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File: 705 KB, 785x1015, Duke Nukem by Bisart.jpg [View same] [iqdb] [saucenao] [google]
2014334 No.2014334 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2006529
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

====WEBSITE/COMMUNITY====

http://doomwiki.org/
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently
http://pastebin.com/vPbiw4NR

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

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

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

===WHERE DO I GET WADS?===

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 11/25/2013; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

>> No.2014335

===NEWS===

[10-18] Switcheroom final release: http://www.doomworld.com/vb/post/1314506

[10-14] Freedoom 0.9 released, with many improved sprites: https://github.com/freedoom/freedoom/releases/tag/v0.9

[10-12] Cyberdillo 2 has a new dev blog: http://cyberdillo2dev.tumblr.com

[10-12] Realm667 returns: http://realm667.com/

[10-10] HDoom techdemo 6 released with all episode 1 monsters replaced.

[10-08] Subject_119 is still soliciting for an E1M9 replacement; see below for details

[10-07] Smooth Doom updates: http://forum.zdoom.org/viewtopic.php?f=19&t=45550

[10-05] Zandronum 1.3 is released: http://zandronum.com/forum/showthread.php?tid=5318

[10-01] Demonsteele beta released: http://zandronum.com/forum/showthread.php?tid=5302 / http://forum.zdoom.org/viewtopic.php?f=19&t=46787

[09-30] Doom 2 is 20 years old! In celebration, some guy on Doomworld released a megawad: http://www.doomworld.com/vb/post/1309777 / http://www.kitana.org/arena/doom/doom20anniversary.html

Some dork's been working on a site for us to replace the old, shitty one! Will this one thrive or will it flop as well? http://万板.縮.jp/

Here's a music stream that only plays Doom music, 24/7; feel free to listen if you're interested http://liquiddoom.net/

===POPULAR MODS===

/vr/:
200 Minutes of /vr/: http://www.doomworld.com/idgames/?id=17781
Cyberpunk Shootdown: https://dl.dropboxusercontent.com/u/48332341/cyberpunkshootdown-v4.2.pk3
Demonsteele: http://zandronum.com/forum/showthread.php?tid=5302
GMOTA: http://forum.zdoom.org/viewtopic.php?p=742401
HDoom: http://hdoomguy.tumblr.com/
Metroid Dreadnought: http://zandronum.com/forum/showthread.php?tid=4561
The Space Pirate: http://forum.zdoom.org/viewtopic.php?f=19&t=37064

Other:
Doom RPG: http://forum.zdoom.org/viewtopic.php?f=19&t=33292
DoomRL Arsenal: http://forum.zdoom.org/viewtopic.php?t=37044
Hideous Destructor: http://forum.zdoom.org/viewtopic.php?t=12973

Got something news-worthy? Reply to this post, or it'll certainly be missed.

>> No.2014343
File: 638 KB, 597x575, 1366445711662.png [View same] [iqdb] [saucenao] [google]
2014343

Has anyone ever thought of doing a stealth mod for doom?
I know the new brootal doom is gonna have a thing where enemies can lose track of you and wander around, giving you the chance to sneak in and break their necks, but it's obviously not the focus of the mod.
I'm asking this, because of all of the diferent gameplay styles people have incorporated into doom, I've never seen someone attempt a full on stealth mod.
It seems like something that would be possible too since stealth kills, carrying corpses, hiding spots, and enemy "patrol" routes can all be done in Zdoom.
Besides, even Wolf 3D was originally going to have a few stealth elements.

>> No.2014346

>>2014343
http://forum.zdoom.org/viewtopic.php?f=19&t=46174

>> No.2014372
File: 9 KB, 384x224, Secret revevnant ending in Darkstalkers.png [View same] [iqdb] [saucenao] [google]
2014372

>> No.2014379

I've got a project idea to occupy myself with.

Recreating Tomb Raider 2's Venice level in GZ Doombuilder. To learn some basics of GZ's features.

Luckily, textures for that level have already been ripped. But it's just one continuous tga. Should I just cut it into 128x128 pieces? That's the resolution of each texture anyway.

>> No.2014380
File: 725 KB, 3719x1933, build engine.jpg [View same] [iqdb] [saucenao] [google]
2014380

>>2014334

>> No.2014401

>>2014380

Pan a little to the left and there's the NAM soldier staring in, looking sad.

>> No.2014429
File: 618 KB, 1280x720, 86354236725758.webm [View same] [iqdb] [saucenao] [google]
2014429

Duke is love

Duke is life

>> No.2014435

>>2014429

Duke is dead

Duke is kill

>> No.2014442

>>2014429

Is that War of Attrition?

>> No.2014443

Speaking of Dook: Anyone got that "So you want to play some Duke" Image?

>> No.2014448
File: 745 KB, 1543x2581, 1410900959300.jpg [View same] [iqdb] [saucenao] [google]
2014448

>>2014443
here it is

>> No.2014449

>>2014448
Thanks

>> No.2014451

>the infamous Bob Averill

Ohhh, would I like to hear that story!

>> No.2014453
File: 630 KB, 725x725, 1357367637461.png [View same] [iqdb] [saucenao] [google]
2014453

What would happen if Doom 4 was released as an IWAD?

>> No.2014456
File: 5 KB, 186x142, Sheathe.png [View same] [iqdb] [saucenao] [google]
2014456

OH GOD HOW DO I INTO SHEATHE

I THINK I BENT IT

>> No.2014457
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google]
2014457

>>2014456

>> No.2014461
File: 2.86 MB, 1024x768, ghetto cyberdemon.webm [View same] [iqdb] [saucenao] [google]
2014461

oy vey

>> No.2014462

>>2014380
Whats the guy from red ded remption, the prince of persia, hank hill and duff guy doing having beer together?

>> No.2014465
File: 213 KB, 800x1188, 1332468297795.jpg [View same] [iqdb] [saucenao] [google]
2014465

>>2014462
they're about to do ur mom

lol owned kid

>> No.2014467

>>2014456
Straighten it.

What's this for?

>> No.2014469

>>2014465
>tf rekt

>> No.2014470

Woah.

A Five nights at Freddy's doom mod is in the works

http://forum.zdoom.org/viewtopic.php?f=19&t=46813

>> No.2014474
File: 134 KB, 800x640, 1410860899685.jpg [View same] [iqdb] [saucenao] [google]
2014474

>>2014470

>posting this in this thread and the 5N@F thread

>> No.2014486

Well.. its relevant to both generals at least

>> No.2014495
File: 93 KB, 400x399, hobbet.jpg [View same] [iqdb] [saucenao] [google]
2014495

Why didn't the aliums turn Douk into a pig like with the cops?

>> No.2014497

>>2014495

Douk can swat away the pig-ray with his dick

>> No.2014498

>>2014495

Douk has the +DONTMORPH flag

>> No.2014502

Would really like some advice on >>2014379 .

>> No.2014505

>>2014495
Most likely the process isn't immediate like their Shrink weapons so they probably abducted lots of cops to turn them into Pigs rather than shoot them with a pig gun.

>> No.2014507

>>2014495
Because he was still in the ship he stole from the Rigelatins in Duke Nukem 2 when the aliums attacked Earth. He got shot down on re-entry and that's where the game starts.

>> No.2014508

>>2014505
Unless it's better off not mentioned at all, Douk Forever has random EDF troops turn instantly into pigcops after being zapped by some ray when Douk is nearby.

>> No.2014513

>>2014508
If DNF counts then it's because Duke has too much EGO to turn into a pig.

>> No.2014554
File: 2.92 MB, 640x320, It's like a yoyo, only violent.webm [View same] [iqdb] [saucenao] [google]
2014554

Is this better than a laser? This is gonna be the "wimpy" swat when under half stamina

>> No.2014557

>>2014554
Yeah that makes more sense for a shield rather than a laser shield.

I mean if you wanted to laser shield it should at least look different than a wooden shield.

>> No.2014586

>>2014554
What type of coding do these kinds of mods require?

>> No.2014593

>>2014586

DECORATE. Which is retardo easy.

Like I'm a complete dunkass and I've managed to create GMOTA, granted with a lot of help, but my point stands

DECORATE is pretty easy. Pick up SLADE, pick up a few mods and just look at them in SLADE, fuck around with settings and learn

>> No.2014595

>>2014593
Good, I'm also a dunkass. I wanna start learning some mainstream shit too but I dont have the patience to sit down and learn Python.

>> No.2014614

>>2014593
How easy is DECORATE compared to an actual programming language that could be considered entry-level?

>> No.2014615

>>2014614

Easy. Very easy.

>> No.2014619

>>2014614

I've never tried my hand at programming, but I've been able to deduce how to make reloading weapons with projectiles that do funky things like shrapnel on impact and bounce around just from seeing other people's codes. And I'm a lazy bastard. And I'm dumb as a brick.

>> No.2014625

>>2014614
Easier than BASIC.

>> No.2014640
File: 208 KB, 1024x768, youregonaneedabiggerbfg.png [View same] [iqdb] [saucenao] [google]
2014640

So a while ago I got this silly idea to make a boss battle arena thing with very SILLY bosses. Like very stupid that gets randomized via entry.

I managed to start on three bosses (big ol god of agitation, sanic the vilehog, player 9 (SENDING ACK)) and make a basic map for it, but then I kinda lost all motivation towards it and I decided to drop it.
So I figured if anyone wants it for whatever reason I'd drop this thing here.

https://www.mediafire.com/?xh2ygz6cdkhum8x
https://www.mediafire.com/?hjaxdat1er5ac5n

Two versions: Normal version and Zandro version.
Very alpha build so yeah nothing too fancy.

>> No.2014645

>>2014640

>the god of agitation

Not this motherfucker again

>> No.2014664
File: 2.17 MB, 640x320, This is not what I expected but this is really fucking neato.webm [View same] [iqdb] [saucenao] [google]
2014664

You ever make something, only to have it do something you didn't plan for?

And then completely love the result of it? Because this just happened.

>> No.2014668

>>2014664
That's nice.
I like that shield.

>> No.2014670

>>2014664
It's not a bug, it's a feature!
Please tell me you're keeping this.

>> No.2014672

>>2014670

Goddamn rights I am.

I wouldn't call it a bug, just an unintended extra, I forgot that a_blast blasts projectiles too.

>> No.2014692
File: 1.12 MB, 1920x1080, Screenshot_Doom_20141019_153540.png [View same] [iqdb] [saucenao] [google]
2014692

This isn't too bad so far, but I think the scale is sort of fucked? TR2's level architecture was basically made up of 90% squares, so i went with 64x64 here. It does make everything look rather giant. Should I try it with 32x32? Or does Gzdoom have something to make actors, sprites scale up and set the first person perspective a bit higher?

>> No.2014693

>>2014692
You can scale up sprites and also have the player view-point higher or lower. Just check the wiki. You'll have to make a new player class, though, but that's not hard at all.

>> No.2014696

>>2014448
I'm confused. If I have the megaton edition from steam - why the hell would I use e Duke? This guide even says it sucks.

>> No.2014701

>>2014696
Megaton cannot run some mods correctly. I used default Megaton to play through the main game and the expansions, but EDuke for mods.

>> No.2014712

>>2014701
Oh thanks man.

PS. Are Duke Nukem 1 and 2 worth playing? I know they're not first person but I've got a side scrolling shooter itch.

>> No.2014724
File: 1017 KB, 1920x1080, Screenshot_Doom_20141019_161536.png [View same] [iqdb] [saucenao] [google]
2014724

>>2014693
I fucking LOVE learning new things.

>> No.2014730

>>2014712
Duke 2 is fantastic. Duke 1 isn't quite so great, but it's still a serviceable game.

>> No.2014735

>>2014465
ouch!

>> No.2014737

How can I get a "falling start" for a level? I mean, that the player begins the level falling down. Simply setting the starting position of the player higher doesn't do anything.

>> No.2014738

If you could be eaten by any Doom monster, which one would you pick and why?

>> No.2014756

>>2014461
You guys realize Thamuz is invincible when he uses his flame explosion attack right? You're pretty much wasting ammo.

I wonder how many people don't know this.

>> No.2014758

>>2014737
What you can do is make the player start on a pedestal and via ACS, make it instantly lower to the floor as soon as the level begins.

>> No.2014769

>>2014758
And also make the pedestal invisible. I checked the hell level from Pirate Doom, that technique is used there as well. Will do!

>> No.2014772

>>2014738
imp-tan

>> No.2014791
File: 19 KB, 270x274, impt-ahn.jpg [View same] [iqdb] [saucenao] [google]
2014791

>>2014772

>> No.2014806

>>2014791

sauce

>> No.2014812

>>2014806
Check the HDoom page.

>> No.2014821

>>2014791
imp tan is love, imp tan is life

waifu for lifeu

>> No.2014857

Is there a Doom 2 wad that actually looks like a place on earth?

>> No.2014865

>>2014857
Hellbound

>> No.2014873
File: 8 KB, 389x371, Doomguy peek.png [View same] [iqdb] [saucenao] [google]
2014873

>>2014791
>All those artists doing HDoom stuff
>Cant find all the art
I need a .rar with all the artworks because reasons

>> No.2014882

>>2014453
at least three orgasms

>> No.2014892
File: 20 KB, 192x192, Animated_Mutant.gif [View same] [iqdb] [saucenao] [google]
2014892

God fuck these assholes seriously.

>> No.2014897

>>2014892
they look like they have some serious groove

>> No.2014898

>>2014892
I remember to loathe them as well. I only played spear of destiny though.

>> No.2014904

>>2014857
There's that map of New York.

>> No.2014925

>>2014892
They really shoot fast. Only solution is to spot them before they spot you.

>> No.2014951
File: 30 KB, 600x337, 1412813483288.jpg [View same] [iqdb] [saucenao] [google]
2014951

>>2014925
Sometimes that doesn't even work. Often their AI allows them to immediately shoot the split second they walk around a corner.

Doesn't help that I'm playing on IADI.

>> No.2014952
File: 51 KB, 401x333, do-want.jpg [View same] [iqdb] [saucenao] [google]
2014952

The Plutonia Experiment has various unofficial sequels like Plutonia 2 and Plutonia Revisited Community Project, and lately Plutonia 1024, but are there any unofficial sequels to TNT: Evilution?

Because I'm one of those weirdos who likes TNT more than Plutonia. Plutonia has some excellent levels, but I still love techbases more than jungle.

>> No.2014993

>>2014892
Op as hell. Wolf3D's difficulty levels always kicked my ass.

>> No.2014998

>>2014951
Yeah, I feel you. Fan maps where you are in a green/purple maze and there are nothing but mutants are the absolute worst.

>> No.2015003

>>2014453
World explodes.

>> No.2015004

aren't wad files just zip files with a funny name?

>> No.2015008

>>2014952
there are several that have been stuck in development for many years

>> No.2015009

>>2015004
no you are thinking of pk3 files.

>> No.2015010

>>2014952
is the whole plutonia jungle based?

I really suck at plutonia i can get past the well of souls.

i finished TNT years ago,that was a more well rounded doom experience.

>> No.2015014

hey /doom/ how do you launch several pk3 files and wads at the same time from the zdoom shortcut?

for example I tried .exe - SmoothDoom.pk3 but it didn't work.

