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/vr/ - Retro Games


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File: 68 KB, 624x645, Marine_and_a_Revenant_by_Coopersville.jpg [View same] [iqdb] [saucenao] [google]
2048215 No.2048215 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2041051
(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 (old)

===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/tagged/hdoom
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.2048216

===NEWS===

[11-03] RageCTF, 19 maps from the makers of Velocity CTF: http://zandronum.com/forum/showthread.php?tid=3753

[11-02] Two new Heretic maps at once: The Reservoir http://www.doomworld.com/vb/post/1318869 and SSSK http://www.doomworld.com/vb/post/1318817

[10-31] Demonsteele update: http://forum.zdoom.org/viewtopic.php?f=19&t=46787

[10-31] GMOTA v0.9.6 released: http://forum.zdoom.org/viewtopic.php?f=19&t=45115

[10-30] ZDoom Pistol Start Options updated for greater mod compatibility (DoomRLA etc.) http://www.doomworld.com/vb/post/1318087

[10-30] Crispy Doom (hi-res/limit-raising Chocolate Doom fork) v2.0: http://www.doomworld.com/vb/post/1317326

[10-29] Zandronum v2.0 needs testers for release: http://zandronum.com/forum/showthread.php?tid=5380

[10-29] Swift Death, a megawad of difficult speedmaps: http://www.doomworld.com/vb/post/1316750

[10-29] Thy Flesh Turned Into A Draft-Excluder (E4 mapset by ConCERNed author) beta: http://www.doomworld.com/vb/post/1196795

[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-- sorry, make that v1.6.1: http://www.doomworld.com/vb/post/1319231

[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: https://i.4cdn.org/vr/1414486697807.jpg / http://pastebin.com/f76J7N9u

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

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/ Edit: >>2043584 survey says it's flopped.

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.2048225

first for skellingtons

>> No.2048226

>you will never

>> No.2048229

>>2048225
Second for skellingtons

>> No.2048235
File: 108 KB, 1280x960, Pissed off stuart.jpg [View same] [iqdb] [saucenao] [google]
2048235

>>2048215
"AAAAAAAA" YOURSELF

>> No.2048245
File: 517 KB, 1200x761, serious_sam.jpg [View same] [iqdb] [saucenao] [google]
2048245

>>2048235

>> No.2048256

you cant choke skellingtons tho

they don't even have lungs to breathe

>> No.2048258

>>2048256
>you cant choke skellingtons tho

but damn sure I am gonna try

>> No.2048272

>>2048256
yes i was trying to think up a title about doomguy strangling even things lacking a respiratory system, but everything sounded awkward

>> No.2048281

>>2048272
What about something like: I've got no lungs and I must AAAAAAAAAAA

>> No.2048296

>>2047918
>Once upon a time i had my posts removed for asking why everyone was so mad about brutal doom. I made a point of saying that i was new on the /vr/ scene and it was not an attempt to troll or start a fight, but apparently the faggot janitor thought i was le ebin ruseman and deleted it all the same.

The problem is that almost every time someone comes in here trying to start a shitstorm about Brutal Doom, they say the exact same thing, down to being new to the Doom community. Or they pretend to be clueless in some other way, and post as a strawman caricature of the beliefs of pro- or anti- BD camps. (eg "Hi I'm new and I just wanted to say Brutal Doom is the best mod ever Doom 2.0!!!!!!!1 How do I run BD with Samsara RTC-3057 and Pirate Doom? Everyon should make their mods and maps run with BD and if they don't they're jealous haters" or " "I just found these threads and I've been playing Doom since it first came out when I was 32, can we all agree BD is the worst thing to happen to Doom and people that use mouselook should be shot?")

I believe you that you were asking in good faith, and I hope the janitor did too (though I can't be sure) but the thing is idiots looking to start shit (and the idiots--on both sides--that fall for their shit stirring attempts, though a good number of shit starters will samefag) have ruined it for everyone else. I don't even think the people that start shit feel strongly one way or the other, and have just realized BD is a topic it is easy to nudge into a shitstorm.

Either way, it seems like you ended up getting your answer later on, though getting your posts deleted does suck. If you ended up getting banned over it, rather than just having the post deleted, you should probably bring that up with moot as that isn't acceptable. moot@4chan.org

>> No.2048304

>>2048296
BD is skub and should not be mentioned in any fashion in the first place.

>> No.2048314

>>2048304
I don't agree with that. since I think making any topic prohibited outright is silly. Normal mentions don't usually cause issues unless some sperg decides to start shit based off that single mention, and if the post they're sperging out about isn't inflammatory then it's their fault for being spergs and not the first poster's fault.

>> No.2048334

>>2048304
this is what makes it easy to turn into a shitstorm, I think simple concise answers should be allowed instead of deleting the discussion
something along the lines of "people like it because it has brought modern elements into doom, people hate it because it has fixed what was not broken, and comes with a lot of drama and baggage"

it's pathetic squabbling at any rate, but ignoring genuine questions isn't the best either

>> No.2048373

goddamit why is it so hard to find doom art?

>> No.2048385
File: 301 KB, 1024x768, doomguy_1.jpg [View same] [iqdb] [saucenao] [google]
2048385

DOOM COMIC

We need all of the voice-overs and read-alouds.

http://youtu.be/A8yc5bnOrSc
http://youtu.be/dvT1QOuuH7s
http://youtu.be/NUNCEzwQ_uY
http://youtu.be/jUW9FlxdQvw
http://youtu.be/QnJ5pOsJIf8
http://youtu.be/UGuyqYy3ynU
http://youtu.be/CJtL3_wkId8

>>2048373
What, like this?

>> No.2048390
File: 531 KB, 1024x768, doomguy_2.jpg [View same] [iqdb] [saucenao] [google]
2048390

>> No.2048395
File: 49 KB, 500x400, doom.jpg [View same] [iqdb] [saucenao] [google]
2048395

>> No.2048406
File: 22 KB, 604x416, 1415136857.jpg [View same] [iqdb] [saucenao] [google]
2048406

>>2048390

>> No.2048415

>>2048334
>I think simple concise answers should be allowed instead of deleting the discussion

You would be amazed at how easily people can turn even the simple answers into the shitstorm.
Like even that answer alone, people will say "lol Doom was a terribly broken game and BD fixed everything, nobody should give a fuck about the drama unless you're a faggot".

It's a no-win game. The best move is simply not to play and to just ignore it.

>> No.2048425

>>2048415
>lol Doom was a terribly broken game and BD fixed everything, nobody should give a fuck about the drama unless you're a faggot
Fair enough then, haven't been in good old /doom/ for a while, but if people really are willing to be this stupid I'd agree with you, maybe ignorance really is bliss.

>> No.2048428

>>2048395
one in front = archvile
one sitting = caco
guy on the right = heavy

>> No.2048434

>>2048143
>Is it so hard to believe that i was new and wanted to know why people were posting angrily about a gameplay mod i kinda liked? Is that so outside the scope of possibility?
statistically, yes. there is 1 person genuinely asking (lets assume you are) and n attempts to start shit, where n>20, then there is less than a 5% probability your question is genuine.

>> No.2048447

>>2048406
I loved those silly comics.

>> No.2048463

>>2048385
>http://youtu.be/NUNCEzwQ_uY

hohshit, is that some douk?

>> No.2048474
File: 371 KB, 800x600, LOW_DOOM.gif [View same] [iqdb] [saucenao] [google]
2048474

>> No.2048497
File: 1.87 MB, 240x180, 1405915268496.gif [View same] [iqdb] [saucenao] [google]
2048497

It's been a long while since I've seen a BD related shitstorm. All I see nowadays are posts claiming that BD discussion turns into shitstorms.

Like... All BD discussions are turning into civilized talk about how BD discussions turn into shitstorms.

Guys.

>> No.2048514

>>2048497

https://archive.moe/vr/thread/2041051/#2045123
Two days ago, nipped in the bud before it could devolve.

>> No.2048526

>>2048406
I remember reading this... I don't remember the name tho. Help me?

>> No.2048529

>>2048514
Well, I'll be damned.

>> No.2048536

>>2048526
Looks like The Green Pile, but I'm not sure.

>> No.2048553

>>2048536
Yep, The Green Pile.

I also remember some corny comic called "Planet Of The Imps", really goofy and silly, but I thought it was the funniest shit when I was a kid.

>> No.2048567

goon-run server playing BTSX2

let's get some inter-site mingling going and call each other faggots or make some new friends

Server name: !~YCS DOOM 2 SERVER FOR FREAKS~!
IP: ycsdoomserver.no-ip.org on port 10666

>> No.2048580

Any one have any transparent Doom related images I could use as a mascot ? The were only a couple in that /vr/ doom pack.
I'm just too lazy to make my own but I guess that's what I'll have to do.

>> No.2048625

>>2048296
>>2048304
>>2048334
>>2048415
>>2048425

All of this was answered last thread, yet someone felt the need to cross-post and bring this into the new thread. None of these posts were necessary, at all.

>> No.2048626

Are there any wads that have good cathedrals of any kind.
cathedrals are my fetish

>> No.2048632
File: 22 KB, 1019x658, 1415143835.png [View same] [iqdb] [saucenao] [google]
2048632

Looks like we have to welcome Brad Harding, of Brad Harding Presents Brad Harding's "DOOM RETRO" (by Brad Harding), to the board's audience!

Brad, if you can't tell, I'm being sarcastic. You would draw less ire if you didn't promote your my-first-doom-source-edit as the second coming of Carmack. Stop trying to market your product as the hottest shit on the indie retro game development scene, stop blitzing every doom site and social media with press-release style news written in third person like a demented mobile app developer, and stop hawking for paypal donations for a software that is 99% Not Yours. You come off not like a free software hacker but like a snake-oil marketing shill trying to take advantage of the community, and it's abhorrent.

That said, also don't let yourself get too bent out of shape by anonymous opinions. Sincerely, an anonymous opinion.

>> No.2048639

>>2048632
so what does this port actually do, besides just be chocolate doom

>> No.2048641
File: 371 KB, 800x600, ie99p.png [View same] [iqdb] [saucenao] [google]
2048641

>>2048626
What kind of cathedral?

>> No.2048647

>>2048639
It's a bunch of minor bug fixes and other assorted changes that the author decided he wanted to include without any apparent rhyme or reason.

One of the most glaring and incomprehensible IMO is that all revenant rockets now have smoke trails. I can maybe guess the rationale behind this (more particles = better than), but it literally makes the game worse to play, since you can't dismiss non-homing Revenant rockets in a split second, and instead you have to stand there staring at each one to try and determine if it's actually homing in on you or not.

>> No.2048650

>>2048632
im curious how far up his ass is his own head
>if you like mods, RETRO DOOM <--- notice capitals, is not for you.
>RETRO DOOM is for VANILLA EXPERIENCE
>wait, what do you mean Chocolate is better?

>> No.2048651

>>2048647
didn't he also remove infighting?

>> No.2048658

>>2048626
Deus Vult had some nice cathedrals near the end.

>> No.2048660

>>2048626
Deus Vult II's Unholy Cathedral map. Holy fuck that map.


Oh, idea time:
For the Axe and Hammer, I was thinking of adding a power-up mode, where the player boosts the power of the weapon but it requires the player to be stationary to gather enough energy to power his weapon up. The powered up weapon would look similar to the normal Hammer and Axe, with their trademark red/blue glow but would function differently to their non-powered counterparts, different special attacks could be performed, and the range would be increased.

Now, would it be timed like the Tome of Power or toggle-able but based on an energy bar (like GMOTA's powered up arsenal)?

>> No.2048663

>>2048658
Deus Vult 2, sorry.

>> No.2048671

I have just checked in GZdoombuilder and looks like it handles texture scaling fine
any disadvantages of using 512x512 textures now?

>> No.2048679

>>2048641
Any would be good.

>> No.2048681

>>2048651
Christ I would hope not.

He did, however, add in random monster infighting after you're killed, which is sort of neat I guess.

>> No.2048683

>>2048245
seriously syrian

>> No.2048687

>>2048567
>getting in contact with goons
lmao

>> No.2048693

>>2048567
>BTSX2
shit i have to finish that

>> No.2048703

>>2048632
>release v1.0 on the 20th anniversary of Doom to ride on wave of attention and nostalgia
>give port a title that suggests a level of canonicity
>always refer to the port's name in ALL CAPS
>self-describe as "classic, refined" source port that is a "meticulously crafted expression in restrained design"
>throw shade at a ton of other experienced programmers by claiming that it has "a certain level of attention to detail that isn’t necessarily present in other source ports"
>make a ton of little bullshit changes, some of which make the game harder to enjoy
>almost zero in-game options, you need to edit a CFG file in 20-fucking-14 to remap your fucking keys
>turn the music down to 0? that mutes the sound effects too because sound code is haaaard
>don't forget to "like" the official facebook page and retweet the official twitter

>> No.2048704

>>2048681
>He did, however, add in random monster infighting after you're killed

You mean that shit they normally sometimes do when they kill you? 10/10. Thanks Brad.

>> No.2048705
File: 1.26 MB, 1920x1080, Screenshot_Doom_20141105_000337.png [View same] [iqdb] [saucenao] [google]
2048705

I have imported some textures from Stalker: SoC
this one here is 1024x1024, I have scaled it down 8 times on this wall and it looks pretty good, when its combined with normal doom textures it stands out like a sore thumb because it looks completely different, on the other hand, if map would be using custom textures for everything, highres textures would work together nicely

opinions?

>> No.2048732

>>2048705

That's actually pretty cool. I'd like to see a wad/single map in Doom with realistic textures like that. Not to say realism makes a game, tho.

>> No.2048738

>>2048732
>I'd like to see a wad/single map in Doom with realistic textures like that
Dawn of Reality is up your alley.

>> No.2048743

>>2048732
realism is not what I am going for
like this anon here >>2048626 has a boner for catherdrals, I have a boner for old soviet bloc buildings. so probably it will be concrete + demons + spooky stuff

>> No.2048756

>>2048743

Interesting, maybe you could recreate the first level in Painkiller? Or just about any one of the levels from the first "episode" of Painkiller, however it's labeled.

On a similar note, why isn't there a proper Painkiller wad? I remember seeing gameplay of one but it didn't seem quite up to snuff to me.

