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/vr/ - Retro Games


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2235667 No.2235667 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2229254
(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
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
Push: http://zandronum.com/forum/showthread.php?tid=5423
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
Shut Up And Bleed: http://forum.zdoom.org/viewtopic.php?t=47302

>> No.2235668
File: 40 KB, 500x120, yw9HmhE.jpg [View same] [iqdb] [saucenao] [google]
2235668

===NEWS===

[02-14] Instagram/#Selfie Doom: http://www.doomworld.com/vb/post/1344760

[02-10] Another BDv20 test release: http://www.mediafire.com/download/p40aj6vklq76tt5/brutal20test-feb10-2015.zip

[02-07] Valiant, a 32-map megawad for MBF-compatible ports, by skillsaw: http://www.doomworld.com/vb/post/1342825

[02-01] 50 monsters E1: http://www.doomworld.com/vb/wads-mods/71625-50-monsters-e1/

[01-30] Hocus Doom update: https://dl.dropboxusercontent.com/u/18675596/Doomstuff/hocusdoom-01-24-15.pk3

[01-29] Eriance retires, releases all remaining Demon Eclipse resources: http://forum.zdoom.org/viewtopic.php?p=809621#p809621 https://www.dropbox.com/s/5cyq8ainn1knnd7/DEHEv01.rar?dl=0 https://www.dropbox.com/s/oh965ifww68270z/DEHE-RES.rar?dl=0

[01-26] You can finally upload stuff to /idgames again, seems like Ty took care of the issue.

[01-26] Devs Play feat. Romero http://www.doomworld.com/vb/doomworld-news/71519-devs-play-doom/

[01-26] Mythbusters does Doom http://www.doomworld.com/vb/doomworld-news/71568-have-you-seen-my-chainsaw/

[01-26] /newstuff Chronicles 472: http://www.doomworld.com/php/topstory.php?id=4329

[01-23] Russian Overkill v2.3 update: http://forum.zdoom.org/viewtopic.php?p=809099#p809099

[01-22] 3 heures d'agonie 3 has been launched a few days ago, no information on how many maps have been done so far. This time rules are a little more strict and a certain quality standart is required to improvave the wad's global quality.

[01-17] New Push release v0.6b. Banners for everybody. http://forum.zdoom.org/viewtopic.php?t=47076

[01-17] Jungle Spirits, a WIP project for Plutonia by Jimmy, new levels, music, sprites and textures: http://www.doomworld.com/vb/wads-mods/67749-jungle-spirits-merry-christmas-beta-3-is-out-o/

[01-17] Crumpets, 6 maps by Ribbiks: http://www.doomworld.com/vb/wads-mods/69135-crumpets-wad-6-maps/

[01-17] /newstuff Chronicles 471: http://www.doomworld.com/php/topstory.php?id=4313

===

Please reply to this post with news.

>> No.2235683
File: 10 KB, 477x269, 1422657768691.png [View same] [iqdb] [saucenao] [google]
2235683

So wait, did InstaDoom bring down Doomworld?

>> No.2235694

>>2235668

>picture

Nice Action Doom throwback, Ling

>> No.2235709

>>2235683
seems like it. it was linked on reddit and got a lot of attention.

>> No.2235710
File: 198 KB, 640x480, Zb5tOzo.png [View same] [iqdb] [saucenao] [google]
2235710

DOOM Visual Novel when?

>> No.2235712

>>2235683
not that i noticed. it got a bit slow for a while though. someone screenshotted the database timeout error screen in the previous thread. but that's nothing that's not been seen before.

>> No.2235714

>>2235710
Soon.

>> No.2235715

>>2235714

>> No.2235731 [DELETED] 
File: 361 KB, 1366x768, Screenshot_Doom_20150215_195706.png [View same] [iqdb] [saucenao] [google]
2235731

>> No.2235740
File: 2.66 MB, 744x466, vindicator_soundless.webm [View same] [iqdb] [saucenao] [google]
2235740

>>2235710
Can I finally romance the Cyberdemon?

>> No.2235742

>>2235740
Has someone ever ran RO + ketchup + chillax and had the computer survive to tell the tale?

>> No.2235745
File: 63 KB, 240x200, cXZ9bYe.gif [View same] [iqdb] [saucenao] [google]
2235745

>>2235731

>> No.2235747

>>2235731
why

>> No.2235748

>>2235745

Brutal who?

>> No.2235750

*cough* quake 1 is better than doom

>> No.2235751

>>2235710
nothing at all
nothing at all
nothing at all

>> No.2235752 [DELETED] 
File: 434 KB, 1366x768, Screenshot_Doom_20150215_195712.png [View same] [iqdb] [saucenao] [google]
2235752

>>2235747
Because.

>> No.2235753

>>2235752
>Sakura surrounded by a bunch of plebeian tier sluts
Poor Sakura.

>> No.2235754 [DELETED] 

>>2235745
>>2235747
>people literally think that map is serious

/v/ pls go

>> No.2235760 [DELETED] 

>>2235754
What made you think I thought it was serious?

>> No.2235762 [DELETED] 

>>2235760
I didn't, but certainly the people in the posts I linked thought it was.

>> No.2235767 [DELETED] 

>>2235762
But I didn't.

>> No.2235784

>>2235754
With people like Omegalore, all kinds of autism is possible.

>> No.2235786 [DELETED] 

>>2235784

but who gives a shit about him, really? oh wait, that's right.

>terryfags

>> No.2235795

https://www.youtube.com/watch?v=Xf6TH2vggHw

>> No.2235796 [DELETED] 

>>2235786
I avoid his content, but whenever someone posts it here, you don't even have to look it up, he has that certain kind of shitty style to his maps.

Also, are terrymaps still a thing? You'd think that shit would have gotten stale by now. Not that it was ever fresh.

>> No.2235798

case in point

>> No.2235845
File: 210 KB, 527x404, skeleton country.png [View same] [iqdb] [saucenao] [google]
2235845

>> No.2235853
File: 214 KB, 1920x1080, Screenshot_Doom_20150215_161358.png [View same] [iqdb] [saucenao] [google]
2235853

I'm going to have fun with this

>> No.2235864
File: 187 KB, 1366x768, Screenshot_Doom_20150215_212219.png [View same] [iqdb] [saucenao] [google]
2235864

>> No.2235883
File: 192 KB, 1920x1080, Screenshot_Doom_20150215_164830.png [View same] [iqdb] [saucenao] [google]
2235883

>>2235752

>> No.2235905

>>2235883
kek

>> No.2235956

>>2235883
What the fuck is up with that face at the bottom?

>> No.2235962

>>2235956
>he doesn't know the beauty of omegalore

>> No.2235973 [DELETED] 

>>2235956
Have you ever seen Event Horizon? Imagine that, except instead of hell, it's autism.

>> No.2235975

don't even acknowledge it or anything related to it

>> No.2235981 [DELETED] 
File: 267 KB, 639x349, OmegaDoomGenius.png [View same] [iqdb] [saucenao] [google]
2235981

>>2235962
>>2235973
I just read his encyclopedia dramatica page. What the shit, man. I almost want to try one of his maps out of pure curiosity.

>> No.2235982 [DELETED] 

>>2235981
>http://steamcommunity.com/profiles/76561198027361944
>that fucking bio

What could possibly go wrong?

>> No.2235983

>>2235883
>Wolf guards
>Duke textures
>Doom guy

Wherefore.mng

>> No.2235985 [DELETED] 

>>2235981
I wouldn't even bother, if you've seen one, you've seen them all.
Basically long winding, fucking bizarre (not in a good way), and incompetent levels.
Oh, and random shit swiped from around the community and thrown in here and there.

You really aren't missing anything, it's on the same level as terrywads, except lord knows that he tries his best (it's just that his best isn't even close to adequate).

>> No.2235989 [DELETED] 

Here, let me counter

http://steamcommunity.com/id/ge4life/

>gmod

why am i not surprised?

>> No.2235991

>>2235982
I almost feel bad for the guy. Almost.

>> No.2235992

>>2235989

Ha!

>> No.2235994

>>2235989

>1,075 hrs on record

I almost feel bad for the guy. Almost.

>> No.2235995

>>2235981
https://www.youtube.com/watch?v=p-M4A3svypY

>> No.2236000

this is a place for humans, not /v/

>> No.2236002 [DELETED] 
File: 331 KB, 721x427, 1409466914910.png [View same] [iqdb] [saucenao] [google]
2236002

>>2235991
>that one video where he made a birthday party level for himself in Doom
I can't even pick on him, it feels cruel.

>> No.2236003 [DELETED] 

>>2236002
This is the same guy with a pedo obsession over Dora the Explorer characters.

>> No.2236004 [DELETED] 

So terryfags got mad and jealous of the attention Linguica got yesterday huh?

No fucking wonder we're talking about that poor guy that nobody else really gives a shit about instead of actually GOOD content.

>> No.2236006 [DELETED] 

>>2236004
Don't even acknowledge them, just report them.

Giving them any acknowledgement is enough to gratify them.

>> No.2236009
File: 398 KB, 409x424, omegalore.png [View same] [iqdb] [saucenao] [google]
2236009

>>2235989
Holy shit.

>> No.2236012

/Xf6TH2vggHw/
/p-M4A3svypY/
/omegalore/i

/HGwHE7spBzBGpPX0EL2pWg==/

>> No.2236017 [DELETED] 

>>2236012

you're doing exactly what >>2236006 is telling you not to do

congrats fuckhead

>> No.2236024 [DELETED] 

>>2236017

Pretty sure it's just samefaggotry, because discussing people who play Doom is against his wishes or something.
Watch, next we won't be able to discuss Dime.

>> No.2236029 [DELETED] 

>HURR DURR NOT LIKING /V/SHIT IS THE SAME AS NOT LIKING DOOM DISCUSSION


can a mod clean up this thread?

>> No.2236042
File: 253 KB, 1920x1080, instadoom.png [View same] [iqdb] [saucenao] [google]
2236042

>>2235516
That's my map.

I'm glad I showed you guys Selfie Doom.

>> No.2236043
File: 184 KB, 1366x768, Screenshot_Doom_20150215_232726.png [View same] [iqdb] [saucenao] [google]
2236043

>> No.2236046
File: 23 KB, 288x499, why.jpg [View same] [iqdb] [saucenao] [google]
2236046

>>2235982
>Fan of Dora The Explorer

>> No.2236049

>>2236029

Sorry, I'll be sure to make sure all future discussion is over stuff you like.
I know, >responding, but you're so adorable.

>> No.2236059

>InstaDoom's filters are gameplay-mod friendly

I just read this; is it true? I mean they don't offer anything else other than the palette hack, right?

>> No.2236061

>>2236059
It is true

>> No.2236062

>>2236059
yeah the filters are just pallete and colormap wads, the selfie stick uses dehacked.

>> No.2236069

>>2236046
>Fedora the explorer

>> No.2236095

I just bought Gameception.

It's nice

>> No.2236330

>>2235995
I think my brain just evaporated.

>> No.2236334

>>2236095
tfw that unfortunate name

>> No.2236352

>>2235742
Yes, yes, I don't know what chillax is, so no.

>> No.2236353

>>2236352
One of the more famous slaughterwads.

>> No.2236363

>>2236353
Ah. I did it on nuts.wad and that made gzdoom have a fucking heart attack. I mean it worked, but it brought a powerful modern system to its knees

>> No.2236368

>>2236363
That's because the Zdoom family is actually pretty inefficient when it comes to objects thanks to DECORATE. PrBoom has little issue running Nuts.wad.

>> No.2236426
File: 328 KB, 800x600, Screenshot_Doom_20150215_221724.png [View same] [iqdb] [saucenao] [google]
2236426

Finished map 04 and made map 03's secret exit functional. The current secret map is placeholder, but might be kept for a joke.

took actual months to make due to procrastination. But now it’s finally done. I’ve decided that the goal of my map pack will be ten maps. It was a little hard designing and executing this one due to some wonky-ass diagonal areas. It’s sloppy, but whatever.

Also does anyone know why my MAPINFO lump isn't working correctly for my secret maps on PRBoom? Do I need to make a .deh patch or something?

https://www.mediafire.com/?a7tmoik5rpo701b

>> No.2236435

question: how do i increase performance in gzdoom?
i know i generally have two options:
1: use software renderer. dont know how to do this with no options
2: reduce resolution, dynamic lighting and effects

the second one isnt working for me with brutal doom i get horrible stuttering and drops from the lighting effects from the zombie shooting and explosions. is there a way to reduce the performance impact of that or should i just go for software rendering?

>> No.2236437

>>2236435
i should mention that im running on linux with an intel baytrail cpu

>> No.2236472

>>2236435
vid_renderer 0

>> No.2236475

>>2236472
is there a way to put this in the zdoom ini so that i dont have to type it in all the time?

>> No.2236478

>>2236475
No? It should stay that way permanently after a restart.

>> No.2236479

>>2236478
cool, thanks

>> No.2236485

>>2236006 >>2236029
i am tired of people telling others to use the report function when they are clearly too lazy to do so themselves

>> No.2236487

>>2236352
take several collections of carefully tested extreme difficulty maps.
add hundreds of archviles, completely ruining any semblance of balance.
that's chillax.
>>2236426
mapinfo is a zdoom-based ports thing.
prboom doesn't support it at all. sorry

>> No.2236496

>>2235740
that's sf2012 map30 isn't it

>> No.2236515

>>2236426
MAPINFO does not work in PrBoom. You unfortunately won't be able to have your secret exits work, as you can't do this in dehacked.

