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/vr/ - Retro Games


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File: 1.10 MB, 1280x893, cacoween.png [View same] [iqdb] [saucenao] [google]
2033983 No.2033983 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2026630
(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

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

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

===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

>> No.2033984
File: 876 KB, 862x4478, bestof2014.jpg [View same] [iqdb] [saucenao] [google]
2033984

===NEWS===

[10-27] Dinner With Mancubus https://www.youtube.com/watch?v=9eBVa38PgP8

[10-25] Scroton's Rideable 3D Moving Platforms: http://www.doomworld.com/vb/post/1315756

[10-25] Chocolate Doom v2.1.0: http://www.doomworld.com/vb/post/1316673

[10-25] Doom Retro v1.6: http://www.doomworld.com/vb/post/1316585

[10-25] T/nC 467: http://www.doomworld.com/php/topstory.php?id=4249

[10-25] 2014 edition of the popular "Best Wads of 2013" image: <- / http://pastebin.com/f76J7N9u

[10-24] 3 Heures D'Agonie 2 RC1: http://forums.zdaemon.org/viewtopic.php?t=16144

[10-21] Doom II endboss made by a professional sculptor: http://hitestudios.com/icons-of-doom/

[10-21] Insanity's Requiem v3.0: http://forum.zdoom.org/viewtopic.php?f=19&t=37130&start=150#p789753

[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

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/

===

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

>> No.2033987

>>2033875
why are there so many projects that will never ever in a million years be finished in doom community
>Mordeth, Demon Eclipse, Any Doom Bible Project, Any Doom GoKart Project, TSP...

>> No.2033991

>>2033987
it's very easy to have a great idea and start making something.

it's almost as easy to get to the point where you have something worth announcing to the community as a playable alpha / beta release.

however the "final third", finishing everything off, where you find you have to spend huge amounts of effort making fiddly things work just right so that they are smooth and natural to the extent necessary that players don't notice them, is the most time consuming and tedious, and often leads to burnout, as the effort/reward ratio skyrockets.

that's what i think anyway.

>> No.2033995

my friend only plays cs:go and won't play doom because it "looks too old"

what video should I show him to change his mind

>> No.2033998

>>2033995
Show him some mod.

>> No.2034001

>>2033995
send him a 120000x120000 constanza.jpg with ">caring about graphics" written across it. that'll teach him.

>> No.2034005
File: 147 KB, 337x274, GFX.png [View same] [iqdb] [saucenao] [google]
2034005

Graphic is not important...

>> No.2034008

>>2033995
just get him to play through a couple levels, either doom 1 episode one or if he thinks it's too easy one of the classic vanilla or boom megawads

>> No.2034009 [DELETED] 

The scariest thing of all this halloween?

S'Arais returning

>> No.2034013

>>2033875
>>2033949
>>2033751
>>2033706
Personally I wouldn't mind shooting standard Doom enemies with FEAR weaponry.
Or maybe I'd edit in a couple of MSX's enemies to fight against.

Is there a link to that FEAR mod though?

>> No.2034016 [DELETED] 
File: 11 KB, 200x209, nein.jpg [View same] [iqdb] [saucenao] [google]
2034016

>mfw hdoom tumblr is even more clusterfucked now than it was before

rip in peace

>> No.2034017

>>2034016
Just use http://hdoomguy.tumblr.com/tagged/hdoom

>> No.2034019

>>2034013
No, Mr.Pencil(author of mod) is fixing bugged alpha. But if he will fix it, there will be a link.

>> No.2034029

>>2034019
I hope he does fix it because I would like to play with FEAR weapons.

I also found a mod to play with weapons from The Specialists but it was very obviously not complete.

>> No.2034031 [DELETED] 

>>2034016
>>2034017
The guy that runs the hdoom tumblr [stapler-san] is disorganized at running it because he's used to his Blogspot and posting on Doomworld.

>> No.2034039

>>2034031
Oh I thought it was Mike12 who ran it.

>> No.2034041

>>2034039
It is. Also working on organizing things more - just added a 'news' page that redirects to the hdoom tag, and removed anything i found on the tag that wasn't related.

>> No.2034042

>>2034031
>>2034039
wait
guys
hear me out here

what if

what if Mike12 IS stapler-san

>> No.2034043

For HexenCombatGuy, have you considered making different characters/classes? Just curious, but I was thinking it could fit your dungeon-crawling mod.

>> No.2034045 [DELETED] 

>>2034039
Yeah, it's not Mike12.

It's also why the guy is somewhat unfamiliar with posting on here (in terms of how to do it) and why he operates under a pseudonym. Because he's not from around these here parts.

>> No.2034047
File: 829 KB, 1920x1080, Screenshot_Doom_20141027_101448.png [View same] [iqdb] [saucenao] [google]
2034047

>>2034045
nope, i'm running it.

in fact, here's a screenshot of something else i'm working on if you don't believe it.
(and yeah, i know that one texture doesn't fit the linedef - i'm working on that)

>> No.2034046
File: 34 KB, 699x559, 1414475345935.jpg [View same] [iqdb] [saucenao] [google]
2034046

>>2034042
>Mike12 openly works on H-Doom
>Also works on H-Doom as Stapler-San
>To prevent it from being known that his real identity
>(that is, Mike12)
>Is working on H-Doom

>> No.2034049 [DELETED] 

>>2034047
Ah, didn't know you were the one running the tumblr.

Either way the stuff I said about stapler-san is still 100% true, he's from Doomworld and runs a Blogspot.

>> No.2034053 [DELETED] 

>>2034049
What's his username

>> No.2034054 [DELETED] 

>>2034053
I can't just give out info like that. Sorry.

>> No.2034058 [DELETED] 

>>2034054
Then why are you posting it at all? Just to cause trouble and rake muck I'll wager.

>> No.2034089

>>2034041
Cool, reminder to >>2033983 to stick tagged/hdoom on the end of the link

>> No.2034090

>>2034047
With as many complaints you have about off-topic content on the blog, do you have any plans to, well, heed them?

>> No.2034091

>>2034090
You were given a solution here >>2034017

>> No.2034092

>>2034091
Better than nothing, I guess.

>> No.2034126

>>2034047
What Wad? That looks awesome.

>> No.2034139

>>2034126
i'm gonna make a wild guess and say it's probably part of that cyberpunkshowdown thing he's working on

>> No.2034141

>>2034126
>>2034139

It's from his other project

>> No.2034162

>>2034090
I made a news page on the blog that has only hdoom-related stuff on it.

>>2034141
>>2034139
it's from Forsaken Planet, yeah.

>> No.2034172
File: 2.86 MB, 640x320, some new sword shit.webm [View same] [iqdb] [saucenao] [google]
2034172

Don't mind me, I'm just working on something a little different.

I should probably make this attack a little stronger but this is gonna be a thing

>> No.2034184
File: 26 KB, 340x400, 1333021343382.jpg [View same] [iqdb] [saucenao] [google]
2034184

After playing a lot of Brutal again I realize what the two things are about it that piss me off.

Adding reloading just adds another layer of annoying, finicky bullshit that just slows down the action with monitoring magazine ammo counts where previously you could just go nuts.

There are lots of things that do a *little* bit of damage and fuck you around with screen effects that just get in the way and serve to be annoyances.

I still like it but fuck me if some of this shit isn't annoying when you're trying to do a lot of things quickly.

>> No.2034185

>>2034184
There's a mutator that gets rid of reloading.

It is possible to edit out the screen effects with very small tweaks.

>> No.2034198

question
since GZdoom supports models
can these be actually used as parts of the level?
for example making an arc over a doorway

>> No.2034205

>>2034198
You could do that, yes.
Though you could also do it with sectors just as easily by having the desired slopes.

>> No.2034214

>>2034205
models look better, and slopes have problems when side edges are of different length

now another question, can you WALK on models?
if you can, then why the hell people dont build whole maps as models?

>> No.2034218

>>2034214
>if you can, then why the hell people dont build whole maps as models?
Might as well play Quake at that point.

>> No.2034219

>>2034218
but quake has 2 much edge 4 me and is not as customizable as Doom

so can you walk on the models or not?

>> No.2034237
File: 130 KB, 383x472, that doesn&#039;t even work.jpg [View same] [iqdb] [saucenao] [google]
2034237

>>2034042
Goddammit anon that doesn't even make any sense!

>> No.2034240

>>2034219
i think so?
i know you can perfectly stand/walk on pillars, so i don't see why this wouldn't be possible
now that i think about it, i'm sure people have made 3D bridges that way many times

>> No.2034247

>>2034185
There is also a mutator that removes the screen effects too.

>> No.2034249

>>2034214
>why the hell people dont build whole maps as models
Because then mapping would become seriously more constrained and difficult.

>> No.2034254

Doom 64 EX

https://www.youtube.com/watch?v=FvOq2hy3Yb0

>> No.2034256

>>2034249
>more constrained and difficult
>implying modeling maps for a fucking doom is hard
seriously tho, with models you have much less constrains when working with textures and shapes, linedefs still work, so do buttons, I dont see a problem here

>> No.2034272

Method 'moveSelectedThings' in type 'CodeImp.DoomBuilder.GZDoomEditing.BaseVisualMode' from assembly 'GZDoomEditing, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at System.Reflection.Assembly._GetExportedTypes()
at System.Reflection.Assembly.GetExportedTypes()
at CodeImp.DoomBuilder.Plugins.Plugin.FindClasses(Type t)
at CodeImp.DoomBuilder.Plugins.Plugin.FindSingleClass(Type t)
at CodeImp.DoomBuilder.Plugins.Plugin..ctor(String filename)
at CodeImp.DoomBuilder.Plugins.PluginManager.LoadAllPlugins()
at CodeImp.DoomBuilder.General.Main(String[] args)
can anyone help me with this error crashing GZDoom Builder?
using latest version, I have overwritten Doom Builder 2 with it

>> No.2034316
File: 281 KB, 800x600, Screenshot_Doom_20141028_144251.png [View same] [iqdb] [saucenao] [google]
2034316

But wait... what's this?

>> No.2034319
File: 261 KB, 800x600, Screenshot_Doom_20141028_145120.png [View same] [iqdb] [saucenao] [google]
2034319

>>2034316
It's beautiful.
I'm... I-I'm gonna enter it, guys!

>> No.2034324

>>2034254
is doom 64 literally just playstation doom with new maps

>> No.2034325

>>2034316
looks like a vagina allegory

>>2034319
>It's beautiful.
>I'm... I-I'm gonna enter it, guys!
yep, definitely a vagina allegory

>> No.2034326
File: 141 KB, 800x600, Screenshot_Doom_20141028_145153.png [View same] [iqdb] [saucenao] [google]
2034326

>>2034319
HERE I GO!

>> No.2034328

>>2034325
note to moderators: this post is a joke

>> No.2034336

>>2034256
>implying modeling maps for a fucking doom is hard

No, more like it's a waste of time.

>make a model of a 64x wall, uvmap it
>export
>do the same but 128x
>export
>I didnt even mention stairs, floors & their variations (big hole in it, small hole in it, 8x, 16x, 32x, 64x, triangle, etc), flats, slopes with different steepness, and the amount of different decorate+modeldef entries yet

You'd be wasting your time doing something that isn't even worth it. Models can't have decals, so goodbye scorch marks and blood splats. Models can't be raised/lowered/etc as easily as sectors. And most importantly, models can't be TRULY map geometry. You'd still have to draw a box around the map you've constructed. Models are simply 3D thingies which replace the 2D frames of a DECORATE entity. And guess what, entities only have radius and height. The engine doesn't separate their bounding box into width and length. (Square shaped bounding boxes for every actor. Rectangle is what you'd want for such purposes.)

>TL;DR It'd look like shit, the collision would be buggy/unrealistic, and it'd stutter like hell. Just draw your maps like everybody else, and use models sparingly to enhance the visuals.
As >>2034218 said, you should just go play Quake instead. (or Half Life, which is piss easy to make mods/maps for, and has a decent supply of tutorials/guides.)

>> No.2034348

>>2034256
>implying modeling maps for a fucking doom is hard
Compared to drawing linedefs and sectors? Yes it is. It will also be massively slower to do than drawing linedefs and sectors.

Mapping for Doom is a relatively fast process. Individually rendering and texturing every single part and bit and bob on a map, as one large model, would be immensely time consuming and an exercise in futility.

I could see parts of a Doom map's architecture being merged into a 3D model attached to it, to create forms and shapes that aren't possible otherwise. This is already done and it's called 3D floors.

>> No.2034367

>>2034324
They probably changed more stuff for Doom 64 than they did for PSX Doom:
- The maps are not only new, but all make good use of the new lighting/scripting stuff that was added to the engine, as opposed to modifying the existing maps from the PC version. Moreover, they cater to the dark and spooky atmosphere suggested by the new music (PSX Doom and Doom 64 had the same composer, and the same style of music, but the tracks themselves are different).
- A bunch of monsters have new designs. For example, Imps look weirder and more alien, and there's a buffed-up spectral version like with the Demon. Also, Cacos look like Pain Elementals now for some reason, whereas PEs are way freakier and have like 3 heads.
- There are totally new monsters, including bosses.
- There's a new weapon, sort of a demon gun thing, that you upgrade by visiting secret levels. This part is kind of dumb, but it's there.

>> No.2034430
File: 41 KB, 235x300, AD&amp;D_Manual_of_the_Planes.jpg [View same] [iqdb] [saucenao] [google]
2034430

>>2034367
>Cacos look like Pain Elementals now for some reason
Because Cacos are basically the head of a D&D monster.

>> No.2034480
File: 1.22 MB, 1920x1080, Screenshot_Doom_20141020_174210.png [View same] [iqdb] [saucenao] [google]
2034480

Who the fuck can think of this?

>> No.2034491

>>2034480
what the bloody hell am I looking at?

>> No.2034494

>>2034491
Cyberdemon Christmas tree

>> No.2034505
File: 6 KB, 389x371, doomguy_peek.png [View same] [iqdb] [saucenao] [google]
2034505

>>2034254
Does anyone know any good mods for Doom 64 EX?

>> No.2034509

>>2034505

Absolutely none, in fact, no one has done anything for D64EX, despite a map builder made specially for it

>> No.2034537

>>2034509
That can't be true, with how massive the Doom community was/still is... Can it?

>> No.2034562

Guys, don't hate me, but let's say, just hypothetically.
Couldn't we just rip the Doom 64 sprites, sounds and textures to put them in regular PC doom?

>> No.2034583

>>2034562

I dont know much about DooM 64 so correct me if needed. BUT, afaik, all the textures in doom 64 are actually black and white (coloured lighting does all the work), and there's no Arch-Vile or Spider Mastermind.

>> No.2034602

>>2034583
Nah, the textures have color; I've gone through the Doom64 IWAD that D64EX generates in Slade. There are a few less enemies, and the SSG has no reload animation; it just slides down and then back up.

However, I'm pretty sure there are significant differences in actions and linedef handling, but I'm the furthest thing from the authority on the details of that and how feasible it would be to approximate in (G)ZDoom.

