diaz kinda sucked.

Space Pirate looks good though, it's a great improvement.

>> No.1604884
File: 54 KB, 250x248, rayman_cosplays_sonic.jpg [View same] [iqdb] [saucenao] [google]
1604884

>>1604843
We really need to include this somewhere in the pastebin:

>Duke Nukem:
http://eduke32.com/

>Quake:
http://icculus.org/twilight/darkplaces/

>Shadow Warrior:
http://proasm.com/sw/swp.html

>Blood:
http://implying.th/is.will?ever=happen

>> No.1604887

>>1604868
>>1604870
Yeah there's a command blacklist that stops things like unbindall, screenshot, say, say_team etc from being used - I can see how screenshot can be abused [looping script calling ConsoleCommand("screenshot")] but I really wanted to make a Fatal Frame/Project Zero style mod [obviously you could disable the saving photos aspect via custom CVAR or something] I thought it would've been a cool ass gimmick

>> No.1604894

>>1604884
I am suprised you forgot Sonic Robo Blast 2 considering your pic

https://www.srb2.org/

>> No.1604940

>>1604872
I personally think it was neat as fuck.
There was this one version, released as wwhc-diaz.wad that I like playing Plutonia 2 with.

>> No.1604943

>>1604846
nope

literally all it does is testmusicvol 0, play a jingle, and after some time testmusicvol 1
snd_musicvolume isn't used at all

>> No.1604946

>able to beat most levels of hell revealed with BD on hardest difficulty
>months of playing through easy but good doom wads
>now I get my ass handed to me
what are some of the hardest wads out there?

>> No.1604954

>>1604943

Oh right snd_musicvolume was deprecated.

>> No.1604957

>>1604946
Plutonia Style Assaultwads, anything patterned after Plutonia tends to be really difficult.
Alien Vendetta I think was supposed to be pretty hard.

Unrelated to Doom, but Blood has a pretty damn high difficulty level.

>> No.1604958

>>1604690
>read Jumpmaze as Dumpmaze
i cant unsee it

>> No.1604967

>>1604946
>hardest wads
Sunder, New Gothic, tom19.wad, the slaughterfest series
you dont know what you're getting into sonny

>> No.1604987

>>1604946
Play anything on Nightmare.

I don't understand why more people don't do this. I played co-op on Nightmare through E1 just the other day and it was the funnest shit ever.

>> No.1604996
File: 1.44 MB, 800x450, skulltag 2014-05-07 17-36-59-840.webm [View same] [iqdb] [saucenao] [google]
1604996

>>1604946
SG trogun is quite hard to beat in single player and with no unlimited lives.

>> No.1605002

>>1604996
>skulltag

>> No.1605004

>>1604946
Remember to retry some shit in Nightmare. It's quite the fun experience.
For wads, try Scythe 2, Alien Vendetta, Deus Vult 2 , Going Down, and Hell Revealed 2.
>>1604967
Sunder level design kind of sucks dick though.

>> No.1605010
File: 1.08 MB, 800x450, skulltag 2014-05-07 17-41-25-335.webm [View same] [iqdb] [saucenao] [google]
1605010

>>1604996

>> No.1605016

>>1605010
>skulltag
For what purpose

>> No.1605029
File: 1.20 MB, 800x450, skulltag 2014-05-07 17-39-52-231.webm [View same] [iqdb] [saucenao] [google]
1605029

>>1604996
>>1605010
I just haven't updated my IDE single player settings for most of the mod configurations. That and some skulltag mods refuse to work on zand even with the ST actors patch.

>> No.1605030

>>1605029
whoops meant for
>>1605002
>>1605016

>> No.1605032

>>1604967
>New Gothic
Never heard of. Got a link?

>> No.1605035

>>1605029
>That and some skulltag mods refuse to work on zand even with the ST actors patch.

Oh? What mods?

>> No.1605059

>>1605035

I got a gameplay wad that uses decorate code that's incompatible with anything beyond 97d5, a build several years old now

>> No.1605063
File: 678 KB, 1600x900, Screenshot_Doom_20140507_181328.png [View same] [iqdb] [saucenao] [google]
1605063

>>1605035
You know what? I am looking at some mods and loading them into zand and I cannot seem to find any that doesn't outright work. I probably never went through the trouble of loading that pk3 up.

However, SM HQ mod has some serious texture issues when loaded in zand with the skulltag patch (pic related). Better to keep the old ports in case for compatability sakes.

>> No.1605067

>>1605063
>>1605059

Oh I'm definitely all in favor of keeping the old ports for archiving/reference's sake, not to mention manually loading skulltag_actors and skulltag_data both is probably a huge pain in the dick.
But it seems weird to me that mods just wouldn't work even with the patches.

>> No.1605084

>>1605067
If I did not lose my 18gig doom folder to a hard drive crash, I probably could actually find something. I would imagine there be a few mods that use outdated decorate techniques that would cause issues. I remember joining servers that required the beta and alpha builds of skulltag to play specific mods.

>> No.1605089

>>1605084
MM8BDM came with its own build before people realized that it would work just as well with any future builds

>> No.1605109
File: 88 KB, 1280x720, Screenshot_Doom_20140507_154057.png [View same] [iqdb] [saucenao] [google]
1605109

Neat.

>> No.1605117

>>1605109
Swim with the Whales, right?

>> No.1605126
File: 461 KB, 1280x720, Screenshot_Doom_20140506_135423.png [View same] [iqdb] [saucenao] [google]
1605126

>>1605117
Nope. Whitemare 2. Made by some Russian doomers, majority of it is composed of Winter themed maps. There's some very nice and fun ones in here. Pic related is from the same map (I was initially playing through with Brutal Doom SE, but switched over to SmoothDoom when BD started to make the FPS drop significantly on large maps).

>> No.1605129

>>1604741
Why not drop it further into the wall? into an 8 mp wide gap that just fades to black?

>> No.1605131

>>1605126
Looks neat.
>I was initially playing through with Brutal Doom SE, but switched over to SmoothDoom when BD started to make the FPS drop significantly on large maps)
Did he fix the blood? It lagged like a motherfucker, though for some reasons it didn't appear on GZDoom.

>> No.1605136

>>1605131
He put in an option to disable the blood. What's odd is the blood for the Barons works, but none of the other blood works, at least in my experience.

>> No.1605140

>>1605136
You should probably report that.

>> No.1605151

>>1605140
Hm, green and blue blood works. But yeah, I'll be sure to report that.

>> No.1605157

>>1605151
You're a good member of the community.

>> No.1605158
File: 638 KB, 697x649, DeathKwonDo.png [View same] [iqdb] [saucenao] [google]
1605158

>>1604958
Do you want the Death Jump or the Death Dump?

>> No.1605165

>>1604690
>Zandro community is furries
Couldn't be any more accurate.

>> No.1605172

>>1605029
How is this possible? Are these moving sectors?

>> No.1605175

>>1605172
Portals.

>> No.1605178

>>1605172
Zdoom borrows some features from the Build engine. If a mapper is skilled enough he can pull off some amazing tricks with sectors.

>> No.1605184

>>1605172
>>1605175
>>1605178

Its a skybox that has the actual camera object moving inside. No moving sectors at all, just some fancy eye trickery.

>> No.1605185

>>1605178
I really want to learn how this was done for my own maps.

>> No.1605189
File: 639 KB, 1280x720, Screenshot_Doom_20140507_162444.png [View same] [iqdb] [saucenao] [google]
1605189

Found the secret map.

>> No.1605191

>>1605189
brb downloadin

>> No.1605197
File: 2.03 MB, 680x384, zdoom 2014-05-07 19-24-47-678.webm [View same] [iqdb] [saucenao] [google]
1605197

>>1605185
see
>>1605184

>> No.1605201
File: 1.06 MB, 680x384, zdoom 2014-05-07 16-44-22-923.webm [View same] [iqdb] [saucenao] [google]
1605201

>> No.1605207

>>1605184
>>1605197
>Not real moving sectors
Aww man. I think I understand the skybox trick, but I still want to be able to do more than that. Is it possible to have moving voxel/model platforms?

>> No.1605209
File: 1004 KB, 680x384, zdoom 2014-05-07 16-45-58-592.webm [View same] [iqdb] [saucenao] [google]
1605209

>> No.1605213

>>1605207
probably, I have seen 3d working doors that open like real doors, but trying something like what your suggesting might be too much work for little payoff.

>> No.1605220

>>1604954
why would the cvar for setting the music volume be deprecated?

>> No.1605229
File: 341 KB, 1280x720, Screenshot_Doom_20140507_164918.png [View same] [iqdb] [saucenao] [google]
1605229

Sheeeiiiit

>> No.1605231

>>1605229
I fucking love open levels like that.

>> No.1605237
File: 175 KB, 1280x720, Screenshot_Doom_20140507_165546.png [View same] [iqdb] [saucenao] [google]
1605237

>>1605231
Whitemare 2 is loaded with levels like it.

>> No.1605240

>>1605237
Neat. Reminds me of that one Deus Vult 2 level.
Goddamn I have so many wads in my backlog.

>> No.1605245

>>1605231
I need a sky to not freak out in levels like that. Big wide enclosed spaces scare me in games. Especially when it's a massive and shadowy dungeon, where I can see the roof, but not the far walls.

>> No.1605249

Man, the archvile replacement in AtM (I think it's the Vore from Quake, but I never played Quake so I'm not sure)sucks dick. It's slow, the homing projectile it throws is easy to avoid and you can shoot it off the air, and it's just generally easy to take down.

>> No.1605253
File: 499 KB, 1920x1080, Screenshot_Doom_20131002_215849.png [View same] [iqdb] [saucenao] [google]
1605253

>>1605213
>3d working doors
You wouldn't happen to have a link to those, would you? I know how to do 2d swinging doors, but they're paper flat. I would love to have dook style doors.

>> No.1605254

>>1605249
Yep, it's the Vore from Quake but weakened quite a bit.

Vores in Quake have much much better tracking and damage output.

>> No.1605256

>>1605240
Yeah there's lots of big open, highly detailed levels. Some are a bit slaughter for me though. This one has I think around 1000 enemies on it, bit much for me.

>> No.1605263

>>1605253
Sorry, its been years since I played the mod. I just remember it being really trippy and I think it was inspired by mcgees alice in wonderland.

I do know though that the doors were 3d and required opengl to work. You should try looking into 3d objects

>> No.1605271
File: 382 KB, 1920x1080, Screenshot_Doom_20130925_000054.png [View same] [iqdb] [saucenao] [google]
1605271

>>1605263
Yea, I've been messing with 3d quite a bit, especially voxels, but I always learn best by example and it seems there aren't a ton of wads that take advantage of models and voxels except the occasional 3d bathroom object or hanging dude.

>> No.1605278

how do you make the transitions between levels seamless like in phocas island

>> No.1605281

>>1605278
Hub maps and Mapinfo lumps

>> No.1605283

>>1605271
Did some googling and found this
http://www.youtube.com/watch?v=nnrcHjm1lJQ
at 5:48 it shows a 3d door swinging open.

hope this helps.

>> No.1605286
File: 20 KB, 320x266, FUCKYEAH.jpg [View same] [iqdb] [saucenao] [google]
1605286

>> No.1605290

>>1605283
Ah yes, the hexen style doors. I've made those before, but the main issue I had with them is they go all the way up to the ceiling, which won't work out for swinging doors in a frame.

>> No.1605295

>>1605286
MURRICA
FUCK YEAH
Are there any true american mods for DooM?

>> No.1605319

Oh god Doom64 is spooky ;_;

>> No.1605320

>>1605319
More like Spookawesome.

>> No.1605324

>>1605295
Russian Overkill

>> No.1605331
File: 52 KB, 137x232, take my hulking cock.png [View same] [iqdb] [saucenao] [google]
1605331

>>1605324
HE SAID AMERICAN NOT COMMUNIST BROTHER

DOOM EVEN HAD A DEVELOPER NAMED AMERICAN, JACK

>> No.1605338
File: 473 KB, 297x212, 1343002700288.gif [View same] [iqdb] [saucenao] [google]
1605338

>>1605331
Oh for fuck's sake, I just spewed soda all over my keyboard.

>> No.1605343

>>1605331
I would like to see an American Overkill.

>> No.1605350

>>1605067
actually I think I found a mod that doesnt work in zand even with the st actors.

doomcenter-b7p.pk3

Script error, "skulltag_actors.pk3:actors/skulltagmisc.txt" line 16:
Invalid state parameter a_faceconsoleplayer

>> No.1605358

>>1605350
Nevermind, im an idiot. Dont try to run the skulltag actors on skulltag itself

>> No.1605359

Hey guys!
2 questions: Is Unreal 2K4 multiplayer dead? And Quake Live's?

>> No.1605362

>>1605359
Not retro but I've had trouble finding servers in UT2k4. Probably because the times I played it I had a pirated copy. It's probably still alive but not as popular as UT99. Dunno about Quake Live.

