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/vr/ - Retro Games


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File: 589 KB, 1280x800, tumblr_n4ynflKCJY1r45g3go1_1280[1].png [View same] [iqdb] [saucenao] [google]
1663418 No.1663418 [Reply] [Original]

Doom thread (Last thread >>1658595)
(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 Nov.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.1663420

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

-Metroid Dreadnought IS OUT! GO GET DEM TUUUUUUBES - http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847

-Have you ever wanted to play as a dog in Doom? Well, here's DogDoom! https://copy.com/o4kYFNMdcwoFqYO6

-Zandronum 1.2.1 is out. No, really. http://zandronum.com/forum/showthread.php?tid=4785

-Have you tried OBLIGE's v6 already? You won't believe the final results this time, check it here! http://oblige.sourceforge.net/i_download.html

-Also The Space Pirate got an update! Now features a mugface and the best code on the market! Check the latest ver. here! https://drive.google.com/file/d/0BxbbtKR5bll_anFPaVhUQVZqcnM/edit?usp=sharing Also be sure to check this tutorial https://www.youtube.com/watch?v=mrFF8LCZw5Y [Embed]

-Some anons are doing a 200 min. speedmapping challenge; vanilla compat (Doom in Doom format, I guess), no custom textures and MUST be done in 200 mins and have an exit; ask in the thread f/details!

-John Romero was present at GDC and a kind anon set him up a LAN in Zandronum (yes, you read that right). 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

-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, PLEASE reply to this post and mention it so everyone can see it

>> No.1663425
File: 350 KB, 215x194, Rave skeleton.gif [View same] [iqdb] [saucenao] [google]
1663425

First for agitation.

>> No.1663445
File: 89 KB, 200x100, samusdance.gif [View same] [iqdb] [saucenao] [google]
1663445

Apparently people were masturbating over Samus' grunts and groans in the Twitch stream last night and were all too eager to talk about how happy it made them

>> No.1663479

DBZone with metrood was fun. I should play with /doom/ more often.

>> No.1663526
File: 38 KB, 640x480, pict[1].jpg [View same] [iqdb] [saucenao] [google]
1663526

What if someone *really* goes full retro, and creates a monster out of an actual clay model, just like the original sprites?

>> No.1663534
File: 1.65 MB, 1280x800, where.gif [View same] [iqdb] [saucenao] [google]
1663534

>>1663418
I can't see anything

>> No.1663536

>>1663526
Is that how they were made? I just id software found someone really good with a mouse.

Documentation?

>> No.1663538

>>1663534
You mean it's not the lava boots?

>> No.1663541
File: 9 KB, 150x150, 1347432053367.gif [View same] [iqdb] [saucenao] [google]
1663541

>>1663534

https://www.youtube.com/watch?v=Qhr5Y9-DSNk

>> No.1663543

Hey, total noob to Doom multiplayer here - how much of a playerbase is there? If I jump in now, say (12:42 AM EST) would I find populated servers? Do you guys use mouselook?

>> No.1663547

>>1663543
Can't answer for sure on the first, but for the second, I always have mouselook.

>> No.1663553

>>1663547
Ok. Do you think I'd be in a real disadvantage if I kept mouselook off? I'm itching to play on my laptop and it'd be great if I didn't have to drag out my mouse and connect it every time I wanted to get my doom on.

>> No.1663556

>>1663553
Can't say for sure. I've heard of custom weapons that just completely disregard autoaim.

>> No.1663557
File: 418 KB, 408x516, tumblr_lq23reGSSp1qegdapo1_500.gif [View same] [iqdb] [saucenao] [google]
1663557

>> No.1663559
File: 180 KB, 432x504, nxbfv0C[1].png [View same] [iqdb] [saucenao] [google]
1663559

Ey Mike, can I take a glance at HDoom's massive code? Don't worry, I'll be sure to give you the sweetest of credits.

>> No.1663561

>>1663526

Harmony did that.
The result was really terrible.

>> No.1663562

How do I use ZDL? I remember seeing a youtube video one of you guys made some time ago but can't find it.

>> No.1663563
File: 84 KB, 1115x477, Zandronum1.png [View same] [iqdb] [saucenao] [google]
1663563

>>1663543
>if I jump in now, would i find populated servers

Have a screenshot I took just now.

>> No.1663568

>>1663561

Because no post-editing work was done. Do you REALLY think Adrian captured the clay/latex models straight from the source and just placed 'em into the game? Most of the time they were edited in the Fuzzy Pumper Palette Shop

>>1663563

>with Samsara Addons

ijon, Water, please, for the love of everything holy in the world, put the hammer on those things.

>> No.1663570

>>1663563
>AoW
Its been years years since I played that mod, is it still a sniper fest and carmageddon:vtol edition?

>> No.1663571

>>1663568
Samsara addons are custom characters, right? What's so bad about them?

>> No.1663572

>>1663570
I have mixed opinions about AoW, but I can safely tell you that it isn't like that anymore.

>> No.1663575
File: 4 KB, 157x200, 17571%20-%20Dean_Ambrose%20Payback%20custom_kornheiser%20wwe[1].jpg [View same] [iqdb] [saucenao] [google]
1663575

>>1663571

...Okay that's it, just like your generation say: straight talk

How new you are to this place?

Nononononono, don't worry, this place ain't like /v/, /a/ or whatever; it's okay if you admit being completely unaware of most things around you regarding Doom, we won't exclude anybody who is willing to learn and play this 20-year old game; you always learn something new everyday (I just learned today about three secrets in E3M5)

But, kindly please, just answer that question I posted previously. Come on, go ahead

>> No.1663576

>>1663572
Interesting to hear, I would check it out myself if I was not caught in someone else's range ban for years now. It is a shame to think of the many multiplayer mods I may have missed since then

>> No.1663579
File: 60 KB, 530x566, 1365436622507.jpg [View same] [iqdb] [saucenao] [google]
1663579

>>1663568
>for the love of everything holy in the world, put the hammer on those things.

As much as I utterly despise those goddamn fucking monstrosities and terrors that I brought into the world and am as plagued with their existence as if I crafted them with my own two hands, being retarded is not a bannable offense.
And I don't want to be That Guy, the one that said "I don't like these, stop working on it or else".

>> No.1663582

Is there a way to enable autoaim in BDSE?

>> No.1663584
File: 12 KB, 476x411, doomguy arms crossed.png [View same] [iqdb] [saucenao] [google]
1663584

>>1663575
I've been playing Skulltag since 2009. I don't play on Samsara servers much.
Jesus fucking goddamn christ.

>> No.1663589

>>1663575
Way to be a douchebag.

>> No.1663592
File: 211 KB, 560x640, 1358055500462.png [View same] [iqdb] [saucenao] [google]
1663592

>>1663575

while you didn't act like a complete asshole, your attitude still sucks pal.

>> No.1663593
File: 52 KB, 480x269, _480_poster.jpg [View same] [iqdb] [saucenao] [google]
1663593

>>1663571
>What's so bad about them?

They are terrible. Utterly terrible.
1: Development is headed by some third-world faggot who doesn't know what a tic is, had to be walked through how to compile ACS, still messed up, and then had to beg Terminus to edit/compile the ACS for him for three builds straight. He doesn't know how the engine works or what makes things work--there's an entire goddamn release where, trying to deal with the complaints that Caleb crashed servers, responded by fucking putting +CLIENTSIDEONLY on the player himself.
2: Now the author is barely doing only the minimal amount of work needed--he's actually going around begging for other people to give him their add-ons, adding them into a compilation, and then cocking them up. The most recent on, the Space SEAL from Corridor7, had a perfectly working and functional HUD that was stripped out for two builds because....????????
3: Balance is completely out of the roof. I.P. Freeley can utterly maul things, and Caleb only has two settings: Wreck effortlessly or be wrecked without being able to fight back. The characters are made without any rhyme or reason (strifeguy being a big offender here) and don't play any goddamn thing like their original games.
4: They can't take criticism. Not in the typical "waahhhhh they're being mean to me" but "lol i don't know/care how to fix that". I mentioned before that Caleb could crash servers, right? The add-ons have been out for YEARS. That was only fixed RECENTLY. And I'm still not sure it's entirely 100% fixed. They are the reason Best Ever has the autorestart= function, because the shithead developers preferred to beg the server to include a new function rather than FIX THEIR GODDAMN WAD.

It's a blight on the entire goddamn Samsara community, and if the fact that it's starting to overtake normal Samsara servers isn't tragic then I don't know what is

>> No.1663604

>>1663593
Thank you very much for actually explaining shit.

>> No.1663605

>>1663593
>They are the reason Best Ever has the autorestart= function, because the shithead developers preferred to beg the server to include a new function rather than FIX THEIR GODDAMN WAD.

I...didn't knew about this. Guys, this could seriously be something bad in the long run for Best-Ever

Would you imagine if they suddenly go kaput? Everyone laid on their backs and relaxed when DRDTeam's filehosting service was around, and, well, look what happened

>> No.1663610

>>1663575
not him but: i've been lurking here for about a year. i generally stick to vanilla/boom stuff. i don't even use zdoom regularly and i've never been on zandronum. i did download samsara but gameplay mods aren't my thing so i didn't spend a lot of time with it. consequently i have no idea why samsara addons are so bad. (except for >>1663593 which i will read in a moment.)

>> No.1663615

>>1663420
>http://zandronum.com/forum/showthread.php?tid=4561&pid=61847#pid61847

Anyone have the controls for Metroid Dreadnought?

>> No.1663620

>>1663610
>i generally stick to vanilla/boom stuff.
you're probably gonna like samsara, then
as gameplay mods go, it's probably a vanilla lover's dream
it's got zero emphasis on flash and a ton more emphasis on making every character play solid rather than fancy feeturs

>> No.1663634

>>1663605
as long as people keep signing up it'll be fine.

oblivionro sign up today.

>> No.1663638

>>1663620
i don't think you actually read my post properly, but i won't argue.

>> No.1663642
File: 21 KB, 596x519, 4lLav2q[1].p.png [View same] [iqdb] [saucenao] [google]
1663642

>captcha: opening emobid

>> No.1663645

>>1663593
On that note, should someone else just take over the add-on classes at that point, also what happened to the Kyle Katarn add on?

>> No.1663678

>>1663638
oh
yeah
sorry
i'm an idort

>> No.1663683
File: 29 KB, 600x400, 343784205-sep-20-2012-1-600x400.jpg [View same] [iqdb] [saucenao] [google]
1663683

>>1663645
>what happened to the Kyle Katarn add on?

Riet has asked them not to include it for the very reasons described. Unfortunately it means it never gets played because it's not Caleb.

It's kind of tragic, in a funny way. Do you stay the best and rest assured in your quality, free from tampering and the greasy hands of the filth? Or do you sell yourself out to ensure more people play with/work with you, debasing yourself for their enjoyment?

>> No.1663689

>>1663678
no problem my friend! you're not an idiot, you're just too hasty on the post button :-)

>> No.1663712

>>1663683
surely anyone else can pick it up besides the 3rd world coder right?

>> No.1663761

So this is apparently a thing...
https://www.youtube.com/watch?v=gi4JA4lnJAs
"Manly Magic Doom Trailer For Considerably Larger Ants"

>> No.1663765
File: 7 KB, 190x265, oh.jpg [View same] [iqdb] [saucenao] [google]
1663765

>>1663761
>UEEEHEHEH
>UEEEHEHEH
>UEEEHEHEH
I feel traumatized.

>> No.1663786

>>1663761
isn't this from this very board
>>1662128

>> No.1663791

>>1663786
Is it? I just kinda stumbled upon it on YouTube.

>> No.1663828

can some one give me a "high quality resize mode" comparsions for gzdoom?

i dont want defaultand im having difficulty deciding what texture filter to use

>> No.1663902
File: 2.50 MB, 640x480, the-end.webm [View same] [iqdb] [saucenao] [google]
1663902

attention doomers: you can be free!

merely play this wad and you can say you're finally finished with doom!

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

>> No.1663910

>>1663541
>>1663534
>>1663418
chuckled

>>1663902
obligatory "if I had $1 for every pixel in this webm I'd owe $50" comment

>> No.1663972

some random interpretation of RUNNING FROM EVIL

http://vocaroo.com/i/s1sDOLq84uk9

you need to turn the volume up a lot, sorry for that

>> No.1664013

>>1663902
I'm not finished with Doom until they're all having a tea party, and invite me.

Even then I probably still won't be done with it; I tend not to quit things I like, but they sometimes quit me.