>> No.2015016

>>2015008
http://www.doomworld.com/vb/wads-mods/47721-tnt-2-devilution-texture-pack-in-op/
http://www.doomworld.com/vb/wads-mods/67453-tnt-revilution-progress-is-happening-really/

>> No.2015025

>>2015014
Get ZDL you moron

>> No.2015027

>>2014952

Recently beat TNT a while ago actually. Not a big fan of tech-bases and I like it when wad authors experiment with environments.Not so much that they suck just that I see it so much.

>> No.2015031

>>2014738
Pain elemental so I could be eaten while being eaten by lost souls

>> No.2015040
File: 15 KB, 251x212, 1385918247192.jpg [View same] [iqdb] [saucenao] [google]
2015040

>>2015025
>ZDL
you mean I can't just use parameters with custom shortcuts?

lame.

>> No.2015048

>>2015031
>yo dawg

>> No.2015056

>>2015014
"-file %several pk3 files go here separated with spaces%", e.g. "zdoom -file folded1000times.pk3 whatever.pk3"
And don't listen to that >>2015025 filthy bitch who can't into shortcuts and command line.

>> No.2015060
File: 259 KB, 800x640, doom2_unloved01.jpg [View same] [iqdb] [saucenao] [google]
2015060

Unloved for Doom was literally one of the best wads I've played in terms of creepiness and ambiance. I also like how there is a subtle story that one could piece together, if one chooses to.

>> No.2015068

>>2015060
>there is a subtle story that one could piece together, if one chooses to.
i like this kind of thing. equinox does it fairly well, although there are plot holes if you think about it too hard.

>> No.2015075

>>2015016
Darn, not much love for TNT. Lots of attempts, but not much results. I'll keep those on eye, maybe something will eventually come out of them.

>> No.2015079

>>2015075
http://www.doomworld.com/vb/wads-mods/67447-final-doom-the-way-id-did/
http://www.doomworld.com/vb/wads-mods/70226-another-tnt-community-project/

>> No.2015091

>>2015056
i have a semi hard on for this, thank you.

>> No.2015137

>>2015091
If the situation calls for it, you can do -file "blaj blah with spaces.pk3" or, heck, -file "folder" (in DoomRPG's case), both work.

>> No.2015153

>>2015060

Unloved was terrible and boring and its pretty graphics did nothing to make up for it.

>> No.2015168

>>2015153
How was it terrible and boring?

There was enough interesting encounters and the detailing was very nice.

It just dropped the ball when it became a slaughterfest at the end and also using Thamuz.

>> No.2015176

>>2015168
>There was enough interesting encounters

There wasn't, that's the thing. Everything was pretty bog-standard encounters with Realm667 enemies.
What few possibly-good battles there were I found hampered immensely due to very shoddy architecture. That series of schoolrooms where you fight the cultists had no room to dodge. That clown-tunnel with all the cacos had you getting caught on the architecture constantly.

When detailing starts getting in the way of gameplay, quality sinks immensely.
It's still pretty, sure, but it plays like the pits.

>> No.2015181

Does anyone know which version of gzdoom works with the latest version of DoomRL Arsenal?

>> No.2015187

>>2015181
The SVN builds usually work. Or you could try marrub's fork if you don't want the latest opengl hoddy doddy

>> No.2015194

>>2014448
>still no XDuke as multiplayer option

NESfag must have a hateboner or something.

>> No.2015197

>>2015194

NESfag didn't make that, I believe.

>> No.2015201

>>2014453
>What would happen if Doom 4 was released as an IWAD?

Your pic answered your own question.

>> No.2015203

>>2015060
>subtle story

I think the author pretty much admitted to it being pretty much just thrown together to make it as creepy as possible in his own commentary.

>that fucking fight in the cathedral

Jesus.

>> No.2015204
File: 15 KB, 142x136, imp-cum.png [View same] [iqdb] [saucenao] [google]
2015204

>>2014791

>> No.2015210

>>2015187
When I launch the latest dev build it goes to a black screen with sound and the mouse cursor still functional, with or without any mods

>> No.2015215

Someone can help me. I used to have a front tend for doom, hexen, heretic and such games, it was easy to use. Double click and you see a menu with all the wads, an option for the vanilla graphics and another for enhaced ones.

What´s its name?

>> No.2015219

>>2015176
There was room to dodge in the classrooms and there's really nothing to even latch onto in the clown hallway.

It was pretty barren in the clown hallway if I'm thinking of the same one you are.

The only problem I had was the Archvile hallway with the red key and the slaughterfest at the end, which did have things to accidently snag onto while trying to dodge.

>> No.2015221

>>2015204
anyone have the version where doom guy's eyes has a red iris and he's smiling? That shit's hilarious

>> No.2015225

>>2015215
http://doomwiki.org/wiki/The_King_Doom_Experience

was it this

>> No.2015231

>>2015225
No. I remember it like skulltag, but alll I can get is the multiplayer version and it was not like that.

>> No.2015276
File: 272 KB, 628x565, baron flirty-cropped.png [View same] [iqdb] [saucenao] [google]
2015276

Baroness is cute as fuck.

>> No.2015281

>>2015276
But who drew it?
I would really like to see this and more art from the artist.

>> No.2015293

>>2015276
It'd be better not to post at all, than post a butchered censor.

>> No.2015304
File: 18 KB, 386x242, Sheathe2.png [View same] [iqdb] [saucenao] [google]
2015304

>>2014467

Some people have asked for the ability to wield Kharon by itself.
A lot of other people have also asked for the ability to do more than just ATATATATATATATATATATATATATA with the sword.

So I'm making the Kharon wieldable by itself without any guns in the alt-fire. Instead what the alt-fire will be is sheathing the sword and charging up a special attack for a much more powerful strike.
...theoretically, of course.

The big thing is finding/making sprites to sheathe the blade with.
So I'm picking up the katana sheathe from Action Doom 2 and am doing an extremely poor job of editing it.

>> No.2015310

>>2015281
It's done by KleinVoimond:
http://kleinvoimond.tumblr.com/

>> No.2015321

>>2014791
>someone posts this
>head onto ZDoom forums
>someone has made this exact crop their avatar

HEH
hi, mate

>> No.2015327

>>2015304
Thank you very much anon.

>>2015304
Would it be possible to have the sword and sheathe mode to allow the timed hit combos?

It would be pretty nice.
Also the charge up strike should be much better than the mace/hammer considering that it's probably not going to be spammable like a fully loaded hammer would be

>> No.2015331
File: 2.45 MB, 2600x2150, RIP AN' TEAR.png [View same] [iqdb] [saucenao] [google]
2015331

>>2015221

>> No.2015337

>>2015304

I think it looks fine. Keep going, the power attacks sound pretty rad

>> No.2015350

>>2014380
what is the pig at the top supposed to be?

also aren't there two redneck guys?

>> No.2015356

>>2015327
>to allow the timed hit combos?

Like Zen Dynamics? I can try something like that. It might be something to do if you just tap alt-fire instead of charging it up.
I figure if you're choosing the sword by itself then you want to go full dedicated melee and have as many different options as possible.

>> No.2015357

>>2015350

The head of a pig cop. Also there is but Leonard's brother is just there to be whacked with a crowbar and end the stage

>> No.2015360

>>2015356
Some kind of blocking\countering mechanic could be cool

>> No.2015361

>>2015357
>Also there is but Leonard's brother is just there to be whacked with a crowbar and end the stage
really? that's like the self destruct button in duke? lol. I gotta check that game out properly already.

>> No.2015363

>>2015356
>Having a mix of timed and rapid slashes at the same time
I really like the sound of that.

I do think it's important to give it something that the Mace/Hammer wouldn't trivialize too, since it makes for a really amazing melee setup thanks to the Lightning fields.

>> No.2015369

>>2015361
Remember, whack him with the crowbar.

It's possible to kill him and make the level unwinnable.

>> No.2015378

>>2014380
>Calebs face not covered by his hat
>Lo Wang's beard is black
>wrong Lo Wang tatoo
>horrible art style
0/10, would not save

>> No.2015384

>>2015361
>that's like the self destruct button in duke?
You never played Redneck Rampage?
Its basically Duke Nukem 3D, but reskinned.

>> No.2015390
File: 12 KB, 259x194, serious.jpg [View same] [iqdb] [saucenao] [google]
2015390

>>Duke 3d is a copypasta of Doom
>>Serious is a copypasta of Duke
>>Doom is actually Serious Sam

>> No.2015394

>>2015384
I did play it briefly when I was young but I thought it was shit. I remember thinking the gunplay was crap and it looked like ass. Wasn't very compelling to me in any way.

>> No.2015403

>>2015394
It looks likes ass.
There's also a lack of really nice weapons but what it does right are pretty swell.

It's only okay.

>> No.2015412

>>2015390
>>Tekwar is a copypasta of Wolfestein
>>Goldeneye is a copypasta of Tekwar
>>Halo is actually Wolfestein

>> No.2015428

>>2015390
Except Serious Sam and Duke have nothing in common except spewing one liners.

And Duke is just quoting movies while Sam is quoting other FPS games and making Serious puns

This doesn't even factor in level design which is worlds apart.

>> No.2015435 [DELETED] 

>>2015428
wow you know a lot about FPS
that's really impressive dude
I bet you're really good at video games, too
oh wait you suck and are just a pretentious nerd on /vr/ lol

>> No.2015439

question for mapfags
is it possible to have nonlinear progression in (g)zdoom? I am on about player progressing the episode not in a straight line (E1M1-E1M2-E1M3 etc), but being able to go from one map into multiple maps, branching out levels etc
E1M1 ->
E1M2a - E1M2b ->
E1M3a - E1M3b - E1M3c ->
E1M4a - E1M4b etc
using doombuilder 2 and mapping with gzdoom in mind

>> No.2015446

>>2015439
With ZDoom's hubs, I guess it kind of is possible.

>> No.2015448
File: 90 KB, 1088x776, planning_process.jpg [View same] [iqdb] [saucenao] [google]
2015448

>>2015363

The way I figure, the Omen's niche is very firmly in risk/reward. It has the power of the Testament, the AoE of the Exodus, and the stunning of the Sabbath, but it doesn't have the range or rate of fire and it takes a while to really get up. If you invest in it then it'll pay off quite a bit, but if you neglect it then it'll be worthless.

The Kharon, on the other hand, is a lot simpler--its niche is pretty firmly in single-target damage, with the exception of the special moves. So while the damage numbers might reach exceptionally high (especially on a full charge, which is going to +RIPPER through for even more fun), for massive crowds you'll want to go back to Omen or the guns.

>> No.2015460

>>2015448
I actually think the Omen has a very high amount of reward for not that much risk.
Many times I can trivialize entire encounters with the lightning fields, then get all the free souls with finishing off enemies with the Kharon.

Also it trivializes the Cyberdemon and Mastermind replacement if you get one hit in on them, because you can put a second one out for permanent stun.
Also if you can dash into an archvile one bonk will kill anything it spawns and it basically gets locked into dying real fast.

The reason I feel the risk is low is thanks to the dash dodge and lightning fields.
I only switch to the grenade launcher for Archviles I can't reach and I switch to the Sabbath for those wraith guys with the annoying ghost spawning.

Also you can rapid bonk enemies with the Omen, I think it has a very high rate of fire.

Of course this weapon doesn't really shine unless you keep it out to begin with, but there's not much reason to not hold it when you got it thanks to how fast you can swap between weapons.

I am more worried that the sheathe setup wouldn't get much use because of how powerful the Omen is. I think it's the undisputed strongest weapon since the Grenade Launcher nerf

>> No.2015469

>>2015460
Also, I actually thought the Omen was undeniably ridiculous since I first got to use it.
Those lightning fields man.
They're just nuts.

It feels necessary for the Lightning fields to be good but it's really abusable.
I also kind of miss the grenade launcher being able to deflect projectiles.
That felt really handy.

>> No.2015521
File: 184 KB, 556x771, revenants.png [View same] [iqdb] [saucenao] [google]
2015521

I think we've found our Revenant-tan.

>> No.2015526

>>2015521
Why she's just skin and bones!

>> No.2015527
File: 104 KB, 735x460, 1183.jpg [View same] [iqdb] [saucenao] [google]
2015527

>open up Demonsteele at Doom2
>pick highest difficulty
damn
>activate cheats to jump to level7
pic related

>> No.2015536

>>2014379
Don't texture the level with TR textures. Texture it with Doom textures.

>> No.2015539

>>2015469
>>2015460
Also one last thing about the Omen is that I think any real risk to it went away when enemies start having delays to their first attack.

Gives a really clear indicator of when you can dash in on them.

The only time it doesn't do well is when you need to keep killing for extended periods.
I have taken it all the way singlehandedly in Sunder's Furnace level and it works great on monster teleporter spots.

It's a really god tier weapon.

>> No.2015541
File: 1.01 MB, 1264x631, the_icon_of_sin_by_kracov-d6dsg4a.png [View same] [iqdb] [saucenao] [google]
2015541

I have no idea what I've been doing for the past few weeks, but anyway. I decided to vist a few Icon of Sin variants after rolling one on the Doomworld random link. Before you ask, no, the results I got weren't good.

http://www.youtube.com/watch?v=zesWcfT-tQo

>> No.2015546

>>2015527
I love those Cultist guys that replaced the Arachnotron.

Second best enemy.

>> No.2015550

>>2015460
>>2015469
>>2015539
>since the Grenade Launcher nerf
>I also kind of miss the grenade launcher being able to deflect projectiles.

Shit, I forgot entirely about that. I'll restore that, thanks for letting me know.
Also, if the Omen's especially abusable, there's a few things I can do to take care of that:

1: Shorten the length of time for the lightning fields.
2: Slow down the charge-up time while selected/speed up the charge-down time when unselected.
3: 100-charge attack takes away 30/40/50 charge instead of 20.
4: Less explosive radius on the lightning fields, to make it easier for enemies to slip in between the explosions.

Any of these sound good?

>> No.2015551

>>2015546
Nice try, faggot

>> No.2015559

>hdoom baroness
oh my god there had better be a cg of the bruiser sisters

>> No.2015568
File: 94 KB, 480x395, 1413755974430.png [View same] [iqdb] [saucenao] [google]
2015568

>>2014470

>> No.2015574

>>2015550
1 doesn't really work so well because you can burst down enemies pretty quickly during the phase. It would prevent one bonk from being fatal but you still get the 3-5 others.

2 doesn't work very well on it's own because of the previously mentioned instant weapon swap time.
When I have the Omen I see no reason to not have it out unless I'm in the middle of shooting.
Hae Lin kind of controls the pace of every fight thanks to her dashes and sword.

3 only sort of addresses the problem unless you go with the full extreme 40/50.

4 also doesn't really nerf it in a meaningful way in it's current state because the dash in lets you pick your target so you can just go right to the middle.
I do this with Spin slashes too, it's really fun to dash in like that.

The real problem is you have a very fast swing speed and each lightning field takes 10 energy so you'd need a few things to tone it down.

What I think would work is
>Swing fast like it is right now but takes longer between swings after a hit.
>Lightning fields cost 15/20 instead of 10
>Cyberdemons/Mastermind replacement don't flinch so much to Lightning if at all
>Slower charge time but leave the decay at the same rate
Things like that.

Also what's the name of the guy that replaces the Mastermind? I am tired of calling him the Mastermind replacement.
And the shotgun needs a slight buff since I never use it unless there's no better guns.

>> No.2015575

>>2015439
It was done in Hexen, and possibly in BTSX.