>> No.1605372
File: 1.58 MB, 800x450, zandronum 2014-05-07 20-56-05-745.webm [View same] [iqdb] [saucenao] [google]
1605372

>> No.1605374

>>1605372
I wish Doomcenter would update again. I remember discovering it near summer 2012. Great times were had.

>> No.1605375

>>1605372
You can buy a second knuckle duster for your other hand

>> No.1605376

>>1605319
Play Master Levels with PSX wad and PSX music. It's much better than 64.

>> No.1605395
File: 1.86 MB, 800x450, zandronum 2014-05-07 21-02-27-371.webm [View same] [iqdb] [saucenao] [google]
1605395

>> No.1605408
File: 2.06 MB, 800x450, zandronum 2014-05-07 21-03-13-554.webm [View same] [iqdb] [saucenao] [google]
1605408

>> No.1605419

>>1604359

Because

>we can
>that's what Carmack and Romero would've wanted

>> No.1605426

>>1605395
>>1605408
Jesus Christ, what DPI is your mouse?

>> No.1605437

>>1604946
>what are some of the hardest wads out there?

The Eye
Going Down

Anything by Mouldy, really. Go ahead and record yourself playing the first one, since there's no absolute videographic evidence of anybody trying The Eye, not even a single FDA

>> No.1605446
File: 2.44 MB, 800x450, zandronum 2014-05-07 21-16-26-276.webm [View same] [iqdb] [saucenao] [google]
1605446

>>1605426
I don't know, I just usually set the aiming speed in games pretty high.

>> No.1605457
File: 542 KB, 800x450, zandronum 2014-05-07 21-18-45-035.webm [View same] [iqdb] [saucenao] [google]
1605457

>> No.1605459

>>1605372
Agitating_skull.webm

>> No.1605461

>>1605446
>>1605457
Oh hey, that reminds me of that one anon who was trying to make a Doom version of BomBom Battlefield. Did that ever go anywhere?

>> No.1605463

>>1603973

http://archive.foolz.us/vr/search/text/new%20thread%20IMX/

is this you?

>> No.1605467

>>1605461
I do not know, these two were from doomcenter wad, map57.

>> No.1605496

>>1605395
>>1605408
Dayum, I'm gonna need the name of that wad, please.

>> No.1605504
File: 2.16 MB, 800x450, zandronum 2014-05-07 21-36-01-040.webm [View same] [iqdb] [saucenao] [google]
1605504

>> No.1605513

>>1605496
doomcenter-b7p.pk3
map55 inside the arcade

or you could download the original zdoom proof of concept one. Not sure of the name of that wad though

>> No.1605524

>>1605513
Thanks!

>> No.1605537

>>1605446
>>1605457
This just makes me wish Doom Golden Souls would update more often.

>> No.1605541

Should I unleash the beast? Okay

>>1605504

>that feel when no functional mountable vehicles in ZDoom

The one day, and I'm dead serious, the one day someone manages to get it done, it'll be as groundbreaking as anything ever done for any Doom sourceport in history.

>> No.1605604

>>1605541
What kind of vehicles?

>> No.1605619
File: 400 KB, 488x519, 1399508315514.gif [View same] [iqdb] [saucenao] [google]
1605619

>mfw playing doom64 EX for the first time

This is amazing.

>> No.1605623

>>1605619
I know right?

>> No.1605646

>>1605604

ALL vehicles, dangit; just make them so you can mount them over and over again

No one has ever gotten that shit right.

>> No.1605668

>>1605646
Yeah, but what would be the purpose? You can already go fast as hell, and fly if you go with Heretic.

>> No.1605671

>>1605541
>>1605646
Why do people continue to work with such a limited engine? Can somebody explain this to me? Is there any reason why somebody doesn't just build a Doom builder that can do and play anything ZDoom can plus everything else a modern engine can do in UE4 or Cryengine 3?

There's no reason not to? Is there? Why isn't this done?

>> No.1605672

>>1605671
BECAUSE YOU HAVE HUGE GUTS

>> No.1605674
File: 2.24 MB, 640x360, zandronum 2014-05-07 23-35-31-49(2).webm [View same] [iqdb] [saucenao] [google]
1605674

>>1605541
well, I am trying...

>> No.1605676

>>1605671
>Is there any reason why somebody doesn't just build a Doom builder that can do and play anything ZDoom can plus everything else a modern engine can do in UE4 or Cryengine 3?
>just
>JUST

Since you seem to know how easy it is, why don't you do it?

>> No.1605681

>>1605674
Woah, neat.

>> No.1605687

>>1605681
Seconding.

Mark, you should talk to that dude making the GTA2 thing. It's going to need some tanks.

>> No.1605690

>>1605674
Are you the same guy who posted a WIP tank mod on the skulltag forums, found out that the vehicle code eats too much bandwidth for online play, and just dissapeared?

Also, is it not possible to give actors 16 angles or even 32 so that big objects like your tank would look much better when moving around them? I could swear this was done before, probably in some other doom port.

>> No.1605692

>>1605668
>but what would be the purpose?

Would you please remind me what do hmod, GMOTA, Doom Center, SectorCraft and Hideous Destructor have in common?

>> No.1605694
File: 13 KB, 305x350, graf zahl.jpg [View same] [iqdb] [saucenao] [google]
1605694

>>1605676
I don't imagine it to be easy, just a lot better than getting an emphatic NO to just about any feature request you could ever think of.

If nobody in the community can do it, let's throw together some money to have a real coder make it. I would chime in for that, wouldn't you?

>> No.1605695

>>1605690
There are already voxel tanks.

Making a mountable vehicle is as easy as giving an item a use state and giving a classmorph powerup to a player and storing their inventory at the time they enter a vehicle.

It's not that it's hard to do, it's just that there isn't a huge demand for tanks/vehicles in doom, and such a thing would probably require custom maps aside from a few.

>> No.1605704

>>1605694

You're missing the point.
You don't "just" build a Doombuilder that can play everything ZDoom can PLUS everything else a modern engine can do.

I mean, fucking hellish succubus titties, "plus everything else a modern engine can do" is a monumental order that would take at least five goddamn years alone.
And that's before even getting into the fact that some shit the engine was just not designed to handle.

>> No.1605707
File: 1.21 MB, 640x360, doomguybike.webm [View same] [iqdb] [saucenao] [google]
1605707

>>1605687
I already gave him the code of my bike, so he can modify it to fit cars and other stuff. The tank still is not ready, I want to make the player able to enter and leave the tank and preserve the Tank's health, and make the tank be able to be damaged even when the player is out of it.

>>1605690
No. I already tested this tank online, and it worked perfectly. I was having a problem with my bike's code, the server was taking some time to calculate the inputs, but I believe it was a connection issue (the host had a shitty internet conection, and my ping was over 400). The tank's script is very different and even with the said 400 ping there is almost no lag issues.

>> No.1605715

>>1605695
>voxel tanks
I just looked this up, did not realize doom can use voxels now, pretty neat. I guess that would be much more viable then making twice or even quadruple the sprites to make the tank look nice.

>> No.1605718

>>1605707
>>>1605687
>The tank still is not ready, I want to make the player able to enter and leave the tank and preserve the Tank's health, and make the tank be able to be damaged even when the player is out of it.

Just use a global variable, yeah? You can even have the tank show damage. Or am I missing something?

>> No.1605719

>>1605707
>56 clips per hour

>> No.1605720

>>1605718
>Just use a global variable, yeah?

Or shit, just use a normal variable if it's just one map.

>> No.1605724

>>1605707
Is there any way to make the camera tilt side to side to more resemble a real bike?

>> No.1605725

So apparently some Hotline Miami 2 gameplay just got released or someshit, and it got me thinking: are there any mods that recreate that "everything has one hit point" gameplay in DooM?

>> No.1605727

>>1605725
ACTION DOOM
http://www.doomworld.com/idgames/?file=levels/doom2/Ports/a-c/action.zip

>> No.1605728

>>1605707
Holy shit, that bike looks awesome.
Have you released that yet?

Inspires me to learn ACS. A Road Rash WAD might be a neat idea.

>> No.1605736

>>1605718
No. I have to calculate the tank's health every time the player leaves it, and spawn a different actor matching the Tank's current health. When the player enters the tank again, it must calculate everything again to check if the tank suffered any damage before giving a different morph actor to the player. I got 2000 lines of code so far, and I think it's going to be around 4000 in the end.

>>1605725
Action Doom 1

>>1605724
Unfortunately, no.

>>1605728
Download on description
https://www.youtube.com/watch?v=CDJRxjE_dLQ

>> No.1605739

>>1605707
>I want to make the player able to enter and leave the tank and preserve the Tank's health, and make the tank be able to be damaged even when the player is out of it.
Terminus did that with D'Sparil in Naraka
You may want to ask him about it

>> No.1605741

>>1605736
>Download on description

Neat. Thanks!

>> No.1605742

>>1605736
What about making the bike tilt under the camera, and have turning sprites be more realistic, like showing one handlebar moving forward and one moving backwards?

>> No.1605748

>>1605736
>No. I have to calculate the tank's health every time the player leaves it, and spawn a different actor matching the Tank's current health. When the player enters the tank again, it must calculate everything again to check if the tank suffered any damage before giving a different morph actor to the player. I got 2000 lines of code so far, and I think it's going to be around 4000 in the end.

There's no reason for this. Store the tank's health as a variable and have it call a script every time the player gets in or out that sets it's health to that variable. Update the variable on the fly or whenever the player leaves it/enters it. This should be pretty simple.

>> No.1605752

>>1605707
Oh man, this is really nice.

>> No.1605758

>>1605736
>No. I have to calculate the tank's health every time the player leaves it

No, you don't have to.

>> No.1605761

>>1605748
It wouldn't work if there are more than one tank in the game, or if some player steal other player's tank. The code is only hard to make, after finished, it can be easily replicated to make other vehicles by just using the find and replace function. Let's say you want to make a light tank, you replace every thing called "tank" with "lighttank", and you got another vehicle, not even needing to make a new ACS script for it.

>> No.1605775

>>1605761
>It wouldn't work if there are more than one tank in the game, or if some player steal other player's tank.

Yes it would, you assign unique TID to that tank and store it, then keep track of who has which tank when they pick them up and assign that TID again.

Decorate route you're going should be pretty easy too, you just have a billion copies of the actor and checks at the end, the replace function should make most of that pretty easy.

>The code is only hard to make, after finished, it can be easily replicated to make other vehicles by just using the find and replace function. Let's say you want to make a light tank, you replace every thing called "tank" with "lighttank", and you got another vehicle, not even needing to make a new ACS script for it.

I don't see the difference in difficulty in decorate or acs code and how one would be harder than the other. I really don't see how this would be super difficult. I'm not trying to bust your chops, I'm just saying you might be going about this in a way that is creating more work for you.

>> No.1605801
File: 355 KB, 500x447, m9vzd3Mb0J1qbowx0.png [View same] [iqdb] [saucenao] [google]
1605801

>>1605761
>It wouldn't work if there are more than one tank in the game, or if some player steal other player's tank.
just
just ask terminus for d'sparil's serpent code
seriously

>> No.1605814

>>1605704
No, you completely misunderstood. I don't mean from scratch. I mean as a modification of an existing modern engine. Doom's source code is out there and haven't both UE4 and Cryengine given access to all their stuff?

What I meant was making a Doombuilder INSIDE UE4 or cryengine. Surely that shouldn't be too difficult, it's just a question of adaptation.

>> No.1605827

>>1605725
I actually thought about making a Hotline Miami WAD and remaking the levels one to one in 3D.

>> No.1605829

>>1605728
Isn't that bike straight from some Duke Nukem mod?

>> No.1605835

>>1605814
>Surely that shouldn't be too difficult.
Ha.
Ahaha.
AHAHAHAHAHAHHAHAHAHA.

You have no fucking idea how hell modern game engines are these days.

>> No.1605856

>>1605835
You're telling me it's impossible to build a Doom level, Doom enemies and a Doom player character in a modern engine?

You are right, I don't have a single clue about anything, that's why I'm asking.

Do you though or are you just talking out of your ass based on wildly uninformed assumptions you are making to pretend you know something when actually you don't know shit either?

>> No.1605862

doom already has a modern engine: doom3 engine

>> No.1605882

>>1605856
I never said impossible, and now you're changing it from "make a live map editor in the engine" to "make a simple Doom clone". That's going from basically getting engines meant for static maps to handle arbitrary map rebuilding, to... being able shooting monsters with guns.

Anyway, you want the reason why we mod Doom? Because the artistic bar is low, the resources are bountiful, the maps are endless, and we enjoy the game far too much to drop it now.

>> No.1605892

>>1605814
Nigger you mist be retarded

>> No.1605893

I think a lot of the coding and such done with the Doom (or DooM or DOOM whatever man) engine is out of respect and love.
Doom is probably the favourite game of more than multiple people in this thread (including myself) and the engine today still holds up. It can deliver fast, fun gameplay and have some pretty visuals. Just look at Brutal Doom, Doom RPG, there's a fucking Doom SHMUP for god's sake.
There are so many possibilities with the Doom engine.
In the end, we all want to be part of the magic and fun that was id software. Doing it in any other engine wouldn't feel right.