>> No.2236554

>>2236496
Yes.

>> No.2236560

Wasnt there somebody here who was going to make a music wad containing music from the same time period Doom was released?
And we all suggested what music would fit in Doom if the music that is in doom wasnt in doom?

>> No.2236576

>>2236496
Its amazing how different the overall quality is between sf2011 and 2012

sf2011 had way too many amateurish attempts at slaughtermaps. A couple of maps were good, but its overall a subpar megawad

sf2012 on the other hand had a lot more quality maps, with only a handful of terrible maps.

>> No.2236646

Does anyone know a good Quake 1 model viewer?
Some of them crash immediately after the init.

>> No.2236697

>>2236576
i read this is partly the reason why sf[201]3 is so late. what's been submitted doesn't live up to the standard of sf2012.

>> No.2236716

>>2236435
I know I'm late, but try turning off dynamic lights, too (gl_lights 0). They really make a difference, framerate-wise.

>> No.2236732

>>2236716
gl_usemodels 0
gl_fogmode 0
gl_lights 0

Thats the most important stuff.
And if everything else fails, vid_renderer 0 :^)

>> No.2236798
File: 546 KB, 901x900, #nuts.png [View same] [iqdb] [saucenao] [google]
2236798

Can we have this as the next OP?

>> No.2236806

What mods have the most interesting custom weapons?

>> No.2236808

>>2236806

Zharkov goes to the store
Psychic
Russian overkill

and funnily enough I think Xaser is involved with all of those mods

>> No.2236816 [DELETED] 

>>2236435
Trying capping the FPS with cl_capfps 1. I know on Linux, I get horrible stuttering in (G)ZDoom, Brutal Doom or not.

>> No.2236818

>>2236435
Trying capping the FPS with cl_capfps 1. I know on Linux, I get horrible stuttering in (G)ZDoom, Brutal Doom or not, if FPS is uncapped.

>> No.2236878

>>2236808
I love Russian Overkill, although I do wish a few of them were slightly less extremely overpowered.

I'm seriously gonna rip the Quadvoulge and port it to DRLA and brutal. Probably gonna take out the alt fire entirely for DRLA, and put the gun on 7/8 slot for brutal, because quadxquad shotgun with explosive rounds is a bit excessive for almost any situation.

>> No.2236881
File: 62 KB, 640x960, ssf.jpg [View same] [iqdb] [saucenao] [google]
2236881

>>2235751

>> No.2236917

>>2236426
If you want your secret exit work in vanilla-ish ports that don't support glorious MAPINFO lump you can just move your maps further (map01 goes to map13, map02 to map14 and so on).
FDAs were recorded in prboom-plus 2.5.1.4test, -complevel 2, used wad in your post but with maps moved further (13-17): puu-dot-sh/fZvj8/8823522c38.zip
If you want to add fun for people and their families hook up crusher ceiling action to lines 526, 528 and 529 (they have tag 0 so everyone will have so-o-o-o much fun) in map02. Also, on the same map imp-baron-imp trio (things 151-153) is stuck together.

>> No.2236935
File: 53 KB, 353x353, bootleg ms. crosswell checking that sweet sir blaz's dong.jpg [View same] [iqdb] [saucenao] [google]
2236935

>> No.2236940

>>2236935

>filename

>> No.2236951

Should the SSG be omitted during VS games?

I say yes.

>> No.2236952

I am a bit confused, if me and a buddy wanted to coop doom how would we go about it?

>> No.2236983
File: 1.99 MB, 840x524, gurumaster_soundless.webm [View same] [iqdb] [saucenao] [google]
2236983

>>2236878
They are wee bit overpowered, a single slot8 weapon is enough to deal with a slaughtermap.
But personally, that's how I love my slot8 weapons anyway.

>> No.2237056

>>2236818
will this cap it to my refresh rate?

>> No.2237090

>>2236983
Don't get me wrong, I enjoy the violently retarded weapons myself, just gets old after a few firings.

>> No.2237116

https://www.youtube.com/watch?v=Wiqo6hMs4AA

Daily reminder that you die after 2 rockets

>> No.2237121
File: 328 KB, 1366x768, Screenshot_Doom_20141212_223709.png [View same] [iqdb] [saucenao] [google]
2237121

lolscreenshot

>> No.2237127

>>2237116
i'm so sick of seeing that video recommended

>> No.2237140

https://twitter.com/Strafegame/status/567374745742479360
hey look, a demo
it's... pretty fun, actually

>> No.2237172

>>2237140
They aren't gonna meet their goal are they?

>> No.2237180

>>2237121
Why aren't you in that screenshot? This isn't even worthy for Facebook.

>> No.2237186

>>2237172
i don't know, sometimes the "last hours" rush pushes a lot
still, guaranteeing a steamless version and letting people back using paypal (even just the "15$ game only" tier) would probably have helped them a LOT

>> No.2237192

>>2236952

Depends on the source port.
Assuming you use Zandronum, it'd just be as simple as opening up Doomseeker, finding a server, telling him the name of the server, and both of you join in.

>> No.2237197

>>2237140
>it's... pretty fun, actually

It...really isn't.
I really wanted this to be cool, but boring weapons, procedurally-generated levels, and the "it's 1996!!!" angle being pushed so hard and the game not being like it at all killed it for me.

Which is a shame, because the guys behind the marketing are geniuses.

>> No.2237212

>>2237197
> procedurally-generated levels

This is the part that killed it for me. They claim they want to encourage speedrunning, yet have this shit. Speedrunners like to learn shortcuts and sequence breaks in levels to competitively get faster times. You can't do that if the level is different every time.

>> No.2237215

>>2237212
Well, if the final product has level seeds, it'd be possible

>> No.2237231

>>2237197
I wouldn't say geniuses, if they were geniuses they'd know the whole

>WOOOAAH WACKY IRONY WEREN'T NINETIES COMMERCIALS SO GOOFY GUYS
>LIKE THIS IF YOU'RE A NINETIES KID

is dorky as hell and irony overdosing is on the way out. People want earnestness and frankness again.

>> No.2237245

>>2237212
>>2237197
>procedurally-generated levels
Completely shot themselves in the foot here, I'd rather they'd make a proper set of levels by hand than have it randomized.

I mean, how great are Oblige and Slige levels, really? Would you rather play that than user created levels?

>> No.2237251

>>2237245
oblige levels can get a bit repetitive, and sometimes stupid, but they can still be enjoyable enough to play trough (with doomRLA at least)

>> No.2237253

>>2237197
No mod support either.

>> No.2237264

>>2237251
>enjoyable enough to play trough
Yeah but are they even close to as good as the best original iwad levels?

>> No.2237271

>>2237264

A better comparison would be an Oblige megawad with Scythe 2, or Speed of Doom, or Jenesis.

>> No.2237295

Are there any good WADs designed with co-op in mind??

>> No.2237297

>>2237295
Memento Mori 1 and 2

>> No.2237307
File: 364 KB, 1920x1080, Screenshot_Doom_20150209_221506.png [View same] [iqdb] [saucenao] [google]
2237307

Speaking of hand-crafted levels, I come bearing gifts of maps!
This wad has 2 levels in it; the first one, Moshpit, I uploaded here a few threads back. after getting feedback from those who played it, I've tweaked it a good bit and this is the final(?) version.
The second map, named Laboratory Depths (at least it will be once I can into naming maps), is hot off the presses, and most likely full of bugs, so I'd be grateful to any willing to play it and provide feedback. Bear in mind that it is balanced for a pistol start.
Both maps tested in GZDoom and PRBoom+, but Chocolate Doom crashes due to very heavy visplane overflows.

https://www.dropbox.com/s/0j4h6sipgqgnr1q/Maps%20by%20Anon.wad?dl=0

>> No.2237361
File: 93 KB, 288x343, Heretic.jpg [View same] [iqdb] [saucenao] [google]
2237361

e4m9

Hold me /doom/

I don't want to drop it but I don't want to play it either

What do

>> No.2237364

>>2237361
PLAY IT
DRINK A NICE CUP OF GROG AND PLAY IT.

>> No.2237372 [DELETED] 

>>2237361
wait for Brutal Heretic maybe?

>> No.2237373

>>2237361
e4m9 of doom? or heretic?
doom e4m9 is easy if you survive the beginning.

>> No.2237382
File: 328 KB, 1360x768, Screenshot_Doom_20150216_144213.png [View same] [iqdb] [saucenao] [google]
2237382

Ah, I love the smell of shotguns in the morning.

>> No.2237386

>>2237382
What's up with your status bar face's eyes

>> No.2237391

>>2237386
Smooth Doom. It makes Doomguy blink.

>> No.2237393

>>2237386

Not him but I guess he's playing with Smooth Doom, which includes a Doomguy that blinks

There's a standalone version somewhere

>> No.2237397

>>2237361
Apply an Instagram filter.

>> No.2237407

>>2237373
heretic

>> No.2237410

>>2237391
>>2237393

>Smooth Doom

What's that?

>> No.2237420

>>2237307
http://temp-host.com/download.php?file=bn65ex

crap first attempt for map02. i died twice and quit. i felt starved of ammo and unable to cut loose, so i faff around trying to start infights. this is not successful.

what i saw of the map is fine although very disjoint. each area is well made but they are completely separated from each other.

>> No.2237423

>>2237410
http://forum.zdoom.org/viewtopic.php?f=19&t=45550

Google is your friend.

>> No.2237429

>>2237423
Maybe that should go in the popular mods section? >>2235667 remove SUAB while you're at it, ispook has disowned it

>> No.2237457

>>2237410
>What's that?

the mod that replaced BD in the autoload section of many zdoomers

so far we don't have any people around the community asking for Smooth Doom compatibility yet

>> No.2237468

>>2237429
Just because I disowned it doesn' mean it should be removed... this is my opinion though.

>> No.2237472

Hdoom update when?

>> No.2237480

Long time player (since circa 1993-4), no-experience modder here.

Is there a retard's guide to ACS/Decorate that's up to date and preferred by the community, or should I just poke around for a few dozen hours until I figure out what the fuck I'm doing?

>> No.2237484

>>2237480
First 2), then 1).

Get some experience playing in the wilds, then educate yourself with the zdoom wiki.

http://zdoom.org/wiki/DECORATE

I strongly suggest only learning ACS after you have a very good notion of DECORATE.

>> No.2237485
File: 918 KB, 1024x768, timetogetserious.png [View same] [iqdb] [saucenao] [google]
2237485

Time to get serious.

>> No.2237486

>>2237472
Forget that, when is the Berserk mod?

>> No.2237493

>>2237485
>Doomguy Must Die

>> No.2237496

>>2237468
>disowned SUAB
>nothing about disowning it in the chronoteeth "approved safe for chronoteeth" thread

First time I'm hearing about it. Is the current build the final build, or is chrono "stop fixing my crap" teeth going to continue working to ruin the mod? I liked SUAB but unless someone is going to reign in his "obtuse/un-optimized gameplay ruins the mood" then there's no way I'm updating it.

>> No.2237503

>>2237496
>but unless someone is going to reign in his "obtuse/un-optimized gameplay ruins the mood"

There isn't, to my awareness.

>> No.2237507

>>2237496
I feel almost like fixing the mod by myself and releasing it on 4chan just to spite that faggot.

Because it's really cool, but the original author is REALLY holding it back.

>> No.2237508

>>2237496
>First time I'm hearing about it.
i read >>2233603 item 4 as notification of disownership, perhaps i read too much into it, but then again, it seems i did not.

>> No.2237514

>>2237496
I've mentioned (or at least, I think I have? Memory is horrible nowadays) in the thread that my motivation to work on the mod has basically gone down to zero (if not into the negatives)

I think that works well enough as a "Disowning"

>>2237508
What he said, too. I stare at all the wasted code, because trying to do anything about it is going to result in fighting with said author.

>> No.2237530

Question about SUAB since it's being talked about.

How do you reduce the handshaking?
It shakes so hard.

>> No.2237537

>>2237530
The only way to do it is to increase the shake frame's duration, but to be honest if you increase it by another tic or so. (But doing that iwll reduce it to the point where its non-existent, which is a shame since I liked that bit about the mod.)

>> No.2237541
File: 792 KB, 1024x768, snazzy.png [View same] [iqdb] [saucenao] [google]
2237541

>>2237493
I'll do when I find some time.

>> No.2237542

>>2237530
It's a set of idle animation frames.

Basically, you'd go into the Decorate code, replace all the frame letters with the first frame letter, and then you remove the +WEAPON.NOBOB flag (or whatever it was called) from the weapon.

Also, while you're at it, you should probably cut out the pause after the weapon clicks on an empty chamber, that shit had me furious because of how it got me injured or killed for no reason (because the pause looks like the ready/idle state, but IT IS NOT, you have to let the hand shake for a couple of tics before you can switch your weapon, reload, or click the gun again, at which point you'd have to wait more, so FUCK that noise).

>> No.2237545

>>2237485
You fucking madman, are you out of your mind?
You're gonna kill yourself.
Gods speed you magnificent bastard.

>> No.2237572

>>2237056
No. It will cap your framerate to vanilla Doom's cap of 35 FPS

>> No.2237603
File: 41 KB, 560x303, modding_in_zandronum.jpg [View same] [iqdb] [saucenao] [google]
2237603

Getting real sick of constantly hitting my head on a ceiling.