>> No.1664019

Just in case you missed it last thread, here's my various goofy one-liners and stuff I did as a (sorta) joke for HDoom.
http://vocaroo.com/i/s0RkkvE3djT4
http://vocaroo.com/i/s1RSU9MoPh7q
http://vocaroo.com/i/s1MHRvT0dXfr

Lemme poke your brain a bit /vr/! Change one major feature of Doom, be it an an enemy, weapon, or whatever else, and tell me how you think modern FPSs would change as a result. What kind of FPSs would we be playing now? What sort've features would we see on average?

So as my example, let's say I added reloading to Doom. Since many FPS games followed Doom and often tried to mimic it, FPSs throughout the years would have reloading as a standard features, but somewhere along the lines, devs experimented with taking it out and leaving weapons with bottomless magazines. Players see this as an unrealistic and "gimmicky" change but it slowly catches on due to it's focus on fast-paced gameplay.

YOUR TURN!

>> No.1664028

>>1663791
http://www.youtube.com/watch?v=I_BX3734kzg

Original trailer is hardcore

>> No.1664034

>>1664019
I don't know about all that, but I will say if there wasn't even a forward key, and modern FPS games followed such an example.. We'd be pretty fucked.

>> No.1664046

>>1664019
So okay, I got it.

We add regenerating health to Doom.

And then nobody liked it and the FPS genre never boomed because it wasn't fast paced or interesting.

>> No.1664057

>>1663761
where is the download link?

>> No.1664060

>>1664057
perhaps this, which was posted in the previous thread? >>1662128

>> No.1664062
File: 52 KB, 308x232, output_PzvYHh.gif [View same] [iqdb] [saucenao] [google]
1664062

>>1663445
Whoever animated this has a skill I can only dream to acquire. So much more practice....

>> No.1664064

>>1664062
Oh cool a firing at something gif

>SPLAT
Dayum.

>> No.1664068

>>1664060
i've downloaded it but i don't see a .pk3 or a .wad file.

>> No.1664073

>>1664068
oh now i get it, my bad.

>> No.1664078

>>1664064
I have him working ingame. I even gave him a roscoe "FUHREEZE!" when he triggers. Shit had me in stitches for a solid hour when I first tested him out.
https://www.youtube.com/watch?v=K57TTehIlZk

>> No.1664123

>>1663559
I'll check with Stapler since he's the code guy, but I don't see why not. Whatcha working on?

>> No.1664140

>>1664062

Bro if you want inspiration go play the arcade version of Smash TV. Other than that, make sure to draw out story board of what you want to animate.

>> No.1664152

>>1664140
>Implying I wouldn't already buy that for a dollar
>Implying I'm not currently planning a Smash TV inspired level for my mod in the prison level
Anon, you have great taste in games.

>> No.1664178
File: 418 KB, 1920x1080, Screenshot_Doom_20140601_000543.png [View same] [iqdb] [saucenao] [google]
1664178

Little help here?

I'm playing new complex mod on zandronum, but mod's HUD is broken. When I played first time, it was OK, but then it stretched all over screen, and stayed like this. Restart or standard options doesn't work.

>> No.1664207

>>1664178
hud_scale 1 or hud_scale 0 in console?

>> No.1664210
File: 463 KB, 200x149, 1399389476279.gif [View same] [iqdb] [saucenao] [google]
1664210

>>1664207
You sir, are gentleman and scholar.

>> No.1664214

>>1664178
Did you join an all our war server since then?

It tends to force hud_scale and doesn't reset it.

>> No.1664279
File: 11 KB, 350x250, honkhonk.jpg [View same] [iqdb] [saucenao] [google]
1664279

Doing stupid shit in doom during depressing times Edition
https://drive.google.com/file/d/0Bx-OZG3OqlkwcWozdmdZWGVBY3M/edit?usp=sharing

Honk honk motherfuckers...

>> No.1664284
File: 326 KB, 1366x768, Screenshot_Doom_20140602_110435.png [View same] [iqdb] [saucenao] [google]
1664284

HERE I AM
ROCK YOU LIKE A HURRICANE

>> No.1664285

>>1664073
>>1664279
Also I keep replacing the file instead of updating, if you are not following the /vr/doom you will end up with a dead link and I don't post anywhere else.

Sort of "our own thing".

>> No.1664296

>>1664284
If you stuff a Firestorm mod into it, it will become a rapidfire weapon and it will benefit from Marine's perk.

>> No.1664304

It makes me sad we'll never have another Doom game. The magic that made Doom 1 and 2 is long gone. I'd say the only hope would be handing the property off, but that will never happen.

>> No.1664356

>>1664304
>The magic that made Doom 1 and 2 is long gone
i disagree completely, this will only happen when i run out of wads to play

>> No.1664365
File: 1.39 MB, 800x450, shadowwarriorbeheadings_by_teddyterror-d70vahd.webm [View same] [iqdb] [saucenao] [google]
1664365

>>1664356
Well, I meant at id. I could see a good Doom game coming out of Flying Wild Hog or a similar studio. While I disliked Hard Reset, Shadow Warrior is pretty fun so far.

>> No.1664373
File: 103 KB, 1073x1213, ZDL.png [View same] [iqdb] [saucenao] [google]
1664373

>>1663562

>> No.1664393

>>1664373
Why is ZDL so fucking good, goddamn.

>> No.1664401

>>1664365
>implying doom 3 wasn't the best doom

>> No.1664414
File: 230 KB, 1280x964, warehouse.png [View same] [iqdb] [saucenao] [google]
1664414

Working on revamping my old warehouse level to make it less like a Chex Quest E1M2 ripoff. Built up the left area more, gonna work on the area on the right next--gonna make it an atrium.

>> No.1664417

>>1663593
>>1663683
In defense of the addons:
>Being out for years
They only got to working on them recently. Additionally, the characters had to be updated from v.28 to v.30.
>Caleb crashing servers
I haven't seen this happen. It must be somewhat uncommon, but it is a legitimate complaint if true. However, I will say that I've seen Corvus crash a server with bomb spam.
>Not knowing how to code HUDs or do ACS
Legit grievance. They should have learned to do that shit.
>Balance
Did you SEE how the addons were originally? Caleb has come a long way from being a retarded Akuma build. Blake Stone isn't quite the monster he was before either. I.P. Freeley is still dumb, but his day will come.
>No Katarn
The reason I've been told is that his player sprite is currently D64 guy and D64 guy is in the addons.

If you think the addons suck, that's fine. I just wanted to clarify some of the misconceptions/give their explanation.

>> No.1664451
File: 634 KB, 1280x720, Imp.webm [View same] [iqdb] [saucenao] [google]
1664451

>> No.1664458

>>1664451
suggestively placed berserk box

>> No.1664470

>>1664373
It always fucking forgets the IWADs and engines.

>> No.1664471

>>1664451
"W-what are you standing there for, idiot? Carry me to bed already"

>> No.1664474

>>1664451
Is this a just an art asset test or is this already substantial?

>> No.1664476

>>1664474
Art asset test, but we're using some weapon-like actors for kinky shit.

Mike likes the idea so far, now I have to find a good way to implement it.

>> No.1664517
File: 332 KB, 1280x1024, Screenshot_Doom_20140602_220521.png [View same] [iqdb] [saucenao] [google]
1664517

So I just got an urge to play Brutal Doom SE, downloaded it from zdoom forums, and now I'm getting this. While seeing a black square with glowing eyes leap at you is pretty fun, I'd like to get rid of this. What could be causing this behavior?

>> No.1664528

>>1664517

Play without the Brightmap pk3 it comes with, that's what's fucking up (at least in my opinion)

>> No.1664529

>>1664517
There's a Brutal Doom SE? What version is it derived from?

>> No.1664530

>>1664517
Heh. I came here asking for the same issue some time ago.

Remove Improved_brightmaps.pk3

>> No.1664532

>>1664529

V19, I believe.

>> No.1664535

>>1664528
>>1664530
Thanks.

>>1664529
Yep, V19.

>> No.1664539

>>1664451
The only proper use of an imp >>1662332

>> No.1664543

>>1664470
you can save a .zdl file of your settings.

>> No.1664550 [SPOILER]  [DELETED] 
File: 1.18 MB, 3591x3546, 1401733505255.jpg [View same] [iqdb] [saucenao] [google]
1664550

>Brutal doom is overrated

>> No.1664556

>>1664543
I know.
...actually I opened ZDL now and it does recall its shit, so I have no idea what my problem with it was.

>> No.1664559

>>1664476
>weapon-like actors

Does that mean I'll be able to IDKFA and fug any demon I want?

>> No.1664579

>>1664046
You can have regenerating health and fast paced gameplay. The problem with FPS's today is that you have regenerating health and nothing but hitscanners. No one does fireballs, or slow rockets anymore. No way to dodge, so you just have to hide behind one of the many availing waist-high cover props.

>> No.1664583

>>1664539
but the baby noises are horrible and don't fit at all.

>> No.1664584

>>1663559
MMmm....

>> No.1664613

>>1664451
>Carrying demon girls romantically to bed for snuggles
HMod is the best mod.

>> No.1664617

>>1664579
I do not feel that fast gameplay and regenerating health go hand in hand.

There would always be pauses when damage is taken.

Project MSX is a special case but it doesn't have regenerating health either way. It has a shield.

Regenerating shield + Static HP is nice.

>> No.1664625

>>1664613

How do you cuddle/spoon with someone that's got that many spikes?

Or is that the purpose of the armor now?

>> No.1664627

>>1664625
The spikes are conveniently placed in spots that won't really get in the way of cuddles.

Sidehugs might be a problem.

>> No.1664636

>>1664476
Kinky shit?

Does this mean POV stuff?
Or are you talking about weapons being personified and you're holding a Shotgun-tan as she goes pewpew

>> No.1664656

So what's the difference in engine (i think that's the right word) between the early Wolfenstein and Doom games? They seem similar.

>> No.1664659

>>1664583
Neither does Hentai with Doom.

>> No.1664661

>>1664656
Wolfenstein had no height variance, and early on you couldn't change the floor or ceiling textures. Maps were pretty much ascii art, with a letter signifying the game what block to use, or what enemy to place there.

>> No.1664663

>>1664659
>he hasn't looked at Doom porn for the past 8 or 10 years

>> No.1664673

>>1664663
Joke flew over your head and is in orbit now.

>> No.1664682 [DELETED] 

>>1664659
But it does.

>> No.1664685

>>1664659
yeah but hdoom is funny at least

those baby noises grate on the eardrums and why would an imp sound like a baby anyway?

>> No.1664687

>>1664685
It's probably done for humorous effect and just didn't work out too well or something.

>> No.1664690
File: 17 KB, 456x113, hsaysm.jpg [View same] [iqdb] [saucenao] [google]
1664690

>>1664685
Because Magic and I don't have to explain shit.

>> No.1664696

>>1664663
sorry i'm too busy blasting demons away instead of trying to stick my dick in them and get some unknown STD

>> No.1664707

>>1664451
You should require the use of a Berserk Box in order to carry the heavier enemies like the Barons of Hell to bed.

>> No.1664709

>>1664696
Don't worry, demon girl STDs are like Pokerus, they double your stats.

>> No.1664710

>>1664696
>>1664696
>implying stds

Anon, pls.

>> No.1664712

>>1664696
The fores of hell already burnt away any disease they might have.

>> No.1664714

>>1664712
the fores of hell haha
the foreskin of hell

>> No.1664715

>>1664709
pokerus doubles EVs, not stats.

>>1664687
I was actually thinking about having impgirl pissed off about how you're carrying her, but mike and stapler in charge of the sounds so I don't know how much I can squeeze out of the imp's voice files

>> No.1664716

This might be the dumbest question in /vr/ but,what are the differences between Real Guns Hardcore and Real Guns Advanced?

>> No.1664717

>>1664715
ah, i was referring to the baby noises in the manly magic mod, not the imp carrying. the imp carrying is funny as hell.

>> No.1664718

>>1664715
Who's providing the voices anyway. I feel that I heard them somewhere before.

>> No.1664719

>>1664712
burn your dick off too man

>> No.1664725

>>1664719
Doomguy's dick can handle the heat. If he can stand by lava pits without burning to a crisp, then he should be able to handle Imp vag.

>> No.1664734

>>1664718
most of them so far are from Soul Calibur and Street Fighter 4

>> No.1664737

>>1664734
I knew I recognized that "stupid jerk!" from somewhere.

>> No.1664740

>>1664401
I didn't hate Doom 3, in fact, I found it to be pretty fun despite it's flaws, but Doom 1 is definitively the best.

>>1664451
>princess carrying cute imp-tan
HNNNGGGGHHH...!