For non-fag talk, I remember hearing that someone was working on a Triple Barrel shotgun. Did anything come out of that?

>> No.1605897
File: 53 KB, 680x599, 8b8.jpg [View same] [iqdb] [saucenao] [google]
1605897

>>1605814
>Surely that shouldn't be too difficult, it's just a question of adaptation.

>> No.1605910

if zandronum is based on zdoom and gzdoom then what are people bitching about

>> No.1605927
File: 728 KB, 800x450, GREZZO2 2014-05-08 00-00-20-739.webm [View same] [iqdb] [saucenao] [google]
1605927

>>1605893
I know there was a shotgun that was called Hydra and its been done for a while now. If this shotgun is what you meant.

>> No.1605929

>>1605882
Do you really not understand what I mean or are you misunderstanding me intentionally?
>I never said impossible
So then why not? I only see positives.

>and now you're changing it from "make a live map editor in the engine"
Why would changing the front end of the engine be so difficult? I ask you again, do you actually know anything yourself? Because shooting my honest albeit dumb questions down with nothing but your pompous attitude and bullshit you are pulling out of your arse is really pointless.

> "make a simple Doom clone"
Well of course make a Doom clone, that's the idea. A Doom clone that can do anything else too and that let's you pick and choose what new stuff you want to add or nothing at all. Preferably with a simple builder that works the same as the old one but with more options because it's inside a modern engine and if you want you can add all the modern stuff. The most difficult thing would be a converter that lets you play old wads in the new engine or maybe not, I really don't know anything and am just guessing here.

>That's going from basically getting engines meant for static maps to handle arbitrary map rebuilding
What do you mean with static? Why would a more advanced engine have trouble displaying something infinitely more simplistic?

>to... being able shooting monsters with guns.
Shooting monsters with guns while having HDR, tessellation, bump mapping, full dynamic lighting, displacements maps, particle effects out the ass, etc etc etc.

>> No.1605946

>>1605897
With access to the source code for both, the modern engine and Doom, shouldn't it be pretty fucking easy for somebody who actually knows what he's doing beyond being a hobbyist?

I don't know about this shit, that's why I'm asking. Wouldn't it just take the know how and a few days of coding or would it take like weeks, months,... years??? Doesn't seem realistic to me. But again, I don't know shit, that's why I'm asking.

Just tell me that you actually know your shit before answering. You can be as cunty and greentexty as you want after that, but if you too are only talking out of your ass, your response is entirely void of any meaning.

>> No.1605952

>>1605893
That makes sense but it's kind of an awfully sentimental way to look at things.

>> No.1605956

>>1605946
>With access to the source code for both, the modern engine and Doom, shouldn't it be pretty fucking easy for somebody who actually knows what he's doing beyond being a hobbyist?

NO
NO IT WOULDN'T

>> No.1605959

>>1605956
That's nice but do you yourself know code or did you just guess?

>> No.1605960

>>1605946
>I don't know about this shit, that's why I'm asking.

Let's explain it this way, then.
Why hasn't anyone "just" made a single console that plays all of the games across different consoles and puts them on one console?

Because all of them run different tech and work entirely differently behind the scene. It doesn't matter how much "know how and a few days of coding" you've got, making a console that could run an N64 game and a PS2 game would be a gigantic pain in the dick.

>> No.1605968

>Doomguy is a descendant of B.J.
>Doomguy is a Jew

>> No.1605970

>>1605968
Yeah, he's of polish/jewish ancestry.

What, you didn't know?

>> No.1605972

>>1605959
I, personally, am a compsci major in my fourth year of university. I eat, sleep, and breathe programming.
>With access to the source code for both, the modern engine and Doom, shouldn't it be pretty fucking easy for somebody who actually knows what he's doing beyond being a hobbyist?
Is a COMPLETELY uninformed statement, and is totally wrong. Porting code between game engines is a fucking NIGHTMARE. Porting a 2.5d engine to a 3d engine would be a damn impressive accomplishment. Years of work.

>> No.1605978 [DELETED] 

>>1605960
>Why hasn't anyone "just" made a single console that plays all of the games across different consoles and puts them on one console?

It's called a motherfucking PC.

Fuck, there's even emulators on some consoles too. If they weren't so locked down there would be more.

There's emulators for almost anything and if the guys making those actually had the source code instead of having to painfully reverse engineer everything they would all run perfectly and be shat out in a matter of weeks.

I might be able to admit that I don't know much but I seemingly still know a lot more than you, dumbass.

Jesus Christ are you fucking dumb and fucking arrogant to boot. You're the worst kind of stupid. You don't even realize how fucking ignorant you are and still talk like you know everything.

>> No.1605981

>>1605968
>Doomguy is a descendant of B.J.
Sauce?

>> No.1605982

just tried zandronum and the lighting on objects is all fucked up. Also, joystick support doesn't seem to work. Both of these were fine in gzdoom. Also, it only has brightmaps.pk3 but not lights?

>> No.1605984

>>1605972
Okay.

But if you are so smart you should've noticed that that wasn't a statement, it was a question.

>> No.1605986

>>1605978
>There's emulators for almost anything and if the guys making those actually had the source code instead of having to painfully reverse engineer everything they would all run perfectly and be shat out in a matter of weeks.

I'm not anyone you've been talking to, but this is an uninformed statement. It isn't just source code but also emulating the hardware, as many programs custom built to console hardware don't work on faster or even just other hardware.

>> No.1605990
File: 14 KB, 142x132, TSP-Leviathan.png [View same] [iqdb] [saucenao] [google]
1605990

>>1605893
>>1605927
It's called the Hydra in Resident Evil, I called it the Leviathan. An awesome version is in Russian Overkill and soon to be the Space Pirate Neo for Zandy.

>> No.1605992

>>1605968
>Wolf3D is the Blazkowicz line kicking ass in the past
>Commander Keen is the Blaz line kicking ass in the present
>Doom is the Blaz line kicking ass in the future

>> No.1605993

>>1605982
>joystick
what

>> No.1605995

>>1605982
zandronum is at least 1 or 2 year behind gzdoom

>> No.1605996

>>1605986
Yet it still works. All on one machine. Exactly the thing the post I was replying to deemed fucking impossible.

I might be a dummy but that other guy is way fucking dumber.

>> No.1605998

>>1605978
>It's called a motherfucking PC. Fuck, there's even emulators on some consoles too. If they weren't so locked down there would be more.
>There's emulators for almost anything and if the guys making those actually had the source code instead of having to painfully reverse engineer everything they would all run perfectly and be shat out in a matter of weeks.
>I might be able to admit that I don't know much but I seemingly still know a lot more than you, dumbass.

...Sure, let's pretend you know what you're talking about and go with the idea of emulators.
Why the fuck haven't all of the emulators consolidated into one program?

Think carefully, dumbass.

>> No.1606001

so it's way behind zdoom with broken features and some dude decided to make a mod only work with it? ok

>> No.1606002

>>1605990
Triple barrels just aren't that cool unless it's in a /\ setup

Looks fine though.

>> No.1606006

>>1606001
And netplay, which ZDoom couldn't do if its life depended on it.

>> No.1606012
File: 48 KB, 185x123, 185px-Derrotando_al_Harbinger.png [View same] [iqdb] [saucenao] [google]
1606012

>>1605981
This comes from the Doom 2 RPG and the Wolfenstein RPG. B.J. fights a Cyberdemon (called the Harbinger of Doom since he isn't a cyborg yet), and the Harbinger loses his hand and leg in the fight, and says he'll seek his revenge again B.J.'s decedents. Also, the Doomguy in the Doom 2 RPG is named Stan Blazkowicz.

>> No.1606013

>>1605998
>Why the fuck haven't all of the emulators consolidated into one program?

They have, it's called retroarch.

It's just a frontend using different emulation cores but for all intents and purposes it functions as one program.

>> No.1606016

>>1606006
if zdoom couldn't do it then why is zandronum based on zdoom? they could just backport the features

>> No.1606018

>>1606013
>It's just a frontend using different emulation cores

Then it's not one fucking program, is it?

>> No.1606020

>>1606016
>they could just backport the features
>just

Confirmed for not knowing anything about how it works.

>> No.1606023

>>1606012
Are those games considered canon?

>> No.1606025

>>1605992
Not sure about Keen but apparently the other 2 are canon.
Also, the GMOTA MC is suppossed to be from the line too.
>>1605968
Not unless his mother was, I think.

>> No.1606026

>>1606023
Of course not.

>> No.1606028

>>1606023
They were released by id and nothing's been contradicting them yet.

So unless anything else comes through, they are for now.

>> No.1606030

>>1606016
If only it were so easy. ZDoom's netcode dev is a massive sperg whose e-peen is only surpassed by his hate boner for Zandronum. He would die before even considering adding a feature from it.

>> No.1606032

>>1606026
Sauce? Also
>DOOM
>plot
lel

>> No.1606034

>>1606023
>>1606026
>>1606025
I would say they're considered canon within the RPG series, but nothing has contradicted them in the main series either. I think New Order could possibly contradict that, though.

>> No.1606035

>>1605946
>With access to the source code for both, the modern engine and Doom, shouldn't it be pretty fucking easy for somebody who actually knows what he's doing beyond being a hobbyist?
Code is not plug and play. If it were, then Windows programs wouldn't need Wine to run on Linux, there'd be no reason to choose between the XBox One and PS4, and you can bet your ass people would've started pasting modern code into ZDoom (which, given the state of its codebase, would *still* end in tears).

>>1605978
>There's emulators for almost anything and if the guys making those actually had the source code instead of having to painfully reverse engineer everything they would all run perfectly and be shat out in a matter of weeks.
... what?
What, the source code for the *completely different system architecture*?
The thing with emulation is that we're trying to get a system built one way to run like a system built entirely differently, while still keeping the performance of our host system. Even things such as adding numbers requires the emulator to go through a lot more than just "a + b"; the very way numbers are stored is different from architecture to architecture, so you have to convert between the two every time you want to go from storage to usage or back. The screen is accessed differently - you know how on the PC, you can just put pixels onto the screen? Now look at all the screen layers for the SNES, for the DS, for the GBA, etc. They handle things differently, and because these devices are computationally-constrained, they abuse every single implementation detail they can to shave off every opcode they can. The PC has to simulate all this - it has to be the entire console - perfectly accurately, or the games break. This slows things down a *lot*. That's why BSNES's accurate setting is slow.

Now would you stop being a shithead and assuming that everyone who's talking against you is simply talking out of their ass?

>> No.1606036

>>1606018
It works like one just fine.

Do you wish to maybe move the goal posts a little bit more first or do you want to just devolve into arguing semantics straight away, faggot?

>> No.1606037
File: 41 KB, 338x450, 1365527576111.jpg [View same] [iqdb] [saucenao] [google]
1606037

Hey guys let's ignore the faggots who know absolutely nothing about programming and let's talk mod ideas.
I've been considering working off Shadow Warrior and building a first-person melee system, but there's a lot of other really good games/mods out there that have some really meaty blows and weapons.

What would you say is your personal favorite melee weapon in a mod/game?

>> No.1606039

>>1605970
Being a polish doesn't makes you a jew. Less than 3% of polish people were Jews before WW2.

>> No.1606043

>>1606039
Being polish doesn't make you a jew, and being jewish doesn't make you polish, but being polish/jewish makes you polish and jewish.

>> No.1606046

>>1606037
The chainsaw secondary in Brutal Doom SE. Almost everything in Hexercise.
And The Space Pirate combos are fun to pull off.

>> No.1606047

>>1606034
So, the real name of Doomguy is actually Stan Blazkowicz? BLASPHEMY!

>> No.1606050

>>1606047
Hey, it's better than Steve, Greg, or Dale. Although Dale Blazkowicz is totally his name in my head now.

>> No.1606052

>>1606037
>Favorite melee weapon in a mod
Project MSX's fists when charged for single blow attacks.
TSP's punching and kicking combo system for combos.

Although honestly if I'm going to pick melee systems/weapons as top over all it's going to be God Hand.

For Doom my dream would be Project MSX with a melee combo system that lets you use charges mid combo or as a finisher. That would be rad as shit.

Powered armor pummeling would be number 1.
Something like God Hand is also number 1.

On a somewhat related note, Vanquish pissed me off to no end.

>> No.1606054

>>1606034
New Order is in an alternate reality where Germany won WWII.

>> No.1606056

>>1606050
According to John Romero, he has no name because he are you.

>> No.1606057

>>1606056

Yeah, um, that was 20 years ago.

>> No.1606060

>>1606054
But it's still a sequel to Wolf 2009, or at least it seems that way, so it's still canon to that RTCW-line of games, meaning Doom could happen somewhere in the future.
>>1606056
I am the DOOM?!

>> No.1606063

>>1606035
Source code, architecture, whatever. Didn't that stuff leak for the Wii and like a month later an almost perfect emulator came out?