>> No.2048763

>>2048743
> I have a boner for old soviet bloc buildings
have you played Bloody Steel? http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/a-c/bldstlp.zip

>> No.2048767

>>2048763
no, gonna check that now

>> No.2048780

>>2048651
>>2048647
Jesus fuck that sounds terrible, there's no reason for me to not just go for Chocolate Doom, PrBoom, or ZDoom.

What the fuck is the point?

>> No.2048785

>>2048703
What the hell is the point with all of this? Why should I use this port when I can make all these stupid changes as a ZDoom gameplay mod and then play that in Software mode, with mouse-turning, no vertical look, turn off jump and crouch, and in all other respects configure ZDoom to be just about as close to vanilla as possible?

>> No.2048786

>>2048780

there is no point. with the source code publicly released any shit head can make a port, and not all of them are gonna be good

>> No.2048808
File: 81 KB, 372x375, 1390811542980.png [View same] [iqdb] [saucenao] [google]
2048808

http://www.doomworld.com/vb/showthread.php?s=&postid=1315423#post1315423
>It sounds to me like you haven't tried playing the majority of gameplay mods made since ~2004. I would suggest you try out GMOTA, Psychic, or Weasel Presents: Terrorists; these are gameplay mods that are well regarded for difficulty balancing.

>tfw WW senpai noticed GMOTA

>> No.2048815
File: 37 KB, 400x400, Only the dead can know peace from this sweating.jpg [View same] [iqdb] [saucenao] [google]
2048815

>>2048808

Actually Weasel's known about GMOTA for awhile, but this however:

>these are gameplay mods that are well regarding for difficulty balancing

Is news to me.

Also wait how are you calling WW Senpai as if you're me, you're not me, I'm me!

>> No.2048817

>>2048815
But I thought I was me!

>> No.2048818
File: 2.52 MB, 1920x1080, filtering.png [View same] [iqdb] [saucenao] [google]
2048818

made a basic room with some pillars, I have noticed that "nearest mip-map" filtering option is the way to go and textures with repeating patterns will look like shit without it.
guess I will have to put it in readme file with the map

>> No.2048823

Is it possible to do a non-lethal run of the first 2 games? I don't like to kill things when I don't have to.

>> No.2048826

>>2048817
>>2048815

Oh yes, senpai has indeed noticed you.

>> No.2048827

>>2048815
I-I'm just proud of you GMOTA guy!

>> No.2048828

>>2048823
No, though if you're looking for a more "pacifist" playthrough, you could always try to get everything to fight each other.

>> No.2048829

>>2048823
impossible, cant finish first episode of doom 1 without killing Bruiser Brothers and you must kill fattiest and spiders in doom 2 to proceed in MAP08 I think, or was it MAP07? I dont remember

>> No.2048831

>>2048826

It's awfully humbling to be honest. But more than anything it just drives me to make shit better.

>>2048827

Next you'll be calling me an idiot

>> No.2048834
File: 2.92 MB, 768x432, it&#039;s like a boomerang only it hurts.webm [View same] [iqdb] [saucenao] [google]
2048834

Okay so someone suggested on the last thread that the charge attack for the Axe would be a Boomerang attack.

>> No.2048837

>>2048815
I always thought GMOTA was pretty well balanced difficulty-wise.

Blaz can take on slaughter maps but he doesn't overpower regular maps after all.

I also feel Demonsteele reaches this balance if you are melee oriented.

>> No.2048838

>>2048829
>you must kill fattiest and spiders in doom 2 to proceed in MAP08 I think, or was it MAP07? I dont remember
WRONG

https://www.youtube.com/watch?v=_bvDdgiFy6o

>> No.2048842

>>2048834

God damn that's buttery smooth.

Also someone said they wanted more bass to the gauntlet shot last thread, how's this?

http://vocaroo.com/i/s1k3wIzSduFh

>> No.2048843

>>2048834
It might stay out for a little too long but other than that it's pretty neat.

>> No.2048847

>>2048838
damn

well you aint doing Icon of Sin pacifist since you must kill Romero to beat the game

>> No.2048848

>>2048831
I-It's not like I c-care about you, baka!

>> No.2048849

>>2048842
>http://vocaroo.com/i/s1k3wIzSduFh
That's nice and beefy, much much better.

>> No.2048856

>>2048843
Yeah I set the counter limit to something stupidly high just for testing.

>>2048842
Thanks! I do quite like the animation, even if it's just lazily reusing the axe attack animation but reverse.

>> No.2048859

>>2048856

Out of curiosity how are you doing the returning portion? Like how does the player get the axe back? Can you wind up permanently losing the axe if you get really close to a wall and throw it?

Also switching to fists while the axe is axing about wouldn't be a bad idea

>> No.2048863

>>2048859
>returning portion
Seekermissile that'll pass through walls and stuff. Shouldn't get caught on any scenery.

>Also switching to fists while the axe is axing about wouldn't be a bad idea
I'm planning on making it so when you throw the axe you can use your fists (except special moves)

>> No.2048871

>>2048863

How does it interact with the player though? do you use a_jumpifcloser?

I ask this because my boomerang still has the ocassional hiccup and I'd love to not make it so prone to breaking

>> No.2048879

>>2048871
http://pastebin.com/3sAnu5aa

I have my normal projectile which expires after user_counter reaches the target, then it fires an identical projectile which homes in on the player.

the only issue is that if you stand near a wall it will circle the player, but if the player moves it'll be picked up instantly.

>> No.2048890

Since demonsteele is basically term's take on GMOTA, will it have alternate characters as well?

and is there any chance we can get something special if we load both together?

>> No.2048894

>>2048890
I don't think Demonsteele is much like GMOTA other than it's a throwback to something older.

Like how GMOTA is all about them old consoles and Demonsteele is about those violent 80s anime and that one show with the demon killing that I forget the name of.

>> No.2048919

Has anyone tried Crispy Doom yet?

>> No.2048926

>>2048919
I did, I can't get the setup tool to work. This sucks because sound seems to work well for me in that fork. Since Chocolate Doom V2 sound has been broken as fuck for me.

>> No.2048940
File: 48 KB, 2082x278, DOOM RETRO v1.6.1 (updated November 4, 2014) - Doomworld Forums.png [View same] [iqdb] [saucenao] [google]
2048940

>>2048632
>>2048639
>>2048650
>>2048703
>>2048785
>>2048786
>>2048780
>>2048647
Oh boy

http://www.doomworld.com/vb/showthread.php?s=&postid=1319257#post1319257

>> No.2048941

I want to produce offspring with Carmack.

>> No.2048950
File: 9 KB, 407x395, Look sam, I&#039;m a reaction image.png [View same] [iqdb] [saucenao] [google]
2048950

>>2048940

>a screencap of a screencap

>> No.2048952
File: 20 KB, 320x240, romero and carmack.jpg [View same] [iqdb] [saucenao] [google]
2048952

>>2048941
He's already doing it.

>> No.2048953
File: 2.78 MB, 768x432, song 2.webm [View same] [iqdb] [saucenao] [google]
2048953

motion blur

heh filename

>> No.2048956

>>2048953
interesting

>> No.2048961
File: 709 KB, 1920x1080, Screenshot_Doom_20141104_213636.png [View same] [iqdb] [saucenao] [google]
2048961

Alright, it's been on hiatus for quite a while, but now that _sink has taken up the coding torch for it, we've started working on it again (and porting it to a standalone build)

https://www.dropbox.com/s/jmzf4zyb4v637r7/m12-nightmaregore_1142014.pk3?dl=0

New features include pinky gibbing, new scratch-made skull sprites (which will be expanded on a bit more tomorrow) and a revamped blood system with a whole bunch of new hand-made blood stuff.

Still very much in pre-alpha, and only works on GZDoom and Zandro 2.0 at the moment, but we're hoping to make it more current-zandro compatibile in the near future. Will likely have another build tomorrow with some fixes + a gorestay cvar.

>> No.2048962
File: 18 KB, 400x400, 1410743777757.jpg [View same] [iqdb] [saucenao] [google]
2048962

>>2048952

>> No.2048964

>>2048940

lol i cant wait to see the butthurt

>> No.2048965

>>2048940

something, something, small world

>> No.2048968

is there a good source port with split screen?

>> No.2048971

>>2048961
>we've started working on it again (and porting it to a standalone build)
>finally working on Samsara's bloodyhell again after so long
>lol nope not going in samsara guess what's in there will just kind of languish

Seriously, dude?
Major dick move.

>> No.2048972
File: 46 KB, 806x474, carmack getting told.png [View same] [iqdb] [saucenao] [google]
2048972

>>2048962
From /g/ with love.

>> No.2048974

>>2048971
Except this was done with Term's go-ahead.

>> No.2048976

>>2048961

about fucking god-cockmongling-damn time

rip in pieces, ketchup

>> No.2048978

>>2048972
>[Mmm Intensifies]

>> No.2048980
File: 115 KB, 640x480, Screenshot_Doom_20141104_205319.png [View same] [iqdb] [saucenao] [google]
2048980

>>2048953
I'm not gonna lie, I hate motion blur, no matter how little there is. I'm sure, if implemented, I'd be a matter of one command, but moving around at 50 mph produces it's own kinda blur.

Boomerang looked dope though.

>> No.2048981

>>2048961
So will any of this be used for samsara like was originally intended?
Or at least finishing the work you started on it?

>> No.2048982
File: 35 KB, 278x279, 1405660216234.jpg [View same] [iqdb] [saucenao] [google]
2048982

>>2048940
>>2048632
>>2048964
>>2048965
http://www.doomworld.com/vb/showthread.php?s=&postid=1319492#post1319492

>> No.2048989

>>2048981
Might be backportable at some point, but I find it a lot easier to work on it standalone rather than try to pull some mod-within-mod kinda stuff. It's harder to get motivated to work on something when you know you have a lot more restrictions like that.

>> No.2048994

those who seem to be complaining about bloody_hell not being worked directly on Samsara are missing a few notes

>there were talks about bloody_hell being made standalone since the very beginning, to serve as the most convenient option regarding "gore" mods. from both graphic and performance point
>the assets are from scratch, most (if not all) mods with "gore" in them have at least some reused stuff; and you're fucking free to take from them as long as you give proper credit

>>2048982

>open link
>scroton

tab closed, this won't end well.

also

>> No.2048997

>>2048980
I think the sprite for the axe was just blurred.

>> No.2049004
File: 156 KB, 260x187, 1397445288310.gif [View same] [iqdb] [saucenao] [google]
2049004

>>2048982
>Have you noticed the trend yet? If not, let me to give you a hint:

>Yep, that's it. You see, none of the above websites have a donation link or graphic or anything else that will allow a click to take you to somewhere that you can give them money. Not on their front page or even anywhere else on each website that I could find.

>In fact the only mentions of donations I could find related to the above ports are two tiny unobtrusive text links on the DRD Team website and the Chocolate Doom sourceforge. The former takes you to a page that informs you that donations are not currently being accepted, and the latter is only found on a page which an average end user would not have any reason to ever visit (as it contains no downloads or documentation), and so most people using the source port will never see.

>Let's see how this compares to Doom Retro.

>Note that the Download link on the right, just above the "Donate using Paypal" button, was the only permanent download link or download section for Doom Retro I could find online. Even in the couple of posts/tweets on the Doom Retro Facebook and Twitter (the ones not mentioning or soliciting donations) I briefly browsed, it appears that when a new version comes out or an update becomes available it is not linked directly in each post but instead funnels people to the download link on this page; the one featured just above the "Donate using Paypal" button.

>> No.2049005

>>2048994
Yeah, this. Though I'd rather not have anybody take stuff from it at the moment, not until it's a bit further along and has been put out there a bit more.

>> No.2049012

>>2049005
>>2048994
Also, either from scratch or heavily edited from other stuff to make everything consistent. Nothing just gets pushed in without being edited to fuck.

>> No.2049013
File: 42 KB, 194x230, FAXEC0.png [View same] [iqdb] [saucenao] [google]
2049013

>>2048980
It's like >>2048997 said. I just blurred the sprite using Paint.NET - does it look bad?

>> No.2049015 [DELETED] 

>>2048989
>>2048994
It really sounds to me like you decided to bandride to drum up excitement before deciding to go "fuck it i'mma do my own thing".
This whole "ohhh i wasn't motivated" sounds like massive bullshit considering all the sprites you posted before of the gore in action, especially with you saying how much of a fan you were of the idea.

>> No.2049017 [DELETED] 
File: 16 KB, 148x252, Fag.jpg [View same] [iqdb] [saucenao] [google]
2049017

>>2049013
kill yourself fucking nigger

>> No.2049020
File: 46 KB, 900x491, 1315912a-11ab-4a9b-a36a-6e41d4ceeca2.jpg [View same] [iqdb] [saucenao] [google]
2049020

>John Carmack
>JC
>Jesus Christ
Coincidence?

>> No.2049024

>>2049013

The problem with motion blur in sprites is that they're in complete contrast with a 100% sharp sprites.

If you want motion blur, it'd be better to do a faster animation than just blurring the sprite.

>> No.2049025

>>2049013
I am >>2048997 and personally I'd prefer to have the axe stay as a normal sprite when swinging.

Mostly because it shows very smoothly when the animation plays so the blur would stick out on higher resolutions.

I also turn off motion blur in modern games because the animations should be smooth enough where it's not necessary.

>> No.2049026

>>2049020
>John Carmack
>Jesus Christ
>John Cena
This may go deeper than we realize.

I can see Carmack as the Jesus of coding though.

>> No.2049032 [DELETED] 

>>2048989
>but I find it a lot easier to work on it standalone rather than try to pull some mod-within-mod kinda stuff.

I think this is seriously hypocritical considering the amount of mod-within-mod art you're specifying others to do for HDoom, but whatever I suppose.
It's disappointing but I'll just see if I can mod it in.

>> No.2049034

>>2049015
>"fuck it i'mma do my own thing".

but...he's not? I mean, it's not like he's just gonna vanish from the face of the Urth and leave Samsara without the rest of the gore sprites done

Also knowing Terminus he won't stop a big contributor of his mods from releasing the assets in standalone form, let alone fucking bloody_hell. The dude respects every person who has helped him with mod assets and gives credits where its due, no matter where it comes from.

captcha: him etingsm

>> No.2049041

>>2049032
It's piss easy to do the coding for this compared to the sprite work. Once the sprite work is done everyone that wants to use them can easily insert it into their own mod. I know I will.