I bet it's also possible to script it such that if you do something different, you go to a different level--i.e., if you kill 100% monsters in one level, you get sent to a different level at the end than you would with a 90% killrate.

>> No.2015581

>>2015568
my fucking sides

>> No.2015583

>>2015575
It's also done in Unloved and Cheogsh series.
And DTS-T
And lots of mapsets really.

>> No.2015590

>>2015575
>>2015583
well I am screwed in this case, cant script for shit, even simple "hello world" from tutorial on zdoom wiki did not work for me
so yeah, guess I need to finish the episode first and then beg someone either here or on zdoom forums to help me with this

>> No.2015593

>>2015590
...did you remember to include "zcommon.acs"?

>> No.2015595

>>2015593
yeah, it was right there, literally copypasted script form the wiki

>> No.2015602

>>2015595
...Do you have the ACS compiler?
Did you remember to make the script activate after a line is triggered or walked over, or did you set it up to run when the room starts?

>> No.2015605

>>2015602
>Did you remember to make the script activate after a line is triggered or walked over,
thats where I fucked up, brb checking it

>> No.2015608

>>2015575
>and possibly in BTSX.
Nope, BTSX is 100% vanilla compatible, and as such, it just has maps that are the same map with minor changes

Hubs allow things to be persistent, if there are 3 Imps in the hub level and you kill 2 and leave 1, when you return, that 1 will still be alive and the other two will still be dead.

In BTSX, the "hub" levels have no enemies (probably to prevent this kind of shit from happening) but regardless, if there were enemies, they would just respawn from the beginning all the time

>>2015590
Did you compile the ACS? Post your wad.

>> No.2015613
File: 370 KB, 1161x1200, a1761170081_10.jpg [View same] [iqdb] [saucenao] [google]
2015613

>>2015574

He's called the Emperor.
Down the line as more enemy behaviors get tweaked/replaced, hopefully there won't be much trouble keeping track of what's what.

And all right, I'll try those out, thank you.

>> No.2015614

>>2015608
I have fucked up in a completely different way
because of my adhd or plain stupidity, my map was doom in doom format, not doom in hexen format, because of that I cant even use acs, gotta port my map over to that other format

>> No.2015628

>>2015613
Thanks, I have been calling him the Mastermind replacement for a little too long.
I think Emperor is an amazing enemy replacement, with one little nitpick.
He does that bullet rain attack a tad too often when Hae Lin is out of range, makes him a bit of a target.
But other than that it's 10/10.
Doesn't even need to be tweaked it's just something I noticed.

Also I am surprised nobody really notices that the Omen is such an amazing weapon.

Even on the ZDoom forums they were talking about how they ran out of ammo and I just can't see how that's really possible.
Kharon is so perfectly balanced, holy shit

>> No.2015629

>>2015559
an h-cg you mean? Yeah' hoping somebody will step-up to do the bruiser sisters/doomguy threesome.

>> No.2015632

Is HDoom playable with one hand?

>> No.2015634

>>2015608
Oh.

...that's a neat trick. If only it wasn't a massive waste of file-size.

>> No.2015636

>>2015526

http://www.youtube.com/watch?v=foXTsDKvRgc#t=705

>> No.2015638

>>2015521
She reminds me of Ilya.

Say, is she just gonna be a literal skeleton? That's not very sexy, she should at least have skin, and at least a LITTLE muscle and bodyfat.

>> No.2015639

>>2015210
I'm using gzdoom-g1.8.1-305-g0f8ed01 to test TSP with the NEVERTARGET flag, its further back but has a bunch of newer stuff in it. See if that works for you, or work forward from there until you find one that does but doesn't use the newer opengl.

>> No.2015642
File: 335 KB, 1094x821, 1408465519065.jpg [View same] [iqdb] [saucenao] [google]
2015642

What are some wads that add new/custom monsters?

>> No.2015649

>>2015642
That's horrifying.

>> No.2015651

>>2015649

Eh, I think it's pretty cheesy.

>> No.2015724

>Playing Demonsteele
>Turn around corner
>Archvile was busy and spawned a massive wall of flames
>Huge wall of fireballs just coming all at once
I'm very glad it isn't the multishot version anymore.

>> No.2015758
File: 461 KB, 500x360, the_dangers_of_being_too_cool-19057.gif [View same] [iqdb] [saucenao] [google]
2015758

Gentlemen, are you interested in becoming COOL?
Tonight for the BAD WAD SQUAD, we're going to play a shitty, shitty Brutal Doom modification.

:: [BE] Montreal :: /vr/ plays COOL DOOM B)

Password is WHOOPS

You might have wondered why I'm not specifying what levelset is being used, even though it displays in the server browser.
You'll see.

>> No.2015793
File: 6 KB, 236x256, 2363405920945.png [View same] [iqdb] [saucenao] [google]
2015793

>>2014335

[10-18] Switcheroom final release: http://www.doomworld.com/vb/post/1314506

YES, I like this WAD

>> No.2015796

>>2015628

Balance is achieved through bring folded over 1000 times

>> No.2015798

>>2015758

>bad WAD
>at work til midnight

Sixty niggers

>> No.2015807

Is there anything like zDoom for Blood? Something that opens up the controls more and lets me work with the graphics a bit?
(I'm new to retro FPS stuff so sorry if I'm using the wrong terminology)

>> No.2015808

>>2015807

You're looking for a source port.
And no, Blood has no source ports.

>> No.2015809

>>2015808
Oh wow I actually remember seeing a lot of people lamenting that fact. Now I know why...

>> No.2015810

>Beautiful Doom
>Smooth Doom monsters
>Item rotation
>Custom brightmaps
>Improved sound pack

What else should I get for overall improvement to the game?

>> No.2015846

>>2015521
Stop it, you're giving me a boner.

>> No.2015876

>>2015846
skellington detected

>> No.2015881

>>2015810
Smooth Doom weapons and Voxel items

>> No.2015894
File: 350 KB, 999x1454, PSXDoomBoxArt.jpg [View same] [iqdb] [saucenao] [google]
2015894

Bought pic related recently. I am loving the balancing they did for the psx version having more powerful doom2 monsters like chaingunners instead of just stacking weak ones. The creepy lighting and music makes a good atmosphere. Playing it with a controller is not bad at all either handles as well as keyboard only did back in the day. Move over doom 64 this is the best console version of doom by far.

>> No.2015902

THIS!!!!

http://youtu.be/8PGnNzKO3aQ

>> No.2015903
File: 212 KB, 233x294, heh.png [View same] [iqdb] [saucenao] [google]
2015903

>>2014507
Huh! That's an interesting tidbit. I assumed he was just cruising in his private jet or something.

>> No.2015907
File: 653 KB, 1920x1080, Screenshot_Doom_20141020_021054.png [View same] [iqdb] [saucenao] [google]
2015907

help me out guys
I am using Ultimate Doom and Doom2 Iwad, they work fine in editor, and when I make a testrun in editor textures display correctly, however when I run it through GZdoom on its own, it will drop textures from Iwad that is not loaded

it can be countered by selecting both my wad, ultimate doom iwad, dropping them onto gzdoom exe and then selecting doom2 iwad from the list as the one you want to play

question is if this is acceptable, or should I rip textures from UD iwad into my own wad?
if I have to rip them, whats the least painful way of doing it?

>> No.2015908

>>2015810

Better fist and pistol. Or at least good feedback for them

>> No.2015929
File: 58 KB, 393x427, image.jpg [View same] [iqdb] [saucenao] [google]
2015929

>>2015894
>tfw I have two copies of this
>tfw I still have the gigantic oversized box it came it

>> No.2015934

>>2015902
step-step-step-step-step-step

that shit it's too hilarious.

>> No.2015940
File: 1.87 MB, 1920x1080, zandronum 2014-10-19 20-22-22-85.png [View same] [iqdb] [saucenao] [google]
2015940

>This entire WAD

>> No.2015941

I have a question to any doom editors.
I've been messing around with Doom Builder and i'm having trouble doing something that seems really simple. I just want to take the BIGDOOR2 texture from the WAD and edit it, in MSPAINT, to write something on the door in blood. How do I do this because it's driving me nuts and my frustration is starting to discourage me.

>> No.2015942
File: 204 KB, 480x640, 1369833289936.jpg [View same] [iqdb] [saucenao] [google]
2015942

>>2015934
http://5years.doomworld.com/reviews/zdoom/

>mfw reading this
We sure came a long way, haven't we?

>> No.2015946

>>2015942
woops, didn't mean to quote

>> No.2015947
File: 127 KB, 640x469, 1392522440082.jpg [View same] [iqdb] [saucenao] [google]
2015947

>>2015810
I didn't like beautiful doom. That shit has some strong improvements but overall it feels a cluttered mash up from different games.

And I don't want you to like it either.

Disregard that, I suck bfg's.

>> No.2015950

can someone please help me with this? >>2015907

>> No.2015951

>>2015940
The fuck? Mancubi can be flipped off too?

>> No.2015954

>>2015881
Smooth weapons breaks BDoom weapons, and the latter is the better of the two.

>> No.2015963
File: 156 KB, 426x240, mwh72tEwFR1rq0zkno10_500.png [View same] [iqdb] [saucenao] [google]
2015963

>>2015758
>2014-Oct-19 21:35:40 *** Fatal Error ***
>2014-Oct-19 21:35:40 Address not mapped to object (signal 11)
>2014-Oct-19 21:35:40 Address: 0x138

we...we weren't cool enough

>> No.2015968

>>2015963
I was having a good time too...

>> No.2015981
File: 34 KB, 413x395, kek.jpg [View same] [iqdb] [saucenao] [google]
2015981

>>2015942


>I know I have been an advocate for ZDoom for a long time now.
>Mostly for its ability to be played over the internet.
>I've had many a great games of DM and co-op with fellow member of Doomworld, Linguica

>its ability to be played over the internet

>mfw

>> No.2016017
File: 330 KB, 1550x988, map01.png [View same] [iqdb] [saucenao] [google]
2016017

work in progress
not placed any enemies yet, and its not finished with geometry, lighting etc.
opinions on player progression?

>> No.2016050

>>2016017
>Baron of Hell guarding the key
>not Barons of Hell guarding the key

>> No.2016053
File: 656 KB, 569x629, complaints.png [View same] [iqdb] [saucenao] [google]
2016053

>>2015942
>>2015981
>Mostly for its ability to be played over the internet.

>> No.2016054
File: 287 KB, 1424x752, map01.png [View same] [iqdb] [saucenao] [google]
2016054

>>2016050
its first map
and I have tested him there, he is sponging bullets, but its too easy to dodge his projectiles, so I put arachnotron and imp there
pic related

>> No.2016056

>>2016054
arachnotron is on a raised, inaccessible platform btw

>> No.2016070

>>2016054
just made the location seizure inducting by adding fast strobe light to each sector there, noone is grabbing this card now

>> No.2016073
File: 870 KB, 2048x1536, image.jpg [View same] [iqdb] [saucenao] [google]
2016073

Did our pumpkins tonight. Had to do this.

>> No.2016075

>>2016070
Neat. As for opinions, I can't really give one before I play the map.

>> No.2016078

>>2016075
may post it soonish, its rather empty, but all doors etc work as they should

>> No.2016081
File: 234 KB, 1025x1418, tumblr_ndo3p4FG891tlb4xko1_1280.jpg [View same] [iqdb] [saucenao] [google]
2016081

Moe-Doom when?

>> No.2016082

>>2016017
I can't even begin to understand your mspaint everywhere

Just post the damn level, and don't create entire sections of levels without doing the enemies, encounters are a huge part of how levels work

>> No.2016095

>>2016082
I design shit on paper first, with encounter in mind, then I build the level the same way I build levels in UE4 or Source, meaning I first do geometry, then logic, then graphics, then combat

anyway, here is the level, gotta tweak two encounters there really, and make yellow key room a bit more anal rupturing, but without it being too obvious

https://www.dropbox.com/s/kp42b0l6hx7lw71/CORE.wad?dl=0
here is the link, its built with GZdoom in mind, so dont complain when it does not work with other sourceports
to play, grab this wad and doom1 wad and drop them on gzdoom exe, then select doom2 wad from the list, if you dont use doom1 wad, you will get missing textures

>> No.2016101
File: 570 KB, 948x535, 1410194542607.png [View same] [iqdb] [saucenao] [google]
2016101

>>2016073
That's pretty cool.

>> No.2016118

>>2015536
No.

>> No.2016120

Is there a way to avoid the Mother Demon's cannonballs in Doom 64?

>> No.2016125

>>2016081
There'll be plenty of moe-as-fuck moments when we start working on HDoom's vn system again. Already have people saying they'd gladly help write.

>> No.2016128

>>2016120
Use the pillars, or hide behind one of those monster spawning rooms that can be locked with the demon keys.

You're not really supposed to fight it head on unless you have a full Unmaker.

>> No.2016131

>>2016073
I need to carve this for Halloween.

>> No.2016149

>>2016095
> to play, grab this wad and doom1 wad and drop them on gzdoom exe, then select doom2 wad from the list, if you dont use doom1 wad, you will get missing textures
Don't do this shit. Find d1gfxd2.wad and copy the contents over to your wad when you distribute.

>> No.2016156

>>2016149
>d1gfxd2.wad
cheers, will do it now

>> No.2016160

>>2015902
that game sucked ass
bought it, never bothered with it
is that build engine?

>> No.2016197

>>2016073
I carved one last year that I can't find pictures of.

>> No.2016198
File: 14 KB, 226x232, ZMTKA1.png [View same] [iqdb] [saucenao] [google]
2016198

This looked a lot better in my head.

Dammit.

>> No.2016204

>>2016198
Awwww. The wee widdle robot got buff!

>> No.2016248 [DELETED] 

Y DAFUQ R ALL U FAGS PLAING A GAM WIT GAY ASS FUKING GRAPHIKS PLAY SOM COD YOU GAY KUNT ASHOLS

>> No.2016262 [DELETED] 

>>2016248
/v/ pls go

>> No.2016265
File: 342 KB, 1280x960, Screenshot_Doom_20141018_230002.png [View same] [iqdb] [saucenao] [google]
2016265

>>2016248
Ok.

>> No.2016267 [DELETED] 

>>2016248
thanks for sharing

>> No.2016273 [DELETED] 
File: 62 KB, 489x720, 1409735070566.jpg [View same] [iqdb] [saucenao] [google]
2016273

>>2016262

>> No.2016278 [DELETED] 

>>2016248
ANGRY AS FUCK...
-looks at name.
k...

>> No.2016280 [DELETED] 

>>2016273
Ironic shitposting is still shitposting.

>> No.2016310 [DELETED] 

>>2016280
for you

>> No.2016319

>>2015541
glad to have you back!

>> No.2016353

>>2016017
>giant NOT ACCESSIBLE area
>not making it a secret
>not placing a Soulsphere in the middle of that pool, and making the player have to race from the Hell Baron room to a wall near the red key in order to get to a lift that gives him access to the area

>> No.2016354

http://strawpoll.me/2822453

>> No.2016357 [DELETED] 

>>2016310
>not reading the rules
Ironic shitposting, by the rules of this site, is still shitposting.

>> No.2016359 [DELETED] 

>>2016357
>giving a shit about rules
*tips fedora*

>> No.2016375

>>2014595
Python is piss easy, like seriously. I didn't pay attention at fucking all in my python class and got perfect scores.