Isn't the reason the PS3 is such a bitch to emulate because it's hard to figure out how the cell works?

Isn't it correct to assume things would be a whole lot easier if you had complete documentation, source code, architecture documents, what the fuck ever?

A lot of the closed feature requests for ZDoom are "Yes, I could do that but I'm not gonna because fuck you" not "No this can't be done".

Sorry if I stepped on any toes with my lack of information but given the recent news of Cryengine and UE4 being completely open for the general public for a little fee and the fact that people seem to constantly be recreating older games in different engines, like say Mortal Combat or some Space Invader clone in the Doom engine, I thought it was worth the time to ask if the same wasn't possible for Doom in one of those engines.

I guess not, sorry for daring to ask.

>> No.1606067

>>1606057
Yeah, no, fuck those motherfuckers at newID that never even worked on Doom. When one of the main creators of Doom says he has no name, I'm gonna go with that instead.

>> No.1606068

why do these people care about what features get added, it's not even their engine

>> No.1606072
File: 21 KB, 447x335, 1377705440.jpg [View same] [iqdb] [saucenao] [google]
1606072

>>1606063
>I guess not, sorry for daring to ask.

The problem isn't daring to ask.
The problem is talking down on those who knew what they were talking about and calling them arrogant dumbasses because they didn't agree with you.
You are the reason why every programmer is a cranky shithead, because you know nothing about it and then throw a goddamn temper tantrum when they say no and tell you why.

If you had actually accepted what >>1605960 said instead of throwing your fucking tongue around, maybe you would have learned something today, you pompous sack of shit.

>> No.1606084

>>1606072
>The problem is talking down on those who knew what they were talking about and calling them arrogant dumbasses because they didn't agree with you.

You should know that people on 4chan have a tendency to talk out of their ass and pretend to be knowledgeable in fields they really are not just to shout others down. I know that just asking someone to state that they actually have some expertise isn't a huge deterrent because people can just lie about that but it still makes them vulnerable to questions from people who actually do know their stuff.

How am I fucking pompous when I admit to knowing next to nothing?

and how does >>1605960 know what he's talking about when he's apparently completely oblivious to emulation. Look, asshole if you want to explain something just fucking say it. To try to be Socrates and ask cute little question you already know the (desired) answer to, if you are to clumsy to ask them properly and it bites you in the ass. And even if you were elegant enough to pull it off, don't fucking do it because it's gay and you're not Socrates. Just fucking say what you want to say plainly.

If you wouldn't make such a big fucking deal of just explaining something people wouldn't think you're elitist assholes.

>> No.1606095

>>1606084
Because, guess what, talking down on people who know more than you is not excused by anything.

>> No.1606098
File: 53 KB, 359x391, 57UdxDD.jpg [View same] [iqdb] [saucenao] [google]
1606098

>>1606084
>How am I fucking pompous when I admit to knowing next to nothing?
>and how does >>1605960 know what he's talking about when he's apparently completely oblivious to emulation.
you just answered your own question m8

>> No.1606108
File: 618 KB, 1280x720, Screenshot_Doom_20140508_010639.png [View same] [iqdb] [saucenao] [google]
1606108

So Metroid has a new DM map.

>> No.1606114 [SPOILER] 
File: 295 KB, 640x480, 1399525865433.jpg [View same] [iqdb] [saucenao] [google]
1606114

>the most thought-provoking, IRL architectural style that would fit Doom from the entire bunch is actually brutalism

top heh

>> No.1606123
File: 615 KB, 1280x1366, tumblr_mcxtuisYcm1qzglyyo1_1280[1].jpg [View same] [iqdb] [saucenao] [google]
1606123

>>1606114

>> No.1606129
File: 274 KB, 1024x585, 3324619008_2293da8ecc_b[1].jpg [View same] [iqdb] [saucenao] [google]
1606129

>>1606123

>> No.1606137
File: 59 KB, 600x481, fuck-yeah-brutalism[1].jpg [View same] [iqdb] [saucenao] [google]
1606137

>>1606129

inb4

>"b-b-but some of them might require 3D Floors!"

Then remove all instances of them. Big deal

>> No.1606148

>>1606137
Or use 3D floors because that shit's kickin' rad.

>> No.1606150

>>1605694
i laughed so hard when i found out that was what his name meant

the man obviously has a sense of humor, who knew?

>> No.1606161

>>1604474
GUESS WHAT YOU'RE WRONG NOW.
METROOD RUNS IN ZDOOM NOW PERFECTLY FINE.

AREN'T YOU GLAD TO BE WRONG FOR A CHANGE

*HYPE*

>> No.1606163

>>1606084
>how does >>1605960 know what he's talking about when he's apparently completely oblivious to emulation
>was told not once but twice that this statement was incorrect along with explanations on why, and how his definition of the scenario he is describing is either flawed or not properly being conveyed

>capcha: comprises rearson

>> No.1606169

>>1606098
He was trying to be cute but forgot to say natively. Of course there's no console or PC that can run any game natively but that's not what he asked about, was it? No, it fucking wasn't.

Look, if you want to be a smartass, fine, be a smartass but don't make dumb mistakes like that. and expect to get away with it.

Incidentally maybe that's the crux of the problem. I didn't mean "run Doom in a modern engine natively". I meant emulated, dirty as fuck if need be. Who cares what's under the hood as long as it works. If you tell a modern engine: "that's how you build a wall, that's how the character moves, put a moving sprite there that does this and that and falls over when shot" I think it should be able to follow that in way that would nearly perfectly mimic Doom. Of course it wouldn't actually run Doom in the engine but it would look like it, it's totally cheating but that's what I'm asking about.

All that would be left to do is write something that translates the information from WADs people have made into something the new engine could understand and a builder that would function similarly to the existing ones.

I don't see why that should be impossible.

>> No.1606178

>>1606161
u wot m8

>> No.1606180

>>1606148
This 3d floors are fucking awesome

>> No.1606190

>>1606178
METROOD HAS ZDOOM COMPATIBILITY NOW

IT DOESN'T EVEN REQUIRE A SPECIAL BUILD

(although it does bitch a bit about unknown gamemode in SBARINFO and unknown actor RuneSpread - harmless, though)

HYYYYYPPPPPEEEEE

>> No.1606195

>>1605343
>burgers
>soda
>television ads

>> No.1606198

>>1606190
So what changed to make it possible?

>> No.1606201

>>1606169
I've thought the exact same thing when I've tried making programs.
"Oh, I'll just make a box here and add a few buttons there. We'll be OK."
It does NOT work this way.
As the anon earlier said, "code is not plug and play".

>> No.1606202

>>1606163
No, what >>1605960 said is complete bullshit because he didn't specify natively. His entire premise and statements are completely bullshit because he didn't say natively. Everything he claims to be IMPOSSIBLE, is VERY FUCKING POSSIBLE thanks to emulation.

Again, Mr.Smartass didn't say shit about running things natively. If you want to be a smartass, don't fuck up. How's that for being reasonable?

>> No.1606218

>>1606198
CVar system got recoded to check a CVar in CVARINFO, to determine whether it could use SetCVar or had to use a ConsoleCommand alternative.
Chasecam was remade in pure ACS and DECORATE.
A usage of A_FaceConsolePlayer was removed.

Those were the main things, anyway.

>> No.1606226

>>1606180
This right here, honestly by far I can't help but feel as if there aren't enough map packs that have used 3d floors yet, in fact, is there a mod containing 32 maps each with 3d floors?

>> No.1606227

>>1605446
>playing single player wads with Zandronum
eh

>> No.1606231

>>1606023
A retcon at best.

In the original game the player character is deliberately kept as vague as possible because he is meant to be You.

>> No.1606243

>>1606037
I loved the drill weapon in CIF3. Especially with the wipe the blood off your mask effect. The drill feels like it makes a massive impact when hitting things.

I also liked the over the top fist weapon in Grezzo two (the one where you kick with both legs at the end). It looks silly and crappy, but I always laugh when I get someone with the final double kick.

>> No.1606245

>>1606201
Alright, thanks. That's an entirely more humane explanation.

I just thought it should be possible to just simulate the behavior. Why isn't that possible though? Like in simple steps, I imagine it like this. Doomguy runs at so and so many -insert whatever length measurement unit Doom uses- per minute, second whatever works best. So you take that and make the guy in UE4 run that fast. Then you count the amount of pellets the shotgun fires and how much damage each of them does and you convert that into UE4. Step by step like that. Sure it would take some effort but why wouldn't it work like that?

It's a simple question, the should be a simple answer as to why that's not possible if it's not possible. I never meant, "lol jus put da DOOM code into da unreal code and liek maek it werk, faggit" I just meant emulating Doom with that engine and then maybe have a program that translates old WADs so the new engine understands them. This second part might be more effort than it's worth or entirely impossible

>> No.1606248

>>1606202
And yet you're being a smartass yourself by asking if something is 'possible' by your own definiton that you didn't confess until after the fact, which itself is still a rather limp definition. It was explained why engine-porting and integration is a mess, so you were like 'I just want it to emulate'. Then it was explained to you how difficult it is to get something to emulate accurately, to which you redefined your goal to 'non-native inaccurate emulation'. If all this was what you were asking for, you really should have said it clearly, but instead you chose to be pedantic and assuming while claiming others to be dumb for what really amounts to being left in the dark as to what exactly you were discussing in the first place. The answered you received were based on what you had asked, so perhaps you could stand to be more clear in the future

Also, for the record: a frontend to several emulators still requires several emulators (not one) to perform; this is not at all the same thing as having one program that emulates several things, or 'close enough'

>> No.1606252

>>1606227
Doomcenter requires the skulltag actors file, but that file produces some parameter error in zdoom 2.7.1 and 2.5.0. So as far as I know, its impossible to play doomcenter on zdoom without some custom patch or edit.

>> No.1606258

>>1605331
jokes on you American McGee defected to China

>> No.1606259

>>1606245
Most people just don't care. Using a proprietary engine as a replacement for a more limited engine gimps developers by disallowing them from adding new features.

>> No.1606264
File: 16 KB, 915x531, ijonmagictichy.png [View same] [iqdb] [saucenao] [google]
1606264

>>1606218
>>1606190
>>1606161

>> No.1606280

>>1606264
images on irc? sacrilege

>> No.1606281
File: 335 KB, 720x1038, 1395641636088.jpg [View same] [iqdb] [saucenao] [google]
1606281

>>1606114
Got a good chuckle out of that.

>> No.1606308

>>1605707
>>1605674
>>1605541
>>1605504
>tfw doomkarts been dead for a year...

>> No.1606310
File: 619 KB, 1366x768, Screenshot_Doom_20140508_022437.png [View same] [iqdb] [saucenao] [google]
1606310

>>1606264
Neat.

>> No.1606316

>>1606259
Does UE4 and Cryengine disallow developers from adding features? I thought the deal was that you get full access and can do whatever you want with it as long as you pay the fee and they only want more money if you start making money from your game if you are making a game. Are you sure it's locked down?

>> No.1606321

>>1606310
name of levelset?

>> No.1606327
File: 701 KB, 1366x768, Screenshot_Doom_20140508_023314.png [View same] [iqdb] [saucenao] [google]
1606327

>>1606321
Putrefier. It's just one map, but it's definitely the prettiest map I've ever seen.

>> No.1606336

Any word of those Berserk weaponry?

I haven't been keeping track of things in awhile but I remember the Dragonslayer looking rad as fuck

>> No.1606337

>>1606248
I was asking for what's generally possible and then trying to narrow it down, painstakingly due to all the hostile answers I got right from the start. I'm just human, I get defensive and bitchy too if people just throw shit at me for asking an admittedly dumb question. Courtesy is a two way street.

>Also, for the record: a frontend to several emulators still requires several emulators (not one) to perform; this is not at all the same thing as having one program that emulates several things, or 'close enough'

Fuck off, read my fucking post. I explicitly said it's a front end that runs several emulator cores. I knew what that meant when I said it.

It still works as one application (an icon that you click and werks) so the fact that it's running multiple programs is just semantics. On top of that it's just semantics based on an answer you didn't want to a question where you forgot to specify the parameters of your question properly. So fuck off already.

>> No.1606360

>>1606264
So this means it runs on ZDoom/GZDoom/Zandronum all on one version?

Is there a link to this witchcraft?

>> No.1606363
File: 2.31 MB, 540x360, 1343246016445.gif [View same] [iqdb] [saucenao] [google]
1606363

>>1606337
>Courtesy is a two way street.
>Fuck off, read my fucking post.
>So fuck off already.

>> No.1606365

>>1606360
https://github.com/TerminusEst13/ducking-avenger
>click "download zip"
>extract zip wherever you want, preferably in a new folder
>go into "pk3" folder
>select everything
>put it all in a .zip
>change the extension to .pk3
>run with your port of choice

>> No.1606367
File: 116 KB, 486x322, ac1.png [View same] [iqdb] [saucenao] [google]
1606367

>the last four hours of this thread

>> No.1606373
File: 926 KB, 1267x713, tspscreen12.png [View same] [iqdb] [saucenao] [google]
1606373

I'm really digging Switcharoom at the moment. Some crazy nostalgia shenanigans going on!