>> No.2049042

>>2049032
Erm, no. I give everyone specifications to go by with HDoom art stuff, and that's not mod-within-mod, thats assets for a mod.

It's different when it comes features and shit I want to do in Bloodyhell and whether or not they're even applicable when in the confines of another mod.

>> No.2049043

>>2049034
>but...he's not? I mean, it's not like he's just gonna vanish from the face of the Urth and leave Samsara
That sounds exactly like what he's doing, though, especially considering what he's saying about wanting to be standalone and not working for a mod within a mod.

It sounds very much like this is going to be 100% not-for-Samsara.

>> No.2049049 [DELETED] 

>>2049043
see>>2049041
I don't think you have a grasp of the situation

>> No.2049052 [DELETED] 

>>2049049
I don't think you have a grasp of what I'm saying.

>> No.2049053 [DELETED] 

>>2049042
>and that's not mod-within-mod, thats assets for a mod. It's different when it comes features and shit I want to do

Please explain to me the difference between Terminus requesting you to make assets for bloodyhell and you requesting someone to make assets for HDoom.

>> No.2049060

>>2049053
The difference is that I proposed the 'nightmare' setting in the first place, for one thing.

>> No.2049064

>>2049053
Secondly, I put out an open offer for 'hey, if you wanna help out with this mod, feel free' for HDoom. People came.

>> No.2049068

I used to like Doom Retro, yes you can whip me and tar me after my post, but after a while it just got lame and I went right back to ZDoom, hell in brads post when he said "babys first source port" is what a friend tweeted at me.

>> No.2049073

>>2049053
>>2049052
>Mike12 makes all the graphics for bloody hell levels of gore for Doom monsters, someone other than Mike12 codes it and it is released as part of Samsara before being released standalone.
>Mike12 makes all the graphics for bloody hell levels of gore for Doom monsters, someone else codes it, and it is released as a standalone mod.

>These things are vastly different and the second one means Bloody Hell will never be in samsara, somehow.

>> No.2049074

>>2049068
>babys first source port
It is though.
Not that there's anything wrong with that at all.

>> No.2049080

>>2049074
yeah but its a novelty driven port sadly, and when that fades, you go back to zdoom or choc doom or whatever.

>> No.2049084
File: 66 KB, 1030x392, cGyTr37[1].jpg [View same] [iqdb] [saucenao] [google]
2049084

>>2049080
But look how nu-retro it is.

>> No.2049089

>>2049073
>Mike12 makes graphics for bloodyhell 3
>specifically advertises "for bloody hell 3", specifically says "for samsara", specifically says "i'm doing stuff for bloodyhell 3"
>nope not for samsara

I'm not even mad like some of you guys are insisting I am (seriously, can't you post in the thread?), I'm just saying going back on specifically what you said you would be doing isn't cool.

>> No.2049091

>>2049084
lol nu-retro or not. I think I am going to stick to ZDoom and GZDoom

>> No.2049092

>>2049089
There was a standalone build planned since day one. Samsara is on hiatus.

What do you want?

>> No.2049096
File: 17 KB, 1339x299, Screenshot 2014-11-04 22.40.07.png [View same] [iqdb] [saucenao] [google]
2049096

>>2048982
That sure is a mature way to handle criticism.

>> No.2049097

>>2049092
>Samsara is on hiatus.

I was not aware of this.
Saying this would have cut down a lot of time, instead of going on about how "he's triggered" or "how can people as stupid as the ones posting in the thread right now even exist".

>> No.2049102
File: 2.86 MB, 768x432, song 2.webm [View same] [iqdb] [saucenao] [google]
2049102

Added some more blurring.

sidenote: it's completely optional

>> No.2049110 [DELETED] 

>>2049097
There's a reason I rarely post in the IRC.
Even just pointing out "he's not doing what he said he'd be doing" gets a lot of people angry instead of politely explaining and defusing the matter.

Hell, Mike's first response was "oh it's a shitpost".

>> No.2049112

>>2049096
I replied pointing out that my post had nothing to do with inter-forum drama.

http://www.doomworld.com/vb/showthread.php?s=&postid=1319515#post1319515

BRB Doomworld ban incoming.

>> No.2049119

>>2049102
Those uppercuts never get old.

>> No.2049125

>>2049102
I think it looks fine.

>> No.2049131

>>2048632
>Obviously these people aren't worth entering a dialog with, so I've decided to passively-aggressively work on a "philosophy" document to make my goals clearer.

RETRO DOOM™ Philosophy Document® by Brad Harding©

1. Fork Chocolate Doom
2. More revenant rocket smoke
3. $$$$$$$$$$$$$$$

>> No.2049142

I'm still trying to make the gauntlet give you a little more feedback when you hit shit or not. I think I'm in the right direction

https://dl.dropboxusercontent.com/u/8380892/WEbms/testing%20sounds.webm

>> No.2049153

>>2049112
#DoomGate

>> No.2049163
File: 194 KB, 1024x768, doomretro 2014-11-03 19-49-49-93.png [View same] [iqdb] [saucenao] [google]
2049163

I tried out Doom Retro. This is how the rocket launcher looks when firing a big salvo of rockets. This is a positive change?

>> No.2049167

>>2049163
Let's see YOUR source port.

Oh wait...

>> No.2049168

>>2049163
You edited this image, right? I refuse to believe someone could come up with something this disgusting. I just refuse.

>> No.2049171
File: 29 KB, 720x540, 435343745.jpg [View same] [iqdb] [saucenao] [google]
2049171

>>2049163
>>2049167

>> No.2049174

>>2049167
eh i hate this argument. its like someone makes a cake and its the most pile of shit cake you ever seen and says lets see your cake. bitch i didnt make a cake cause i knew it would be a pile of shit. good job wasting your time with a piece of shit cake no one wants to eat

>> No.2049176

>>2049167
"oh mr.professional-art-critic, let's see your painting"

>> No.2049179

>>2049174

Cakecodemon

>> No.2049184

>>2049179
lol this made me smile

>> No.2049187
File: 234 KB, 640x480, DOOM NEO.png [View same] [iqdb] [saucenao] [google]
2049187

>>2049167
>http://www.doomworld.com/vb/showthread.php?s=&postid=1319517#post1319517
>Let's see YOUR source port.
>Oh wait...

Scroton Code™ is pleased to announce the creation of a brand new old-style Doom source port, DOOM NEO

DEVELOPMENT PAGE:
https://github.com/scroton/Doom-Neo

DOWNLOAD DOOM NEO HERE:
https://github.com/scroton/Doom-Neo/archive/master.zip

DON'T FORGET TO DONATE WITH PAYPAL!
I am an amateur game dev with many years of forking experience.
I rely on your generous financial support to continue forking and rebranding various Doom source ports.
If you enjoyed DOOM NEO then consider giving a donation or even setting up monthly contributions.
http://tinyurl.com/n7mtr3r

>> No.2049189

>>2049187
ruh roh

>> No.2049191

>>2049167
By using this argument, you can never complain about anything unless you can do better. Can't complain about the long waits in the grocery lines unless you own a grocery store which has shorter lines. You can't complain about traffic unless YOUR city doesn't have a traffic problem.
And yes, this is a false equivalence.

>> No.2049195

>>2049191
I can do better.

If I'm the one in control at the store, I make people leave. Instantly, the lines are shorter.

If I'm the one in control in the city, I make people leave. Instantly, the traffic is bearable.

Most problems can be solved by making people leave.

>> No.2049198

>>2049195
and that way of thinking is why you're probly forever alone

>> No.2049203 [SPOILER] 
File: 5 KB, 177x120, 1415162886700.jpg [View same] [iqdb] [saucenao] [google]
2049203

>>2049198
I can do better than that.

>> No.2049213
File: 57 KB, 450x603, matrix russian version.jpg [View same] [iqdb] [saucenao] [google]
2049213

>>2049203
dumb frogposter

>> No.2049215

Does Voxelstein count as /vr/? It's based on Wolfenstein, but only very loosely with most of the plot being original

Somebody on /v/ just dumped some interesting WIP screenshots and gifs, there were also Doom weapons remade from scratch with voxels

>>>/v/270558393

>> No.2049219
File: 507 KB, 1280x720, 1415159148717.png [View same] [iqdb] [saucenao] [google]
2049219

>>2049215
I'm really digging this. It reminds me of some PS1/Dos games.

>> No.2049224
File: 1.59 MB, 512x321, playing doom.gif [View same] [iqdb] [saucenao] [google]
2049224

>>2049215
It looks retro, but it isn't retro.

>> No.2049230

>>2049224
Well, still looks better than most faux-retro trash. I was only asking since it's barely related to Wolfenstein and thus Doom

>> No.2049238

>>2049187
scroton source port best source port on market

>> No.2049239

>>2049224
It's based on the Voxlap engine, the engine was made in 1999 by Ken Silverman, the same dude who made the Build Engine(DN3D, Shadow Warrior).

>> No.2049275

>>2049163
And I thought zdoom was retarded in that respect.

>> No.2049305

>>2049275
At least ZDoom lets you turn it off.

>> No.2049316
File: 410 KB, 562x800, 1364079141813.jpg [View same] [iqdb] [saucenao] [google]
2049316

i have just started playing doom after a long time of not playing doom.

what mod works well with GMORTA?

>> No.2049320

>>2049316
Scythe 2

>> No.2049321

Stupid question but is there a way to pic what monitor Doom opens in?

I have more than one and it really seems to like defaulting the to the second and less nice monitor.

>> No.2049323

>>2049316
Alien Vendetta
Epic 2

>> No.2049324

>>2049321
This might be a really stupid answer, I haven't used a dual screen setup in ages, but have you tried pulling it over to the other side in windowed mode, then setting it back to fullscreen mode?

>> No.2049325

>>2049316

>GMORTA

>> No.2049326

>>2049324
Good answer actually, I'm an idiot and didn't know it had a windowed mode option.

>> No.2049329
File: 134 KB, 250x297, 1414957608852.png [View same] [iqdb] [saucenao] [google]
2049329

>>2049320
>>2049323

might try them after work tomorrow, thanks.

>>2049325
shuush

>> No.2049331

I just finished MAP01-MAP07 with DOOM RETRO and... jesus. What's the fucking point?

>rotating automap, because zdoom can't do it right?
>transparencies, because zdoom can't do it right?
>smoke, because zdoom can't do it right? Not excessively, though.
>more blood/guts, because we need Brutal Doom emulated on source port itself right?
>no options for other effects other than what the iwad has, because retro, right?
>muh capped framerate, because retro, right?
>it doesn't search for an iwad and you need to locate it everytime you play, because that's I don't know, old school, right?

Interestingly this one's an oddity - it tries to look as good as zdoom, but can't; it tries to play better than chocolate/prboom, but it won't.

It feels like doom was invaded by hipster indie devs and decided to change the whole look altogether, without knowing much about doom, and slap the word "retro" on it because it looks old and plays like ass.

It didn't help that I read the dw thread beforehand.

>> No.2049335
File: 40 KB, 79x80, 1407523440490.gif [View same] [iqdb] [saucenao] [google]
2049335

>>2049329

>shuush

No. I'll continue to make fun of you

>> No.2049336

>>2049329
If you've got some mad skills then try it with Sunder.

Going through Hag's Finger was a treat with it.

>> No.2049337
File: 6 KB, 303x345, 1395451326094.png [View same] [iqdb] [saucenao] [google]
2049337

>>2049335
then come at me faggot, i dare you.

>> No.2049339
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google]
2049339

>>2049337

I already am you wiener. I'll teach you for mistyping the name of my mod.

I will say hurtful things about you, like questioning your hygiene and shit

>> No.2049343
File: 440 KB, 319x358, 1409791980634.gif [View same] [iqdb] [saucenao] [google]
2049343

>>2049339

GNOTA

>> No.2049445 [DELETED] 

>>2049187
Official release:
http://www.doomworld.com/vb/source-ports/70754-doom-neo/

>> No.2049448
File: 1.33 MB, 1140x743, LL77Gdq[1].png [View same] [iqdb] [saucenao] [google]
2049448

>>2049187
Official release:
http://www.doomworld.com/vb/source-ports/70754-doom-neo/

>> No.2049475

>>2049331
wait until you realize that there are people on doomworld forums that HATE the shit out of zdoom mods but think Retro Doom is fucking amazing.

>> No.2049478

I don't know why, but I always prefer it when megawads have music from the iwads, 95-98 wads (think mark klem/david shaw stuff) and other games like ROTT/Heretic/Duke3D/Descent/etc over new original material.

I still like the music in stuff like PL2, SoD and BTSX. I just don't think modern doom musicians pull it off as well as the musicians from the games and mods of the 90's.

I dunno. It could just be nostalgia talking.

>> No.2049481

>>2049448
It's already in post hell.

>> No.2049483

>>2049478
I honestly think Heretic has only one good song and Duke 3D has two.

Don't know Descent's music off the top of my head.

I want cool themes in Doom mods though.
Any time a level has bad music I die a little on the inside.

Even worse when it's a really long level.

>> No.2049484
File: 399 KB, 1920x1080, Screenshot_Doom_20141105_220738.png [View same] [iqdb] [saucenao] [google]
2049484

>>2049187
>>2049448
Cool

Aside from blood splatters, what else is there?

>> No.2049485

>>2049484
Easy keys are disabled.

That's about it for right now, we (and by we I mean mostly marrub) threw it together in like 2 hours. More changes maybe coming later, like blood that bounces all over the place.

>> No.2049487

>>2049483
Eh, I really enjoy the music from Heretic and Duke3D.

As for Descent here are a couple examples
https://www.youtube.com/watch?v=jjSq2GB51mI
https://www.youtube.com/watch?v=MesZ3hiAGtU

>> No.2049491

>>2049487
For Heretic I only really like E1M1.

Duke 3D though it's pretty much just the Main theme, Stalker, Sneaky Snake and Lunar Reactor.

>Those Descent songs
Oh shit no wonder why they always sounded so familiar.
I've heard them a lot in Doom mods.