>> No.2237637 [DELETED] 
File: 681 KB, 1022x766, strange___.png [View same] [iqdb] [saucenao] [google]
2237637

>>2237545
Actually, I think the HD and DV2 conflict. After all, DV2 patches in some custom monsters, which might screw over HD's enemy tweaks.
Shame. Maybe I could try to figure out how to prevent it.

Scythe 2 uses same enemies I think, which is a bummer since that was another mod I wanted to try out with HD, as suicidal it would be.

>> No.2237682

>>2237637
>which is a bummer since that was another mod I wanted to try out with HD
Do it anyway.

>> No.2237684

>>2237682
Scratch it, I don't know. I haven't seen marine replace a regular rifleman yet or any imp alternatives, but damn, there are the HD-version spectres.
The blue room of Mutagen is fucking nightmarish.

I try not to use too many saves, but using one before that because fuck spectres spawning around you.

>> No.2237685
File: 36 KB, 478x351, 1422121019386.jpg [View same] [iqdb] [saucenao] [google]
2237685

>>2237485
>>2237637

Name of Wad please?

>> No.2237689

>>2237685

Hideous Destructor with Deus Vult 2.

>> No.2237704

>>2237689
Many thanks

>> No.2237743 [DELETED] 

>>2237397

https://www.youtube.com/watch?v=Sjp6HkCJtXs

>> No.2237747

>>2235956

https://www.youtube.com/watch?v=Sjp6HkCJtXs

>> No.2238041
File: 274 KB, 620x406, hkgrill-face4a.png [View same] [iqdb] [saucenao] [google]
2238041

>>2237472

>> No.2238064

How do you get fullscreen windowed working in GZDoom?

>> No.2238072

>>2238064
set your resolution to monitor resolution and then select windowed

>> No.2238086

>>2238072
is it possible to set scaling to nearest neighbor rather than blurred?

>> No.2238092

>>2238086
Maybe through the console or config, my suggestion would be to just set the resolution for a non-widescreen option.

>> No.2238113

>>2238092
Seems to make GZdoom crash for some reason

>> No.2238130

>>2238113
Thats weird, I dont really know anything about gz though so you should probably ask somewhere else for help.

>> No.2238132

>>2238130
What else do people use?

>> No.2238151

>>2238132
I use zdoom for pretty much everything, Chocolate Doom for authenticity (or if you are a huge sperg you can use dosbox), prboom+ for playing boom compatible mods that might not play on a more modern sourceport. For everything else just read the faqs in OP.

>> No.2238181
File: 657 KB, 1366x768, Screenshot_Doom_20131128_214726.png [View same] [iqdb] [saucenao] [google]
2238181

What the fuck am I supposed to do on Map 29 of Going down? I've already murderated everything.

>> No.2238181,1 [INTERNAL] 

>>2238181
According to what I've heard, if you killed the Red Mastermind, it should automatically end the level. But that didn't happen for a friend who played through either, so maybe it's broken.

>> No.2238203

>>2238181
Shoot the big bad Boss Monster until it dies

>> No.2238205

>>2238181
what the resident evil fuck is that shit

>> No.2238216

>>2238181
>Map 29 of Going down

the intro is fucking GENIUS.

>> No.2238230

What's a nice custom wad I can open up and just have some with? Im tired of the original doom levels

>> No.2238261

Have people translated the assembly code to C (of course it has), so that it compiles with the original doom source code, or is this not possible (since this a doom thread, you should be able to explain this).

Have any of you compiled the original doom source code? How does it run on modern day linux?

I really would like to know as I cannot find these answers anywhere.

>> No.2238284

>>2238261
Anon, the original Doom source does IS in C.

>> No.2238291

>>2238284
really? i thought there was assembly code? or was they before they did the code audit to prepare doom's code for release?

>> No.2238295

>>2238291
https://github.com/id-Software/DOOM/tree/master/linuxdoom-1.10

Perhaps you're mistaking it for some other game?

>> No.2238296

>>2238295
>README.asm
I think he means the code for the DOS version

>> No.2238307

I've been thinking that some of us anons should team up and make a Zandro DM mappack based on locales from horror movies. So far I can think of
-The hotel from the Shining
-Reaserch base from The Thing
-Evil Dead's cabin in the woods (the surrounding area might need to be based off Hail to The King to give the map variety)
-LV-426, Nostromo or the Jockey Ship
-Freddy's boiler room
-Camp Crystal Lake.
-Phantasm funeral home
-Day of the Dead base
-The Event Horizon
To get the optimal feel, the maps would need to as close to actual layouts from their respective films.

>> No.2238314

>>2238307
>hotel from the shining
not possible in doom iirc, or at least not the whole thing with all the different levels. i think someone made it for duke nukem though

>> No.2238319

>>2238314
It actually is if you're intimate with how modern doom mapping works.

>> No.2238323

>>2238230
Valiant

>> No.2238334

>>2236426
Is that your map? Looks pretty cool.

>> No.2238345

>>2238307
Sounds neat, hope it won't get Terrordrome'd

>> No.2238365

>>2238314
You could easily make the illusion of multiple floors by having invisble teleporters on darkened stairs so it appears as if you're walking up/down. You could also have the elevators work the same way.

Then you'd set one set to display the "bottom" window view while the other set displays the "top" window view.

>> No.2238392

>>2238296
Doom had some inline ASM for the most speed-critical pixel drawing loops, but it was 99.9% C.

>> No.2238401

>>2238392
HOW WOULD ANYONE BESIDES A DEVELOPER ON DOOM KNOW THIS?!

Wait, John? Is this you?

If so, teach me to program. Or other John, teach me how you made your hair so beautiful?

>> No.2238431
File: 16 KB, 391x190, dukepistols.png [View same] [iqdb] [saucenao] [google]
2238431

Choose wisely anons...

>> No.2238434

>>2238431

The left one, obviously.

>> No.2238441

>>2238431
>Left hand
>Right pistol
> Dumdums
Only proper choice.

>> No.2238448
File: 92 KB, 3000x798, duke64_pistolvariantsv3.png [View same] [iqdb] [saucenao] [google]
2238448

>>2238431
I personally prefer the 64 version, mainly because it looks like a real pistol. The original looks like a toy. The 64 pistol also had 2 ammo types.

>> No.2238456

>>2238448
That being said, I like the original shotgun over the 64 one, shame it doesn't have the rape everything explosive shells.

>> No.2238468

>>2238230
Alien Vendetta
Back To Saturn X E1: Get Out Of My Stations
Back To Saturn X E2: Tower in the Fountain of Sparks
Community Chest 4
Eternal Doom
Hell Revealed
Hell Revealed II
Icarus: Alien Vanguard
Jenesis
Kama Sutra
Memento Mori
Memento Mori II
Plutonia 2 (requires plutonia.wad)
Plutonia Revisited
Requiem
Resurgence
Reverie
Scythe
Scythe II
Speed of Doom
Valiant

>> No.2238474

>>2238468
Not that guy, but is there a "bunch of the better level packs" zip maintained somewhere? I mean you can cram a few thousand in a relatively manageable file now...

>> No.2238502

>>2238474
Despite all the shit clinging on there I wouldn't mind having a mirror of everything on Doomworld/idgames etc.

>> No.2238518

>>2238474
Would be cool if there was a Cacowards/top 100 torrent.

>> No.2238546
File: 1.27 MB, 1280x720, Rikka_chuunibyou_blush.png [View same] [iqdb] [saucenao] [google]
2238546

>>2238041

>dat "I'm going to eat you"face

NNNGGGH

>> No.2238560

>>2238431

The gun on the left looks better but the hand is going to get slide bite from that grip.

>> No.2238587

>>2238448
Original pistol looks kinda like a glock

>> No.2238627

>>2238518
i thought there was a top100 pack download already

>> No.2238635

>>2238474
We should get around making a wad pack with all the best wads to play with a single download.

>> No.2238702

>>2238261
I know that Dave D Taylor's original Linux port (before the source code release) will not. They were only binaries, compiled on and i486 with Linux v1.1.64. There was a version that used svgalib and one that ran in an X11 framebuffer in a psuedo-256 color mode that didn't work most of the time. Required some obscure kernel module for sound (was at ftp.funet.fi:/pub/OS/Linux/ALPHA/sound/v3.0-proto941201.tar.gz at some point)

As for the 1.10 Source code release, I dunno.
Will get back to you. Something tells me it won't, we will see.
>>2238401

>> No.2238712

>>2238365

That's how it was done in Douk, and the engines have fairly similar limitations... Could work.

>> No.2238720

>>2238635
Thanks for volunteering!

>> No.2238729

>>2238261
http://geekchef.com/running-doom-under-linux/

In addition, I've change the path to find the x11 libraries since /usr/X11R6 is deprecated. Did the above links fixes, hell, even added an option in the Makefile to ignore warnings.

Console output:
http://pastebin.com/MwpuNZar

GCC 4.x has a much more strict type. It wants ints to be expressions instead of constants. This may have worked a few years ago.

Even if this thing did compile, it would need to have X11 started in 8-bit 256 mode, which I think works differently in XOrg than in XFree86/XVesa. And an external sndserver, which might conflict with ALSA.

I doubt it would work these days even if compiled. If I recall correctly, Sam Lantinga had problems with this when he tried porting DOOM to SDL, so he eventually used Boom as a base instead, because Lee Killough who did work for TeamTNT was a fucking genius. His contributions live on in all modern source ports. MBF was a godsend to Doom source port programmers.

>> No.2238754

>>2238181
>That was too close! You were almost a doomed space marine!

>> No.2238868
File: 1.50 MB, 744x466, grenadesarebest.webm [View same] [iqdb] [saucenao] [google]
2238868

Grenades are a lifesaver.

>> No.2239038

>>2238635
>>2238627
Once upon a time I planned to go through all the "Newstuff chronicles" from the ancient times to today and download/catalog all the stuff that recieved at least somewhat favorable review, then running some quick quality control and presenting it all in a single download, along with all the other universally accepted as "good" wads.

I might as well do it in the nearest future if there's a demand for it (might take 1-2 weeks to dig through all the stuff though)

>> No.2239071
File: 44 KB, 1024x359, future.jpg [View same] [iqdb] [saucenao] [google]
2239071

>>2238181
I want someone to make a Resident Evil mod for Doom.

>> No.2239172

>>2239071
>implying
https://www.youtube.com/watch?v=3eC1hduFbio

>> No.2239179

>>2238729
so it would be better for me to use the codebase of something like boom or chocolate doom?

when i have the freetime, i want to completely rewrite the code so that none of it is the same as the GPL based code; so that I can release it under a liscense such as zlib.

>> No.2239196

I have never tried playing Doom with mods, what is a good mod combo to start with if I want new maps, weapons, enemies and possibly new mechanics?

>> No.2239212

>>2239196
>Weapons:
Russian Overkill
Accesories to Murder
Weapons of Saturn
The Trailblazer
Diaz
SmoothDoom

>Enemies and new mechanics
Project MSX
Samsara
Shadow Warrior
Shut up and bleed
Nazis!
Real guns Hardcore
DemonSteele
REELism

>Maps and related:
Mayan Mishap
Deus Vult (1,2)
Going Down
Epic (1,2)
Hellbound
3057 Hub
Whispers of Satan

>> No.2239225

>>2239212
Thanks. But I am still not sure what can be used together, for example is it wise to combine Project MSX with a weapon mod? And what about megawads? Are these usually just levels?

>> No.2239228
File: 829 KB, 1019x764, ketchup.png [View same] [iqdb] [saucenao] [google]
2239228

>>2239212
>>2239196
I'd also add Hideous Destructor ( strange take on DOOM, player is weak-ass marine who bleeds, gets exhausted, has limited carry-capacity. /k/'s wet dream, you like it or not ), Scythe 2 ( great set of difficult-ass maps ), DoomRL ( adds aspects from Doom Roguelike ), Sunder ( very pretty slaughterfest-maps, although whatever you like slaughterfests is up to you. Go well with Russian Overkill. Also look at Slaughterfest 2012, has some good maps such as 28 and 30 ).

Plus Mock 2: Speed of Stupid

>> No.2239232
File: 2.86 MB, 320x240, Marathonradar.webm [View same] [iqdb] [saucenao] [google]
2239232

Finally finished the vidya backlog of the Samsara classes and wrote down all differences and now most of them have been patched.
But don't worry, you can disable most of the patched stuff via CVARs (the ones you dislike).
If you're still interested in this stuff, I have to test some stuff in multiplayer and I'm gonna need someone.

Now the classes should behave and play like their respective counterparts from the original games.

Here are a few examples (sorry for the bad quality).
(#1 Marathon Radar)

>> No.2239239
File: 2.67 MB, 320x240, New Spear of Destiny.webm [View same] [iqdb] [saucenao] [google]
2239239

>>2239232
(#2 New Spear of Destiny, drawn by me, modified the original sprites by Terminus[?], notice the original BJ death: everything freezes and randomized pixel seeds all over the screen until it's completely red)

>> No.2239240

>>2239212

>what is a good mod combo

good going

>>2239196

Epic 2 with Nazis
Sunder with Russian Overkill and/or Project MSX
Scythe 2 with Project
Monster Hunter Ltd. with Demonicron
Hellbound with Project MSX

>> No.2239241
File: 2.19 MB, 320x240, W3D LE weapons.webm [View same] [iqdb] [saucenao] [google]
2239241

>>2239239
And you can disable Wolfenstein Lost Episodes weaponskins and use the original ones if you wish to.
There's a lot that has been patched.