>> No.1606378

>>1606373
is it still disallowed from /idgames or has halderman come to his senses yet

>> No.1606382

>>1606365
This is pretty fun.

But how do I use Power Boms and Super Missiles?

>> No.1606384

>>1606382
Hold the button until you hear the click, then release.

>> No.1606385

Now that Oblige is capable of making some impressive generate maps, is there any mod out there that makes the game feel more like a roguelike? Like as in gaining random powerups, skills, weapons, and leveling up as you play. Real guns advance 2 does this to an extent with skills, but I want something a bit less cod-like.

>> No.1606386

>>1606382
Oh shit there's a F1 menu, nevermind.

This is awesome.

>>1606373
I had a lot of fun with Switcharoom.
There's a lot of "I remember that!" going on with new stuff added.

>> No.1606392

>>1606385
DoomRL Arsenal
DoomRPG
The latter is supposedly compatible with the former, but is a pain to set up.

>> No.1606393

>>1606337
Two things:

>It still works as one application (an icon that you click and werks) so the fact that it's running multiple programs is just semantics

It does work as one application, true, but the fact that its crux is on multiple programs is more than semantics; if/when you need to make any adjustments to its emulation, you either have to know how to modify the respective core, wait for the creator of said core to modify such, or make a new core altogether. And if you need to do this for more than one console/engine being emulated, this issue becomes exponentially worse, as each thing being emulated is not only using its own structure of code, but its own shortcuts and workarounds to cover for hardware discrepancies. In short, it's a total clusterfuck to adjust in the long run, even if it is a solution for the consumer (less so the producer) short-term

>On top of that it's just semantics based on an answer you didn't want to a question where you forgot to specify the parameters of your question properly

I wasn't the one asking questions, nor did I specify any parameters. That said, you did the former followed quickly by the latter when the answer wasn't to your satisfaction.

>> No.1606396

>>1606392
Thank you anon, I will be checking these out.

>> No.1606403

>>1606384
Thank you.
I am going to guess the Energy Converter lets me do Beam Combos too.

What else is going to be added to the mod because it feels pretty complete for Metroid.

>> No.1606449 [DELETED] 

>>1606363
Clearly at this point we're way past that.

But cool greentext and animu reaction nonetheless.

Stellar performance on your part.

>> No.1606457

>>1606226
How cool would it be if Oblige generated them?

>> No.1606464

>>1606393
>That said, you did the former followed quickly by the latter when the answer wasn't to your satisfaction.

Not to my satisfaction? I was asking a question just to get the information I wanted, I did not anticipate a specific satisfactory answer. Like I said, I just tried to narrow down what's possible because that' what I wanted to know. I wasn't trying to make a point, I was trying to extract information. Because of that it's impossible for me to do what you are accusing me off.

Frankly, the fact that a simple question has led to this trial like blame shifting is fucking ridiculous. I just want nice lighting and some bump maps in my Doom. That's all I want. I don't care about any of the other stuff. I asked about that before in a less confrontational manner but my question got simply ignored. I'm sorry it had to get this ugly just to get some fucking answers out of you people.

It seemed only logical to go for something new when the old thing can't do things that are demanded anymore. But I guess it's just like people fixing up old cars, it's not about getting the best result, it's about working with something old and outdated and maneuvering within the limits of that. Improvement at the cost of that isn't welcome, I guess.

I made the mistake of thinking it was more about the game than pure nostalgia.

>> No.1606471

>>1606464
>I made the mistake of thinking it was more about the game than pure nostalgia.
No, you made the mistake of telling the guy who answered your question that he didn't know shit.

>> No.1606473

I see you two are still going at it. You do realize you're not going to feel any better about yourselves when this is all said and done...that is assuming you ever do finish arguing.

Go play some Doom, jack off, sleep, then come back to 4chan when you're ready. Maybe do it with Hdoom, I don't know.

>> No.1606478

>>1606473
>Download HDoom
>Still play it instead of focusing on jerking it because it's actually fun and also you don't get monster girls taking turns with you on death yet

I regret nothing.

>> No.1606480

>>1606336
Is it Mike12 or Terminus working on it? I think it was mIke12. Anyway he posted a pic of Gut's auto-crossbow a couple of threads back, with animation. looked fucking sweet.

>> No.1606482

>>1606480
Mike12.

I really would like to play with Guts weaponry.
Like tearing through everything with the Dragonslayer alone would be rad as fuck.

>> No.1606486

>>1605197
got a download link for this mod?

>> No.1606491

>>1606471
He answered my question with a counter question. That alone is annoying. But it wasn't just that. It was Socratic questioning. But the fun didn't end there. It was faulty Socratic questioning.

At that point I don't care anymore if he could answer my question because he obviously has no intention of doing so.

Also, I may have used some wrong terminology but I didn't mean to ask if Unreal Engine could just run Doom's source code. I am not that retarded. I just meant that since the Doom source code is out there, that should be helpful with building a Doom clone in UE4 if one would so desire. Without it I imagine a lot of guess work.

So his non-answer "answer" was missing the mark anyhow. That's what I was lamenting is convoluted smart ass allegory, which was faulty to begin with because he fucking omitted the word natively. Why do you look past that? I'm correct in saying that his given scenario as he typed it is wrong because he did not specify natively. It's fucking wrong. Am I to just ignore that when he comes at me like that? Oh yeah, treat me like the idiot I am for a question I didn't mean to ask while you make a glaring mistake that I'll just overlook because you dick tastes so good in my mouth? No fuck, that.

I fucking hate Socratic questioning. Jesus Christ.

>> No.1606492

>>1606486
http://ux.getuploader.com/SgW/download/1/ak0.01.zip

its an early alpha and as far as I can tell, it only works on zdoom 2.5.0 (doesnt work on 2.7+).

>> No.1606494

>>1606491
The assumption that the term emulation is to be understood non-native non-accurate is also wrong and faulty, just saiyan

>> No.1606503

>>1606494
Why?

>> No.1606514

So, I try to play metroid dreadnought with the pk3 made following this post's >>1606365 instructions, and I get this.

hunter@Serenade:~$ gzdoom -iwad doom2.wad -file metroid-master.pk3
>Normal startup gibbrish
Script warning, "metroid-master.pk3:decorate/beams/chromastorm.dec" line 368:
Unknown class name 'RuneSpread'
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
Script error, "metroid-master.pk3:sbarinfo.txt" line 9:
Bad syntax.

Do I need to update my gzdoom?

>> No.1606516

>>1606492
alright, cheers!

>> No.1606517

>>1606503
It's like discussing cars and the standard being a 'bucket' or jerryrigged device. Although really, arguing over standard definitions is pedantic in the first place; my point was that there isn't a right answer, and that needing one in this particular case is petty; it's more productive to put on the table what you mean than to bicker about it

>> No.1606518

>>1606517
god all those semi-colons. I apologize in advance

>> No.1606519

>>1606492
I can't into moonrunes, but judging by the padlock next to it's filename it's locked? Would a kind soul upload it to mediafire or something?

>> No.1606556
File: 1.68 MB, 1800x2400, 1398925260386.jpg [View same] [iqdb] [saucenao] [google]
1606556

I'm having problems with Doom Center. When I try to load it it says this:
Script error, "Doomcenter-b7p_edit.pk3:doomcenter-b7p.wad:MONSTERS" line 2854:
Parent type 'Abaddon' not found in Holo_Abaddon
Script error, "Doomcenter-b7p_edit.pk3:doomcenter-b7p.wad:MONSTERS" line 2901:
Parent type 'Belphegor' not found in Holo_Belphegor
Script error, "Doomcenter-b7p_edit.pk3:doomcenter-b7p.wad:MONSTERS" line 2962:
Parent type 'BloodDemon' not found in Holo_BloodDemon
Script error, "Doomcenter-b7p_edit.pk3:doomcenter-b7p.wad:MONSTERS" line 3011:
Parent type 'Cacolantern' not found in Holo_Cacolantern
Script error, "Doomcenter-b7p_edit.pk3:doomcenter-b7p.wad:MONSTERS" line 3058:
Parent type 'DarkImp' not found in Holo_DarkImp
Script error, "Doomcenter-b7p_edit.pk3:doomcenter-b7p.wad:MONSTERS" line 3194:
Parent type 'Hectebus' not found in Holo_Hectebus
Script error, "Doomcenter-b7p_edit.pk3:doomcenter-b7p.wad:MONSTERS" line 3222:
Parent type 'SuperShotgunGuy' not found in Holo_SuperShotgunGuy

>> No.1606563

>>1606556
Looks like you need to load it with the Skulltag actors pk3 file.

>> No.1606565

>>1604884
Might as well add:

>Marathon:
http://marathon.sourceforge.net/

Are there any other source ports of retro FPS?

>> No.1606569

>>1605968
Keen is a descendant of B.J, I don't think Doomguy strictly has any relation to either of them "canonically".

>Doomguy is a Jew
Ok?

>> No.1606572
File: 29 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google]
1606572

>>1606037
The chainsaw from Doom 3.

>> No.1606593

>>1606569
I don't even see how the connection is made.

Is being jewish in genetics?
Would it even matter?

Doomguy is you [/spoiler anyways so really it doesn't matter.

>> No.1606623

>>1606593
Doomguy has the voice of Michael Dopud and the arms of Kevin Cloud.

My headcanon gives Doomguy the name Michael Cloud

>> No.1606626

>>1606623
>flynn taggart

>> No.1606627

>>1606514
Yes. The latest ZDooms will just warn once on unknown game mode, rather than crash out.

>> No.1606630
File: 3.54 MB, 2872x2419, Rip & Tear.png [View same] [iqdb] [saucenao] [google]
1606630

It was established in one of the DoomRPG games that Doomguy is a descendant of BJ.. Though its debatable.

>>1606626
Completely different altogether.

>> No.1606632

>>1606378
>or has halderman come to his senses yet

Ty has pretty much said "go ahead, but first let's double check what maps were actually done by memory and which ones were actual pastes, everyone please be honest"...suddenly two maps were omitted and people are looking for their replacements; this also gave 'em the chance to replace E1M1 which is GODDAMN AWFUL compared to the rest of the maps from Ep1 and of course the rest of the WAD itself, thus requiring another map replacement for whatever map inside the WAD was mimicking Switcheroom's E1M1

>> No.1606657

>>1606632
oh fair enough, that's some good news, thanks for the update

>> No.1606671

Understandably, many arguments have been made over the proper name for the player character, or as to whether a name would be appropriate at all. The original story and in-game cut scenes by id Software are composed in the second person, suggesting that there is no definable "Doom guy" and that the character simply stands for whoever is incidentally playing the game. John Romero has pointed out the main reason for the lack of a name for the game character by stating the following: The less you know about him, the more likely you as the player will feel free to invent your own personality for him.[1] There was never a name for the DOOM marine because it's supposed to be YOU.[2]

In the early Doom Bible, a character named Buddy Dacote is described in a way that, of all the characters described, makes him most similar to the game's eventual protagonist. The Doom Bible notes that Dacote stands for Dies at conclusion of this episode, and correspondingly the marine in the finished game seems to die or to be close to dying at the very end of Doom's first episode, Knee Deep in the Dead, as a result of the final ambush in the dark room after taking the anomaly's demonic teleporter.

Other products that extend the Doom franchise do provide a name for the main character. The Doom novels roughly based on the classic games give the marine the name of Flynn Taggart, and in the Doom movie, the name of the protagonist is John Grimm, nicknamed Reaper. Another game from id Software, Quake 3, includes a playable character named Doom that is presented as an incarnation of the so-called Doomguy (as well as a female version named Crash). In Doom II RPG the playable marine character is named Stan Blazkowicz, who is a descendent of William "B.J." Blazkowicz of Wolfenstein 3D. John Kane is the marine of the Doom 3 novels.

http://doomwiki.org/wiki/Doom%27s_protagonist#Name

>> No.1606672
File: 65 KB, 300x349, doomgoy.png [View same] [iqdb] [saucenao] [google]
1606672

>>1605968

>> No.1606686

>>1605982
Dynamic lights are built into the zandronum.pk3 IIRC

>> No.1606689

basically when talking about doomguy you should write in the first person and use "I" as a pronoun

"I can run at 24mph carrying 50 large rockets and a launcher. I proved too tough for hells legions to contain. I shot rockets into the exposed brain of the biggest demon I've ever seen. Not you, me, I did all of this. Without using savegames, too"

Has a nice ring to it, right

>> No.1606693

I'm confused why you guys are still talking about this, as many times in this thread I've been told that I was the Doomguy. So if I'm the Doomguy, you guys can't be. Why id software chose to make me, who was two years old at the time, the protagonist of their game is beyond me.

>> No.1606701

>>1606693
It's like prophecies in JRPGs.