>> No.2049494

>>2049491
I've always been a fan of these from heretic
https://www.youtube.com/watch?v=pvr8dddzW1k
https://www.youtube.com/watch?v=qZ7MmAunwAQ
https://www.youtube.com/watch?v=lCVTjE4wHxw
https://www.youtube.com/watch?v=9ZDzMtWLl3E
https://www.youtube.com/watch?v=z16riWZx5pc
https://www.youtube.com/watch?v=LR56Pz6qXg0
https://www.youtube.com/watch?v=de-Qu7g0Emw
https://www.youtube.com/watch?v=tf2lnrhR_X4

>> No.2049495

>>2049478
>Hexen isn't listed
It feels like nobody really likes it's music even though Castle of Grief is pretty cool.

>> No.2049497

>>2049494
Every time I hear E2M8 in game it doesn't sound anything like that.

This is good to know because for the longest time I thought I had thought that I was remembering it wrong.

These songs are better than I remember too so that's cool.
I just wish Heretic was fun

http://www.youtube.com/watch?v=Z65m4tqYaUs

>> No.2049498

>>2049495
I like its music. I just don't think it suits Doom as much. Doesn't really offer a run n gun feel, which i can understand since Hexen was a far slower paced game.

>> No.2049502

what was that doom gameplay mod changer that gives the doomguy a eyepatch?

I wanna switch up to something different from brutal doom

>> No.2049503

>>2049498
I thought Hexen was pretty damn fast but then again I only play as Fighter since the other two classes are very lackluster throughout like 80% of the game.

>>2049502
Accessories to Murder

>> No.2049504

>>2049498
>>2049503
Of course I am only considering movement and how fast Fighter killed enemies.

Centaurs a shit and so were the switch hunts.

>> No.2049506

>>2049497
>>2049495
http://www.youtube.com/watch?v=JvkBLHLBUCE

>> No.2049507

>>2049448
Wow, these Doomworld mods just can't handle banter

>> No.2049509 [DELETED] 

Let's start a new topic on this

WHY UACMN IS THE BEST WAD OF THIS GENERATION.
>1) Brutal Doom rips off UACMN
>2) Genuine Story
>You guys continue

>> No.2049510

>>2049504
Movement-wise, Hexen was fast, yeah. But levels were less about zipping around killing stuff and more about solving puzzles and hunting for items/switches.

>> No.2049512

>>2048215

Sometimes I wonder why my old Doom fanart on DA gets random bursts of fav's, then I come and find these generals.

>> No.2049519

>>2049510
This is actually why I like Samsara.

I just play as Parias in levels made for fast paced action, it's really fun and Timon's Axe is the best thing about Hexen.

>> No.2049525

>>2049497
>I just wish Heretic was fun

I think the problem with Heretic was that it had its share of fairly ugly and boring maps, alongside the weapon sound effects sounding too meh.

I feel Hexen was an improvement in these regards (even if the switch hunts were tedious, the levels/hubs still looked and flowed better IMO)

>> No.2049527

>>2049525
I actually think it's more than just the ugly maps.

The weapons were legitimately weak and enemies are unusually sturdy.
On top of this none of the enemies were particularly dangerous or a threat outside of Minotaurs.

Most enemies didn't even hurt very much.

>> No.2049529

>>2049527
Not to mention that the strongest weapon was basically just a weaker rocket launcher.

>> No.2049532

It's a shame that heretic's weapons were wimpy. They sure looked cool

>> No.2049535

>>2049527
>>2049529
Yeah, the weapons were pretty weak, too.

>> No.2049573

>>2048703
this is 100% true

>>2049448
lol

>>2049481
shame

>>2049507
agreed, plus they're hypocritical over importing drama (its fine when they do it)

>>2049512
welcome along ! if your picture is good and fits the theme of the threads, then we thank you in advance for letting us use it :)

>> No.2049608

>>2049573
>plus they're hypocritical over importing drama (its fine when they do it)

I'd like to see some examples.

The only thing that Doomworld did that pissed me off was that huge shitstorm when a bunch of people ganged on Graf and he ended up deleting his site and quitting GZDoom out of anger.

>> No.2049612

>>2049608
>The only thing that Doomworld did that pissed me off was that huge shitstorm when a bunch of people ganged on Graf and he ended up deleting his site and quitting GZDoom out of anger.

That's news to me and how is that a bad thing? Graf's a total shitter

>> No.2049615

>>2049608
>I'd like to see some examples.

http://www.doomworld.com/vb/post/1144934

when esselfortium couldn't continue discussing the "racial epithet found in brutal doom source" incident on zdoomforums, he brought it over to doomworld where he is a moderator.

>> No.2049616
File: 213 KB, 1280x768, Stop triggering us with your gunfire!.jpg [View same] [iqdb] [saucenao] [google]
2049616

Using the latest DoomRPG with GZDoom 1.9pre691. Any idea what causes these black walls to pop in whenever I stumble upon these textures? They fade as I walk into them or shoot at times.

I've had the issue since BTSX2's release.

>> No.2049621

>>2049612
Just because you don't like someone's attitude doesn't mean they're a bad person, he doesn't get paid to maintain ZDoom or GZDoom so the rage was justified.

>>2049615
Mark was acting like a child there though.

>> No.2049623

>>2049621

Graf seems like a pretty horrible person anon.

>> No.2049624

>>2049616
I also forgot to say what wads I use
D2INO.wad
SmoothDoom.pk3 (The weapons explain this. If I weren't so bad and lazy at modding/editing; I'd put the d64 sounds over them.)

Also, D2INO's map32 was the worst secret map I've ever played. Absolutely disgusting.

>> No.2049626

alright lads, I was thinking
since GZdoom has no problems with slopes
and I have exported all textures and sounds and shit from S.t.a.l.k.e.r.
and I am a slav
what does really stop me from recreating Stalker maps in DooM?

>> No.2049635

The power of Kinect.

>> No.2049637

>>2049626
Well maps can only have a certain maximum size, (I forget what, exactly) and that size isn't exactly large. Also there'd be the issue of horrible engine optimisation, large maps simply don't bode well.

>> No.2049638

>>2049626
Tens to hundreds of hours of tedious work.

>> No.2049639

>>2049637
Just make the player smaller and scale everything down.

>> No.2049643

>>2049637
I think I can make it "linear" like stalker sorta was, this can be done by splitting maps into segments. for example you can get past army checkpoint until you kill bandits in their base, then you get task from Sid to get past checkpoint, and this allows you to proceed to it. you either kill army or go past checkpoint using detour, either way after you cross it, you get sent to next map.

>>2049638
actually slopes in gzdoombuilder are easy to work with, so I doubt this will be a problem. I have played through all stalker games multiple times and map itself does not have to be 1:1 scale, hell it may even have doom twist on itself

>>2049639
this will not work

>> No.2049645

>>2049448
this really is fascism, isn't it

brad harding can do this exact shit, sans fake paypal link, and is protected by mods

scroton releases a port, is completely honest about it being a slightly modified fork, and he gets called a retard and sent to hell

is there some connection between bradharding and Linguica, the mod doing all but choking on his dick, or is the fool truly believing he's doing something good by censoring criticisms of bradharding's ethics

doomergate is real

>> No.2049646

>>2049643
Why not? If the player is half the size, everything looks twice as big. So then if you half the size of everything else, it looks normal big to the player.

Your mapping space has virtually quadrupled.

>> No.2049650

>>2049646
then there is problem of unit conversion, you have to map everything smaller, which is counter intuitive, its better to split maps into segments that main tasks from the game.

also iirc there is map transition that allows you to ignore intermission screen, much like hexen, so there is even less problems with making this segmented

>> No.2049653

>>2049650
Oh you mean it won't work as in it'll be too tedious to accomplish, not that it's literally impossible?

Split maps really is the only good option. It'd be nice to explore a wasteland, come across some run-down elevator like in that BTSX level, and go down into the next map that will take you through some underground section to a new above-ground area.

>> No.2049657

>>2049653
yeah I intend to go autistic on this, stalker mission structure really helps when it comes to splitting maps, agroprom is the best example of that.

I doubt there will be many complaints when I modify maps a lot, some parts will have to be changed so player does not create paradoxes, such as arriving at one location faster than they should be, for example in agroprom you can ignore Mole and go straight to the army base, I think that I should take away this freedom from the player.

also, stalker Lost Alpha gave me some ideas for new locations, so I could mix that up

>> No.2049670

does anyone know how to lock decorate sprites on one axis? for example instead of having techlamp constantly face the player, have it face only one direction?

>> No.2049675

>>2049670
replace sprites TLMPA1-A8 instead of TLMPA0, i think.

>> No.2049680

>>2049645
if it is still has momentum and is being developed and appears to be still going places in (say) a month, then assume collusion/foul play.

right now i can understand why the (humorless, banter-challenged) doomworld moderators assume it is a troll and nuke it on sight (e.g. (a) openly admitted to be only 2 hours work, (b) scroton, whose record is far from spotless)

>> No.2049687

>>2049675
thats not exactly what I wanted.
what I am on about is that rotation of the sprite is not allowed, so when you put a thing down in editor, its not going to rotate to face the camera

basically what I want to achieve is a decal, except on a flat instead of wall

>> No.2049693

>>2049339

You're a faggot, fuk u

>> No.2049695

>>2048406
Then they fuck.

>> No.2049696

>>2049687
You could always create a custom texture from the sprite and apply it to a sidedef.

>> No.2049701

>>2049696
problem is when I have shitload of decals, I am basically porting 90% of world textures from stalker

>> No.2049705

>>2049701
Ah, didn't know what you needed it for.

I know nothing whatsoever about DECORATE, sorry.

>> No.2049746

>>2049616
try not loading lights.pk3?

>> No.2049750

Would anyone happen to know what the "de-facto" Linux Quakeworld build is?

>> No.2049768 [DELETED] 

test

>> No.2049790
File: 588 KB, 704x400, 1301400701950.png [View same] [iqdb] [saucenao] [google]
2049790

>>2049768

no

jhon census

>> No.2049792

>>2049624
>Absolutely disgusting.

That was the point, Grosse means "ugly", or so I heard. And since they went with the "In Name Only" shtick...

MAP31 however, oh buddy. Xaser proved once more why he's the fucking man

>> No.2049843

>>2049316
>not have the other horn come through the hair
Pls anon

>> No.2049882

>>2049792
>Grosse means "ugly"
Grosse means Huge

>> No.2049886

>>2049792
Not sure how the former or latter justifies the map. I was hoping the switch-hunt would pay off with two nice maps.
MAP31 was indeed gorgerous though!
>>2049746
Lights.pk3? Mind elaborating on that? I looked through the SmoothDoom and DoomRPG-master folder, and found no such file.

>> No.2049891

>>2049886
Lights.pk3 should be in main zdoom folder

>> No.2049892

>>2049882
I was just about to say that. The map name is based on Hans Grosse from Wolfenstein 3D. If they wanted it to sound more "gross", they could have just removed an 'E'.

>> No.2049896

>>2049892
hell I am not even german and I knew that, guess I need to stop listening to rammstein

>> No.2049905

>>2049891
I did a quick test and simply deleted the lights.wad in the GZDoom folder.
No success. The black walls are still there on these "castle-textures".

>> No.2049907
File: 22 KB, 225x240, 1346203037393.jpg [View same] [iqdb] [saucenao] [google]
2049907

>still portan stalker textures
>do it one folder at a time
>go to folder named "ston"
>open up
>537 items
this is going to be a long night

>> No.2049912

>>2049646
>If the player is half the size, everything looks twice as big.

I've seen this argument thrown around a lot, especially in regards to Cyberrunner, and I don't get it.

http://www.best-ever.org/download?file=tinyplayer.pk3

It doesn't make the maps seem or feel huge.
It just makes you tiny.

>> No.2049914 [DELETED] 

>>2049892
IT's groß you jewish nigger

>> No.2049938

dat sudden silence

>> No.2049961

twitch.tv/doomed_spacemarine

doomguy's streaming demonsteele
he's so bad with the hammer

>> No.2049964
File: 143 KB, 640x480, 1415212675.png [View same] [iqdb] [saucenao] [google]
2049964

RUSH.wad by Archi is cool

>> No.2049982

>texture folder is 200mb big
>its not even half of them done
help

>> No.2050019

>>2049982
Use a PNG optimizer like PngOut or ColorQuantizer

>> No.2050021

>>2050019
I got all textures as .tga

>> No.2050026

>>2050021
Convert them to PNG. TGA is an obsolete format and is not usable in all ZDoom builds.

>> No.2050029

>>2049961
This looks cooler than I thought it would.
Needs a better levelset though.

>> No.2050030

>>2050026
>TGA is an obsolete format
modern engines beg to differ

also I am using GZdoom, do you think that slade 3 png conversion tool will be enough to get smaller files? I dont think anyone will be patient enough to download a mod thats over 500 mb

>> No.2050040

>>2050030
I'm an engine dev, TGA is obsolete unless you really need to load all of your textures to bitmaps instantly.
Except you don't. PNG decodes fast enough that it doesn't matter.

Yeah, SLADE's png converter should be good enough. Once you're done converting you may want to extract the PNGs and pass them through a batch PNG optimizer like Color Quantizer. Though you should only need to do that if your PK3 is still too big.

>> No.2050050

>>2050040
I am nearing 450 textures mark, textures I am converting now are 2048x1024, as I said earlier, I will go autistic on these stalker maps

>> No.2050102
File: 2.41 MB, 2944x1080, plznobully.png [View same] [iqdb] [saucenao] [google]
2050102

just converted them images
453 textures in package
from over 400mb down to 190mb

my naming convention may be confusing for some, but I am a visual person so plz no bully

>> No.2050131

>>2049096
That was my post.

>> No.2050135
File: 356 KB, 1280x768, 12213.jpg [View same] [iqdb] [saucenao] [google]
2050135

There's a really weird alternative exit-point in MAP19 "The Citadel" in D2INO. Yes, that horribly confusing map.

Basically, as you get on the square-pillar near the exit; there's a lava-world behind some revenants and mancubus. You can activate two switches that reveal the giant Icon of Sin monster. (2 IOS merged together rather sloppily.) I never found out how to do this; but on the edges of this wall there's more switches. I have no idea how you trigger the ceiling to rise upwards so you can get inside. (Or how to get to the lava world at all without jumping.)