>> No.2034635

>>2034602
>and the SSG has no reload animation; it just slides down and then back up.
This always bothered me.
Good thing someone went and made classic style animations for all the Nintendo 64 weapons, pump animations for the shotgun mimicking the classic ones, while meshing perfectly with the 64 shotgun, reload frames for the SSG, recoil frame for the plasma, etc.

>> No.2034639

>>2034319
Sauce.
Just for once. Just for fucking once.
POST THE SAUCE WITH YOUR PICS.

>> No.2034641

>>2034639
BTSX episode 2

>> No.2034643 [DELETED] 

>>2034641
>spoonfeeding

>> No.2034650 [DELETED] 

>>2034643
Pffft... yeah, because not knowing the name of a WAD, and helping someone else by telling them what that WAD's called is obviously the worst sin you could ever commit.

You're a fucking dipshit, kill yourself

>> No.2034659 [DELETED] 

>>2034639
>>2034641
>>2034643
>>2034650
samefag

>> No.2034663 [DELETED] 

>>2034650
>>2034643
>>2034641
>>2034639
fuck off samefag

>> No.2034668
File: 31 KB, 600x436, be7.jpg [View same] [iqdb] [saucenao] [google]
2034668

>>2034643
>Hey, I've got a great idea, lets build up the doom community but not sharing any information with each other.

This is by far the stupidest thing I've ever read.

>> No.2034671

>>2034668
>This is by far the stupidest thing I've ever read.

You obviously never visited /a/.

I envy you.

>> No.2034674

>>2034668
Don't pay attention to him.

I give sauce, ESPECIALLY when GIS gives no results.

>> No.2034675

>>2034668
But then we can't consider ourselves all special because... because... we uh... like doom and are on 4chan!

>> No.2034676 [DELETED] 
File: 8 KB, 346x273, 07f50e6c091bc952f9d676effa5f5d9c.png [View same] [iqdb] [saucenao] [google]
2034676

>>2034659
>>2034663
About that...

>> No.2034683

>>2034671
Theres a HUGE difference between anime and doom wads.
Hint: One is consistent and never changes, easy to get the source by using different search engines. The other is not that popular and inconsistent, meaning you can take screenshots however you like and never get source, but you can recognize textures and enemies.

>> No.2034689 [DELETED] 
File: 15 KB, 406x284, ....png [View same] [iqdb] [saucenao] [google]
2034689

>>2034676
Nice shoop, I can do that too

>> No.2034694 [DELETED] 

Remember:
Report and ignore.

>> No.2034712 [DELETED] 

>>2034694
Report and ignore who?

>> No.2034716
File: 993 KB, 250x250, 1377635925804.gif [View same] [iqdb] [saucenao] [google]
2034716

>>2034689
>bottom one

>> No.2034850

>>2034716
Yeah, I wouldn't even have baleeted that one, it was at least amusing.

So, about Doom.... Whatcha'll playing?

>> No.2034863

>>2034172
Neato.

>> No.2034864

>>2034671
That's different.
On /a/, recommendation threads are forbidden because they're devoid of quality and discussion, if they want recommendations, they can use Google or /r/.

And as mentioned, you can't image search a screenshot from a Doom wad 98% of the time.

>> No.2034870
File: 230 KB, 1280x720, Screenshot_Doom_20141028_171227.png [View same] [iqdb] [saucenao] [google]
2034870

>>2034850

Various little bits and pieces of old 90s mods, seeing how far we've come on the gameplay/map development front.
Sometimes it's nice to go and see your roots.

>> No.2034890

Whispers of Satan, 2009 megawad, pretty cool so far.

>> No.2034901

>>2034890
>whispers of satan
UR POST

>> No.2034921

>>2034901

For a sec I thought I mispelled it but no, so, explain your autism please.

>> No.2034924

>>2034850
Just finished BUTSX2, I guess I'll go finish up my current run of Resident Evil 4 then maybe boot up Going Down, by Cyriak, it's looking pretty cool.

>> No.2034928

>>2034921
>autism
Nah man I'm just drunk don't mind me

>> No.2034931

>>2034924

It's cool and quite hard but the music that some people call genius is just some parody of elevator music and really sounds bad, played it music off.

>> No.2034936

>>2034928

Autism intensifies

>> No.2034939

>>2034931
>the music that some people call genius is just some parody of elevator music and really sounds bad, played it music off.
What? The music is just standard Cyriak fare. Some of them actually come directly from his videos.

>> No.2034947

>>2034139
I don't think Cyberpunk Shootdown has been updated in a while.

>> No.2034949

>>2034939
>>2034924
wait, Cyriak makes wads?

>> No.2034950

>>2034939

Well, I don't like it, just the 3 first maps sounded so wrong and bad I've stopped the music.

>> No.2034963

>>2034949
He's only released two, The Eye and Going Down. Both are obscenely hard and pretty much about as crazy as you'd expect. The first is a 2012 Cacoward winner, and it'd be very surprising if Going Down doesn't get one this year.

>> No.2034984

>>2034949
He goes by 'mouldy'

>> No.2035027

>>2034509
There are mapsets now dumbass.

>> No.2035036

>>2035027
Not for Doom 64 EX specifically.

>> No.2035049

https://www.youtube.com/watch?v=XHBd3W2OJUo

Want~

>> No.2035052

>>2035049

>couldn't save the webm posted yesterday

>> No.2035053

>>2034562
I've seen a replacer mod out there somewhere that does exactly that.

>> No.2035075

>>2034043
Actually, yes I had. When I first had the idea I was thinking of having the three classes from Hexen, but re-worked. I had the diverse combat for the fighter, and for the mage I would have a new magick system where you have to learn a combination of runes for each spell (like Dungeon Master or Legend of Grimrock) but I hit an absolute dead-wall with the Cleric, I couldn't think of a simple unique change for the cleric, at all.

So basically I've decided to mash together the Fighter and the Mage into a 'roided up Battle Mage but I mean I'm early enough in development to make changes or even go back to the three class design if I can think of anything worthwhile for the Cleric

>> No.2035086

>>2035052
There was a webm posted yesterday?
Sorry, I've been out for a while.

>> No.2035097

>>2035075
well, he's supposed to be something between
personally, I would love to play fighter with powerful two-handed attacks, mage with powerful two-handed spells, and cleric combination. One handed weapon, fast and weak, and simple spells to use simultaneously , weak and mostly - non combat.

>> No.2035121
File: 378 KB, 731x680, 267900_adecanto_palazerker.png [View same] [iqdb] [saucenao] [google]
2035121

>>2035075
I think the Cleric is supposed to be a kind of Magic Knight, like >>2035097 said.
Maybe you could give him some buffing spells? Or just more defensive spell, since you know, he's a cleric. Or you could go full paladin with him.

>> No.2035136

>>2034562
Why the hell would you want that? All the Doom 64 assets are worse than the PC ones.

>> No.2035147
File: 1.73 MB, 350x296, 1374444631392.gif [View same] [iqdb] [saucenao] [google]
2035147

>BTSX map 19
>go up a lift through the yellow door, fight some revenants, no big deal
>get attacked by an archvile from below, drop down to the ground since I figure it's just one
>turns out there's about seven archviles and their revenant buddies

>> No.2035172

>>2035097
>>2035121
So maybe the Cleric could be a light magic user who can also deal physical damage via small arms (daggers, short swords and maces). The fighter would use no magic but have the shield and heavy weapons (spiky gauntlets, axes, hammers, long swords). While the mage has no weapons but can cast with both hands or use special wands/orbs which affect the spells cast?

>> No.2035185

>>2033984

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

There's nothing below unfortunately so I'll explain it myself here x)

Just want a 10 minutes map , E1 styled, Vanilla compatible, secret maps are for fun so having a map made by a random anon is fun. Once you're done send the map to wad.anon@laposte.net

>> No.2035205
File: 641 KB, 1074x861, 1413601102222.png [View same] [iqdb] [saucenao] [google]
2035205

>>2035172
That would balance out things I guess. Can you make some spells available only for the Cleric and some only for the Mage?

>> No.2035215

>>2035205
Yeah, that's definitely possible through some ACS trickery.

>> No.2035229

>>2035172
>>2035205
Would it not make sense for the Cleric to have a different magic system altogether, if possible? I mean, clerics generally get their magical abilities through divine blessings and favors.

>> No.2035234

I once saw someone post a webm of what appeared to be a doom wad in which the player was wielding a modified version of the Duke Nukem 3D repeater and also casting the arc lightning mage spell from Hexen. The screen was cluttered as fuck with bars and stats floating everywhere.

Has /doomg/ seen anything about this wad/mod/whatever? It may have been a Build/eduke mod, I couldn't tell from the footage.

>> No.2035246
File: 175 KB, 1000x563, 1408909805604.jpg [View same] [iqdb] [saucenao] [google]
2035246

>>2035229
Well, that's what I wanted to say by exclusive spells. Also, if we follow the traditional cleric rules, he technically could be a cleric of the god of magic. That way he could learn some spells, including his own divine magic.

>> No.2035251

>>2035234
Sounds like DoomRL, plus a weapon WAD. Link is in the paste.

>> No.2035257
File: 541 KB, 768x432, GUI.webm [View same] [iqdb] [saucenao] [google]
2035257

>>2035229
I could also do that too. What did you have in mind? The Mage calls upon the runes of magick to cast his spells. (see .webm) - what could the cleric do?

>> No.2035262

>>2035257

Holy objects to call upon divine powers? Like Talismans, crosses, and books?

also will gameplay halt when using the rune GUI?

>> No.2035272

>>2035257
If you're feelin' adventurous, you could try to do an Arx Fatalis-esque magic system where you'd draw runes mid air in real time.

>> No.2035274

>>2035262
>also will gameplay halt when using the rune GUI?
Yeah, would that be a problem? I mean, I got annoyed when I wanted to cast a complex spell but started getting mashed by an ettin or something when doing so.

>Holy objects to call upon divine powers? Like Talismans, crosses, and books?
Hm, that could work - I was more thinking of how would you select your spells as Cleric, the Mage has the rune UI

>> No.2035275

>>2035272
That wouldn't work.

>> No.2035281

>>2035274
Maybe he could use offerings taken from enemies? Like fangs or belts or horns, whatever works.

>> No.2035282

>>2035274

No that won't be a problem, that's a GOOD thing, I don't like the idea of getting clobbered when trying to prep spells.

Not sure what to tell you about selecting the spells themselves

>> No.2035283

>>2035272
>>2035275
It could be possible, but extremely difficult to do so I think

>> No.2035285

>>2035281
Also, an offering has limited casting use, so you have to hoard a bit of them. Could that work?

>> No.2035297

>>2035285
>>2035281
Hm, offerings could be drawn together to create a miracle in a special UI? So basically you'd use say an ettin heart and a afrit claw to create a miracle that casts a fireball or something, the miracle itself would have uses (maybe like 5). How about that?

>> No.2035305

>>2035297
Sounds good, so that way you have to use a mix of both physical attacks and magical ones.

>> No.2035308

What is the irc password?

Where is the faq?

>> No.2035312

What are some good Halloween themed maps to play?

>> No.2035314

>>2035305
Hm, it sounds quite similar to potion brewing though. However, potion brewing can only be performed at set locations while maybe the creation of miracles could be performed anywhere but takes away a valuable resource (maybe gold or health?)

>> No.2035323
File: 263 KB, 1366x768, Screenshot_Doom_20141028_220119.png [View same] [iqdb] [saucenao] [google]
2035323

Seems legit.

>> No.2035325

>>2035314
Ah, the act of creating a miracle could be called a ritual!

>> No.2035330

>>2035314
Not health, cause that would be punishing for nothing. Maybe having a ''cooldown'' before being able to make another ritual?

>> No.2035332

>>2035312
Zombies
Dawn of Reality
The Ghoul's Forest 3
Happy Time Circus
Happy Time Circus II
AOD-DOOM
The City of the Damned Apocalypse

>> No.2035335

>>2035330
The cooldown could vary between miracles, weak ones would be pretty short and the stronger it gets, the longer you wait?

>> No.2035342

>>2035330
Yeah fair point - that would be a little unfair. I guess the cooldown would be good enough. With potion brewing you can use a cauldron as many times as you like as often as you like but with rituals you can only create one at a time.

>> No.2035413

Where the mage creates spells using his mastery of arcane forces, the cleric is granted spells by the powers that be.

Pick a deity to worship, kills fill a piety bar that grants weapons/ammo/abilities from a pool associated with that god. You can switch to new gods on the fly, but suffer a penalty depending on the abandoned god and lose some of the stuff they granted you.

Basically a doom-speed version of Stone Soup's religion system.

>> No.2035416

>>2035342
That sounds great. Man, this thing is going to be pretty neat.

>> No.2035417

>>2035413
I'm >>2035416
nevermind what I said, this is better.

>> No.2035451

>>2035251
Pretty great wad, but not exactly the one I was looking for.

The UI was incredibly dense, like a good three to four full sized bars and dozens of number/icon indicators, I could discern virtually nothing about what was going on and thus my difficulty in finding this wad.

>> No.2035474

Is there any way to add death penalties in ACS or decorate? Like you lose 10% max hp everytime you die.

>> No.2035476

>>2034214
>now another question, can you WALK on models?
>>2033984
>[10-25] Scroton's Rideable 3D Moving Platforms: http://www.doomworld.com/vb/post/1315756

>> No.2035481

something that has always bothered me people spend so much time making shitty 3d model replacements for doom but of the sprite packs out there only a few are even close to complete and those all look pretty bad or bastardize the original art direction is it so hard to simply update what we have and make it look nice? or would it take IS doing something official?

>> No.2035482

>>2035474
http://zdoom.org/wiki/Script_types#DEATH ?

>> No.2035485

>>2035474
>>2035482
and http://zdoom.org/wiki/SetActorProperty with APROP_SpawnHealth

>> No.2035490

>>2034256
In addition to what others have said, they also won't be affected by sector lighting the same way as normal map architecture.

Also if you check the map04 demo in >>2035476 you'll see that when using models as 3D floors monsters can't navigate them unless they have FLOAT, and they can also see right through them like they weren't there.

>> No.2035507

>>2035485
I tried using the death script but it seems to reset everytime the player actually dies and the map reloads.

>> No.2035518

>>2035507
>player actually dies and the map reloads.

Would it work if you allowed player respawn?

http://zdoom.org/wiki/MAPINFO/Map_definition
(AllowRespawn parameter)

>> No.2035538

>>2035518
Wouldn't that make any of items you grabbed or monsters you killed or switches/keys you activate remain dead/used?

>> No.2035578

>>2035507
you have to use global variables
http://zdoom.org/wiki/scope

>> No.2035579
File: 103 KB, 277x296, AUTx8Lb.png [View same] [iqdb] [saucenao] [google]
2035579

>Finished Cortech.wad in 15 minutes on first playthrough
>The wad was fucking terrible with terrible map-design and boring fights
>Doom 3 ambient screams with unfitting music
>About to go give it a nice shit-rating
>finds this before that happens
https://www.youtube.com/watch?v=wDxDuroOqxY&list=UU-NwipgpUUrzDHdeMVkHuaw

>> No.2035590

>>2035579
For the first ten seconds I thought he was speaking moon. Then I stopped when I could understand what he was saying.