>> No.2016380

>>2016354
no limit removing option

>> No.2016387
File: 2.13 MB, 1920x1080, Screenshot_Doom_20140921_194143.png [View same] [iqdb] [saucenao] [google]
2016387

>> No.2016389
File: 17 KB, 480x352, 10704026_747966925257757_9062976117367280190_n.jpg [View same] [iqdb] [saucenao] [google]
2016389

Almost done with beating The Ultimate Doom for the very first time, and it's the first in the series that I've ever played. I've played a good chunk of the game in Vanilla and it's alright, but switched to ZDoom, which really feels like an improvement to me (didn't play with jumping and crouching on since this is my first playthrough).

What should I get next after I finish this and then Doom 2? I might run through the Chex Quests first even before Doom 2, since I vividly remember seeing it on a Chex box back when I was a kid, and being ultra-butthurt that I didn't have a computer to play it on.

>> No.2016395

>>2016389
>and it's the first in the series that I've ever played.

And by this, I mean ANY game built off of the Doom, like Hexen, Strife, etc.

>> No.2016396

>>2016389
Get Final Doom. Then after that play the millions of fan mods and wads

>> No.2016398

>>2016389
TNT and Plutonia are the usual things to do after finishing the main doom games, but as >>2016395
said, doing other doom engine based games are good, too. I'm a fan of Hexen, despite its sometimes bad design in the form of hunting for switches and finding things to further the game.

>> No.2016404

>>2016389
Plutonia and TNT if you want more Doom, Heretic if you want Doom with a fantasy flavor, Hexen if you want Doom that's closer to a traditional fantasy game. Strife is also pretty good but rather different. Don't forget the voices.wad for it, or you'll hear no dialogue. The Build Engine games are also good alternative.

>> No.2016412

>>2016387
Did you just shrink a caco by flipping the bird?

>> No.2016426

Get Final Doom and play Plutonia if you think most of Doom and Doom II were too easy. Evilution will likely bore you and put you off playing the game further.

If you didn't choose the Plutonia option above I suggest playing something like TVR!.

>> No.2016484

>>2016354
Gonna say UDMF just because it pisses of one guy with really awful internet connection (and because it's a good format).

I'm actually rather fond of the Boom format though.

>> No.2016503
File: 21 KB, 386x242, TheDewOnTheTreesOfShiroyama.png [View same] [iqdb] [saucenao] [google]
2016503

Whew.
Some editing by Mike12 and some shading wonkery by me later, and a sheathe is in good order! It's still not 100% Doom style, but it looks much better than before.

Now to actually code the attack.

>> No.2016507

>>2016503
I think it looks nice.

>> No.2016539

>>2015068
Equinox is too dark fof me in prboom, i cant finish map3

>> No.2016568
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
2016568

So is there any effective ways to create a visual shockwave effect in doom? I need some visual feedback for the POW'd up shield swipe that blasts shit away

>> No.2016585

>>2016568
you mean like radius quake?

otherwise just get a transparent sprite and have it enlarge or get a bunch of transparent sprites and have them move outwards in a shockwave pattern

>> No.2016610

>>2016585

I was just looking for an affective method to add a visual effect to it, I was suggested to look at the shockwave effect the spinkick uses in Terrorists, and I think that'd be great.

>> No.2016615

>>2016319

I've still been lurking, but glad to be back posting videos and all that I guess.

>> No.2016632

>>2008621
Could anyone tell me what is this?
I'm erect right now.

>> No.2016636

>>2016198
i think it would look better as a full robot

>> No.2016663
File: 121 KB, 620x877, Dark Heresy.jpg [View same] [iqdb] [saucenao] [google]
2016663

>>2016632
I was going to ask the same thing!

Seconding this, I'd like to know too what that is.

>> No.2016682

i made a little something
http://www64.zippyshare.com/v/60112282/file.html
tell me what you think about it, i guess?

>> No.2016690
File: 32 KB, 400x267, 8748722-laughing-old-man-using-laptop-computer-at-home-looking-at-screen-gesturing.jpg [View same] [iqdb] [saucenao] [google]
2016690

>>2016682
I need some more info. What do I load this with? What in the hell is a .vox? Also, please use Mediafire. Whatever website you used looks shady as fuck.

>> No.2016694

>>2016690
>please use Mediafire
kill yourself

Use anonfiles.

>> No.2016697

>>2016690
it's a voxel, a 3D model made of small cubes, you load it in slab6 or magicavoxel
>>2016694
here, anonfiles com/file/4a18f4d3cb7764c0ab09951093c948c3 but you'll have to unzip it first
spam detector is a bitch

>> No.2016717

>>2016682
on mobile, someone post a pic?

>> No.2016721
File: 57 KB, 426x426, agility modpack screenshot.png [View same] [iqdb] [saucenao] [google]
2016721

>>2016717

>> No.2016726
File: 1.04 MB, 640x320, shockwaves.webm [View same] [iqdb] [saucenao] [google]
2016726

Think this'll suffice as a shockwave effect?

>> No.2016728

>>2016721
Oooo, looks good, but I'm suddenly excited about the chance of voxels coming to DRL.

>plz do well, voxelpack

>> No.2016731

>>2016726
i'd add a 2nd smaller ripple/aftershock/wave effect, but yeah it looks fine by itself

>> No.2016748

>>2016632
pls respond

>> No.2016749
File: 50 KB, 359x422, agility mod take 2.png [View same] [iqdb] [saucenao] [google]
2016749

>>2016721
2nd attempt, made it a bit bigger (7 blocks instead of 5), the top a bit differently and the stripes on both sides
anonfiles com/file/ba33d12085dbafa2fb46878ddae9b726

tell me witch one you prefer and all?

>> No.2016770

Where can I get Doom64?

>> No.2016771

>>2016770
if it's not already in one of the pastebins, try looking on a site with N64 roms

>> No.2016785

>>2015941
I'm just bumping my question.

>> No.2016786

Does /vr/ use zdoom or a different sourceport? Been itching to get on this for a while, but is generally accepted as the 'best' port?

>> No.2016790

>>2016786
Singleplayer: ZDoom
Multiplayer: Zandronum
Purist-faggot tier: Chocolate Doom

>> No.2016797

>>2016790
What about Skulltag, Odamex and Prboom?

>> No.2016798

>>2016797
>Skulltag
100% dead, replaced by zandorum
>Prboom(+)
still the best for watching/recording demos

>> No.2016801
File: 290 KB, 640x480, bigdoor2.webm [View same] [iqdb] [saucenao] [google]
2016801

>>2016785
do you want to be able to use the original bigdoor2 and also your edited one in the same wad?

if not, extract DOOR2_4 from the iwad, draw on it, then put it in a pwad

example: http://temp-host.com/download.php?file=vl47wa

>> No.2016804

Anyone played lasting light?
Why the fuck there's no monsters?
I already completed 5 levels and no monsters whatsoever.

>> No.2016808

>>2016790
>Singleplayer

I think we should skip the middle man and just put SVN.

>> No.2016814
File: 249 KB, 640x1440, 1413817791.png [View same] [iqdb] [saucenao] [google]
2016814

>>2016801
although do note this method will replace every occurrence of bigdoor2 in the game.

(incidentally, bigdoor2 appears to be used in only these four pictured doors in the entire doom2 iwad)

>> No.2016843

>>2016801
I wanted to extract the bigdoor2 so i could write on it and then save it as a new file to insert in a door. I figured out how to insert a file but I can't figure out how to EXTRACT a file.

>> No.2016863

>>2016721
>>2016749
I always saw DRLA's modpacks as being more cube-shaped, myself.

>> No.2016871

>>2016843
Open Doom2.wad in SLADE, find BIGDOOR2, right-click, export as .png, edit to your heart's content, import into a new WAD or PK3 (never EVER make changes to an IWAD), and convert it back to Doom's graphic format.

>> No.2016876
File: 212 KB, 470x705, Alt Imp.jpg [View same] [iqdb] [saucenao] [google]
2016876

>>2016721
>>2016749

If you're going to have them rotate, like some voxelpacks do, then go with the sleeker one; however, if you're going to have it static then go with the bulkier one.

I agree with >>2016863 in that I always saw the modpacks as being cubes myself. They both look good though. Just depends on what they'll be doing; i.e. spinning or standing still.

>> No.2016896
File: 63 KB, 425x495, sniper screen.png [View same] [iqdb] [saucenao] [google]
2016896

>>2016876
i didn't really plan anything as i barely have an idea on how to put them in the game, but yeah i didn't really see them spinning

oh, and tell me what you think about this rare one

>> No.2016904

>>2016721
>>2016749
>>2016896
But weren't modpacks were kinda black boxes with tech and replacement parts inside? Or...

>> No.2016912
File: 509 KB, 1600x1200, Doom Battlefield.png [View same] [iqdb] [saucenao] [google]
2016912

>>2016904
I always imagined there was 2-3 slots on each gun that the mod packs would sorta snap into and become a part of the gun.

>>2016896
As far as looking like the sniper mod pack, yeah, it looks fukn spot on m8. Curious what the back would look like, or if you'd have it mirrored on both sides; still looks great.

>> No.2016924
File: 21 KB, 353x439, backside.png [View same] [iqdb] [saucenao] [google]
2016924

>>2016912
i actually cleaned the back, might looks a bit boring and leave you in doubt when you're not facing the right way, but having two front sides made it look really silly to me

>> No.2016932

>>2016924
Put some lights, maybe a button or some extra silver plugs on the back.

>> No.2016945

>>2016924
Yeah, if you could make one of those bands match the color, or give them something on the back of them so it's be more identifiable.

>> No.2016949
File: 241 B, 12x15, back.png [View same] [iqdb] [saucenao] [google]
2016949

>>2016932
Something kind of like this. Sorry for the shitty texture, threw it together just to demonstrate my idea.

>> No.2016954

>>2016949
>241 B
Holy fuck man.

>> No.2016964

>>2016924
How do you create voxelmodels?

>> No.2016971

>>2016932
>>2016945
>>2016949
i'll see what i can do

>>2016964
by using this neat little tutorial
http://forum.zdoom.org/viewtopic.php?f=39&t=45680&sid=4a9a975e697fdab49b5619e650fbb717
that sadly says nothing about voxels with animated textures

>> No.2016992

Do not use bestever, they can and will ban you simply for trying to host a wad they don't like.

Fucking morons.

>> No.2016998

>>2016992
Let me guess: you uploaded yet another wad, containing malicious code that would fuck up your HDD / Zandronum settings.

>> No.2017001

>>2016992
>try to host UACMN
>file is banned
>rename file to try and dodge fileban
>get banned for it
>ban evade multiple times in the same ten minute spn
>moan "and people wonder why I hate the community"
>get permabanned
>decide to post on 4chan whining about it when your anus starts bleeding

guess you should've used a buttshield

>> No.2017003

>>2016992

They offer you a free, high quality way to host servers so suck it up and follow their rules or make a server yourself

>> No.2017004

>>2017001
>UACMN
isn't that a terry trap?

>> No.2017015

>>2017004

Yes.

<BestBot> File 'uacmnnokeyconfig.wad' does not exist!
<MCFreak211> Replacement time then
<butttop> *sigh*
<MCFreak211> Never gonna give it up
<MCFreak211> always gonna let you down
<butttop> looks like another uacmn upload needs to be banned
<MCFreak211> never gonna run around that, disgusting sack
<MCFreak211> [18:54:18] <butttop>: looks like another uacmn upload needs to be banned - think again motherfucker
<MCFreak211> this one is the nokey config version
<MCFreak211> fuckin' shoobie
<butttop> soooooo
<butttop> still fucking terrible and a terrywad
<MCFreak211> And that is not a reason for banning

>> No.2017018

>>2016992
What did you try to host?

>>2017001
Is this a correct account of events?

>> No.2017023

>>2017015
can someone upload this WAD?
I want to check what it does by reading the code

>> No.2017024

>>2017004
I believe it is the original terry wad

>> No.2017026

>>2017023

It's just a rename of uacmn.wad.
You should already know what it does.

>> No.2017029

>>2017023
you dont want to play terrywads, search gameplay on youtube and you will experience some of that

>> No.2017032

http://doomwiki.org/wiki/UAC_Military_Nightmare

>UAC Military Nightmare was removed from the idgames archive on 5 May, 2014, though not due to its low quality, but rather due to the fact that (like other removed files) it contained garbage lumps meant solely to bloat the file.

That explains why I can't find it.

>> No.2017047

>>2017018

http://pastebin.com/zHHN6HVP

Yes.

>> No.2017062

>>2017047
Cool, thanks.

Oh, butttop is ijon? I thought he was dead, glad to see he's not.

>> No.2017065
File: 171 KB, 625x790, 1343141924304.jpg [View same] [iqdb] [saucenao] [google]
2017065

>>2017047
>http://pastebin.com/zHHN6HVP
AHAHAHAHAHAHAHAHAHA

>> No.2017067

Anyone know what's going on with the rumored h-game doom? I heard it was from here. saw gameplay in /v/, but didn't save it.

>> No.2017069

>>2017047
Turns out he had a +e on him the entire time.
Made me feel stupid.

>>2017062
no i have joined the skeleton army

>> No.2017072

>>2017067

http://hdoomguy.tumblr.com/

>> No.2017092
File: 9 KB, 176x160, 1270580374338.jpg [View same] [iqdb] [saucenao] [google]
2017092

>>2017065
>Bum Tickley

every time

>> No.2017098 [DELETED] 

>>2017047
can someone confirm this guy is german

>> No.2017112
File: 42 KB, 381x407, sniperbutt.png [View same] [iqdb] [saucenao] [google]
2017112

>>2017069
i haven't messed with irc in a while, what does +e do?

oh, and completely unrelated, how's this for the backside of a modpack?

>> No.2017125
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google]
2017125

>>2017112
It's all right. They seem a little small, and they also seem a little out of place. Maybe a placard with a picture that's close to what it is? Like a sniper mod having a target on its back, or maybe making sort of a "plug" that could still be colored but wouldn't be too obtuse.

It's a good start, but it seems to need just a little more indentification. You'd want someone to be able to glance at the back and be able to tell what it is. I can definitely tell on this page, but what about when you have to set it against other backgrounds or other mod-packs?

>> No.2017130

>>2017112
+e is ban exemption.

>> No.2017148

>>2017047
>stop banning me
What a dipshit.

>> No.2017149
File: 222 KB, 449x401, Laughing Imps.png [View same] [iqdb] [saucenao] [google]
2017149

>>2017047
>>2016992

GET #REKT

>> No.2017175

>>2016971
looking good

You should try put some more shading in the sides. Even if you have no idea what to do, it has great chances of looking better, trust me.

also, remember there's no advanced rendering in game, so it's a good idea to turn it off to post screenshots

>> No.2017178

>>2016971
>>2017175
what you mean animated textures?
also, feel free to ask anything

>> No.2017181

>>2016804
Could anyone please tell me?

>> No.2017183

>>2017178
>feel free to ask anything
a/s/l?

>> No.2017185

>>2017181

You seem to be missing the point of Lasting Light completely, anon.
Which I find difficult since you actively went out of your way to head to the topic and download it.

>> No.2017186

>>2016871
Thanks!

>> No.2017192

>>2017067
Check the first posts next time.