>> No.2239243

>>2239232
>>2239239
>>2239241
This looks pretty cool, Anon. If I were you I'd go directly ask Terminus what he thinks of this. Considering there's CVARs for these additions, meaning that they don't completely replace something, I don't see why he wouldn't add them.

>> No.2239250

>>2239196
There's also Adventures of the Square.

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

>> No.2239254

>>2239232 >>2239239 >>2239241
good work. what's that crazy map with all those barons?

>>2239243
>I don't see why he wouldn't add them.
i do - he's simply chosen not to work on it any more! that's why i suggested he pass maintainership over to this other fellow.

>> No.2239263

>>2239254
I think passing Samsara's development to this guy sounds like a good idea. He seems dedicated enough.

>> No.2239273

>>2238181
What's the name of this mod?

>> No.2239275
File: 2.87 MB, 320x240, Quake Thunderbolt.webm [View same] [iqdb] [saucenao] [google]
2239275

>>2239254
Forgot one more.
Notice how the weapon icon in the top bar blinks orange, just like in Quake.
And tried to make new lightning sprites so it matches to the ones in the original game. Still needs some small fixes.

>> No.2239279

>>2239254
Looks like map08 from phmlspd.wad but with barons instead of shotgunners... this is chillax.wad then.

>> No.2239357

>>2239241
Cool, i tought Samsara was dead, nice work on those.

>> No.2239368

>>2239263
i think "this guy" wrote this post ;) but regardless he did say it was anyone's for the taking provided it is made clear it's a fork*, you just need to put up a thread to make the announcement i guess.

________
* https://archive.moe/vr/thread/2223184/#2227173
>For whoever picks it up, all I've requested is that it gets tweaked into an add-on or a rename so people don't come to me with whatever changes someone else did.

>> No.2239380

>>2238205
>>2238754
>>2239071
>>2239273
Here's sauce: http://www.moddb.com/mods/survival-doom

>> No.2239440

>>2238502
>>2238518
There already is in the OP however the /idgames is 2 years out of date and Top 100 is what we have of cacowards as in only there being 10 years of cacowards in a single folder

Here's the top 100

http://pastebin.com/5sKRiJzS..

>>2238635
>>2239038

So all that's left to do is to get 2004-2014 cacowards and to get all the /newstuff from after 11/25/2013. Then you can have your project of sifting the good reviews out from the wads. But I don't see why that is necessary, I mean pretty much all of the megawads on /idgames are good if they aren't just a product of their time period.

And I don't see why you would have to nitpick individual levels for the few people that would need it. I am sure the kind of people to play random single levels wouldn't mind playing shit levels since its more than guaranteed a single level on its own won't have the quality control of being in a megawad or episodewad.

There are people here who like to just go to a random WAD in /idgames and just play it and enjoy the horrible randomness of the maps.

>> No.2239447

>>2235667
Mod in OP?

>> No.2239510

>>2239447
It's literally in the OP.

>> No.2239517 [SPOILER] 
File: 26 KB, 386x530, 1424201600138.jpg [View same] [iqdb] [saucenao] [google]
2239517

>>2239510
But reading is HAAAAAAAAAAARD...

>> No.2239520

>>2239440
IIRC there are also multi-level wads and megawads in the chronicles . Also there's a rare Hexen/Heretic stuff thrown in along with all the Doom stuff, which I also would like to gather.

I guess I'll just start digging and see how it goes. It might as well not go anywhere and we end up condensing the memewads of /vr/

>> No.2239538

>>2239510
I don't see it.

>> No.2239543

>>2239538
>popular mods section
>4th mod in the list

>> No.2239547

>>2239225

Project MSX is a weapon mod.

Generally speaking, combining multiple gameplay mods together is a big no-no.

>> No.2239550

>>2239447
HDoom and Selfie Doom.

>> No.2239645
File: 500 KB, 1280x1707, 1407964743775.jpg [View same] [iqdb] [saucenao] [google]
2239645

>>2239225
>is it wise to combine Project MSX with a weapon mod?
like >>2239547 said, combining multiple weapon or gameplay mods together is usually not a good idea
unless the two are specifically designed to be compatible (doomRPG and doomRLA are the only examples that come to mind), if you combine the two you are going to overwrite a lot of shit and make the play experience glitchy in a ton of ways

>And what about megawads? Are these usually just levels?
usually, yes
while the finer details are fuzzy and it's not a universal definition, the basic idea is
mapset: a set of maps, duh (example: vanguard)
megawad: a whole ton of maps, usually 32 (example: scythe)
total conversion: maps, items, enemies, and weapons are replaced, standalone thing (example: adventures of square)
partial conversion: unique maps, items, weapons, enemies, etc, but not everything is replaced--may still be a lot of default doom assets (example: zen dynamics)
gameplay mod: only weapons and maybe enemies are replaced. might have one or two maps, but the emphasis is on changing up how the game plays

>> No.2239652

I got the sudden urge to rip and tear but I can't find the vanilla doom 1 and 2 for shit.
Where can I download them?

>> No.2239656

>>2239652
in the OP pastebin

>> No.2239667
File: 54 KB, 640x156, Resident_Evil_Director's_Cut_(PSX)_04.png [View same] [iqdb] [saucenao] [google]
2239667

>>2239172
Doesn't have to be that disjointed stuff with the prerendered backgrounds, it could still be in first person, I just think Resident Evil is a fun setting.

>> No.2239670

What happened to that "Crack-Doom" wad someone was making?

>> No.2239675

>>2239652 >>2239656
specifically, the FAQ/Pastebin.

>> No.2239679

>>2239656
>>2239675
Ye, got it. Thanks m8.
I also found that you can buy it on Steam, is it worth buying there or is it a shit ass port?

>> No.2239686

>>2239679
if you want the wads all legal it's just doom with dosbox packaged in the download

you can use the wads you get from steam in all the various source ports (even chocolate doom) so there's no particular reason to actually launch the games from steam

>> No.2239687

>>2239679
It's not a port, it's just the original .exe running in DOSBox. Nobody who worked on the game is left at id anyway, so there's really no point in buying it.

>> No.2239689

>>2239645
>might have one or two maps
What happens if you combine one with a map pack? Does it overwrite the other depending on load order or can you choose from the menu like a campaign?
Thanks by the way.

>> No.2239691

>>2239689
Maps will overwrite each other if they're on the same slot, so if you have a wad that just replaces map01, and you load it after a megawad that replaces all 32 maps, the first map will be the second wad while the rest will be from the megawad.

>> No.2239693

>>2239686
Didn't really understand the second line.

>>2239687
This is a good enough reason tho

>> No.2239696

>>2239679
see also the responses to >>2234220
this really should be in our faq somewhere

>> No.2239703

>>2239693
>Didn't really understand the second line.
looks like we got a real noob here folks!! haha only kidding. here's how it works
- the game is split into engine and data
- the engine has its code freely available for modification. it has been extensively, er.. extended by the community.
- the data you get from steam can be used with a variety of these modified engines, most if not all of which are better than the "engine" you get when buying the game.

>> No.2239708
File: 498 KB, 1280x720, Screenshot_Doom_20150216_042424.png [View same] [iqdb] [saucenao] [google]
2239708

New Push map by Kurashiki.

>> No.2239709
File: 100 KB, 800x564, doom.png [View same] [iqdb] [saucenao] [google]
2239709

>>2239693
>>2239703
Basically, these files are all the real "game" information an engine needs to plug in to play.

>> No.2239713
File: 855 KB, 1280x720, Screenshot_Doom_20150217_155638.png [View same] [iqdb] [saucenao] [google]
2239713

>>2239708

And another new map by Universal Quantifier.
Still trying to decide on music for this.

>> No.2239715

>>2239703
>- the game is split into engine and data

also for some interesting historical background on how this came to be, read the three posts starting here

https://archive.moe/vr/thread/2223184/#2227162

>> No.2239718
File: 446 KB, 1280x720, Screenshot_Doom_20150217_155954.png [View same] [iqdb] [saucenao] [google]
2239718

>>2239713

And one by PresidentPeople.

>> No.2239720

>>2239709
isn't the steeam version of doom2 messed up (especially the secret levels) because of ze germans?

>> No.2239723

>>2239713
https://www.youtube.com/watch?v=-jyuJ-nm76E

>> No.2239724

>>2239720
i thought the only wads that were modified were the ones that came with doom 3 bfg

>> No.2239725 [DELETED] 

>>2229501

Oh my god what is THAT?!

>> No.2239729 [DELETED] 

>>2239725
seems like off-topic rubbish to me

>> No.2239737

>>2239708
>>2239713
We need more beach/asian maps in general.

>> No.2239743

>>2239720
>>2239724

Yes the bfg edition had all the wolfenstien stuff badly hacked out of it. Badly hacked in the sense that the result looks like someone took an axe to it.

Can you even still buy the original non-bfg-edition iwads?

>> No.2239754
File: 573 KB, 1280x720, Screenshot_Doom_20150217_161558.png [View same] [iqdb] [saucenao] [google]
2239754

>>2239718

And a gigantic Dwango5 style map by Gardevoir.
I'll be keeping an eye on this one, there weren't any major campable spots in testing, but people have been sniffing out all sorts of annoying little areas, and with how many corners this place has...

There's actually ten new maps total. Push is getting much, much, much closer to GIGAWAD status.
Just need a few more maps to push it over the edge.

Ba dum psh.

>> No.2239757

>>2239743
http://store.steampowered.com/sub/18397/

As far as I can see searching discussions and such, the original DOS .wads are still the same as ever, and it's only the BFG .wads that have the Nazi removal + medkits with pills because of Red Cross.

>> No.2239762 [DELETED] 

>>2239754
>GIGAWAD status.
1024 maps?? (322)

>> No.2239763 [DELETED] 

>>2239762
thanks to 4chan for turning my U+00B2 SUPERSCRIPT TWO into a regular U+0032 DIGIT TWO

>> No.2239767

>>2239762

You know, if I put all the rejected maps into a single mappack, I'd probably have that many maps.

>> No.2239775
File: 660 KB, 1013x760, fuckfinally.png [View same] [iqdb] [saucenao] [google]
2239775

Fuck, I finally found out what was causing the enemies not being Hideous Destructor-versions.
I was using ketchup-mod.
Goddamn. Well, time to beat some levels!

>> No.2239782

I moved all of my wads to my new hard drive, but now the wad file extension is associated with a different program, but whenever I try to associate it with gzdoom again, it is not listed as a program at all. I tried installing several different versions, but none are appearing. I can still drag wads onto the executable, but it's just more convenient to double click the wad. Does anyone know how to fix this?

>> No.2239783

>>2239775
rip anon's anus

>> No.2239785

>>2239782
assuming windows
>right click on a wad
>open with
>choose default program
>make sure "Always use the selected program to open this kind of file" is checked
>click browse, find zdoom
done

>> No.2239798
File: 2.40 MB, 640x401, tough_love.webm [View same] [iqdb] [saucenao] [google]
2239798

>>2239783
It is rather tough love now that enemies work as intended.
But that's how I like it.

>> No.2239804

>>2239785
Thats what I've been trying to do, but whenever I click gzdoom.exe on that dialog, nothing happens and I am brought back to the choose program menu

>> No.2239810

>>2239804
You hit "OK" right?

>> No.2239817

>>2239810
Yes, it works for every other program (Zandronum, etc) but not gzdoom for some odd reason

>> No.2239837

>>2239212
>Whispers of Satan

I never understood why Pcorf added in a somewhat pink colour palette in it. I removed it in SLADE, and the megawad overall still looks good, only now the pinkies/barons no longer look girlishly pink.

>> No.2239839

Can I run .pk3 mods with .WADs?

>> No.2239841

>>2239839
Yes.
But don't you dare to run two gameplay mods together.

>> No.2239847

>>2239754
Does it have the DADADA DADADIDA

>>2239839
I see no reason why it shouldn't

>> No.2239849

>>2239837
change for change's sake, new palettes were fashionable, ...

>> No.2239851

>>2239839
depends what's in them. pk3 and wad are just file formats.

>> No.2239860

>>2239520
That sounds like a good idea anon, and why not somebody else volunteer to do the second thing you said.

>> No.2239861
File: 63 KB, 984x776, error.png [View same] [iqdb] [saucenao] [google]
2239861

What's up with this error?

>> No.2239864

>>2239861

It's been a long time since a ZDoom mod works in stable versions

Use a SVN

>> No.2239865

>>2239861
I'm assuming you've tried a more recent version of GZDoom?

>> No.2239869

>>2239861
>2013 build
sheeeeiiiiiittttttttt
update it

>> No.2239872

>>2239865
If version 1.8.02 counts as recent, then yes.

>> No.2239873
File: 416 KB, 1440x900, oh_man_i_love_wolfenstein.jpg [View same] [iqdb] [saucenao] [google]
2239873

>>2239232
Oh shit, what. After playing Marathon and coming back to Samsara, I get in the habit of looking at the motion sensor. This is cool, but I wish it didn't take over the ammo display. Do you think it could sit on top of it? I wouldn't mind a little extra screen space taken up by that.

Also, how well does it work online? Does it rely on things that would eat up bandwidth or will custom monsters not show up on it?