Now I got this idea for a mod where you fight your way through levels, and you have to "escort" and defend this girl or whatever (hell, imp-tan works even), but, you don't have to have her follow you around and get into danger and get stuck around corner, rather, you instead carry her over your shoulder (or in a princess carry), and to use your weapons, you have to put her down (ideally in a safe place somewhere), and you can't exit the level without her.

>> No.1664745

So is there gonna be anything in HDoom aside from Hell Knights and Imps?

>> No.1664747

>>1664559
+CHEATNOTWEAPON
will prevent that though.

>> No.1664756
File: 26 KB, 339x126, 1396768612680.jpg [View same] [iqdb] [saucenao] [google]
1664756

>>1664740
>princess
That was a typo, right

>> No.1664762

>>1664747
not really, Give everything command still calls those actors.

The only way to make you enable to IDKFA the babes in is to make them not use any weapon slot.

>> No.1664767
File: 39 KB, 600x750, PrincessCarry.jpg [View same] [iqdb] [saucenao] [google]
1664767

>>1664756
How would it be a typo?
Pictured: Princess Carry

>> No.1664768

>>1664756
Oh wait, nevermind. I'm an idiot.

>> No.1664775

http://danbooru.donmai.us/posts?tags=princess_carry

>> No.1664779

>>1664756
No, you're reading it wrong. "Princess" is an adverb, not a noun describing Doomguy

>> No.1664785

>>1664779
Yeah, I had to think about it for a second before it hit me.
I wonder what Doom guy would look like in a dress now, though.

>> No.1664790

http://vocaroo.com/i/s1NTAROmo159
This is just a horribly dubbed Doom comic. Probably would've been better if I didn't had to almost whisper everything.
>>1664740
>princess carrying
Nah, he's just gonna bring her to the ring and start wrestling.

>> No.1664795
File: 2.96 MB, 320x240, 200minmap.webm [View same] [iqdb] [saucenao] [google]
1664795

some more 200 minute map webms

>> No.1664802
File: 2.47 MB, 320x240, 200minutesmap.webm [View same] [iqdb] [saucenao] [google]
1664802

>>1664795

>> No.1664808
File: 2.90 MB, 320x240, doom2map.webm [View same] [iqdb] [saucenao] [google]
1664808

>>1664802
sped up to get it under 2 minutes

>> No.1664809

>>1664795
>>1664802

200 minutes? You can't fit that in a webM

>> No.1664812
File: 263 KB, 829x1172, 1395438339495.png [View same] [iqdb] [saucenao] [google]
1664812

>>1664790
>Nah, he's just gonna bring her to the ring and start wrestling.
B-baka! I was just trying to be romantic!

>> No.1664815

>>1664808
Will a right click half speed correct this?

>> No.1664816

>>1664809
dohoho.jpg

>> No.1664817

>>1664809
The maps are made in 200 minutes you silly goose.

>> No.1664818

>>1664809
Somebody hasn't been around lately. The last 2 weeks or so we've had a bunch of contributions for a speedmapping megawad. The maps need to be done in under 200 minutes.

Is the organizer back from vacation yet?

>> No.1664823

>>1664815
too much, it's sped up by 45/35 or so

>> No.1664825

>>1664812
German suplexes and DDTs are hella romantic.

>> No.1664826

>>1664745
Yeah, I'm working on the pinky girl next.

>> No.1664834

>>1664826
I suggested that Pinkytan should run hunched over because she's in shibari. Is that what's being done?

>> No.1664846 [DELETED] 

Reminder that hdoom people need to contact this person and collaborate:

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

>> No.1664857 [DELETED] 

>>1664846
>furry and pony shit all over his front page
So... what exactly would he be contributing to the project here?

>> No.1664860

>>1664517
Load the improved Brightmaps BEFORE BDSE itself.

>> No.1664864 [DELETED] 

>>1664857
>Wants to fuck a demon
>F-furry is for fagots!
Wow.
And now what, gothic is gay?

>> No.1664865 [DELETED] 

>>1664864
Do NOT give the /v/irgin attention.

>> No.1664867 [DELETED] 
File: 29 KB, 276x276, original.jpg [View same] [iqdb] [saucenao] [google]
1664867

>>1664846
I was interested until i seen the furry/MLP stuff.

Pic related.

>> No.1664870
File: 424 KB, 1033x673, tumblr_n4lq5vOJV11reu4pbo1_1280.jpg [View same] [iqdb] [saucenao] [google]
1664870

>>1664857
i dunno, draw more pictures like the one from the link? or at least donate it for the quit screen, it fits perfectly

>> No.1664881

>>1664834
shibari?

>> No.1664895

>>1664881
Look at the white haired girl.
http://g.e-hentai.org/s/a2626ce9f8/14133-1

>> No.1664896

>>1664864
I was just wondering what exactly he was supposed to provide, as far as I know, he didn't draw the picture of the baroness at the exit screen.
(but I could be wrong)

>>1664865
You can't call everyone who you don't like a /v/irgin.

>>1664867
I'm not saying he can't, but I'd like to see what he can do, personally.
For the record, there's differences between demons, monstergirls and furries.

>>1664881
A kind of rope bondage, I think it was initially a technique the Samurai used to incapacitate prisoners, but later it would become a bondage thing.
It pretty much completely stops you from moving from what I recall.

>> No.1664903

>>1664896
>I was just wondering what exactly he was supposed to provide, as far as I know, he didn't draw the picture of the baroness at the exit screen.
oh well never mind then

>> No.1664910
File: 250 KB, 550x700, lewd!.png [View same] [iqdb] [saucenao] [google]
1664910

>>1664895

>> No.1664916

>>1664881
>>1664896
ah, nah - she still has her arms free. Easier to do stuff with her that way

>> No.1664917

>yfw The Cyberdemon is the Harbinger from Wolfenstein RPG

>> No.1664920

>>1664123

Well, being honest, it's not exactly Stapler's code which I'm looking forward to use...it's actually yours (as far as I'm aware of the subject)

Keyword: mod compatibility

>> No.1664923

>>1664826
>>1664834
>>1664881

I'm really just a random anon, unaffiliated with anything, but I'd just like to chime in and say that; though a good suggestion, unless it retained monstrous features, I think it'd end up going more in the direction of animedoom and not monsterhentaidoom.

There should kind of be a balance y'know?
IMO anyway.

>> No.1664927

So I've got a question that I'm sure you'll all laugh at me for having to ask.
I decided to finally try out SLADE today in order to make a monster multiplier mod compatible with Wrath of Cronos. After a brief period of tinkering everything turned out great, but now I want to add something. I should say that I've never created anything for Doom before, and have only a minor knowledge of programming in general.
So how would one go about creating a variable? I want to replace the spawn multiplier values for each individual monster with a shared variable at the top of the file so I don't have to manually replace the AAAAAAAAAAs in 10x with AAAAAs to make it a 5x spawner mod and so on.

>> No.1664928

>>1664916
What kinda design are you looking at, right now?

>> No.1664942
File: 21 KB, 282x390, SARGA2A8-wip17-upscale.png [View same] [iqdb] [saucenao] [google]
1664942

>>1664928
Basically a sort of centaur-like design, with a well-built human-like upper half and a pinky-based lower half. Tough girl/fighter-type personality most likely.

>> No.1664949

>>1664920
i've done 100% of the code, so

>> No.1664952

>>1664942
Neat. The design still holds a lot of what made the pinky a pinky.
Though this time, it looks like she could rip Doomguys arms off and shove them straight through his torso.
I like it.

>> No.1664954

>>1664927
DECORATE doesn't have variables.

>> No.1664956

>>1664949

So...

Can I have permishun?

>> No.1664958

>>1663593
> 3: Balance is completely out of the roof.

Nobody cares.

> It's a blight on the entire goddamn Samsara community, and if the fact that it's starting to overtake normal Samsara servers isn't tragic then I don't know what is

Playing with the same old characters can get tiring.

>> No.1664960

>>1664920
>implying I can code worth two flying shits
I'm flattered, but that's all Stapler's work. I do the sprites and design decisions and shit.

>> No.1664962

>>1664942
interesting

>> No.1664963

>>1664942
*Not the one who asked*

That certainly looks interesting!
A tad disappointed it doesn't have a more "Keep hands away/Be cautious" face/mouth, but fun looking nonetheless!

I'm sure when you guys get to the zombies, it'd be pretty easy to concept, since it'd be a bunch of mutated soldiers in ripped/revealing clothing amirite?

>> No.1664964

>>1664958
>Nobody cares.

There's people that do, as well as the same people that like to crash the fuck out of a service provided for free

>> No.1664967

>>1664956
i'm assuming you want to use the brutal doom compatibility?
sure, go ahead

>> No.1664972

>>1664942
Okay, I retract my shibari suggestion.

I just had a hard time visualizing a sexy pinkytan that could fit in the sprite space.

>> No.1664976

>>1664954

Hmm, alright then. Thank you.

>> No.1664978
File: 6 KB, 170x213, 1312040407271[1].jpg [View same] [iqdb] [saucenao] [google]
1664978

>>1664967

I won't dissapoint

>> No.1664979
File: 16 KB, 380x300, 1366336429849.jpg [View same] [iqdb] [saucenao] [google]
1664979

>>1664958
>Nobody cares.
Oh man look at this guy

>> No.1664982

>>1664818
not as far as i know. i'm supposed to be filling in but i'm clearly doing a bad job. i was always more of a behind the scenes person anyway...

i've fixed a bunch of maps for zdoomisms etc (so i could demo/webm them) but there's still more to do.

changes list...

>>1624095 200minmap.wad
texture replacements:
- FLAT20 with SHAWN2
flat replacements:
- METAL with CEIL5_2
- DOORTRAK with CEIL5_1
- STEPTOP with FLAT20
- BLAKWAL2 with TLITE6_1
boom linedef specials:
- doors: use 115 SR open turbo
- floors: use 71 S1 / 36 W1 lower turbo to lowest + 8
- trap floor: use 5 W1 raise to lowest ceiling (with control sector)
boom sector specials:
- nukage pool: use 7 10% damage
other:
- set flags of player5-8 starts to 0 to prevent them from crashing vanilla
- remove superimposed linedef 105 and unclosed sector 28
- build nodes/reject/blockmap with zennode

>>1625242 doom2map.wad
fixed:
- replace flats on walls with near-equivalent textures
- replace textures on planes with near-equivalent flats
- fix unclosed sectors
- fix missing textures
- fix sectors with floor height greater than ceiling height
- remove unknown things (type 5050)
- make more lines around the exit impassible so you can't get stuck behind them
- make it possible to lower the wall at the entrance to the red key area from outside, if somehow you manage to run backwards fast enough to escape it
- make the revenants on the towers killable by lowering the towers when the red key is picked up
notfixed:
- any texture alignment errors. i have run out of patience, sorry :-)

>>1625686 200minutesmap.wad
- enlarge gap between lines 318 and 323 (the former blocks use key presses aimed at the latter, so you need to be able to cross it fully)
- add tag to linedef 194 and its backsector (do not rely on implicit manuals)

>>1630560 200mindance.wad
- set flags of player5-8 starts to 0 to prevent them from crashing vanilla

>> No.1664986

>>1664967
Not that anon, but I'm just curious. I wanted to load up Brutal Doom with HDoom, though not for the reasons you might think. I wanted to try summoning some marines from the console to engage in an orgy that would've spanned the entire level for a few laughs.
This is probably a real dumb question, but was such a thing possible, before, or would they still mercilessly beat the shit out of everything in there way?
I'd try fucking around with the code myself to see, but I know jack about that stuff.

>> No.1664991

>>1664986
>I wanted to try summoning some marines from the console to engage in an orgy that would've spanned the entire level for a few laughs.
hahaha

>> No.1664995

>>1664986

I think the marines are actually built into ZDoom and Brutal Doom just modifies them and has them replace the Invis. Not quite sure, though.

>> No.1664998
File: 17 KB, 350x270, ddp_awesomeface_display_image[1].jpg [View same] [iqdb] [saucenao] [google]
1664998

>>1663418

>Wanna learn how to...

>Open/Edit WAD/PK3/etc for mod compatibility?
>http://slade.mancubus.net/index.php?page=downloads (download 3.0.2)
>http://zdoom.org/wiki

>> No.1665003

>>1664982
As the author of 200minmap.wad. I am really really fucking sorry about fucking up compatibility. That is the longest list of changes of all the maps.

>> No.1665010

>>1664986
>or would they still mercilessly beat the shit out of everything in there way?
that
the demongirls only respond to the player's inputs, because GetPlayerInput only checks the player for input and npcs don't press the use key anyway
so they would just start trying to fist everything down the wrong hole

>> No.1665019 [DELETED] 

>>1664846
>sonic porn
Getting real sick of your shit.

