[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 245 KB, 550x500, AAAAAAAAAAAAAAAAAA-riba!.png [View same] [iqdb] [saucenao] [google]
2384906 No.2384906 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2376850
(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
Colourful Hell: http://forum.zdoom.org/viewtopic.php?t=47980
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?t=37064

Other:
Doom RPG: http://forum.zdoom.org/viewtopic.php?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.2384908

===NEWS===

[05-04] Interview with Kaiser regarding Powerslave EX
https://powerslaveex.wordpress.com/2015/05/04/techraptor-interview/

[05-02] SUAB update
>>2378145

[05-01] Endless Survival (Invasion with continuous spawns) v0.4
http://zandronum.com/forum/showthread.php?tid=5811#pid80814

[04-30] OMG Weapons and Monsters! V3 - THE REBIRTH
http://forum.zdoom.org/viewtopic.php?t=48463

[04-30] Source model for BFG/TEKWALL/EXITDOOR/etc found
http://www.doomworld.com/vb/doom-general/72599-

[04-29] Retro Jam 3 for Quake has been released
http://www.celephais.net/board/view_thread.php?id=61203
https://www.quaddicted.com/reviews/retrojam3.html

[04-29] GMOTA Zandronum port in preliminary stages
>>2373546

[04-29] Deterministic Doom (effects of constant RNG) now with video
http://jmtd.net/log/deterministic_doom/
https://www.youtube.com/watch?v=SvfJoy1rjmo

[04-27] Marathon Skins v0.8
http://zandronum.com/forum/showthread.php?tid=5897

[04-26] HDoom techdemo 7 released
http://hdoomguy.tumblr.com/post/117443743997

[04-26] Doom / Mario crossovers
https://www.youtube.com/watch?v=eTXXOG6u3M8
https://www.youtube.com/watch?v=cPQ9kRevYUU

[04-24] The /newstuff Chronicles #475
http://www.doomworld.com/php/topstory.php?id=4402

[04-22] Romero's spring-cleaning: DoomEd source, unused maps, graphics
http://www.doomworld.com/vb/doom-general/72509-
http://www.doomworld.com/vb/doomworld-news/72504-

[04-22] Contra Doom (a new one modelling Contra III, not the one from the pastebin)
http://forum.zdoom.org/viewtopic.php?t=48392

[04-21] Push v0.7 is out. 70 maps -- /vr/ debates if the term "gigawad" is deserved.
http://zandronum.com/forum/showthread.php?pid=80536#pid80536

[04-21] TheZombieKiller's resource collection, now all in one thread
http://forum.zdoom.org/viewtopic.php?t=48386

[04-19] At Doom's Gate (E1M1) remade entirely from Mario 64 samples
https://www.youtube.com/watch?v=3vxqtt8q8d4

===

Please reply to this post with news.

>> No.2384916
File: 39 KB, 537x636, 1293577851081.png [View same] [iqdb] [saucenao] [google]
2384916

>not cinco doomayo

>> No.2384918

Any cyberpunk mods for Doom? SP or MP. Quake and DN3D are fine, too.

>> No.2384926
File: 430 KB, 1366x768, Screenshot_Doom_20150505_132045.png [View same] [iqdb] [saucenao] [google]
2384926

>>2384918
update soon (tm)

>> No.2384931

>>2384926
nah, ded mod

>> No.2384934 [DELETED] 

>>2384916
You could have said, in the previous thread where it was suggested (>>2384156). But, you didn't.

>> No.2384939

>>2384841
>Odd question, does anyone know how the doors in Doom work canonically? I'm sure one of the books explain this, right?
>Do they use pressure locks like most scifi doors?
Asking again for new bread
>Capatcha: Select all bread below

>> No.2384995

>>2384926
What's the map?

>> No.2384998

>>2384995
cyberpunkshootdown
or showdown, i don't remember
but it's pretty fun

>> No.2385000
File: 53 KB, 480x320, doom_shooter_android_1.png [View same] [iqdb] [saucenao] [google]
2385000

>> No.2385006
File: 22 KB, 320x200, Doom-E2M4LiftSwitch11.png [View same] [iqdb] [saucenao] [google]
2385006

>>2384939
I always assumed it was hydraulic from the sound.
https://www.youtube.com/watch?v=cXqDc6I1NP8

The lifts also have hydraulic parts

>> No.2385019

>>2385006
isn't that the sound used in AtM?

>> No.2385023

Are there any mapping tutorials that actually teach you how to map. All the tutorials I've found are just how to do individual things or use editor functions. There are no tutorials about the actual grit of mapping. Film school doesn't just teach you camera filters and lens options, Why does the Doom community feels that's fine for teaching mapping?

>> No.2385025

>>2385019
This is the sound used in Quake 2

>> No.2385026
File: 149 KB, 1024x768, dr_doom_by_clayton_crain_by_superman8193-d5kj0qa.jpg [View same] [iqdb] [saucenao] [google]
2385026

Were there any wads based on Fantastic Four and picrelated? So many years have passed, I'm sure someone did make it

>> No.2385028

How compatible are Doom mods with Chex Quest? Could I load WADs into it, or gameplay mods like Brutal Doom?

>> No.2385038
File: 554 KB, 1059x553, vr-quake-poll-2.png [View same] [iqdb] [saucenao] [google]
2385038

http://strawpoll.me/4276941

>> No.2385041
File: 231 KB, 1920x1080, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]
2385041

so 3D Realms just released a shit ton of games on steam, does anyone know if they are quality ports or just dosbox shit?

>> No.2385042

>>2385041
I'm pretty damn sure it's usual dosbox shit

>> No.2385046

>>2385042
That's basically how most all dos era games are, save for some very popular exceptions. And some of those are because of fans.

>> No.2385047

>>2385042
I'm gonna wait and see if anyone complains about it being dosbox garbage before I buy, I just really wanna play Hocus Pocus without having to run dosbox.

>> No.2385095

Guys, sooooo can I use tag 666 (or achieve a similar effect) in a map that isn't in one of the pre-determined spaces (Map07)?

I'd rather not use Zdoom scripting and shit, there has to be an old school Dooman trick to do it.

>> No.2385097

>>2385047
It most likely is just the original game wrapped with DOSBox, though I don't know what's so terrible about that to call it "dosbox garbage"

And if you just want Hocus Pocus, you can buy just that game over at GOG for just 6 bucks while on Steam you have to buy that anthology thing.

>> No.2385123

>>2385095
Unless you use Commander Keen, then unfortunately no. In doom 2 and final doom, Map07 is the only map you can use tags 666/667, and only with Mancubi and Arachnotrons.

>> No.2385134

>>2385123
So that's why Scythe 1&2 both have the same kind of map with mancubuses and spiders as regular Doom 2, I was kind of wondering what was up with that.

>> No.2385152

>>2385134
It was hardcoded into the game as a set piece.
Doom 64 was the first doom game with a proper script system.

>> No.2385156

>>2385134
Yeah. There are unfortunately a lot of mapsets that felt obligated to make a dead simple tribute because of those tags.

>> No.2385158

>>2385134

Those aren't the only ones.
Practically every megawad has a Dead Simple clone.

>> No.2385173

>>2385156
>>2385158
why dont people just make a normal map instead of dead simple clone?

>> No.2385180

>>2385158
TNT, The MMs, Icarus, Eternal Doom, and the BTSX series don't.

>> No.2385184

>>2385180
Valiant doesn't, neither. Instead it makes a creative use out of tag 666 instead.

>> No.2385185

>>2385173
Because the Doom community is full of lazy faggots?

>> No.2385186

>>2384918
I don't know if I'm talking trash right now, but judging by the screenshots alone, TekWar seemed very cyberpunky to me. But I never played the game/got into the franchise, so I don't know anything. Since it's not a mod and a build engine game, it could also be a bitch to run on modern systems.

Anyone knows if it's any good & playable?

>> No.2385197

>>2385180
It's mostly a product of Plutonia/HR doing it. The exceptions were either stuff made before Plutonia/HR or stuff where a primary member of the team is one of the most vocal haters of Dead Simple in the Doom Community.

>>2385184
Vanguard did

>> No.2385205

>>2385197
>a primary member of the team is one of the most vocal haters of Dead Simple in the Doom Community.

I think this is the very case with BTSX. E1 only uses tag 666 for a secret, and E2 doesnt even use the tags at all.

>> No.2385217

>>2385197 >>2385205
out of interest, who are you talking about?

>> No.2385235

>>2385217
I don't actually know in particular. I'm just speculating.

>> No.2385236

>>2385026
A good Dr. Doom game should be an RTS/TBS/city sim.

>> No.2385262
File: 2.31 MB, 640x360, brutal chex.webm [View same] [iqdb] [saucenao] [google]
2385262

>>2385028
>running Brutal Doom with Chex Quest.
This actually is a thing.

>> No.2385271

>>2385262
>MG has no ballsack
0/10, would not play

>> No.2385298

>>2385262
>using conventional weapons against flemoids
>making the problem worse for chexguy

>> No.2385314

>>2385262
wow, samsara took kind of a weird direction

>> No.2385350

>>2385023
Gonna respond to an hours old post here because it opens up my point well.

If you need to be 'taught' game design, its best if you just stop. If you can't inherently tell what is and isn't engaging gameplay, even after a lifespan playing vidya, you will never be able to make anything fresh or interesting and will just keep copying from the book.

>> No.2385353

>>2385262
i knew Mark made a brutal chex (as a joke) but this is pretty neat to see

>> No.2385363

>>2385350

This is a bad point said by someone who doesn't know anything.

>> No.2385370

>>2384916
>>2384906
this
op you fucked up

>> No.2385418

>>2385023
This might sound silly, but the old 1995 book "Tricks of the Doom Gurus" has a pretty good mapping tutorial that goes over most of the Doom engine basics. There should be a PDF floating around somewhere

>> No.2385424
File: 264 KB, 260x146, 1395632693755.gif [View same] [iqdb] [saucenao] [google]
2385424

If by some strange circumstance Doomguy was chosen to be in Smash 4, what would some of his moves be?
NIGHTMARE MODE: his aerials

>> No.2385436

>>2385418
>There should be a PDF floating around somewhere
The PDF is available inside the CD for "Instant Doom Levels"
https://archive.org/details/cdrom-doom-level-master-2
And seems like with this new layout for Archive.org has either gotten rid of or hidden the option to look inside archives/iso files for individual files.

>> No.2385438

>>2385424
>Strange circumstance
The fighter ballot is still open,imagine if just,y'know,everyone here voted for Doomguy

>> No.2385442

>>2385424
little mac without jumping

>> No.2385443

>>2385424
What aerials? He'd keep his normal moveset even when airborne.

>> No.2385456

>>2385424
Uses archviles and rocket launcher to jump

>> No.2385459

>>2385424
...as soon as he jumps, game set, because all jumping does is sequence break.

>> No.2385473

>>2385424
>NIGHTMARE MODE: his aerials

Not very difficult. His default equipment is a fist and pistol. He punches dudes for ground attacks, uses pistol for aerial/tilt attacks, chainsaw for smash attacks. B is shotgun, Smash B is super shotgun, down B is a directional chaingun that freezes him in place but fires a constant stream of bullets, and up B is rocket jumping.

Final Smash is either BFG or summoning an Icon of Sin to pepper the place with enemies.

>> No.2385483

>>2385023
what would such a mapping tutorial consist of anyway? i've never been to film school, what do they teach that is the equivalent of what you want from a mapping tutorial? i imagine there's a fair amount of "studying the classics" which works equally well for mapping. after all, taking other well-regarded maps apart in an editor to see how they were put together is something you should be doing anyway.

>> No.2385487

>>2385473

>final smash BFG or icon of sin
>not a berserk pack for Wario man tier levels of stronk

Anon please.

>> No.2385502

>>2384906
>Not "Cinco DooMayo"
YOU HAD ONE JOB

>> No.2385507

>>2385502
you're l8 m8 >>2384916

>> No.2385517

>>2384926

What am I looking at?

>> No.2385518

>>2384916
*COUGH*opisafaggot*COUGH*

>> No.2385520

What's your favourite hell themed map, doombros?

>> No.2385524

>>2385438
I haven't voted yet, could you give a link?

>> No.2385530

>>2385524
Sure anon
https://cp.nintendo.co.jp/us/

>> No.2385538

>>2385438
Too bad, I voted for Zero

>> No.2385540
File: 137 KB, 189x246, WORRY.png [View same] [iqdb] [saucenao] [google]
2385540

>>2385438
>tfw voted marco
>could've voted red savarin
>or guile

>> No.2385552

>>2385487
>actually wanting berserk over BFG
I bet you main Wario too, you sick fuck

>> No.2385558

>>2385530
cheers

>> No.2385612

>>2385424
Pfft ez
Neutral air:ST Railgun shots
Up air: SSG to the air
Down air:ST Greanade
Back air:Q3 Gauntlet bash

>> No.2385628

>>2385612
>Skulltag weapons
>Q3 weapons

you fucked up

>> No.2385697

>>2385473
>up B is rocket jumping
How is that a recovery move? You cant rocket jump without ground below you.

>> No.2385719

>>2385697
He fires at himself.

>> No.2385759
File: 141 KB, 440x278, 9e5.png [View same] [iqdb] [saucenao] [google]
2385759

>>2385552
>I bet you main Wario too, you sick fuck

Yes. Yes I do

>> No.2385765

>>2385628

Doomguy is in Quake 3 though

>> No.2385821
File: 2.93 MB, 640x360, uhoh.webm [View same] [iqdb] [saucenao] [google]
2385821

new Spider Mastermind boss for OMGWPNS V4, WIP

>> No.2385831

Is there such thing as a BFG zombie?