You are the chosen one.

>> No.1606725

>>1606630
I thought of another rip and tear:

>Graf Zahl
>>[NO] AND [NONSENSE] YOUR REQUESTS
>>YOU ARE STUPID, THAT MEANS YOU KNOW NOTHING ABOUT THE ENGINE
>>[WFDS]

>> No.1606782

>>1606630
Who the fuck made all these edits

>> No.1606803

>>1605674
Nice job Mark.

I always think... either vehicles should work like AD2:DoW, where you find a small snow blower and only way to move is by holding down primary fire.
>or
when you enter the vehicle your side step movement should be reduced to like 1-3% of default value (game shouldn't be cheated by going diagonal and such) and should turn to normal values as you get off from vehicle.

>> No.1606816

>>1606593
>Is being Jewish in genetics?
In a sense, yeah. But you're a "cultural" jewsih only if your mother was jewish.
>Would it even matter?
I couldn't care less, I can't see why anyone would care, even /pol/.
>>1606626
God I hate that name.

>> No.1606858 [DELETED] 
File: 19 KB, 240x243, NedwardStillits.jpg [View same] [iqdb] [saucenao] [google]
1606858

>>1605968
>>1605970
>>1605981
>>1605992
>>1606012
>>1606023
>>1606025
>>1606026
>>1606028
>>1606032
>>1606034
>>1606039
>>1606043
>>1606047
>>1606050
>>1606054
>>1606056
>>1606057
>>1606060
>>1606067
>>1606231
>>1606569
>>1606593
>>1606623
>>1606626
>>1606630
>>1606671
>>1606672
>>1606689
>>1606693
>>1606816

It's a curious thing when fans put far more thought in to a video game's plot than the creators ever did.

I'll settle this.

Doomguy is JIDF.

Doom itself is how you view the world when you're JIDF.

Bingo.

I win.

>> No.1606886
File: 263 KB, 829x1172, 1395438339495.png [View same] [iqdb] [saucenao] [google]
1606886

>>1606478
I can't say that monstergirls are my thing (though I'll admit the Imp girl is a little bit cute), but I think it's fun that someone would even do a thing like it, it's fucking unique for the Doom modding community.

I don't think anyone's ever made a straight up pornographic mod for Doom (I don't count those old 1990's .wads with down-sampled, low color porn pictures used as textures, that's Newgrounds tier).

>> No.1606894
File: 93 KB, 594x1003, Infernal_Sky.jpg [View same] [iqdb] [saucenao] [google]
1606894

>>1606816
>God I hate that name.
Really? I think it's alright. I think they call him "Fly" for short in the books.

The books had flaws, but I didn't think they were outright bad.

I wish I could have gotten them with the original covers though. The reprints have shittyass photoshops on their cover instead of the classic pulpy art they had first.

>> No.1606901

>>1606060
>I am the DOOM?!
And then Marty was a zombie.

>> No.1606903

>>1606894
>The books had flaws, but I didn't think they were outright bad.
Hell is really the Matrix and Flynn Tagart is Neo and God at the same time and then he took control and decided to turn existance into a vacation.

>> No.1606905

>>1606903
Also the demons were aliens but not really but then they were especially aliens and they created the VR because humans are stupid or something.

The books were terrible.

>> No.1606907

>>1606114
>Brutalism Doom: Sperglord Edition
I'd play it, I love seeing people put lots of effort into architecture in Doom, be it an attempt at being incredibly lifelike, or just plain abstract.

I wonder what it would be like to live in a brutalist house?

>> No.1606909

>>1606907
The building looks pretty cozy.

>> No.1606918

>>1606858
Too bad yur wrong, it counts on mother side. Science took DNA from chinks, nigs, slavshit, bongs, borks, sand peeps, fish people, spic and darker spic, and murifat and they all related our greart^(x) grandma. We literally all related.

Heres the kicker, doomguy traveled back in time and fucked our slurry grandma, really rip and tore here real good so many times for years popping kids (thank god for soulspheres).

That's a bingo

>> No.1606920

What maps got realeased this year? I find hard to keep track of new maps

>> No.1606923

>>1606894
I bet you gonna say the movie wasn't `that bad' too. .

>> No.1606926

>>1606903
>Hell is really the Matrix
What?

>and Flynn Tagart is Neo and God at the same time
>and then he took control and decided to turn existance into a vacation.

What, you're talking about the simulation they're put in by the... aliens... Newbies I think?
The simulation they were put into by the Newbies in the fourth book? It was never a simulation, matrix or virtual reality before that, it was a situation they were forced into in the last book, one which they found security flaws and holes in they abused.

>>1606905
>Also the demons were aliens
>but not really but then they were especially aliens and they created the VR >because humans are stupid or something.
No?

The demons were mutated monsters gathered from planets across the galaxy, genetically designed to look and behave like demons to be used against the humans as a psychological weapon, as they had observed earth during the middle-ages, a superstitious time, and decided to base their strategy on that.
It turns out though, that in the setting of the book, humanity and earth evolves and develops at a pace much much faster than most anything in the galaxy.

What would take us maybe 10-20 years to develop would take most other intelligent species in the galaxy several thousands of years.

I'll admit that the books get really weird and cooky after the first two, but don't lie about it. I still think the first book (and in extension the second) are pretty decent pulp-tier books.

>> No.1606931

>>1606918
>fish people
Deep Ones?

>> No.1606934

>>1606923
The movie was dumb as shit.

While I didn't like that the monsters weren't really from Hell in the books, they would actually go along and try to justify it in a sense that's sort of plausible.

The movie was pretty much just a shitty Resident Evil ripoff.

>the demons are all inside of us lol
>genetic experiments
>no John, you are the demons
>then Dwayne Johnson was a zombie

>> No.1606939

>>1606926
>The demons were mutated monsters gathered from planets across the galaxy, genetically designed to look and behave like demons to be used against the humans as a psychological weapon, as they had observed earth during the middle-ages, a superstitious time, and decided to base their strategy on that.
I really like this explanation and I know that its not a popular one. It's something I wanted to introduce in the lore of The Space Pirate but it would conflict with both things WildWeasel and scalliano have written. Plus like I said, I'm sure nobody would really like it besides me, so it'll stay in my brain for now.

>> No.1606970

>>1606934
Book and movie are equally retarded. They should of called it the machine or the harbinger or some shit. Movie could rez evil 20xx

>> No.1606973

>>1606931
Islanders

>> No.1607056

>>1606316
Sorry, fell asleep there.
It disallows adding features to the engine. They are not open source, they only have SDKs to add on to the engine.
You could buy a license to the engine source, but that would limit everybody else because you'd have to keep your engine proprietary.
You'd also have to pay a bunch of cash, which nobody is up for.

>> No.1607068

>>1607056
Er, let me rephrase that. They are not open source, their SDKs only allow adding on to the engine to make things inside it. Like zdoom modding, except you can't make feature requests and there's less documentation as far as I know.
The SDK is free, the engine source is not (I think it ranges from 100 to 1000 bucks? I'm not really sure.) You're also bound by contracts if you do buy it.

>> No.1607071
File: 65 KB, 336x450, 1385578701081.jpg [View same] [iqdb] [saucenao] [google]
1607071

Does anybody else listen to Doom radio?

http://doomradio.org/

I liked to listen to it while I'm editing stuff for Doom.

>> No.1607083

https://www.youtube.com/watch?v=i37ihICFVNY

>> No.1607189

>>1607068
I thought UE4 was 20 bucks a month/5% of royalties?

>> No.1607193

>>1607189
Oh, that's even worse. Nobody wants to pay 20 bucks a month just to maintain an engine that already is not worth it.

>> No.1607213

>>1607056
>>1607068
>>1607193

Oh, okay. Yeah, that does blow. Thank you for explaining and not being a dick about it.

>> No.1607296
File: 18 KB, 400x400, Cacomack.jpg [View same] [iqdb] [saucenao] [google]
1607296

So, the news about the new Unreal Tournament are out:
https://wiki.unrealengine.com/Unreal_Tournament

twitch dot tv slash unrealengine

>> No.1607316

>>1607296
I wonder how they're going to make money off of it. It's sounding good so far at least, 100% free to play with no microtransactions and mod support.

>> No.1607320
File: 34 KB, 408x272, 1356180606318.jpg [View same] [iqdb] [saucenao] [google]
1607320

>>1607296
I still remember how disappointed I was by Unreal Tournament 3 compared to 2004.

Way slower, drab colors, less options, totally consoleized interface.

>> No.1607321
File: 1.68 MB, 1500x1862, 1398867154928.png [View same] [iqdb] [saucenao] [google]
1607321

>>1607316
Apparently, the community creates mods and shit and they can sell them, and then Epic gets revenue from it. I'm on the fence about this. As long as we get enough game modes to start with I'll be fine with it.
On an unrelated note, the lead programmer is fat, has glasses and blue fucking hair. What in the fuck.

>> No.1607330

anyone know where to find zandronum custom huds?

>> No.1607334

>>1607330
the zandronum forums?

>> No.1607337

>>1607321
The facial expression and her big, dead eyes make me feel uncomfortable. Shits scary

>> No.1607340

>>1607337
Ya, made me feel a bit weird too.
The cacodemon in the back is cute as fuck though.

>> No.1607342

>>1607337
if stimpack-tan is that curvy imagine how big medikit-tan is

>> No.1607347

>>1607337
>dead eyes

What
Look at the gloss and sheen
They are the exact opposite of dead

>> No.1607350
File: 126 KB, 860x891, 1398665954181.jpg [View same] [iqdb] [saucenao] [google]
1607350

>>1607321
>>1607337
perhaps this other one works better for you

>> No.1607353
File: 424 KB, 1033x673, 1398488263536.jpg [View same] [iqdb] [saucenao] [google]
1607353

also, is there a screenshot-background-less version of this yet?

>> No.1607380

>>1607350
Yeah, much better
thanks

>> No.1607383

>>1607321
Don't care what anyone says, i still love this picture.

>> No.1607395
File: 222 KB, 689x602, 1340524394160.jpg [View same] [iqdb] [saucenao] [google]
1607395

>>1605968
It's left vague deliberately but if anything B.J is Polish, not jewish.

Poland can into Doom.

>> No.1607402 [DELETED] 

>>1607383
alice88, get the fuck out of here

>> No.1607412 [DELETED] 

>>1607402

WHY WOULD YOU SAY THAT

>> No.1607413 [DELETED] 

>>1607402
?
What did you say? even for the sake of a joke that's really rude.

>> No.1607416

>>1606068
What?

>> No.1607417

>>1607334
I was looking more for recommendations, but ok.

>> No.1607421 [DELETED] 

>>1607402
>>/g/
>>/e/
>>/t/
>>/out/

>> No.1607426 [DELETED] 
File: 157 KB, 414x335, 1395787970884.png [View same] [iqdb] [saucenao] [google]
1607426

>>1607402
get out and never return.

>> No.1607432 [DELETED] 
File: 14 KB, 82x118, doomdemon.png [View same] [iqdb] [saucenao] [google]
1607432

>>1607402
Don't you ever fucking show your face here again.

>> No.1607436 [DELETED] 

>>1607421
>>1607426
>>1607432
you three are just as rude as the original (now deleted) post.

>> No.1607438 [DELETED] 

>>1607436
If someone's gonna act shitty, they deserve all the rudeness they get.

>> No.1607442 [DELETED] 

>>1607438
true, but this level of outrage would not be displayed if the victim weren't a girl famous for drawing cute doom pictures.

what i'm saying is, there's a certain amount of white-knighting going on here and i would like to encourage putting a stop to it.

>> No.1607452 [DELETED] 

>>1607442
>if the victim weren't a girl famous for drawing cute doom pictures.

alice has never confirmed his/her gender and Japanese people like to crossdress. It's probably not a girl and I don't care because alice has contributed a lot to the community.

>> No.1607454 [DELETED] 

>>1607442
How about no. Talent isn't an easy thing to come by, so we especially don't appreciate people telling someone with talent or ability - whether it be art, coding, or spriting - to 'get out'.

>> No.1607457 [DELETED] 

>>1607454
i'll remember this post the next time someone who has talent or ability gets flamed and nobody bats an eyelid because it's 4chan and we're all big boys here.

>> No.1607458 [DELETED] 
File: 39 KB, 500x349, Kabuki.jpg [View same] [iqdb] [saucenao] [google]
1607458

>>1607452
> Japanese people like to crossdress
Well, you can put it this way.

>> No.1607460 [DELETED] 

He referred to defending someone who happens to (probably) be a woman as whiteknighting. He shouldn't be responded to in any circumstance.

>> No.1607463 [DELETED] 
File: 58 KB, 591x472, welp.png [View same] [iqdb] [saucenao] [google]
1607463

>>1607395
Actually Tom Hall did say that B.J's mother was Jewish

>> No.1607470 [DELETED] 

>>1607460
fair enough, i apologise for my use of that term and not being able to think of a better one, but i stand by my claim that the same level of outrage would not have been displayed had the victim been, say, marty kirra, ijon tichy, terminus, etc.