>> No.1665023

>>1664972
>that could fit in the sprite space.
They can be as big as a Spiderdemon if they wanted them to be.

>> No.1665024

I want /v/ to leave

>> No.1665026

>>1665010
Well damn. Oh well.
Thanks for the explanation, ss.

>> No.1665028 [DELETED] 

I want /fur/ to leave

>> No.1665029

>>1665023
I mean the same sprite space as vanilla Pinky.

>> No.1665031

>>1665003
Not the guy who fixed it but it's cool; it seems like you did it for Boom compatibility instead of vanilla.

>> No.1665032
File: 483 KB, 1920x1080, Screenshot_Doom_20140602_152800.png [View same] [iqdb] [saucenao] [google]
1665032

Two new zombies join the fray in The Space Pirate. Woo.

>> No.1665039

>>1665032
>those hands
>YOU'RE HUGE
>THAT MEANS YOU HAVE HUGE BUTTS
>GRIP AND STARE
>GRIP AND STARE AT YOUR BUTTS

>> No.1665042

>>1665003
nah, don't equate length of list with amount of brokenness. doom2map took more time to fix than 200minmap.

>> No.1665043

>>1664373
What about Rocket Launcher?

http://www.doomworld.com/vb/doom-general/64418-rocket-launcher-frontend-for-windows/

>> No.1665046

>>1665032
the one one the right with the helmet has a really tiny hand

>> No.1665060

>>1665031
I just didn't know I couldn't use flats as textures and textures as flats.

>> No.1665071
File: 27 KB, 320x200, DOOM01.png [View same] [iqdb] [saucenao] [google]
1665071

Reposting a 200 min map I made for more feedback.

https://mega.co.nz/#!nsYThQ5Y!B4jvlMnNmPHG3u81hL2YNSQUL0HCqNAIiwb2FBX_pxE

>> No.1665081

How can I make an invisible wall in GZDoom Builder? I want to make a map that takes place outside.

>> No.1665097

>>1665081
check map01 in doom2.wad

>> No.1665103

>>1665071
argh i knew i forgot something.
will look at this tomorrow. i need sleep.

>> No.1665113
File: 607 KB, 1920x1080, Screenshot_Doom_20140603_004107.png [View same] [iqdb] [saucenao] [google]
1665113

So how do I get out of here? The teleporter doesn't work, the switch is pressed, the door is stuck, none of the walls seem to react.

This is Doom 2, MAP27: "Monster Condo".

>> No.1665125
File: 9 KB, 195x234, tmp_1401245857819-1056022797.jpg [View same] [iqdb] [saucenao] [google]
1665125

>>1664958
U havin a jiggle m8?

What happened to the other Samsara classes?
http://youtube.com/watch?v=YAvfuGB7Fuw

I dont recognize any of these classes. Have they been released?
Why didn't he include both classes in the current addon?

>> No.1665127

>>1664808
That one still has the wrong line actions and such... I spose I'll fix that.

If no one else has any other 200 minute maps I spose I can start compiling them into a single wad too.

>> No.1665131

>>1665113
Teleport should work. Try jumping off that ledge on it.

>> No.1665132

>>1665113
Did you try weapon on the door/walls?

>> No.1665140

>>1665125

As far as I know, Donald's classes are going to get included in the next build, because Jesh is a firm believer in quantity over quality.

>> No.1665150

>>1664927
>So how would one go about creating a variable? I want to replace the spawn multiplier values for each individual monster with a shared variable at the top of the file so I don't have to manually replace the AAAAAAAAAAs in 10x with AAAAAs to make it a 5x spawner mod and so on.

Use batch replace function, SLADE has one as well as other editors.

>>1664954
>DECORATE doesn't have variables.

It does though, at least actor-limited ones, in g/zdoom only

>> No.1665160

>>1665140
>quantity over quality
Im not surprised. I prefer a single good, balanced addon class over 100 shit classes without proper graphics, hud, sounds, balance etc.
This is sad.

Why cannot Terminus tell them to shut it down and ban them from BE?

>> No.1665173

Ross Scott (Freeman's Mind guy) did a video on Strife and talks a bit about Doom:
http://www.youtube.com/watch?v=oPrU7LSqiX0

>> No.1665175

>>1665160
>Why cannot Terminus tell them to shut it down and ban them from BE?
see >>1663579
though that didn't stop watakid from banning them once, which they got around by uploading a different version

>> No.1665216

>>1665132
Yeah, shooting one of the walls worked. Thanks.

>> No.1665241

In your opinions, what are the best vanilla "enhancement" wads? I've been playing with Polished Skull for a while and I want to fiddle with something else.

>> No.1665256
File: 2.43 MB, 1080x675, typical doom session.webm [View same] [iqdb] [saucenao] [google]
1665256

testing loop

>> No.1665312

>>1665256
>Normal dead Doomguy face
Well thank god for that.

The PSX Hud face exploding really gives me the jibblies.

>> No.1665318

>>1665113
>Monster Condo
Ugh I hate this level.

Ever since I saw the Archvile skip it's all I do now, I really don't like it.

>> No.1665327

>>1665173
I wouldn't mind seeing him doing a Doomguy's Mind as normal Doomguy instead of Brutal Doomguy.

Mostly because it probably hurts his throat to do that Brutal Doomguy voice for so long

>> No.1665360

Is there a way to have music be continuous in a map hub to give the illusion of one giant fuckoffhuge level without the performance issues of a single fuckhuge level?

So far all I can see is maybe LocalAmbientSound

>> No.1665365

So does the guy from the doomRPG mod come here ? Anyone knows if he plans to add support for other doom engine games. That'd be swell.

>> No.1665390

>>1665026
>>1665010

But you can make them react to a Death.HelperMarineFatallity state.

>> No.1665441

>>1663593
That all sounds terribly agitating.
Why hasn't anyone told him to learn how to Decorate instead of jerking off and asking other people to solve problems he's responsible for?

>> No.1665443

>>1664656
------------------------------------------------------------
CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D?
------------------------------------------------------------

[3-1]: Texture-Mapped Environment
=================================
DOOM offers the most realistic environment to date on the PC.
Texture-mapping, the process of rendering fully-drawn art and scanned
textures on the walls, floors, and ceilings of an environment, makes the
world much more real, thus bringing the player more into the game experience.
Others have attempted this, but DOOM's texture mapping is fast, accurate,
and seamless. Texture-mapping the floors and ceilings is a big improvement
over Wolfenstein 3-D. With their new advanced graphic development
techniques, allowing game art to be generated much faster, id brings
new meaning to "state-of-the-art".

[3-2]: Non-Orthogonal Walls
===========================
In other games (such as Wolfenstein 3-D), walls were always joined
at ninety degrees to each other, and were always eight feet thick. DOOM's
walls are at many angles, and of any thickness. Walls have see-through
areas, like windows. This allows more natural construction of levels. If
you can draw it on paper, you can see it in the game.

[3-3]: Light Diminishing/Light Sourcing
=======================================
Another touch adding realism is light diminishing. With distance,
your surroundings become enshrouded in darkness. This makes areas seem huge
and intensifies the experience. This also creates some amazing effects;
sometimes the lights go out, and you'll have to look for a light switch or
light amplification visors. Light sourcing allows lamps and lights to
illuminate hallways, explosions to light up areas, and strobe lights to
briefly reveal things near them. These features make the game
frighteningly real.

>> No.1665449

>>1665443
[3-4]: Variable Height Floors and Ceilings
==========================================
Floors and ceilings can be of any height, allowing for stairs, poles,
altars, plus low hallways and high caves-allowing a great variety for rooms
and halls.
In DOOM, monsters can be shot on levels that are higher or lower than
you are. All you have to do is aim horizontally, and DOOM will do the rest!

[3-5]: Environment Animation and Morphing
=========================================
In DOOM, the world reacts to you. Many surfaces animate.
A glowing wall-plate may change in appearance when you touch it. Radioactive
ooze could seethe and bubble.
In earlier versions of the FAQ, I talked about environment animation
and morphing. id Software removed information terminals, access stations,
and wall weapon damaging. DOOM does include "crushing ceilings," however.

>> No.1665457

>>1665449
[3-6]: Palette Translation
==========================
In earlier versions of the FAQ, I talked about many different
types of palette translation. Most of the palette translation has been
removed from DOOM. The only palette translations that are currently
implemented in DOOM are for multi-player mode (other players are in
different colors), invincibility mode and a few other special effects.

[3-7]: Multiple Players
=======================
Up to four players can play over a local network, or two players
can play by modem or serial link. DOOM v1.2 supports modem play.
You can see the other player in the environment, communicate with him or her,
and in certain situations you can switch to their view. This feature, added
to the 3-D realism, makes DOOM a very powerful cooperative game and its
release a landmark event in the software industry. This is the first game to
really exploit the power of LANs and modems to their full potential. In
1994, id Software fully expects to be the number one cause of decreased
productivity in businesses around the world. See Chapter [8] for more
information on multi-playing.

>> No.1665462

>>1665457
[3-8]: Smooth, Seamless Gameplay
================================
The environment in DOOM is frightening, but the player can be at
ease when playing. Much effort has been spent on the development end to
provide the smoothest control on the user end. And the frame rate (the rate
at which the screen is updated) is high, so you move smoothly from room to
room, turning and acting as you wish, unhampered by the slow jerky motion of
most 3-D games. On a 386DX, the game runs well, and on a 486/33, the normal
mode frame rate is almost as fast as television. This allows for the
most important and enjoyable aspect of gameplay: immersion.

*3-9*: New Monsters and Artificial Intelligence
===============================================
Wolfenstein 3-D is basically made up of a lot of closed rooms. When
you open a door, the guards get a chance to see you and opening the door
connects your sound area to the revealed room's sound area, so a gunshot will
be heard in both places. Guards in both places will respond to this kind of
action. In DOOM it's much more complex. DOOM isn't made up of a bunch of
rooms; it's a cohesive world. You might blast your shotgun and the sound
could travel through a window or slime-river tunnel to another entirely
different area and alert some monsters. Then, they'll come looking for
you! Opening doors, going down stairs, wading through slime, etc. You are
still able to get the drop on them from behind, just like in Wolfenstein
3-D -- but you have to be sneakier about it.

>> No.1665465

>>1665216
That map also is a unique one to have a time based secret spot.
>As you start the level you have 30 seconds to reach the secret
>you'll see the rocket launcher at the middle on top of a dangerous looking stairs
>run those stairs up to the halfway hastily then hop on to the ledge across the acid
>use the door ahead to your left and as you enter grab the super shotgun and look left
>you'll find some extra ammunition and that room will close its wall down after 30 seconds to never open it again from outside

>> No.1665467

>>1665390
why in the world would i ever want to

>> No.1665469
File: 62 KB, 373x373, 1394582666044.jpg [View same] [iqdb] [saucenao] [google]
1665469

>>1665010
>so they would just start trying to fist everything down the wrong hole

>> No.1665491

>>1665173
I agree that when levels go entirely mazelike they fucking suck dick. I hated that about some D2 maps, and some levels designers do it too. It's infuriating. You can have good, non linear level design without making everything a confusing switch/key hunt.

Oh, and he is wrong about GZDoom not having dynamic lights but someone already told him about that in the comments so yeah.

>> No.1665497
File: 3 KB, 298x300, floor-over-floor.png [View same] [iqdb] [saucenao] [google]
1665497

>>1664656
>>1665443
>This allows more natural construction of levels. If
>you can draw it on paper, you can see it in the game.
Hank Leukart was mistaken when he wrote that -- there are plenty of things that you can draw that idtech1 has trouble rendering. Floor-over-floor comes to mind.

>> No.1665502

>>1665497

To be fair, at the time I'm pretty sure nobody dreamed of room-over-room.

>> No.1665538

Are you not supposed to jump in scythe.wad?I heard it was a pretty solid megawad, and most of the levels were pretty fun, but I was able to sequence break the levels like crazy and finished most of the final 10 levels in under a minute each.

>> No.1665548

>>1665538
>Are you not supposed to jump in scythe.wad?
Like in most wads, no.
You can sequence break them without jumping anyways, the creator made sure that was the case.

>> No.1665556

>>1665173

That was pretty great.

>> No.1665561

>>1665538
Nope, you're not supposed to.

>> No.1665627

>>1665060
Well, if you make the map in Doom 2 compatible format, it'll prevent you from doing that.

>> No.1665630

>>1665538
You aren't supposed to jump unless the wad states otherwise.