>> No.2385838

>>2385821
That's fucking cool. Can you make this into a wad that changes this to the standard behaviour for any Pain Elemental?

>> No.2385841

>those plasma rifle guys in Scythe 2
What the FUCK

>> No.2385847
File: 1.49 MB, 240x180, Nope.gif [View same] [iqdb] [saucenao] [google]
2385847

>>2385821
>it spawns hitscanners

>> No.2385849

>>2385424
I'd be perfectly fine with a Doom Guy/Crash costume for Mii Gunner, considering my main is, well, Mii Gunner.

>> No.2385859

>>2385838
http://deathz0r.unidoom.org/omgwpns/painintheass.pk3

enjoy anon

>> No.2385875

>>2385697
Doesn't stop Sonic from spawning springs from the middle of the air.
Or Mega Man from using Rush Coil when Rush needs to be on the ground normally to use it.

Perhaps Doomguys rocket blows up right as he fires in the air. Or perhaps firing the rocket makes him fly upwards somehow but not as high as if he were still on the ground and blown up by the rocket.

Lotta possibilities.

>> No.2385881
File: 51 KB, 247x234, 1423357285173.png [View same] [iqdb] [saucenao] [google]
2385881

>>2385859

>> No.2385884

>>2385859

I love you, deathz0r.

>> No.2385886

>>2385697
Mii Gunner rocket jumps, even without ground.

>> No.2385912

>>2385849
I'd just make a Doomguy mii and built a Mii Gunner with a futuristic motif.

>> No.2385914

>>2385912
Yeah, but having an official outfit would be nice.

>> No.2385918 [DELETED] 
File: 10 KB, 278x309, 241-i-am-disgust.jpg [View same] [iqdb] [saucenao] [google]
2385918

>>2385041

>decide to go on steam to see what they released out of curiosity
>type in 3d, see duke megaton editon
>and plain duke 3d
>click on it, it's just the plain dos version, nothing special
>$40 PRICE TAG (currently discounted to $30 cus of a discount)


IT'S 30 DOLLARS MORE THAN A REVAMPED VERSION OF THE GAME WHERE YOU COULD JUST TAKE THE FILES FROM AND USE DOSBOX/EDUKE SEPARATELY.

A DOS GAME BEING RERELEASED IN 2015 IS BEING SOLD AT $40 WHILE THE HD VERSION IS CHEAPER

>MFW A DOS GAME IS BEING SOLD IN THIS DECADE AT $40

>> No.2385924

>>2385884
thanks anon!

I have nothing to do at work and I don't expect much work to come in today, so I want to do a DECORATE jam session for the next four hours, give me small requests and I'll see what I can do

ps. not a drawfag

>> No.2385934 [DELETED] 
File: 194 KB, 1440x900, lol_steam.png [View same] [iqdb] [saucenao] [google]
2385934

>>2385918
>decide to go on tpb and see if they have douk
>type in "duke nukem 3d"
>results give me $40 dollars worth of games for free
>$40 FOR FREE (currently discounted to free because free)

IT'S FREE. STILL FREE. HAS BEEN FREE ALL OF 2015, 2014 AND ON BACK. I CAN PLAY IT IN DOSBOX/EDUKE SEPERATELY AND NOT HAVE TO PAY VALVE.

A DOS GAME BEING STOLEN IN 2015 IS BEING FREE WHILE PEOPLE PAY $40 FOR THE SAME GAME ELSEWHERE.

>MFW A DOS GAME IS BEING STOLEN IN THIS DECADE FOR FREE

>> No.2385945

>>2385924
Launcher rocket
Its a rocket that launches rocket launchers

>> No.2385963

>>2385924

A shotgun that shoots lightning.

>> No.2385968
File: 219 KB, 552x624, zw51jx94.png [View same] [iqdb] [saucenao] [google]
2385968

>>2385841
>just the plasma rines
Oh boy I loved that while it lasted

>> No.2385984

>>2385945
>trying to multitask
>took too long for this

http://deathz0r.unidoom.org/omgwpns/launcher_rocket.pk3

replaces rocket launcher

>> No.2386005

>>2385924
A gun that uses your current movement momentum to amplify its damage?

>> No.2386010

>>2385963
I have an idea that could look cool, give me 30 minutes

>> No.2386018

>>2385924
A gun that shoots in literally every direction.

>> No.2386019

>>2385963
>>2386010
If it gibs an enemy, the lighting should hit the next closest target.

>> No.2386021

>>2385963
>>2386010
TSP already has this

>> No.2386025

>>2386021

good

>> No.2386027

>>2386021

The one in TSP is more like a shotgun that fires a slug that explodes into a small spark of lightning and it's kind of underwhelming. A shotgun shooting actual lightning arcs that bounce around walls and off enemies would be awesome, like the Thunder Bow and Thunder Sniper from the EDF games.

>> No.2386029

>>2386021
Yeah but 1: TSP isn't getting updated, 2: it's a bad weapon, and 3: Just because someone else already did it doesn't mean it can't be done better

>> No.2386036

>>2386005
This please (but being a powerfist-like glove replacing the normal fist, giving you more attack speed instead of flat damage so the berserker pack isn't obsolet)
If you hit beyond certain speed threshold the enemy flies backwards and hits more enemies

>> No.2386039

>>2386027
>it's kind of underwhelming
But it looks like an actual electrical arc though, not a sprite lightning cutout.
It also looks better (because it goes longer because it's only for effect, not damage) in DemonSteele than it does in TSP.
>A shotgun shooting actual lightning arcs that bounce around walls and off enemies
Do you want it to last more than a couple of tics or does it hold a single position momentarily and then vanish. Like does the arc wiggle or does it do a second of static flash like a real electric arc?
>like the Thunder Bow and Thunder Sniper from the EDF games.
Lemme look those up.
>>2386029
>2: it's a bad weapon
What would you improve about it? What did you dislike about about it? Did you try it on Big Guys like the mancubus?
>3: Just because someone else already did it doesn't mean it can't be done better
There's a better script version that exists and does exactly the line of lightning from the gun to (and through) the target but circumstances prevent it from being released.

>> No.2386042

>>2385236
or ActRaiser clone

>> No.2386058

>>2385963
>>2386010
http://deathz0r.unidoom.org/omgwpns/lightningshotgun.pk3

that went better than expected

>> No.2386060

>>2386018
anything specific?

>>2386005
not really sure how to do this, admittedly I haven't messed around with ACS in DECORATE, sorry anon :(

>> No.2386064

>>2386058
>tested it beyond MAP01
>kills demons in one shot

reuploaded with better balancing, I might put this in OMGWPNS if I tweak it enough

>> No.2386069

>>2386060
A_JumpIf checking for momx and momy

>> No.2386071

>>2386039
Shut the fuck up Scroton

>> No.2386072

>>2386058

Rad.
Not quite lightning, but looks really cool nonetheless.

>> No.2386074

>>2386071
wow rude

>> No.2386076

>>2386071
it's with a lowercase s
and are you the guy that keeps telling me to kill myself?

>> No.2386087

>>2386069
oh yeah, duh, let's see what I can do

>>2386072
thanks, I'm still not up-to-date with DECORATE tricks and I'm making these Zandro-compatible, I'll have to look into actual lightning attacks later

>> No.2386107

>>2386029
>It's a bad weapon

>Shock shells kill shit like Mancubi and Barons of Hell in 2-3 shots
>Hellfire shells one shot Mancubi and Arachnotrons
>Poison gas rounds literally shits on everything if you hit the feet of a monster directly to prevent a bounce
How is it bad exactly?

>> No.2386110

>>2386039

It's not necessarily the visual effect that's underwhelming, it's the function. The arcs only travel as far as roughly the space occupied by one target and I end up treating it as nothing more than a slug that does massive damage to a single target, not unlike high damage low rate of fire weapons common to many other mods and games. It would be more interesting if it were made to be a more situational weapon. Maybe make the lightning arcs do way less damage but they travel farther and bounce around walls. The weapon would then be rather weak when used in open space but devastating in small enclosed areas where the arcs can bounce and hit enemies multiple times.

>> No.2386124

so am i being retarded or is there no doom download in the op?

>> No.2386125

>>2386124

You're being retarded. Check the pastebin links.

>> No.2386127

>>2386125
thanks bro

>> No.2386130

>>2386110
I get what you're saying.

The reason it doesn't create more arcs is because it's a limit of the way that the decorate-only lightning achieves it's lightning effect--there are a bunch of little invisible actors that spread out and randomly change direction, spawning more invisible actors along the way, and then when the first actor hits a wall or floor (not another actor) they all change state and create a lightning arc. The problem is that this ends up being severely laggy (at least on my toaster) when there are a bunch that fail to hit anything, and it gets worse the longer you give them to find a wall before they all disappear. The other thing is because it doesn't happen instantaneously, the longer you give them the more you may have to wait for an arc to spawn and it looks silly when one spawns 5 seconds after you shot anything.

I made those back when I didn't really understand ACS, or any programming language, and could only do decorate. I was meaning to go back and replace those with a script that would make longer and more numerous arcs with less performance drain and no failed arcs. I know exactly how I'd do it but I never got around to it and now I'm no longer involved in tsp so it probably won't get done, at least not by me.

If I ever end up doing another mod, and that mod happens to have lightning arcs, I'll definitely do the script and have longer arcs and/or ones that bounce. Probably also a lightning gun that shoots lightning straight from the gun, and not just shells. Maybe a different color for each for flavor.

Also to general people reading this and not just the poster I was replying to:
I went ahead and gave deathz0r everything I have related to lightning arcs over irc. If you took a peek at the tsp code you probably already have it but if anyone on here is interested I can go ahead and post it here (and do a little write up explaining everything) for you guys as well.

>> No.2386131

>>2386130
Also forgot to mention: you can see the laggy effect I'm talking about in-game if you shoot a flying enemy like a cacodemon when they're up in the air and not near a wall or a ceiling.

>> No.2386134

>>2386005
OK HERE WE GO

http://deathz0r.unidoom.org/omgwpns/momentumgun.pk3

replaces plasma rifle, damage calculation ranges from 1-20d5

>> No.2386139

>>2386134
reuploaded, decided to go with 1-20d7 since it was too weak

>> No.2386249

>>2386036
done something that gives more attack speed for the fist with more momentum

but I'm pretty sure that I'll need to resort to A_CustomPunch for the kickback, and that's a lot of effort for berserk pack support

>> No.2386261
File: 1.02 MB, 960x540, mystery.gif [View same] [iqdb] [saucenao] [google]
2386261

Carmack send help. I am not good with computer.

>> No.2386264
File: 19 KB, 275x410, 765893.jpg [View same] [iqdb] [saucenao] [google]
2386264

>>2386261

>that ending

>> No.2386265

>>2386261
HEY HOW'S IT GOIN

>> No.2386274
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
2386274

>>2386261

>> No.2386326

>>2386261
My sides.

>> No.2386336

>>2386261
Can you not?

>> No.2386345

So i made myself a dehacked patch the doubles the move speed, attack speed, and projectile speed of every monster.

>> No.2386351

>>2386345
Isn't that what Fast monsters does?

>> No.2386358

>>2386351
Well you could run that patch WITH -fast for even faster monsters.

>> No.2386365

>>2386351
Nope.

-fast, Only monster to actually get their movement and attack speed adjusted is the Pinkie/Spectre. Only Imps, Cacos, and Knights/Barons get projectile speed increases, and they arent even doubled. Only thing -fast actually does which my dehacked doesnt, is double the attack chance of monsters.

>> No.2386387

>>2385924
>give me small requests and I'll see what I can do

How about a DoomImp that shoots mini-sized shotgun guys who shoot mini-sized cacodemons foreach shotgun pellet?

>> No.2386401

>>2385821
>Spits out chaingunners.
It was a god damn joke, no one had to make such a thing.

>> No.2386403
File: 2.94 MB, 700x394, zandronum 2015-05-06 05-11-41-27.webm [View same] [iqdb] [saucenao] [google]
2386403

Made a light shotgun that gets stronger in bright areas and weaker in dark areas.

It's a gimmick weapon, but I like it and want to expand on it.

>> No.2386409

>>2386365
Will it work with custom monsters or the original monsters edited by other mods, then?

>> No.2386412

>>2386387
this idea is amazing, here ya go

http://deathz0r.unidoom.org/omgwpns/badassdoomimp.pk3

>> No.2386417

>>2386409
I'd imagine it'd have conflicts.

>> No.2386445

>>2386403
So do you plan on having a gun for light and a gun for darkness?

>> No.2386447
File: 25 KB, 1341x498, freelook.png [View same] [iqdb] [saucenao] [google]
2386447

>>2386261

>> No.2386449

>>2386447
10/10 anon

>> No.2386458

>>2386447
cute

>> No.2386473

>>2386130
Please do post your code

>> No.2386506

Does the build engine have a GZDoom equivalent?

Something for Blood, Witchhaven, Exhumed, Redneck Rampage and so on.

>> No.2386510

>>2386506
>Something for Blood
You're funny, you know that? You should take that show on the road.

>> No.2386515

>>2386403
Ikaruga X Doom? I see potential here

>> No.2386520

>>2386506
>sourceport for Blood
Will literally never happen in our lifetime.

>> No.2386528

>>2386520
>>2386510
Haha, I know, I know i'm such a joker. Glad we could all have a laugh.

But since we're already on the subject, let's talk about why..

>> No.2386530

>>2386528
https://archive.moe/vr/thread/2041051/#2046982

i don't think anything's changed since then. has it?

>> No.2386541

I'd pay Doom 64 EX guy to do Blood, i'd pay him everything I could.