>> No.1607472 [DELETED] 

>>1607457
Maybe in some places, but not here. We stick up for our own in this general.

It's not 'whiteknighting', it's called 'enjoying a nice, clean thread' and 'not eating shit for a living'

>> No.1607474 [DELETED] 

>>1607470
We reacted the same way when zygo started shitting all over terminus, actually.

>> No.1607476 [DELETED] 

>>1607474
To be fair, Zygo is a worthless hack and a dipshit, while Terminus is talented and a pleasurable person.

>> No.1607484 [DELETED] 

>>1607474
i don't remember zygo ever coming here and getting put in his place.

i do remember some zdoom forum PM screenshots being posted to general mirth. but laughing at someone behind their back is different from confronting them and telling them they're out of order.

>> No.1607485 [DELETED] 

>>1607470
>the same level of outrage would not have been displayed had the victim been, say, marty kirra, ijon tichy, terminus, etc.

Maybe not, but then again these are people we know already and joke with, it's normal to bust their chops a bit.

But another outsider that's well liked, and not an asshole, would get the same treatment. Iif when magsigmax came in the thread the first post was the same one the response would have been the same to that post.

>> No.1607490 [DELETED] 

>>1607476
>>1607474
>>1607472
Furthermore, I've been defended as well on the couple occasions I've been flamed/attacked.

On top of that, 88alice is new in these threads - there's always going to be a more heated reaction to somebody flaming a new user as opposed to someone who has been more situated here.

>> No.1607494 [DELETED] 

Remember:
Report and ignore

>> No.1607495

>>1607485
>>1607490
fair enough, thank you for the clarifications.

>> No.1607497 [DELETED] 

>>1607463
So are we going to have some lameass song and dance about all this crap or ignore the canon from day 1 about doomguy being whoever the player is?

Next thing we'll have Kotaku banging the wall about it.

>> No.1607501 [DELETED] 

>>1607494
Remember:
The idiocy was already deleted. Stop trying to discredit the concept of self-moderation.

>> No.1607503 [DELETED] 

>>1607497
>or ignore the canon from day 1 about doomguy being whoever the player is?

Do you know what a "retcon" is?
Sorry, nerd, he's not you any more.

>> No.1607508 [DELETED] 

>>1607503
But Tom Hall doesn't even own the rights to the game, nor was he the sole creator to start with.
So your clinging onto this years after the fact is tenuous, as is the coming reaction of just dementedly honking 'racism' at anybody who will not accept your view.
Plus I've got jews in my own family anyway.

>> No.1607515 [DELETED] 
File: 132 KB, 250x299, incredulous-negroid.png [View same] [iqdb] [saucenao] [google]
1607515

>>1607503
>Sorry, nerd, he's not you any more.

>> No.1607516 [DELETED] 

>>1607497
i'm certain that i'm doomguy and doomguy is me (and obviously, everyone else who plays the game - there's a little doomguy in all of us, blahblahblah).

>> No.1607517 [DELETED] 

>>1607508
>But Tom Hall doesn't even own the rights to the game, nor was he the sole creator to start with.

Both of which are completely irrelevant. Until someone else who was in charge speaks up, what he says is what it is.
Unless you think Rob Liefeld's original edgy grimdark Deadpool is the definitive version as well?

>> No.1607519 [DELETED] 

>>1607503
Nothing has ever contradicted the 'Doomguy is you/the player/etc.' thing. Doom RPG isn't considered official canon, so the stuff about BJ Blazkowicz is kinda inconsequential either way.

>> No.1607521 [DELETED] 

>>1607494
https://archive.foolz.us/vr/search/text/report%20and%20ignore/page/1/
Why havent we banned this faggot yet?
Is it this german faggot who uploaded malicious WADs? Or that brazilian monkey who hacks on the Jump Maze servers?

>> No.1607524 [DELETED] 

>>1607519
>Doom RPG isn't considered official canon
sauce, please.

>> No.1607528 [DELETED] 

>>1607517
>Both of which are completely irrelevant

>implying that despite him having no connection he can still dictate canon

Sorry man, you're going to have to sit down and accept that things sometimes don't always turn out the way you want. Might want to scoot over to Kotaku instead and have a progressivist whinge there instead.

>Unless you think Rob Liefeld's original edgy grimdark Deadpool is the definitive version as well?

You make the same argument with Hall.
Actaulyl Liefeld would have a stronger case since less people were involved in the choice.

>> No.1607537 [DELETED] 

>>1607528
>Might want to scoot over to Kotaku instead and have a progressivist whinge there instead.
>i have no argument so if you don't agree with me you're a kotaku progressivist
heh
Later, turbonerd

>> No.1607538 [DELETED] 

>>1607524
What? Wolfenstein 3d RPG and Doom RPG are part of a completely different timeline from the original games. They're more spin-offs than anything.

>> No.1607547 [DELETED] 
File: 358 KB, 1680x1050, B.J_Blazkowicz.jpg [View same] [iqdb] [saucenao] [google]
1607547

>>1607524
>>1607524
http://doom.wikia.com/wiki/Doom_RPG

>The story is a variation on the Doom 3 story. The player is a marine employed by the UAC, sent to assist members of the UAC facility on Mars, who are under attack from the denizens of hell. However, although there are similarities in the overall plot, the minor details are significantly different.

It's not connected to say, Doom 1 or Doom 2 because of a different story and different characters. It's closer to Doom 3 but it's sort of a spin off really.

>>1607537

Feel free to look up B.J while you're at it.
>http://wolfenstein.wikia.com/wiki/B.J._Blazkowicz

>William Joseph "B.J." Blazkowicz (Polish origin, pronounced "Blaz-ko-vitch") is the protagonist in every Wolfenstein game

Background:
>William Joseph Blazkowicz was born on August 15, 1911, son of Polish immigrants. Top OSA agent and Captain during World War II. He was relatively muscular in appearance standing 6 ft 3 in (191 cm)[1][2] in height and weighing 245 pounds (111 kg).[1][2] William was called "B.J." by his friends. B.J.'s exploits in the Wolfenstein series centers on his missions to thwart the Nazi war machine by foiling it's special projects and assassinating key members. He was deployed at least 14 different times behind enemy lines, culminating in an operation that marked an end to the War. These deeds, earned him the Medal of Honor. After the War, he got married to Julia Marie Peterson at age 40, and had a son.

You're trying to pull some kind of George Lucas on the canon and failing utterly. Please just keep this nonsense somewhere else.

>> No.1607554 [DELETED] 

>>1607547
>The confederacy of you

Dude
You got exposed as told the moment you tried to bring politics into it
Just leave

>> No.1607561 [DELETED] 

>>1607547
please use doomwiki.org in preference to doom.wikia.

>> No.1607562 [DELETED] 

>>1607554
This isn't some schoolyard where you can hope to embarrass somebody else as a cover for being incorrect.
You are objectively, factually inaccurate and trying to talk tough and flippant (while also implying leaving before) changes nothing.
So just let it go.

>> No.1607569 [DELETED] 

>>1607562
>(while also implying leaving before)
I'm not the same dude you were talking to

>> No.1607570 [DELETED] 

I feel the presence of JIDF in this thread.
BEGONE, YOU DAMN ZIONISTS
>>>/pol/

>> No.1607579 [DELETED] 

>>1607570
But dude, I already visited /pol/ a little while ago.

Stop treating /pol/ like a board for assholes.

>> No.1607595 [DELETED] 

>>1607570
Wasn't /pol/, like, Stormfront Junior?

>> No.1607615 [DELETED] 
File: 579 KB, 1920x1080, 1391971500562.jpg [View same] [iqdb] [saucenao] [google]
1607615

>>1607595
It's OT but no it's not and anybody who believes that believes anything.
It's funny since I've heard people whining about communists and liberals posting there.

In honesty it's a free for all since it's almost entirely anonymous, there's no voting and posts are as they are. Thanks to anonymity posters can also be much more honest so it cuts the fat out.

To bring it back to /vr/ that is much of the reason I like here. We can all discuss doom stuff quickly and it's a great place to bounce ideas around in without any real serious forum drama.

Like the post that got deleted before.
In Zdoom or Doomworld that could be drama that floats around but here it's just there and gone and we all move onto the next thing.

>> No.1607618 [DELETED] 

>>1607579
>Stop treating /pol/ like a board for assholes.
I'll stop when it stops being full of assholes.

>> No.1607620 [DELETED] 

>>1607618
4chan probably isn't the place for you if you don't like having your feelings hurt.
In fact, extend that to the entire internet in general, Mr. Entitled.

>> No.1607625 [DELETED] 
File: 278 KB, 420x491, 1349378988296.png [View same] [iqdb] [saucenao] [google]
1607625

>>1607517
>he reads capeshit
Opinion invalidated, nerd.

>> No.1607627 [DELETED] 

>>1607620
>"I think /pol/ is full of assholes."
>"Waaaah stop being entitled."

>> No.1607628 [DELETED] 

>>1607620
How are feeling related to anything.
It is of public knowledge than /mlp/ is for ponies, /b/ is for lol2randum fagot and /pol/ for edgy fagots who like to think than they know anything about anything.

>> No.1607629

>>1606920

Switcheroom
NOVA
Doom 2 In Name Only

Off the top of my head

>> No.1607631 [DELETED] 

>>1607627
Then again, it is full of blunt talking so maybe you've got a point.
Though if you want to shut it down because of it, you're just terrible.

>> No.1607632 [DELETED] 

>>1607620
It's also a place where breaches from containment boards are generally frowned upon.

People don't hate /pol/ for being /pol/ as much as they hate /pol/ posting /pol/ everywhere outside of /pol/.

>> No.1607638 [DELETED] 
File: 5 KB, 190x186, 1356882866093.png [View same] [iqdb] [saucenao] [google]
1607638

>>1607628
>and /pol/ for edgy fagots who like to think than they know anything about anything.

Well, off you go.

>> No.1607639 [DELETED] 
File: 1.90 MB, 312x250, literally the most awkward gif of all time.gif [View same] [iqdb] [saucenao] [google]
1607639

>>1607627
>>1607628
>>1607632


Stop giving the fedora tipper attention.

Pic related, it's the retard you're responding too.

>>1607316
Sounds fucking awesome.

>> No.1607642 [DELETED] 

>>1607632
>People don't hate /pol/ for being /pol/ as much as they hate /pol/ posting /pol/ everywhere outside of /pol/.

So where does that actually get defined.

I'd try to be honest and keep it to any political discussion whatsoever.
A more dishonest mind would try to keep it to any political discussion they just happen not to like.

>> No.1607643 [DELETED] 

>>1607625
even a caveman knows who the fuck rob liefeld and deadpool are
are you that much of a shut-in that you've never even gone outside

>> No.1607646 [DELETED] 

>>1607639
That's a trilby you uncultured fuck

>> No.1607649 [DELETED] 

Ignore and report

>> No.1607651 [DELETED] 

>>1607649
>impersonating someone

Hi, SArais, no wonder this thread's going to shit.

>> No.1607662
File: 87 KB, 600x460, 1399520497494[1].png [View same] [iqdb] [saucenao] [google]
1607662

>asking in the right thread this time

Yo

Would this suffice for a good chainsaw sprite?

http://www.models-resource.com/other_systems/lollipopchainsaw/model/7684/

>> No.1607671 [DELETED] 

>>1605463
>is this you

WELP, I guess there's actually someone that *really* has something against IMX after all >>1607649

>> No.1607676

>>1607671
And I'm sure his name begins with an SA.

>>1607662
>lollipop chainsaw mod
Would play

>> No.1607684
File: 201 KB, 320x400, jo2uke higashikarlton.png [View same] [iqdb] [saucenao] [google]
1607684

Also, thank you mods for dealing with the children.

>> No.1607696

>>1607353

that's the whole of it, really

http://rico-cake.tumblr.com/post/83838524915/oh-doom-u-are-so-tsundere

you can try asking the original author for a bgless version.

>> No.1607728

>>1607662
That would be cool. Especially if you got sparkles as particles and puffs.

>> No.1607746

>>1607684
If Doomguy had a stand, what would it be?

>> No.1607750

>>1607746
Talk Of The Guns, a shotgun that takes any weapon and makes it never need to reload.

>> No.1607768

/DOOM/! I HAVE A PSP WITH CUSTOM FIRMWARE, AND I HAVE A HANKERING FOR SOME PORTABLE DEMON MURDERING! WHAT SHOULD I DO?

>> No.1607776

http://www.doomworld.com/vb/doom-editing/46131-smoother-weapon-sprite-animations-released/
I'm trying to download the smoother weapon animations but it's not working. Anyone have a mirror?

>> No.1607779
File: 96 KB, 476x584, BENELLUM.jpg [View same] [iqdb] [saucenao] [google]
1607779

>>1607746
>>1607750
Hello there.