>>2239775
You know there's a version of Droplets specifically for HD, right? Go try that and see how you feel.

Because yeah, Ketchup still uses custom monsters to do what it does.

>>2239861
http://devbuilds.drdteam.org/gzdoom/

>> No.2239880

>>2239873
>This is cool, but I wish it didn't take over the ammo display. Do you think it could sit on top of it?
I would, but it looks fucking ugly in widescreen mode., that's why I decided to replace the ammo panel. But you can still view it in the automap.

>Also, how well does it work online?
I still need someone who wants to help me test everything that has been patched online.
Maybe you want to help me?

>> No.2239881
File: 1.01 MB, 1920x1080, Screenshot_Doom_20150217_234715.png [View same] [iqdb] [saucenao] [google]
2239881

>>2239880
whoops

>> No.2239884

What is the best way to run WADs with Chocolate Doom?

I like drag and drop but that doesn't work, I would like not to make a new shortcut for every WAD I want to play and DoomLauncher is being retarded in that it can't differentiate between more than one source port for me.

Any other better front ends for instance?

>> No.2239886

>>2239880
>But you can still view it in the automap.
>only way to see ammo now is by clogging up the screen with an automap

cool

>> No.2239889

>>2239849
Eh, most palettes usually added to the atmosphere. WoS's did nothing for me except make pinkies and barons look weird.

>> No.2239890

>>2236069
I'm stealing that.

>> No.2239891

>>2239872
Not even close.

>> No.2239892

>>2239873
That link is retardedly hard to find if you put "Gzdoom" in a search engine.

This is one of the cases of "google is your friend" is actually not true.

>> No.2239895

>>2239886
You can also disable the radar by setting samsara_marathonradar to 0.
But its not possible to show both. Sorry. The Hud is already cramped enough

>> No.2239898

>>2239864
What's the point of having a "stable build" if everyone designs mods for development versions?

>> No.2239901

>>2239889
>Eh, most palettes usually added to the atmosphere.
for me the only time a new palette had any worth was when the wad's new textures were designed for it. btsx being the most well-known and successful case, but mapgame was an early example which made good use of desaturated blues in its textures. on the other hand it didn't replace all the sprites, leading to imps with thug rapper gold teeth grills, and other such nonsense.

>> No.2239904 [DELETED] 

>>2239892
>This is one of the cases of "google is your friend" is actually not true.
hah. google hasn't been anyone but the NSA's friend for years.
>>2239898
>What's the point of having a "stable build" if everyone designs mods for development versions?
quite.

>> No.2239905

>>2239898
the community has essentially forced a rolling release model on the engine developers, whether they like it or not.

>> No.2239918
File: 2.11 MB, 620x388, shiiet.webm [View same] [iqdb] [saucenao] [google]
2239918

>>2239873
Thanks. Didn't know there was such, I'll try to see into it.
But man, this has become really harsh.
This one fucking spot is nightmarish, but I finally managed to get past it.
Now I am done with 1/2 of zombie threats, still some left. I don't think I have long-enough weapon to pick them all off.
I guess I need to juggle bit more with grenades...

Maybe someday I will do this single-segment.

>> No.2239926

>>2239901
>leading to imps with thug rapper gold teeth grills

Thats pretty minor, though.

BTSX replaces all the iwad sprites with converted ones, because unconverted, they look like a complete horrible mess. Just go into SLADE, open doom2.wad, and set the palette to BTSX, and you'll what I mean.

>> No.2239931

>>2239895
Yeah, that was someone else who replied to you. It's a fair enough compromise, but with weapons like the MA75 or WMC it's pretty important to know on the fly.

What do you think of replacing the the Kills section instead? It's not like that's really essential info anyway. You could even move the Ammo display to where the Kills display currently is (if it'll work), and then place the radar where it is now.

>> No.2239935

>>2239918
>Not playing with the Specialist for ultimate destruction.
>and also for science.

>> No.2239938

>>2239931
>kills display
I never got this. Who the fuck brags about the amount of kills in a coop netgame?
And if its DM, none is looking at solely his own score, but at the whole score table to see how many frags you need to be on the top.
what a fucking useless panel

>> No.2239942

>>2239938
Yeah, I agree. Especially when the automap shows that shit for co-op/singleplayer, and the scoreboard does that for everything else.

Guess it's pretty nice to see the numbers roll up as you go through a megawad or something, but that's about it. Samsara was made mostly for pvp modes, Doom replaced the arms display for a Frags display in DM, so I GUESS it makes sense from that context. Even then, that was because there wasn't a scoreboard in classic Doom.

>> No.2239951
File: 672 KB, 1024x764, finallyIdidit.png [View same] [iqdb] [saucenao] [google]
2239951

Someone seriously should edit those goddamn barrels out in the end of the stage around the key. Why are there so many of them stacked? Freezes my game every time one of them explodes ( and with HD's Cacodemons around, it's a lot of exploding ).

>>2239935
Yeah, probably would have been smart idea to go something with something else than enforcer ( grenadier, rocketeer, specialist, hideous destructor etc. )

But still, I managed to beat the easiest level of DVII with Hideous Destructor on Hideous. Go me.

>> No.2239958

he-hey guys...
I... I play Brutal Doom on power fantasy difficulty
do you hate me, /doom/?

>> No.2239965 [DELETED] 

Do NOT respond to the post above.
Fuck off IMX

>> No.2239997

>>2239938
>And if its DM, none is looking at solely his own score
You are wrong.
Kills on panel, rank on bottom left. Instantly know where you are at a glance.
If you have to open up the scoreboard just to see how you're doing, that is extremely bad.

>> No.2240004

>>2239958
No. Play what you like, how you like.
Just don't shove it down people's throats.

>> No.2240007

>>2235751
Stupid sexy Cyberdemon.

>> No.2240014

>>2239997
>unreadable mini-me font in the bottom left, sometimes blending in with the HUD
woooooooow, maybe I should switch back to 640x400

>> No.2240016

>>2240004
was wondereing because it seemed like you guys hate mods with mouseaim and jumping, BD in particular

>> No.2240018

>>2240014
>unreadable
I thought nerds wore glasses.

>> No.2240023

>>2240016

You're right, we hate mods. That's why we have a ton linked in the OP.

>> No.2240028

>>2240016

No you dongus. We don't really hate any mod, we just dislike the mentality certain mods put people in.

Brutal Doom didn't add mouse look and jumping either. That's in the source ports themselves.

Also I personally have nothing against jumping and mouse look, I can see why hardcore purists would though seeing as you can break maps by jumping over shit and shoot monsters you're not normally supposed to be able to far earlier than intended

>> No.2240029

>>2240023
BD not included

>> No.2240031
File: 379 KB, 1920x1080, Screenshot_Chex_20150217_155930.png [View same] [iqdb] [saucenao] [google]
2240031

is it just me or does anyone else love using samsara characters in the wrong games?

>> No.2240036

>>2240029
Oh, I see what you're trying to do. This is another thinly-veiled "why do you guys hate BD", huh?

Better luck next time.

>> No.2240037
File: 991 KB, 500x281, durr hurr hurf dur durrity durr.gif [View same] [iqdb] [saucenao] [google]
2240037

>>2240018
>play as SO
>ammo inside the ">clip" to the left
>backpack ammo panel to the right

>kill count to the right
>rank to the left

BRAVO TERMINUS, I LOVE DOING PIC RELATED
I'll sue you if I get a stiff neck because of your bullshit

>> No.2240038

>>2240031

I do too, that's half the fun of samsara I feel

>> No.2240039

what's the name of that one map wad named after a model and said model appears in the intermission screen?

>> No.2240041

>>2240037

Move your eyes. Not your head. Fartknocker.

>> No.2240045
File: 522 KB, 1024x768, Screenshot_Doom_20131229_213745.png [View same] [iqdb] [saucenao] [google]
2240045

>>2240038
I've been waiting a while for an update to the mod and I'm glad someone else has taken up the mantle in maintaining it.

>> No.2240046

>>2240045
>someone else has taken up the mantle in maintaining it
What?

>> No.2240047

>>2240037
how the fuck is your screen so wide that you can't see it all just by looking at it

>> No.2240051

>>2240047
i'm playing 2x1920x1080, sucks that dukes face gets split in half.

>> No.2240057

>>2240046

Let's just say it's not a coincidence there's been an increase in Samsara-related shitposting and leave it at that.

>> No.2240085
File: 20 KB, 320x200, titlepic.jpg [View same] [iqdb] [saucenao] [google]
2240085

Seriously, what the fuck is going on in this wad? Why am I fighting smurf cops and Colombine Man? This is the goofiest shit I've ever seen. Did modders in the 90s have no standards whatsoever?

>> No.2240090 [DELETED] 

>>2240085
Fuck off.

>> No.2240091
File: 1.06 MB, 1019x766, significantly_easier.png [View same] [iqdb] [saucenao] [google]
2240091

Scythe 2 seems easier than DVII with Hideous Destructor.
But still, I have played later stages on vanilla so goddamn I am not doing that shit.

Any other ideas for playing HD with?

>> No.2240104

>>2240091
D2Reloaded

>> No.2240105

>>2240028
Not the dongus but, if i ever wanted to have a vanilla session of Doom, would it be possible in GZDoom or do i need Chocolate for that?

>> No.2240109

>>2240105
You probably could in GZDoom by twiddling with compatibility settings and the like. But if you want a pure vanilla experience just go with Chocolate.

>> No.2240114

>>2239884
ZDL or command line

>> No.2240140
File: 405 KB, 1440x900, zandronum 2015-02-17 17-08-56-278.jpg [View same] [iqdb] [saucenao] [google]
2240140

>>2240031
Now play Samsara Monster Mixer to put the wrong monsters in the wrong games to complete the circle

>> No.2240178

>>2240114
>ZDL

Ok thanks!

>> No.2240192

>>2240105
You could tweak GZDoom or ZDoom down to almost original spec and comparability, but I think just getting Chocolate Doom or Boom would be easier.

>> No.2240194

>>2239196
Brutal Doom + Doom 2 Reloaded + Doom Metal

>> No.2240195

>>2240091
The Scythe series is among the only megawads to have Doom 2, Plutonia, and Hell Revealed styled challenge all in one package. Most megawads tend to only be one or two of those styles.

>> No.2240201

>>2240105
(G)Zdoom has compatibility settings to have a more vanilla-ish experience (I recommend Boom strict, as most well known vanilla maps have autocompatibility applied to them anyhow)

Just note that zdoom compatibility settings are for playability. They are not for playtesting vanilla/boom maps, and its recommended to stick to Chocolate and PrBoom for such means.

>> No.2240210

>>2240140
Monster Mixer was not working for me, either the monster mixer version is outdated or I need an older copy of samsara.

>> No.2240215

>>2240210
It works with 0.31b. Are you trying to use it with .30?

>> No.2240236
File: 2.49 MB, 640x320, holy shit did you see that imp fly.webm [View same] [iqdb] [saucenao] [google]
2240236

>> No.2240245

>Terminus posted a webm of Iron Maiden's new hand sprites
UNF

Are they in the github version?

>> No.2240250

>>2240236
Neat indeed.
But seriously, make those spears bright white and not cyan.

>> No.2240251
File: 176 KB, 333x286, [CHIVALRY INTENSIFIES].gif [View same] [iqdb] [saucenao] [google]
2240251

>>2240250

FUCK. I KNEW I FORGOT SOMETHING

>> No.2240261

>>2240236
>That ground skip
https://www.youtube.com/watch?v=GxLR5_cng-U

>> No.2240264

>>2239179
>so it would be better for me to use the codebase of something like boom or chocolate doom?

Absolutely.
And if you go the Chocolate-Doom base route, you can remove some of the original limits later, such as what the cndoom-branch or Crispy Doom has done.

Boom and MBF added quite a few features in addition to cleaning bugs and removing vanilla limits. Also, Chocolate-Doom is working on porting to SDL2 to ease building cross-platform (for modern hardware)

ZDoom is radically different from Vanilla internally. Especially after 1.22, where everything is based around definitions inside the zdoom.pk3 and most Doom-specifics aren't really hardcoded anymore.

>> No.2240268
File: 71 KB, 744x419, 1382218619063.jpg [View same] [iqdb] [saucenao] [google]
2240268

>>2240245
https://github.com/TerminusEst13/Folded1000Times/commit/a63941bf64db7eb54450a0c35ee0f446b2e837ea

looks like it

time to slug some fuckers

>> No.2240282

>>2240268
God damn I love Iron Maiden mode.

I remember reading some time back that Demonsteele was going to have a second character one day too.

>> No.2240294
File: 258 KB, 800x600, Screenshot_Doom_20150215_221844.png [View same] [iqdb] [saucenao] [google]
2240294

>>2238334
Thanks

>> No.2240298

>>2240282
did an archive search, this was the closest thing found
https://archive.moe/vr/thread/2167502/#2169991

judging by the conversation, i think a second character is "would be nice" territory

i agree with that anon, though, all anime have a rival character, so should DS

>> No.2240303

>>2240215
yeah I am, is 31b a github download?

>> No.2240319

>>2240303
It's basically what everyone uses to play online. Even the class addons need it.
http://www.best-ever.org/download?file=samsara-v0.31-beta.pk3

Yeah. Best thing is you can boot and shoot at the same time.