>> No.2386614
File: 343 KB, 1095x1195, 1425932228955.jpg [View same] [iqdb] [saucenao] [google]
2386614

>>2386249
Thank you based weaponbro

>>2386520
>mfw randomly reminder of this fact

>>2386541
I am almost sure of two endings for this (if you're really going to do it):
>First scenario "Old arcane forgot knowledge"
The sourcecode was actually lost and nobody gives a shit now you try to re-use what exist and everyone is happy with the revival of Blood.

>Second scenario: "The Blizzard Way":
Activision or whoever has the code (which is not lost but filed), sends you a DMCA complain or some shit like that and forbids all people to play around with the code until ~10 years after they dissapear from history, which will never happen on our lifetime

>> No.2386630
File: 1.53 MB, 1748x2550, balanced_gameplay.png [View same] [iqdb] [saucenao] [google]
2386630

>>2386401

>> No.2386653

>>2386541
me too. not all, but some anyway.
>>2386614
source code isnt lost m8

>> No.2386670

So, I've been gone for three months. Have any significant wads been released?

>>2386630
I laughed.

>> No.2386730

>>2386630
cracks me up every time

>> No.2386756
File: 10 KB, 204x136, 1364527273939.gif [View same] [iqdb] [saucenao] [google]
2386756

>>2384908
>There's a powerslave port for modern pc in the works
>It's of the console version
Holy shit hype, I've been wanting to play this for years but FPSing with a gamepad makes me cry internally

>> No.2386757

>>2386447
Where can I find more pictures of this imp

>> No.2386781
File: 37 KB, 618x158, owo3.png [View same] [iqdb] [saucenao] [google]
2386781

>>2386757

fragg-ed tumblr com

he is a pretty cool guy

>> No.2386825

What are the best maps featuring added/edited creatures or creatures from other games such as Blood. Stuff like Unloved, Torment and Torture, City of the Damned and so on.

>> No.2386850

>>2386825
Psychophobia is one.

>> No.2386905
File: 12 KB, 350x493, smt_sj_8785.jpg [View same] [iqdb] [saucenao] [google]
2386905

Doom: Strange Journey when?

>> No.2386909

Every single day I try to run PrBoom-plus at 320x200 and fail to get it set up correctly. It's ruining my life.

>> No.2386920

>>2386905
for real?
if you find a way to get dialog boxes in doom, it can be done in month

>> No.2386928
File: 95 KB, 500x497, Diabolical Pondering.png [View same] [iqdb] [saucenao] [google]
2386928

>>2386920
>if you find a way to get dialogue boxes in DOOM
Pretty sure that's something Stronghold has already.

>> No.2386929

>>2386920
>if you find a way to get dialog boxes in doom
That's pretty easy, it's just a lot of work.

>> No.2386937

>averaging ~15k dmg a second in rpg/rla without the red aura

>> No.2386940

>>2386937
what mapset are you playing on, anon?
epic2 is a favourite of mine with drl/rpg

>> No.2386952

>>2386920
I dunno, I haven't made any WADs before. If I'm doing it, I don't want to fall into the usual "Big expectations" trap, so it'll probably be a weapon/enemy thing at the most for now, until I get experience.

>> No.2386965

Anybody have that image on mapping styles? Or mapping guides?

>> No.2386972
File: 343 KB, 1920x1080, 350080_screenshots_2015-05-05_00001.jpg [View same] [iqdb] [saucenao] [google]
2386972

>> No.2386982
File: 63 KB, 586x533, Hissy2.jpg [View same] [iqdb] [saucenao] [google]
2386982

>>2386972
Hissy hogging has been a long tradition.

>> No.2386987
File: 50 KB, 661x900, PVE_SunnyD_Current.jpg [View same] [iqdb] [saucenao] [google]
2386987

>>2386445

I don't know. This is so stupidly early, everything's still up in the air.
The idea was a warrior of light who uses light/fire based weapons that get stronger in light but peter out in the darkness. To address maps with a bunch of dark areas, he could absorb the light in sectors above normal brightness in order to brighten up dark sectors, but it looks like there isn't a way to be able to change only the brightness in one single sector the player is in; all sector light commands go off tags, and a tag of 0 affects pretty much every unmarked sector.

Alternative idea is to make light an ammo source that you can recharge in brighter sectors, and in dark sectors you have a (limited ammo) lantern or gem or something you can use to flood the area with A_Light for a temporary reprieve in health/ammo/power.
Or if you think there's a better idea, I'm all ears.

>> No.2387013

>>2386940
Hell revealed 2, but I'm not really liking it that much.

Anyway, is it only me or does drpg kind of.. lack direction? Feels like there's a lot of things that don't really serve a purpose.

>> No.2387019

>>2387013
A lot of things like?

>> No.2387023

>>2387013
Yeah, I agree with you. It feels like he just took a bunch of systems from various RPGs and stuck them together with chewing gum, instead of developing a single cohesive system that fits with the game.

>> No.2387035
File: 124 KB, 600x600, DID SOMEBODY SAY SUNLIGHT.png [View same] [iqdb] [saucenao] [google]
2387035

>>2386987

>> No.2387039

>>2387019
>>2387023
What this guy said. Augs, stims and skills work almost exactly alike in practice, they just differ in how you activate them and the rareness of the resources needed to use them. Then theres the quest system that feels really out of place, and a really weird stats system that's above all not any fun.

As a counterexample, take fallou:new vegas. its' the best rpg system for an fps i know.

>> No.2387042

>>2386987
I don't think it'll really work as a gameplay mod, Term. It would work really well as a PC/TC, but there's just too many conflicts with other maps.

>> No.2387046

>>2387039
I dunno, I like DRPG's system a lot more than I like F:NV.

>> No.2387101
File: 682 KB, 1920x1080, Screenshot_Doom_20150506_170527.png [View same] [iqdb] [saucenao] [google]
2387101

This kills a cyberdemon in like 4 tics

>> No.2387116
File: 41 KB, 320x276, django.jpg [View same] [iqdb] [saucenao] [google]
2387116

>>2386987
thats some boktai shit right there even the same problems that game had.

>> No.2387123

>>2387101
Then you should crank up the monster difficulty.

>> No.2387140
File: 323 KB, 1366x768, Screenshot_Heretic_20150506_210128.png [View same] [iqdb] [saucenao] [google]
2387140

What do you dorks think of heretic?

>> No.2387142

so uhh
any chance for /doom/ to make another 200 minute megawad?

>> No.2387151

>>2387123
A vanilla cybie that is, the ones i normally encounter take a couple of seconds.

>> No.2387156

>>2387142
I'd rather we do something different if we do another community project.

>> No.2387161

>>2386987
this is a pretty avant-garde idea
it sounds extremely interesting, but i would want to play it to make sure

>> No.2387167

>>2387156
anything would be good imo, just gave 200 minutes as an example

mapping theme? or gameplay gimmick? or maybe linedef limit?

some sort of collab would be really nice

>> No.2387170

>>2387140
It's pretty cool, why?

>> No.2387194

>>2385097
dosbox garbage is harsh, I mostly just dont like using dosbox because it is difficult to enable mouse.

>> No.2387196

>>2385424
>already made doomguy as a mii gunner
he plays pretty similar to how I would expect doomguy to play

>> No.2387203

>>2387140
I like the aestethics more than DooM.
Back when I was a kid, Heretic was my favourite shooter. I prefered it to Doom (though I played through all four iwads) , Q and Q2.
Then Unreal came out and I shifted my dedication to it instead. It remains my MOST favourite FPS to this day.

I rediscovered Doom and pwads at the time Legacy became popular (2001-2002), and played through a lots of wads in splitscreen with my friends

>> No.2387207

>>2387140
a shit
cool music tho

>> No.2387220

>>2386987
Maybe make it FUNCTION differently in differnt light conditions, like:

Dark: shoots lots of slow, bouncing, affected by gravity balls of darkness. Wide spread, chaotic.
Spread depends on light level, lighter->tighter spread but less balls to accomodate for that, each ball does more damage to keep dps constant.

Not so dark: Shoots slow, not bouncing, not affected by gravity balls of darkness, tighter spread., same way affected by light

Medium level: a singular dim ball, does more damage

Moderately bright light: A spread of light shots like in the vid, lighter means tighter spread, less rays.

Very bright: continuous beam of light.

Make it with gradations so the weapon gradually shifts in the way it works, and add some sort of graphical indication of the current state on the gun itself, and you'd have a weapkn mod on its own.

>> No.2387238

>>2385047
I have the pack and yes it's just the games packaged with DOSBox. No changes or anything to keep it modern.

I tried playing Blakestone earlier today and couldn't even change controls to WASD or ESDF because neither W nor S can be reassigned.

>> No.2387257

>>2387194
I can understand that, have you just been using the stock DOSBox build or have you tried the Daum SVN build? Might be a bit better for mouse stuff.
http://ykhwong.x-y.net/
I also find it better since it allows for easier customization while running and also allows for the current config to be saved to a file.

>> No.2387274

Scythe 2 got 3hardcore5me on map23, this is somehow a worse clusterfuck than slaughter maps.

>> No.2387286

>>2387274
Yeah, I kind of hated that.

>> No.2387293

>>2387140
In some cases, the weapons are much more fun to use, especially with the Tomb of Power.

>> No.2387308

>>2387293
>Tomb of power
That sounds like the name of a rock band

>> No.2387326

Here's a thing I did. http://vocaroo.com/i/s0dkSGxcI2dh

>> No.2387328

>>2387308
>That sounds like the name of a rock band
Your mom sounds like the name of a rock band

>> No.2387336

>>2387326
Better Cuck Arch

>> No.2387347

>>2387336

Actually, it's Better Call Skull.

>> No.2387373

>>2386987
>>2387220
Basically this, behaving differently in different light conditions would be a good and quick way for players to know what area they're in without needing the hud.
Considering how light changes from sector to sector, though, going from shotgun to bouncy ball launher to pew pew laser seems too dramatic a difference

Maybe just a different shotgun effect, going from bullets to tracers to fire to whatever?

>> No.2387410

Back to Saturn X has some baller as fuck music.

>> No.2387418

>>2387410
that it does. that it does. I also love it's blue-shifted palette.

>> No.2387420

>>2387410
it does
it's also really pretty

>> No.2387425
File: 338 KB, 800x660, bruh.png [View same] [iqdb] [saucenao] [google]
2387425

>>2387326
>>2387336

wat did I just hear

>> No.2387432
File: 25 KB, 393x380, earthworm jim having a stroke.jpg [View same] [iqdb] [saucenao] [google]
2387432

>>2386261
>>2386447

>> No.2387434

>>2386447
>>2386261
kek

>> No.2387454
File: 98 KB, 375x500, clothes pin.jpg [View same] [iqdb] [saucenao] [google]
2387454

>>2387326

>> No.2387465

>>2387432
>that fucking filename

I love you fuckers.

>> No.2387504

I always got a huge Doom vibe from this track: https://www.youtube.com/watch?v=YYY5WgEMT-I

I really feel like stealing it for a map

>> No.2387515

>>2387504
to me its this track
https://www.youtube.com/watch?v=IxI1yz1gx-E

>> No.2387516

What are some good singleplayer invasion maps?

>> No.2387519

>>2387516
stronghold.
but it's hard as balls

>> No.2387523

Listen to The Tower by Huntress. Major vibes

>> No.2387532
File: 98 KB, 417x474, 1428097630274.png [View same] [iqdb] [saucenao] [google]
2387532

>>2385041
Ohh fuck nigger it's cosmo!

>> No.2387540

>>2387504
>>2387515
>>2387523
I always thought that some prodigy tracks could work really well.
https://www.youtube.com/watch?v=CdXmQEGuwDw
https://www.youtube.com/watch?v=RBHkxs5OBBo

>> No.2387547

>>2387540
>not this
https://www.youtube.com/watch?v=6ccrvbf6CBE

>> No.2387632

>Playing doom this weekend for hours.
>Get Sick
>39,5 c° fever
>Nightmare induced fever
>Im the doom marine, on a infinite stream of Archviles, Cyberdemons and everything.
>Try to wake up.
>I Cant.

>> No.2387657
File: 156 KB, 480x762, fun_nui.png [View same] [iqdb] [saucenao] [google]
2387657

>>2387632
I'm jelly

>> No.2387658

>>2387632
>the feeling of having played hours of Doom without breaks
>fever nightmares
>imagining both of these combined
AAAAAAAAAAAAAAAAAAAAAA

>> No.2387671

>>2387632
>GOTTA GET A GRIP

>> No.2387681
File: 229 KB, 615x618, Sun_Switch.png [View same] [iqdb] [saucenao] [google]
2387681

>>2387161

Yeah, no guarantees it'll work. It probably won't!
That's the point of experimenting, though. I like trying out weird ideas and seeing how they do. Maybe it'll be cool, maybe it'll crash and burn.

>>2387220
>>2387373

Sure, different effects for different light levels sounds good. I'd prefer the function to remain the same for the reason anon said--since sectors can change lighting so dramatically (especially with something like flickering lights or strobe effects), having a weapon change from a shotgun to a beam would be wildly inconsistent.

>>2387116

Looking up this game, it seems rad as shit.
The gun looks like the jankiest goddamn thing, though.

>> No.2387865

You know, I'm not even bothered with the fact that Ty has been absent for a couple of weeks (he's probably on a sabbatical, a well deserved one)

It's just that the last three uploaded WADs in the /idgames archive being terrywad crap makes me wonder what kind of greek god we angered to deserve this

>> No.2387893
File: 649 KB, 300x300, 1422068467091.gif [View same] [iqdb] [saucenao] [google]
2387893

>mfw 4 levels into Eternal Doom

What are your favorite WADs with gigantic levels?