>> No.2035597

>>2035590
I literally can't hold my cringing and laughing in. His skill at Doom is so fucking painful to watch. 5 rockets on a single imp. Over 10 deaths on a mere 2 Arachnotrons.

I'm starting to think I found Tommy Wiseau's cousin.

>> No.2035608

>>2035597
>The customized, horrible-looking weaponry of his
>The long, cringy pick-up messages
>Pistol that gibs on a single shot
>HIS MSPAINT DOOMGUY-SKIN AND HUD/EVERYTHING

STOP

>> No.2035616

>>2035608
Don't forget he's using one of the "HD" monster skins shit that ain't even finished. Not only do the sprites have shit filtering built in, he's using GZ's filtering on top of it.

>> No.2035625

>>2035616
Oh yeah, the one that has the Pinky skin that makes it look freaking terrifying? Jesus. Why someone would have something that looks like smeared shit on your monsters, weapons and general visuals for filtering is beyond me.

>> No.2035626

>>2035579
>>2035590
>>2035597
>>2035608
>>2035616
NO WAY I'M SURVILINE THAT

>> No.2035628

http://youtu.be/aQyXcUdJUl0

>> No.2035641
File: 223 KB, 450x282, 1408898443927.png [View same] [iqdb] [saucenao] [google]
2035641

>>2035626
>>2035628
OH YOU GUYS, YOU'RE KILLING ME.

amagawd two yeers of duumin
>walks into pinky with ssg
>"my mouse pad is wet"
>archvile's talking to him
that's it no fucking more. I can't watch th--
>the death animation

>> No.2035643
File: 124 KB, 600x438, Grievous[1].gif [View same] [iqdb] [saucenao] [google]
2035643

>>2035579
32:20 what the flying fuck

is that supposed to be general grievous's head or some shit?

>> No.2035645
File: 64 KB, 768x432, 76543.jpg [View same] [iqdb] [saucenao] [google]
2035645

http://youtu.be/Ov29jpCFzqg

>> No.2035647

>>2035643
I can't tell because my blood pressure is agitated from this amount of cringe and laughing right now.

>> No.2035652
File: 48 KB, 693x1081, 1368937781572.png [View same] [iqdb] [saucenao] [google]
2035652

>>2035645

>That fucked up slowed version of the pirate theme from Lost Vikings 2
>those "friends"
>that "ART"

MAKE IT STOP MAKE IT STOP

>> No.2035653
File: 203 KB, 640x356, 95232-carmack2.jpg [View same] [iqdb] [saucenao] [google]
2035653

>my mouse pad is wet.

>> No.2035654
File: 1.56 MB, 350x257, cat-smells-cheese.gif [View same] [iqdb] [saucenao] [google]
2035654

>>2035645
OH MY -GOD-
YOU DID NOT

DORA THE EXPLORER

>> No.2035656
File: 867 KB, 1097x887, 1413155161551.png [View same] [iqdb] [saucenao] [google]
2035656

>>2035645
>>2035628
>>2035579

>> No.2035661

>>2035645
30 seconds in and the anime simpsons girl has destroyed anything resembling my ability to breathe

>> No.2035667

Aiden wears a trilby
>Snipars
>cropped pictures of I have no idea.
>RALPHIS IN THE BEDROOM WITH MINI ROMEROS
>windows 95 background as the fucking skybox

/VR/ DOOM I'M SO SORRY I BROUGHT THIS KID UP PLEASE MAKE IT STOP I REGRET EVERYTHING MY SIDES

>> No.2035668

>>2035645
>nigga makes his 24th birthday party in doom the best way he knows how
>the sheer loneliness emanating from that title screen

shit man, i didn't ask to feel

>> No.2035669
File: 57 KB, 400x278, 4_roll_d_by_omegalore-d81drkv.png [View same] [iqdb] [saucenao] [google]
2035669

http://youtu.be/WgBdyjCwJ-U

>> No.2035671

>>2035579
>>2035645
http://omegalore.deviantart.com/
https://encyclopediadramatica.se/Omegalore


BE CAREFUL OF WHAT YOU DIG UP

>> No.2035675
File: 892 KB, 1024x640, windows_summer_theme_by_omegalore-d7t02c3.png [View same] [iqdb] [saucenao] [google]
2035675

>>2035671

>> No.2035678

>>2035669
>>2035671

>your pic

oh the irony. also dat timing

>> No.2035684
File: 344 KB, 452x378, 2014-10-28 21_07_33-YVOarDH - Windows Picture and Fax Viewer.png [View same] [iqdb] [saucenao] [google]
2035684

>>2035675

>skulltag associated with .wad files

Not gonna lie, that was me like, 3 maybe 4 years ago

>> No.2035685
File: 14 KB, 377x334, rip_and_tear__by_omegalore-d7strmp.png [View same] [iqdb] [saucenao] [google]
2035685

http://youtu.be/V5qe_cDdoUA

>> No.2035686
File: 227 KB, 1280x800, tumblr_mpp8m1q8Ek1r2to8go1_1280.jpg [View same] [iqdb] [saucenao] [google]
2035686

>>2035669

>> No.2035687
File: 2 KB, 110x154, 56289.png [View same] [iqdb] [saucenao] [google]
2035687

>>2035671
>HE HAS AN ED ARTICLE
im done posting and browsing the internet for today

rest in fucking peace

>> No.2035689

>>2035685

Jesus christ he's like Chris-Chan but with doom

>> No.2035690
File: 17 KB, 439x440, zetalore.png [View same] [iqdb] [saucenao] [google]
2035690

>Zetalore is my evil mirror image. He has a team of his own. Psycho Dora, Evil Lauren, Pseudo Daisy, Bad Diego, and Aicila (Alicia's name spelled backwards). Want to see him unmasked? That will come soon.

>> No.2035693

>>2035684
if you look at mine they all look like they're associated with doomseeker

when in reality I just gave them that icon because it's easy to identify pk3s and wads at a glance that way and there aren't actually any filetypes associated with doomseeker

>> No.2035695

>>2035690
Why is one of his wings a banana?

>> No.2035701
File: 9 KB, 400x400, 1413599374839.png [View same] [iqdb] [saucenao] [google]
2035701

>>2035690
>Banana wing

>> No.2035703
File: 102 KB, 945x845, final_diego_by_omegalore-d6nn37w.jpg [View same] [iqdb] [saucenao] [google]
2035703

http://youtu.be/fjxGo72pPdk

>Dat face.

>> No.2035706

>>2035690
what shape is his head?

>> No.2035708

>>2035703
does this kid honestly think chin pubes are cool?

>> No.2035709
File: 411 KB, 1024x578, xmas_doom_2_boxart_by_omegalore-d7c5gax.png [View same] [iqdb] [saucenao] [google]
2035709

http://www.liveleak.com/view?i=20c_1395295643

>> No.2035712

http://www.doomworld.com/vb/doom-editing/67518-omegalore-sprite/

>> No.2035713
File: 22 KB, 385x392, general grievous.jpg [View same] [iqdb] [saucenao] [google]
2035713

>>2035706
Necron-shaped

>> No.2035717

Is there a single decent human being outside of /vr/ who likes Doom and can commentate on it more than once?

>> No.2035730

>>2035717

explain

>> No.2035736

>>2035730
Demoralized after reading that people this shit exist.
http://www.doomworld.com/vb/post-hell/67227-ultima-realms-software-is-dead/

>> No.2035737

>>2035717
Romero

>> No.2035746

>>2035736

Ah wait, so Omegalore is one of those kids into terrywads?

explains a lot, quite honestly

>> No.2035750

>>2035746
>Omegalore
>kid

>> No.2035754

>>2035750

you got the point, which is the only thing that matters

>> No.2035759

How difficult is it making new weapons for goldsource engine compared to doom modding

>> No.2035785
File: 387 KB, 399x475, original_nightmare__palace_by_omegalore-d7bkhk0.png [View same] [iqdb] [saucenao] [google]
2035785

http://youtu.be/7LisR4ezJKk

Soon

>> No.2035793

https://www.youtube.com/watch?v=EEU7WfDDHQU

>> No.2035861

https://encyclopediadramatica.se/File:OmegaloreTruth.png

>he has actual tits

>> No.2035865
File: 688 KB, 640x320, now compatible with more maps.webm [View same] [iqdb] [saucenao] [google]
2035865

Boy it sure does suck if you get stuck on a map that requires a hitscan to hit a switch in GMOTA.

LET ME ADDRESS THAT

>> No.2035869

>>2035703

http://www.youtube.com/watch?v=qp0WIucY8Qk

oh christ his autism

I'm a fucking sperglord myself and even I cringe/get embarrassed watching this guy.

>> No.2035879

>>2035036
Yes there is, i've played a few of them myself, only problem is they broke on newer versions of EX.

>> No.2035883

>>2035865
...Why not just have a silent hitscan on the blazter?

>> No.2035885

>>2035865
This shit is seriously mandatory, I can't believe some gameplay mods don't have something that does this.

>> No.2035893

>>2035883

Because it'd look weird and shitty having a projectile thud against a grate and have a switch a ways off get flicked, it'd also look shitty firing the blazter and a switch get flicked while the projectile's still flying.

Basically I'm autistic over stupid details and this is my answer, players getting stuck in situations like this shouldn't happen enough where people go "Man using this item is a pain in the ass."

>>2035885

I'm ashamed that I didn't do this sooner, this has been an idea on the backburner since like, fucking march

>> No.2035895

>>2035865
Seems like something that could just be built into the gun.
Having an inventory item dedicated solely to hitscan trigger switches strikes me as a serious waste.

>> No.2035904

>>2035893
>Because it'd look weird and shitty

The people that would actually care: 000,000

>> No.2035907
File: 50 KB, 646x378, The UAC didn&#039;t train me for this shit.png [View same] [iqdb] [saucenao] [google]
2035907

>>2035904

I care, and I'm the one making this damn thing.

>> No.2035930
File: 448 KB, 500x275, 1316946408540.gif [View same] [iqdb] [saucenao] [google]
2035930

>>2035645
I feel bad for this guy, he's got technical mapping talent but the maps don't play well and he's lonely.

If he was my neighbor or something I'd make friends with him.

>> No.2035931

>>2035907

The people that would actually care: 000,001

>> No.2035939

>>2035931
Personally I only care that there's a way to hit switches properly.

So that's 2.

>> No.2035940

>>2035930
>wanting to be friends with him
What are you? A good person?

>> No.2035941
File: 17 KB, 256x352, 1386108156972.jpg [View same] [iqdb] [saucenao] [google]
2035941

>>2035645

What the fuck

>> No.2035956

>>2035693
Mine are still associated with Skulltag and I haven't played ST or Z& in over a year

>> No.2035970
File: 238 KB, 500x493, 1401588089534.png [View same] [iqdb] [saucenao] [google]
2035970

>>2035940
The thing is I've seen people like that in groups I've been in before and it's hard to make friends with them (because their personalities can be naturally stony) so the least I do is be nice and responsive to them when they talk or do things. So maybe they can't make friends but they at least don't feel like people dislike them.

The downside is if they actually are autistic or something like that you will have to listen to them talk about something for 20 minutes because you're the first person other than their parents they've spoken to.
I think it's because I remember seeing people like this in high school and not really knowing what to do with them, only later realizing they'd probably just want somebody to talk to them without rebuking them for a few minutes. Sometimes people just need a bit of positive affirmation and it does wonders for their confidence and if we all do that with one another sometimes, then we'll all be better off.

Ironically, I'm /pol/ with the best of them.

>> No.2035989
File: 148 KB, 1366x768, Screenshot_Doom_20141029_015944.png [View same] [iqdb] [saucenao] [google]
2035989

>>2035645
https://www.dropbox.com/s/rcjgh7se1bmgpcq/7869.wad

Edgy/10

>> No.2035998

So. I'm still mulling over what usable sub-items I want players to find in GMOTA, I figured I may as well ask you guys and see what you'd like to see.

Here's what I got planned so far:

Hammer (needs some kinda cool name): Short range projectile, goes up, then comes down hard with a thud, blasting monsters upwards, massive damage on direct hits, short range but can be reused if you pick it back up

Chakram: reusable short range ripper boomerangs, on the weak side but stackable, can break if they bounce off walls too many times

Knife: it's a knife, the pointy bit goes into the monster's face.

Holy water (maybe): works like a weaker, stationary version of the torch

the sub items don't necessarily have to be offensive-focused either, so if there's anything particularly cool sounding or fun you'd guys wanna see, let me know.

>> No.2036013

>>2035998

So when are you going to get started on Kuros?

>> No.2036019

>>2036013

after v1.0, I want to add as many new monsters as possible as well, I'm starting to realize I probably won't have all of the monsters by v1.0 seeing as SOMEONE who's name starts with a V and ends with an INCE is still working on my skelly.

>> No.2036024

>>2036019

https://archive.moe/vr/thread/2006529/#2009692

Do those sub-items count as powerups?

>> No.2036027

>>2035998
Would these be inventory items, or items that replace the grappling hook? Either way, I feel that Blaz is kinda overloaded with stuff already. He's got super modes on his basic weapons, tons of subweapons, each of which have super modes, there's the ultra-mega sword mode, the spike ball turret, and you're working on double-up for the subweapons. Oh, and you can throw the sword when it's not in super mode and go punch fists. I feel that all the stuff is cool and all, but at this point maybe you could move on to the other characters you've been talking about implementing?

>> No.2036029

>>2035989
Its asleep.. i-isnt it?

>> No.2036030
File: 132 KB, 261x235, Disgust.png [View same] [iqdb] [saucenao] [google]
2036030

>>2035579
>>2035645

no autism...you are the demons.

>> No.2036032

>>2036024

Yes, they'll be replacing blur spheres and chainsaws, I'll find other ways for them to sneak in too.

>>2036027

Inventory items, and these'll be for everyone. Because blur spheres are shitty and my current chainsaw replacer is hot hot garbage.

>> No.2036038

>>2035998
This is sounding like AEOD and I don't mean that in a good way

>> No.2036045

>>2036032
Oh, if that's the case, then I'd go for more utility over directly attacking. Maybe some Hexen style items? Maybe a summon servant thing? Disk of Repulsion? Stuff like that. Though, again, it'd have some mighty overlap with some of the stuff Blaz has already. I guess maybe some of the other characters would make better/more use of them?

>> No.2036050

>>2036038

I stand by what I've said before, some of the items and pickups you find suck dick, blur spheres are useless, and people used to complain about Blaz lacking power and options. So I fucking addressed that too. I want a few extra items that are worthwhile picking up and using, shit that's preferably not more health and ammo pickups. This is as far as I'll be going with this. Then I'll be continuing to add new monsters and then finally start on Kuros, break the item pickups and rebuild them so they work for extra characters.