Go back and play it properly nigga.

>> No.1665634

>>1665081
You don't make an "invisible wall" as such because that's a shitty gameplay tactic. You make a big rock wall, or the outside of a building, and make sure that sector is raised. Then you make the ceiling flat F_SKY so it puts the sky there, and gets rid of the ceiling.

>> No.1665647
File: 292 KB, 1920x1080, MBBZads[1].png [View same] [iqdb] [saucenao] [google]
1665647

http://forum.zdoom.org/viewtopic.php?p=764211#p764211

[MAXIMUM HYPE]

>> No.1665648

>>1665081
that's called an impassible linedef, but that's a really shitty way to delimit a level.
just use them for decorations you don't want the players to jump on or windows you don't want player to duck trough

>> No.1665653

>>1665634
This, invisible walls are just frustrating, if you don't want a player to pass through/reach somewhere, make it so that there's something physically there to stop them.

Inexplicably being blocked from going somewhere by something that's entirely invisible just cheapens the experience.

>> No.1665659

Oops, I forgot

>>1665647
>>1663420

Jimmy is aiming for a release in July

>> No.1665661

>>1665647
Looks surprisingly good.

>> No.1665664

>>1665647
Thanks Doc

>> No.1665669

>>1665043
Bumping this question. Are there any disadvantages compared to ZDL?

>> No.1665673
File: 4 KB, 320x200, square.png [View same] [iqdb] [saucenao] [google]
1665673

oh god this fucking plot
i'm dying
>>1665669
just
read what the author said about that

>> No.1665676
File: 41 KB, 192x171, 1532.png [View same] [iqdb] [saucenao] [google]
1665676

>>1665673

>all those horrible, horrible square jokes

>> No.1665689

>>1665241
Anyone?

>> No.1665695

>>1665241
There is Beautiful Doom and Particle Fire Enhancer.
Both are pretty but the sounds pretty much suck. They can be a bit intense on the GPU though. BeautyDoom has some switches for some stuff that can improve FPS.

>> No.1665697

>>1665634
>>1665648
I was thinking about making a map that starts you off on a small island in the middle of the ocean. Whatever, I figured it out myself.

>> No.1665728
File: 4 KB, 200x200, caco.gif [View same] [iqdb] [saucenao] [google]
1665728

Playing Doom and Doom 2 again to prepare myself for disappointment when E3 rolls around. I want the bile to be fresh.

>> No.1665739
File: 2 KB, 301x169, 504.gif [View same] [iqdb] [saucenao] [google]
1665739

>>1665673

>> No.1665758

>>1665739
I'm not sure I understand this.

>> No.1665767

>>1665758

You throw tomatoes at bad comedians, and that picture is full of puns.

That's my guess, anyway.

>> No.1665804

>>1665647

This is the same guy that threw a hissyfit when someone else made an MSPaint wad, right?

>> No.1665818

>>1665804

huh? was that one the same that was just a weapons/gameplay mod with no maps?

>> No.1665834

>>1665818
http://forum.zdoom.org/viewtopic.php?t=37089&p=704221#p704230

Someone makes wad.
Jimmy and Kate throw a temper tantrum and start listing minor similarities and keep going on. Topic is locked because of the drama. Prospective wad is canned.

Not like it would've been good, but shitty behavior from the ZDoom forum elites all around.

>> No.1665843
File: 15 KB, 376x368, 1310429527116[1].jpg [View same] [iqdb] [saucenao] [google]
1665843

>>1665834

NIGGA WHAT? I thought it was the Lizard Squad Guerrilla (or whatever the fuck the name was) one!

Are you aware that she/he/it/whatever worked ON TOP of Jimmy's work? And that pretty much appeared days after Jimmy posted the beta of the game? I guess you wasn't

>> No.1665850

>>1665843
>Are you aware that she/he/it/whatever worked ON TOP of Jimmy's work?
Except they didn't.

>> No.1665857

>>1665850

YES THEY DID, me and many others were around the time it was posted, the game clearly showed stuff from Square and it was pretty clear they ripped it off

>> No.1665865

I'm in tears right now

>> No.1665871
File: 2.95 MB, 800x450, skulltag 2014-06-02 21-35-06-378.webm [View same] [iqdb] [saucenao] [google]
1665871

>>1665818
Was it thi
>>1665834
damn, and I just finished making this webm.

>> No.1665872

>>1665857
>the game clearly showed stuff from Square and it was pretty clear they ripped it off

Do you have screenshots of the stuff supposedly from Square that were re-used and have a argument aside from "It looks similar"?

>> No.1665876

Just trying out Brutal Doom SE and this guy really has taken Brutal Doom and made it feel much better in basically all respects. Props to him.

>> No.1665880
File: 220 KB, 789x960, CHAIR OF AGITATION.jpg [View same] [iqdb] [saucenao] [google]
1665880

>mfw drama importation

>> No.1665883

>>1665880

there ain't nothing to export because there's no goddamn drama at all, stop

>> No.1665889

>>1665871
I just don't like how MSPaint looks in Doom

>> No.1665890

>>1665872

http://forum.zdoom.org/viewtopic.php?p=704221#p704221

>"*sorry for stealing your mspaint idea, Jimmy! XD*"

not him but what the fuck does that sounds like?

>> No.1665895
File: 2.38 MB, 800x450, skulltag 2014-06-02 21-46-51-875.webm [View same] [iqdb] [saucenao] [google]
1665895

>>1665871
May as well post some more.

>> No.1665901

>>1665834
Wasn't Kate that girl who was making a really really weird and entirely unbalanced wad with absolutely no color coordination to speak of?

>> No.1665906

>>1665901

AHAHAHAHHA

HAHAHA

Nah, you're not having it today.

>> No.1665917
File: 2.73 MB, 800x450, skulltag 2014-06-02 21-47-27-331.webm [View same] [iqdb] [saucenao] [google]
1665917

>>1665895

>> No.1665923

>>1665906
Wait, what? What am I not having?

>> No.1665931

>fagget almost gives away he worked on top of someone's work in a phrase which was quoted in someone's post
>+20 peeps post in that thread with the same thought: "this is clearly a rip-off"
>"W-w-what makes you think this is a rip-off? Gosh, I hate the ZDuum Elite"

what's even more dumb is that someone seems to be holding a grudge against one of the most chill dudes in the community, like, what the fuck is there to hate about Jimmy? what I like the most is that when the ruse was shattered he goes full damage control by switching the topic to someone else.

>> No.1665948

>>1665931
>he works on top of someone else's work

Where is this coming from? Even Jimmy says he didn't steal any resources. I just looked through the topic and he says "I should reiterate is not that resources were stolen/edited, but specific ideas clearly were."

>> No.1665958

also i forgot to mention that Jimmy isn't even a zdoom modder, most of the time his works are vanilla friendly, Jenesis, which won a Cacoward, is doom2.exe compatible.

>also everything points out that someone is clearly hopping on the jelly train, if you know what I mean ;-)

>> No.1665963

>>1665890
http://forum.zdoom.org/viewtopic.php?p=704338#p704338
Protip: if you have a sonic OC RP character as your name and avatar, you need to go off yourself.

>> No.1665969
File: 2.75 MB, 800x450, skulltag 2014-06-02 22-13-25-651.webm [View same] [iqdb] [saucenao] [google]
1665969

>>1665917

>> No.1665974

>>1665963
Protip #2: if you are also a horse fucker you need to commit sudoku.

>> No.1665979
File: 1.65 MB, 800x450, skulltag 2014-06-02 22-13-54-169.webm [View same] [iqdb] [saucenao] [google]
1665979

>>1665969

>> No.1665983
File: 2.03 MB, 800x450, skulltag 2014-06-02 22-14-19-811.webm [View same] [iqdb] [saucenao] [google]
1665983

>>1665979

>> No.1666001

>>1665963
Best part is that he just copy-pasted it form the " Create a sonic character" flash.

I bet he's one of those " Doughnut steel" types too.

>> No.1666013

Can we stop talking about furries and non-existant community elites for a second?

Slade 3.1.0 has reached Beta 6
http://slade.mancubus.net/files/slade_310_b6.7z

It is still advisable, however, to use the most stable release for any modding purposes
http://slade.mancubus.net/files/slade_302.zip

>> No.1666039

So yesterday I made it through the first 3 episodes of Doom, and it worked fine. Today I went to do Thy Flesh Consumed, and GZDoom was suddenly working at the speed of smell.

What the shit happened? The music was running fine too, which seemed kinda weird.

>> No.1666049
File: 311 KB, 1366x768, 2014-05-31_00001.jpg [View same] [iqdb] [saucenao] [google]
1666049

>> No.1666061

>>1666049
I WANT TO GET OFF TADPOLE'S WILD RIDE

>> No.1666136

I found the Doom 0.2 alpha, 20 seconds in, this happens.

>> No.1666141
File: 60 KB, 646x432, divided by zero.png [View same] [iqdb] [saucenao] [google]
1666141

>>1666136
forgot pic

>> No.1666162
File: 46 KB, 646x432, brutaldoom0_4when.png [View same] [iqdb] [saucenao] [google]
1666162

>>1666136
Now looking at 0.4

>> No.1666171
File: 1.00 MB, 499x310, A MAN AND A HALF.gif [View same] [iqdb] [saucenao] [google]
1666171

>>1665958
Jimmy... Jimmy... James Paddock? Right, he did Jenesis didn't he?

Man, I fucking LOVE his musical work, I should finish Jenesis some day (after Back To Saturn X), I trust he's doing his own music for the Square thing, right?

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

This is one of my absolute favorite pieces of his (and I generally liked his contributions to Plutonia 2)

>> No.1666178

>>1665032
neat

>> No.1666183
File: 24 KB, 746x721, readme notes.png [View same] [iqdb] [saucenao] [google]
1666183

>>1666162
this was in the read me

I don't think that they were already working on the SNES port...

>> No.1666187

>>1666183

Wasn't the SNES port done without id's involvement or something? I remember reading that the porters basically did the whole game or something before presenting it.

>> No.1666190

>>1665497
i'm pretty sure by that he meant a plan view from above. ie. how the automap renders the level.

>> No.1666197

>>1666183
They had hired a programmer called Burger Bill (really big name in the vidya company circles at the time), to do the Super Nintendo port of Wolfenstein 3D, thing is, Burger Bill hadn't done a single thing at all on the port, like he said he would, because he was under contract with a company called Imagineer, which stipulated that any work he did while under them would belong to them, so if he had done it, the Snes port of Wolfenstein 3D would be Imagineer's property.

They all thought this was a bunch of shit, and told him to eat a dick (I'm paraphrasing here), and then hurried to cobble together a port of Wolfenstein 3D for the Snes by themselves, something that took time away from this hot new game they were working on at the time, called Doom.

>> No.1666206

>>1666136
And? What were you expecting? It's a 0.2 finished alpha, it's amazing it still even runs today

>> No.1666210

>>1666197
>and told him to eat a dick (I'm paraphrasing here)
The id guys? No, they probably literally told him to eat a dick

>> No.1666216

>>1666210
If Masters of Doom is to be believed, they drew a caricature of him, stapled it to his chair, and then fucked the chair up.

>> No.1666217

>>1666216
Am I the only one who really, REALLY wants a movie adaptation of Masters of Doom?

>> No.1666224

>>1666210
As in, they could have also have said "go kill yourself" or "go jump up your moms asshole", I don't know what they exactly said, but it was probably something along those lines.

>> No.1666235

>>1666197
so how did they hire him
did he just go "oops i forgot about the other contract" ?

>> No.1666247

200 minute map stuff:

this zip contains the fixed versions of wads mentioned in >>1664982

http://temp-host.com/download.php?file=hf54ir

(sorry for not posting it earlier)

>>1665127
>That one still has the wrong line actions and such... I spose I'll fix that.

please don't. i've already done it and duplication of effort makes me sad. :-)

now onto 200minsofhell. >>1665071

>> No.1666286

>playing Samsara
>playing TNT as Parias
>hammering Revenants in the face
>axing demons in the face
>freezing imps and zombiemen

This is the best idea ever

>> No.1666307
File: 38 KB, 640x480, 1401771562.png [View same] [iqdb] [saucenao] [google]
1666307

>>1665071
great map. i'm amazed you managed to get that much done in 200 minutes.

it seems to be vanilla compatible, at least i maxed it in doom2 complevel. the only thing i'd say needed fixing was one of the secrets wasn't marked (sectors 82 or 249). i will do this if you don't feel like uploading again.

>> No.1666350 [DELETED] 

>>1666197
>Burger Bill

It's Burger Becky now.