>> No.2387902

I know it won't happen, but I kinda wish there was a source port for specifically DoomRL Arsenal and DoomRPG that would generate levels every time you start it up, that way you could play more faithfully to Roguelike's permadeath without having to open Oblige every couple of minutes.

>> No.2387905

>>2387893
Epic 2, probably one of my favorite wads of all time next to DTWID.

>> No.2387909

>>2387902
If I recall, you can run Oblige via command-line so you could make something like what you're talking about. Have it run Oblige with randomly selected variables for each selection, save wad, load wad with Doom RLA+RPG and sourceport of your choosing.

I remember also seeing some fork of a source port that included an older version of Oblige integrated into it. Can't remember what it was though.

>> No.2387934

>>2387902
>without having to open Oblige every couple of minutes.

Stop dying so much

>> No.2387937

>>2387909
>>2387934
This is possible?

>> No.2387950

So are there any Doom mods that take the concept of techdemons and play with it? Like medieval demons with catapults on them or something? Or victorian monsters with old guns and machinery? Stuff like that?

It'd be really cool if someone wrote a story teasing a symbiotic relationship between Demons and Humans where they stole technology back and forth from each other.

>> No.2387974

>>2385095

What do those tags do?

>> No.2388013

>>2387974
lower/raise tagged sectors when certain enemies die
reading wiki doesent kill you

>> No.2388021
File: 18 KB, 480x360, lv.jpg [View same] [iqdb] [saucenao] [google]
2388021

quick, what is the best levels from Doom 64 and why are they Terror Core-Eye of the Storm?

>> No.2388028

>>2388021
My favorite, at least visual wise, is "In The Void"

>> No.2388095

Can you go back to levels that you already beat in Doom RPG? What kind of RPG is it if you can't grind endlessly?

>> No.2388101

does Dark Forces count

i've been trying to play it but i quit on the second level because the design is retarded. the first level was annoying enough having enemies above you that you can't shoot because HUUR can't look up/down but then there's a platform below you on level 2 that's swarming with stormtroopers. you can use keys on the number pad to look up down, but i'm not going to do that every single fucking time a level designer decided we need more stormtroopers directly above or below you where the auto aim is always miraculously a few pixels off hitting its mark.

i tried DarkXL which i guess you could say is kinda like DF's zdoom but it's a buggy mess, could barely get it running and it crashes after i finish the first level. it's a real shame cause a Star Wars Doom clone is a novel idea but it's flawed design wise from the get-go.

>> No.2388106

JUST CAME BACK TO CONFIRM THAT IN BRUTAL DOOM V20-TEST MAY 5TH THAT MARINES DUPLICATE UPON ADVANCING A LEVEL
this is on gzdoom 1.8.10

>> No.2388126

>>2384906

Es hora de jugar PERDICIÓN

>> No.2388149

What are some good maps to play with russian overkill besides Chillax/Dark Tartarus?

>> No.2388165

>>2388106
Try updating GZDoom?

>> No.2388175

>>2387937
If Oblige can indeed be activated from the command line, it is indeed possible with either shell scripts or general scripting like python.

You make a script that would:
>take "-file" directives as arguments
>run oblige with randomised parameters
>launch zdoom + the oblige wad + args
>monitor stdout for doom death strings (zdoom puts messages on stdout when run from the cli)
>if (death message){pkill -9 zdoom}
>delete the oblige wad
>give the option to do it all again...

The big "if" is whether oblige has a cli interface...I haven't played with it much, so I don't know.

>> No.2388186

>>2387893
Castle of Evil
UAC Experiment
Memento Mori map28

>> No.2388196

>>2388175
It does have one, it's referred to in this thread
http://oblige.sourceforge.net/forum/index.php?topic=301.0
You can either use params in CLI or looks like you can load them up via config file.

>> No.2388201

>>2387893
Anything from hellbound but man, that map 29 is something special

>> No.2388238

LOL

https://youtu.be/4QvutXZh4Hs

>> No.2388241

>>2388238
wrong tab or something?

>> No.2388242

>>2387893
BTSX E2
Deus Vult
Epic 2
Eternal Doom

>> No.2388245

>>2388165
>1.8.10

Unless he has a recent nvidia card, I don't think he can.

>> No.2388256

>>2388238

I think you have the wrong topic, friend.

>> No.2388264

>>2388101
Count for what? I've been playing DF also, and it does have some fucking stupid level design. But occasionally there's a good one with a decent gimmick. Too many mazes though. Not sure if I'm going to finish it before moving onto DF2.

>> No.2388274

I wonder what it'd have been like if Final Doom actually made changes to the iwad properties, like what levels use tags 666/667, and what levels contain secret exits.

>> No.2388284

>>2388274
it would have been completely different, because it would have been made by a completely different set of mappers, because it could only have been made by people with access to the source code, which in 1995 would have been either id themselves, or a commercial licensee.

>> No.2388341
File: 56 KB, 531x471, 1411018101888.jpg [View same] [iqdb] [saucenao] [google]
2388341

>>2388101
>The poop monsters in the third level.

>> No.2388362

>>2388264
>Count for what?

Our fathers told us to never be ashamed of our FPSes

>> No.2388404

>>2385026
I remember playing a wad were you played as Dr. Doom and fought against soilders and superheroes like the X-Men and - for some reason - Spawn. Can'T find it though.

>> No.2388464

>>2386447
toppest kek

>> No.2388519
File: 1.15 MB, 720x360, This side project isn't dead yet, honest.webm [View same] [iqdb] [saucenao] [google]
2388519

Well that's 3 weapons down, only another 6 to go

>> No.2388521
File: 672 KB, 800x600, Screenshot_Doom_20150507_160954.png [View same] [iqdb] [saucenao] [google]
2388521

What do you guyz think of PRODOOMER (a plot-driven, hubby gzdoom mod) ?

My thoughts:
It has some good ideas and implementations, and it's clear that there was some great effort put into it, but there's an awful lot of outright poor gamedesign choices and rough edges. Its amazing how rough and unrefined it feels. To me it looks that there was near to no betatesting outside of the mapper himself.
But despite all the bad stuff I actually enjoyed it quite a bit.

>> No.2388543

>>2388519

Speaking of this weaponset, I may as well once again throw out the last few weapons that may not quite be set in stone yet so that they may potentially merge better with the rest of them:

Fist: Special gauntlets that grant heavy punches with primary fire, secondary throws out scrapper shots, scrapper ammo is gained when firing other weapons except for the pistol. (scrapper scrappers, slug n slag)


Rocket Launcher: HEAT missile launcher, primary fires fast flying rockets with a strong hit, but a weak and small splash, secondary fires a lobbing grenade with a weak hit but a strong and big splash.

Plasma Rifle: heavy machine gun, sprays slugs everywhere that rip through monsters, disappates after a set distance travelled. Secondary might possibly be a burst of super heated plasma flames to cook fuckers up close

>> No.2388586
File: 490 KB, 241x233, 35w4te8.gif [View same] [iqdb] [saucenao] [google]
2388586

>>2388521
>that HUD

>> No.2388593 [DELETED] 

Fuck off shit eating doom babbies. Casual fucking retards go back to Halo already.

>> No.2388597 [DELETED] 

Doomshits.

>> No.2388603 [DELETED] 

>>2388593
>>2388597
u [agitated]?

>> No.2388606 [DELETED] 

>>2388603
Not really. I am enjoying shitting on you shitty casual doomcucks.

>> No.2388607 [DELETED] 

Doomcuckolds.

>> No.2388608

What are some good wads with new monsters?

One thing I particularly liked about Unloved was how there were lots of extra monster types.

>> No.2388612

>>2388608

>>2386825
>>2386850
try dem ones

>> No.2388613 [DELETED] 

I hate every single faggot itt apart from myself.

You are literally the worst thing that ever happened to Doom.

You are all so fucking gay it hurts.

I bet none of you even have any friends haha. That's why you hang out itt all day and circlejerk, because irl you don't have lives and suck balls lol.

>OMG GUIZE
>WE'RE PLAYING DOOOM
>OMG WE'RE SO KEWL XD
>OMGOMGOMG DOOM, LIEK, WEE WERE PLAYAN HAYLOW N COD, BUT NAO WE PLAY DOOM CUZ WE THINK IT MAKES US PATRICIAN LOLOLO
>HERE ANON CAN U SUCK MY DICK CUZ I PLAY DOOM????
>YEAH XD
>KEWL, CAN I SUCK UR DICK WHILE U SUCK MY DICK AND WE TRY TO TALK ABOUT DOOM?
>LOLOLOLO OK ANON HERE IT CUMMMMZZZZZ :PPPPPP

ahahahahaha shitty doombabbies. The most cancerous community shitting up our benevolent board. A shitstain on the canvas of /vr/, to be sure.

I hope you all die tonight.

>> No.2388617
File: 52 KB, 320x200, Particle smashing is cool.gif [View same] [iqdb] [saucenao] [google]
2388617

>>2388519
>>2388543

Oh and have a gif of the particle smasher shotgun.

Shivers is the man with sprites.

>> No.2388620 [DELETED] 

>>2388613
well now u just 2 3dgy 2 be mo mature than 13 yr old
a very agitated 13 yr old

>> No.2388623 [DELETED] 

>>2388620
stfu doombitchbabby

>> No.2388625 [DELETED] 

Anyway I'm out. Got better things to do.

Remember though Doomcucks: you're all faggots and are an utter disgrace to this game and even 4chan.

Fuck off and die.

>> No.2388628 [DELETED] 

>>2388625
>Got better things to do.

like playing on a dead port, l1t?

>> No.2388718

>>2388264
i wasn't sure if DF was made on the Doom engine or was just a Doomlike

>> No.2388721

>>2388718
Doomlikes are allowed here. It uses the Build Engine though.

>> No.2388739

>spider masterminds infight with eachother
Holy shit what, how have I never seen that before.

>> No.2388752

>>2388739
I think there's only one map in Doom 2 where it's possible.

>> No.2388763

>>2388752

map26 from MM1 is probably the best example of it happening.

>> No.2388791

>>2388721
It used Jedi Engine, not Build and was released before the Build was finished. It was closer to Doom but allowed some features that were later implemented in Build such as voxels and room-over-room (not at the same time though). In fact it is closer to Doom64 engine than to Build or Doom

>> No.2388795

Is it possible to disable aspect ratio correction on certain sprites?

>> No.2388823

>>2388795
And why would you want to do that?

>> No.2388828

>>2388823
If I make a sprite, but I want it in it's original aspect ratio.

>> No.2388842

>>2388828
But why dont you want it to be aspect ratio corrected?

>> No.2388845

>>2388842
I am nit picky about my sprites being the way I intended them to be.

>> No.2388848

>>2388845
That's a pretty dumb reason.

>> No.2388850

>>2388848
>>2388845

It really isn't, there's nothing wrong with wanting sprites to look like how they actually are rather than 20% taller.
But unfortunately for his purposes, there's no way to disable aspect ratio correction without changing the code of the game itself.

>> No.2388858

>>2388795
In ZDoom via the XScale property or via textures.
I think decorate will parse XScale (5/6) correctly but if not then XScale 0.833333333333333333333333333333333333333333333333

>> No.2388861
File: 786 KB, 1010x720, How do I gun.png [View same] [iqdb] [saucenao] [google]
2388861

>>2388739
It happens because of their method of attack.
Hitscanners are able to trigger any demon to infight with them, even with their own species. That's why any horde of zombies like shotgunners end up infighting. Whereas projectile users like cyberdemons can only trigger other demon species to fight them. Their projectiles aren't set to damage other demons of their kind.

>> No.2388863

>>2388858

That won't work on HUD sprites.

>> No.2388868

>>2388863
Then do it via textures, like I said in my post.
I don't think HUD textures are given the 1.2 stretch anyway though.

>> No.2388872

>>2388868
they are

>> No.2388874

>>2388165
Not a viable option for some people.

>inb4 toaster

>> No.2388976
File: 648 KB, 1920x1080, Screenshot_Doom_20150507_114130.png [View same] [iqdb] [saucenao] [google]
2388976

So I tried to edit the decorate to get colourfullhell and the newest OMGWPNS to work together. Can someone tell me what I did wrong? https://mega.co.nz/#!M94kQTLJ!q1h45aKr9N1heTDpX0F55dFmcM8_PL45i0Qp_nh6XSU

>> No.2389042

>>2388101
I can't tell if you're retarded, or don't know how to play the game, considering it has an auto-aim that automatically fires at targets on a higher or lower level, just like in DOOM.

>> No.2389275

>>2388021
Watch Your Step is the one I enjoyed the most.

>> No.2389278
File: 384 KB, 1280x720, 2015-05-07-230236_1280x720_scrot.png [View same] [iqdb] [saucenao] [google]
2389278

>Playing with Colourful Hell and DoomRL Arsenal
>Suddenly swarmed by hundreds of green pinkies
>No idea where they came from, they seem to appear out of nowhere from a spot on the map
>Barely manage to dig through them with a demolition ammo chaingun with 4x ammo
>Monster count has gone from 400-ish to over a thousand
That was fun, but what the hell just happened?

>> No.2389289
File: 44 KB, 272x260, aagh.png [View same] [iqdb] [saucenao] [google]
2389289

>>2389278
>Blood on bodies is red
>Blood on walls is green

AAAAAAAGH

>Moving fucking captcha

AAAGH AAAGH AAAGH AAAGH AAAGH AAAGH AAAGH AAAGH

>> No.2389294

>>2389278
>>2389289
looks festive

and yeah these mobile friendly captchas need to go

>> No.2389313
File: 20 KB, 327x298, Capture.png [View same] [iqdb] [saucenao] [google]
2389313

>>2389289
>>2389294
I seriously don't get why people are always complaining about the retarded new captchas and don't just switch back to the noscript ones.