An exit point will reveal in the bottom middle, and when you walk in; you're taken to Gotcha! There appears to be.. no differences at all between using that point or the regular one.

Can someone help me understand why they did this, and why there's so many weird secrets that are hidden from automap on this map?

>> No.2050151

>>2050131

Yes, we, uh, can see your name.

>> No.2050154

>>2050131
You're not me! I'm working on a huge mod with tons of features. You can't possibly be me!

>> No.2050160 [DELETED] 

>>2050154
nice name steal.

>> No.2050171

>>2050160
I have no idea what are you talking about

>> No.2050192

Are the Duke 3D expansions worth playing?

>> No.2050215

>>2050192
Everything except the Winter one. Reaaaaaaally badly made and unbalanced. And uh, that Washington one was a rather dull experience for me. Big maps, interesting at first but then it gets really.. boring.

>> No.2050216

>>2050171
BUT WHO ARE YOU IF I AM ME?
BUT WHO AM II
DAAAEUGH
http://youtu.be/Az5ZPk-bpeU

>identification in here

>> No.2050224

>>2049626
Unrelated, but the other day I was trying that Doom frontend thing, and I saw a Stalker mod in the new mods list.
I gave it a spin. I start in Map 1, nothing changes. So I fire a shot.
CHEEKY BREEKY CHEEKY BREEKY CHEEKY BREEKY

>> No.2050238

How to make the chaingun fun to use:

Create a sndinfo.txt file
Put
weapons/chngun dsshotgn
in there
Load it.
Enjoy.

>> No.2050254

>>2050238
Wasn't that how it was supposed to be originally? I think it was like that in early builds of Doom.

>> No.2050278

She's going down! Down to Chinatown!

>> No.2050280

>>2050238

Stomper has the chaingun sound changed to that, and holy shit did people whined.

But hey, no one ever complained about the chaingunner using the shotgun sound because that's how it was "intended to be". Pffft

>> No.2050292

>>2050224
link me

>> No.2050293
File: 2.88 MB, 768x432, axes and smashing and stuff.webm [View same] [iqdb] [saucenao] [google]
2050293

Just some tweaks to the Axe - you can actually see the axe, for one.

>> No.2050323

>>2050292
and then just push me

>> No.2050330

>>2050323
till I get my

>> No.2050334

>>2050278
and now you hear Lipps Inc. - Funkytown in your head

>> No.2050353

>>2050330
satisfaction

>> No.2050370

>>2050353
s-s-s-satisfAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.2050374

>>2050353
>>2050370
had to
https://www.youtube.com/watch?v=V5bYDhZBFLA

>> No.2050379

>>2048972
I don't get it.

>> No.2050412
File: 225 KB, 500x738, mad.png [View same] [iqdb] [saucenao] [google]
2050412

Alright, I want to update my GZDoom, I have a rather old version.
What is the last version of GZDoom that doesn't need a nuclear computer to play it?

Also, some OC

>> No.2050421

>>2050293
I can't wait to play this, it looks so goddamn good

>> No.2050423

>>2050412
from what I was reading here, new version uses some new version of OpenGL that maybe 10% of users have

>> No.2050425

>>2050423
10%? OpenGL 2.0 came out in 2004.

http://forum.zdoom.org/viewtopic.php?f=4&t=31427

>Can your computer run GZDoom's OpenGL renderer?
>81%

And this survey is in a thread meant to attract people that can't run it.

>How many of you CANNOT run GZDoom's OpenGL renderer

>> No.2050426

>>2050423
I know. I wanna know what was the last version to use the old OpenGL.

>> No.2050431

>>2050425
Mind you, the original thread was in 2011 - this massively predates the "new" renderer.

>> No.2050435

>>2050426
http://devbuilds.drdteam.org/gzdoom/gzdoom-G1.9pre-828-g60ff6c5.7z

Should be this one.

>> No.2050436

>>2050431
>>2050425
Whoops, disregard. Didn't pay attention.

>> No.2050439

>>2050435
Thanks

>> No.2050440

Thanks for reminding me, people.

>>2048961

Does this work with the last GZDoom pre-OpenGL fuckery?

>> No.2050441
File: 1.30 MB, 768x432, Mouse user interfaces.webm [View same] [iqdb] [saucenao] [google]
2050441

So thanks to one excellent anon I now have working mouse interfaces with custom graphics and clicky goodness.

thanks anon.

>> No.2050442

>>2050440
It's not using any OpenGL effects, why would it need GZDoom in the first place?

>> No.2050443

>>2050440
No, it needs Open GL 3.0

>> No.2050447

>>2050442
>why would it need GZDoom in the first place?

I don't know. Read the original post, though

>>2048961
>"Still very much in pre-alpha, and only works on GZDoom and Zandro 2.0 at the moment"

>> No.2050449

>>2048961
These death animations are very slow. It really kills any sense of power your attacks could have.

>> No.2050454

>>2050441
how did you do that?
can you upload the acs source file? this looks really interesting

>> No.2050458

>>2050447
The GZDoom was probably either a typo or put there to mean both GZDoom and ZDoom. Zand2.0 doesn't update the OpenGL renderer of zand, and zand uses an earlier OpenGL than old GZDoom did.

>> No.2050474

>>2050458
>a typo

nope, he just said he was aiming for further Zandro compatibility. Once again, read the post.

>> No.2050476

>gzdoom requiring opengl 4.0 in the future, runs like shit
>gta 4 also runs like shit and requires stupid specs to run good
>gl4.0
>4
coincidence? i think not

>> No.2050480

Do people really have such a big problem with the new GZDoom? I'm using the newest version, I have a pretty mid-range PC and I can easily run it

>> No.2050481

>>2050480

specs or bust

>> No.2050483

>>2050481
i5 2400, 550 Ti, 4GB ram

>> No.2050486

>>2050483
>550 Ti
That explains it

>> No.2050513

>>2050480
>Do people really have such a big problem with the new GZDoom?

>Things I can run on my computer
Shadow Warrior, a 2013 remake of the 90s classic.
Rise of the Triad, a 2013 remake of the 90s classic WHOAH DEJA VU
Saint's Row IV, the 2013 climax of the Saint's Row series with massive environments.
Left 4 Dead 2, 2009 co-op zombie shooter with lots of advanced behavior.
Serious Sam 3: Before First Encounter, a 2011 shooter featuring tons upon tons of enemies filling the screen at once.
Starbound, the most poorly optimized 2D game in existence, released in 2013.
Tons of other games, most of which with relatively modern release dates.

>Things I can't run on my computer
FUCKING GZDOOM, A SOURCE PORT FOR A 20 YEAR OLD GAME
WHAT THE FUCK

>> No.2050521

>>2050480
I totally forgot about the new GZDoom

Just how bad is the optimization now? And how does Graf justify it?

>> No.2050523

>>2050513
What's the sort of framerate you get on those games?

>> No.2050524

>>2050474
>nope, he just said he was aiming for further Zandro compatibility.

He's aiming for futher zandronum compatibility because it uses features that are only available in zand2.0 and gzdoom and zdoom.

THIS HAS NOTHING TO DO WITH OPEN GL OR RENDERING METHOD.

It's referring to decorate action fucntions and acs functions. The "either a typo or put there to mean both GZDoom and ZDoom" is about gzdoom and zdoom and has nothing to do with zand.

IT RUNS IN BOTH ZDOOM AND GZDOOM.

>Once again, read the post.

No, you learn to read.

>> No.2050527

>>2050523

Pretty regular 50-70, usually.

>> No.2050604
File: 418 KB, 408x516, 1401684671499.gif [View same] [iqdb] [saucenao] [google]
2050604

DOOM RETRO development commits, code additions and deletions:
1,520 commits / 134,191 ++ / 63,554 --
70,637 ++ net
46 ++ avg per commit

Samsara development commits, code additions and deletions:
1387 commits / 208,135 ++ / 131,424 --
76,711 ++ net
55 ++ avg per commit

>> No.2050607

>>2050604

I read it as DOOM NEO and thought "WHOA DUDE ALREADY?"

scroton is the kind of dude that would whoop something like that

>> No.2050617 [DELETED] 

>>2050607
I don't have that many commits or lines of code int he projects I've done though. Also marrub is doing all the Doom neo stuff right now.

>> No.2050618

>>2050449
We're still adjusting shit.

>> No.2050623

>>2050618

Damn, be careful then. Hemorrhoids are kind of a big deal.

>> No.2050625 [DELETED] 

>>2050607
>>2050617
did a quick tally
95 commits / 95,666 ++ / 37,260 --
58,406 ++ net
615 ++ avg per commit

>> No.2050627

>>2050442
Also, I specified GZDoom/Zandro (with OpenGL) because the mod makes use of truecolor stuff.

>> No.2050630
File: 655 KB, 1920x1080, DM1.png [View same] [iqdb] [saucenao] [google]
2050630

First multiplayer map that doesn't look like ass.
feedback appreciated.
https://dl.dropboxusercontent.com/u/65459588/Doom%20Maps/DM1.wad

>> No.2050631

>>2050607
Marrub is doing all the Doom neo stuff right now, track it here:
https://github.com/SCROTON-CODE/Doom-Neo

I also don't have that many commits or lines of code int he projects I've done, though here's a quick tally:
95 commits / 95,666 ++ / 37,260 --
58,406 ++ net
615 ++ avg per commit
I tend to work very quickly and then do absolutely nothing for long stretches of time which probably averages out to slightly less output than someone working diligently.

>> No.2050635

>>2050630
'first' as in 'my first'.
sorry, i should have specified.

>> No.2050643

>>2050630

Pretty simplistic, but I like it.

>> No.2050646

https://github.com/id-Software/Wolf3D-iOS/tree/master/wolf3d

>"This source release does not contain any game data, the game data remains subject to the original EULA and applicable law."
>music and sounds are in there

https://github.com/id-Software/Wolf3D-iOS/tree/master/wolf3d/base/sfx

gg?

>> No.2050660

>>2050607
>scroton is the kind of dude that would whoop something like that

https://archive.moe/vr/thread/537652/#541614
>the only programming I've ever done is on a TI-83 calculator

>> No.2050667

>>2050660
That was a long time ago, anon. Scroton's quite experienced now, for example his BOOT & SHOOT addon for (which is now in the official repo of) Samsara.

>> No.2050678

>>2048385
4th and 5th are best.

>> No.2050680
File: 18 KB, 875x342, kek.png [View same] [iqdb] [saucenao] [google]
2050680

>>2050660

People change, anon.

>> No.2050683

i dunno if its the new gzdoom that causes problems, but when i play demonsteele, in doom 2 tricks and traps. the room with all the barons and the cyber demon my fps drops. keep in mind though i play on a 144hz monitor, but i honestly dont think dips should happen.

ESPECIALLY WITH MY FUCKING GTX 970!!!!!!!

>> No.2050690

>>2050683
too many dynamic lights?

>> No.2050691

>>2050604
If you don't count the code added initially from Chocolate Doom:
1,519 commits / 87,184 ++ / 63,554 --
23,630 ++ net
16 ++ avg per commit

>> No.2050705

>>2050691
that's less than donutsteel, which is a mod still in alpha

>> No.2050732

>>2050667

He's still a faggot

>> No.2050736

>>2050732
And why do you say that?
Please don't be a shitposter.

>> No.2050738 [DELETED] 

>>2050732
:-(

>> No.2050741

>>2050680

I don't think Graf will ever change. He'll always be an insufferable bastard

>> No.2050742

>>2050741

And Edward will never be able to code.

>> No.2050743

>>2050732
:-(
What did I do?

>> No.2050749

>>2050736

Cus I like scroton and I feel like calling him a fagort.

>> No.2050774

>>2050749
I like you too anon.

>> No.2050785

>>2050435

Just a small heads up for those who may need the info

>Unsupported OpenGL version.
>At least GL 2.0 is required to run GZDoom.

>> No.2050892

>>2048235
If serious sam had better level design, and shorter levels overall, I'd probably enjoy it more.

>> No.2050898

>>2050892
what? is it too serious for you?

>> No.2050919

>>2050898
No it's too Sam for him.

>> No.2050923

>>2050919
well that explains it, it would be quite bad if game was too AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH for him

>> No.2050928

>>2050521
Something like "You can afford a videocard newer than 8 years old"

>> No.2050948
File: 201 KB, 1280x540, tumblr_mt5cvrwY201szcxzqo1_1280.jpg [View same] [iqdb] [saucenao] [google]
2050948

>> No.2050964

>>2050898
>>2050919
>>2050923
I've completed TFE and BFE (Played some TSE, but haven't finished it)

I like the enemies, and the weapons are pretty cool, if a bit simple. But the levels were nothing spectacular, and often overstayed their welcome for me.

>> No.2051005
File: 12 KB, 500x259, 1373345714608.jpg [View same] [iqdb] [saucenao] [google]
2051005

Is there a way to make the player take pure damage in ACS? I want a special damage that can't be reduced by any armor types or damagefactors. Damagething doesn't work since it's reduced by normal armor.

>> No.2051016

>>2051005
>Is there a way to make the player take pure damage in ACS?

You can either give them drown damagetype, make your own damagetype and have it bypass armor (only in zdoom, and I forget how, check the wiki) or you can have the script directly set their health, which would also bypass things like %protection active on the player.

>> No.2051030
File: 417 KB, 1280x720, Screenshot_Doom_20141031_031101.png [View same] [iqdb] [saucenao] [google]
2051030

>>2051016
Decided to use the set health, works fantastic

Thanks mate

>> No.2051031

>>2051030
np. are you the hexen combat guy or someone else with a menu system?

>> No.2051032

>>2051031
Sorry, I'm neither of them, I'm just making my own thing

>> No.2051037

>>2051016
>A humanity
>An estus flask

Are you doing what i think you're doing?

>> No.2051038

>>2051037

Actually meant to reply to >>2051030

>> No.2051041

>>2051037
I was at first, but then I realized some things would be impossible to remake in Doom. So for now I guess core elements are there, like the estus/humanity/status effects systems and how each weapon has like 12 different moves with weak/strong attacks. I've been trying to work on armors at moment

>> No.2051043

>>2051041
Impossible? Like what?