>> No.1666389 [DELETED] 
File: 305 KB, 466x338, 1223065691168.png [View same] [iqdb] [saucenao] [google]
1666389

>>1666350
>>1666197

http://en.wikipedia.org/wiki/Rebecca_Heineman
>mfw they literally told him to eat a dick

>> No.1666403 [DELETED] 

>>1666389
God, why is it always the most butt-ugly people who need to transition?

>> No.1666407 [DELETED] 

>>1666403
Because they are fucking delusional.

>> No.1666475

Do any of you know where I might be able to find documentation of the (vanilla, preferably) doom map format?

I could just dig in to the source code and figure it out myself but I don't want to go through the effort of doing that when I'm sure someone has it documented somewhere.

>> No.1666487 [DELETED] 

>>1666403
Some Ugly people feel they would have had a better chance at looking good if they were a girl.

>> No.1666489

>>1666487
kek


on other topic,Real Guns Hardcore[single player] on Hellbound on Fun mode=Hell

>> No.1666490

>>1666489
I have the most fun on Hellbound with Project MSX.

I really like the city levels.

>> No.1666492

>>1666475
the unofficial doom specs is the best place to start

http://www.gamers.org/dhs/helpdocs/dmsp1666.html

>> No.1666494
File: 2.57 MB, 320x240, 200minsofhell-1.webm [View same] [iqdb] [saucenao] [google]
1666494

>>1666307
webm, 1 of 4

>> No.1666497
File: 2.50 MB, 320x240, 200minsofhell-2.webm [View same] [iqdb] [saucenao] [google]
1666497

>>1666494

>> No.1666502
File: 2.59 MB, 320x240, 200minsofhell-3.webm [View same] [iqdb] [saucenao] [google]
1666502

>>1666497

>> No.1666503

>>1666492
Ah, thank you.

>> No.1666504
File: 2.46 MB, 320x240, 200minsofhell-4.webm [View same] [iqdb] [saucenao] [google]
1666504

>>1666502

>> No.1666516

>>1666489
I just wish humanoid enemies would not spam audio taunts like they do.

>> No.1666532

>>1666516
Im more bothered by the ZTrooper sounds because holy shit,these fuckers wont stop shooting your ass,and the Stone demons MRGRGRRGGRGR sounds tick me off more than the "I must be hearing things" or "Show yourself!" spam

>> No.1666535

>>1666489
Weird. I can't get it to work with GZdoom, but it works with Zandronum.

>> No.1666538

>>1666532
>ZTrooper
?

>> No.1666540

>>1666538
Zdoom marines?

>> No.1666545

>>1666516
STAY ALERT, BROTHERS

>> No.1666546

>>1664078
Hey I haven't been here for a while, how's your wad coming along?

>> No.1666547

>>1666540
Oh, right. Tbh I think a cleaned-up version of RGH would be pretty rad. I don't think anybody develops it anymore though. It's a shame.

P.S. Teleportating zombies a shit.

>> No.1666552

>>1666545
I MUST BE HEARING THINGS

where are those sound files from anyway?

>> No.1666554
File: 76 KB, 512x1024, shotgun.jpg [View same] [iqdb] [saucenao] [google]
1666554

>>1664636
time to rustle up some demon varmints

>> No.1666557

>>1666554
Is this shotgun tan's design?

>> No.1666563

>>1666552
C&C Renegade.

And no, I'm not gonna do an RGH Refined.

>> No.1666574
File: 124 KB, 832x1088, scrap922_a.jpg [View same] [iqdb] [saucenao] [google]
1666574

>>1666557
i am just sketching out stuff once in awhile so don't take anything i post too seriously.

>> No.1666586
File: 54 KB, 576x832, wheee.jpg [View same] [iqdb] [saucenao] [google]
1666586

>>1664451
whee!
hooray for item pickups!

>> No.1666590

>>1666554
So, we have the Stimpack and the Shotgun. What would the SSG and Medikit probably look like? (Assuming that they haven't been done yet, that is)

>> No.1666598

I'm trying to place monsters on top of a 3d bridge in db2, but regardless of their z-height they always spawn under it.
any ideas?

>> No.1666604

>>1666554
we're totally gonna have to fit some of these into VN mode

>>1666574
haha, I like that - though it looks more like pinky-grill (unless it's supposed to be) with the physique + horns.

Archvile (which we've dubbed 'aravile') is gonna be a curvy milf sorceress-style demon with a taste for younger men.

>>1666586
the best kind of portable medkit

>> No.1666608

>>1666554
BENELLUS' HOLY CHILD HAS STEPPED ON THIS WORLD

>> No.1666609
File: 96 KB, 475x582, BENELLUS, THE GOD OF SHOTGUNS.jpg [View same] [iqdb] [saucenao] [google]
1666609

Praise the shtgngngngngngngns.wad

>> No.1666615

>>1665901
>>1665906
>>1665890
>>1665889
>>1665880
Original Content Do Not Steal

https://drive.google.com/file/d/0Bx-OZG3OqlkwektXbjJBc0RIaWM/edit?usp=sharing

>> No.1666616
File: 18 KB, 250x250, OriginalContent.png [View same] [iqdb] [saucenao] [google]
1666616

>>1666615
Forgot my original content

>> No.1666623

>>1666616
mspaint graphics copyright jimmycorp 2014

>> No.1666649
File: 2 KB, 150x336, Dynamic pose practice big.png [View same] [iqdb] [saucenao] [google]
1666649

Getting in some practice for the night.

>> No.1666658

>>1666615
this is very silly

>> No.1666668 [DELETED] 
File: 18 KB, 512x386, hehhehe.jpg [View same] [iqdb] [saucenao] [google]
1666668

Hope you like Hell!

check em

>> No.1666676 [DELETED] 
File: 20 KB, 250x250, isitkawaiienough.gif [View same] [iqdb] [saucenao] [google]
1666676

>>1666668
Looks like you should check >>1666666

>> No.1666737
File: 26 KB, 510x546, doom mug.png [View same] [iqdb] [saucenao] [google]
1666737

level 14 of TNT has the chillest music ever

>> No.1666742
File: 61 KB, 576x896, scrap926_a.jpg [View same] [iqdb] [saucenao] [google]
1666742

>>1666590
You know I don't have any solid ideas for a SSG girl. I thought maybe TACTICOOL but the SSG isn't all black or whatever. Have a motorcycle suited chick with some dumb hat I guess.

>> No.1666746

>>1666742
Twins, imo

>> No.1666758

>>1666742
>>1666554
I knew the shotguns would be perfect girls.

>> No.1666761

>>1666742

Needs BIGGER BARRELS

>> No.1666764

>>1666737
I was always a fan of TNT's Map 11 music with OPL synth or whatever it's called.

Really catchy.

>> No.1666781

does anyone know how to get WADs going on the ds port?

>> No.1666783

>>1663418
How do I install Doom on Arch without fucking with dependencies and tarballs? Like, some way to download it from yaourt?

>> No.1666784

>>1666783
stop being a fucking bitch
>using arch
>complaining about having to compile
it literally takes less than ten minutes to handle dependencies and build it

>> No.1666826

>>1666615

Come on scroton, you're better than this

>> No.1666850
File: 1.69 MB, 1680x1050, quake03.png [View same] [iqdb] [saucenao] [google]
1666850

I'm the only person who prefers Quake 1 over Doom 1. Doom 2 however is tied with Quake 1 for me.

Id Software better not mess up Doom 4, but they will.

>> No.1666859

Some great content you've provided here, thanks a heap!

>> No.1666869 [DELETED] 

>>1666389
>Due to her love of storing hamburgers in her desk drawers, her friends call her "Burger" (and when they would call for her, she would sometimes respond "Burger").

Is he autistic or something?

>> No.1666871

>>1666307
Thanks for playing! I fixed it myself so don't worry about that.

https://mega.co.nz/#!3tp3kZCb!vO6bftQy5Sr7kCn7TvSw9ZuqrN4vB2B9-98SEtCGXCg

>> No.1666873

>>1666532
>MRGRGRRGGRGR

How did you get an Edea enemy?

>> No.1666882

>>1666742
>that suit
>that lipstick
>those fingerless gloves

She's perfect

>> No.1666889

When I removed the capped FPS in Z Doom, I got over 1,500 FPS and some weird shit started happening. The walls were "bending" over me.

>> No.1666890

>>1666889
Jesus christ how horrifying.

>> No.1666919

I've a question about Manly Magic Doom: is the steering wheel meant to propel you at high speed forwards constantly? it is rather unplayable.

Using ZDoom 2.8pre-484-g8f5683e - 2014-05-29 17:50:14 +0200 if it makes any difference.

>> No.1666921 [DELETED] 

>>1666407
>>1666487
le /v/ face :)

>> No.1666939 [DELETED] 

>>1666921
Do you really think that post doesn't make you look like you're from /v/ yourself?

>> No.1666950

>>1666919
Brakes soon. Honking will slow you down a little at the moment.
>>1666826
I don't browse ZDoom forums, but I found the idea someone spilling spagetthi over primitive geometric shapes hilarious.

>> No.1666992

>>1666889
That's screen tearing. Don't worry, it doesn't actually do anything harmful. But you can turn on VSync so that it doesn't happen.

>> No.1666994 [DELETED] 

>>1666666

>> No.1667038
File: 23 KB, 200x200, DPODH0.png [View same] [iqdb] [saucenao] [google]
1667038

>>1666919
>>1666950
Unlike other gay horror game devices with recording capability, UAC Tablet does not show ghosts so you can run like a bitch or "calm" them down so you can run like a bitch anyway.

No UAC Tablets "Dearest Moments Vidya Recorder" APP MURDERS SHIT LIKE ANY PROPER MANLY MAGIC DEVICE SHOULD.

Steering Wheel now applies momentum when fire1 is held. fire2, honking, is another melee attack with high damage but no movement.

https://drive.google.com/file/d/0Bx-OZG3OqlkwbmJ3aGd0d2NIZnc/edit?usp=sharing

And yes I lost it a while ago.

>> No.1667075
File: 424 KB, 500x333, flap flap flap.gif [View same] [iqdb] [saucenao] [google]
1667075

Hey /doom/ what's that wad that you guys used to host a lot some time ago that was fighting off waves of bad monster dudes. It was in conjunction with samsara if I remember correctly, and it was mostly open stages with some pillars here and there.

>> No.1667084

>>1667075
> fighting off waves of bad monster dudes
i know of two things like that: stronghol (probably incompatible with samsara but pretty fun) and skulltag's "invasion" mode (should be in zanorum too with some addons

>> No.1667093

>>1667075
Alpha and Delta Invasion?

>> No.1667094

>>1666494
I am also impressed at how large and impressive-looking this map is. I can't believe it was done in 200 minutes.

>> No.1667098

>>1667084
>stronghol (probably incompatible with samsara but pretty fun)
Someone made a SamsaraHold thing that combines both.

>> No.1667102

Which .wad did you get the quadruple shotguns with 4 barrels each?

>> No.1667103

>>1667102
my bet is on russian overkill

>> No.1667126

>>1667103
Grezzo 2 too, just because it stole shit from everywhere

>> No.1667130

>>1667093
I think that's it, but the only wad I could find is missing most of the textures, this is weird

>> No.1667159

>>1667102
DoomRL Arsenal has a quad shotgun

>> No.1667180

>>1667159
I'm tallking about FOUR quad shotguns at the same time

>> No.1667184

>>1667180
It's the altfire on the Quadvlogue (not sure if that's spelled right) in Russian Overkill

>> No.1667185

>>1667103
>>1667184
thanks m8s

>> No.1667202

>>1666950
>>1666826
>>1666615
That guy ain't me. It's somebody else using google drive.

>> No.1667238

>>1666649
nice!

foreshortening on the arm needs some work, but the gradient to the highlights and perspective on her stance are great

you make me want to try pixel art again

>> No.1667275

>>1667075
>that was fighting off waves of bad monster dudes

Every invasion mod ever?

>> No.1667286 [DELETED] 
File: 2 KB, 150x336, Dynamic pose practice big.png [View same] [iqdb] [saucenao] [google]
1667286

>>1667238
Thanks man, and thanks for the constructive critique. Advice like that helps me get better at this. Do some pixel art!

>> No.1667294 [DELETED] 
File: 1 KB, 27x56, Dynamic pose practice big.png [View same] [iqdb] [saucenao] [google]
1667294

>>1667238
Thanks man, and thanks for the constructive critique. Advice like that helps me get better at this. Do some pixel art!