>> No.2389318

>>2389313
i seem to lack an option to switch

>> No.2389325

>>2389318
Oh, well you need some kind of extension/user script

I'm using ccd0's 4chanX

I don't know how you live like that anyway, vanilla 4chan is pretty shitty.

>> No.2389364

>>2389325
I wasn't even aware of this and I've had the script for a while.

Imma spread the word on this.

>> No.2389378

>>2388850
>It really isn't, there's nothing wrong with wanting sprites to look like how they actually are rather than 20% taller.

You literally just said the reason here

>But unfortunately for his purposes, there's no way to disable aspect ratio correction without changing the code of the game itself.

>> No.2389402

Guys what if Doom 4 was like the classic game, except with better graphics. And jumping. And with enough new weapons to fill 1-0 two per slot on the keyboard, and secondary fire modes. And dual wielding with ANY weapon you have two copies of. And lots of new monsters.

Id should hire me as their new idea guy, since they haven't had one since Romero left.

>> No.2389414

>>2389402
Classic game with better graphics and jumping would be just fine.

>> No.2389417

>>2389378

What? Just because it can't be done doesn't mean the reason is dumb.

>> No.2389420

>>2389402

I think that for better or worse, it is going to be Brutal Doom HD. I hope it won't be, not because I won't enjoy it, but because it would perpetuate the idea that BD is a direct upgrade of Doom and the savior of the series.

>> No.2389434

>>2389402

>complex, abstract level design in a modern FPS

>implying any publisher would allow this

>> No.2389435

>>2389414
Isn't that just what many GZDoom "beautification" mods are? Smooth Doom? And Doomsday.

You don't want "classic game."

You want "reimagined classic" - i.e. same concepts (run around, solve puzzles in non-linear levels/environments, dodge projectiles, kill monsters), redone on a modern level of standard.

Oh, and for a game to be as successful as originals, new DooM would need to be easily moddable, which is unlikely to happen due to ID's new megatexture fetish, which does more harm than good.
Main problem with Doom3 - it ditched the old concept, and many shooters that posed themselves as "Doomy, Oldschool" didn't really get what Doom or oldschool fps were about, and degenerated into linear boring arena-fests. Serious Sam, Painkiller, some others - they all claimed that they will be "like Doom but better".

>> No.2389439

>>2389435
Was Serious Sam marketed like that? Seems weird since it wasn't very doom like at all but was actually really good anyway.

>> No.2389442

>>2389435
>You don't want "classic game."
Yes I do. But with actual new levels and modern graphics. That means actual new assets, sounds, models and textures, not just some shitty bloom mod slapped on top of the original. I want the original gameplay, perhaps with a couple of small embelishments like jumping or so forth with modern technology. From a development standpoint that is literally not hard, but Bethesda is retarded and will fuck it up by attempting to broaden their customer base or whatever the fuck they call watering down gameplay.

>> No.2389443

>>2389434
Not necessarily abstract. Just nonlinear would be fine too.

Abstract level design doesen't work well with modern graphics, and any attempt to do that will result in the same as some over-detailed ZDoom maps - lots of unnecesary details that may hinder gameplay itself.


Also, how's WRACK going? Heard it was bad, not going to buy it to check it out.

>> No.2389450

>>2389414
Seriously though, after playing the official Doom iwads and many custom wads, I'd like to see more guns to play with, more types of enemies and maybe some new game mechanics in a new official game to really take it to the next level.

For new mechanics, for example something like you could crit enemies if you hit them in certain locations like heads for extra damage or cybernetic limb borders to dismember, but the weapons that can hit critical locations would be extremely few so the game doesn't revolve around trying to headshot everything.

>> No.2389457

>>2389443
Still works, just much harder to implement. I'd be totally fine with abstract or even procedural generation in some parts/an infinite dungeon/challenge mode.

Here's my prediction: New DooM 2015 (2016 more likely at this point) will be good, but it won't be Doom except in name, it will sell well but not excellently, mods will suck dick.

>> No.2389459

>>2389402
>>2389450
You're a shitty idea guy.

It's not even hard, yet you managed to fuck it up.

>> No.2389460

I want Doom 4 to be like GMOTA, just to be contrary.

>> No.2389464
File: 1.70 MB, 1360x768, i c red.webm [View same] [iqdb] [saucenao] [google]
2389464

so, this is what happens when you use gzdoom with bandicam

>> No.2389470

>>2389464
Why would you ever use banidcam anyway?

>> No.2389472

>>2389464
Silky smooth 10 fps. What CPU and graphics card do you have? I can help you with that.

>> No.2389473

>>2389439
Initially Croteam stated that they want to recapture the Doom experience and be different than back-then-modern-games in the process. They ended up with their own thing.

Painkiller dev's stated the same, and ended up copying parts of Serious Sam design choices. Not the best ones.


>>2389442
Have you read the entire post or just that line?
You just restated my point. That would not be a "classic game", but "reimagination"

Reimagining would work - making level with same basic premise, only with modern features in mind. Kinda the way KDiZD did it, only on a new engine and on professional level.


Also the way you describe it sounds just like that Doom 3 Classic mod (remake of KDiTD on D3 engine). and it's not that great.


>>2389457
The last games that did the mix of modern semi-realistic and abstract design well were Unreal and RTCW. All further attempts failed miserably. If you know of an example that contradicts this, I beg you to post it (I'd really want to play it).

>> No.2389478

>>2389473
>Also the way you describe it sounds just like that Doom 3 Classic mod (remake of KDiTD on D3 engine)
I literally mentioned that all-new levels and assets were a must. D3CM is the opposite of that.

>> No.2389492

>>2389459
Did someone say they want to hear more? Because I heard someone say they want to hear more.

What if you had a new ammo type that was like tungsten spikes or something, and you had a gun that shoots the spikes, and if the spike kills an enemy it launches the corpse and either nails it to a wall, or to an another enemy, and if an enemy gets stuck with a corpse it takes damage and gets slowed down by the weight. And if you kill a guy that has corpses stuck on him with the spike gun, all the corpses go to the next target along with the recently deceased enemy too.
And then the other guns that also use the spikes as ammo would be a railgun that's really powerful, pierces enemies and can hit critical locations (the only toher guns that could hit them would be the pistol and the disk launcher), but it also uses energy cells to fire in addition to the spikes.
And the last gun that also uses the spikes would be the disk launcher, like you could see it inject a bunch of the spikes onto a magnetic field on top of it, and then they melt together in the air and form this perfectly round spinning razor sharp chrome disk that has a crazy high chance to dismember or decapitate things if you hit a critical location with it.

And the spike ammo carrying capacity would be really low so the gimmics are used sparingly.

>> No.2389495

>>2389478
Brand new assets assets for Doom 2 game.
Doom 3 assets aren't Doom 2 assets

>> No.2389496

>>2389495
Whatever man. You know exactly what I mean.

>> No.2389503

>>2389470
this was before i knew that fraps was superior

>>2389472
AMD Radeon 6310 card
cpu is amd e-240

>> No.2389506

>>2389492
Sonds mostly like Painkiller weaponry.

>> No.2389510

>>2388521
I like it. You're right it feels really rough, but it's cool playing through sets of levels, replaying them sometimes to level a bit more or get more money for better gear.

>> No.2389525

http://forum.zdoom.org/viewtopic.php?f=15&t=33245

Why hasn't this been implemented yet, seriously

>> No.2389554

>>2389525
The same reason no OS's toggle case of selected text when you press Shift-Capslock: the future requires only one person with vision, and one person to implement it.

>> No.2389582

>>2389417
When the reason is literally "I don't want to" then yes it is.

>> No.2389598

>>2389554
I bet someone has done this already actually. There's some shitty implementation for linux/unix-likes somewhere at the very least.

>> No.2389615

>>2389042
i can't believe i'm seriously responding to a self-important tripfag but if you'll try to read my post instead of kneejerk reacting like a sperg i mention that the auto aim is fucking broken in regards to height. in the outside area in the first level where there are stormtroopers the auto aim is always a few pixels short of actually hitting its mark, unlike say Doom.

>> No.2389617

>>2389460

Hexen 3 should be like GMOTA.

>> No.2389630

>>2389617
Speaking of Hexen what mods do you guys like for that

>> No.2389649

>>2389630

Wrath of Cronos, there's nothing else

>> No.2389651

>>2389649
That's a shame, one day I should really learn how to develop for Doomlikes I love the mix of fantasy and heavy metal flavored Satanism.

>> No.2389672

>>2389649
There's also Hexercise

>> No.2389680

>>2389651
These are also my favorite things.

>> No.2389705

I never realised how awesome the midi was for BTSX e2m03.

Second half of it felt like something that'd fit right at home with the MMs

>> No.2389735

>>2389278
Honestly, I have been told this happens with green pinkes sometimes for some odd reason
They say it happens when purple archvile or orange archvile starts reviving the green pinky corpses but I havent been able to recreate it myself and the green pinky decorate doesnt seem to have anything wrong with it.
>>2389289
WHOOPS

>> No.2389825

>>2389735
>green pinkies
>purple archviles
Found the problem, you're overdosing the players.

>> No.2389856
File: 2.87 MB, 720x360, guns.webm [View same] [iqdb] [saucenao] [google]
2389856

guns.

>> No.2389902
File: 271 KB, 640x480, zdoom_wars___strife_army_by_panthserv-d2zl0mf.png [View same] [iqdb] [saucenao] [google]
2389902

what does /doom/ think of zdoom wars? I tried it a little bit and I thought it was pretty good. what do you guys think?

>> No.2389905

>>2389902
strife OP
otherwise cool

>> No.2389910

>>2389902

Hexen is rad as shit.

>> No.2389931

I want to play some doom with you anon, some co-op survival matches.

How should I proceed?

>> No.2389960

>>2389931

Get Zandronum and Doomseeker, since it's what the majority of what we use.
Jump on the /vr/ IRC and start talking to others about what to play and what server to hop on.

>> No.2390069

Does anyone know where a guy could find a set of Timon's axe sprites with Doomguy hands holding it?

Or maybe a set of handless axes?

>> No.2390091

What are some Doom mapsets that are made with Jumping in mind? Want to jump all the fuck around without accidentally breaking shit.

>> No.2390112

Someone should make a Castlevania whip for Doom. I'd like to do spooky atmospheric map, but it would probably not have any guns (maybe one), sort of like City of the Dead.

>> No.2390124
File: 189 KB, 800x600, Screenshot_Doom_20150508_005444.png [View same] [iqdb] [saucenao] [google]
2390124

so while tweaking a lightning script to make the lightning more consistently give good lightning this happened

>> No.2390126

Did Blake Stone ever get a good sourceport? Just got the Throwback Pack, and I always wanted to play these, but it's fucking awful with defauly controls.

also yholl put out new DRL versions I love you

>> No.2390132
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google]
2390132

>>2390124

What did you do this time scroton? You silly bastard.

It sure does look pretty though

>> No.2390137

>>2390126
>Did Blake Stone ever get a good sourceport?
Apparently the person behind that ECWolf sourceport has plans to implement Blake Stone support. I wasn't a fan of the default controls either but thankfully with Xpadder I was able to setup something that makes it quite easy and fun to use (for me at least). If you want I can upload the profile for it.

>> No.2390140

>>2390132
messing around with sin curves as offsets to try and produce a consistently interesting looking lightning, but forgot to remove a fixediv on the z offset so it ended up having a really really high frequency

>> No.2390141

>>2390091
Doom Barracks Zone (alternative version) is pretty much designed with jumping in mind, it works flawlessly with Project MSX

>> No.2390143

>>2390137
Not an optimal solution, but I, and maybe others in the thread would appreciate it.

Fine solution in the meantime until there's a real port.

>> No.2390159
File: 1.11 MB, 720x360, and then John gotted his PALSMA SHTGNU.webm [View same] [iqdb] [saucenao] [google]
2390159

Okay, I think mechanically this thing is done, I just need some sick ass sounds and stuff

Primary shoots out a cone of PALSMA.

Secondary shoots out hitscans, if it hits a monster, they explode, if it hits a wall, you get a scatter of PASLMA

>> No.2390161
File: 90 KB, 507x258, abTAWSj[1].png [View same] [iqdb] [saucenao] [google]
2390161

>>2390143
http://pastebin.com/LQqZd8XG
Save it with .xpadderprofile as the extension

Here's basically how it's set up (using playstation controller buttons):
D-Pad = Cursor keys
Left Stick = Mouse movement
Right Stick = Weapons
L1 = Strafe
R1 = Run
R2 = Fire Weapon
Select = Go back to menu
Start = Map, within DOSBox's mapper for Blake Stone I set it to a key that isn't used in-game since I had a habit to check map while keeping L1 held down
X = Use/Open
Square = Turn 90 degrees left
Circle = Turn 90 degrees right
Triangle = Turn 180 degrees

Using the mouse on the left stick makes it so much easier to get through floors as you can move pretty quick even without the run key and the quick turn buttons help a lot too.

>> No.2390163

>>2389503
Sorry for the late reply, I was blasting through Quake for a bit.

>single core 1.5GHz APU
Darn. This is tough, recording video's mostly a CPU business. Try recording at 360p or 480p (in bandicam settings), maybe bump it from 30fps to 25fps.

Fraps will work, as will Dxtory if configured. If still using Bandicam try setting the video codec to "YV12", which may or may not be way faster than the default MJPEG option for you.

There's a guide about this stuff here you might find useful:
http://pastebin.com/ELd68pqY

>> No.2390185

>>2390137
>>2390143
You know dosbox has input remapping, right? You don't really need xpadder for that.

xpadder is deprecated anyway, use AntiMicro.