>> No.2051048

>>2051043
The leveling system for starters, that seems like way too much effort and out of my league. So I decided your progression would be entirely on gear. Same goes with multiplayer. Regarding poise I decided to use a demon souls type hitstun, where some enemies get hyper armor during their attacks, since actual poise doesn't seem to be possible because mobs get really buggy when you mess with their painchance on demand.

>> No.2051054

>>2051048
When you mean progression on gear do you mean simply weapons or special armors, spells and items that have specific uses? Because the later sounds hypes as fuck.

>> No.2051063

>>2051054
Dunno, I was planning for early dungeons to have the basic weapons/armors/spells/items.
Like on tier 1 dungeons you find maybe the longsword/shortsword/axe/rapier, leather armor, maybe a couple heal spells and items that remove conditions.
Tier 2 maybe you would find the claymore, a halberd, and maybe a bow. Some higher tier spells like fireballs or purge conditions. Then maybe more items that give you mobile heals, like the estus and platemail armor.
By tier 3 endgame dungeons you should be finding shit like the zweihander, greataxes, or greathammers, havels-like armor.
There are classes though, so a wizard won't be able to use a zweihander but will have all access to spells, meanwhile a warrior will be able to wield it but not use magic. Other classes like thief will be able to use weapons warriors cant, like a rapier, and will be able to only 2 hand a claymore or something.

>> No.2051064

>>2051063
What about shield?

>> No.2051070

>>2051064
I thought about that, I don't think it's feasible of me to add a shield for every weapon you can 1 hand, so I'm just going to have every weapon be able to block, at a cost though, and it'll have different damage reduction values.

>> No.2051087

>>2050741
You're only mad because he's right 9/10 times.

>> No.2051094
File: 247 KB, 1280x720, 1415246835097.jpg [View same] [iqdb] [saucenao] [google]
2051094

If there are any drawfags in here, i'd like to see a samsara version of this pic, kyle katan should be included too

>> No.2051162

>>2051087

You forgot the extra zero at the end of that 10, anon.
No need to thank me, it's a common mistake.

>> No.2051172
File: 272 KB, 800x1227, doom90.jpg [View same] [iqdb] [saucenao] [google]
2051172

guys

what resolution do you play doom at?
just played it widescreen and it felt weird

any filters?

also did you see this film? you liked it didn't you?

>> No.2051189

>>2051172
>You liked it didn't you?

It was alright; however, the only hype as fuck part was when he injected himself with that serum and we got 5 minutes of actual FPS. It was also cool how they added in a pinky by making it the guy in the wheelchair.

Overall, it was just alright.

>> No.2051194

>>2051172
I play Doom at 1152 x 864 and windowed.

I thought the Doom movie was fucking terrible and it didn't even try to have demons, which is the most basic shit about Doomguy.

Also it was very slow and boring and the FPS part was just silly and on top of that no fucking shotgun.

>> No.2051220

>>2051172
>what resolution do you play doom at?
>just played it widescreen and it felt weird

I play at 1920x1080. I can sorta agree about widescreen being weird. Especially if you play on a non-zdoom based port, as they dont typically have the BFG ranged fixed for it. Would love for PrBoom+ to have a pillarbox mode, like what odamex has.

>> No.2051236

>>2051189
that was probably the only good part in the whole film aha

>>2051194
It's a shame, they should have just made it a balls to the wall popcorn action flick

>>2051220
Yeah it's definitely a good kind of weird
It's a lot more immersive I found

>> No.2051264

>>2051220
PrBoom+ definitely needs a pillarbox mode. I don't expect it to fix the BFG range in the future as that could potentially hurt demo compatibility.

>> No.2051275
File: 14 KB, 1391x822, slav1.png [View same] [iqdb] [saucenao] [google]
2051275

alright guys, stalker-porting anon here

need some help with this thing.
this is side view of the bunker that you start in, bunker is in open area to make it possible for player to go underground, I have made top part of the bunker as a 3d floor. problem however is that 3d floors cannot have slopes on them, and in original stalker ceiling of the bunker is an arch, while its not critical thing to carry over, it may cause problems later on because I will need to use slopes for things such as rooftops or terrains.

does anyone know a workaround for this?

>> No.2051286

>>2051275
Since when can't 3d floors contain slopes?

>> No.2051290

>>2051286
I dont bloody know, just can get it to work
got any ideas?

>> No.2051294

>>2051290
I assume you have tried things out like putting the slope function/actor/linedef/whatever inside the 3D floor control sector first and then the actual sector where it'd appear? I mean I'm sure there must be tutorials or posts about how to pull it off on ZDoom or youtube.

>> No.2051298

>>2051294
I have done nothing like that, guess I need to do my research again

>> No.2051332

>>2051298
Well, I should've clarified: tried the control sector first, and if that didn't work, the 'physical' sector afterwards.

>> No.2051349

>>2051290
You have to make sure your control sector is paralell with where you want to put your 3D floor, IIRC.

>> No.2051360

What are some shit you hate in wads?

>Map07 is a dead simple clone
>Map30 is an icon of sin clone
>Map30 has all the weapons given to you at the start, regardless of above point.
>Supershotgun is too easily accessible in maps that are filled mostly with trash enemies
>ammo is too plentiful, that theres no reason to ever switch away from your favourite weapon
>map starts with a horde facing away from you
>map is a literal maze (even worse if the mapper made you unable to see it on the automap)
>Wad has new sounds/sprites for no good reason

>> No.2051362
File: 60 KB, 987x780, wut.png [View same] [iqdb] [saucenao] [google]
2051362

Is this a NGE reference?

>> No.2051367

>>2051360
>map is a Hunted clone

>> No.2051369

>>2051360
>Map07 is a dead simple clone
>Map30 is an icon of sin clone
What the hell do you mean? Like:
Arachnotron + Mancubi on MAP07 -> insta Dead Simple clone? Are you retarded? Do you even know these maps have specials that these monsters trigger?

>> No.2051370

>>2051369
So? They have the triggers, but that doesn't mean the map should revolve around that feature. Look at BTSX E1's Map07 for an example of creative usage of the specials.

>> No.2051373

>>2051360
>wad has both midi and mp3 music
>new sprites have white pixels near the edges
>new sprites are highres and slash with everything else
>new enemies are from another game
>new sounds are ripped from another game
>new sounds are bit-crushed to fuck
>map lags when you look in a certain direction due to monster count.
>new textures clash with stock ones.
>wad references another IP or series while using doom assets

>> No.2051374

>>2051373
clash, not slash

>> No.2051376

>>2051369
if its like this
>start map
>kill mancubi
>kill arachnotrons
>exit

Then it is, by defintion, a clone.

>> No.2051379

>>2051376
Yes, this is definitely a clone, but if it's just another "map", it's nothing special either.

>> No.2051381

>>2051379
I don't care about map07 being special. I'd rather play a proper new map, over playing Dead Simple for the 6 millionth time.

>> No.2051383

>>2051373
>wad references another IP or series while using doom assets
Can you give an example of this? I'm not sure I understand

>> No.2051384
File: 34 KB, 360x480, Evil twin brother of Saitama.jpg [View same] [iqdb] [saucenao] [google]
2051384

>>2051373
>wad has both midi and mp3 music
>new sounds are bit-crushed to fuck
are you this guy?

>> No.2051385

>>2051383
Deus Vult seemed to be about LotR or something.
That whole list is every reason why I can't stand DV

>> No.2051386

>>2051384
Who's that?

>> No.2051391

>>2050732
We're all faggots here.

>> No.2051393

>>2050732
>>2050667
>>2050660
I can confirm Scroton has good Doom coding skills (DECORATE for example), he helped me to create monsters a player would spawn and hunt for monsters or even attack the player himself.
I could have done it myself too, but I was too lazy and was really surprised Scroton did it properly.

>> No.2051401

>>2051385
Wasnt that DVII, though?

>> No.2051407

>>2051360
>Wad has new sounds/sprites for no good reason

This. I'm thankful its mostly a thing of a past, now. Back in the mid-90's, you'd often find numerous maps that replaced sounds with stuff from movies, and what not.

Sprite-wise, I've rarely seen this. Though DVII was pretty guilty of it. I also dislike the Winged Baron in "5 Rooms of Doom".

>> No.2051478

>>2051362
Looks more like a Yugioh reference to me.

>> No.2051516

>>2051360
map 30 is usually a boss map or has ridiulous amount of enemies. if you dont have all the weapons at the start, playing it on pistol start would be shit. facing all that shit with a pistol and maybe a chaingun or shotgun from enemy drops would suck

>> No.2051532

>>2051516
we managed to get away with just a rocket launcher in 200minvr

i'd just make map30 a normal map, although large and populated. scythe map30 "fire & ice" is a good example

>> No.2051538

:: [BE] Montreal :: how pushy

come get pushed around by me, nerds
i'll shove u into ur high school locker all over again

>> No.2051595

>>2051538
m8 when i'm thru with u u'll push yourself off a cliff

>> No.2051597

>>2051595
I lost count of how many times I've done this in the <24 hours this mod has existed.

>> No.2051605

Hey guys?

Remember how Termy said he couldn't/wouldn't do brutal doom support for demonsteele?

Well....... https://www.youtube.com/watch?v=txcpbEpXIl0&list=UUHEVVWLuwV0oYBL03mlwuBw


also I dunno if you guys knew about this already but w/e

>> No.2051628

>>2051605
too AAAAAAAAHHHH for me

>> No.2051629

>>2051605
https://archive.moe/vr/thread/1908620/#1912753

i am pretty sure we did know about it already

>> No.2051647 [DELETED] 

>>2051605
this joke is getting a bit old now. every mod with any /vr/ association has it somewhere. summon RLYuuka-sama in DoomRLA, you get a touhou with an umbrella waving at you from on a pillar. try to attack it, see what happens.

>> No.2051657

>>2051220
>>2051264
You can make it pillarbox mode depending on how your graphic card is setup in windows. For Nvidia cards if you go into the control panel -> Display -> Adjust desktop size and position
Then just make sure "Scaling" is set to "Aspect Ratio"
You'll get pillar mode for any game that uses a non-widescreen aspect ratio.

>> No.2051694

>>2051605
OH MY GOD I AM SO FUCKING SICK OF GAMEPLAY MOD VIDEOS RECORDED ON MAP01 oh uh thats an interesting denouement

>> No.2051701

>>2051694
think about all those poor schmucks who do nothing all day but test gameplay mods on map01.

>> No.2051724
File: 126 KB, 500x485, 1413564117015.jpg [View same] [iqdb] [saucenao] [google]
2051724

>you will never have cacodemons or revenants as friends

>> No.2051761 [DELETED] 

>>2051724
let's take your statement literally. put this in a file named, say, f.deh

----------------------8<-----------------------
Thing 6 (Revenant)
Bits = SOLID | SHOOTABLE | COUNTKILL | FRIEND

Thing 15 (Cacodemon)
Bits = SOLID | SHOOTABLE | COUNTKILL | FRIEND
----------------------8<-----------------------

then do prboom-plus -iwad plutonia -warp 1 -complevel -1 -deh f.deh

>> No.2051798
File: 48 KB, 1280x720, mync1uqSml1s9mwh8o4_1280.jpg [View same] [iqdb] [saucenao] [google]
2051798

>>2051538
>shit out a mod in an hour
>server is pretty much constantly getting dudes in it

Neat.

>> No.2051817

Pistol Start Options has been updated.

When a random map is now selected, maps previously visited either while this cvar was set to true or with the "warp to random map" function will not be revisited unless all have already been visited. When all maps in a WAD have been visited and the player tries to go to a new random map, the player will be notified before the list is reset and a new (previously visited) random map is warped to.

Usage of global variables has also been reduced to 2 from 7, which means greater universal compatibility.

The previous message of "DON'T PRESS ANYTHING DUMMY" after the player had died and was awaiting a pistol start on death has been replaced with "DON'T PRESS ANYTHING" and a countdown to respawn during the last 10 seconds of delay. This works regardless of how long the delay is set to.

Download:
http://www.mediafire.com/download/q8ia32e6o4g9sn7/pistol_start_options.zip

>> No.2051827 [DELETED] 

That one Martin Luther King Jr. cartoon with time travel shenanigans

>> No.2051834
File: 1.24 MB, 1280x1440, midcity.jpg [View same] [iqdb] [saucenao] [google]
2051834

Is that room detailed enough?

>> No.2051872

>>2051834
It's fine. Don't piss yourself over whether an individual room is detailed enough, piss yourself over whether the level is interesting and interconnected enough.

>> No.2051879

>>2051872
What do you think an interesting level is, anon?

>> No.2051893

>>2051879
e1m1 is a good example

>> No.2051978
File: 82 KB, 1282x684, 48f62160791c0f9c0d9e22003b06447c.png [View same] [iqdb] [saucenao] [google]
2051978

Anyone know why giving myself TestArmorOffItem does absolutely nothing? Giving myself and using testarmor works fine, the properties get changed and stuff, but giving myself offitem does not activate the script, thus doesn't activate testarmoroff. I don't know what's wrong.

>> No.2051983

HOW THE FUCK DO YOU FINISH STARGATE MAP 02
I'M STUCK AND CAN'T GET TO EITHER THE RED OR BLUE KEYS

>> No.2052006

>>2051385
DVII has one level that references LoTR.
And it's fucking awesome mate.

>> No.2052008

>>2052006
Deus Vult references LotR fairly often anon.

Eye of Sauron is in quite a few levels, the Cyberdemon sound comes from it too.
Not to mention Deus Vult 2 has at least two levels of LotR.

>> No.2052009

>>2051879
That's an impossible question to answer, but all else being equal, a level that requires the player to intersect his own route multiple times, with different pathways being revealed around and through old ones, is always much more interesting than the linear series of rooms and hallways that most less-interesting levels are.

>> No.2052226

Does anyone know where all the secrets are in pol.wad? I can only find the one in the very beginning, the one where you have to pull a switch in the blue room and another one in the Jew room.

>> No.2052257

>>2052226
Hints
There's another one in the caco room

There's on in the golden dawn room

Spoilers
There's two in the caco room, the second one requires you to shoot switches while you're on the pyramid.