>> No.2240320

>>2240319
>Even the class addons need it.
aren't all the ones like ipfreely and caleb still on .29?

>> No.2240328

>>2238181
Heads up, any mod replacing the WolfensteinSS enemy will glitch the final boss of Going Down and won't trigger the level change.

This includes Russian Overkill.

>> No.2240329

>>2240320
Nah, that was a long time ago.

>> No.2240335

>>2240319
yo where do I get the class addons? id rather download them in bulk in case I want to join a server instead of using wadseeker.

>> No.2240340

>>2240335
Uh. They all come in a single file anyway, and whoever's in charge updates them so much that pre-downloading them would be useless anyway. I'd really just get it from wadseeker when you feel like playing.ogunt

>> No.2240347

>>2240245

Yup, they are. These are fantastic sprites, I'm going to have a lot of fun making new special attacks.
The kick sprites still need a little work, but that's a bit down the line.

>>2240298
>>2240282

A second character is definitely "would be nice" territory, but I think it'd be great for all of the more complicated ideas people keep suggesting, like style swapping and combos.
Whether it actually happens is another question entirely, though. Hae-Lin by herself is already enough of a hassle to work with.

>> No.2240379

>>2240347
I've found that there's a delay between when you can do the launcher attack and after you've finished swinging your sword normally.

Normally this is kind of stiff.
But then I found out you can cancel that lag time by swinging the sword scabbard which lets you throw out a launcher immediately afterwards.

This has made melee more fun to me because now I can do more up close besides swing frantically.

Was this intentional?

>> No.2240396

>>2240379

It's not intentional, but I can keep it this way or I can tweak the post-sword delay to allow for launchers. Which would you prefer?

>> No.2240405

>>2240396
Honestly?
Keep it this way, makes the scabbard stick out more for the melee oriented playstyle

Also it makes it feel less like I'm swinging frantically and doing sword combos.
I like that feeling.

>> No.2240423 [DELETED] 

>>2239212
>recommending accessories to murder and weapons of saturn but not brutal doom
now THATS how you try hard. go fuck yourself

>> No.2240440

>>2240423
Ok here is your obligatory reply.
Have fun with it.

>> No.2240502

>>2240405

Will leave it as is, then.
If it works with the sheathe, then it should work with all weapons--it'd probably be possible to slash, then pistol shot, then uppercut and shoot them in mid-air for maximum gun-kata.

>> No.2240507

>>2240440
nope, accessories to murder has absolutely fucked up weapon balance and the clip based reloading is fucking abysmal in terms of the pace of the gameplay
weapons of saturn is literally just brutal doom without the fun.

recommending either without recommending brutal doom is just trying to be a /doom/ card carrying member who is too good for the popular shit

>> No.2240515

>>2236426
These were pretty sick. They got better, and you probably got better as you got along in mapping. I think you should go for increased complexity and non linearity and make your maps tougher. Go for more ambushes and invasion style teleporting and single monster type attacks. It felt pretty easy but your last map was very strong in both design complexity and difficulty. Ammo balance was good I would say.

I liked how you introduced new enemies, particularity the Arch-vile.

>> No.2240523

>>2240515
I really appreciated that. I thought the last map would take longer to beat after I initially drew out the design, but it ended up being a bit of a disappointment to myself.

Also, in doombuilder, is there a way to rotate sectors, just in case I ever deside to make diagonal rooms for god knows why?

>> No.2240545

>>2240507
>>2240423
I like brutal, but I don't mention it here, because it's a really good way to get drama.

I really would like to see more mods be compatible with it (yes, I know, tremendous amount of work), especially DRPG/DRLA/M.

>> No.2240549

>>2240523
Highlight all the sectors and "E"dit.
You can drag the corners to rotat

>> No.2240551
File: 175 KB, 400x282, 1309424881667.png [View same] [iqdb] [saucenao] [google]
2240551

Curious question.

Does anybody here have a sound card on their system? Does it make a noticeable difference with Doom?

>> No.2240621

Project MSX weapons are all so satisfying to use. The feel or the recoil mixed with those meaty sound effects make everything so juicy.

The only problem is the regular shotgun which sound like a door closing softly, everything else though is fantastic. Really brings life back to previously played WADs.

>> No.2240656 [DELETED] 

>>2240039
Nina Dobrev? http://www.doomworld.com/idgames/?id=16285

>> No.2240667

>>2240551
I have a DAC, which makes a difference (because driving powerful headphones, so it makes a difference on everything), I do not know, but I imagine a discrete soundcard would have little/no effect on Doom, but I do not speak from any authority there.

>> No.2240669

>>2240551
Going off his question, what's the best way to enhance the music without resorting to pre-recorded tracks? Those always miss the tone of the old MIDIs

>> No.2240671

>>2240039
Nina Dobrev? http://www.doomworld.com/idgames/?id=16285 or the sequel http://www.doomworld.com/idgames/?id=17375
unless you mean something in themes/x-rated, i am sure there's something matching your description there

>> No.2240681

>>2239951
>Why are there so many of them stacked?
Considering player only has wimpy weapons by that moment (shotgun, chaingun and pistols) they're placed there so player can quickly kill cacodemons (or himself) with them.

>> No.2240682

>>2240656
>>2240671

right on the money, thanks

>> No.2240683

>>2240669
You could buy a hardware synthesizer, plug it into your PC and an amp/headphones, load up 128 good patches in a multipatch, and run MIDI out of your PC into the synthesizer.

It's totally overkill but there's your answer.

>> No.2240685

>>2240545
Of course the other big problem with Brutal is that since the whole Doom mapping scene is big on difficulty that's at the very least TNT-level and more likely Plutonia-level or higher, Brutal is just way too punishing on anything other than Doom or Doom 2.

>> No.2240706

>>2239901
>only time a new palette had any worth was when the wad's new textures were designed for it

Atmosphere is the key factor, though. New textures designed for it are usually to add to this atmosphere that the author(s) intend. But new textures shouldn't be the requirement for having a new palette, because you can still create a different atmosphere for the map simply with converted default textures.

>> No.2240714

>>2240683
I'm not enough of a music person to actually hook up a Roland Synth. I was just wondering if there was and easier way to get good samples without running through timidity and whatnot.

>> No.2240738

>>2240685
i wouldn't call it its other big problem as if it is particular to that one mod. the problem you describe, a vast change in gameplay balance*, it shares with every other gameplay mod that isn't specifically designed to be "as vanilla as possible".

________
* i think a mod rendering a map trivially easy is just as detrimental to the game as rendering it unplayably difficult; while excess difficulty is terminally frustrating, pseudo-"god mode" is utterly boring, too.

>> No.2240758

>>2240502
Question: Will Iron Maiden mode ever have an attack to use with the Launcher button?

It would be cool to have like an axe kick or something even if it's not specifically made for a launching attack.

>> No.2240762
File: 2.62 MB, 640x320, No you dumbass sword quit orbiting around the demons.webm [View same] [iqdb] [saucenao] [google]
2240762

I should probably fix this

>> No.2240764

>>2240762
It looks cool.

The sprite looks like something I've seen before too.

>> No.2240765

>>2240764

The flying sprite? That's because you most likely have, it's from Kirby Super Star

>> No.2240780

>>2240758

Quite likely, I'll adapt the back special's fist-up sprite for an uppercut.

Kegan's pushing me to have the ability to uppercut enemies so hard they smash into the ceiling and splatter; it's a cute idea, but kind of defeats the purpose of launching enemies to blast at them in mid-air.
Or maybe that's a good thing? Maybe the Iron Maiden's projectile blasts wouldn't be so conducive to juggling enemies.

>> No.2240785

>>2240780
Those results won't really apply to the same areas though. You can't juggle someone in a low ceiling area, and you can't splat someone in a high ceiling area. If you ask me it sounds like a good way to keep that move at around the same level of usefulness in differently-themed layouts.

>> No.2240791

>>2240780
splat zombies and imps and demons, launch everyone else

>> No.2240805

>>2240785

This is a good point.

>>2240791

And this is a good idea, thank you.

>> No.2240873

>>2240621
Always wondered about that pathetic shotgun sound on msx. It's effects are okay, not great, recoil and look are solid, sound? Is it launching pillows?

>> No.2240885
File: 149 KB, 750x518, 1314160467271.jpg [View same] [iqdb] [saucenao] [google]
2240885

Buying new computer guy here.

Does anybody have any problems with any souceports of Doom on Windows 8.1 or 7?

Not being able to make shit for Doom is a deal breaker and I always wonder if new versions of Windows will fuck out games, wondering the same for S.T.A.L.K.E.R as well.

>> No.2240890
File: 109 KB, 600x600, 1412723269610.jpg [View same] [iqdb] [saucenao] [google]
2240890

>>2240885
Dont buy 8.1
Dualboot, Fedora (Mint if you're Winbabby) and Win7.
Since I took a glance at the new windows, I was on the verge of killing myself, but I decided to learn more about GNU/Linux and now I'm ready to use Fedora 100% of the time once Win7 support and updates stops.

>> No.2240892

>>2240890
Forgot to add:
Some sourceports have big problems with 8.1, but all of them work on Win7 and GNU/Linux (except for ZDaemon, but who the fuck plays this shit anyways).

>> No.2240906

>>2240890
>>2240892
Guy you replied to here.

Why does 8.1 look like it's made to use on a tablet? I'm on a home computer.

Anyway, can you elaborate on those problems? Can they be possibly worked around? Vidya compatibility is a big issue for me I have to say.

Also, if I really wanted to upgrade from Windows 7 to 8.1, how hard is it to do? I know it sounds pleb as fuck to ask so I feel by admitting it I at least know I'm being a pleb, also

>Fedora

Did they name this as a pisstake on those who would pay out people for using esoteric operating systems?

>> No.2240914

>>2240906
8 is designed for tablets, even on desktops. 8.1 made big improvements and is more computer operating system than tabletpc middleware.

While it's a lot better now, 7 and windows 10 public beta are the two I'd log at

>> No.2240915

>>2240780
>Kegan's pushing me to have the ability to uppercut enemies so hard they smash into the ceiling and splatter
Silly but impractical.

I have an idea.
Dragon Kick
https://www.youtube.com/watch?v=4V8_h8fY9n4

>> No.2240929

>>2240906
fedora is the name of the development/community version of red hat. it predates the shitty meme by most of a decade.
https://en.wikipedia.org/wiki/Fedora_(operating_system)#History

>> No.2240931

>>2240929
Ah, I guess then they're stuck with people like me asking "Hey, are you based on the meme?".

I'll avoid saying it in future.

>> No.2240932

>>2240780
>Kegan's pushing me to have the ability to uppercut enemies so hard they smash into the ceiling and splatter
Kegan would do well to remember that hexen combat mod posted here a few months ago did this already and it's boring if all your mods copy each other's features.

>> No.2240935

>>2240551
for soundfonts you can use fluid synth and for locational sound zdoom already has a hrtf but you can also use razer surround too.
zdoom already has software reverb iirc, I use a reverb mod to add extra depth to the environment.
You really don't need a soundcard, if you worry about distortion or noise from inside your pc you're better off with an external DAC as a lot of soundcards don't have shielding.

>> No.2240943

>>2237472
https://github.com/DaZombieKiller/hdoom

Get a dev build from GitHub. At the moment, the current files on the GitHub repo are the latest files from my dev folder. Once Mike gains access to the repo then you'll most likely see some more new content added too.

>> No.2240948

>>2240932

Yeah except hexen combat bro fell off the face of the earth.

Though you have a point.

>> No.2240995

>>2240948
I want Sgt mark and kyle### and yholl to triple tag team that shit. Hexen lends itself nicely to hard hitting shit, and executions really wouldn't feel out of place in Hexen like they do in Doom, and it was trying to be an rpg in the first place, and, well, rogue-like mechanics make my dick hard and yholl is a good guy so, I want him on it.

Besides it being Maze Quest: Go Fuck Yourself, Backtracking Edition, I have no idea why Hexen isn't way more popular.

>> No.2241000
File: 3 KB, 252x290, wat.png [View same] [iqdb] [saucenao] [google]
2241000

>>2240995

>Sgt Mark
>wanting him near anything else
>ever

Must I remind you how abrasive that guy can be. His coding would make Kyle's head explode and his attitude would upset Kyle AND Yholl.

No.

>> No.2241004
File: 184 KB, 1024x640, Screenshot_Doom_20150218_064247.png [View same] [iqdb] [saucenao] [google]
2241004

>>2240250

Okay. If this isn't white I'm going to gouge my own eyes out.

>> No.2241006

>>2241000
aside from humorously trolling the Selfie Doom thread he seems to have grown out of it.

>> No.2241018

>>2241004
Not the guy you're replying too, but that still looks pretty cyan to me.

>> No.2241019
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google]
2241019

>>2241018

Fuck it. I'm going back to the old cyan spears and I'm leaving it that way.

I'm so fucking done with this color shit.

>> No.2241038

>>2241019
Is it really that hard to grab a gray scale and use those colors on the old gray spear?
A brown and gray enemy flinging really bright blue spears looks really fucking weird. If anything get the gray spear and make a cyan line around it to make it more visible (or any other color), that way you can call it a spear imbued with energy instead of a spear made of minecraft diamond.

>> No.2241050
File: 168 KB, 1024x640, Screenshot_Doom_20150218_073757.png [View same] [iqdb] [saucenao] [google]
2241050

>>2241038

It was hard for me yes because that seriously looked white to me.