>> No.1667298 [DELETED] 
File: 2 KB, 162x336, Dynamic pose practice big.png [View same] [iqdb] [saucenao] [google]
1667298

>>1667238
Thanks man, and thanks for the constructive critique. Advice like that helps me get better at this. Do some pixel art!

>> No.1667324
File: 2 KB, 162x336, Dynamic pose practice revision big.png [View same] [iqdb] [saucenao] [google]
1667324

>>1667238
Thanks man, and thanks for the constructive critique. Advice like that helps me get better at this. Do some pixel art!

>> No.1667326

>>1667324
wait a sec are u tryin to cheat me again?

>> No.1667332

>>1667324
Dat triple delete.

>> No.1667337

>>1666850
Doom 1 was only really good for the nostalgia behind KDitD. TSoH and Inferno are okay, but Doom 2 topped them easily. TFC was a decent extra, but the difficulty was very inconsistent.

Quake 1 had great level design, but I felt it was lacking in enemy variety compared to doom 2. It also was a bit more cramped.

>> No.1667364

>>1667326
>>1667332
I posted the wrong thing once, and saw something else that needed fixing the other two. I try to be sneaky but...

>> No.1667375

GZDoom will cry when voxel models become a thing

>> No.1667474

>>1667375
>voxel models

lolwut

>> No.1667506

>>1667474
Voxels are cubes while pixels are tiles.

>> No.1667508

>>1667506

and

>> No.1667514
File: 5 KB, 174x354, junkie big.png [View same] [iqdb] [saucenao] [google]
1667514

Here's my first draft of my lowbie hitscanner. These guys will be my zombiemen in my wad.

>> No.1667563
File: 72 KB, 383x348, vsync_framelimits_and_input_lag.png [View same] [iqdb] [saucenao] [google]
1667563

>>1666889
>>1666992
Alternatively, get a frame limiter.A few programs have them like Bandicam and Dxtory, andNnvidia cards have the option in their drivers accessible through Nvidia Inspector.

I just set it to 80 on this 60hz monitor to not conflict with other games' inbuilt ones but the tearing's unnoticeable besides muzzle flashes in Renegade.

>> No.1667570
File: 47 KB, 790x779, clip (2014-06-03 at 02.24.50).png [View same] [iqdb] [saucenao] [google]
1667570

>>1667130
That wad probably depends on skulltag_data.pk3 for some textures.

Either way, if you're on Zandronum, just look up the invasion server called "Presidential Onslaught // Samsara" and let it download the wads for you. There you go.

>> No.1667597

I'm having some trouble getting Real Guns Hardcore to run.
Whenever I try loading it up through ZDoom or GZDoom, it immediately crashes, but when I load it up on Zandronum, it loads up fine.
Are there any fixes to this?

>> No.1667602
File: 456 KB, 845x458, Screenshot_Doom_20140603_234032.png [View same] [iqdb] [saucenao] [google]
1667602

Here are some sexy fucking buttons for my hud I just made. Nothing is anywhere near finished though. There should probably be some brass trim.

>> No.1667604

>>1667597
Downdload the ZDoom version

>> No.1667606

>>1664818
>>1664982

Yeah, I am back, but I've had a really shitty work schedule since.

I fixed the maps myself too, except for >>1664808 this one, but it looks like you already did it.

Sorry about being flaky. Like I said, shit work schedule, shit job.

>> No.1667609

>>1667604
That's exactly what I did, though.

>> No.1667613

>>1667609
Then you have a problem i can't solve

>> No.1667615

>>1667613
Oh. Okay, anon.

>> No.1667630

>>1665365
Kyle873 here, trying to figure out how to use this crazy thing. Anyway, to answer your question, no, I have no plans to make Doom RPG compatible with Heretic or Hexen. That's why it's called "Doom RPG" :P

>> No.1667637

>>1667630

Sad. I hope someone else picks up on the idea. Well if you're kind enough to let them of course.

>> No.1667640

>>1667637
Sure, the mod's all open source on my Github. Anybody is free to fork it and work on something like that if they want to.

>> No.1667660

>>1667640
Man I find DoomRPG UI pretty confusing, it can use some trimming with number of stats (Mind, Body & Soul) and UI it would be supersex if it merges with DoomRL and ditches the shop (or DoomRL gets passive stats).

I'll do something like DoomRL with EYE mod if I can ever stop doing stupid shit like Steering wheels and Imp flails...

>> No.1667673

>>1667660

I'm actually working on a complete UI redo by writing my own GUI, it's maybe 60-70% done and I need to keep working on it, but I keep getting sidetracked by other things/projects.

Why trim the stats? With only 3 stats, that would eliminate a lot of player choice into what kind of character they want to build.

Me and Yholl already work together like 24/7 now to make Doom RPG and DRLA as compatible as we can. You don't even want to KNOW the kind of scary shit we're doing with some of the new monsters like the Tech-Vile. Let's just say I hope you don't mind your Augs being stolen...

>> No.1667679

>>1667640

Sweet, there's still hope then.

HereticRPG or StrifeRPG would be rad as hell.

Yeah there's wrath of chronos but... eh.

>> No.1667694
File: 65 KB, 352x210, Untitled-1.png [View same] [iqdb] [saucenao] [google]
1667694

>>1667673
>that would eliminate a lot of player choice into what kind of character they want to build.

It really wouldn't depending on how you group them, but then you are running the show.

Also as long as you don't cram 315235 of them into a single room for the sake of "hartcore" sounds interesting.

>> No.1667703

>>1663445
Where were the voices taken from? They don't sound like Jennifer Hale.

>> No.1667704

>>1667694

>Also as long as you don't cram 315235 of them into a single room

Believe me, I'm not the type of person that likes that kind of thing. I really don't find it that fun to be honest. Now of course, if you're playing a slaughtermap and the random spawners are being particularly dickish, well...

>> No.1667745

How in the hell did id mix up the Pain Elemental and the Cacodemon for Doom 64?

>> No.1667772

When making maps, how do I stop monsters from being activated several rooms before I see them?

>> No.1667775

I got Serious Sam Collection from Wal-Mart today for $10. Any tips for a first-timer on the Serious Sam games?

>> No.1667782

>>1667775
Get ready to circle strafe, son

>> No.1667783

>>1667775
Get Serious.

>> No.1667791

>>1667782
>>1667783
I'm on the level Tomb Of Ramses III. Anything I should look out for?

>> No.1667801

>>1667791
There's tons of secrets and all that good stuff.
Just enjoy it anon, if you like it you should get more playthroughs out of it. Co-op is great.

>> No.1667806

>>1667772

IIRC You need to mark a linedef to block sound so they can't generally hear your gunshots.

>> No.1667809

>>1667772
There's two ways, and ideally you should be using both depending on the situation:

-All monsters have a "deaf" configuration. This is actually a misnomer and "ambush" is a better term. They will still actually "hear" the player's actions, but they won't activate until the player is in their sights.

The other thing is by tagging various lines as "block sound." I usually do this if there are several rooms connected by open hallways but not doors, or if there are windows.

Note that neither of these will properly stop a monster from seeing the player, so if that's your problem then you need to move them out of the line of sight.

Also, if the monsters are opening up doors that you don't want them to, or crossing into rooms that you don't want them to, you can use Block Monster lines to prevent that shit. Nobody will really question the logic, either, most of the time.

>> No.1667812

>>1667809
Thanks. I'm pretty new at this and was frustrated that my monster lines got all screwed up

>> No.1667813

>>1667812
No problem. It's easy to wonder why things like this are happening when you first start. At least you're trying, unlike that faggot a month or two ago who was all "Making doors is hard I quit mapping forever"

>> No.1667830

>>1667813
Oh man how do you quit mapping at doors? I mean, I would understand hassles with some of the more technical factors, but fucking doors?

>> No.1667835
File: 155 KB, 797x600, boom.jpg [View same] [iqdb] [saucenao] [google]
1667835

>>1667813
Haha I'd be lying if I didn't also stop mapping games because of stupid shit. But Doom is genuinely enjoyable to me after all these years and the Builder is noob-friendly enough so I might actually finish something. I'll be sure to post my shitty firstmap here.

>> No.1667836

Well, I got to that room in Tomb of Ramses III where you get the Double-Barreled Shotgun and I keep dying to the Kleer Skeletons. Any tips?

>> No.1667839

>>1667830

I could understand if it was like, polyobject swinging doors, but regular old Doom doors? I can't map for shit and even I can do those hahaha.

>> No.1667850

>>1667836
Bait them to come toward you and one-shot em. It gets easy with practice, I love killing Kleers.

>> No.1667863

>>1667375
>voxel models

You mean that minecraft tier shit?

>> No.1667881

>>1667775
They sell physical copies of the Sam collection? What's in it?

>> No.1667884

>>1667514
Red evil eyed junkies?

I guess the drug they take corrupts them?

>> No.1667904

>>1667881
Well, the Xbox 360 disk has TFE, TSE, SS3+DLC, and SSXXL. It's a shame that it was in the bargain bin with ISpy for the wii and Zhu Zhu Pets for DS.

>> No.1667905
File: 123 KB, 292x500, rw9gcNY.png [View same] [iqdb] [saucenao] [google]
1667905

>>1667703

Alesia Glidewell, who was her voice in Smash Bros. Brawl. I wasn't able to get any clean voicerips of Jennifer Hale, otherwise I would've gone with her. And there's no way I would've gone with her Other M voice actor.

https://www.youtube.com/watch?v=DfH3p10QylE

Probably not the best video to showcase her in, but the sheer amount of spaghetti makes it worth it.

>> No.1667923

>>1667514
>>1667884
Reminds me a bit of Quarantine

>> No.1667926
File: 473 KB, 996x748, wolfendoom.png [View same] [iqdb] [saucenao] [google]
1667926

Best version of wolfenstein 3d around.

>> No.1667929 [DELETED] 

Playing DOOM for the first time recently (actual it's that Brutal Doom mod). I never expected to like shooters at all, but I'm really engrossed and excited about it.

>> No.1667934
File: 247 KB, 500x374, 137605279673.gif [View same] [iqdb] [saucenao] [google]
1667934

>>1666742
>>1666554
>>1664451
C:/>whyboner.exe
Running...
Echo: Because...

>> No.1667935 [DELETED] 

>>1667929
Brutal doom? Yeah iv played it, Best Joke Wad iv ever played.

>> No.1667941

>>1667926
download link?

>> No.1667952
File: 17 KB, 200x200, uh.png [View same] [iqdb] [saucenao] [google]
1667952

>>1666919
Because I'm an idiot, how exactly do I get this to work?

>> No.1667958

Do blood, powerslave, shadow warrior, etc have source ports yet?

>> No.1667967

>>1667941
http://www.moddb.com/mods/wolfendoom/downloads/wolfendoom-edge-final

ignore the screenshot, it has the jaguar graphics like in my screenshot. moddb messed that up.

>> No.1667973

>>1667958
Shadow Warrior has one but it hasn't been updated in god knows how long

Blood has no sourceports because Infogrames won't let them release the source code

>not emulating the PSX version

>> No.1667974

Does anybody know of a Doom or Wolfenstein mod that brings this to life?

http://www.3drealms.com/rott/originalspec.html

>> No.1667979
File: 24 KB, 250x250, SPRMB0.png [View same] [iqdb] [saucenao] [google]
1667979

>>1667952

Download this >>1667038
Drag and drop on zdoom.
Press buttons. Magic happens.

>> No.1667982

>>1667929

Welcome to Doom, enjoy your stay.
Be sure to check out other mods as well, Brutal Doom isn't the only or even the best mod out there--there's a huge variety of content from over 20 different years, so there's a limitless amount of entertainment you can get.

>> No.1667984

>>1667979
The entire file? I was just using ZDL this entire time.

>> No.1667987

>>1667973
Is the ps1 version accurate?

>> No.1667991
File: 21 KB, 250x200, SACCD0.png [View same] [iqdb] [saucenao] [google]
1667991

>>1667984
No, open the archive and remove the decorate.txt if you are using ZDL.

TRUST ME I KNOW WHAT I AM DOING.

>> No.1667997

>>1667991
Gotcha, man.

>> No.1668004
File: 35 KB, 290x705, 1401680083710.png [View same] [iqdb] [saucenao] [google]
1668004

>>1667991
Well, removed it, but I'm unable to load it through conventional ZDL means.
Guess I got brain problems, or something.

>> No.1668018

>>1667967
correction: TheUnbeholden fucked that up, because that guy's a massive sperglord.

>> No.1668024
File: 171 KB, 799x593, insanity.png [View same] [iqdb] [saucenao] [google]
1668024

HA HA HA

fuck you

>> No.1668034

>>1668004
Another thing, which is probably another result of my incompetence, but dragging and dropping it does nothing either. None of the weapons are showing up.