>> No.2390213

>>2390185
Hm, educate me

>> No.2390257

>>2389630
>>2389649
>>2389672
What about Hexenhanced?

>> No.2390303 [DELETED] 

Remember when doom was good?

Me neither.

>> No.2390306

>>2385023
John romero gave commentary over a playthrough, where he talked about pretty much everything related to making the levels. It's on youtube.

>> No.2390314 [DELETED] 

>>2386473
>>2386130
>>2386131
I was going to just go ahead and post the code, but then I started working on the script I was talking about rather than just writing up how to do the script.

First off, the extant code:

Here is the decorate code from TSP for the shock shells, it starts at line 864:

https://github.com/BlueVertigo/indigoskyline/blob/master/tsp%20pk3/actors/weapons/mel/DEC_M_WEP3a.txt#L864

This is done entirely in decorate. Feel free to use it or the sprites (minor edits by me) for anything, sounds are credited in TSP's credits file. This code has the issues I mentioned in >>2386130 >>2386131

The new code is a script that creates an arc from the player to the wherever their shot landed (on walls/floors, it intentionally goes through actors.) From the About/Credits:

>This is a new ACS version of the shock shell effect that aims to mimic the random nature of the effect through randomized (but not truly random) offsets while also increasing performance, spawning the effect instantly and removing the possibility of the effect failing. Damage is dealt when monsters are caught in the arc (are overlapped by the ripping projectiles that the arc is comprised of.)

>Tested in ZDoom and Zandronum, offline in both.

>TO-DO:
>Use the script to replicate shock shell functionality and the way it's used in demonsteele. Not a lot of work but I'm tired presently, so it will be done later.

>Free to use for anything as long as credit is given.

Full About/Credit in file or here: http://pastebin.com/uX7KdTAC

Code is explained via in-line comments in code. If you have questions feel free to ask me here or on irc.

For testing in game, the test weapon is in slot 3, the regular shotgun which takes precedence over the SSG.

Here's the file:

https://drive.google.com/file/d/0BxbbtKR5bll_YjRUOHhJMmNyRHc/view?usp=sharing

Sorry that took so long to get replied to.

>> No.2390325 [DELETED] 

>>2390303
what

>> No.2390353

>>2386473
>>2386130
>>2386131
I was going to just go ahead and post the extant code and only explain what I would do, but then I started working on the script I was talking about rather than just writing up how to do the script.

First off, the extant code:

Here is the decorate code from TSP for the shock shells, it starts at line 864:

https://github.com/BlueVertigo/indigoskyline/blob/master/tsp%20pk3/actors/weapons/mel/DEC_M_WEP3a.txt#L864

This is done entirely in decorate. Feel free to use it or the sprites (minor edits by me) for anything, sounds are credited in TSP's credits file. This code has the issues I mentioned in >>2386130 >>2386131

The new code is a script that creates an arc from the player to the wherever their shot landed (on walls/floors, it intentionally goes through actors.) From the About/Credits:

>This is a new ACS version of the shock shell effect that aims to mimic the random nature of the effect through randomized (but not truly random) offsets while also increasing performance, spawning the effect instantly and removing the possibility of the effect failing. Damage is dealt when monsters are caught in the arc (are overlapped by the ripping projectiles that the arc is comprised of.)

>Tested in ZDoom. Currently not functional in Zandronum.

>TO-DO:
>Use the script to replicate shock shell functionality and the way it's used in demonsteele. Not a lot of work but I'm tired presently, so it will be done later.

>Also Zandronum fixing. Will be more.

>Free to use for anything as long as credit is given.

Full About/Credit in file or here: http://pastebin.com/uX7KdTAC

Code is explained via in-line comments in code. If you have questions feel free to ask me here or on irc.

For testing in game, the test weapon is in slot 3, the regular shotgun which takes precedence over the SSG.

Here's the file:

https://drive.google.com/file/d/0BxbbtKR5bll_eWZtUS1JZUlvMGM/view?usp=sharing

Sorry that took so long to get replied to.

>> No.2390364

>>2390353
>>2390124
Here's a quick and dirty thing for this based off of
18<CactusHege> http://i.4cdn.org/vr/1431064603134.png what came to my mind from this was that if this was like half less wide it could so good as a beam attack\
https://drive.google.com/file/d/0BxbbtKR5bll_MkVXd1RYZWZGb0U/view?usp=sharing
it's compressed vertically from the screenshot
the altfire is consistent in pattern, the primary fire pattern depends on position when firing
it can also be done so that the pattern displays horizontally
more interesting for the player view if fired by a player
I am going to bed now

>> No.2390385

What are some map sets like Doom The Way ID Did?

>> No.2390389

What are some good semi-drought WADs you could recommend me?
I'm not talking about true drought WADs where you have to rely on a lot of berserker fisting and monster infighting to clear the levels, but those where you have enough ammo to kill everything, but still have to make almost every shot count in order to not risk running out. I could give Demon Eclipse as an example of what I'm talking about.

>> No.2390392

>>2390385
Oh, and it doesn't have to be for Ultimate Doom, Doom 2 is fine too. Doesn't have to be a strict "Like the original" games either, just something with a nice vanilla feel.

>> No.2390413

>>2390385

No End in Sight

>> No.2390436

Who exactly is the DRD Team and what do they do?

All I can seem to make out is that they make builds.

And this new captcha sucks. Asking me to select sandwiches and the answer is a sub and burger.

>> No.2390440

>>2390385
Wonderful Doom
Needs More Detail

>> No.2390441

>>2390385
Doom 1 a shit.

Only the Ultimate Doom episode is good.

>> No.2390443

>>2390436
Subs and Burgers are types of sandwiches.

>> No.2390445

>>2390385
The Classic Episode (class_ep)
The Singularity Complex I (class_e2)
Dawn of the Dead (dodead)
Fava Beans (01fava)
Hip Deep (cleimos 2 map20)
Base Ganymede (bgcomp)
Needs More Detail (nmd/nmd2/nmdu)

>>2390440
>Wonderful Doom
Ooh i always forget about this. Good choice

>>2390443
Heh reminds me of an old FYAD meme

>> No.2390449

>>2390441
i am sorry you feel that way. may i ask why? i am guessing you find e1-e3 too easy.

>> No.2390450

>>2390441
I don't find Doom 1 the best, but DTWID was fucking genius to me.

>> No.2390461

>>2390441
E4 has the weakest maps out of the iwads.

>> No.2390462

I know it's not TECHNICALLY /vr/, but what are your guys' opinions on Serious Sam?

>> No.2390464

>>2390462
its aaaaaaaAAAAAAAAAAAAAAAAAHHH out of 10

>> No.2390465

>>2390462
Outside of it having somewhat linear level design, its not too bad. Far better than Painkiller, at least.

>> No.2390467

>>2390462

I love the sounds of the Schofields. So satisfying, easily my favorite revolves in any vidya

>> No.2390474
File: 245 KB, 1280x720, tumblr_nnz3p3KKAM1s95hkno1_1280.jpg [View same] [iqdb] [saucenao] [google]
2390474

Upcoming Quake release.

>> No.2390475

>>2390474
That looks fucking amazing.

>> No.2390490
File: 1.07 MB, 400x394, amazed2.gif [View same] [iqdb] [saucenao] [google]
2390490

>>2390474

>> No.2390504

>>2390474
Why aren't dorks mapping in Quake 2 instead?

>> No.2390506

>>2390504
Why aren't dorks mapping in Doom 3 instead of Doom 2?

>> No.2390512

>>2390506
Why aren't dorks mapping in Quake 4 instead of Doom 3?

>> No.2390513

>>2390504
>>2390506
>>2390512

Why aren't you dorks mapping right now

>> No.2390515

>>2390513
because I am going to work in few minutes
and when I am back I pick either Doom 2, HL2EP2 or UE4 as my mapping engine and I work in either of these.

>> No.2390516

>>2390513
>Why aren't you dorks mapping right now

because /gms/

>> No.2390550

In this here post (http://forum.zdoom.org/viewtopic.php?p=687752#p687752)) Nash states that it should possible to import/export characters right now

How would that work? I don't see anything that writes to an external file anywhere.

>> No.2390569

>>2390513
I really want to teach myself Doom mapping. Are there any basic tips for things like enemy and item placement?

>> No.2390575

Damn I didn't even remember how bad Doom 1 episode 3 was, who thought E3M7 was a good idea.

>> No.2390634

>>2390569
play other maps and see what is fun to play

its that easy

for example you could have player in map03 with only a shotgun and pistol as their weapons so far, then put them right at the start of map04 with a tough fight, maybe few cacos and mancubus in not-too-spacious room. after that you send player to a bigger arena with large amount of enemies, player is railroaded into picking up rocket launcher and invincibility sphere and then they can wreck 50+ demons to cool down from previous tough fight.

really, just play some shitty games to know what you should NOT do

>> No.2390635

>>2390569

replay, rebalance, replay, remake, replay, never finish it

>> No.2390643
File: 144 KB, 400x400, s2X4Yk-z[1].png [View same] [iqdb] [saucenao] [google]
2390643

not-so-new art piece by 88alice

>>2390569

http://doomwiki.org/wiki/John_Romero#Design_rules

>>2390575

Come on bruh, E3M2 is uglier

>> No.2390646

>>2390634
One thing's for sure, you should be careful to not give the player too little or too much of the wrong ammo types.

Nobody wants to see a massive row of shell boxes juxtaposed with a horde of cyberdemons and barons of hell.

>> No.2390651

>>2390646
well dont you think introducing rocket launcher in map04 along some strong enemies like revenants and knights is a good idea?
of course I am not talking about feeding player rocket ammo all the time, im on about making it more of an "early game bfg"

>> No.2390653

>>2390126
nevaar


I have finished a new unique, and half finished two new assemblies though. I KEEP GETTING DISTRACTED BY FUN THINGS AAAAA

>> No.2390723

>>2390651
Whoops, I was supposed to quote >>2390569 and not anything in your post, sorry for the confusion.

>> No.2390757

>>2390635
funny because it's true

>> No.2390784

>>2390185
>>2390185
>You know dosbox has input remapping, right? You don't really need xpadder for that.
Yeah I know about it, tried it, but couldn't remap the mouse to my left stick so resorted to xpadder.


>xpadder is deprecated anyway, use AntiMicro.
>As of May 04, 2015, development of antimicro has ceased for the foreseeable future.
I'll still look into it though.

>> No.2390937

Okay guys, what's the best WAD to play wit Contra Doom for that arcade experience?!?!

>> No.2391016

you seen this?
http://www.indiedb.com/games/doom2remake
someone tries to remake D2 in UE4
badly

>> No.2391026

>>2388739
incoming shameless self-plug... https://www.youtube.com/watch?v=TIyvD6_YMqc

>> No.2391037
File: 484 KB, 200x200, train-your-inner-face.gif [View same] [iqdb] [saucenao] [google]
2391037

>>2391026
That was intense.

>> No.2391081

>>2391026

That's pretty rad.

>> No.2391114

>>2391026
That's some pretty good comeback right here.

>> No.2391116

>>2391026
>A perfect comeback in Super Street Doom 2. This spider has moves.
>Those overhead bars are real, check health_bar in prboom's cfg file. The wad is secret (it's ngmvmt2).

new gothic movement 2, indeed?

>> No.2391126

>>2391116
>new gothic movement 2

My body is ready.

>> No.2391152

>>2390550
I still would like to know the answer

>> No.2391264

>>2391152
the post you linked to doesn't seem to say anything like what you claim it states?

>> No.2391326

>>2391264
I dunno what the fuck happened so I copied wrong link, because I'm sure I've checked.
Here's the right one.


http://forum.zdoom.org/viewtopic.php?p=679769#p679769

In "[ACS] Access to "Set" and "ArchiveCVar" commands" thread on ZDoom forums Nash states that
>the "set" functionality is what's needed if a mod is to do things like high score tables or character data export...
And then in another thread
http://forum.zdoom.org/viewtopic.php?p=687980#p687980

He says that
>character import/export should be possible now
But sadly I don't see how it works and how it can write and save stuff outside of the current Doom match. Maybe that's because I'm a bad programmer (I really am) and can't see implications and possibilities behind the commands, so Id be very glad if someone could explain that to me.

>> No.2391346

This is the worst trip evar!
https://youtu.be/H7N01ItA9mE

>> No.2391462

>>2391326
cvars are saved in the config (a permanent file outside of the game) so they can be recalled later by another game, this is possible currently in zandronum because it has setcvar and archivecvar but not in zdoom.

>> No.2391476

>>2391462
ZDoom has SetCvar.

>> No.2391482

>>2391476
well then it is possible now and I'm behind the times because they didn't always have that

anyway the important bit is that cvars are saved in the .ini file outside of the game.

>> No.2391491

>>2390465
>Far better than Painkiller, at least
how about i slap your shit

>> No.2391503

>>2391026
I enjoyed this a lot.

>> No.2391512

>>2391491
>>2390465
Better than Painkiller-follow-ups you mean.

>> No.2391712

>>2390462
Second encounter is amazing. SS2 and 3 blow for different reasons, and first encounter (while good) is just surpassed in every way by TSE.

>> No.2391747

>>2391712
TSE co-op is probably some of the most fun I've EVER had playing video games.

>> No.2391748

>>2391712
I think SS2 is ok but misunderstood by most.
SS3 is pretty damn good, except for the indoor missions.

>> No.2391756

>>2391748
Misunderstood? What do you mean?

>> No.2391772

>>2391756
I think a lot of people were averse to the overly goofy presentation and cutscenes of 2. Personally I enjoyed them. The guns and combat are probably the weakest in the series but I still had enough fun with the game to finish it.