>> No.2017194
File: 30 KB, 403x412, sniper back.png [View same] [iqdb] [saucenao] [google]
2017194

>>2017125
thanks!
>also, remember there's no advanced rendering in game, so it's a good idea to turn it off to post screenshots
i have no idea of how to do that

>>2017178
>what you mean animated textures?
um, the effect you used on your armor bonus to make the eyes "glow", i guess

on a related note, how's this for the back? i can't tell if it's clever or terrible

>> No.2017195

>>2017194
When I make textures like that, I try to think about how every bit would have a practical use in an actual military/tech environment. That's why I suggested some plugs and lights. The "S" just seems kind of out of place to me. Whatever floats your boat I guess.

>> No.2017198

>>2017194
>spoiler
disregard that, i found how (ctrl+r or uncheck "A" in the shade menu)
whew, glad it doesn't change much

>> No.2017203

>>2017195
>I try to think about how every bit would have a practical use in an actual military/tech environment
I think it is unwise to care excessively about realism.

>> No.2017206
File: 51 KB, 159x200, TechnicallyIhavetoacceptthat.png [View same] [iqdb] [saucenao] [google]
2017206

>>2017194
>armor bonus
in sprites, it's a sequence of images. I just made a different lit voxel for each image and renamed them to match the original names

I like a lot the idea, it would be better way to identify them, it takes you a while to remember which color is which mod


>>2017183
nah, I won't risk derailing

>> No.2017208

>>2017203
>I think it is unwise to care excessively about realism.
this

different anon here, I would recommend having your powerups easily recognizable like in Contra, maybe have a letter on powerup decide which weapon its for, and then color of the letter shows what type of powerup it is, for example red S would be damage powerup for shotgun, yellow R would be rate of fire upgrade for rocket launcher etc

>>2017206
is it even possible to derail /vr/oom?

>> No.2017212

>>2017194
I think that's a great addition to the back, and it does instantly indicate what kind of modpack it is.

I with >>2017208 in that the addition of a colored letter is a fantastic way to do it. The only thing I'd say to improve it would be to touch up the S a little more and maybe add the little details that >>2016932 and >>2016945 suggested; however, you probably already considered that.

Great work though.

>> No.2017218

>>2017203
I don't mean that you need to make it realistic. I just set a guideline like this: In a military base, would they have boxes with a big glowing "S" on it?
If I say no, I try to think of something a little more realistic. I just use that to keep myself from going with designs that are a little too out of place.

>> No.2017221

>>2017218
gameplay over realism

>> No.2017228

>>2017218

I understand wanting to compliment the aesthetic of the visual design, anon, but consider the following:

There are piles upon piles of medieval helmets littering the UAC techbases.

>> No.2017230

>>2017206
ah, thanks.

>>2017208
just to make it clear, i'm just creating models for an existing mod, and this is what appears on the back of a pickup
so yes, each modpack has its characteristic color (and is often identified by its initial) so bim! the modpack's initial written in it's characteristic color

>>2017212
for the S itself i just copied the "system" font, for the lights i don't think they'd have much to do on the back and for the plugs i'd assume they're protected somewhere

>> No.2017236

>>2017218
>In a military base, would they have boxes with a big glowing "S" on it?

i can tell you from personal experience that this exact approach leads to madness and failure.

i once made a map for a high profile doomworld community project which had basically no ammo that wasn't gained from zombie death drops because "no super secret military base would have cases of ammo just lying around".

it was quite rightly called the most annoying map ever made.

>> No.2017249

>>2017228
can't you respect the UAC's aesthetic decisions????????????

/gawd/

>> No.2017263
File: 179 KB, 1366x768, [2014-10-20 15-53-06] Bob.png [View same] [iqdb] [saucenao] [google]
2017263

Jesus why

>> No.2017265

>>2017263
switcheroom e4m5 the roguelike edition

>> No.2017267

>>2017265
(to be fair, the final version was edited to not be quite so ridiculous)

>> No.2017274

alright guys, need feedback on the map

https://www.dropbox.com/s/kp42b0l6hx7lw71/CORE.wad?dl=0

its meant to be played with GZdoom, its possible to 100% it, and difficulties dont have many differences between them
to complete the map you may have to kill around half of the enemies, the other half shows up when you grab keycards to alternative exit to a different level.

issues that I need to fix/change:
>mark doors that use keycards
>fix baron room so its less boring and maybe harder
>make red key room a bit more interesting

this wad was tested with beautiful doom and with smooth doom, both work fine, as in, there are no graphical problems

so yeah, feedback is appreciated

>> No.2017283
File: 304 KB, 883x622, dafug.png [View same] [iqdb] [saucenao] [google]
2017283

Uhh, guys?

>> No.2017297

>>2017274
Here are some issues:
>I think the biggest problem was that I could leave the level without grabbing any keys.
>With jumping, I could get into the outdoor area.
>Putting down a Baron and Arachnotron when all you give the player is a shotgun with small amounts of ammo is a bad design choice overall.
>Tons of Door Track textures were missing.
>Not enough shotgun ammo provided.

Those are just a few of the things I noticed

>> No.2017298

>>2017283
rofl

who had "8 days" in the "how long before it gets hacked again" sweepstakes??

>> No.2017303

>>2017297
>With jumping, I could get into the outdoor area.

So don't jump?
inb4 people need to always accomodate for jumping!!!!!!

>> No.2017304

>>2017283
Don't think it's been hacked. It's only the main page that's screwed up for me.
I think someone just fucked up when they were trying to put up some news.

>> No.2017307

>>2017303
I don't normally jump, but I always make sure my maps are "jump proof". It's just a good idea to make all windows impassable unless you want the player to go through them.

>> No.2017309

>>2017307
this, especially when you make a mod for a source port with jump enabled by default

>> No.2017313 [DELETED] 

>>2017304
yes i agree. someone seems to have copied a png file into the article text.

if you save source and extract it you get this image, it's a thumbnail of some map (anyone know what map it is?)

edit: i can't post the image, 4chan says "Detected possible malicious code in image file." that means i'm probably banned :/

>> No.2017315
File: 349 KB, 1920x1080, Screenshot_Doom_20141020_222153.png [View same] [iqdb] [saucenao] [google]
2017315

>>2017274
Give your outdoor area some believable edge. Also: color code your doors and switches according to the key.

>> No.2017316

>>2017307
>It's just a good idea

Maybe for you.
I never make my maps jump proof, because if they play it the way it's intended to be played it doesn't matter.
And if a player intentionally wants to break a map by jumping/crouching through it for sequence breaking, it's a giant pain in the ass to thud through invisible walls everywhere.

If they want to sequence break, let them sequence break. If they want to play how it should be played, let them.

>> No.2017323

>>2017297
you could not jump through windows in original version, but since I have ported it from doom to hexen format, linedef probably got lost, will block it.

>I think the biggest problem was that I could leave the level without grabbing any keys.
yeah just checked, I forgot to lock one of the doors, now you must grab the key

>Putting down a Baron and Arachnotron when all you give the player is a shotgun with small amounts of ammo is a bad design choice overall.
Baron room is optional, you go there only if you want to get to secret level, thats why yellow key is there, to throw a switch near beginning
also you can kill everything in the level and still have around 10 shells left on UV difficulty

>Tons of Door Track textures were missing.
not only track textures, yeah gotta fix that

>Not enough shotgun ammo provided.
as I said, you get enough, if you dont go for secret area you will have few spare shells, if you go for secrets, you will get more ammo from marines that appear in final room. you can shoot them across slime room btw.

>>2017315
I am leaving outside area for when I am done with rest of the map, I hate doing these in doom
other than that, what does it play like?

>> No.2017324
File: 123 KB, 130x130, realm667.png [View same] [iqdb] [saucenao] [google]
2017324

>>2017304
yes i agree. someone seems to have copied a png file into the article text.

if you save source and extract it you get this image, it's a thumbnail of some map (anyone know what map it is?)

>edit: i can't post the image, 4chan says "Detected possible malicious code in image file." that means i'm probably banned :/
never mind, turned out i hadn't cut all the html off the end of the file. forgot to subtract start from end to get length.

>> No.2017327

>>2017324
Guess it's from Demon Eclipse Episode 1.

>> No.2017329

>>2017274
Why did you put a no key exit when you have one behind the blue key door?

A bit more shotgun ammo would be nice.

You can sequence-break with jumping.

Last Pinky you encounter in the toxic slime room gets stuck behind the slime column because it's too close to the wall.

>> No.2017336
File: 176 KB, 1366x768, [2014-10-20 16-32-23] Col- O- Ohnson.png [View same] [iqdb] [saucenao] [google]
2017336

After my previous dilemma, I am questioning if I should push this switch.
What do?

>> No.2017337

>>2017329
>Why did you put a no key exit when you have one behind the blue key door?
this wad will have non-linear progression, this means that door that is harder to get to, will have better rewards, no-key exit leads you to level 2, while exit behind blue door takes you to level 3.

>A bit more shotgun ammo would be nice.
yeah I can do some shotgun ammo, expected you people to manage it better tho

>You can sequence-break with jumping.
I dont understand what you mean, english is not my first language btw.

>Last Pinky you encounter in the toxic slime room gets stuck behind the slime column because it's too close to the wall.
well fuck, he worked fine for me, I already had to fix most stairs so these dumb assholes could walk over them, guess I will change his position a bit

>> No.2017340

>>2017336
>Colonson
Top kek

>> No.2017341

>>2017337
>yeah I can do some shotgun ammo, expected you people to manage it better tho

When I say a bit I really mean just a little bit.

>I dont understand what you mean
You can skip parts of the map by jumping (getting the blue key)

>guess I will change his position a bit

Pinky is fine, it's the slime column you need to move.

>> No.2017345
File: 212 KB, 898x600, 1352422727766.jpg [View same] [iqdb] [saucenao] [google]
2017345

>>2017336
I'm gonna push it.
Wish me luck.

>> No.2017346

>>2017345
press it

>> No.2017348
File: 198 KB, 1366x768, [2014-10-20 16-41-57] Col- O- Ohnson.png [View same] [iqdb] [saucenao] [google]
2017348

>>2017345
Jesus, it was just exploding walls, everything is ok.

>> No.2017349

seriously how many times do you see a switch you're *not* meant to press as soon as you see it?

>> No.2017351

>>2017348
i must say that doomguy sprite is kind of adorable

>> No.2017352

>>2017349
The under-age is strong with this one.

>> No.2017356

>>2017341
>When I say a bit I really mean just a little bit.
added 12 shells between first area and slime pit

>You can skip parts of the map by jumping (getting the blue key)
fixed jumping exploit, now you cant get up on things near blue key

checked pinky, they are taking too long to walk around slime column, so yeah, it gotta go somewhere else

thanks anon

>> No.2017360

>>2017349
off the top of my head i can think of

- equinox map04, there's 5 switches in a row, two of them lock you out of a megasphere
- the room of switches in scream.wad where you're only meant to press 2 of about 17, the others are actively harmful

but in general it's very rare

>> No.2017362
File: 245 KB, 1366x768, [2014-10-20 16-48-42] Col- O- Ohnson.png [View same] [iqdb] [saucenao] [google]
2017362

FUCK NOT AGAIN.
FUCKING FUCKITY GOD FUCKING FUCK. I'M DONE WITH THESE BUTTONS.

>> No.2017374
File: 203 KB, 1440x900, DOOM64 2014-10-20 14-05-38-376.jpg [View same] [iqdb] [saucenao] [google]
2017374

>>2017349
Well...

>> No.2017423
File: 861 KB, 320x180, tumblr_inline_n1qphdoFi71snqo8m.gif [View same] [iqdb] [saucenao] [google]
2017423

>DoomOne with DoomRPG and RLArsenal
Fuck this is amazing

>> No.2017431

>>2017185
Wut?
I mean, i downloaded it and in the wad description it says that the monsters stalks you thorugh the levels but i reached level 5 and no monsters so far.

>> No.2017458

>>2016871
When I export it I can't save it as an editable format. It's a .lmp, and I can't make it a .png.

>> No.2017467

>>2017458
the option is "export as png" not "export"

>> No.2017476

>>2017467
And it's in the right click menu?

>> No.2017483
File: 215 KB, 1600x900, yes.jpg [View same] [iqdb] [saucenao] [google]
2017483

>>2017476
yes

>> No.2017485

>>2017476
Right click, graphic, export as PNG.

>> No.2017489

>>2017483
>TSP
>work being done on it

Confirmed for fake image.

>> No.2017495
File: 595 KB, 400x300, zdoom 2014-10-15 23-12-39-57.webm [View same] [iqdb] [saucenao] [google]
2017495

>>2017489
its not though

>> No.2017550

>>2017483
>>2017485
Ty and ty for putting up with my stupidity

>> No.2017564

zDoom question.
Does infinite ammo give me infinite ammo or give me the possibility to carry infinite ammo.
I'd check now but I'm not at my computer, I'm on break at work and I'm curious & and forgot to check last time I played.

>> No.2017569

>>2017564
The former.
Even if you have 1 bullet left, it's forever and doesn't decrease.

>> No.2017570

>>2017564
sv_infiniteammo 1 = your guns will not run out of juice

if you want to have more fun, use sv_fastweapons 1 for much faster shooting guns, and sv_fastweapons 2 for EVEN FASTER shooting guns

>> No.2017576
File: 112 KB, 640x480, screenshot.2014-10-20.png [View same] [iqdb] [saucenao] [google]
2017576

>he forgot to take the boots.

>> No.2017580
File: 200 KB, 1099x1097, fucking_craters_how_do_they_work.jpg [View same] [iqdb] [saucenao] [google]
2017580

Hey guys, trying to create a crater (that I'll later fill with water) for doom in GZDoom Builder.

But I get pic related.

The idea is that all the sides slope down into the center but that's fucking up.

Curiously though, in map testing there are no texture errors and textures appear in game where the editor says there that they wouldn't.

>> No.2017581

>>2017576

Pfffttt, your bare feet can handle the ice.

>> No.2017582

>>2017569
Is there anyway to get the latter?

>> No.2017587
File: 2.95 MB, 768x432, deflector.webm [View same] [iqdb] [saucenao] [google]
2017587

>>2016632
>>2016663
It's a mod I'm making for hexen, feel free to ask any questions.

>> No.2017604

>>2017582
I'd imagine editing backpacks (a decorate replacement wad) and giving it an insanely high amount on the ammo count changes.

Or go one further and just edit the starting amounts.

>> No.2017615

>>2017587

I like your debug numbers you're currently using down there, something about them seems satisfying.

>> No.2017625

>>2017615
Yeah, they help me know what the fuck is going on with my code. The top number is the current stamina, the left-middle number is to check if the player is holding his shield up, the right-middle number is if the player is performing a dodge and the bottom number is tell me if the stamina regeneration code is working.

>> No.2017628

>>2017625

It's really elegant in its simplicity, and you actually inspired me to use the Imp fireball sprite to check to see if invisible hitscan/projectile attacks are functioning correctly as future reference

>> No.2017671

>>2017587
>>2017625
How does the shield work? Does it simply set the player into an invulnerable state or does it spawn actors infront of him that can be hit, so the player wont take any damage from the front, thus he canstill be hit from behind

>> No.2017678
File: 2.91 MB, 960x540, shield.webm [View same] [iqdb] [saucenao] [google]
2017678

>>2017671
The second one. Spawns a buncha Actors that act as the shield-wall, allows the player to receive audio & visual feedback when the shield is hit.