>>2036045

I'm not big on summons on myself, they either range from over-powered fun killers because they kill everything for you or worthless AI team mates that just kinda wander around aimlessly.

>> No.2036056

>>2036050
>people used to complain about Blaz lacking power and options
Those people really suck then.

I think Blaz is a powerhouse of a man that can take on just about anything.

I was going to post a video of taking on The Hag's Finger in Sunder with Blaz. He's very capable of doing it

>> No.2036062

>>2036056

To be fair, months and months ago he really did lack options. That's why I've been so been working on this shit so intensely, and I wound up going overkill. But at least a lot of those options are just that, options. The shining knight isn't necessary unless you're doing slaughterWADs, you don't HAVE to fire off turretspheres, you have the option of using nothing but your fists, etc.

I'll be the first one to admit playing as Blaz is now fucking obtuse as hell and I hate it. But I can't really change things now. All I can really do is just keep working on the mod itself and get ready to try my hand again at a new character that's a little more concise.

>> No.2036063

>>2036056
>>2036050
Also by looking through this reply >>2036032 I take back it sounding really bad.

I thought it was going to be more Blaz exclusive content and that was concerning me.

>> No.2036070

>>2036062
>To be fair, months and months ago he really did lack options.
to emphasize this, look at term's playthrough of scythe map30, starting at 5:37

https://www.youtube.com/watch?v=Lr07e7RkEQo#t=337

there is literally nothing blaz can do except run like a bitch nigga

i have no clue how term didn't die

>> No.2036071

>>2036062
To be honest I don't think playing as Blaz is obtuse.
I still go around wrecking shit with his sword and I did Hag's Finger before Shining Knight mode or anything particularly fancy

I just think he's really strong on a basic fundamental level.

To give a comparison I also think Hae Lin is ridiculously strong in Demonsteele and I can't believe people run out of ammo ever when the sword is so strong and perfect.

I think Blaz's sword is about the same deal, but having a good secondary for crowd control or just going straight up Goddess Bracelet/Laser Lance makes everything a piece of cake.

I am so melee oriented in these mods because honestly it feels really strong and dodging shit to wreck monsters is perfect. It's like Ys but in first person

>> No.2036072
File: 7 KB, 184x184, Dead or alive you&#039;re OOK OOK EEK.jpg [View same] [iqdb] [saucenao] [google]
2036072

>mfw I like roofless levels more than roofed ones

Seriously, take off the roof and it's an instant 8+/10 with me. Do I have brain problems

>> No.2036074

>>2036063

>more Blaz exclusive content

Of course not, the man's a fucking swiss army knife pretty much now. I'm steadily working on more universal items and shit for everyone to use

>>2036070

Watching Term play through Scythe with GMOTA was a bit of a cringefest for me because it was a good example of how flawed things were.

>>2036071

>It's like Ys but in first person

That's one of the reasons why I snuck some Ys music into GMOTA

>> No.2036076

>>2036062
I'm not saying Blaz is unfun to play or anything, it's just he's a little top-heavy in options. As for items, hell, lifting stuff from Hexen might be a good idea. Maybe items that can directly buff your armor, or the porkulator? I'd say include the flechete, but I bet you're planning on using some of those effects for your mage potion throwing. Maybe having few, but universally useful items, is better in the long run?

>> No.2036079

>>2036074
Personally I am just worried that a new character comes in and he doesn't get used because Blaz is so well rounded right now and he has so many options.

>> No.2036082

>>2036070
HOW

I can't even beat map 30 with jump and crouch

>> No.2036086

>>2036074
Ys music works really well with fast paced action.
So does Thunder Force.

>> No.2036087

>>2036076

I'll look into more utility items for sure, an armor booster probably wouldn't hurt, though I'm on the fence about an item that morphs monsters into hapless targets.

The throwing hammer and chakram stay though.

>>2036079

Oh don't worry, Kuros will be a little more simple but he's still gonna have subweapons and utility items, on top of powerups that stack onto his standard melee attack, the various options I'm gonna add to his gun, and of course his kick.

Samson I'm gonna go all out on with buffs and shit

>> No.2036101

>>2036082
Patience and a laser lance is all you need.

>> No.2036104

>>2036082
Do you mean Map 30 vanilla or do you mean with GMOTA?

The strategy for both is vastly different.

>> No.2036168

>>2035579
I wish this person didn't exist.

>> No.2036173
File: 17 KB, 325x325, 2spooky.png [View same] [iqdb] [saucenao] [google]
2036173

>> No.2036174

rattle me bones

>> No.2036175
File: 150 KB, 800x800, 1409797572425.jpg [View same] [iqdb] [saucenao] [google]
2036175

>> No.2036179
File: 36 KB, 276x306, tfw25.png [View same] [iqdb] [saucenao] [google]
2036179

>>2036175
>>2036174

>> No.2036183
File: 260 KB, 481x720, Average plutonia map design.jpg [View same] [iqdb] [saucenao] [google]
2036183

>> No.2036191
File: 9 KB, 233x216, 1409541471623.jpg [View same] [iqdb] [saucenao] [google]
2036191

>>2036174
>>2036173
o shit

>> No.2036196
File: 457 KB, 934x464, tfw23.png [View same] [iqdb] [saucenao] [google]
2036196

>>2036183

>> No.2036202
File: 301 KB, 640x480, 1413412300138.gif [View same] [iqdb] [saucenao] [google]
2036202

>>2036196

>> No.2036214

a gameplay mod where every enemy is a skeleton

>> No.2036216
File: 290 KB, 1039x254, tfw22.png [View same] [iqdb] [saucenao] [google]
2036216

>>2036202
P-please!

>> No.2036223
File: 486 KB, 475x347, 43i6324534.gif [View same] [iqdb] [saucenao] [google]
2036223

>>2036214

funny you should mention that. I have something special in mind for GMOTA's nightmare mode.

>>2036216

MORE? OKAY

>> No.2036226

>>2036223
if you are gonna make everything a revenant
then dont do that
just make sprites so evertyhing is a skeleton with different attacks and stuff

>> No.2036228

>>2036226
Skeleton versions of everything would be cool.

>> No.2036235

>>2036216

There is a skeleton inside of you right now

>> No.2036241

>>2036226

Actually no I want to add unique nightmare variants of all monsters (just palette swaps but behaviour wise it's unique)

and constantly spawning skeletons that throw bones and shit, they'd be weak and they don't attack that often, but they'll be on your ass all the time

>> No.2036257
File: 498 KB, 929x528, 1410089601109.png [View same] [iqdb] [saucenao] [google]
2036257

>>2036235

>> No.2036264
File: 53 KB, 208x249, fuck skeletons.jpg [View same] [iqdb] [saucenao] [google]
2036264

>> No.2036265

>>2036264

>tfw I lost the three panel zoom in of this image

Fuck

>> No.2036267

>>2036241
>and constantly spawning skeletons that throw bones and shit

What a coincidence, this is exactly what I was planning for my own mod's secret difficulty mode.

>> No.2036305
File: 16 KB, 609x380, 0d05970e62a983c765a6727ba3f22e33.png [View same] [iqdb] [saucenao] [google]
2036305

>>2035518
>>2035485
>>2035482
I tried messing with global variables, but this shit still doesn't work, everytime the map loads again the health is set back to 100. On death my debug will read 90 max health, when the map reloads it goes back to 100.

>> No.2036341

>>2036305
OPEN scripts are technically executed by the map itself, so TID 0 is not going to work. Try using ENTER instead of OPEN.

Also you could shorten the script by removing that empty if block, and adding an ! in front of the CheckActorProperty in the condition instead. Exclamation marks stand for "NOT" logic.

if( !CheckActorProperty(0, APROP_SpawnHealth, 10) ) //If Spawnhealth is NOT 10
{
dhp = dhp-10; //There is a shorter way to do this... dhp -= 10;?
globalhp = dhp;
SetActorProperty(0, APROP_SpawnHealth, globalhp);
}

>> No.2036350
File: 2.03 MB, 640x320, here catch.webm [View same] [iqdb] [saucenao] [google]
2036350

They're like grenades, only cooler

>> No.2036361

>>2036350
Cool! Needs a shockwave effect or something though.

>> No.2036364
File: 521 KB, 1024x768, Screenshot_Doom_20141029_143803.png [View same] [iqdb] [saucenao] [google]
2036364

Finally, Mr.Pencil released some kind of test version of F.E.A.R. mod.
Here's link: http://rghost.ru/58774110

>> No.2036387
File: 1.01 MB, 760x2176, aaaaaaa.jpg [View same] [iqdb] [saucenao] [google]
2036387

>>2036265

found it

>> No.2036391

>>2036350
I like this.

>>2036364
It stutters a lot when the weapons animate(Which I'm assuming is because of image size and frame count) but over all the weapons themselves seem fine.

The shotgun needs a muzzle flash though.

>> No.2036395

>>2036350
Looks neat. How are you planning on implementing the items? Will they be drops from chests, from monsters, or are you planning for them to replace stuff that's already in the game, like berserk packs and blur spheres?

>> No.2036398

>>2036391
Also the grenades have no explosion radius or a very tiny one.

>> No.2036410

>>2036391
>>2036398
Shotgun has no muzzle flash in game(or idk).
And i still didn't fixed grenades... i will fix this all in next version, i think.

>> No.2036414

>>2036410
I believe it had a muzzle flash, but even if it didn't it might help to put at least a small one there to give the shotgun a better feeling of animation in Doom.

I actually do think the three weapons in the test version feel fine, but it's just something that catches my eye.

>> No.2036419

>>2036391
Btw, in multiplayer, there's no lags bcz of sprites, and in singleplayer lags will stop after some time(at least, on gzdoom).

>> No.2036432

>>2034029
>>2034013
Ive made a 720p 35fps weapon rip from FEAR a while ago -you can find it on second page of Resources forum on zDoom site. I'd be happy if it would help someone. Its purely a resource though. Maybe the person you're talking about wil benefit from it if you ley him know about it.

>> No.2036440

>>2033983
>Not 2hu-cacodemon in TF2
>;_;

>> No.2036445

>>2036432
Wait, are you Sinael?

>> No.2036446

>>2036395

Probably gonna replace chainsaws, blur spheres, and berserk packs with these, also maybe have golden boners drop them

>> No.2036517
File: 1.54 MB, 640x320, making waves.webm [View same] [iqdb] [saucenao] [google]
2036517

>>2036361

a shockwave effect huh? You mean like this?

based elemental gems mod is quickly becoming a good source for shit

>> No.2036631

Does anyone else like to imagine what it would be like if all your blood cells suddenly turned into small cacodemons? Imagine trillions of tiny cacodemons eating you alive from the inside out. That would be so rad.

>> No.2036639

>>2036517
Looks pretty good, but I feel like the shockwave disappears too quickly, maybe use A_FadeOut?

>elemental gems mod
What's that?

>> No.2036646

>>2036639

It's a usable items mod on Realm667, adds a bunch of throwable gems that cause all kinds of crazy ass effects, I'm probably going to be using them as a basis for a few potions Samson'll throw out later on

and I'll make the shockwave effects fade out slower

>> No.2036648

>>2036445
Yes.

>> No.2036667

>>2036648
Well, thank you, i will use your sprites, if you don't mind ^^

>> No.2036765
File: 200 KB, 1366x768, Screenshot_Doom_MWDoom.png [View same] [iqdb] [saucenao] [google]
2036765

>> No.2036793

>>2036667
Of course I don't mind. Thats why I made them.
I also suggest you to downscale the sprites to 480 or 360p - otherwise the 35fps animations will stutter on low-end machines.

The best way to do so would be use of ImageMagick's Convert feature sort of like this:

for %f in <input folder>*.png do convert.exe %f -filter lanczossharp -resize 50x50% -mattecolor #000000 -channel alpha -threshold 89.4% <output folder>%~nf.png

The -threshold 89.4% offers best result in trimming the transparent edge that occures after Lanczos resizing - it results in a resized PNG with interpolated, but still sharp features inside the sprite, and a sharp edge that follows exact contours of the original sprite.

You also might want to read this: http://www.doomworld.com/vb/post/1297426

The technique described there will allow you to completely automatize creation of TEXTURES lump you'll need to make non-native res sprites work well with (G)ZDoom

Cheers.

>> No.2036801
File: 275 KB, 1366x768, Screenshot_Doom_20141029_132127.png [View same] [iqdb] [saucenao] [google]
2036801

>>2036765

>> No.2036812

>>2036793
Uhh, okay. Need to rewrite TEXTURES lump again...

>> No.2036841
File: 245 KB, 1280x720, Screenshot_Doom_20141029_130001.png [View same] [iqdb] [saucenao] [google]
2036841

Hey, guys, got a little piece of history for you.

In 1996, Otakon released a Doom wad as sort of a playable promotion for their event--play as Priss from Bubblegum Crisis and fight off possessed nerds. Strikes me as kind of counterintuitive to be killing off your attendants, but whatever.
It's got a whole bunch of custom graphics, though since it's 1996 the quality is obviously kind of scrappy. The map is mostly a recreation of the Otakon layout at the time, though with like half the texturing and some creative interpretation of concepts like "scale" and "proportion".

The original wad is actually kind of broken, since it was made in only a few weeks. The Dehacked was a mess and there were numerous lumps in the wrong place, reading sounds as sprites and vice-versa, which is fine for ye olde vanillae Doome but causes modern source ports to shit themselves.
This is an edited version that fixes up the Dehacked and puts all the lumps in the right places, so it should run fine with everything.

Enjoy, lads.

>> No.2036846

>>2036841
https://www.dropbox.com/s/p02hnn54lomjv4b/otakon.wad

MIGHT HELP IF I POSTED THE WAD AS WELL

>> No.2036886
File: 177 KB, 1366x768, Screenshot_Doom_20141029_133401.png [View same] [iqdb] [saucenao] [google]
2036886

>>2036841
>>2036846
A mod where I get to hose down tons of weeaboos? I know exactly what I'm playing this with.

>> No.2036892

Could someone post the saint patron of shotguns? My old PC got busted and I need to rebuild my doom folder.

>> No.2036897
File: 415 KB, 1366x768, Screenshot_Doom_20141029_133714.png [View same] [iqdb] [saucenao] [google]
2036897

>>2036886
This is pretty much just as satisfying as I thought it'd be.

>> No.2036921
File: 96 KB, 475x582, BENELLUS, THE GOD OF SHOTGUNS.jpg [View same] [iqdb] [saucenao] [google]
2036921

>>2036892

>> No.2036942

Holy shit reading other people's code makes my brain melt. How the fuck do I understand Guncaster's Mouse code

>> No.2036957
File: 96 KB, 285x487, msl4d9N2SY1qz4rgp.png [View same] [iqdb] [saucenao] [google]
2036957

>>2036942

Could be worse.
You could be going through Brutal Doom's code!

>> No.2036959

>>2036841
The Shotguns are pretty cool.
I don't know why, But i really like them.

>> No.2036961

>>2036957
is on scale 0-10, how much spaghetti code is it?