My eyes suck. I think I got someone who fixed it for me though. Please god tell me this is a correct color

>> No.2241059

>>2241050
Now that looks like metal grey.

>> No.2241060

>>2241059

Good. All I need is a sprite for the crash expander and I'm finally releasing this damned update later today.

>> No.2241091
File: 4 KB, 524x316, wait.png [View same] [iqdb] [saucenao] [google]
2241091

>>2241060

Oh. No I still need to create an item that replaces the BFG and lets you trigger shining knight

>> No.2241098
File: 498 KB, 1600x1523, you tried 1280p.png [View same] [iqdb] [saucenao] [google]
2241098

>>2241091

>> No.2241156

Russian Overkill would be a lot better if it had a weapon carry limit system like DRLA or RGA2. The class-based weapon availability is just disheartening to play because you're always going to be missing something you want.

>> No.2241174
File: 110 KB, 500x267, 1410702272187.jpg [View same] [iqdb] [saucenao] [google]
2241174

What Oblige settings work best with with HD?

>> No.2241201 [DELETED] 

>>2241000
>he made something popular
>quickly, try to hate him to death

Brutal Hexen already was going to be a thing, and had a promising demo that amounted to fuck all.

>> No.2241352

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

>> No.2241353 [DELETED] 

>>2241201
yeah, we totally hate popular things
it's why instadoom was a huge hit and why we play push and why xaser's mods are cool

oh wait you were probably trying to reach some sort of "jealous" point

>> No.2241359

don't enable him

>> No.2241362

>>2241359
yeah, sorry, deleted the post

>> No.2241371

>>2241352
i'm sure i've played that, where did you find the wad? (i assume it is your video)

>> No.2241373

>>2241353
You just proved my point.
gg no re

>> No.2241375

>>2241371
I didn't make that vid. just search joey512 on the idgames archive

>> No.2241608

>>2240714
Why would you not want to use Timidity? I think it sounds pretty alright.

Boom uses Fluidsynth.

>> No.2241642

>>2240885
Just get 7, Windows 8 is a wash, all sourceports will work on 7 with absolutely no compatibility issues.

>> No.2241661

>>2241642
S.T.A.L.K.E.R. works fine for me also, both pripyat and chernobyl

>> No.2241680

>>2240885
Win 7 WITHOUT SP1.
In SP 1, and in 8 by extent, MS fucked up OpenGL compatibility, reducing FPS by about 50%, and making some older OpenGL games downright unplayable. They also managed to fuck up DirectX compatibility in Win 8 making lots of both old and new games more buggy and unstable than they are.

I discovered this while fiddling with my netbook toaster, which came in with pure FreeDOS.
Same test save on GZDoom (TurdalBoom latest beta, Doom 2 MAP20 Mastermind vs Cyberdemon infight)
Win 7 - 60-70 fps
Win 7 SP1 - 40-45 fps
Win 8 - 30-35 fps.

>> No.2241692

Is it really possible to implement a propper wallruning in (G)ZDoom? Not just wall jumps, which had been done, but player clinging to a wall and running along it in a parabolic trajectory, Prince-of-Persia style?
If it has been done, which WAD uses it?

What I actually have is an idea with hero being less speedy on his feet (i.e. closer to actual human abilities of running), but whith much more tricks up his sleeve like climbing, wallkicks,wallruns and ledgegrabs. I know all of this but wallrun was already implemented in different ways.

>> No.2241704

>>2241680
disgusting, i reckon they do that stuff deliberately to force you to get new hardware

>> No.2241710

>>2241680
I'm guessing this only effects older GPUs? I have SP1 and can run OpenGL perfectly fine myself.

>> No.2241725

>>2241710
For the record, I get up to 500+ fps on map01 with latest svn build.

>> No.2241739

>>2241710
I remember reading that it affects all GPU's, some more, some less.

Difference between FPS measurments is much less noticable when they go above 200 ;). Try using something more graphically intense like example I posted - In BD Mastermind constantly spawns lots of shell cases, and both monsters produce quite a lot of explosions, smoke dynamic lights and other fancy stuff that gives your GPU actual work to do.

>> No.2241761

>>2235668
http://forum.zdoom.org/viewtopic.php?f=19&t=47895

Just GZDoom, a GZDoom-focused mapset, was released.
A few pretty interesting maps (Guardsoul's is worth the price of admission alone, imo), mostly meh though.

>> No.2241783

>>2241739
Tried with BD on map20. Got about 160-200 FPS.

>> No.2241786

>>2241761
oh, the gzdoom community project on doomworld, i remember seeing that thread. good to see it produced something.

>> No.2241789

>>2241783
with lights.pk3 in addition to this, i got between 120-160 fps.

>> No.2241795

>>2241783
>>2241789
And map20 without any mods, gave me 500+ fps.

>> No.2241798

>>2241795
Now dualboot another windows (7/sp1/win8/win8.1)and try again.post results

>> No.2241852

>>2241798
Don't have windows 8 or 8.1. Can't be bothered with non-SP1 7, especially when my fps was nowhere near unplayable for me anyway.

>> No.2241883

Why do people like Hellbound? I thought it was only good for the first 11 or so maps, and then it went downhill after that.

>> No.2241936

>>2241761
The first 2 maps are garbage, but the rest of them are pretty nice.

>> No.2242014

>>2241883
Works real good with MSX

>> No.2242040

>>2241883
The impressive visuals and atmosphere is why its popular. Gameplay is pretty garbage though. A guess gameplay mods can change that like >>2242014 says.

>> No.2242164

>>2241798
If your FPS is over 100 no matter what, who cares how much over 100 it is? Is it really going to make any difference at all?

>> No.2242179
File: 684 KB, 1024x768, blindHD.png [View same] [iqdb] [saucenao] [google]
2242179

I decided to run Hellbound blind with HD on. To top all off, I started out with Doomed Guy on Hideous.

Oh dear, what have I gotten myself into.
Atmosphere's pretty fantastic.

>> No.2242231

So how do people play Doom these days? Do they use some Win32/OpenGL port or something?

>> No.2242241

Could anyone post the 'want to play some quake" Picture?

>> No.2242261

>>2242231
Chocolate Doom, PrBoom+, and (G)Zdoom are the most widely used engines.

>> No.2242293
File: 84 KB, 475x378, chi sad.png [View same] [iqdb] [saucenao] [google]
2242293

What? I thought Hellbound was cool!

>> No.2242301

What is the best way to play some vanilla CTF or FFA with people? Its only infrequent on Zandronum and Zdaemon, and on Zandronum they usually have closed matches. Do I have to actually join a team or some shit?

>> No.2242305

>>2239890
>>2236069
So Indiana Jones.

>> No.2242321

>>2238181
I can't make any progress in the first level at all. Is it supposed to be winnable?

I noticed that a few areas gave me what I think were missing script errors. Anyone know what's up with that?

>> No.2242323

I have a quick little request for Terminus on Demonsteele.

Could you put the sword Scabbard in the 1 slot like Doom's Fists/Chainsaw?
Reaching for 0 and accidentally hitting -\+ all the time makes me feel like a ninny.

I'd use the mousewheel but it's currently broken too.

>> No.2242334

>>2242323
setslot 1 kharon

>> No.2242340

>>2242321
You can't make progress in the very first level of Going Down? Shit son, it's not hard. Get to the top of the building, get the key, go in the elevator, flick the switch, win.

>> No.2242346

>>2242334
This gets rid of the Hammer though and I think it has to be set every time I play the game.

I do have to admit however ever since the scabbard came into play I don't touch the Hammer so much anymore.

>> No.2242351

>>2235667
so what's with the photos of doom guy around the thread? Is there some fancy screenshots mode now?

>> No.2242354

>>2242340
No, I'm talking about the Survival Doom mod that was shown in the image of that post. I erroneously thought that it was called Going Down, and I didn't realize that Going Down was in fact a different WAD.

>> No.2242362

>>2242351
doom guy takes the pictures himself.

>> No.2242363

>>2242354
My apologies.

>> No.2242390

>>2238474
There's the front-end thing that downloads them for you.
>>2238468
Some of those can be pretty difficult in various ways, and not "open up and have fun" depending on the type of player you are.

>> No.2242402

HDoom is pretty novel.

How long has it been around?

>> No.2242405
File: 109 KB, 320x240, Swordery.gif [View same] [iqdb] [saucenao] [google]
2242405

DoomNukem did a sword.

>> No.2242410

>>2242351
instadoom, it's in the OP. Got a write up on a couple of those pc gaming news sites.

>> No.2242416

>>2242405

Heh, every mod's getting a sword now.

>> No.2242417
File: 82 KB, 680x497, 1421339409102.jpg [View same] [iqdb] [saucenao] [google]
2242417

>>2242405

>> No.2242418

>>2242416
I am fine with that.

As long as cutting monsters feels good.
I prefer kickass punches and kicks though

>> No.2242424

>>2242405
That looks pretty good.

>> No.2242441

>>2242405
what is Doom Nukem? is it what i think it is?

>> No.2242446

>>2242441
It's the forum name of the guy who made that sword, anon.

>> No.2242462

>>2242410
>it's in the OP

*The news section. Fartnocker.

>> No.2242463

>>2242462
>Fartnocker.
*Fartknocker. Fartknocker.

>> No.2242464

>>2242463

Buttmunch

>> No.2242467

>>2242464
>Buttmunch

Buttmunch. Period, anon. Don't forget the proper grammar.
The period is your friend at the end!

>> No.2242468

>>2242467
>The period is your friend
anon have you ever had a gf

>> No.2242495

>>2242293

It is! It has 4.5 stars with over 95 ratings in the /idgames upload. The people liked it for the most part

>> No.2242509

>>2242293
>>2242495

I think it looks fantastic, and has a great atmosphere. I can understand what people like in this regard.

But when it comes to gameplay, I feel like I'm missing something. I just cannot honestly call it fun.

>> No.2242514

>>2242321
No, it's just a tech demo

>> No.2242587

>>2241883
>i tought it was only good for the first 11 maps
Seems like someone got agitated by the massive Maze that is Map12, don't worry, that isn't even Hellbound's final form. Map 29 is bigger

>> No.2242620

Time for random--
>It is not particularly suitable for deathmatch, I don't think, because it's fairly linear. There are no keys or any of that unrealistic stuff which is for RPG wimps .

nevermind
File is ESCAPE.WAD for those who are criminally curious.

>> No.2242629

'Nother random map. Der Wahnsinn (The Insanity).
http://www.doomworld.com/idgames/index.php?file=levels/doom2/v-z/wahnsinn.zip

Opens up with a supershotty. This'll be fun.

>> No.2242640
File: 491 KB, 1280x720, Screenshot_Doom_20150218_225400.png [View same] [iqdb] [saucenao] [google]
2242640

>>2242629
Decent scenery, first two enemies are a pair of Revenants--a big opening. This'll be an action-y WAD.

>> No.2242642

>>2242640
On second thought, I'm shit at taking screenshots while I'm playing.

Long story short, it's a half-decent map. Simple architecture, but it looks nice, even if it's a little bit brown for most people.

>> No.2242643

http://www.doomworld.com/idgames/index.php?file=levels/doom/s-u/thehive.zip
The review gives it two stars, says there's a couple secrets that you need to proceed, but they're marked and/or easy to guess.

>> No.2242650
File: 272 KB, 1280x720, Screenshot_Doom_20150218_230456.png [View same] [iqdb] [saucenao] [google]
2242650

>>2242643
Too many shotgunners. There's fucking shotgun ammo everywhere.

>> No.2242653
File: 135 KB, 1280x720, Screenshot_Doom_20150218_230734.png [View same] [iqdb] [saucenao] [google]
2242653

>>2242650
The old too-wide exit door. Ah well, it's a WAD from--2005!?

>> No.2242656
File: 312 KB, 1280x720, Screenshot_Doom_20150218_230747.png [View same] [iqdb] [saucenao] [google]
2242656

>>2242653
And the final scene of carnage. Had to wade through quite a few shotgunners, zombiemen, and imps to get here, but there's still boxes of shotgun shells lying fucking everywhere. Even if you've given the player a backpack, you really shouldn't give them two boxes of shells at once unless there's a big boss fight coming up, and this was no boss fight.

>> No.2242658

http://www.doomworld.com/idgames/index.php?file=levels/doom2/g-i/hades2.zip
Mixed reviews.
1995 wad. There's a switch puzzle to open the level, apparently.

>> No.2242670
File: 301 KB, 1280x720, Screenshot_Doom_20150218_232016.png [View same] [iqdb] [saucenao] [google]
2242670

>>2242658
help
i've teleported and i can't get up

>> No.2242673
File: 179 KB, 1280x720, Screenshot_Doom_20150218_232209.png [View same] [iqdb] [saucenao] [google]
2242673

>>2242670
well shit

>> No.2242674

>>2242164
If you only worried about (G)ZDoom and forks then sure. Unless you want to play GZDoom feature-heavy maps.

While aforementioned infight runs at a good rate on the test toaster, in ProDoomer's first map forest location fps drop down to 14-18 (non-sp) and 8-10 (sp1) That's an extreme case though, caused by misuse of special effects mostly (falling leaves and dynamic lighting)

On Cheogsh i get a playable 35-40 fps on non-sp1 vs choppy 15-20 on sp1, so in that case downgrading from SP1 was a clear improvement for me.