There's also one in the golden dawn room, in the lit sideroom there's a switch you can shoot behind some machinery, go to the back of the room and look left. In the other room some pipes disappeared, go past where they were and press a switch

>> No.2052278

>>2051538
:: [BE] Montreal :: wow you're such a pushover

it continues

>> No.2052296

>>2052257
>golden dawn room
So THAT's what it's supposed to be.

Thanks

>> No.2052327

>>2051834
It looks fine. More detail than that would hurt it, in fact.

>> No.2052346
File: 1.59 MB, 640x320, it&#039;s like having a second player that&#039;s mentality unstable.webm [View same] [iqdb] [saucenao] [google]
2052346

seeker missile sword goooo

>> No.2052352

quick question
does gzdoom support highres sky textures?

>> No.2052353

>>2052346
>Watching it sweep across a row of enemies
This is going to be a god send for slaughtermaps for reals

>> No.2052362 [DELETED] 

doom babbies

>> No.2052368
File: 1.63 MB, 1920x1080, Screenshot_Doom_20141107_042438.png [View same] [iqdb] [saucenao] [google]
2052368

some progress on stalker port, guess I cant reuse as many dummy sectors as I wish I could, but at least I have sorted out the workflow I am using so its easy to map things out.

>> No.2052371

>>2052368
Lookin' pretty nice. Just be careful with how many 3d floors you're putting in. They suck FPS like a Thai hooker.

>> No.2052372

>>2052368
Makes me wish there was some proper STALKER weaponry.

That Russian guns by the Beautiful Doom guy was pretty bad

>> No.2052380

>>2052371
gonna try to limit is as much as I can, I intend to split original maps into segments that are somewhat linear, this should already help with porting huge levels, I am only worried about performance of slopes, I am going to use shitload of them

>>2052372
well once I have first half of Cordon made, I want to start porting npcs and weapons, all of these assets are on Gmod workshop and here is how I want to port them
>load desired model in plain map in gmod
>in this example bandit
>set 8 cameras in circle around bandit
>pose bandit for a frame that I want to use, in this example, first frame of him walking
>switch to first camera, take a screenshot, then to another, screenshot, etc until I have all 8 angles
>then pose him to another frame
>do this for every NPC

and here comes a major question, how do I into scale of sprites?
all textures I am using are scaled 4 times in editor, so 512x512 texture occupies 128x128 grid space, how do I do this for weapon and npc sprites?

>> No.2052385

>>2052380
You should ask those rips guys on the ZDoom forums on how they do it.

Do weapons before enemies, much faster
Also TOZ-34 is mandatory.

>> No.2052391

>>2052385
>toz is mandatory
m8, my inner /k/ will force me to port shitload of weapons that are not in vanilla stalker games

also in terms of weapons, first I would need inventory system, preferably like stalker, but I have started serious modding for doom recently, so my coding is shit, once I have more progress to actually show maybe I will ask hexencombatbro to help me out if he is not busy

>> No.2052393

>>2052391
Just work with a normal weapon system first before working on an inventory system for them.

You want to build up to the complicated stuff.
Also it would be easier to release a STALKER weapon mod without the maps this way

>> No.2052405

>>2052393
stalker weapon mod would be yet another shitty mod that tips the balance of the game, its going to work better as total conversion

>> No.2052407

>>2052405
It wouldn't be a shitty weapon mod if the weapons are done well enough.

The problem with total conversions is that it's going to take like years and shit.

>> No.2052409

>>2052407
>The problem with total conversions is that it's going to take like years and shit.
dont underestimate autism/dedication of neet slav when it comes to such things anon

>> No.2052413

>>2052380
I really don't know if this whole mod is a good idea. Doom's engine is not really made for something like stalker, and besides, if this is just going to be a crippled conversion then what's the point? If someone wants to play stalker then they will just play stalker. Doing a stalker inspired WAD using stalker resources would be probably a much better idea than porting everything.

>> No.2052420

>>2052409
Every TC I've seen has taken a very very long time to not even get completed and they usually have more than one person working on it to boot.

I'm not saying you aren't dedicated, I am saying this will really take a long time to finish even with lots of dedication.

>> No.2052421

Question. How do you do the kamehameha thing in DemonSteele? Or the Fist of the North Star thing or whatever?

>> No.2052425

>>2052413
I doubt I am going to do even 40% accurate port, I just want to make a wad that gets two games I really like closer together. in the end, I may fail, but this total conversion does not really seem as hard as some other shit I used to do in other engines, and I can see myself doing much more progress already than I did with any other engine before, so it all looks good so far

>>2052420
m8, first two years I have worked with worldcraft for cs1.6 I didnt know you can switch 3d camera to textured view, I was working for two years in wireframe mode, and I still made many maps. I am not bothered about time, while I am not a complete neet, I rarely go out to socialize, modding/deving is my main hobby that I stick with most of the time

>> No.2052428

>>2052421
Hold fire, hit alt-fire.

>> No.2052442

>>2052428
How full does the meter have to be? Because I've been doing that and nothings happening. It's just into the yellow.

>> No.2052452

>>2052442
Iron Maiden mode has to be on.

>> No.2052454

>>2052452
What's Iron Maiden mode? I don't see that on the difficulty select.

>> No.2052457

>>2052454
Pick up the Iron Maiden armor.

Activate it.
Then you can Kamehamehoo

>> No.2052458

>>2052457
Aha, thanks.

>> No.2052459

>>2052454
its right next to Judas Priest mode, you unlock it after beating secret Dokken level

>> No.2052460

>>2052454

You know how when you pick up the Iron Maiden, it says "Hold Fire + Use Inventory"?
Yeah, that's how you enter it.

>> No.2052727

>>2052459
>Judas Priest

Haha. Cannot help but laugh; always reminds me of the map with the best title

http://www.doomworld.com/idgames/?file=levels/doom2/j-l/judasp.zip

>> No.2052814

>Get new version of Demonsteele to try the sword sheathe
>Feel like a jackass when I bop demons with it
>Can't see the hand clearly when slashing with the sword like when the sheathe is being swung about
>End up kind of ignoring it entirely
I get that it's for defense but I just feel silly.

>> No.2052841

>>2052814
it has the longest range and allows you to bop spooky skeletons trough really tight objects.

>> No.2052846

>>2052841
I never really find it necessary, the dash itself has been way more than enough to deal with spooky skeletons.

I guess I just don't find it that useful at the moment.
Even for defense it's only okay.

>> No.2052854

>>2052841
>>2052846
Also it doesn't have that long of a range and also you got guns.

It feels like it should offer something a bit more besides being able to bat projectiles away better than the sword somehow.

The SMG already has the market on stunlocking completely under it's control after all.

And the Hammer already does melee support much better than the sheathe.
Maybe the sheathe should boost the sword somehow?
Just whacking enemies feels kind of pointless.

>> No.2052856

>>2052854
On top of that the time it takes to bring out the sheathe after attacking is much much longer than normal so swapping weapons takes longer after attacking if the need comes up.

>> No.2052861

>>2052856
And on top of that too the Grenade Launcher is a much better defensive weapon.

I think the sheathe should be an offensive weapon.

>> No.2053020

>>2052856
Maybe there should be some kind of Iato-style sword slash from the sheathe? It would offer an offensive method for switching between the two

>> No.2053070

Guys, do you think that joe-ilya is the next big mapper? I mean he already has a following and some might argue that he is "the most fun oriented mapper". It will take some time outgrowing crapwads, surely, but he can dominate the scene.

>> No.2053073
File: 222 KB, 449x401, Laughing Imps.png [View same] [iqdb] [saucenao] [google]
2053073

>>2053070
Guys, do you think that Omegalore is the next big mapper? I mean he already has a following and some might argue that he is "the most fun oriented mapper." It will take some time outgrowing crapwads, surely, but he can dominate the scene.

>> No.2053087

>>2053073
But he is really good already.

>> No.2053090

>>2053087
What's funny is that the whole post actually fits with Omegalore's mapping too.

He maps for fun and already has a following. It will take some time for him to outgrow crapwads, surely, and he could dominate the scene, if he got better.

>> No.2053101

>>2053090
he's a sick fuck which is a big nono

>> No.2053114

>>2052854
>Maybe the sheathe should boost the sword somehow?

It does. The sword is faster for higher DPS.

>> No.2053115

>>2053090
But his maps are shit.
Everything he does lacks consistency with everything else.
He's a creepy fuck.
He's too autistic for anything and anyone.

>> No.2053117

>>2051172
>what resolution do you play doom at?
My system's resolution is 1280x1024, giving me the perfect opportunity to play almost any game in 1280x960 windowed mode, while still being able to visually keep track of Skype/FB messages on the task bar.

>> No.2053136

I feel like an idiot. I don't know how to run DoomRLA with Doom RPG.

>> No.2053139

>>2053136
Also I appear to have stumbled right into drama. I shall temper my dreams of being a big time mapper too.

>> No.2053142

>>2053087
>But he is really good already.

u srs?

http://www.doomworld.com/idgames/index.php?search=1&field=author&word=Ilya+%22Joe%22+Lazarev&sort=time&order=desc&page=1

>> No.2053143

>>2053139
Show your maps to me, boiiii ;)

>> No.2053147

>>2053136

Considering the complete lack of documentation, good luck.
You'll have to see if you can catch Kyle when he's not in his "sarcasm at everyone who's asking questions" moods.

>> No.2053150

>>2053142
He is 15 or something.

>> No.2053154

>>2053150
yes, he's basically this decade's Railgunner

>> No.2053158

>>2053142
Recommended by Memfis™

>> No.2053163

>>2053147
Good I'm not an idiot, doesn't solve my problem but I feel better about myself.

>> No.2053169

>>2053147
Way to be a buttmunch.

>> No.2053217

>>2053169

No, I'm not being smarmy. Both of these things are what Kyle has admitted--he's joked about the lack of documentation behind Doom RPG, and he calls the #DoomRPG channel his "PR" because he doesn't often have patience for people asking questions.

>> No.2053309

>>2053114
If it's faster then it's completely negligable, tested it for awhile just now and could discern no difference at max attack speed.

>>2053020
That was what was in place before the sheathe bonking mode.
It was even worse.

>> No.2053317

http://www.doomworld.com/idgames/?file=levels/doom2/Ports/a-c/aluac400.zip

>>> CHECK THIS SHIT OUT <<<

It's amazing!

>> No.2053343

Goddammit mapping is hard.

>> No.2053352
File: 173 KB, 500x376, tumblr_inline_nbapc25YT11s5mt7a.jpg [View same] [iqdb] [saucenao] [google]
2053352

so what's the deal with oni wad on zandronum? i don't see why it constantly has people in it.

>> No.2053364
File: 1.31 MB, 640x360, QuadHalfsizeIRFed.gif [View same] [iqdb] [saucenao] [google]
2053364

>>2052425
Hello, this is Sinael speaking.
I've couhgt wind that you are going to rip stuff out of STALKER.
I've been ripping guns for a while, and while I've been inactive recently (mostly due to absence of interest in my work), I can pick up the pace and rip some stuff for you.

Also IMO the best course of ripping animated models would be to capture same animation separately from each of 8 sides. Since you're working in GMod that won't be too hard for you. The method you proposed is way too time consuming.

I can share my thoughts on that if you want.

>> No.2053372

>>2053364
I always like the rips you've done but I don't know how to take advantage of it and they always seem to take up a lot of space on top of that.

Like that RAGE rocket launcher that was 340 MB+ in size or something

>> No.2053373

>>2053352
K, first time I've heard about it and when I ran it I thought it was pretty spoopy (for a Doom wad) but when I saw that monster I couldn't stop laughing. What the fuck, it this supposed to be scary?

>> No.2053442

decided to get a tripcode, I dont post here often so why not

>>2053364
I dont think its going to be a bad thing with gmod,its a better choice than exporting stalker models to 3ds max, rigging and animating them there, and then rendering them.

in terms of weapons, yeah go ahead, maybe PM and one of AK rifles for starters if you are up for that.

>> No.2053443

>>2053142
The problem is that he's constantly joining every community project that comes up. He really needs to stop doing that and take time making and improving his own work.

>> No.2053447

>>2053317
when even the doomworld webmaster says it's a terrywad, what are the chances..?

>> No.2053448

>>2053443
Fucking hater...

>> No.2053453

>>2053447
A non-terry one. It's fiiiine.

>> No.2053463

>>2053372
That's because It's not supposed to be used in raw. Also that rocket launcher had a shit ton of variable animations. Basicaly I did all the animations for every ammount of rockets in the mag, since it's visible, which inflated the size 6 times.

Look at the gif I posted. It's 1.3 mb. Cut the frames in half, and you'd get 600-700 kb, which will make it about 2-2,5 mb per gun (aiming and regular shot animations). If you use doom's native 320x200 res, it will turn into 800-900 kb per gun.

Smooth-on-the-inside-sharp-on-outside-resizing, reducing colors, trimming, and automatic TEXTURES generation - see the end of this thread - http://forum.zdoom.org/viewtopic.php?f=19&t=46975
Also this post:
http://www.doomworld.com/vb/post/1297426

Also in the end of my threads op there is a little tutorial, that's while outdated may help you with your model ripping cause - just use solid color background in GMod (pink/green), then when you capture the animation on video use VirtualDubMod to save the frame sequences. After that you can replace the solid color with transparent en-masse via IrfanView. 15 minutes of work, 35fps high res animation as a result (for 1 direction though). Reduce the res, cut the frames (ImageMagick) and there you go. It's better to reuce colors with Irfan AFTER all other actions for best results. Repeat for all directions. While it may seem inefficient, it's still simpler than positioning/saving each individual frame, not to mention it would give more consistent animation :P

>> No.2053467

>>2053442
That tutorial thing I said one post earlier assumes you are ripping from the game. Basically: make character do an animation while it's stationary. Use solid background. Record it with loseless codec (Lagarith is best at it). Follow instructions from here >>2053463

Never used 3DSmax myself. Maybe I should though.