>> No.2036964

>>2036957
this is just as bad. no comments, double-spaced lines, poor indentation, nondescript variables. Over 1500 lines of code.

ughj.

>> No.2036971
File: 24 KB, 1023x387, ss+(2014-10-29+at+02.28.53).png [View same] [iqdb] [saucenao] [google]
2036971

>>2036961

It's pretty bad.

>> No.2036995
File: 1.40 MB, 532x372, 1346203110987.gif [View same] [iqdb] [saucenao] [google]
2036995

>>2036971

>> No.2037015
File: 36 KB, 522x398, 10632644_770326153038879_2796737733794288949_n.jpg [View same] [iqdb] [saucenao] [google]
2037015

>>2036971
Holy mother of god... This is by far the worst looking code I've ever seen in my entire life.

>> No.2037020
File: 170 KB, 1204x1440, sin.jpg [View same] [iqdb] [saucenao] [google]
2037020

Are there any fans of SiN?

>> No.2037030

>>2037020
Have you ever seen the anime movie adaptation of Sin? it's pretty hilarious.

>> No.2037043

>>2037030
I heard they killed JC and replaced him with his geeky sister that was never mentioned in the game. Also Blade is made into a robocop.

>> No.2037054

>>2037043
I forget about Blade being robocop (robot arm maybe?) - I do remember JC dying within like the first 8 minutes though.

>> No.2037056

>>2037030
Bullshit. Where's my movie version of Pac-Man?

>> No.2037084
File: 75 KB, 256x256, zandronum_1350839696_256430.png [View same] [iqdb] [saucenao] [google]
2037084

We're all familiar with the jokes passed around how each Zandronum version will be the next Duke Nukem: Forever. I'd like to bust up a few myths though: What would you say if Zandronum 2.0 has been done for a few months? What if the only reason it's not out is because almost no one tests it? Sadly that is the truth. Torr has fully backported Zan 2.0 (so we're at ZDoom 2.5.0 or 2.5.1, I forget which). Why isn't it out? We need testing. Nothing more, nothing less.

Developing and releasing buggy software is something we only do when we have no choice. Zandronum 1.3 was sort of like this. We basically had no testing team helping us, and had to do a blind release and just hoped that nothing went wrong. Luckily, everything is great thus far, but we can't be that lucky all the time -- especially with 2.0 due to how many things have been upgraded. Some of you may be asking 'why don't the devs test it?', which we do. We test every release before releasing it. We cannot however test with multiple people and test over every single wad known to mankind since we don't have enough knowledge about the popular mods or what people play to do so.

Furthermore, some of the items getting into 2.0 are massive. You guys are used to seeing us increment slowly and add major features one at a time. This new version though is going to quite a new level. We have 1 ridiculously massive upgrade (ZDoom 2.5.x), and some awesome upgrades to the engine that needs major testing. Remember that you won't be seeing some new epic interface, the core of the game is stable and will remain so, it's the new features, tweaks, and bug fixes that there is so much of (ranging from minor to major).

Therefore, due to the massive size of this upgrade, it is not getting released until we get people testing it, unless it goes on for a year or more and we have no choice.

http://zandronum.com/forum/showthread.php?tid=5380
http://zandronum.com/forum/showthread.php?tid=5379

If you're interested in testing, come on!

>> No.2037086

>>2037084
Well shit /vr/oomers, looks like we need to do our part.

>> No.2037087

>>2037020
yes yes very yes much yes.
>>2037030
Weird as I found JC's death I found the anime pretty kickass. Sweet adaption.

>> No.2037092 [DELETED] 

>>2037084
>viral marketing
Fuck off ijon

>> No.2037096
File: 538 KB, 320x240, 1400131915536.gif [View same] [iqdb] [saucenao] [google]
2037096

>>2034185
I just discovered the mutators and holy shit I actually like Brutal Doom now.
Freelook + no crosshair + no releoad mutator makes it feel like Quake or some shit, fucking awesome.

>> No.2037113

>>2037087
It's actually pretty terrible - entertaining though for sure.

>> No.2037121

>>2037084
>>2037084
>Therefore, due to the massive size of this upgrade, it is not getting released until we get people testing it, unless it goes on for a year or more and we have no choice.

dayum

>the state of Zandro's shamers

>> No.2037128 [DELETED] 

>>2037084
Its official:
ZDoom > ZDaemon > Zandronum >>>>>>>>>> Odamex

>> No.2037136 [DELETED] 

>>2037128
>ZDaemon > Zandronum
>closed > open

does not compute

>> No.2037138

>>2037084
i want this freaking thing to come out, i've been waiting over a fucking year for it. i want people to make new gamemodes that use the new features implemented in 2.0, i'm so sick of always playing jumpmaze, GvH, zombie horde and all out war.

>> No.2037142 [DELETED] 

>>2037136
Áre you another freetard?

>> No.2037143 [DELETED] 
File: 58 KB, 432x513, ayy lmaoo.jpg [View same] [iqdb] [saucenao] [google]
2037143

>>2037128
>ZDaemon

>> No.2037149 [DELETED] 

>>2037142

Carmack did The Right Thing with Doom, why wouldn't anyone do the same with fucking SOURCE ports?

>> No.2037157 [DELETED] 

>>2037149
>I dont trust third party shit, it my donutsteel my data or spy on me, knowing what kind of porn I just watched! ;_;
kill yourself, ijon

>> No.2037165 [DELETED] 

>>2037157
Looks like this one slipped out of the van.

>> No.2037168 [DELETED] 

>>2037157

lol, not even ijon, nutface

>> No.2037170

>>2037113
Even as a SiN fanatic I found it cool so.. Huh.

>> No.2037171 [DELETED] 

>>2037157
>insulting ijon
Yep, it's IMX / Donald

>> No.2037173 [DELETED] 

>>2037171
You're no better than the person you're replying to which might as well be you just arguing with yourself

>> No.2037178 [DELETED] 

Remember:
Report and ignore.

>> No.2037182 [DELETED] 

HAHAHAHAHAAHAHAHAHAHAHAHAH KILL YOURSELF IMX HAHAHAHAHAAHAHAHAHAHAHAHSAHAHAHAHAHAHAHAHAHBAAHHAAHaHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAH

>> No.2037194

>>2037084
>one year
this sucks

>> No.2037201

>>2037194
>it is not getting released until we get people testing it

>> No.2037216

>>2037084
Is that Watermelon or someone copypasting his posts?

>> No.2037221

>>2037201
i can see how z& developers are in a bind here. no-one wants to use a version of their engine that isn't compatible with the big server farms.

>> No.2037226 [DELETED] 

>Zandroshills looking for new testers to test for vulnaribilities by attacking / cracking the players
Dont fall for it

>> No.2037228 [DELETED] 

>>2037226
nigga how can you be this stupid

>> No.2037231 [DELETED] 

>>2037228
DON'T GIVE HIM ATTENTION.

>> No.2037235 [DELETED] 

>>2037231
Nobody's ever gonna listen to that advice, so.. :v

>> No.2037246
File: 1.10 MB, 768x432, catridge tilt.webm [View same] [iqdb] [saucenao] [google]
2037246

Making a mouse UI is suffering.

>> No.2037248

>>2033984
- Swift Death, a megawad of difficult speedmaps: http://www.doomworld.com/vb/post/1316750

- Thy flesh turned into a draft-excluder, beta release: http://www.doomworld.com/vb/post/1196795

- could be nice to add a note about >>2037084

>>2035185
ah, thanks. at the time that note went into the news post, you had been reposting your notice in each thread. i assumed that would continue.

>> No.2037251

>>2037246
Speaking of cartridge tilting, I once got a game to display upside down by doing that.

>> No.2037256

>>2037096
While I agree with what you're saying...

People seriously have been hating on it for this long without knowing about these?

Although noreloads/norecoil makes some guns wildly, wildly overpowered

>> No.2037259

>>2037020
Loved the game, despite them making my career into a mysterious villain/biomagician.

Although even though I'm a guy I wish I had Elexis' tits, dude. I'd just stand in front of the mirror all day.

>> No.2037270

>>2037246
How are you trying to set the cursor's coords?

>> No.2037276

Okay I slept on it and I think I got 5 sub items that I'll start with in GMOTA:

The throwing hammers
The chakrams
Armor boost (gives 25 armor on demand)
Porta-chest (drop a mini chest that expands into a subweapon chest)
Porta-cube (same thing but with spell cubes)

>> No.2037280

>>2037270
GetPlayerInput's INPUT_YAW and INPUT_PITCH, added or subtracted to the base values of 320.0 & 240.0. then bit-shifting the result to make it workable in HUDMessage Honestly I have no clue - a minute ago I had it working to an extent.

>> No.2037297

>>2037280
that sounds like there is a real need for the engine to have a GetMousePosition API or some such.

>> No.2037305

>>2037280
Are you shifting with << 16? I did that in my mod and it worked for me.
Also, I hope you're trying to either add OR subtract, and not do both for one axis.

>> No.2037328

>>2037305
Quite frankly I have no idea what I'm doing. I've changed it so many times I'm practically throwing it at a wall to see what sticks.

>> No.2037332

>>2037256
I do feel kind of silly discovering the mutators only just now.

>> No.2037334

>>2037328
Can you please post the code and the necessary sprites? I want to test and fix it

>> No.2037338
File: 1.19 MB, 768x432, well... it&#039;s something.webm [View same] [iqdb] [saucenao] [google]
2037338

>>2037334
http://pastebin.com/uvZXuL2s

this is my current code. slam it into your nearest ACC compiler.

>> No.2037340

>>2037338
And for the record, I know why it jitters. I'm using SetHudSize which means any decimal point means its going to try to align to the center, left or right edge - all I want to do is round my value so it always ends in a .0

what do?

>> No.2037350

>>2037328
there is a name for that. it's called "shotgun debugging"

>> No.2037363

>>2035323
that is dd_waste.wad and it is indeed excellent

>> No.2037367

>>2037340
Here's the way I did it.

>grab player input, multiply by 4 to make the mouse more sensitive, store in 2 ints.
int yaw = GetPlayerInput(-1, INPUT_YAW)*4;
int pitch = GetPlayerInput(-1, INPUT_PITCH)*4;

>create ints for the actual XY coordinates which I'll use for the cursor.
int mousx; int mousy;
mousx -= yaw;
mousy -= pitch;

>set hud size and cursor icon
SetHudSize(640, 480, 1);
SetFont("arrow2");

>print cursor at Mouse X divided by HUD's X size, and at Mouse Y divided by HUD's Y size. Shift them both by 16.
HudMessage(s:"a" ; HUDMSG_PLAIN, 1, CR_GREEN, mousx/640 << 16, mousy/480 << 16, 1);

Seems to work OK for me. My only problem is that it defines the center as the icon's center instead of the top left, but I don't know how I could fix that.

>> No.2037368

NasheeDoom when?

>> No.2037383

>>2037367
>Seems to work OK for me. My only problem is that it defines the center as the icon's center instead of the top left, but I don't know how I could fix that.
My only answer would be to make cursor graphic point to the center of the actual image like pic related.

>> No.2037385
File: 190 B, 33x33, cursor.png [View same] [iqdb] [saucenao] [google]
2037385

>>2037383
hurf durf i'm retarted

>> No.2037386
File: 19 KB, 683x481, 2.png [View same] [iqdb] [saucenao] [google]
2037386

>>2036341
This shit is starting to piss me the fuck off, I don't get why the fuck it sitll resets the global variable.

>> No.2037396
File: 43 KB, 400x458, Disconnect me. I can be reworked, but I&#039;ll never be top of the line again. I&#039;d rather be nothing..jpg [View same] [iqdb] [saucenao] [google]
2037396

>>2035579
Jesus Christ it's like those Minecraft let's plays my eleven-year-old brother watches.

It's like his voice is permanently stuck on caps lock.

>> No.2037413

>>2036072
I feel the same way. Maybe I've gotten tired of all the cramped claustrophobic maps.

>> No.2037426

>>2037385
Do you have IRC? I have some suggestions

>> No.2037431
File: 57 KB, 362x278, 1414198911179.png [View same] [iqdb] [saucenao] [google]
2037431

I love brutal doom and I'm not longer ashamed of it.

>> No.2037435

>>2037431
Yeah, it's fun. Autists only sperg out when you have the retarded notion that this is how Doom should had been.
And I preferred the old Danny Glover "Go fuck yourself" over the new shitty one.

>> No.2037456

>>2037435
I agree on the GFYS thing, new one sounds weak.

And I think *some* parts of it are how Doom should've been in a perfect world, but most of what I'm talking about wasn't possible or practical at the time, so, meh.

And they sperg out a lot easier than that, at one point mentioning the mod would cause a shitstorm in here and lead to dozens of deleted posts. Glad we've moved on from that.

>> No.2037467

>>2037456
>at one point mentioning the mod would cause a shitstorm in here
That still happens if you make a Doom thread on /v/. Actually kind of funny.

>> No.2037472

>>2037426
Yeah I'm in the vr channel right now

>> No.2037473

>>2037472
not really a response to you per se, but relevant to you, do you have a dump of the cool webm's you've made of your mod?

>> No.2037479

>>2037473
I could make up a pastebin of all my .webms i've posted so far.

>> No.2037482

>>2037479
No hurry, but a few of them are purty damn cool.

>> No.2037485

>>2037482
I could post 'em in the thread. which ones did you have in mind?

>> No.2037490
File: 52 KB, 1074x280, BasedModsEtc.png [View same] [iqdb] [saucenao] [google]
2037490

>>2037431

Why would you be ashamed of liking something?
It's just a mod. Like what you like, hate what you hate, in the end it's all opinons. I don't like it, but nobody should care about that.

The only problem is the shitposting.

>> No.2037545

>>2037386
try adding .0 to every number
so like 100.0 and 10.0

>> No.2037551

>>2037545
>>2037386
also instead of the check you're using I'd use
if(GetActorProperty (0, APROP_SpawnHealth) <= 10.0)

>> No.2037553

>>2037386
What do you mean by "reset"? On map entry?
Because obviously globalhp gets reset once you enter a map.
Please describe what you're trying to do

>> No.2037567

>>2037386
also after looking at your code again after what >>2037553 said, he's right and the way you have it set up that first script will put your global variable to 100 every time you enter a map

>> No.2037570

>>2037435
Yeah I only have a problem with it when people who haven't played DooM before cannot play vanilla because they tried BD and liked it too much.
It's kind of upsetting but whatever gets the modern crowd into DooM I guess, I just hope they bother to explore the mods other than BD.

>> No.2037571
File: 715 KB, 250x196, 1413412220179.gif [View same] [iqdb] [saucenao] [google]
2037571

>>2037545
>>2037553
Do you even ACS, bruh?
Your suggestion would break his code even more. NONE of those functions use fixed point values, they all use integers.

FYI, 1.0 in integer form equals 65536.

>> No.2037581

>>2037571
I never suggested it you dumb nigger.
Read my posta gain

>> No.2037589

>>2037571
I just skimmed it, shoot me.
Also yes I do ACS.