>> No.2017683

>>2017678
Does it work in Zandronum?
Try the following: Lower a lift, wait for it to raise, then use the shield and see if the lift suddenly lowers and refuses to raise.
I had a similiar problem

>> No.2017689

>>2017564
Infinte ammo is just that, you have unlimited bullets.

sv_unlimitedpickups removes the item caps for ammo and everything else.

>> No.2017690 [DELETED] 

>>2017001
>>try to host UACMN
newfag here, why is that banned?

>> No.2017693

>>2017683
No idea about Zandro support, probably not 'cause it uses some user_ variables and stuff.

Haven't had any issues on the lift either, what are your flags?

>> No.2017696

>>2017690
its a terrywad
look it up

>> No.2017719

>>2017678
Which doom is that one? anyone help meh

>> No.2017721

>>2017719
nigga dats Hexen

>> No.2017723

>>2017719

It's medieval puzzle doom with switch hunting

Hexen you ding dong

>> No.2017726
File: 1.85 MB, 1600x900, screenshothexen20121226.png [View same] [iqdb] [saucenao] [google]
2017726

Come jump in on some Cronos-style ass kickings on Dark Tartarus!

Server: ":: [BE] Montreal :: /vr/ plays Dungeons and Dragons: Tomb of Horrors edition!"
Password: vrtroopers

>> No.2017736 [DELETED] 

>>2017721
>>2017723
>spoonfeeding
kill yourselves

>> No.2017741 [DELETED] 

>>2017736
Shut up, nerd!

>> No.2017742 [DELETED] 

>>2017741
Why did you have to respond?

>> No.2017768

>>2017721
>>2017723
Sorry for my stupidity in the post catgirls, i meant how do i get it to look like that

>> No.2017779

>>2017768
The port? It looks like ZDoom.

>> No.2017786

>>2017723
Are there any good Hexen levelsets that are centered around combat? I hate the switch/key hunting, but love the visuals and combat in Hexen

>> No.2017805

>>2017779
You just changed my life

>> No.2017852

>>2017194
How about a crosshair ? no explanation needed.

>> No.2017856

how can I make zDoom sound like chocolate doom, holy shit so comfy the sounds there.

>> No.2017940

www.doomworld.com/vb/showthread.php?postid=1315427

Doomworld is currently having a discussion on the receptive divide between gameplay mods and levelsets.
What're your thoughts?

>> No.2017971

>>2017786
Mark was working on one, but he dropped it for reasons I can't remember.

>> No.2017975
File: 10 KB, 204x136, 1364527273939.gif [View same] [iqdb] [saucenao] [google]
2017975

>>2016389
Final Doom, especially Plutonia. Prepare for agitation.

>> No.2017985

>>2014507
The only true douk connoisseur in the thread

>> No.2018014

>>2017940
>4chan is surprisingly hyperactive and quite mod-oriented. You gotta bleach your eyes every time someone reports an update for HDoom though.

Lol, why are some people so desperate to prove how hyper sensitive they are, it's some boobs, oh no.

>> No.2018021

Does Doomworld allow posting of maps that require GZDoom?

Or will you half half the posters saying gtfo?

>> No.2018027

>>2017940
Weasel and Terminus are right on the mark, imo.
Gameplay mods are still kind of the weird odd kid that's only half related. So for a place that's all things Doom, they're welcome, but they're not really welcome.

Everyone loves the fuck out of some Metroid, but you still won't see a lot of Hunters enthusiasts--it's a good game, but it's still...not really Metroid.

>> No.2018031

>>2018027
>>2017940
I love both gameplay mods and levelsets.

I play Doom vanilla and with mods, on any map or just the official releases.
I did not realize there was a divide, I thought everyone just enjoyed talking about level sets or gameplay mods that they like.

>> No.2018032

>>2018027
>Weasel is right

This is a redundant statement, Weasel is pretty much always right.

>> No.2018036

>>2018032
Go to bed Wildweasel.

And then make more good gameplay mods.

>> No.2018039

>>2018021
No they hate all doom maps there that aren't strict doom2.exe compatibility. There is a sitewide rule that if you post a GZDoom mod, or talk about GZDoom, or make a statement that could be construed as you may have played GZDoom or thought about playing GZDoom then you are permabanned.

Of course they allow it anon, they like maps of all kinds.

>> No.2018043

>>2018021

Pretty sure a lot of GZDoom/ZDoom mapsets have been posted.
A good chunk of them have been lambasted, though (Stronghold, Unloved, ZPack, etc).

>>2018031

There is a divide, but it's kind of...well, obvious only when you stop and think about it.
Doomworld is really focused on posting about maps, mapsets, and megawads. Almost all of the vanilla-compatible wads we know and love (butsex, reverie, 32-in-24, etc), are posted there and revolve around there.
Zandronum is for the multiplayer scene. The co-op mods, the deathmatch mods, the etc are all there. So you've got your Samsara, your CTF mapsets, your Internal Conflict, your ZDoom Wars, and etc.
ZDoom is for the singleplayer scene--so the mass majority of all the stellar gameplay mods like Project MSX, Hideous Destructor, and etc get talked about there.

Really, it makes sense when you think about it, but at the same time it makes you wonder "why can't we proliferate a little more?"

>>2018036

Not him but Weasel is really cool and I want to hug him.

>> No.2018050

>>2018043
>A good chunk of them have been lambasted, though (Stronghold, Unloved, ZPack, etc).

For what reasons?
Is it just "ur kind ain't welcome ere" type stuff?

>> No.2018058

>>2018043
>Not him but Weasel is really cool and I want to hug him.
I was only kidding anon, I think Wildweasel said he never posted on /vr/ ever.

I do like hearing his thoughts on mods and gameplay mods even if I'm not always a big fan of them.

>> No.2018059

>>2018050

If I remember correctly, Stronghold was lambasted for its multiplayer-focused approach to gameplay designed for a source port which doesn't do multiplayer very well (tons of separate patches had to be done for Zandro/Skulltag support), Unloved had a lot of dodgy map design (discussed earlier in this thread or last thread, in fact!), and ZPack was a massive amount of hit or miss with a large emphasis on the miss--in between the few absolutely masterful maps, there was some extremely huge stinkers which used ZDoom-only features in extremely poor ways.

>> No.2018061

>>2018043
I never really considered all those as a divid, but more of a focus.

Now granted I don't follow Doomworld but Zandronum and ZDoom forums seemed fine with all sorts of mods and level sets, but they focused on multiplayer for Zandronum and gameplay mods for ZDoom.

>> No.2018083

>>2017940
Two mentions of /vr/ in that thread. For someone that is a thread lurker and doesn't go on irc, so misses a lot, to satisfy my curiosity:

What projects does /vr/ (or persons from /vr/) have under it belt?

What notable Doom people there are regularly posting in /vr/?

>> No.2018085
File: 17 KB, 429x399, 1407165823752.jpg [View same] [iqdb] [saucenao] [google]
2018085

>>2018059
I really liked Stronghold, though I thought it and Samsara would be absolutely kickass together, it's nice somebody made a patch but if it happened sooner that would have been all the better.
The ideas just seem to go so well together, even the idea of all the heroes coming together to defend the universe or somesuch.

Agreed on Zpack, though I'd like to know....I'm making my first map (well not my first first, but first serious release) and I'd like to know what you think stupid mistakes are in maps regarding Zdoom features.

I'm not cramming in 3d bridges low gravity and colored strobe lights out the wazoo but I'd like to know some stupid mistakes seen done....I'm guessing features that just sort of seem there for their own sake instead of actually assisting with the flow?

>> No.2018090

>>2018083

well there's Demonsteele, GMOTA, Dakka, Shotguns, TSP could count too seeing as Marty shares with us a lot

>> No.2018092
File: 117 KB, 520x638, 1345531848412.jpg [View same] [iqdb] [saucenao] [google]
2018092

>>2018083
There's the news post which has a good rundown, also Fractal Doom and /pol/ wad were made by the same guy.

Marty, Terminus, GMOTA guy and Mark all post here from time to time.

>> No.2018098

>>2018083
>What notable Doom people there are regularly posting in /vr/?

Hard to guess because we're all anonymous, but I know rjy, Dew, Terminus, and Tarnsman are confirmed to post.
Weasel is aware of the threads and checks up on them from time to time, but he doesn't post.

>What projects does /vr/ (or persons from /vr/) have under it belt?
Samsara and Burl Tumd were big projects, though Samsara started on /v/.

>> No.2018102

>>2018083
>What notable Doom people there are regularly posting in /vr/?
>notable Doom people

Why do you care? No seriously, why?

>> No.2018104
File: 14 KB, 489x514, paris.png [View same] [iqdb] [saucenao] [google]
2018104

>>2018092

time to time? I post here daily because I can't stay away from you weirdos

>> No.2018106

>>2018104
Which one in that sentence are you?
:3

>> No.2018110
File: 799 KB, 640x320, FUCKING HELL HOW DID THEY ALL FIT IN THERE.webm [View same] [iqdb] [saucenao] [google]
2018110

>>2018106

well wouldn't you like to know

>> No.2018113

>>2018110
Ah yeah, you're right....you *are* always here...not that I mind.

That reminds me, while you are here I'd like to ask does your mod have a rocket launcher replacement? I ask because I'm making a map where you blow shit up but I'm wanting it to be as compatible with as many gameplay mods as I can.

Otherwise I script walls to blow up only to Dooms rocket launcher and nobody elses.

>The side effect though is that walls can be blown up by anything if you hit them hard enough, not just rockets

>> No.2018116

>>2018113
All of his weapons are replaced with chests to break to have items.

GMOTA would not be compatible with your mod if you're specifically looking for rockets.

But it should work if you're looking for damage because Blaz hits like a god damn truck.

>> No.2018118

>>2018113

Well the arm cannon's charged attack has splash damage and goes boom, Kuros would be kinda S.O.L. though because he won't have any splash weaponry, and Samson's splash damage will come from -SOME- spells/flasks, but he won't always have them

>> No.2018126

>>2018090
>>2018092
>>2018098
That is quite a number of people and projects, actually, more than I was expecting.
>>2018102
Just interested in how /vr/ compares to other Doom messageboards in significance, since obviously people from other forums are taking notice of it.

>> No.2018138

>>2018126
WHY
DO
YOU
CARE
ABOUT
SOMETHING
AS
TRIVIAL
AS
SIGNIFICANCE
IN
AN
ANONYMOUS
IMAGEBOARD
MEANT
TO
DISCUSS
ABOUT
VARIOUS
TOPICS

>> No.2018141
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google]
2018141

>>2018138

>> No.2018145

>>2018138

Well originally it was for the sake of curiosity, but now I think I'm more interested in it because it pisses you off.

>> No.2018151
File: 2 KB, 142x138, 1363236402623.png [View same] [iqdb] [saucenao] [google]
2018151

>>2018116
Cool, I think we'll be alright then.

>>2018126
>>2018083
/vr/ and other imageboards are also great in that because we can be anonymous (unless we use tripcodes or make otherwise obvious statements) it allows for a much more free discussion/exchange of ideas.

Even things that wouldn't warrant their own thread can be posted here and the anonymity cuts drama to very low levels because threads cycle over. It's great.

>>2018138
Because if he has a project of his own, the size of this community depends on the exposure it can get.

>> No.2018152

>>2018145
You're not me >>2018126 though?

>> No.2018157

>>2018152

I'm not, but I originally had just a passing interest and now I'm extremely interested.

>> No.2018171

>>2018151
Okay so let me get this straight, if I have a project related to Doom, I have to get some random scmhuck (who is really popular in whatever community he comes from) to judge my work before it reaches popularity for whatever reason other than having fun with my work or because people like the idea.

Why here and not in those status based communities where people watches out from being stolen credit to the same air you breathe?

>> No.2018174

>>2018171

No, that's not at all what he said, but if you want to pretend he said that then go ahead.

>> No.2018176

>>2018171
I never even said anything like that and you're being deliberately obtuse and argumentative.

It's a matter of exposure, if you make a map you spent hours on do you want more or less people to play it?
Sheesh.

>> No.2018196

Am I the only one who wishes that "chocolate boom" existed?

>> No.2018203

>>2018113
>I'm making a map where you blow shit up but I'm wanting it to be as compatible with as many gameplay mods as I can.
If you're doing a zdoom mapset and not a zandro compatible one you could consider using PainThreshold in the actor responsible for blowing up the wall, give it 0x7FFFFFFF health and have the pain state destroy the wall, to give you an actor that can take as many bullets as you want it to but will blow up the wall when you hit it with anything that deals over X damage in a single shot.
>>2018090
>TSP could count too seeing as Marty shares with us a lot
The other guy also working on it is from /vr/ originally too.
>>2018092
He's also done some other bits in larger projects and some minor other mostly unknown releases, the most known of these unknown releases is probably Pistol Start Options. nobody outside of #vr and a couple other people seem to know who I am and I'm pretty okay with that.

>> No.2018206

>>2018196
chocolate boom
chocolate boom
chocolate boom
sunlight keeps you melting faster

>> No.2018214

>>2018203
Whats the latest version of GZDoom that is in Zand?

>give you an actor that can take as many bullets as you want it to but will blow up the wall when you hit it with anything that deals over X damage in a single shot.

That's sort of like what I'm already planning, so yeah.

>> No.2018215

>>2018214
I dunno, but I just realized you can do this in acs pretty easily without needing that flag. One moment.

>> No.2018220
File: 194 KB, 562x523, 1412020985575.jpg [View same] [iqdb] [saucenao] [google]
2018220

>>2018215
Before you really get into it, what I was wanting was actors (the explosions that spawn) and another actor that is the "detonator".

When that actor "dies" a script activates, which instantly lowers the floors marked and kills the explosion actors near it (with short delays), then when they die...booms happen.
Plus a mini quake.

So it's pretty much just like how walls blow up in Duke.

It was a hybrid of what appears here

>http://forum.zdoom.org/viewtopic.php?f=15&t=35826

>> No.2018231

>>2018220
http://pastebin.com/6JxWjN8a

>> No.2018241

http://forum.zdoom.org/viewtopic.php?f=19&t=37130&start=150#p789753

new release for insanity's requiem, bros

have fun and shits...

>> No.2018243
File: 82 KB, 235x250, 1347937760677.jpg [View same] [iqdb] [saucenao] [google]
2018243

>>2018231
Damn man, ok I'm gonna save this when I can understand it better (I've got the beginners guide to ACS open now).

I'm amazed at how easily some people get ACS. Later on (probably in the next week or so) I'll put up a concept demo here so I can get that all nailed down before getting into the map proper but until then, thanks m8.

>> No.2018251

>>2018243
np

are you the guy that was asking about the barrel explosion demo a couple of threads ago? If so basically just combine that with what I posted. Also don't bother killing the explosions, put map spots up where you want the explosion actors to be, then in the trigger actor state where it explodes the wall add this

http://zdoom.org/wiki/SpawnSpot

to the script it runs from that state.

>> No.2018253

>>2017582
sv_unlimited_pickup

>> No.2018257
File: 63 KB, 355x440, Soda bro.jpg [View same] [iqdb] [saucenao] [google]
2018257

>you know D44M will be DNF tier

>> No.2018259

>>2018257
I want it to be good.
I don't think it will be DNF tier.