>> No.2053474

>>2053463
>>2053467
what would help me much more would be a 3ds max plugin for md3 or md2 format that actually works.
using models for things that player will see in distance but cant climb, for example sloped roofs, would help a lot since it saves performance tied to 3d floors.

as I have stated much earlier in thread, I am interested first in remaking at least half of Cordon before I jump onto first weapons and npcs.
getting models to work would help a lot since stalker has shitload of trees, and these are quite hard to recreate in doom

and yeah, give 3ds max a try, its one of the industry standard programs for a reason

>> No.2053490
File: 24 KB, 300x274, get a load of this ranger shub.jpg [View same] [iqdb] [saucenao] [google]
2053490

Are there any good urban maps? Something like Neodoom, but without the bullshit new guns/monsters

>> No.2053492

>>2053474
Model trees would butcher the framerate hard.
I'd suggest you go for a more retro look, i.e. sprite trees. Maybe model ripped directly from STALKER. Maybe 16-directional sprite modelrips - those would look sort of decent, and won't kill the frames as much.

Also want to ask actual mappers out here: what would render faster - a sloped roof, or a jig-sawed sectored roof of about 8 sectors per "slope"?

>> No.2053496

>>2053490
Try searching "Europe". If I can remember correctly it's an urban one.

>> No.2053501

>>2053492
I seriously doubt that model under 200 polys really can do something to the framerate, especially if its not animated
forests in stalker are not really dense so I doubt its going to be a really big problem, the only thing that still has me worried is amount of linedefs I will be using, other than that I am not worried about anything

>> No.2053513

>>2053501
GZdoom is somewhat touchy on the whole model subject. Just amake a test map with a bunch of poly models (about as much as ammount of trees you would've use) and see for yourself

>> No.2053518

>>2053513
first I need some sort of converter that does not suck dick, hopefully I can find something, I would like to use basic models for bigger props in game, got a decent idea how to handle collisions on these too.

>> No.2053520

>>2053467
>>2053474
Or if you're either a poorfag or prefer a more simple GUI, you could give Blender a shot. It's just as good as 3DS, and IMHO it's a lot easier to use.
Oh, and it's completely free.

>> No.2053529

>>2053520
>more simple GUI
>Blender
nigger you what?

/3/ memes aside, comparing Blender to 3ds max is quite a bold move, you would have to use both to understand that.
also 3ds max is free, either torrent it or get a student license, which can be obtained with a gmail.
other than that each program has its pros and cons, but in the end it should be preference that decides, not interned dick measuring contests.

>> No.2053541
File: 51 KB, 640x480, cHdPFHJ.png [View same] [iqdb] [saucenao] [google]
2053541

>>2053490
Anything made by the guy who made these levels.

>> No.2053542

Has a sort of doom general tribute video in the vain of
http://www.youtube.com/watch?v=at_f98qOGY0

ever been attempted?

>> No.2053596
File: 7 KB, 480x360, obtain skill.jpg [View same] [iqdb] [saucenao] [google]
2053596

>Using anything other than solo Kharon

>> No.2053605

>>2052368
Are you putting STALKER creatures in it? I wanted to do that, but I won't because lazy.

>> No.2053613

>>2053596

>not bashing everything to death with the sheath

Wow look at this loser

>> No.2053619

>>2053605
once I have first half of the Cordon made, I will start porting weapons and npcs.

>> No.2053624

>>2053619
Sweeeeeet.

>> No.2053653
File: 210 KB, 800x600, Screenshot_Doom_20141107_164433_01.png [View same] [iqdb] [saucenao] [google]
2053653

>> No.2053765

http://youtu.be/1XsRc3uTDR4

>> No.2053768 [DELETED] 

i was about to post something, but let's get something out of the way first

hey, terryfags

get out

>> No.2053776

>>2053765
after first two minutes I still dont know what this video is about

>> No.2053779

>>2053776

someone promoting his most recently uploaded video. that's what it is

>> No.2053791

>>2053779
>not knowing Omegalore.

>> No.2053807

>>2053791

ah yes i do indeed know him, the past thread was filled to the brim with his vids and rest of the stuff

but when you look up the youtube code in youtube itself, and see how it has only 7 plays and it was uploaded a day ago, maybe, just maybe, there's a chance someone is trying to grab the attention from us

>> No.2053814
File: 267 KB, 800x600, Screenshot_Doom_20141107_193237.png [View same] [iqdb] [saucenao] [google]
2053814

today i made a map thing

>> No.2053820
File: 78 KB, 329x552, ss+(2014-10-29+at+02.09.16).jpg [View same] [iqdb] [saucenao] [google]
2053820

>>2053814

Oh.
Oh yes.
Yes.

>> No.2053824

>>2053814
Stardate 20x6 ripoff.

>> No.2053836

Had anyone tried that out of this world/another world mini TC yet? Doyle's making it feel pretty authentic and the pistol is powerful as hell

>> No.2053841

>>2053836
>pistol
>TC

>> No.2053845
File: 87 KB, 800x600, Screenshot_Doom_20141107_210412.png [View same] [iqdb] [saucenao] [google]
2053845

>>2053824
well shit the jig is up ;_;

>> No.2053846

>>2053841

It's a mini TC. Fartsniffer. He's making the gunplay similar to out of this world

>> No.2053851

>>2053845
Nice. If you change it I will cut you.

>> No.2053854

>>2053846
Nigger, TC is total conversion. Get it? Total. Conversion. Total. Not pistol only. Conversion. Everything is changed.

>> No.2053857 [SPOILER] 
File: 14 KB, 672x616, 1415412645970.png [View same] [iqdb] [saucenao] [google]
2053857

>>2053851

>> No.2053861

>>2053857
Sleep tight bb ;)

>> No.2053870

>>2053814
nice desu ne

>> No.2053878
File: 124 KB, 800x449, 37e48ff9926a3f255f57ed6454751c8a.jpg [View same] [iqdb] [saucenao] [google]
2053878

>>2053150

(jesus christ, not here too)

really? and how does that excuse him of being an ass to the rest of the community?

almost every time someone posts screens of their wip projects in the doomworld thread, he says something in the lines of "this is crap", "looks boring and uninteresting"

here, have a sweet example
http://www.doomworld.com/vb/post/1304660/#post1304660

>"Looks cool, but it's just a hallway, honestly."

how is pic related JUST a hallway?

i am honestly impressed because they're using his age as an excuse to not give him at least an informal warning (and really, how did that ended up being used here, too?). knowing the people at doomworld, they would've just fabricated artificial drama to make him snap and put him to sleep, why are they taking so long to pull the plug on him?

>by the way, seems like someone just got a brand new custom title.

>> No.2053883

>>2053878
That guy is not Omegalore.

>> No.2053885

>>2053883

and who gives a shit about that asshole?

>> No.2053926
File: 511 KB, 1920x1080, Screenshot_Doom_20141108_043417.png [View same] [iqdb] [saucenao] [google]
2053926

Is it possible to get throwing knives without cheating?

>> No.2053934

someone help me?
got a test md3 model made
it shows up in editor fine
but in engine I get error saying that model has no frames and model does not show up at all in the map


here is my MODELDEF

Model stalk_window1
{
Path "models"
Model 0 "window01.md3"
Skin 0 "window01.png"
Scale 1 1 1
FrameIndex STAW A 0 0
}


and here is my DECORATE


actor stalk_window1 20001
{
height 16
radius 16
+SOLID
+NOGRAVITY
States
{
Spawn:
STAW A 0
loop
}
}
anyone know what is wrong with this?
I do have a models folder with proper files in my pk3 archive and it does show up in editor as I have mentioned earlier, I just cant figure out why the fuck I keep getting this error about frames

>> No.2053938

>>2053807
I'm subscribed to him for the sole purpose to cringe to his videos

>> No.2053946

>>2053934
oh and another thing
I have went into the game just now and typed "summon stalk_window1"
model showed up and right after that gzdoom froze

>> No.2053957

>>2053946
>>2053934
Maybe try changing the spawn tics from 0 to 1.

>> No.2053969

>>2053957
changed from 0 to 1 in both modeldef and decorate, results were surprising
model in gzdoom builder is still visible
when I start the map in game there is still error about no frames
model still cant be seen in game
but now when I summon the stalk_window1 through console, instead of showing up and crashing, it "spawns", as in its invisible and there are no collisions
also it does not crash gzdoom now

>> No.2053992

:: [BE] Montreal :: when push comes to push

get in here

>> No.2053996
File: 53 KB, 800x600, Screenshot_Doom_20141107_223213.png [View same] [iqdb] [saucenao] [google]
2053996

>>2053992

>> No.2054014

>>2053878
Stop being such a hater to a fucking kid. He barely speaks English and probably when he said hallway he didn't mean it.

>> No.2054028

>>2054014
joe-ilya detected

>> No.2054057

Dunno if it's been brought up yet but here's I just found out about that build of GZDoom that uses the new OpenGL, apparently Dxtory can't hook onto it and therefore can't record video. Unless it's just due to me using an older version of Dxtory.

>> No.2054072

>>2054057
>apparently Dxtory can't hook onto it and therefore can't record video

picture_of_skeletons.jpg

>> No.2054106

>>2053926

Not yet.

>>2053992
>>2053996
>So Long, Gay Bowser
>Final Dunkstination
>Hitler is Coming to Push You
>Jelly Trains
I love it.

>> No.2054120
File: 1.90 MB, 400x300, zdoom 2014-11-07 22-52-29-17.webm [View same] [iqdb] [saucenao] [google]
2054120

>> No.2054130

>>2054120

my dick

>> No.2054132

>working on these fucking models that dont want to work properly
>figure out stupid as fuck solution thanks to a quick testmodel
>remove said testmodel and give normal model that did not work a proper texture
>gzdoom now tells me that skin cannot be found
>u wot m8
>gzdoom builder does that too
>double check in slade
>everything is in order
>error still there too
>re-import old test texture
>error still there
>30 minutes later I cant fix this
fuck that shit, I am going to sleep.


>>2054120
this looks fucking cool, any chance of seeing a beam like this on automatic weapon? it would look fucking awesome if you could see that beam bend in real time

>> No.2054134

>>2054132
The primary fire is an automatic laser shooter, but it shoots smaller beams.

I'm not sure what you mean by automatic beam like this, but it could probably be coded pretty easy.

>> No.2054136

>>2054134
by automatic I mean constant beam

>> No.2054139

>>2054136
Yeah, it could have a constant beam. It wouldn't seek out targets like that though, it would just bend randomly and might hit things. It's not actually a single beam hitting all the monsters, it's a bunch of actors doing it.

>> No.2054160

>>2053854

Yeah well Out of this world has one weapon, the laser pistol.

and the other guns are removed, which is a conversion from the norm

checkmate, atheist.

>> No.2054260

>>2053836
where can I find this?

>> No.2054274

>>2054260

Right here pal

http://forum.zdoom.org/viewtopic.php?f=19&t=47029

I'm really happy to see all of these more retro-game inspired mods

>> No.2054323
File: 23 KB, 599x486, I can&#039;t even reach the fucking keyboard, what am I doing.png [View same] [iqdb] [saucenao] [google]
2054323

So I'm trying to make a projectile spawn little aesthetic sprites, and I want the sprites to vanish when the main projectile dies. I've tried using a_killchildren but I think I'm being cripplingly retarded or something because my aesthetic sprites remain

http://pastebin.com/NqmWCKeD

a little help would be appreciated

>> No.2054327

>>2054323
As far as I know, A_SpawnItemEx makes the spawning actor inherit the master, so the master would be either the player or a monster who spawns the projectile.
Try adding the flag SXF_SETMASTER

>> No.2054329

>>2054274
>http://forum.zdoom.org/viewtopic.php?f=19&t=47029
Apart from that little bug where the zombies can fire straight through a still-active shield, it's pretty damn awesome.

>> No.2054330

>>2054327

On each LINK A 1 of the main whip projectile right because I tried that

>> No.2054428

>>2054120
How did you make the beam so perfectly continuous?
Given the speed of the main projectile, even if you were to spawn a trail per 1 tic via Decorate, you'd still have tons of spaces between the trails.

>> No.2054429
File: 2.08 MB, 640x320, GBOTA.webm [View same] [iqdb] [saucenao] [google]
2054429

So I've been swayed and I removed the flickwand, the blazter now fires invisible hitscans to hit switches.

I'm working on something different to replace it

>> No.2054434

>>2054429

Honestly that looks like it'd be better as an alt-fire subweapon, if the stun lasted a little longer.

>> No.2054437

>>2054434

It's gonna upgrade with each extra whip you pick up, til eventually it becomes a chain whip with a more explosive snap. making a fairly useful off-hand item to use for all of the characters.

Though I'm up for a different sub-item if you got something else in mind

>> No.2054462

>>2054160
You forgot foot. Who's checkmated now?

>> No.2054469

>>2054462

yeah well that foot sucks and you use it to kill three/four maggot... things.

>> No.2054470

>>2054462
>Demon comes up to you
>You nudge it in the ankles with your foot
>Does like 1 damage and doesn't even flinch it
FUND IT

>> No.2054487

>>2054428
https://github.com/BlueVertigo/indigoskyline/commit/d3d4087c01df170f84d16dae194a54be9dc51b21

>>2054323
If spawned by something that has +MISSILE, actors will target the target of the actor instead of the actor that spawned them. I forget if this is only for actors that also have +MISSILE or all actors off the top of my head but I think it's the latter. If you're wanting to do this in zdoom it's a pretty easy fix but it can be a pain in zand1.3.

>> No.2054493

>>2054487

I gave up on trying do fuck with that a_killchild thing and went with a fastprojectile trail, as seen here

>>2054429


I'm a horrible person

>> No.2054505

NEW THREAD

>>2054502
>>2054502
>>2054502

>> No.2054514

>>2054120
>RE4 PRL 412.webm

>> No.2054664 [DELETED] 

>>2048296
>The problem is that almost every time someone comes in here trying to start a shitstorm about Brutal Doom

the problem here is that janitors and the most vocal userbase faction is composed of retarded advanced nerds (yes of course I'm a nerd if I'm browsing a doom board, but you are further into tha spectrum).

there is nobody starting shitstorms about brutal doom but retards overreacting... the same retards ok with sex with demons mod go crazy if someone makes a mod with minor gameplay modifications.

And that's it

>> No.2055505

Is there a way to always show the inventory bar in DECORATE or ACS