>> No.1607795
File: 11 KB, 330x340, doom jojo.png [View same] [iqdb] [saucenao] [google]
1607795

>>1607746
>>1607779
Damn, now I'd like to see this in Araki's artstyle

>> No.1607797

>>1607776
nvm found it

>>1607768
the ps1 version maybe? There are doom ports for psp, they're fun for a little while but the controls are never good enough.

>> No.1607834

>>1607768
Well you've got a few choices: various homebrew ports of Doom for PSP, PS1 version, SNES version, GBA version, or could try setting it up via DOSBox.

>> No.1607842

>>1607746
King Diamond.
Pantera.

>> No.1607923
File: 1.12 MB, 870x640, MOOOOM4.png [View same] [iqdb] [saucenao] [google]
1607923

>> No.1607928

>>1607923
>JUST ONE MORE LEVEL, MOM

>> No.1607935

>>1607928
>doom 2
enjoy being lost forever faget

>> No.1607947
File: 862 KB, 729x640, HerettereH.png [View same] [iqdb] [saucenao] [google]
1607947

>> No.1607963

>>1607935

Too bad for you I played Jenesis

>> No.1607979
File: 519 KB, 1280x720, Screenshot_Doom_20140508_172054.png [View same] [iqdb] [saucenao] [google]
1607979

Cozy.

>> No.1608001

>>1607979

>grab chainsaw
>buttloads of pinkies appear
>their monotonous corpses cover such a nice scenery

evrtiem

>> No.1608008

>>1608001
It gets worse when you reach the revenants.

>> No.1608102

>secret.ogg

GETOUTTAHEAR!!!

>> No.1608128

>>1607797
>>1607834
Right, so I'm trying to download the PS1 EBOOT, but the download's corrupted. So should I go homebrew or DOSBox?

>> No.1608168
File: 60 KB, 345x101, Addons-Button.png [View same] [iqdb] [saucenao] [google]
1608168

Hey! You there! Decide what the gun in Mel's hands does! It can be anything, as long as it's possible and not too crazy. Okay, I guess I lied, it can't be anything. But still!

Also make sure you give Scroton the highest of fives. Go on, do it.

>> No.1608175

>>1608168
Tri-barrel plasma cannon of death, kinda like the vanilla one but better
Can overheat, fires quickly
Altfire fires all 3 barrels at the same time and causes a triple railgun effect

>> No.1608201

>>1608168
Idea 1 : Gun that shoots some kind of plasma. When it overheats, it cannot fire,but you can blast enemies with the hot coolant or something.

Idea 2: make it spray plasma like the pulse gun in Iji

idea 3: make it have multiple fire functions like single shots that leave bits of plasma when they hit things, making the target more susceptible to repeated shots, plasma mines that have to be shot to cause a big explosion, and some kind of reflective shield to reflect projectiles

best I can come up with right now.

>> No.1608209

>>1608168

Palsma chnganuh, shoots plasma at the same pace the Chaingun replacement does. Altfire is a grenade launcher, spits 4 balls at once

>> No.1608213

And speaking of which...what's the LATEST version of Burl Tumd? I feel like burling into my tumd

>> No.1608214

>>1608168
Beam of energy that does about the same amount of damage that a chaingun does. The more damage a monster takes from the beam, the more "charged" it gets, and when it dies, it releases the energy in a massive blast, causing splash damage immediately around it and sending out scores of plasma projectiles.

>> No.1608215

>>1608168
Rapid fire Mass Driver

>> No.1608219

Another quick question because I can't really figure it out on the zdoom wiki

do all projectiles have different damage formulas? I was under the impression is was 1d3...but I just now found it thats only for hitscan attacks. I previously thought the plasma rifles only asset was that it was faster then the chaingun but it actually does 5-40 damage (which makes more sense).

So are all projectiles under "#*8" or does everything have there own formulas?

>> No.1608240

>>1608128
If you go and grab a working BIN/CUE or whatever of the PS1 game you can make an eboot yourself, but I'd say give one of the homebrew ports a try.

>> No.1608243

>>1608168

Well it looks like a massive throbbing mechanical cock, so.

>> No.1608245

>>1608240
Wait, you can do that? Hell's bells, that'll save me some trouble in the future.

>> No.1608270

Has anyone tried playing Doom on Arcade stick?

>> No.1608276

>>1608245
Yeah man, here's the utility I tend to use for that
http://dl.qj.net/download/psx2psp-v142.html

>> No.1608280

>>1608219
yeah, all projectiles have the same damage except strife projectiles which have it times 1-4 instead. You can specify a damage by using () though, so you could have a projectile that deals exactly 5 damage by doing (5) or one that's like a bullet by doing (5*Random(1,3))

>> No.1608292

>>1608280

Oh wow. thanks for the awnser...but does that mean a cacodemon can potentially do 40 damage without armor? Maybe enemies do more damage then I thought

>> No.1608296
File: 1.36 MB, 800x450, skulltag 2014-05-08 22-31-31-589.webm [View same] [iqdb] [saucenao] [google]
1608296

>>1608270

>> No.1608298

>>1608292

It's rare, but yes.

>> No.1608305

>>1608276
Now all I need is a working MediEvil ISO and I'm in the green! Thanks man.

>> No.1608312
File: 80 KB, 212x209, toralol.png [View same] [iqdb] [saucenao] [google]
1608312

>>1608296

>> No.1608315

>>1608168
Have you ever played EDF?

That looks like it could be a weapon made for it.

>> No.1608407

>>1606050
>Chip and Dale Blazkowicz
oy vey

>> No.1608439

>>1608168
An automatic railgun like the chemrail form elysium

man that movie sucked, but that gun was sex. dat sound, yo.

>> No.1608442
File: 251 KB, 908x1024, Matthies_AMA-908x1024[1].jpg [View same] [iqdb] [saucenao] [google]
1608442

Speaking of Blazkowicz...

Since I won't be around when it happens, would someone mind asking him about

>Support for user-made content (I mean, the original game was modded without any actual tools developed for it, EVEN the god danged inspiration was modded to have Smurfs instead of nazis; it'll be a sacrilege not to give proper tools to modders)
>Is Hitler in the game?

>> No.1608471
File: 3 KB, 125x93, 1391380170025s.jpg [View same] [iqdb] [saucenao] [google]
1608471

>>1607797

link pls?

>> No.1608475

>>1607923

Cyberdemon looks like he's laughing really hard while taking a perpetual shit.

>> No.1608478
File: 65 KB, 500x667, tumblr_ms47xuKd8g1r2to8go1_500.jpg [View same] [iqdb] [saucenao] [google]
1608478

As you're about to find out, this was meant to be posted three days ago, but stuff got in the way

Here's a bunch of MIDIs that I converted from Guitar Pro tabs (last time I did this and posted the result in /doom/ was more than 6 months ago I think). They all come, as you've probably guessed, from mexican bands (except one, which 'gimmick' relies on allegedly being all mexican - Brujeria)

https://www.dropbox.com/s/8s8gjwal7g8l5kv/5deMayoMIDIS.zip

Arcadia Libre - El Quinto Sol
Arcadia Libre - Imagen y Semejanza
Brujeria - Division del Norte
Caifanes - Afuera
La Maldita Vecindad - Kumbala
Molotov - Dance and Dense Denso
Molotov - Frijolero
Transmetal - Mexico Barbaro

Plus one more :^). Some of them might not fit for Doom, but if you think some of them do, then it's cool, just be aware that the one thing I am asking for are not credits (I mean, there's no big fucking science involved in exporting the tabs to MIDI), just PLEASE include the name of the MIDI since that's one of our community's biggest banes since the days of DWANGO5.

's all

>> No.1608572

>>1606067
>newID
>not neo-id

>> No.1608574

What're some good maps to complement Psychic?

>> No.1608691

>>1608574
I think it works with anything.

Try Scythe 2

>> No.1608762

Playing DooMRL weapon mod with oblige maps is quite a good combination. However, I am finding that some of the lower tier combinations like assault and burst being less useful (particularly on a chaingun). Wondering if anyone know some good assembly weapons or mods that they made on their playthroughs.

>> No.1608820

>>1607696
>that's the whole of it, really
oh i completely misunderstood. i thought it was an upcoming addition to hmod and the full graphic would be readily available.

thanks for the link, anyway.

>> No.1608834

>>1608168
given it has three barrels, A_FireOldBFG

>> No.1608842
File: 832 KB, 2500x2000, 1399611411564.png [View same] [iqdb] [saucenao] [google]
1608842

So I just saw this on /v/

>> No.1608853

>>1608842
cute.

umm... what is it.

>> No.1608856

>>1608853
Doomguy using a computer made of guts.
What does it look like?

>> No.1608859

>>1608762
Shotguns + PS
Any weapon that uses 10mm bullets + PTTF
Double shotgun + BBF My personal favorite and a single shotgun works too but I don't recommend it as much.

Chaingun + BBB if you have a Chaingun and want to make it much better.

>> No.1608863

>>1608856
oh. it looks like doomguy using a computer filled with copulating demons.

>> No.1608894

>>1608859
Bulletstorm isn't that much better than default, really. It's +1 damage, and no magazine. That's NOT worth three bulk mods.

>> No.1608905

>>1608894
I'm always swimming in Bulk Mods so I can't really say I'd care too much about it.

>> No.1608907

>>1608894
Bulk mods feel like the most common mods, and if I have a Chaingun then I probably don't have access to a better rapid fire weapon like the Minigun.
So I make a Bulletstorm out of it if I really don't have any other options.

>> No.1608918

>>1608894
>>1608905
>>1608907

For me, it seems like agility mods are everywhere. I haven't tried the tech guy yet, but reading on his abilities will help me greatly with his ability to make unique modpacks (having trouble finding those).

>> No.1608928

>>1608859
Plasma Shotgun + PS disintegrates both kinds of archvile in two shots
Plasmagun + ATT is godlike on the marine
Handcannon + AAT if you are a scout but still want a rocket launcher
I tried the other two Plasmagun assemblies (BBT and PPPS) and was quite unimpressed

>> No.1609030

>>1605290
i'm probably late as fuck, but you can just make a door thinner than the wall, effectively camouflaging the "uninteresting" parts.
and maybe you can just trick the "hole" it'd leave by using a paper-thin ceiling between the two walls

>> No.1609031

>>1605504
i was drinking something and literally got a coughing fit laughing when at the 'ready!' screen

>> No.1609037

>>1609031
as opposed to, what
figuratively getting a coughing fit?
metaphorically getting a coughing fit?
symbolically getting a coughing fit?

>> No.1609041
File: 2.86 MB, 1280x720, sanwa doom.webm [View same] [iqdb] [saucenao] [google]
1609041

>>1608270
This better be worth my time anon, I don't have a Webcamera so setting up a tablet to do this was awkward as fuck.

I also forgot to bind the use key

>> No.1609042

>>1609041
You should start making combos for anything you do not have bound.

>> No.1609049

>>1609041
Nice. Also man that all was only 2.86 MB? webm is truly the stuff of the future.

>> No.1609052

>>1609049
It was cropped to cut out about an unnecessary 40 seconds from a 150 MB mp4 file, keep in mind all the audio isn't present which drops it even further

>> No.1609053

>>1608842

Someone needs to put doom porn on the screen

>> No.1609058

>>1609053
Hdoom would be perfect to go on that screen.

>> No.1609068

>>1608863
That's what BSD is founded on.

>> No.1609070 [SPOILER] 
File: 1.08 MB, 2500x2000, 1399624816019.png [View same] [iqdb] [saucenao] [google]
1609070

>>1609053
>>1609058
I've yet to play HDoom, probably because I want to play it when it gets more complete

>> No.1609074

>>1609070

It's great to play now, actually, which is surprising to say for a porn game. Replacing the zombies with projectile-shooters makes things a lot more bullethell.

>> No.1609271

>>1608168
It's the king-size tripple-barreled pistol. It can shoot huge bullets that explode on contact. Altfire shoots them in rapid succession.

>> No.1609273

>>1609271
It actually has four barrels

>> No.1609278
File: 292 KB, 625x654, 1399593680.mew2_mister_shambles.png [View same] [iqdb] [saucenao] [google]
1609278

>> No.1609281

New thread on the making

>> No.1609284

>>1609281
sounds kool yo.

>> No.1609292

>>1608168
Phased plasma rifle in the 40 watt range

>> No.1609318

NEW THREAD

>>1609314
>>1609314
>>1609314

>> No.1609431 [DELETED] 

Mapping newbie question here.

I've been making a few maps using resources from Doom II only. If I wanted to load textures and stuff from Ultimate Doom and Final Doom, to give me a bit more flexibility, how does that affect the wad that I put out, considering that players will be running it with the Doom II IWAD? Are all the textures you use packed into the WAD or would the player have to have multiple IWADs present to load them? I don't understand how all this stuff works, I just make levels.

Also, if I wanted to make a level set for Doom II, which as I understand it, changes the skybox according to the map number, how would I go about working around this to give each level it's own sky texture?

>> No.1611112

>>1608471
http://forum.zdoom.org/viewtopic.php?f=19&t=32628