>> No.2037590

>>2037581
so saying "try adding .0 to every number" and telling him what you'd use is not a suggestion? And all of a sudden I'm the dumb nigger?
whoa dude such edge

>> No.2037592

>>2037590
I'm >>2037589
he's >>2037581 >>2037553
we're two different people
>And all of a sudden I'm the dumb nigger?
I guess so

>> No.2037604
File: 32 KB, 252x159, idungoofd.png [View same] [iqdb] [saucenao] [google]
2037604

>>2037592
well guess what, I am. I meant to respond to >>2037545 and >>2037551
i honestly dont know how this happened but I deeply apologize
forgive this dumb nigger ._.

>> No.2037616

>>2037604

Go sit in the corner and think about what you've done

>> No.2037634

>>2037386
I'm the idiot at >>2037545
this should work:

global int 1:globalhp;

int globalhpinit;

script "sethealth" enter
{
globalhpinit = 100 - (globalhp * 10)
if (globalhpinit <= 10)
{
SetActorProperty(0,APROP_SpawnHealth,10)
}
else
{
SetActorProperty(0,APROP_SpawnHealth,globalhpinit)
}
}

script "dead" death
{
globalhp +=
}

>didn't test any of it lol

>> No.2037654
File: 14 KB, 581x399, 913b444100e74dd32624e6ed41b7c659.png [View same] [iqdb] [saucenao] [google]
2037654

>>2037553
I'm trying to make it so basically when the player dies, they lose 10 max hp and it should carry over to any other map.

Only finding an item will restore them back to 100 max hp.

If they keep dying they'll eventually hit 10 max hp, which then it stops giving them death penalties.

>> No.2037656
File: 2.95 MB, 768x432, wizards and shit, ZAP MOTHAFUCKA.webm [View same] [iqdb] [saucenao] [google]
2037656

zap mothafucka

>> No.2037663

>>2037656
That's some beautiful stuff.

I'm not a fan of Grimrock's spellcasting, but the fact that you've done this is exciting.

>> No.2037671

I just got Doom 64, what am I in for? Never played a Doom game before

>> No.2037683

>>2037671
Well, then it'll come off as archaic, give it a few hours before you dismiss it, it's a really good game but there *will* be shit that pisses you off.

>> No.2037691
File: 1.26 MB, 768x432, mouse and shit.webm [View same] [iqdb] [saucenao] [google]
2037691

>>2037656
Mouse code working fine thanks to a helpful anon!

>> No.2037694

Some one repost the infographic for >>2037671
cus I feel he should play the pc version of doom at least.

>> No.2037697

>>2037691
Neat

>> No.2037702

>Ultimate Doom 64 guy said he was aiming for a Halloween release
>mfw 2 days away

>> No.2037705

>>2037691
This looks great, how did you solve the problem?

>> No.2037710
File: 264 KB, 1366x768, Screenshot_Doom_MWDoomE1.png [View same] [iqdb] [saucenao] [google]
2037710

>> No.2037713

Hey Hexen Combat Guy, I've been thinking about your ''Choose your God and get cool equipment'' thing. Wanna hear it?

Warning, it very well might not be good, but I still want to make suggestion.

>> No.2037714

>>2037705
An anon helped me re-write the code, they're actually helping me implement the GUI code too, so expect clicky boxes in soon.

>>2037713
Go ahead, I'm all ears for any suggestions.

>> No.2037715

>>2037654
went ahead and tested >>2037634, lol forgot semicolons and a 1 after +=

This works:

global int 1:globalhp;

int globalhpinit;

script "sethealth" enter
{
globalhpinit = 100 - (globalhp * 10);
if (globalhpinit < 10)
{
SetActorProperty(0, APROP_SpawnHealth, 10);
SetActorProperty(0, APROP_Health, 10);
}
else
{
SetActorProperty(0, APROP_SpawnHealth, globalhpinit);
SetActorProperty(0, APROP_Health, globalhpinit);
}
}

script "dead" death
{
globalhp += 1;
}


HOWEVER only with pistol_start_options.wad. The issue is that global variables don't carry over because when zdoom reloads a save or pistol starts you (if you have autosave off and no saves) starts a new game.

>> No.2037717

>>2037715
>when zdoom reloads a save or pistol starts you (if you have autosave off and no saves) starts a new game.

Or rather, when zdoom reloads a save it reloads you before the death took place, and when it pistol starts you (if you have autosave off and no saves) it starts a new game.

>> No.2037718

>>2037710
What is this wad?

>> No.2037741

>>2037718
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/m-o/mwdoome1.zip

>> No.2037742
File: 815 KB, 500x360, my planet didn&#039;t need me after all.gif [View same] [iqdb] [saucenao] [google]
2037742

>>2037714
Alright, let's try this. Also, I haven't found names for them, but you could take the names from D&D or something.

So I got the idea of gods coming in pairs, with one Greater god, to fit in your 9 cases grid.


The God of the Sun could give you access to a sword/spear (dunno if you got sprites for a spear, just thinking it could be neat), Light and Fire related magic.

The Goddess of the Moon gives you a sword/mace (couldn't decide), Darkness and Water related magic.

The Goddess of Fire gives you an axe and Fire and Status magic. (as in, affecting the status of enemies, effectively nerfing them)

The God of Water gives you a sword, Water and Buff spells. (His buffs would be mainly strength and speed enhancement)

The God of War/Death (haven't decided) gives you a mace, Status and Buff magic. (His would be the best in these categories, maybe)

The God of Peace/Life (same here) grants you a mace, Protect and Heal magic. (Protect magic are kinda the same as Buff, but much more defensive(duh))

The Goddess of Magic gives you a staff and access to Magic-missile kind of spells (so neutral) and Darkness magic.

The God of Nature gives you a staff too, Neutral magic like above and Light spells.

Now, the greater god is a bit of trouble, haven't decided between these two ideas;

The God of the Earth, access to a staff, Healing, Fire and Water magic.

OR

The Greater God, giving you access to a sword, Light and Dark spells, along with the unique category Almighty. These could be something like a BFG of some sorts, I guess.


>This is what happens when I have too much free time
>Inb4 tl;dr

>> No.2037747

>>2037742
I don't know what you have in mind for the penalties for switching, so I haven't writen them.

>> No.2037760

>>2037747
>>2037742

Hm. It's a good idea, I think - but it sounds a lot. Though if I were to go down this route I'd probably cut down on the Gods, compact them in a way. Maybe to change them you have to find an Altar, with a certain item to place on it to align yourself, a token perhaps. God could be paired in a way that they balance/oppose, so rival gods. Say if you switchfrom God A to God B would incur the wrath of God A in some way, perhaps more enemies or events in the style of God A (for example God A could be the god of Death and therefore his wrath could be an increase of undead creatures for a set period of time.

>> No.2037768

>>2037760
Actually, perhaps spiritual alignment could be a factor for all classes, like a covenant. They provide you with buffs and special items for completing certain objectives within dungeons or hubs.

>> No.2037779
File: 135 KB, 510x546, 1408057977207.png [View same] [iqdb] [saucenao] [google]
2037779

>>2037741
>he links it
>no sass, no bullshit, no ">spoonfeeding"

I love you please stay.

>> No.2037790

>>2037760
>>2037768

That could work too. So you join the Covenant of Fire, you get all the buff of the Fire God, but in doing so, Water God is pissed at you so he makes you life shit. Sounds about it?

But I think doing the switching on altar makes it too similar to alchemy, no? Of course, changing it anywhere is not exactly better. But maybe you could stack the penalties/curses or make them stay longer? Like, you switch from Fire to Life, now both Water and Death would like to have a word with you. How does it sounds?

>> No.2037812

>>2037691
hot damn!

>> No.2037823

>>2037691
>>2037714
Great! Now implement the System Shock control scheme:
- RMB in the world view to shoot
- Double-click LMB in the world view to push switches, pick up objects, etc.
- LMB in the ammo panel to unload/reload
- Automap panel
- Audio log panel
- Minigame panel
- Etc.

>> No.2037836
File: 113 KB, 262x313, 1413444002163.png [View same] [iqdb] [saucenao] [google]
2037836

>>2036971
>>2036995
>>2037015
>know absolutely fuckall about code
>this looks completely normal to me

>> No.2037837

>>2037823
>Now implement the System Shock control scheme:

Hah hah hah hah no.

>> No.2037848

>>2037836
its not about code, its about how poorly organized it is

>> No.2037856

>>2037836
I'm an experienced programmer, but new to scripting Doom. To me it mostly looks badly formatted, which makes it harder to read, but I've seen worse (and had to fix bugs in it without having permission to change the formatting). I don't really feel like cracking open Brutal Doom to look at the source, so I don't know if there are parts where it's brittle, inefficient, prone to race conditions, or any of the other Actual Bad Problems you can have in code. Maybe I'll take a look on Sunday or so.

>> No.2037858
File: 253 KB, 1920x1080, Screenshot_Doom_20141030_033000.png [View same] [iqdb] [saucenao] [google]
2037858

As a graphic designer (who is very picky about sound and visual aesthetic quality and has a hardon for somehow elitist modding places like Realm667) I consider BTSX 1&2 combined with Accesories to Murder as some of the finest pieces of computer entertainment in recent years.

You gotta check Back to Saturn X map pack for yourself if you haven't already, but here are some positive first-impression thoughts about AtM weapons/HUD mod:
AtM contains very well crafted graphical assets, sound effects always keep you on the edge of the seat and the set of well balanced, not-overpowered weapons makes game-play feel like DOOM merged with HL2 and Postal II. Voxel models are a neat touch. Author has managed to make Lost Souls sound all fucking creepy when they're nearby and Cacodemons slowly deflate when ded, that's nice. The whole aesthetic pleasantly merges with somehow colorful levels of BTSX series, it doesn't feel out of place at all, almost as if these two mods were made by the same author (they aren't, I checked).

>> No.2037861
File: 602 KB, 1920x1080, Screenshot_Doom_20141030_032736.png [View same] [iqdb] [saucenao] [google]
2037861

>>2037858

>> No.2037863

>>2037856
I have been begging for someone who actually knows what the fuck they're doing to do this to brutal and a few other good-but-spaghettilicious mods for fucking forever.

if you do this successfully you're a saint.

>> No.2037878

>>2037863
Sure, but no promises. In case it's not clear: I've never worked on a mod, and certainly never written a line of ACS/DECORATE/whathaveyou. So don't get your hopes up. I might not find anything interesting or worth trying to fix.

>> No.2037898

>>2037779

I think more people need to do this kinda shit.

>> No.2037929

>>2037898
I agree fully.

>>2037878
As an interested non-coder non-ACS/Deco coder, I'll do what I can to help (serious).

A LOT of mods have spaghetti code, and a lot of older mods have what was proper at the time and is not correct/sub-optimal now, and I'd really like to see a community effort to drag some of the orphaned mods back into usability.

I'm probably dreaming a little here, but it would be fantastic if we could organize such a thing.

>> No.2037954

quick question: if I am working with GZdoom, do I still have to abide 8 letter naming rule?

>> No.2037972

>>2037954

Yes.

>> No.2037974

>>2037954
It's not a question of which engine but which format.

For wads, yes, for pk3s, no, and that no applies to zdoom as well. Sprites always have to be 4 letters-frame-rotation format regardless.

>> No.2037979

>>2037974
yeah I am using pk3
so sprites cant be longer than 4 letters? well that sucks

what about flats and normal textures?

>> No.2037986

>>2037979
they can be however you want them

>> No.2037990
File: 238 KB, 640x480, MY EEEEEEEEEYYYYYYYYEEEEEEESSSSSSSSSS.png [View same] [iqdb] [saucenao] [google]
2037990

>you will never know what it's like to be a kid in 1993 playing Doom for the first time and being amazed at that first staircase

>> No.2037993

>>2037671

This guy here, I just finished the first area and this game is awesome

>> No.2037998

>>2037671
>>2037993
Wait, you aren't playing Doom 64 before ever playing Doom, are you?

Not that that's a bad thing. It's just... strange.

>> No.2038063

>>2037998

I don't have a working PC right now and I was always a console gamer growing up so Doom was never a big franchise to me. I heard Doom 64 was a good game and it only cost me 10 bucks so I figured I'd try it out.

Is it normal for this game to make your eyes hurt

>> No.2038082

>>2037998
>Wait, you aren't playing Doom 64 before ever playing Doom, are you?
I did exactly that as a child.

It was terrifying.

>> No.2038085

>>2037656
Hmm, i feel like freezing the time to make a spell is a bit unfair for the game, you should add a secondary stamina bar that is a timer to make a spell, but its just a small suggestion so eh...

>> No.2038176
File: 679 KB, 499x275, cornered by revenants.gif [View same] [iqdb] [saucenao] [google]
2038176

Has anybody played through 3 Heures d'Agonie II yet? I'm completely at a loss as to how to access the secret behind the starting teleport-base thing on map 16.

>> No.2038231

ZDoom Pistol Start Options has received an update. No new features, but support has been updated for DoomRL Arsenal to bring it up to DRLA Beta 7.94. It is now up to date with the current version of all mods listed as supported. There's also been some restructuring of acs and removal of redundant code to lower the amount of acs used drastically, but this part won't affect the player.

http://www.mediafire.com/download/q8ia32e6o4g9sn7/pistol_start_options.wad

>> No.2038281

Accessories To Murder runs extremely poor on my notebook, around 9 fps in an idle situation (startpoint of Doom 2)

Brutal Doom runs fairly well - 40-60 fps average, 90 on Doom 2 startppint.

What gives? How come AtM wastes so much more power than an fx-ridden pile that is BD? How can i fix that?

>> No.2038290

>>2037654
>>2037386
>>2036305
>>2035507
https://drive.google.com/file/d/0BxbbtKR5bll_VkowVXVHWnQ0eEk/view?usp=sharing

>> No.2038293

>>2038281
Is your GZDoom updated or something?

By all means Brutal Doom is the one that should be lagging if there was any issues, since BD has considerably more special effects compared to AtM's almost zero

>> No.2038301

>>2038293
Latest svn.

Thats why im asking what couldve been the cause. Same crap on my droidphone with Doom Touch - BD - 45 fps, AtM - 6-7 fps =/

>> No.2038303

>>2038301
>Latest SVN
Found the problem.

It's got some weird issues with some mods and sometimes even with just vanilla. Try 1.9

>> No.2038310

>>2038290
I'm not the person you posted this for but
>DUMMY
is a little uncalled for, even if the person is new to doom modding

>> No.2038316

>>2038303
Doom Touch is based on 1.8.5 and still has same issue. Must be something else.

>> No.2038318
File: 219 KB, 800x600, Screenshot_Doom_20141007_144051.png [View same] [iqdb] [saucenao] [google]
2038318

>>2037861
>>2037858
Fully agree!
(though I played with NC_Hud instead of the helmet thing)

I can't wait for Episode 3!

>> No.2038349
File: 78 KB, 644x482, 2pooky.png [View same] [iqdb] [saucenao] [google]
2038349

>mfw I won't finish in time for Halloween
Anyone else feel like they're in a rut whenever mapping? How do you deal?