>> No.1668036

>>1667967
So wait, can you not just play this via GZDoom?

>> No.1668039

>>1668036
no, i've tried.

you end up with the first level of whatever episode of doom 2 you choose but the enemies are nazis or you get the wolfenstein hud and weapons but nothing else changes.

>> No.1668049

>>1668039
welp, dropped

thanks for letting me know

>> No.1668062

>>1668024
>>1667926
This reminds me: there is a severe lack of Nazi enemy types in Samsara monster mixer.

>> No.1668071
File: 271 KB, 1011x753, damn.png [View same] [iqdb] [saucenao] [google]
1668071

>> No.1668072
File: 1.99 MB, 320x362, 1387428891890.gif [View same] [iqdb] [saucenao] [google]
1668072

>>1668024
Holy shit bro, hurry up apogee and call before someone else finds this! Just think of the sweet prizes!

>> No.1668074

>>1668049
Why don't you just download edge?

>> No.1668075 [DELETED] 

>>1667905
You could always ask that brizzyvoices chick on youtube. She does a half decent impression of her. Her Princess Daisy impression is fucking exact.

>> No.1668085

>>1668074
Just doesn't sound as appealing to have to grab yet another frontend to configure just to play one wad. Between G/ZDoom and Zandronum, it's getting to be a bit much is all

>> No.1668101
File: 291 KB, 1017x761, fuck.png [View same] [iqdb] [saucenao] [google]
1668101

>>1668071

>> No.1668112

>>1667884
From what I planned. Maybe I should make it look like their eyes are dripping blood or something cool.

>> No.1668131

>>1668085
understandable

>> No.1668139
File: 56 KB, 1368x709, Untitled.png [View same] [iqdb] [saucenao] [google]
1668139

>>1668085
I've gotten used to it to be honest. Takes me a maximum of 2 minutes to configure the controls and resolution. I still need to download all those other doom source ports and configure them.

>> No.1668178 [DELETED] 

Daily reminder that Doomfags on /vr/ are basically the cowadoody fans of this board.

You're all cancer.

>> No.1668190 [DELETED] 

>>1668178
Cawadoody fans of /vr/ would probably be PS1 fans and soon PS2 fans

>> No.1668191

Daily reminder that Doom is a fun game, and that this is a fun board.

You're all homos. But in a good way.

>> No.1668194 [DELETED] 

>>1668191
Daily reminder that ur a faget

>> No.1668202 [DELETED] 
File: 22 KB, 240x311, 1358579571907.jpg [View same] [iqdb] [saucenao] [google]
1668202

>>1668194

>> No.1668210
File: 319 KB, 1019x761, nazi clones.png [View same] [iqdb] [saucenao] [google]
1668210

>> No.1668239

:: [BE] New York :: Presidential Conflict /// Metroid: Dreadnought - Last Man Standing on GvH, ZDoom Wars, and Internal Conflict

Let's get some fucking bounty hunting going on.

>> No.1668251

>>1668210
Those aren't clones, they all just got the blonde hair and the blue eyes, yo.

>> No.1668254

>>1668210
For some reason their eyes seem googly to me

>> No.1668264

>>1668239
You made this server or you joined it?

>> No.1668271

>>1668264

Joined.

>> No.1668276

>>1668271
I'll join when it moves over to Zandronum 1.2.1

>> No.1668278

>>1668254
yeah i see it too. i wonder if they are supposed to look like that.

mac/jaguar sprites lol

>> No.1668292

Correct me if I'm wrong, but the Jaguar/Mac sprites were done by Adrian, right?

>> No.1668309

Okay, the final level of scythe.wad is literally impossible without jumping and breaking the level. This shit is just retarded.

>> No.1668312

>>1668309
i can't pick a git gud pic from my folder that accurately represents my feelings

>> No.1668314

>>1668312
Post a demo of you doing it then

>> No.1668316 [DELETED] 

>>1667982
>implying there's a better gameplay mod than brutal doom
anon pls. control your jelly.

>> No.1668320

>>1668309
The final level doesn't really even have jumps.

There's stair ramps if you need to go over a gap.
Have you tried running?

>> No.1668323 [DELETED] 

>>1667935
>>1668316
Stop.

>> No.1668329

>>1668320
As soon as you have the blue and orange keys you can exit the level with jumps, getting through the lava room with all of the mancubi and hell knights is impossible though.

>> No.1668330 [DELETED] 

>>1668316
Project MSX is my favorite.

>> No.1668334 [DELETED] 

>>1668323
Do not respond to shitposters under any circumstances.

>> No.1668336

>>1668329
>Jumps
You don't need to jump to clear the level.
You aren't supposed to jump and it is not designed around jumping.

You only need the yellow key to run to the exit if you're speedrunning

>> No.1668347

>>1668329
You mean the narrow path with the Mancubi?

You can whittle them down with rockets.

>> No.1668357

>>1668309

https://www.youtube.com/watch?v=dDNIe0xWj3w

Scythe MAP30 UV-MAX; legit as fuck.

>> No.1668359

>>1668329
Scythe is far from impossible.

It's actually one of the easier challenging Doom mapsets out there.

If you ever see Scythe 2 you're going to get really mad once the levels go for a plant theme.

>> No.1668416

Does anyone happens to have those Engrish intermission texts?

>> No.1668507
File: 31 KB, 300x300, vol2.jpg [View same] [iqdb] [saucenao] [google]
1668507

>>1667929
>Here

I'm very new to shooters in general, especially old school ones. I just started playing Serious Sam for the first time. I'm playing through the campaign with a friend in coop. I'm not sure how far I am in, but we got the cannonball gun thing a bit ago and here are my impressions:

>Damn.

So yeah, I'm very impressed thusfar. It's very difficult though, despite the fact that we are running it totally vanilla, not on a higher difficulty setting, AND my friend is really good at games like this. The guns have great variety, although the pistol becomes useless pretty quickly and I don't much like the grenade launcher. The levels started off pretty boring but the layouts and visuals got much better. And the enemies in particular are some of my favorites in anything. Each enemy is very unique and mixing different combinations and numbers of them produces very different results. I particularly love the skeleton creatures which we have affectionately named "Bone Thugs" because their real name is fucking stupid.

So yeah I'm getting much more into old school shooters recently, and it is the main thing that brought me over to this board.

>> No.1668517

>>1668507
>I particularly love the skeleton creatures which we have affectionately named "Bone Thugs" because their real name is fucking stupid.
You take that baAAAAAAAAAAAAAAAAAAAHHHHH

>> No.1668524

>>1667337

I prefer Inferno over either of them really, all the way through it was some of the most abstract levels.

Quake 1's level design is the reason why I prefer it, you're dropped into this eerie world stuck between a medieval world and a futuristic base on Earth.

>> No.1668531

>>1668507

Welcome to the club, then. Enjoy your stay.

>> No.1668534

>>1666992
>>1667563

I tried enabling vertical sync and it didn't do anything. The vid_maxfps function doesn't work for me now.

I've never seen this type of "tearing" before, the walls actually distort when I turn around.

>> No.1668541

>>1667830
That's literally always when I quit, it seems to be a common issue.

>> No.1668542

>>1668507
The econd encounter is an amazing game. As you say, the guns and enemies are extremely well designed. I like how even the sniper rifle isnt a boring and slow weapon.

>> No.1668554

>>1667630
Hey, just a small thing:

Whenever I download .wads from certain places that put the names of the file in allcaps, the launcher for DoomRPG doesn't seem to recognize the file unless I go in and make the .wad part lowercase.

For example, MM.WAD doesn't work, but MM.wad words

>> No.1668558

>>1668524
>stuck between a medieval world and a futuristic base on earth
so, modern times?

>> No.1668582

Quick! Mention your favorite weapon in Doom. Don't think about it too much, just do it

>> No.1668586

>>1668582
double barrel shotgun

>> No.1668587

>>1668582
SSG

>> No.1668590

>>1668582
SSG easy

>> No.1668593

>>1668582
Chainsaw

>> No.1668601

>>1668582
Regular shotgun. It's just so satisfying to shoot.

>> No.1668605

Did anyone ever port the GBA Deathmatch maps to PC?

>> No.1668607

>>1667987
No, it's fairly different from the PC version of powerslave. both have their ups and downs. PSX version has backtracking between levels and using artifacts like super jump and gliding to open up levels, as well as a psuedo-3d engine like Quake (it's made by Lobotomy software who did the Quake and Duke ports for Saturn, it's fairly neat) The PC version is a fairly standard build game but still is pretty neat and worth checking out.

>> No.1668634

>>1668605
>GBA Deathmatch maps

never heard of 'em. Are they gud?

>> No.1668635

>>1668605
yep
http://www.doomworld.com/idgames/index.php?file=levels/doom2/deathmatch/g-i/gbadm.zip

>> No.1668649

>>1668085
>>1668139

not him but I might give it a try

>> No.1668651

>>1667375

but they ARE a thing already

>> No.1668653
File: 36 KB, 500x669, tumblr_mxlwj16LCe1r2to8go1_500[1].jpg [View same] [iqdb] [saucenao] [google]
1668653

>>1663561
>>1663568

Answering this post WAY too late, but here's what I meant by post-editing work

Look carefully at the cyber's left arm, that's something straight from the wooden mannequin which was covered with clay by Adrian...

>> No.1668656
File: 10 KB, 169x226, doom_robominotaur[1].jpg [View same] [iqdb] [saucenao] [google]
1668656

>>1668653

And now compare the clay model with the final result; Adrian cleverly recolored the protruding wooden stuff to match the "cybernetic" feel of the monster.

>captcha: teachers ontyassi

>> No.1668659

>>1668653

[WHOOPS], meant to say right arm

>> No.1668668

>>1668635

>Advanced engine needed : Any(vanilla doom)
>shit refuses to play in PrBoom
>"whoops, they were done in Skulltag, oh, and they don't have Player 1 starts"

>> No.1668684

>>1668605
>>1668635
>>1668668

https://www.dropbox.com/s/1o10hw20q3qjyge/gbadm.zip

An actual vanilla compatible version I fixed up a few years ago.

>> No.1668690
File: 1.17 MB, 1080x608, gzdoom 2014-06-04 10-45-59-85.webm [View same] [iqdb] [saucenao] [google]
1668690

Buttons are now actually pressable.

>> No.1668707

>>1668690
I can't even imagine how you start to script something like that.
Blows my fucking mind.

>> No.1668713

>>1668707
The tricky part was the mouse pointer itself. The buttons are pretty easy, the clicking action just takes the cursor coordinates and runs the right script (s) for the spot it's at.

>> No.1668718

>>1668707

You don't even want to see my GUI code then. It uses all kinds of C-like stuff and would probably scare the shit out of an ACS coder haha.

>> No.1668724

>>1663418
Huh neat, never would have thought to see one of my screencaps as the OP pic.

>> No.1668801

>>1668684

Can you please upload it on another site like MediaFire? For some reason it says it's encountered an error when I click the "Download" button.

>> No.1668804

>>1668801
http://www.mediafire.com/download/o8r595248frkns8/gbadm.zip

>> No.1668812

>>1668024
Is this a DOOM mod, or is it an actual Wolfenstein game? I don't remember Wolf3D ever being that crisp and clean looking.

>> No.1668827

>>1668812
DOOM II mod

>> No.1668840

>>1668827
where can I get it?

>> No.1668842

>>1668840
> >>1667967

>> No.1668847

>>1668842
Oh, I didn't even see that, thanks a lot man.

>> No.1668870

>>1668210

They appear to have grey/white eyebrows, which blends in with the white of their eyes and makes it look absolutely fucked.

>> No.1668876

>>1668713
Man damn. Somebody really needs to put the time and effort to convert Doom to C#...

all that work could be reduced to slapping a bunch of libraries...

>> No.1668884

>>1668804

Thanks!

>> No.1668894

>>1668690
can you make it so that you can select the verbs by pressing the number keys?
as in pressing 1 once selects "look". Pressing it twice selects "use". Something like that would be SO much better than having to actually click those with your mouse

>> No.1668904
File: 119 KB, 640x480, Screenshot_Doom_20140604_152511.png [View same] [iqdb] [saucenao] [google]
1668904

>> No.1668923

New thread in a couple of mins.

>> No.1668931

>>1668926
>>1668926
>>1668926

NEW THREAD

>> No.1669634

>>1665974
I never get tired of saying it: The only thing more anoying than autist horsefuckers are guys who never stop crying about horsefuckers to look cool.