Unreal Gold with new renderer dlls (old give a weird effect of both low fps, and playing at 400+% speed no matter what) gives 30-40 fps on sp1 and 55-60 on non-sp1 with OpenGL renderer.

Arx Libertatis - 35-40 fps sp1, whooping 80-110 on non-sp (dunno what causes THAT much difference)

hope that info would help someone.

>> No.2242689

>>2242673
Overall breddy gud wad. Architecture is decent, has some hiccups in the "what the fuck do I open next" department.

>> No.2242717

>>2242653
>2005

Eh, thats pretty noobish even for 2005.

>> No.2242721

>>2242653
>>2242717
Actually, reading the text file, its apparently from 1994.

>> No.2242723

Is there any D3D9 port of Doom?

>> No.2242734
File: 37 KB, 116x178, doomguy calls bullshit.png [View same] [iqdb] [saucenao] [google]
2242734

>>2242717
>>2242721
Uploaded in 05. My bad.

>> No.2242739

What makes a good level?

>> No.2242740

>>2242734
Yeah, I don't bother reading the /idgames upload dates anymore. Quite a lot of 90's stuff have 00's dates on them.

>> No.2242741

>>2242739
Decent visuals, fun battles, good music, ends before it becomes a slog.

>> No.2242757

>>2239931
If not the Kills display, alternatively the total ammo amount part of the HUD for the current gun ammo count. The original game didn't show all your ammo at once either.

>> No.2242763 [DELETED] 

ALRIGHT YOU PUSSYS!!!! DOOM GUY HERE!!! IF U WANT TO PLAY MY GAME IN THE EPIC WAY U DOWNLOAD BRUTAL DOOM RIGHT NOW ASSHOLE! FUCK YEAH@@@ RIP AND TEAR BITCHES!!!!

>> No.2242767

>>2242763
Quality post, friend.

>> No.2242768

>>2242323

I'm a bit wary of this, since I really like how all weapons have their own unique slot, so there's no chance of needing to scroll through and instead can get whatever with just one click.
But on the other hand, you're not the first person to ask this, and not a lot of keyboards have the 7 8 9 0 section within easy reach.

It's something I need to puzzle over.

>> No.2242773 [DELETED] 

>>2242767
WHATS THAT BITCH! WHY ARENT YOU PLAYING MY GAME IN THE EPIC WAY RIGHT NOW WITH BRUTAL DOOM! NOW IM GOING> I HAVE TO FIGHT CHUCK NORRIS!

>> No.2242775

>>2242763

false flag af tf bruh smdh

>> No.2242796

>>2242620
>spoiler
ugh you got me. this thing isn't too bad except for the constant extremely loud noise from a roomful of decorative crushers. it's also full of mazes and you have to find a secret door to get out the first room, both of which i think are just as "for rpg wimps" as keys are.

>> No.2242806

>>2242768
I didn't even know keyboards came with an easy to reach 1-9 and 0 outside of the numpad.

>> No.2242809

>>2240738
v20 plays nice with almost everything.

>> No.2242810

>>2242739
Criteria for a good map, IMO, is something thats at least on-par with Final Doom, MM2, Hell Revealed, and Scythe in terms of visuals and gameplay.

>> No.2242826 [DELETED] 

>>2242763
>>2242768
Remove Turdal Boom
kebab.jpg

>> No.2242829

>>2242739
it doesn't do any of the hundreds of little things that annoy the heck out of me. not too cramped, not starved of health and/or ammo, not too many slow lifts, or doors i keep having to re-open, no having to plink away at high-hp monsters from cover, not having masses of pointless architectural detail that gets in the way most of the time, no platforming/pillar jumping sequences, avoid several-small-maps-pasted-together syndrome, avoid overdetailed corridor syndrome, no zdoomisms, no my-first-time-with-doombuilder-isms... i don't know, my list is endless

>> No.2242837

>>2242773
>I HAVE TO FIGHT CHUCK NORRIS!
step up senpai, i did that years ago in some deus vult 2 secret level.

>> No.2242840

>>2242768
But there is a chance of needing to scroll because 789 are all blank weapon slots I think.

Unless it's in Zandronum I guess.

On that note, are the Zandronum exclusive weapons even kind of good?
They all felt really really lackluster when I tried it, except for the throwing knives. Which had varied degrees of success.
But sometimes it'd slap so much shit that it was great.

>> No.2242846

>>2242829
>zdoomisms

Man, it shits me to no end when mappers intend to make a Vanilla/Boom format map, but don't even bother to playtest it outside of zdoom.

One example I can think of would be Map24 from CC2. Unless you enable the corresponding "bad compatibility" option, It is impossible to finish it in prboom, because of a required switch being blocked by other special linedefs that werent tagged as "pass-thru".

>> No.2242857

>>2242829
>>2242846
>zdoomisms
What I don't get is why you people give mapsets instant 0/10s for this. Is it really so upsetting that you can't use your preferred port to play a mapset, to the point where any possible qualities of the mapset are completely overshadowed by the fact that you have to use zdoom to play it?

>> No.2242858

Alright, while scanning the Oldstuff, I ran into a mention of a program called Wad What or something like that, which is supposed to be a wad analyzer that will tel user whether or not wad has custom textures, music etc, ammount of monsters and items, and even attempt to calculate difficulty of maps based on monster/Healz/ammo ratios (I think).

Is there any such program that works with modern wads (zdoom included)?

>> No.2242862

>>2242858
it might be a quick hack on top of physfs library, if you know what files to look for.

or just coding a dumb wad parser.

>> No.2242863

>>2242840
>Zandronum exclusive weapons

They can be used in ZDoom. And in my opinion they're all pretty nice, though obviously I'm a little biased.
That being said, they're still receiving some extra buffs come the next version--the Frosthammer's getting moar damage and the Legion's getting even faster.

>> No.2242864

>>2242857
excuse me, i don't go around giving things bad ratings. i report bugs to the author if the map is still in testing, but i certainly don't go around "giving instant 0/10s" - i avoid rating systems entirely, in fact.

>> No.2242880

>>2242863
Frosthammer is the ice laser gun right?
I never really found it that handy, it is a pretty accurate weapon though so I use it for pot shots.

Legion is the.. Knives?
Honestly I do think they're pretty fast but it feels like they only tickle enemies until charged.

Is the charge rate getting boosted?

I don't really hate these weapons just so you know, but they feel a bit dinky. I mostly use the scabbard, shotgun and grenade launcher. With the SMG on those black ghosts.

>> No.2242882

How do I get over my texture autism?

Whenever I tinker about with making maps, I always get stuck because I can never seem to find ceiling/floor/wall textures that look nice without clashing.

Maybe I'm being too critical about my own work, but has anyone else had this problem?

>> No.2242885

>>2242882
use placeholder textures and fill them in later

>> No.2242886

>>2242864
Sorry, probably should've omitted the "you". I've just seen plenty of perfectly good wads get shit on for no given reason other than that it has a couple newbie mapper mistakes that make it require ZDoom to play. I just don't see why it's such a big deal.

>> No.2242891
File: 182 KB, 800x1035, 1417636669897.jpg [View same] [iqdb] [saucenao] [google]
2242891

How do I get oggs/FLACs to play for Chocolate DOOM (playing Ultimate DOOM .wad)? On Windows 7. This is driving me crazy.

>> No.2242894

>>2242891
They won't. They need to be in 11025 or 22050 Hz 8-bit mono wav like the rest of the stock sounds.

http://doomwiki.org/wiki/Sound

>> No.2242941

>>2242880

Yeah, the Frosthammer's getting a laser. It's great for potshots and long-range stuff, so I'm accentuating its damage for it.
And yeah, the charge rate's getting boosted for faster crowd slicing.

>> No.2242942

>>2242941
I like that.

Although I probably won't really touch the Frosthammer since I love being up close.
I really like how Demonsteele handles close range combat.

>> No.2243002 [DELETED] 

>>2242857
>you have to use zdoom to play it?
zdoomism =! requires zdoom. zdoomism is when a map that's advertised as being intended for Vanilla/Boom has mistakes that are undetected in zdoom, but break the map in vanilla/boom engines.

It may not seem like a problem to people who only ever touch zdoom, but people like me who like to record demos find it very disappointing that we can't play what was advertised as being Vanilla or Boom compatible in a Vanilla or Boom compatible engine that's also reliable for recording demos.

>> No.2243014

>>2242886
You don't seem to get it. Theres nothing wrong with a newbie making his wad require zdoom over a few zdoom specific bug fixes. Thats not what people hate.

People hate being lied to about being able to play it in Vanilla. This is where Zdoomism becomes a problem. It particularly annoys speedrunners, because zdoom is not a good source port for recording demos. I brought up Map24 from CC2, because that megawad is supposed to be Boom Compatible, not require Zdoom.

>> No.2243017
File: 1.92 MB, 640x320, SHAMELESS DEMONSTEELE KNOCK OFF.webm [View same] [iqdb] [saucenao] [google]
2243017

Well, it took me nearly all fucking night but it's starting to work as an item now.

>> No.2243018

>>2243017
I like the blue sword slash effects.

>> No.2243021

>>2243018

I do too, Mystical, when he's actually focused and getting shit done, is pretty great at sprites.

I need to rebalance the shining knight though, maybe offer a different altfire attack too. Not sure though.

>> No.2243038

>>2243021
What's wrong with Shining Knight?

Too weak or too strong?

>> No.2243041

>>2243038

A little of both, as someone mentioned a few threads back, the form breaks explosive kill exits, and I feel the primary fire attack is a little too simple.

I also want to do something else with the alt fire

>> No.2243063

>>2243014
yes for me it's the frustration that comes with getting a map that i've been told only requires vanilla/boom features, playing it carefully for 20 minutes only for it to go whoops you can't win because this switch has a bunch of active lines around it that are eating the keypresses.

if the thing says it needs zdoom, fine. if it's a beta i might still play it and say "hey if you make small changes x y and z it will work in all engines". if they don't care, fine, i shrug and move on with my life. if they make the changes, great, everyone's happy. heck on /vr/ i've fixed people's map bugs myself, and they've been grateful! which is really how you want the world to work. everyone helps a little, and we're all better off for it.

>> No.2243082
File: 18 KB, 233x202, Mite B cool.png [View same] [iqdb] [saucenao] [google]
2243082

So I'm trying to think of a HUD element to show when the player has the ability to activate the shining knight form, I was thinking adding a gold overlay over the Arcane energy bar and then a darkened gem that lights up when you have enough energy.

Thoughts?

>> No.2243168
File: 532 KB, 1600x1200, 1324364068104.jpg [View same] [iqdb] [saucenao] [google]
2243168

>>2241680
Guy you replied to here.

These comments worry me because everytime they come up there are those who don't have it so I'm not sure what the problem is. What brand is your card.

I'm specifically getting Nvidia for it's OpenGL support. Will likely get Win 7 (and it'll be fully upgraded), couldn't imagine uninstalling SP1 just for vidya.

>> No.2243169

>>2235667
So, I was reading ages ago that theses voxel stuff that were all generated from actual models but the problem is there isn't anything really that detailed.

however i can't find the damn thread, it was something like voxels vs models and doom engine and i was trying to find those models seeing as i wanted to redo them considering everything is shit and i have a huge amount of spare time to remodel their junk and texture it.

>> No.2243267
File: 1.00 MB, 1024x768, sekrits.png [View same] [iqdb] [saucenao] [google]
2243267

I didn't know Mock 2 had secret levels, shit.

>> No.2243310

>>2243082
I like it

>> No.2243320

>>2243168
Those who "don't have it", actually have it, they just don't notice it because games already run well on their system. It's guys with toasters that are concerned by it.

What real benefit SP1 has over regular Win7 besides bullshit "security that get easily bypassed by almost anything, and completely does not matter if you have an AV+firewall?

>> No.2243421

>zdoom is not a good source port for recording demos

why, because demo compat. breaks with every version? use a stable version then. 2.7.1 is the most recent.

>but COMPATIBILITY

prboom+ has as many complevels as zdoom does, big deal. stick to doom strict if you're that concerned.

there.

>> No.2243471

>>2243267
Where are those weapons from?

>> No.2243475

>>2243471
Looks like Russian Overkill.

>> No.2243582
File: 86 KB, 356x374, duchess disappoint.jpg [View same] [iqdb] [saucenao] [google]
2243582

>look up why GZDoom dev builds crash at start
>dev builds not compatible with ATI cards

Well fudge

>> No.2243613

>working on final map in a wad
>starts smallish
>gets bigger and more detailed as time goes on
>now the best level out of the pack
>get the overwhelming urge to re-work previous maps since they feel rushed/lack-luster

I just want to finish the wad, but once inspiration sets in I just want to keep adding and experimenting.

>> No.2243623

>>2243613
post pics

>> No.2243714

NEW THREAD

>>2243709
>>2243709
>>2243709

>> No.2243906

>>2240621
yeah, I fucking hate the shotgun in MSX. it actually ruins the entire mod for me considering the shotty is my go to for almost every map

>> No.2244065
File: 43 KB, 209x205, WorksOnMyMachine_thumb[4].png [View same] [iqdb] [saucenao] [google]
2244065

>>2243582

pre-655 works fine on my end

>> No.2245110

>>2236334
Yeah I wouldn't have found it if it wasn't for an article. I guess they aren't allowed to use the Doom name but they coulda gone for 'Retro FPS Mod Loader' or something like that.