>> No.2038360

>>2038349
try mapping with an old super low level DOS editor for a while. when you go back to doom builder you will feel so liberated that maps will literally fall from your fingers.

>> No.2038362

>>2037990
what the fuck is going on with the rendering in that screenshot?
Everything looks weird and the hud gun has a black outline on it

>> No.2038365

>>2036440
what are you talking about?

>> No.2038395

>>2038349
you may be interested to know there is something named 2spook in /newstuff right now, but it's been marked as a trap

>> No.2038402

>>2038395
... apparently by the author's intention

http://www.gamers.org/pub/idgames/newstuff/2spook.txt
>Archive Maintainer : This could possibly file under the "trap wad" category, you may want to tag it with the trap warning.

>> No.2038412

>>2033984 see >>2038231 (could link to OP http://www.doomworld.com/vb/post/1249323 or copy of announcement http://www.doomworld.com/vb/post/1318087 , doesn't really matter which)

>> No.2038417

I heard recently that someone made full animation sprite sets for the Doom 64 weapons. Where can I find a wad for those?

>> No.2038429

>>2033984
Crispy Doom (Chocolate Doom fork with high-res and limit removal) v2.0 release, based on Choco v2.1.0: http://www.doomworld.com/vb/post/1317326

>> No.2038431

anyone have a suggestion as to how i can get the blood soundtrack to play in dosbox? the gog.com release has the .ogg files of the soundtrack in the folder but i don't know how to get them to play in dosbox.

>> No.2038437

>>2038362
It's gamma-corrected and the textures are filtered.

>> No.2038516

>>2035645
hory shit i'm in there as the damn et head

>> No.2038526
File: 1.54 MB, 640x320, the fuck is this wizardry.webm [View same] [iqdb] [saucenao] [google]
2038526

I think I broke the angles of the hammer's resting frames. This shit don't make sense

>> No.2038528
File: 10 KB, 272x216, carn10 - Copy - Copy (2) - Copy.png [View same] [iqdb] [saucenao] [google]
2038528

>>2038516
also do you guys like this

>> No.2038534

>>2038301
>>2038316
Might be voxels. Try disabling it.

>> No.2038536

>>2038526
Maybe use it as a cooldown? Can you pick it up right after it's been thrown?

>> No.2038537

>>2038536
Cooldown as in you can't pick it back up right after it's been thrown, I meant.

>> No.2038541

>>2038536

I mean the angles it points at, it doesn't make any sense the way the hammer handle is always facing away from you. I fixed it though

Turns out it actually does matter if you do shit like A3A7 or A7A3 depending on which directions your sprites face originally. you learn something new every day

and yeah it takes a few moments before the hammer can be picked up again

>> No.2038559
File: 48 KB, 553x483, crying.jpg [View same] [iqdb] [saucenao] [google]
2038559

>>2037020

>> No.2038578
File: 1015 KB, 640x320, hammertime.webm [View same] [iqdb] [saucenao] [google]
2038578

Okay one more for shits and giggles

>> No.2038625
File: 145 KB, 1024x768, PyRKLRi.jpg [View same] [iqdb] [saucenao] [google]
2038625

Quake Map Jam 3 is coming out tomorrow. Are you yet hyped?

>> No.2038643
File: 6 KB, 194x260, 1414035979445.jpg [View same] [iqdb] [saucenao] [google]
2038643

>>2038625
No idea what this is... but nevertheless, yes. I am getting hyped.

>> No.2038647
File: 786 KB, 1920x1080, Screenshot_Doom_20140826_205639.png [View same] [iqdb] [saucenao] [google]
2038647

>>2038625
looks neato

i lik when a bit of quake platform spirit is brought 2 doom

>> No.2038650

>>2035645
Jesus that's fucking depressing.

>> No.2038654
File: 1016 KB, 900x900, rockcock64.png [View same] [iqdb] [saucenao] [google]
2038654

>>2035645
oh dog my media arts "friends" on fb will love this

>> No.2038658

http://www.doomworld.com/vb/wads-mods/70710-a-great-combination-brutal-vanguard/

this thread may be ill-judged, but some of the responses are shameful. pat yourself on the back /vr/, you can discuss brutal doom more sensibly than doomworld

>> No.2038663
File: 499 KB, 1280x1024, Screenshot_Doom_20141030_092723.png [View same] [iqdb] [saucenao] [google]
2038663

oh this is neato

>ggam.wad

>> No.2038715
File: 446 KB, 1920x1080, Screenshot_Doom_20141030_155443.png [View same] [iqdb] [saucenao] [google]
2038715

>>2038663
hey I made this

It's gonna be part of a GZDoom mod I'm making, 3 maps done so far

>> No.2038784 [DELETED] 

>>2038715
>read the .txt
>map9 return to the hanger

i love that song.

>> No.2038795

>>2038658

tough luck, kid had it coming

>> No.2038803

>>2035645
What the fuck are these things on his arms? Vaginas?

>> No.2038814

>>2038625
what is the theme?

>> No.2038839

>>2038658
>guy comes along and says "Hey this mod and this map are awesome have you guys tried them together yet?
>"Nothing is worse than this thread!"
>"Jesus Christ don't force your Brutal Doom BS down my fucking throat"

That's just... awful. When was the last time any of those posters went outside for some fresh air?

>> No.2038841
File: 179 KB, 634x424, skelejon.jpg [View same] [iqdb] [saucenao] [google]
2038841

>>2038658
>As an embarrassing hipster I like to stay trendy and relevant, so this being late 2014, I've started reading every BDoom mention as HDoom.
At least one of them ain't an asshole about it.

>> No.2038850

>In brighter news, HDoom now has a dedicated orgasm key (which can be pressed during the fucking animation to activate the cumming sequence at any time and as many times as you wish)

I was hoping for a button mashing QTE honestly.

>> No.2038872

Is there anyone who knows where I can get a wad that only replaces standard weapon sounds to Doom 64? I'm really nitpicky to use Smooth Doom's D64 weapons and hear the standard sounds to it. It feels really terrible.

>> No.2038873

>>2038715
Cool, really want some good mappacks, think that's the part that's lacking (then again I burn through maps like fucking crazy, so maybe I'm biased)

>> No.2038884
File: 241 KB, 1024x768, func_mapjam2.jpg [View same] [iqdb] [saucenao] [google]
2038884

>>2038625
I'm hyped.

>> No.2038904

>>2038884
>dat top 1st/4th and bottom 2nd/4th
Oh my god these look absolutely gorgeous

>> No.2038927

>>2037691
This shit should be in WoC too. Well, actually this mod might turn out to be much more fun.

>> No.2038932
File: 373 KB, 1366x768, Screenshot_Doom_MWDoomE1.png [View same] [iqdb] [saucenao] [google]
2038932

>> No.2038978

>>2038884
I was thinking the other day, we have so much computer horsepower at this point, wouldn't it be feasible to make a program that could abstract Doom assets and scripting to Quake3 or another modern engine pretty handily?

As in like, let's say port brutal doom or something, just kidding, maybe Samsara to Q3 so we can play it on these maps and shit with a mishmash of enemy types? Ala Samsara/Generations project/et al

>> No.2038989

>>2033995
Just show him brutal doom
thats how I got most of my friends into doom

>> No.2039036

How come everyone is playing Zandronum on those awful, super laggy [BE]Montreal servers nowadays? Back when I played, the top of the server list was filled with Grandvoid servers. What happened to that?

>> No.2039038

>>2039036
[BE] servers are servers you can host wads of your choosing on through zan irc. afaik it's a first in doom, definitely in zandronum so thats why they're so popular

>> No.2039042

>>2039036
are you sure it's not just you? I never get over 70 ping and hardly see anyone else with over that.

>> No.2039058

>>2039036
>on those awful, super laggy [BE]Montreal servers

Are you using a toaster as a router?

>> No.2039083

>>2039042
Normally my ping is around 160-180, but sometimes it goes over 200.

>> No.2039084

>>2039042
in europe, north american continent servers never have ping under 100

>> No.2039139

>>2038978
Why would you trade fancier graphics for worse gameplay? Honest question.

>> No.2039142

>>2039139
Doesn't have to be a tradeoff, every variable that makes it worse is easily changeable.

>> No.2039147

>>2039142
The tradeoff is because you're using the Q3 engine. It just isn't Doom anymore.

>> No.2039149

>>2039147
That's a rather asinine statement. Gameplay makes the game good, not what engine it's on.

Doom, however, *IS* easier to develop for, that's a key point (and a key in why I'd want to be able to port Doom assets to Q3 automagically).

I don't know what you think game engines actually *do*, but you're wrong.

And Q3 would allow stuff like time dilation effects and such, which to my knowledge is impossible/incredibly annoying to implement in Doom

>> No.2039156

>>2039149
Personally I'd rather see Samsara done on the Goldsrc engine instead. Half-Life's graphics are a lot more nostalgic to me than Quake's.

>> No.2039158

>>2039156
I'd just like modern graphics and retro mechanics, and the ability to use sprites for stuff (because sprites are a lot easier than models, so as to not alienate the mod community that's sprung up around Doom).

>> No.2039167

>>2039149
If you're going to sacrifice fidelity to Doom for 3D whatever, and you still want it to be easy to develop for, you might as well go with Unity or UE4. Both have much better pipelines than Q3 and are easy to modify.

>> No.2039179
File: 253 KB, 512x384, PFUB2.png [View same] [iqdb] [saucenao] [google]
2039179

http://www.doomworld.com/vb/doom-editing/70608-endgame4-screen/

>> No.2039221

>>2039179
http://youtu.be/cJGar7qfTHk

>> No.2039242
File: 103 KB, 704x454, 4OWVw4R[1].png [View same] [iqdb] [saucenao] [google]
2039242

>>2039179

>> No.2039251

>>2039084
Eh. Englanders can ping below 100 casually. I ping roughly 100-110 to BE Montreal from Central Europe Post-Communistan. Zdaemon's NJ DUI servers are 90-100 most of the time, AlexMax's Funcrusher seems volatile with 90-130 range, depending on weather, solar flares, Bitcoin rates and Alex's momentary albedo. GV is trash and always was, the owner doesn't even hide his reservations towards competitive players, so he only cares about the GvH servers.

>> No.2039302

>>2039179
>PFUB2.png
Gee I wonder who this is

>> No.2039351
File: 24 KB, 640x480, Doom64Flinch02-D64ex.jpg [View same] [iqdb] [saucenao] [google]
2039351

"Wanna hear the most annoying sound in the world?"

"EEEEEEEERRRRRRRRRRRRGGG[GGGGGG"/spoiler]

>> No.2039403
File: 29 KB, 1340x493, omegalore.png [View same] [iqdb] [saucenao] [google]
2039403

>>2035645
many keks were ad

>> No.2039410
File: 1.57 MB, 350x209, 1413698381519.gif [View same] [iqdb] [saucenao] [google]
2039410

>>2039403
Well... at least he's partially self-aware.

>> No.2039620

>>2039410
That's the thing.
He really, REALLY isn't.

>> No.2039715

>>2038431
The music should be playing by default. I assume you mean in-game right?

Anyway... imo the CD music is fucking terrible in comparison to the midi. There are a couple of tracks that are better on the CD version but in general it's nowhere near as good and some tracks feel like a cat scratching out my ears. It plays by default on the gog release, and you can't simply disable it by turning the CD music off in the options menu. Not only is the CD music vastly inferior compared to the midi, it doesn't repeat either. When a song plays once it won't restart until you've died/reloaded a save point.

If you'd like to switch to midi music, open the conf file dosboxBlood_single and change the line
>imgmount D game.ins -t iso
to
>imgmount D game.gog -t iso

This should change the music to midi and believe me it's much better. To change it for Cryptic Passage, do the same thing in dosboxBlood_addon.conf. Midi music also repeats unlike the CD music. Midi music also has more (and better) tracks.

If you'd like to hear a comparison:

https://www.youtube.com/watch?v=0-OS06n2My0
>CD OST

https://www.youtube.com/watch?v=L928CmhAPQY
>Midi OST

>> No.2039786

>>2035645
The video was removed, what was it?

>> No.2039796

>>2035645
>This video has been removed by the user.
AHAHAHA HOLY SHIT

>> No.2039815

>>2039786

A sad, pathetic person celebrating their birthday via a doom map populated with their crudely drawn ms paint "friends" and Dora the Explorer characters.

>> No.2039845

>>2038658
That's clearly one of you idiots stirring up shit. The only offensive posts in that thread are Phml and joe-ilya, one is a kid and the other is a known contrarian shithead on the site.

>> No.2039861

I always thought that I hated shooters in general, just based on my experiences with modern ones. And I always assumed that Doom was some really simplistic early shooter that wasn't any good.

WOW was I wrong. This is really fascinating, I'm excited to play more.

>> No.2039862
File: 693 KB, 339x279, 7654345678.gif [View same] [iqdb] [saucenao] [google]
2039862

>>2035645
>This video has been removed by the user.
Omegalore is reading this thread right now.

>> No.2039864

>>2039861
Play Blood next.

>> No.2039867

>>2039786
http://youtu.be/ogpW5a9T4KY

>> No.2039875
File: 18 KB, 500x500, 87654.jpg [View same] [iqdb] [saucenao] [google]
2039875

>>2039867
>4:16

>> No.2039891

>>2035645
Can someone tell me what's the deal with this video and why it's so funny that he took it down? I don't come to /vr/oom often.

>> No.2039904

>>2039891
http://youtu.be/GGdK53rPu7M

>> No.2039905

Can you guys reccomend any wads or megawads in the vein of Doom 1 Episode 1? played KDIZD, thought it was great. Pretty much just want something cool to play Acessories to Murder with (dat fukken HUD)

>> No.2039906

>>2039862

no big surprise, this is a big yet so small community and the threads are proof of that

>> No.2039967
File: 211 KB, 361x361, aged_wb20141030105711185302.png [View same] [iqdb] [saucenao] [google]
2039967

Happy Halloween!

>> No.2040005

>>2039967
https://www.youtube.com/watch?v=fo-PGtgh6Z8

>> No.2040026 [DELETED] 

>>2040005
lol soooooo random xDDDD!!!!!

>> No.2040040

can someone tell me where I can find a good tutorial on SBARINFO?
its fucking annoying

>> No.2040139
File: 1.75 MB, 640x320, expand chest.webm [View same] [iqdb] [saucenao] [google]
2040139

This is turning out okay, even though I'm not happy with my shitty spritework

>> No.2040141

>>2040139

I really hope this will be a rare pickup.

>> No.2040143

>>2040141

Porta-chests and Porta-Cubes will most likely replace backpacks and be an ocassional drop from golden boners

>> No.2040153

>>2040143

Oh and if you somehow manage to collect three of the same sub weapon / sub shot in a row, you'll get a porta chest/cube

>> No.2040158

>>2038528
I don't know why John Romero's ejaculation sound is so funny to me. EwwwwUuuuuuuuuuuugh Gooooooood.