>> No.2391858

>>2391772
The level design, gameplay, art style and *everything* except the sleek look and performance of the engine was much worse than TFE and TSE.
>>2391748
I really really wanted to like SS3, but I just didn't have much fun. Many of the guns are only found in secrets while the rest aren't that much fun, and every set piece is only like "kill x amount of Y enemies with Z gun (the only one or two ammo is supplied for at that moment).

The first large, varied fight in a huge arena was many hours into the game.

>> No.2391867

>>2391747
And yes, agreed with that. TSE co-op is absolutely hilarious, and probably one of the best designed co-op modes ever.

>> No.2391928

https://www.dropbox.com/s/kegibottowtxdwu/SUAB-ZDV0.2c.pk3?dl=0

Yo, anyone who's still into Suab, here's the newest version, some of the fixes include.

Fixing the deagle max ammo so you can no longer have 300+ Deagle shots in reserve.

Fixing the Stinger so it no longer turns into the Grenade gun when you try to throw grenades when you have no Grenade ammo

Rocco no longer has an episode when hit with Lolth blind-bolts

And some other stuff

>> No.2392090

>>2391928
Love Shut Up And Bleed, keep working on it!

>> No.2392242
File: 453 KB, 1074x806, rifle fighting.png [View same] [iqdb] [saucenao] [google]
2392242

>>2391928
You know what would be really nice? A rifle of some sort that you can fight with.
Like not necessarily as powerful as the sniper rifle, and it doesn't have to be automatic or an assaultrifle, but just something with a medium-ish punch to it and it's accurate at a distance, while holding a respectable amount of shots and capable of being fast in a pinch of you click fast enough, and without a scope so that you could use it fast in a pinch.

Something like an SKS, Mini-14 (with a 10 or 20 round mag), or Winchester 94 Lever-Action rifle, some rifle you could typically find in North America and it has decent power WITHOUT being so useful as so you could forego all the other weapons.

Maybe I'm just sperging it out but I think a rifle you could use in an emergency to drop multiple mooks (but obviously have to shoot a lot to fight a boss monster of some sort) would fit. Like, it's a rifle you could see someone hunt with, but it has enough power and speed that you could actually fight with it to some reason of efficiency.

>> No.2392268

>>2390449
Yup. It's boring.

Doom II is better (but still far too easy). The Doom II is worse meme is so stupid.

And Plutonia is the true GOAT of the original wads.

>> No.2392278

>>2392242
Uh I think there's some M1 grand sorta sprites floating around somewhere. I'd have to find a reload animation that works and get someone to re-hand it, maybe. But this all requires effort and talent I do not have at the moment (or at least, not on my own.

>> No.2392281

>>2392268
>The Doom II is worse meme is so stupid.
>meme

Heh.

>> No.2392285
File: 38 KB, 265x265, like seriously.jpg [View same] [iqdb] [saucenao] [google]
2392285

>>2392268
>The Doom II is worse meme is so stupid.

>> No.2392287

>>2392268
I actually replayed all of Doom 1 for the first time in a LONG while yesterday and today, and I've never been more grateful to the super shotgun for it's existance.

Like I'd have 100/100 shells all the time if they gave me a berserker pack, because fuck it's so slow to kill pinkies and cacodemons with the regular shotgun.

>> No.2392292
File: 589 KB, 1600x900, Where you going guys.webm [View same] [iqdb] [saucenao] [google]
2392292

Someone on IRC said monsters wandering might be cool, so why not? The Stone imps may or may not be the start of Rarer replacement enemies, I dunno yet.

>> No.2392294
File: 2 KB, 107x97, RIFGA0.png [View same] [iqdb] [saucenao] [google]
2392294

>>2392278
there's the pic related sprite set that's at
>http://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=407&Itemid=

As for a reload anim., why not just go with something similar to what hideous destructor does (go to the side and down for a second, make some sounds, then return). You can literally do that anim with the ready state sprite.

>> No.2392296

>>2392294
Because it'd clash with the other weapons (Which have proper reload sprites).

>> No.2392302

>>2392292
>Rarer enemy types
Will they always be much stronger or will it be sidegrades?

>> No.2392305

>>2392302
I want them to be similar to the enemies they replace, but they probably will be a wee bit stronger most of the time. The ones seen will replace the Roach and will do more melee damage and are sorta immune to pain (but in trade it's half as fast.)

>> No.2392306

>>2392305
That sounds pretty fair.

>> No.2392307

>>2392296
>(Which have proper reload sprites)

Kek. The crossbow doesn't, nor does the flamer, beretta, and several others.
I'll admit that it clashes, though, by not being an IRL weapon.

>> No.2392318

>>2392307
"Proper" reloads being "Reloads with animations", that is.

>> No.2392323
File: 38 KB, 640x480, calico_m100_furn.jpg [View same] [iqdb] [saucenao] [google]
2392323

>>2392242
Not the author but I gotta say I can't really see what role it'd fill

Your first and second paragraphs described the new 10-shot crossbow to a tee, only that it's not hitscan. The R700 itself also has about as much power as a shotgun hit in a pinch, and has a scope.

>> No.2392337

>>2392323
everytime I play SUAB, I always just default to

"why the FUCK is there a calico in this"?

I mean, I feel like there might as well be a goddamn gyrojet and a koborov in there too. Sometimes, it's like SUAB is just sort of "/k/ makes a rare weapon's thread: the game", which is kinda interesting.

>> No.2392339

>>2392337
One thing about the Calico that's interesting to me is

>Gun is horrendously weak
>Still satisfying to use somehow
I don't really get it.
It shoots a whole lot of diddly and doesn't hurt much, but I dig it.
And I don't normally dig weapons like that.

>> No.2392352
File: 285 KB, 735x980, Calico M951 mag.jpg [View same] [iqdb] [saucenao] [google]
2392352

>>2392337
Looks exotic, fills a neat role (light damage, common ammo, high capacity and fire rate) and because it was there when the original EDGE mod was made by chronoteeth. I really doubt chronoteeth browses /k/ from looking at his original SUAB for EDGE.

>>2392339
Probably because of the blood effect, impact sound and how it stunlocks the fuck out of things until they die. It can lock things up to a cacodemon in place until it dies and can mow down a bunch of humanoids without reloading.

You'd want a heavier weapon for big monsters like hellknights anyway, like a shotgun.

>> No.2392354

>>2392337
Because the Calico looks cool.

If it's good enough for Spaceballs, it's good enough for Doom.

>> No.2392357

>>2392339
eh, even though it doesn't do a high damage per round amount, it has a huge cyclical rate, huge mag, and still stunlocks like any other "slot 4" type weapon.

What makes it enjoyable for me is SUAB's bulletpuff lights. The calico looks like a goddamn psychedelic fireworks display.

My big thing, though is simply: why a goddamn calico? Since there's so much obvious resident evil in this mod, is the calico featured in one of the RE games? It's just such a rare and out-there kinda gun that I don't often expect to see it in games.

>> No.2392378

>>2392357
Looks like a Calico M110 was in Code Veronica.

>> No.2392429

>>2392242
I REALLY like the idea of reload speed differing if you have ammo left. A "top off" reload taking a while where a full reload being fast would provide a nice incentive to empty out before reloading.

>> No.2392476

>>2392337
The magazines of the Calico series can be testy, but they shoot regular bullets (and the 9mm ones are in roller-delayed blowback, like an MP5, so they'd be pretty easy to control and accurate).

A Gyrojet is just a huge can of worms because the cartridges themselves are unreliable pieces of shit and you'd be lucky if someone closing the door hastily doesn't make your rocket hit six feet off your target across the livingroom because of how sensitive to wind they are (or how they literally don't hurt at point blank).
Also they are flimsy, chintsy and cumbersome fucksticks to handle. And expensive even when they where still being made.

Assuming your Calico magazine is in good condition, and it's wound up enough (but not too much), it will actually work and it will shoot bullets that hurt and aren't thrown off target by someone breaking wind in front of it.

>>2392357
>>2392378
There was a Calico .22 pistol in Code Veronica, or rather, there was a pair of them and you dual-wielded them, they were a hidden bonus item early in the game. Not particularly powerful but they held a lot of rounds and you could target individual enemies with each of them. You couldn't find any reloads for them though so once they were empty they were useless.

>> No.2392493
File: 22 KB, 740x371, Simonov-Karabin.jpg [View same] [iqdb] [saucenao] [google]
2392493

>>2392429
I suppose that can be an incentive to shoot off rounds, and I do like the top-off idea.

Also, near all SKS rifles come with some sort of built in bayonet, which I think could be really cool. The player is a punk dipshit so he isn't the greatest in handling a rifle bayonet, but he could get in quite a decent straight jab even if he isn't fast with it.

It wouldn't be hard to implement gameplay wise either, when you press the kick button while holding the SKS, you'll just stab forward with your gun, doing more damage than the kick by far (partially because it's a stabbing weapon, partially because you put in some of your own bodyweight plus the weight of the rifle into it), but being slower to recover with.

Reasonable, you'd then also twist the rifle a little in one angle after it has impacted, as to make sure that the wound becomes gaping and hard to treat, to guarantee that the enemy starts to bleed profusely.

>> No.2392501

>>2392357
It also has it's own ammo-pool, so if it's all you're left with, hell, it's not awful.

>> No.2392539
File: 1.11 MB, 1600x900, Look at this asshole.webm [View same] [iqdb] [saucenao] [google]
2392539

Heh

>> No.2392542

>>2392539
I guess you could say he's a real funky phantasm.

>> No.2392575

Playing some ultra-violence endless survival @ doom.vixterra.com:10669

>> No.2392592

>>>/wsg/630538

In case you've wanted to hear the sounds for these guns so far.

>> No.2392642
File: 885 KB, 250x189, image.gif [View same] [iqdb] [saucenao] [google]
2392642

>>2392292
>wandering

That is cool.

>> No.2392693

Wolfenstein 3D download link is down

>> No.2392696

>>2392693
https://dl.dropboxusercontent.com/u/48332341/Wolf3d.zip
game data only, acquire sourceport separately

>> No.2392698

>>2392696
Thank you!

>> No.2392709

>>2392429
Well, you can top off a mag with a stripperclip anyway, you just can't fit more than 10 rounds in the magazine so it'd leave rounds on the clip.

https://www.youtube.com/watch?v=EUJgDUm3g_Q
Dat RRRRRRHKT noise tho

Wish we had a friendly artist to help us here.

>> No.2392745

>>2392476
>A Gyrojet is just a huge can of worms [...]

you don't have to tell me about those things. I'm a pretty big firearms enthusiast IRL, so I know about them and their problems.

What I was on about is that the Calico is just a weird and not too often seen weapon. There's only 14 available on armslist in the entire US in .22, and 17 in 9mm, so it's a pretty odd little gun to find, and I've never really seen them in games either...

I probably react weird to it just because I've never played Code Veronica. Had I never played RE2 , I'd probably be weirded out by the VP70m, the repeating crossbow, and the weird way the grenade launcher works too.

>>2392709
>Well, you can top off a mag with a stripperclip anyway

eh, all the times I've done it like that (say, 4 in mag, and then try to top off with a clip), it always ends up awkward.

You pull the clip out with those extra rounds on it, and it always seems to let rounds fall off and into the action, which would cause a jam in an adrenaline fueled, rocco-hand-shake, kinda combat scenario.

>Wish we had a friendly artist to help us here.

If you guys can find an artist who's willing to touch them up, I have an SKS that I can take centered first person photos of for you to use.

>> No.2392764

>>2392745
I'd totally be up for spriting a photo of an SKS. That would be awesome.

>> No.2392786

>>2392764
cool. gimme an hour or so to reconfigure it into stock military configuration, and I'll start posting raw imagery then.

>> No.2392817

How much damage should an SKS do in Doom terms, I think there was one in KDiZD as a BFG replacement and it was pretty ridiculously strong for a hitscan.

>> No.2392819

>>2392817
3-4 bullets while having low ammo capacity.

>> No.2392820

>>2392817
this is for SUAB, yeah?

take the damage of the beretta per shot, add it to the .308 and divide by two. Presto -- a literal intermediate cartridge.

>> No.2392865
File: 2.24 MB, 3264x2448, IMG_20150509_023344.jpg [View same] [iqdb] [saucenao] [google]
2392865

>>2392764
here's one.

Bolt closed - centered.

feel free to request shots of whatever is needed.

>> No.2392868
File: 2.35 MB, 3264x2448, IMG_20150509_023402.jpg [View same] [iqdb] [saucenao] [google]
2392868

>>2392865
#2 is bolt open - centered.

>> No.2392873
File: 2.40 MB, 3264x2448, IMG_20150509_023337.jpg [View same] [iqdb] [saucenao] [google]
2392873

>>2392868
another closed bolt. this one shows the stock slightly unlike pic 1, but like pic 2.

>> No.2392880

>>2392865
>>2392868
>>2392873
are you hunting for rats under your fridge?

>> No.2392886

>>2392880
fridgeroom is the most well lit at this hour, and I put it on the floor so you could get images that don't have anon-hands in them.

>> No.2392915

>>2391491
>>2391512
Painkiller is atrociously boring. And it has easily the worst Bosses in any shooter.

I do give it props for having interesting weapons, though.

>> No.2392918

>>2392915

Painkiller has a beautiful philosophy when it comes to weapons: Less weapons, but they all have more features and abilities, that sorta streamlining is awesome and the painkiller is an amazing weapon

>> No.2392942

>>2391116
>>2391126
>newgothic movement 2

I'm wondering, is this a new megawad entirely? Or is it filling in the empty slots from 1?

Either way, this sounds good.

>> No.2392946

>>2392868
>>2392873
These two will probably sprite very well.
I'll get on it in a minute, suddenly I am extremely busy.