Probably will be Wolfenstein TNO tier.

>> No.2018262

>>2018257
By the accounts I've read it sounds like it will be closer to a combination of a slower version of quake 3 with Brutal Doom.

Considering we were headed towards a COD clone, we can all agree that's a step forwards at least.

>> No.2018272
File: 51 KB, 378x363, 1342497775086.jpg [View same] [iqdb] [saucenao] [google]
2018272

>>2018251
>are you the guy that was asking about the barrel explosion demo a couple of threads ago?

Ya got me.
I'm starting to bang on about it because I'm beating around the bush but like I said I'll come back later with my best effort at making an exploding wall (that can go from both sides).

The map marker idea might be better actually, especially since I could use it again if I wanted explosions in the same area (like looping ones).

>> No.2018278

>>2018272
>>2018251
Oh yeah, I just had a thought.
Is it possible to make an actor that can only take radius damage?

That way I might be able to have walls that are vulnerable to all exploding weapons from any mod a player uses but immune to bullets, shells and cells.

>> No.2018284

>>2018278
+SHOOTABLE and +THRUACTORS should do it

>> No.2018287

>>2018284
Shootable I get but what is the significance of THRUACTORS?

>> No.2018289

>>2018287
so projectiles and boolits dont hit it

>> No.2018294

>>2014335 see >>2018241

>>2018092
i think the popular mods section should go in a pastebin. it is almost static, and takes up valuable space for news items (669 characters, over a third of the post)

>> No.2018301

>>2018289
Ah right, huh....I thought that since bullets were not actors (unless in mods) and were hitscans, it would hit that actor anyway.

Thanks for the tip.

>> No.2018310

>>2018301
I may be wrong, in which case you could try making it 0 radius and 0 height and see if it still registers radius damage.

>> No.2018314

I think he means when you shoot the barrels normally, they get nudged around. THRUACTORS would help prevent that and make sure your chain of barrels never gets screwed up in some weird way.

>> No.2018319

>>2018310
I'll give it a try later and we'll all know more closer to the day I test it.
As it is now though I have to leave the house, thanks again buddy.

>>2018314
Oh it's not barrels getting blown up in this context, it's walls...but there will be barrels to blow up too.

>> No.2018325

>>2014873
it would be good if the admin of hdoomguy.tumblr could give all fanart posts a unique tag. so then you could just go to h.t/tagged/fanart instead of having to scroll through dozens of question responses and off-topic posts about moustaches (as i just did)

>> No.2018360
File: 6 KB, 80x80, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
2018360

>> No.2018370
File: 134 KB, 320x200, Chargeball Raise.gif [View same] [iqdb] [saucenao] [google]
2018370

friendly reminder that Shivers is a rad motherfucker

>> No.2018379
File: 33 KB, 320x200, HTTKSHOT.gif [View same] [iqdb] [saucenao] [google]
2018379

>>2018370

Yes he is.

>> No.2018381
File: 48 KB, 487x578, 1372415463410.jpg [View same] [iqdb] [saucenao] [google]
2018381

Does anybody remember those .gifs that drew lines of levels in the order they were made so it looked like you'd see the whole level as it was being made?

That shit was awesome, yo.

>> No.2018426

>>2018381
the map ones, or the rendering ones?

>> No.2018441

>>2018426
Where it renders.

Like you open it and it rapidly draws the lines one by one so it's like you watch the level be made before your eyes.

Interesting too as you can see *how* they made the sections and put them all together, it's not made in the pattern the players travel it.

>> No.2018446

>>2018370
>>2018379
What are these?

>> No.2018447

>>2018446

The gauntlet thing is something Shivers made out of random boredom, the laser gun might have bigger plans though

>> No.2018448

>>2018446
Look like gifs to me.

The second is a secret easter egg weapon being made for DemonSteele.

>> No.2018452

>>2018447
I was kind of hoping the gauntlet thing was planned for something.

>>2018448
Easter egg weapon?

>> No.2018454

>>2018452
yes, it fires easter eggs.

>> No.2018456

chocolate eggs. which explode!

>> No.2018457

it can be modded to fire valentines day chocolate, but beware white day when the monsters come to give it back...

>> No.2018458

>>2018456
>>2018457
HDoom needs this.

>> No.2018460

>>2018457
why's it gotta be white, huh

>> No.2018461

>>2018460
dunno, it's what the japanese call it.
https://en.wikipedia.org/wiki/White_Day

>> No.2018462

>>2017303
"This map is designed for GZDoom"
"Btw jumping breaks the map"

You see how retarded you sound?

>> No.2018465

>>2018462
you are making the false assumption that playing in zdoom-based engines necessarily implies the player can jump.

>> No.2018474

>>2018462

Do you seriously think that every single map made for ZDoom or GZDoom is designed aroun jumping?

>> No.2018550
File: 135 KB, 1920x1080, gzdoom 2014-10-21 13-16-00-92.jpg [View same] [iqdb] [saucenao] [google]
2018550

Please send help

>> No.2018553

>>2018550
Run to end, things shake up, there is a ledge to go back on on the left of the screen there.

>> No.2018554

>>2018465
well, imo it's stupid to design a wad that can be broken by jumping on a source port that has jumping enabled by default

>> No.2018558

>>2018550
You don't need help if you're not plying deathkings.

>> No.2018559

>>2018554
>that has jumping enabled by default

This can be set by the level author in mapinfo if I remember correctly but can also be manually turned on by the user and it stays on.

>> No.2018560

>>2018550
either run across it real fast, or walk forward, trigger the quake, and back off

>> No.2018562

>>2018550
See that ledge to the left? Jump over there when the quakes start.

>> No.2018563

>>2018554
no, the actual stupid thing is a doom engine that has jumping enabled by default

(yes yes blah blah historical reasons blah blah mod compatibility blah blah too late to change it blah notwithstanding)

>> No.2018564
File: 92 KB, 1920x1080, gzdoom 2014-10-21 13-29-12-03.jpg [View same] [iqdb] [saucenao] [google]
2018564

>>2018553
>>2018558
>>2018560
>>2018562
O shit, i didn't see the ledge, thanks.
Also i'm getting this weird glitch, any way to fix it?

>> No.2018585

Hey doombros, how do i change the size of the text for when you get keys and stuff?
On 1080p it's too small to read.

>> No.2018591

>>2018585
Text scaling, I think.

>> No.2018592

>>2018585
In G/ZDoom, Options -> HUD Options -> Message Options -> Scale Text in High Res
Zandronum has a different method that I know less about.

>> No.2018604

>>2017856
Set the music in Zdoom to OPL emulation

>> No.2018613 [DELETED] 

Doom babbies.

>> No.2018617

>>2018613
Actually.. this has some potential.
What if there was a Doom Mod where you played as a baby Doomguy

>> No.2018619 [DELETED] 

>>2018617
lol dat wud be so epik br0 xD
upboated

>> No.2018620

>>2018617
didn't someone already do one? i think it was called "a boy and his shotgun" or something

one step closer to a /ss/ mutator for hdoom

>> No.2018621 [DELETED] 

fuckin casual ass cocksucking doombabbies shitting up /vr/

>> No.2018623

>>2018591
>>2018592
Thanks, works perfectly now!

>> No.2018628

Archvile-sensei needs to be an older, bustier, pissed of tsundere martian

>> No.2018629 [DELETED] 

>>2018621
What would you rather have?

>> No.2018631 [DELETED] 

>>2018629
He obviously likes brutal doom, that's why he's so assblasted.

>> No.2018635 [DELETED] 

>>2018629
anything but you tryhard kiddies destroying the legacy of a good game. remember it's not doom that's bad, it's this cancerous tryhard community that is an utter disgrace to the game. go back to reddit already.

>> No.2018642

I just recently got into Doom and i remember back like 2 years ago seeing a random video.
It was game that played exactly like doom, but it was grimdark and in some kind of medieval castle?
Game was not medieval, the mc still had fire guns.
Also the graphics were 6th gen like.
Any clue?

>> No.2018646 [DELETED] 

>>2018635
We didnt come from Reddit though (at least, I dont think we did)

>> No.2018647 [DELETED] 

>>2018635

Stay mad bitch nigga.

>> No.2018648

>>2018550
Turn off texture filtering.

>> No.2018649 [DELETED] 

>>2018646
I've never seen so much reddit tier humour on 4chan as I have in this general. Such a gay community lol

>> No.2018653 [DELETED] 
File: 24 KB, 473x356, I don&#039;t like what I see.jpg [View same] [iqdb] [saucenao] [google]
2018653

Stop replying to him you ding dongs.

>> No.2018654 [DELETED] 

>>2018649
Surely it cant be as bad as reddit itself..
If you hate it here so much, why do you insist on staying?

>> No.2018657

>>2018654
i only drop down occasionally to remind you about how many cocks you suck hahahaha

>> No.2018659 [DELETED] 

Normally I got your bitchass general on hidden of course. I treat it as I do spam emails.

>> No.2018660
File: 786 KB, 1010x720, 1408315983278.png [View same] [iqdb] [saucenao] [google]
2018660

>>2018648

>> No.2018661 [DELETED] 

>>2018657
Well.. I'm sure we are well aware of that ourselves without your help.
Thanks anyway

>> No.2018665

i grew up on FPS and BUILD/Duke3d was a very defining game in my life. Yet I skipped over Shadow Warrior completely for some reason.

Do I just play it straight up or some kind of engine port version? Also is the remake any kop? i imagine not based on rott/duke reboots.

>> No.2018683

>>2018665
i heard the "redux" steam port was pretty neat
as for SW2013, it's fun, but it's a bitch to run somehow

>> No.2018739

>>2018642
Hexen II?

>> No.2018746

>>2018642

Sounds like quake

>> No.2018795

>>2018665
The best way to play SW is still in DOS; until the "eduke32 sw" comes out.

The reboot (not remake) is good, I enjoyed it a lot; but don't expect too much retro. It's a modern FPS, with a few 'retro' mechanics.

>> No.2018806

>>2018795
But theres already a SW port, using the eduke32 engine

>> No.2018808
File: 199 KB, 385x349, YEAH NIGGA YEAH.png [View same] [iqdb] [saucenao] [google]
2018808

>>2018665
>>2018795

The new Shadow Warrior has that thing where you'll come across two rabbits that start fucking, and if you kill the female then the male turns all demonic and starts chasing you around.

It's the small things that count.
Also all those reloading animations with full ammo where he just checks the magazine/clip/whatever in different ways before putting them back. Fuck I loved that shit.

>> No.2018873

>>2016663
>new GWTBW pages

Fuck, I'm behind.

>> No.2018904

>>2018808
visually, the new shadow warrior is amazing, even the RPG element upgrade screens, with their tattoos, and paintings, the only real problem I had with the game was that the sword was so fun, the gun felt terrible in comparison, which wouldn't be too bad, except for that the game forces you to use guns at certain points

>> No.2018906
File: 1.10 MB, 1280x893, cacoween.png [View same] [iqdb] [saucenao] [google]
2018906

happy halloween, /doom/

>> No.2018908

>>2018906

Any good horror mods to play to get people in the mood?

>> No.2018912

>>2018908
Well there's buttpain.pk3, but to me the novelty wore off pretty quickly.

>> No.2018919

>>2018906
glorious

>> No.2018921

>>2018908
unloved (http://www.doomworld.com/idgames/?file=levels/doom2/Ports/s-u/unloved.zip)) is pretty halloweeny but fairly difficult,
we're all dead here (http://www.doomworld.com/idgames/?file=levels/doom2/Ports/d-f/deadhere.zip)) is also spookular, but less difficult

>> No.2019008
File: 54 KB, 561x576, wut.jpg [View same] [iqdb] [saucenao] [google]
2019008

>>2018906

It's not Halloween yet m8.

>> No.2019026
File: 138 KB, 462x578, BxGvxfSCMAEbyvu.png [View same] [iqdb] [saucenao] [google]
2019026

>>2019008
it was a new alice 88 and i wanted to poast it

>> No.2019089

>>2019026
a88's always welcome here, man

>> No.2019131

>>2018906
Been waiting for her to post this ever since I saw the caco as her twitter avatar pic.

>> No.2019139

>>2018806
you must be thinking SWP, but that's not correct. EDuke32 can only run DN3D. Each Build engine game was programmed very differently, each dev added their own things to the base Engine, and not every Build game is even based on the same version of Build to begin with. That's why you can't easily run other Build games in EDuke32, sourceport devs have to do all the work pretty much from scratch; it's not like Doom engine games at all.

What I meant is that one of the devs of EDuke32 is working on making a SW sourceport that will have the same quality and advantages as EDuke32 for DN3D; but who knows when that will come out.

SWP might be based on Jonof, which EDuke32 was partly based on as well, though I'm not sure. Maybe that's what you mean. In any case SWP is pretty glitchy. Honestly I've been playing tons of SW lately and I'm even 75% through making a (huge) map for it as well, and I found there is no better way to play the game than the DOS version atm. My main grip with redux is that it uses a mandatory opengl 3D engine, which I don't like. if it's not 2.5D it's not Build. The opengl renderer makes all the sprites look like Paper fucking Mario for instance. i'd also rather have midi musics.

>> No.2019185
File: 1.28 MB, 472x407, tumblr_ndt384BVwD1tlb4xko1_500.gif [View same] [iqdb] [saucenao] [google]
2019185

>yandere nightmare imp

>You wouldn't cheat on me, right Doomguy?...right?.....

>> No.2019204

>>2019185
laff

>> No.2019243

>>2019185
>p-p-pls move I have to go to class

>> No.2019254
File: 199 KB, 980x1307, B0fcpRWCUAAFPgD.jpg large.jpg [View same] [iqdb] [saucenao] [google]
2019254

has someone posted this?
http://hitestudios.com/icons-of-doom/

>> No.2019257
File: 17 KB, 512x384, WTF GZDoom.png [View same] [iqdb] [saucenao] [google]
2019257

>decide to update GZDoom
>try several new builds
>always get this when launching

What the hell is this?

>> No.2019262

>>2019257
Alright looks like the latest working version is gzdoom-G1.9pre-828-g60ff6c5.7z

But what am I doing wrong with the more recent versions?

>> No.2019267

oh no it's me, shitposting again. who is me? you probably know

>>2018660
>>2018564

what the fuck have you done

>>2018379
>>2018370

the quality of these animations are rather outstanding

>>2018110
you complete monster

>>2017423
i'll ask this because it's likely others don't know, but, DoomOne?

>> No.2019268
File: 270 KB, 1000x725, image.jpg [View same] [iqdb] [saucenao] [google]
2019268

>>2019185
IS THERE GOING TO BE AN ICON OF SIN GURL??????

>> No.2019284

>>2019262
newer versions of gzdoom uses a newer version of opengl, seems your pc can't run it.

>> No.2019285

>>2019262
nothing.

>> No.2019290

how do I use the tech's ability to turn exotic weapons in doom rl arsenal?

>> No.2019291

>>2019262
>>2019257
>muh openGL
GZDoom updated the OpenGL library and uses a version number only 10% of the userbase support

>> No.2019293

>>2019284
>I have to finally build myself a decent PC to play recent GZDoom builds

Damn...

>> No.2019295

>>2019293

Use the GZDoom 1.9 builds, or use ZDoom.

>> No.2019303

>>2019290
turn them into modpacks, I mean.