>> No.2040165

>>2039156
First of all the gold source engine is essentially the quake engine with a bit of quake 2 mixed in. Second for people who have shitty laptops that for some reason can run half life 2 at a much smoother frame rate than gold source because of its shitty opengl lagging every single time a lighting effect happens you're going to cause a lot of pain for people. Seriously half life lags just because I turn on a flashlight or a vortigaunt shoots his mtn dew beams at me. It'd be better for all of us either to use one of the quake engines or go newer and use the source engine and no further.

>> No.2040171
File: 112 KB, 313x463, my albert 400.png [View same] [iqdb] [saucenao] [google]
2040171

>>2040158
that is a fucking halpmem4n from the good-guy hallways.
also albert four-hundred is going to rape your ass off!

>> No.2040181

>>2040171
Sauce on this wad? Don't bother if it doesn't work on gzdoom or zandronum. I seriously hate these fags still using skullfag assests, there's no way I'm going to download extra crap and try and set it up even if it's easy as shit for one or 2 mods that probably suck chad warden's dildo.

>> No.2040182

>>2039845
>The only offensive posts in that thread are Phml and joe-ilya

>Eris Falling >I'm just a filthy un-BD peasant that can't handle the objective awesome of Br00tal D00m®
>dew brings up hdoom in order to moralfag about it
>Remiel >I would love nothing more, in this planet mother Earth, than to show my love and support as a cool brütal bro, heh *curb-stomps a defenseless, weeping zombie, splattering the walls with plasma niggers*
>op doesn't know when to quit
>actually good responses from skillsaw and, surprisingly, Tarnsman

>> No.2040190 [DELETED] 
File: 90 B, 4x4, full support.png [View same] [iqdb] [saucenao] [google]
2040190

>>2038658

>> No.2040195 [DELETED] 
File: 9 KB, 1571x159, full support.png [View same] [iqdb] [saucenao] [google]
2040195

>>2038658

>> No.2040198
File: 12 KB, 100x100, caconimrrt_zpst24vuegt.gif [View same] [iqdb] [saucenao] [google]
2040198

>> No.2040215

>>2040198
The hell is that?

>> No.2040220

>>2040215

The new Freedoom Cacodemon.

>> No.2040227

>>2040220
It's a bit freaky looking but also it looks like it is dancing.

I kinda like it.

>> No.2040234

>>2040181
UAC Military Nightmare, needs skulltag. Start by typing "map uac01" into console. The guy from the picture is from MAP02 of Sights of Agony, which requires GZDoom.

>> No.2040253

that was too specific

>> No.2040431

>>2040215
dead. http://www.doomworld.com/vb/post/1318369

>> No.2040446
File: 31 KB, 400x300, I seriously hope you knaves don&#039;t do this.jpg [View same] [iqdb] [saucenao] [google]
2040446

GMOTA Update is up, got the POW system and sub-items implemented, now I gotta start working on monsters and get the last few visual and audio aesthetic things for Blaz done.

http://forum.zdoom.org/viewtopic.php?f=19&t=45115

>> No.2040452

>>2033984 see >>2040446

>> No.2040474

>>2040446
don't forget the next version number after 0.9 is 0.10. i don't know when you will reach 1.0 - when Blaz and monsters are fully done?

>> No.2040486

>>2040474

That's not how decimals work, anon.

>> No.2040487
File: 23 KB, 599x486, I can&#039;t even reach the fucking keyboard, what am I doing.png [View same] [iqdb] [saucenao] [google]
2040487

>>2040474

I was originally going by v.0.1 and shit, then I realized there's too much shit to be done so I expanded it out to 0.9.1 and onwards. I'm going with v1.0 once I get past v0.9.9

and yes, once Blaz has his last visual and audio touches made, and I got all of the monsters, it'll officially be v1.0

So here's pretty much all what's left before that:

For Monsters
>pinkies
>barons/knights
>cacos
>pain elementals
>lost souls
>archies
>AAAAAAAAAAAAAAAAAAAA
>masterminds
>cyberdemons

Last few touches for Blaz
>A voice
>sword sprites
>feedback on gauntlet shots when they hit shit


Other shit
>replace light amp goggles with Knight Vision Visor, same thing mechanically, just a funnier name
>replace rad suit with boots of hotfoot

>> No.2040490

>>2040486
version numbers are not decimals. they are sequences of nonnegative integers.

>> No.2040492

>>2040490

I'm going with a "because I said so" approach to numbering my mod version numbers. At least I'm not doing stupid shit like naming each version after animals or food.

>> No.2040514
File: 1.93 MB, 450x247, final-agitation.gif [View same] [iqdb] [saucenao] [google]
2040514

>> No.2040534

>>2033984

new demonsteele build
http://forum.zdoom.org/viewtopic.php?f=19&t=46787

>> No.2040549
File: 846 KB, 1440x900, Screenshot_Doom_20141031_120939.png [View same] [iqdb] [saucenao] [google]
2040549

I'm trying to play demonsteele with GZDoom 2.0.3 and the hud looks like this, nothing like in the screenshots\trailers. What the fuck am I doing wrong?

>> No.2040551
File: 80 KB, 800x600, 1336135212299.png [View same] [iqdb] [saucenao] [google]
2040551

So Hellbound or BTSX ep 2?

I want to play with a gameplay mod too, so any ideas on which one?

>> No.2040552

>>2040549

Push -

>> No.2040553

>>2040552
Oh. I feel retarded now. Thanks

>> No.2040582

>>2040431
freedoom is kill
rip and tear

>> No.2040584

>>2040551
If you go BtSX, try Accessories to Murder like >>2037858/>>2037861 recommends.

>> No.2040593

>>2040584
Mite b cool.

Other than the looks what does it change up, or is it just a graphics/sound mod?

>> No.2040601

>>2040593
It changes all the weapons and enemies, actually. There's a clip-based reloading system (if you reload early you lose any extra ammo) and voxel item models. There are more guns and they're balanced differently from vanilla.

>> No.2040603

>>2040601
Sounds like what I'd want.

Thanks m80.

>> No.2040605

>>2040593
It changes weapons and monsters.
Instead of the chaingun, you have a semi-automatic rifle that you can fire rapidly, for close quarters, however, by looking down the sights, you can place shots at a long distance, which can be rather useful.

The pump shotgun is by far the most useful weapon, it's powerful, and unlike most vidya shotguns, the spread pattern is rather realistic, you can tag a monster with the full shot at a fairly good distance. The shotgun is the only other weapon you can look down the sights with, but it doesn't seem to effect spread or accuracy much to tell the truth, so I don't bother with it too much.

In place of the fist, you have a sledgehammer, which you can power up with lightning by picking up a berserk pack, the WHOMP of the sledge is very satisfying and you can definitively work a monster over with one.

In place of the plasma rifle, is a minigun, that fires a stream of bullets at a very rapid pace. This is the only weapon you have that's really good at fighting the Cyberdemons with, as they're much more explosion resistant now.

Chaingunners are now riflemen, they have better accuracy at a distance and they're a priority target, as they can really hurt you badly.

In place of the Arachnotron, is a light-armored vehicle with twin rapid-fire plasma guns, it moves relatively fast, and it fires long streams of glowing hot plasma towards you from a distance. These guys are no joke, they can seriously hurt you. However, they're not as heavily armored as they might seem. They explode violently upon death, so be careful.

Lost souls are now more dangerous than ever, on top of spitting projectiles, they will also tackle and charge you in a quick and repetitive fashion, if you get cornered by one or two of these, they can kill you if you don't hurry to kill them.

These are some of the changes. You will need to take cover at times to avoid getting destroyed by enemy fire.

>> No.2040610

>>2040593
acc. to murder, I really don't think is as good as some of these anons think it is.

I hate the clip based reloading, though I think now there is a mutator readily available that can remove it.
there is a lot of weapon redundancy, I see no reason to have a pistol, magnum, assault rifle AND chaingun...and then take the plasma rifle out of the picture. and on top of all this the shotgun still pretty much reigns supreme.
the rocket-launcher is pretty cool though...BUT, it would be even better if it had a secondary fire.

some of the monster changes I found extremely questionable, imps are nearly harmless and they make irritating noises...but the variation in the sprites looks good.
but the worst are the caocademons. they look like shit, they're slow, their attack looks inferior to vanilla doom, and when they die they deflate like a balloon. they're pure comedy.
as well arachnotrons have been replaced by duke nukem riot tanks. they have a really awesome and dangerous attack, but...that riot tank is so ugly and stupid looking compared to the good ol' arachnotron. they look out of place. hell they've always looked out of place even in Duke Nukem.

so yeah. it's a real mixed bag to me. I don't hate it, just bits and pieces of it don't make any sense to me.

>> No.2040613

>>2040605
Thanks for the detail.
So this isn't going to turn it into a more realistic-y thing like Hideous Destructor is it?

Because I find that lame.

>> No.2040616
File: 307 KB, 1296x759, Expand bone.jpg [View same] [iqdb] [saucenao] [google]
2040616

>> No.2040623

>>2040610
>>2040605
Would I need to drop the difficulty if I load it up?

I always do UV normally.

>> No.2040626
File: 392 KB, 800x600, Screenshot_Doom_20140926_055248.png [View same] [iqdb] [saucenao] [google]
2040626

>>2040613
Naw, it's still fun and over the top in the Doom way.

It's basically like Brutal Doom but without the jam-firehose gore, with cooler graphics, and more fun weapons. Also no Berserker fatalities, no annoying one-liners, no annoying monsters shouting and groaning after you've gunned them down.

Reloading is fast and efficient, the only weapon that's really slow to reload is the pump shotgun, which is reloaded one shell at a time, with a pump motion after the first shell is loaded (in an empty gun), to load the shell into the chamber to make it ready to fire. You can abort the loading of the shotgun early if you need to shoot now and not later, if you really need to only get one or two shots off and seconds matter, then you can start loading the shotgun again.

Taking both barrels from a zombies shotgun to the face is painful, but it isn't going to put you down, and you're still fast as always.

>> No.2040628
File: 287 KB, 800x600, Screenshot_Doom_20140930_130017.png [View same] [iqdb] [saucenao] [google]
2040628

>>2040623
Difficulty isn't really changed, monsters behave the same, the question is the mapsets, do you think you'll handle the max amount of these monsters? You do get used to them, so after a couple of runs on HMP, you'll be ready for UV.

>> No.2040634

I'm attempting to make another Cacolantern this year. Will post results if I don't fuck it up.

>> No.2040636

>>2040626
>>2040628
Thanks, so how do you get that hud? I dig it.

Also right about the cacodemons, they sound like somebody doing a whoopie cusion.

>> No.2040661

>>2040636
That's NC-HUD http://forum.zdoom.org/viewtopic.php?f=19&t=33079

>> No.2040720

>>2040626
>Reloading is fast and efficient, the only weapon that's really slow to reload is the pump shotgun, which is reloaded one shell at a time, with a pump motion after the first shell is loaded (in an empty gun), to load the shell into the chamber to make it ready to fire. You can abort the loading of the shotgun early if you need to shoot now and not later, if you really need to only get one or two shots off and seconds matter, then you can start loading the shotgun again.


But anon, that's exactly how reloading works on Brutal Doom.

>> No.2040729
File: 59 KB, 600x600, cover.jpg [View same] [iqdb] [saucenao] [google]
2040729

What are you all dooming to today?

>> No.2040762
File: 102 KB, 580x580, talkischeap_cover.jpg [View same] [iqdb] [saucenao] [google]
2040762

>>2040729
Ludachrist - Talk is Cheap

It's a fuckton of remix/mash-ups with a lot of songs. If you like this sort of thing, it's an awesome album that's free to download off their website.

>> No.2040770
File: 11 KB, 373x334, rip_and_tear__by_omegalore-d7strmp.png [View same] [iqdb] [saucenao] [google]
2040770

http://youtu.be/bDwakpBLb6Q

https://www.dropbox.com/s/l8dx7t8sknyzy22/NMAREPAL.wad?dl=0

It's happening!

>> No.2040775

>>2040729
Been going through Sunder with this playing nonstop.
http://www.youtube.com/watch?v=_fVyM5KbOZk

>> No.2040776

What's better to play Shadow Warrior? SWP or Redux? I've been using SWP until now and though it's a pretty good port there's a few things I have problems with. I don't mind paying a few bucks for the Redux edition if it's worth it over SWP.

>> No.2040789

>>2040776
Redux crashes on me every time in the extra episodes if I try to finish one of the levels.

>> No.2040795
File: 517 KB, 1366x768, Screenshot_Doom_20141031_123423.png [View same] [iqdb] [saucenao] [google]
2040795

>>2040770

>> No.2040805

>>2040770
haha did he actually draw that or is it an edit

>> No.2040813

>>2040770
Dat fucking footstep sound.

>> No.2040850
File: 691 KB, 1366x768, DatGargoyle.png [View same] [iqdb] [saucenao] [google]
2040850

>>2040770

>> No.2040897

>>2034480
Name?

>> No.2040918
File: 20 KB, 322x236, 1414034147682.jpg [View same] [iqdb] [saucenao] [google]
2040918

>been a fan of Doom since late 2010
>never finished a single map of my own

Jesus, what the fuck? I gotta fix this.

>> No.2040954

>>2040918
Please, I've been playing DOOM since I was around 6, and I never even TOUCHED amap-maker.

>> No.2040957

>>2040954
okay

>> No.2040959
File: 408 KB, 1500x1500, forever_cover_ok.jpg [View same] [iqdb] [saucenao] [google]
2040959

>>2040729

>> No.2040973

>>2033984

After ten thousand years, Switcheroom is finally on /idgames

http://www.doomworld.com/idgames/?file=levels/doom/megawads/swtchrm.zip

>> No.2040980
File: 34 KB, 272x216, pure_unadulterated_cardboard_by_smedis9-d82pbxy.png [View same] [iqdb] [saucenao] [google]
2040980

>>2038528

>> No.2041016

>>2035736

>MatthewDoomer
>Superluigieth1
>Omegalore
>DrewPicklesOgre

the finest selection of people right there. add canofbacon for maximum quality

/allthesarcasmintheworld

>> No.2041026

>>2041016
I don't frequent other hubs of the DOOM community. Hell, I haven't been HERE in ages, either.
Who are these people, and why should I hate them?

>> No.2041032

>>2041026
They make Terrywads.

>> No.2041036

>>2041026

they're the ones that fill the archive with tons of crap, also one of them got an extensive examination earlier in this very thread, go look at it for an example

>> No.2041041

>>2041032
All I needed to know.

>> No.2041056

NEW THREAD

>>2041051
>>2041051
>>2041051

>> No.2041078

>>2040729
>October 31st
>not listening to oldschool goth rock

http://www.youtube.com/watch?v=N8n6k8QcU3k

>> No.2042450

Does anyone have a copy of the ridiculous "Hardcore Doom Wars" mod? It got pulled before I could give it a try

>> No.2042598

>>2040775
You might like this
https://www.youtube.com/watch?v=pZrQialji38