>> No.2019323

>>2019303
hit the "drop" key to drop your weapon and hit altfire to scrap them

>> No.2019352

>>2019323
thank you.

>> No.2019360

would it be possible for a random generator to alternate between oblige generation and obhack generation? or will I have to manually mash the maps together?

>> No.2019362

>>2018196
That would be awesome actually.

It's also a kickass name for a candybar or snack cake.

>> No.2019364

>24 out of 32 modpacks models/frames done
so close...

>> No.2019367

>>2018257
At worst, I think it'll be Rage tier, which was not bad, in fact pretty fun, but quite flawed and left feeling lacking after you've beaten it.

>> No.2019376

>>2018379
>>2018370
Holy shit that's some great light effects!

>>2018441
Oh yeah, it drew the lines one by one, counting the linedef numbers, so you'd get a pretty good idea of in which order the map was drawn, barring some changes and deletions.

>> No.2019379

>>2019291

Really? I downloaded the latest GZDoom and it works just fine. How can I know what version of openGL I am using?

>> No.2019392

>>2019254
That's fucking cool, but what's with the human hearts where the health and armor should be? This guy recreated everything else perfectly, down to the other HUD elements.

>> No.2019420

>>2019268
I propose we name it the Icon of Tits.

>> No.2019424

>>2019392
>Originally, I was planning on making the status hud identical with the game but I felt that the numbers and % stuff wasn’t interesting enough to look at, for an art piece. I’ve always liked hearts to represent health in video games.

>> No.2019435

Where can I grab the original doom.wad file? I can't seem to find it anywhere in the OP
All my searching can ever find is the shareware version

>> No.2019447

>>2019435
>I can't seem to find it anywhere in the OP

That's because you have to buy it.

>> No.2019454

>>2019435
it's the first link in the pastebin

>> No.2019457

>>2019435
It's the first link in the FAQ. Stop drinking.

>> No.2019459

>>2019435
>>2019454
oh, sorry, forgot that there's only the ultimate one in the that link

>> No.2019469

>>2019459
In that case I'm not sure. What are you going to use it for? Surely someone around here still has it.

>> No.2019480

>>2019447
The general consensus around these parts seems to be that since nobody who made the game will see a penny of your purchase, go nuts and pirate that shit.

>> No.2019513

>>2019435
>go to The Pirate Bay
>search for Doom
>filter results by seeds
>download the torrent with most seeds

Don't make me spoonfeed you.

>> No.2019516

>>2018642
sounds like rise of the triad

>> No.2019782
File: 16 KB, 376x115, KnifeIdle1.png [View same] [iqdb] [saucenao] [google]
2019782

DON'T WORRY, I'LL CUT YOU FREE FROM THE BOX

>> No.2019797
File: 13 KB, 368x166, image.jpg [View same] [iqdb] [saucenao] [google]
2019797

kek

>> No.2019839
File: 37 KB, 337x361, 1321792913668.jpg [View same] [iqdb] [saucenao] [google]
2019839

So I played Brutal again for the first time in what must have been a year and I really don't get it when people say it makes the game too easy.

The guns are shootier but the monsters are killier and on "Black Metal" it makes them fastmonsters and having 50% more damage, plus executions are a waste of time because fuckall health back and they're too quick to attack.

>> No.2019850

>>2019782
Knife sword combo?

>> No.2019885

>>2019839
>when people say it makes the game too easy

Assault Rifle replacing the pistol makes it super easy modo. In other instances, such as anything involving Cyberdemons, BD is way more difficult than vanilla.

>> No.2019901

>>2019885
>such as anything involving Cyberdemons

Yeah, their dramatically reduced damage and explosive radius really makes the thing much harder.

>> No.2019917

>>2019885
"Hitscanners" are dickheads though so it balances out.

>> No.2019928

>>2019885
I thought Cyberdemons for BD were considerably easier unless you're in an enclosed space due to the power of their stomp.

I think BD has much stronger enemies in close range though due to the boosted power of all monsters and their melee and in long range they are mostly trivialized since you can dodge what is normally hitscan.

>> No.2019939
File: 2.90 MB, 768x432, Backstep Lunge.webm [View same] [iqdb] [saucenao] [google]
2019939

Okay guys, Hexen combat rework dude here - I'm wondering, since I've got dashing I'm making player's attacks vary based on the move you performed. So far I've got a lunge attack when you backstep - what else could I do for the fists? I was thinking if you lunge forward you can perform an uppercut attack maybe?

currently the backstep lunge uses the same code as the riposte as a placeholder.

>> No.2019972

>>2019939
Uppercut is good. Maybe some kind of overhead smash? Go look at God Hand's moves, you might find something you like in those.

>> No.2019981

>>2019939
>Uppercut

Well, remember you'll have to do the sprites.

>> No.2019984

>>2019981
I know, there isn't a lot of good Hexen hand sprites available unfortunaltey - and I'm more coding oriented, maybe I could get someone to sprite.

>>2019972
I was thinking Overhead Smash would be an attack that follows a jump or falling a short distance

>> No.2019995

>>2019981

I use some nice uppercut sprites in GMOTA. I got them from Wrath of Cronos, and I think our Dark Souls combat bro should look into it too

>> No.2020001

>>2019797
>clerks reference
10/10

>> No.2020050
File: 9 KB, 300x240, 1380384640641.jpg [View same] [iqdb] [saucenao] [google]
2020050

Reading the Off topic/Miscellaneous sections of the big doom forums makes me realize why I like this place and why I left all avatar forums almost a decade ago.

So much petty ante drama and slacktivist (look how tolerant I am!) garbage on these things and everytime 4chan get's mentioned there they drag out soccer mom mentalities like we're all going to invade their websites and steal their lunch money because we're all misogynist turbo hackers.

The e-peen nonsense is off the charts and I realize too that they all remember these arguments against eachother, so when they go back to talking Doom stuff it taints it because they remember who argued what while they all try to denounce each other for their supposed beliefs and obfuscate everything they hear.

Say what you like about M00t but I'm thankful for /vr/.

>> No.2020069

>>2020050
yup, with stricter rules and lack of anonymity this website would go to shit really soon, its my only place for doom related stuff, I doubt I will release my wads outside of this place

>> No.2020084

>>2020069
Mods can be tightasses at times but I'd say it's good on the whole, I'd release stuff here and on doom forums but I'd never even entertain the notion of posting outside of doom general/editing/wads sections.

Stuff the rest.

I think too the reason is some people need a community where they're recognized with a name and an avatar? I like that 4chan (or any other chan) has it's separate places for separate discussions if you *really* want to dive into those topics and because it's anonymous, it's just idea exchanging.

Terminus, Marty and whoever makes GMOTA all post here and the idea that they're all "from 4chan and that place should like, be *banned* i don't like it!" is such a wank. Some of these people really need to get over their own egos and desire to control how other people think and stop being try hard witty comedians when they clearly aren't.

>> No.2020120
File: 2.59 MB, 768x432, Uppercut.webm [View same] [iqdb] [saucenao] [google]
2020120

>>2019995
>>2019981
>>2019972
Okay I decided to use the uppercut as the riposte. I think it looks pretty bad-ass

>> No.2020129

>>2020120
2 things.

Can you show us the sprites?
and
What do you use to make Webms anyway?

>> No.2020138

>>2020120

Nice one man, the uppercut works really well

>> No.2020147

>>2018447
>>2018452

Iron Maiden charged bolt?

>> No.2020151
File: 54 KB, 256x256, Uppercut Hands.png [View same] [iqdb] [saucenao] [google]
2020151

>>2020129
Sprites are used in GMOTA.

For webms I use Shadowplay (only records software mode though because Shadowplay only reads DirectDraw calls, not OpenGL) then I convert them using a program that I downloaded a while back but I can't remember where from, but it works as a frontend for FFMPEG.

>>2020138
Thanks! I wanted to have a sort of build up and I think I pulled it off rather well.

>> No.2020153

>>2020151
>Shadowplay only reads DirectDraw calls, not OpenGL)

Are there any webms that could do that?

>> No.2020154

>>2020151
>Sprites are used in GMOTA.

For the sake of giving credit where credit is due, I used them from Wrath of Cronos. they're pretty fucking great though, and you did, your melee combat looks satisfying so far

>> No.2020167

>>2020154
>For the sake of giving credit where credit is due, I used them from Wrath of Cronos

For the sake of giving credit where credit is due, they were made by Neoworm.

>> No.2020168

>>2020154
Thanks for the info. Now I just need to think of attacks for side-stepping. I've decided to make the forward dash a weaker uppercut compared to the finisher uppercut.

>> No.2020170

>>2020167

adding that to the list of credits, I had no idea who made them but they're rad as shit. Neoworm seems to have made a lot, if not all of the custom hexen/heretic sprites used nowadays

>> No.2020183

dont mind me, just posting some good music to make maps by

https://www.youtube.com/watch?v=NNSl88uQ1HQ

>> No.2020250

>>2020084
>"from 4chan and that place should like, be *banned* i don't like it!"
they already banned pol.wad guy for this reason

>> No.2020253
File: 2.37 MB, 768x432, Mega Uppercut.webm [View same] [iqdb] [saucenao] [google]
2020253

>>2020168
Okay, stuff the forward-dash uppercut, if you crouch and attack you will perform an uppercut.

Intentionally OP for a joke

>> No.2020295

>>2020250

No, they banned him because he posted gay porn there.

>> No.2020302
File: 32 KB, 300x413, 1413580649263.jpg [View same] [iqdb] [saucenao] [google]
2020302

>>2020250
>they already banned pol.wad guy for this reason

Pathetic as fuck if that's the case..../vr/ has given me huge help in mapping help (namely sometimes I have no idea how to make something work). I'd feel like jackass supreme if I can't give /vr/ so much as a credit because uptight oversentitives on Doomworld think we're all out to get them.

>>2020295
>/pol/ poster posts gay porn

Well, I /pol/d it up with the best of them and I appreciate a good ass on a guy with the best of them....guess I wasn't the only one....though I don't have any gay porn on my computer.

>> No.2020307
File: 81 KB, 720x540, 435343746.jpg [View same] [iqdb] [saucenao] [google]
2020307

>>2020253

Holy fucking shit.

>> No.2020315

>>2020250
Did pol.wad guy make anything else?

>> No.2020316

>>2020315
I think he's the guy that made Fractal Doom.

>> No.2020321

>>2020253
I know it's outside the scope of your mod but if this resulted in them splattering on the roof and gibs coming down that would be turbo extreme.

>> No.2020336
File: 2.72 MB, 768x432, atatatatatatatatatata.webm [View same] [iqdb] [saucenao] [google]
2020336

>>2020321
I uh.. might've gone a little overboard with this.. I think.just maybe.

>> No.2020338
File: 113 KB, 262x313, Oh I know EXACTLY why I have this boner (It&#039;s because I&#039;m a goddamn skeleton).png [View same] [iqdb] [saucenao] [google]
2020338

>>2020336

Oh man. I don't know who you are, but I love you man.

>> No.2020340

>>2020336
Hexen Ball Z!

>> No.2020348
File: 383 KB, 800x800, 95f1709f0386ff40826fd314c114cafdb555003e.jpg [View same] [iqdb] [saucenao] [google]
2020348

Hosting Wrath of Cronos on Going Down for anyone that wants to jump in.

Server: "/vr/ plays Dungeons and Dragons: Lewd jokes edition!"
Password: vrtroopers

>> No.2020352

>>2020250
>>2020295
>>2020302
The guy had a bit of a meltdown a while back, got himself banned from Doomworld and ZDoom by giving them their daily dose, and then disappeared. A few months later, he came back, apologized, and everything's fine now. His Doomworld ban is already over, and his ZDoom ban shouldn't be much further off.

>> No.2020362

>>2020352
Well how about that.

>daily dose

Did he do it with Argentina man? Because that's funny if he did.

>> No.2020379

I have no idea why I seem to be so popular but anyway.
These guys
>>2020352
>>2020295
>>2020316
are pretty much correct. On ZDF was a 5x5 of daily doses with the rest of the post being "This is a request to be permabanned." On Doomworld I got banned for blanking all my posts but not giving them any dose. Ban on Doomworld is already gone, ban on ZDF will be up some time in either December or January, I forget which.
>>2020250
This is entirely false.
>>2020302
>Pathetic as fuck if that's the case
Thankfully it's not
>I'd feel like jackass supreme if I can't give /vr/ so much as a credit because uptight oversentitives on Doomworld think we're all out to get them.
Doomworld actually liked pol.wad when it got posted there, I don't think there was a single angry reply. They gave Samsara a Cacoward and two of the guys that are involved with the Cacowards lurk here with some regularity. If people from Doomworld hate 4chan it's a couple of people and not everyone.
>>2020315
There's a summary at the end of this post, which is still up to date by this point:
http://www.doomworld.com/vb/showthread.php?s=&postid=1277117#post1277117

>> No.2020393

>>2020379
>Doomworld actually liked pol.wad when it got posted there, I don't think there was a single angry reply.
Lemme add to this by posting the actual thread for those interested:
http://www.doomworld.com/vb/wads-mods/65677-pol-wad-from-popular-internet-imageboard-fourchan/
Note that it's in post hell because I blanked the OP, not because pol.wad was from 4chan.

Out of the 3 big Doom sites (DW, ZDF, Zand) Doomworld actually seems to be the least uptight about things.

>> No.2020425

carrot on a stick, yay or nay?
what I mean here is an optional room right next to player start, inside of room player can see weapons/ammo/powerups, room however is locked
which option do you find more "fair" to the player
>door opens after throwing a switch on the map
>door opens with an optional keycard that is hidden somewhere
>door opens with a mandatory keycard which is at the other end of the level

>> No.2020430
File: 48 KB, 1108x408, brainwashing_in_action.jpg [View same] [iqdb] [saucenao] [google]
2020430

>>2020379
>>2020393

>If people from Doomworld hate 4chan it's a couple of people and not everyone.

Guy you replied to here, yes that appears to be the case upon further reading.
I've just been lurking Doomworlds forums since before my post before and it seems there are just some whiny-by-design sadsacks that want to be the thought police where only their opinions are allowed and if you disagree with them you're super bad.
Pic related is what made me ask in the first place.

Sokoro, Firefish, Fraggle and CaptainRed seem to be some other shitposters i've identified. I think I'll put this annoying quest of mine to bed.

>> No.2020431

>>2020430

Wow, that guy is a faggot

>> No.2020448

>>2020431
Hope you mean it in the 4chan sense, because I've slapped a man ass now and then :3

Anyway, yes he's a moron.

>> No.2020456
File: 153 KB, 612x557, d29.jpg [View same] [iqdb] [saucenao] [google]
2020456

>>2020430
>I do not watch any silly anime

THANKS FOR LETTING US KNOW, CHAMP
THAT WAS REALLY RELEVANT

>> No.2020464
File: 90 KB, 1600x960, graf_zahl_considers_a_zdoom_feature_request.jpg [View same] [iqdb] [saucenao] [google]
2020464

>> No.2020474

>>2020456
I barely ever watch it myself but why is it that /a/ says some of the funniest shit. /jp/ is like that too, especially when m00t posted there recently and what they all said to him.

>> No.2020534

NEW THREAD

>>2020529
>>2020529
>>2020529

>> No.2020590

>>2020425
I personally like optional keycards.

>> No.2020626

>>2020253
hahaha that reminds me of Asterix