>> No.2392947

>>2391026
For a second, I was like "what mod is that?"
Then I remembered PrBoom+ has an option for healthbars.

>> No.2392964

>>2392946
cool, I probably won't be taking anymore pics for 8+ hours anyway. Just downed a shit ton of melatonin drink, so I'm out soon.

>> No.2393030

So I'm playing SUAB and I noticed something
>Can interrupt the reload for the shotgun
>Can't interrupt the reload at all for the bolt rifle
Is this intentional?
I'm not saying it should automatically close the bolt when pushing fire but it is strange that you have to load all bullets used no matter what.

>> No.2393096
File: 77 KB, 640x480, Screenshot_Doom_20150509_110853.png [View same] [iqdb] [saucenao] [google]
2393096

SKS guy back from sleep.

It looks like the other guy didn't get around to making any sprites yet, so out of boredom, I made some myself. Pic related.

Also, here's a wad where I replace the pistol firing sequence with it for proof of concept. I'd post a webm but I can't into screen capture software.

I've tried SKS sprites before and all of those sucked, but this one looks better than most of the abortions I've put out before.

>http://www.mediafire.com/download/fk9hnvqkcxmbb7b/sks_test.wad

>> No.2393097
File: 137 KB, 640x480, Screenshot_Doom_20150509_111354_03.png [View same] [iqdb] [saucenao] [google]
2393097

>>2393096
more pics
PISFA0 replacement in test wad.

I have handless versions of these if needed btw.

>> No.2393098
File: 143 KB, 640x480, Screenshot_Doom_20150509_111354_01.png [View same] [iqdb] [saucenao] [google]
2393098

>>2393097
and closed bolt: PISGA0 in the test wad.

>> No.2393101
File: 30 KB, 290x299, SKS.png [View same] [iqdb] [saucenao] [google]
2393101

>>2393096
I got around to it, 4chan has been fuck for the last hour so I couldn't post.

>> No.2393102
File: 221 KB, 1363x765, Clipboard-1.jpg [View same] [iqdb] [saucenao] [google]
2393102

Not strictly a /vr/ but still
Somebody please explain me the Carmack's (and IDs) fascination with megatextures?
I understand the concept that they are the next step in the evolution of texturing, but it's pretty much clear that that sstep has turned out to be a flop - they are unoptimised, designers don't know how to use them to full extent so there's still tiling, and it produces results that look like something out of Doom 3 or Fallout 3 (picrelated)

>> No.2393106

>>2393101
oh shit son, those are so much better than mine.

Guess I should have waited for the artist....

>> No.2393114

>>2393102
Carmack wanted to push engines to the limit and create new technology.

He didn't look at games from a gaming perspective, only from a technological one.
He would and has sacrificed gameplay for engine tricks and trying to push the envelop on tech.

>> No.2393134

>>2393102
It allows for infinite variation. Compare Rage's landscape to Skyrim and you'll see where megatextures shine.
However it does seem that the tech is still in it's early stages, but it should definitely be the way landscaping in games should go.

>> No.2393138

>>2393134
Too bad Rage's environments consist of nothing but fucking deserts and junkyards. I'd sooner look at Skyrim's forests, snowy mountains, and shit

>> No.2393150 [SPOILER] 
File: 378 KB, 1280x960, 1431186978729.png [View same] [iqdb] [saucenao] [google]
2393150

How much AoE can the black cybie variant have?

Answer: a lot.

>> No.2393164

Aleph One
What's so bad about it?
I keep hearing that it is bad, but why?

>> No.2393173

>>2393101
Figured I'd post a mod with it, and the PSD.

https://dl.dropboxusercontent.com/u/263088376/sks.pk3
https://dl.dropboxusercontent.com/u/263088376/SKS.psd

>> No.2393175
File: 107 KB, 2000x1000, o-COLION-NOIR-facebook.jpg [View same] [iqdb] [saucenao] [google]
2393175

>>2393164
Basically, it is the equivalent of "chocolate marathon"...and the design team intentionally forgoes making almost any improvements to the engine.

For example, the netcode has no provisions for servers.

There's other issues, but they're minute.


Playing on aleph one is like playing chocolate doom with staples up your ass. It's fun and all, but you can feel there's just something wong.

>> No.2393179

>>2393173
ehhh....

>> No.2393184
File: 1.26 MB, 1360x768, krak shooting.webm [View same] [iqdb] [saucenao] [google]
2393184

>> No.2393185

>>2393184
wtf am I looking at
looks like refurbished turdal boom

>> No.2393186

>>2393184
what the actual fuck am I looking at?

What's the gameplay mod and what's the mapset?

>> No.2393190

>>2393179
Eeeehhh?
That's not very good criticism, Anon.
Also of note is that I made this in 5 minutes just to showcase the sprites.

>> No.2393197

>>2393190
oh right, sorry!

The issue isn't with your mod (I plugged in your sprites in my test wad too before you posted yours just to see how it animates).

The sprites themselves look a bit off to me. Primarily with where and how big your doom hands are. It literally looks like doomguy had donkey kong hands and is using the magazine (or even the trigger group) as a foreward grip.

tl;dr I'm weirded out by hand position and scale.

I'd like to see how you'd animate those sprites if given time, too, because in your test wad it looks kinda weird...like the action is in slow motion or something.

>> No.2393198
File: 279 KB, 1920x1080, JpaDTFWlJQM.jpg [View same] [iqdb] [saucenao] [google]
2393198

Why is nobody playing Grezzo 2?

>> No.2393201

>>2393198
I dont speak spaghetti

>> No.2393202

>>2393197
scratch what I said about animation: it looks good in sv_fastweapons 1

So yeah, literally hand size and position are my issues.

>> No.2393203

>>2393201
then get the English patch nerd

>> No.2393204

>>2393198
I played it once. It was just weird and shitty. Wasn't it some kind of 2edgy4me politically incorrect mod?

>> No.2393206
File: 2.05 MB, 1360x768, as u can see it&#039;s totally not finished despite what the creator says.webm [View same] [iqdb] [saucenao] [google]
2393206

>>2393185
>>2393186

gameplay mod is operation inhuman : a cod rip for pootal doom

the map is xmanga3 : features primitive anime gals & it's not safe for christian white eyes

>>2393201
it has a translation

>> No.2393208

>>2393198

It's dumb.

>> No.2393234
File: 18 KB, 320x240, SKS_handtest.png [View same] [iqdb] [saucenao] [google]
2393234

>>2393202
>>2393197
Alright then, how does this look?

>> No.2393238

>>2393234
That looks good.

>> No.2393243

>>2393138
Honestly, I thought Rage had beautiful wastelands.

>> No.2393245
File: 103 KB, 320x200, JoJo shotgun.gif [View same] [iqdb] [saucenao] [google]
2393245

>>2393150
Did you take inspiration from 2hu?
Because DAMN, son.

>> No.2393247
File: 3.29 MB, 3264x2448, handreference.jpg [View same] [iqdb] [saucenao] [google]
2393247

>>2393234
it's actually pretty dead on. Here's a reference with me holding it by the little forward grip divot.

>> No.2393248

Is there a doom mod that tries to keep the original doom feel, while still adding small stuff like single-barrel-fire for the Super Shotgun, Chainsaw swinging, and stuff along those lines?

>> No.2393251

>>2393248
beautiful doom is literally that.

>> No.2393258
File: 289 KB, 1260x161, 1426725788310.png [View same] [iqdb] [saucenao] [google]
2393258

>>2393234
Looks pretty good.
Though the stock looks a little bit too... glossy?
Not sure how to describe it. Maybe try and smooth it out a little with photoshop?
The metal looks top-notch though.

I figure the stock would be outside of your view ingame tough, only briefly being visible during reload or something, or maybe if the bayonet is used (if that would be implemented).

I guess the stock could also be redrawn to be a OD green plastic, like an aftermarket stock, to make it a little lighter.

Could the guy who took the first photo take an image of the gun at an angle like one of these?

>> No.2393259

>>2393251
I would use Beautiful Doom a hell of a lot more if it didn't force you to use its retarded autoaim settings.

>> No.2393261
File: 82 KB, 1024x768, SKS-D, Heatshield, Bakelite Magazine.jpg [View same] [iqdb] [saucenao] [google]
2393261

>>2393234
I was thinking, how easy would it be to make a stripper clip reload and have it look good?

An option is to depict it as one of the variants which use AK-47 magazines, it would be easier to depict (and short low-capacity mags exist for the AK), if the clip reload would end up looking to clumsy or strange.

>> No.2393262
File: 17 KB, 320x240, SKS_green.png [View same] [iqdb] [saucenao] [google]
2393262

>>2393258
Doesn't need a redraw, I already have the wood as a gradient map!
Also, does this look better for making it look less glossy?

>> No.2393263

>>2393259
can you not just remove that

>> No.2393268
File: 521 KB, 2560x1440, 2015-05-09_00001.jpg [View same] [iqdb] [saucenao] [google]
2393268

>>2393263
This is what happens if I have sv_smartaim set to anything but 3.

>> No.2393269

>>2393263
no, it bitches with a giant nag message if you dont

>> No.2393271

>>2393262
I was thinking a more olive like color, but yeah, the texture looks good.

>> No.2393273

>>2393268
>>2393259

This is honestly the only thing keeping me from using Beautiful Doom constantly.

>> No.2393275

>>2393268
>>2393269
yes i know that. but it's only a zdoom mod, right? you can't just go into whatever ACS file puts that message on screen and comment it out?

>> No.2393278
File: 18 KB, 320x240, SKS_pink.png [View same] [iqdb] [saucenao] [google]
2393278

>>2393262
For good mesaure.

>> No.2393281

>>2393278
This is obviously the superior gun.

Next up, make it rainbow.

>> No.2393287
File: 18 KB, 320x240, SKS_rainbows.png [View same] [iqdb] [saucenao] [google]
2393287

>>2393281
I would never.

>> No.2393292
File: 2.39 MB, 2448x3264, IMG_20150509_133357.jpg [View same] [iqdb] [saucenao] [google]
2393292

>>2393261
I could just take source pics and they could be re-touched ala rotoscopy.

I've got a whole sequence of these that goes from full clip->half clip->empty clip->remove clip-> toss clip.

I could take from a different angle if needed too...

>> No.2393294
File: 2.42 MB, 2448x3264, IMG_20150509_133359.jpg [View same] [iqdb] [saucenao] [google]
2393294

>>2393292
2

>> No.2393295

>>2393269
>>2393268
>>2393259
Why would they do this?

>> No.2393297
File: 2.40 MB, 2448x3264, IMG_20150509_133402.jpg [View same] [iqdb] [saucenao] [google]
2393297

>>2393294
3

>> No.2393301

>>2393292
That angle is great, actually.
This probably will sound very odd, but your kitchen has immaculate lighting for sprites.

>> No.2393302
File: 2.39 MB, 2448x3264, IMG_20150509_133405.jpg [View same] [iqdb] [saucenao] [google]
2393302

>>2393295
I think it has to do with how the projectiles in the mod work.

also
>>2393297
4

>> No.2393305
File: 2.49 MB, 2448x3264, IMG_20150509_133407.jpg [View same] [iqdb] [saucenao] [google]
2393305

>>2393302
5
>>2393301
direct overhead cool temp flourescent. I wish it were immaculate in other ways, but meh...it's the weekend.

>> No.2393307

Help me decide a source port /vr/. I want something as vanilla as possible, whilst removing limits, and giving custom resolution display.

zDoom is a reliable sourceport that just about everything works on, but the interface (i.e pick-up messages, menus etc) doesn't scale properly with your resolution and aspect ratio, and it has retarded bullet decals, transparent projectiles etc.

prBoom+ is close, but its renderer does really fucking screwy shit, like flats warping when the edge of a linedef is over he centre of your viewpoint, wierd ass clipping glitches on corners everywhere, shit's basically fucked.

GL ports just look nasty all round. I just want something that accurately looks and feels like vanilla Doom, but a cleaner and fixed version instead of the "warts and all" approach of Chocolate Doom.

What do?

>> No.2393308

>>2393307
Have you tried Crispy Doom? It sounds like exactly what you want.

>> No.2393310

>>2393268
What do the Object and Monster wads have for Beautiful Doom? I only loaded the Weapons wad and i'm not getting this.

>> No.2393312

>>2393307
crispy-doom.

It's basically chocolate-doom, but removes some limits, adds hires, and allows optional mouselook, crosshair, etc.

>> No.2393315

>>2393310
objects adds re-lit, interactive stuff, like light poles and torches.
monsters adds re-sprited, reanimated monsters that do BDoom stuff (i.e. shotgunguy shoots Bdoom hitscans instead of vanilla; doomimp shoots prettier fireballs, etc.)

>> No.2393317

>>2393308
>>2393312

Nah, it uses code from prBoom+ which means it has the same retarded rendering issues, only zDoom seems to be able to avoid them.

It's probably easier to ask if there's a way of turning off decals, transparecy and fixing the menu/messages scale in zDoom than finding an entirely different port.

>> No.2393319

>>2393317
>decals
There's a cvar for this...dunno it, consult wiki.

>transparency
r_drawtrans false
iirc anyway...

>menu/message scale
check under hud options.

>> No.2393323
File: 145 KB, 400x700, rainbow.webm [View same] [iqdb] [saucenao] [google]
2393323

>>2393262 >>2393278 >>2393281 >>2393287

>> No.2393325

So, a while ago Kaiser made a post on how he made OpenGL renderer draw the sprites properly, like in software.
https://doom64ex.wordpress.com/2014/12/24/sprite-clipping-in-strife-veteran-edition-explained/

How do you think, will this ever be incorporated in GZ/Zandro?

>> No.2393327

>>2393317 >>2393319
cl_maxdecals=0 i think

>> No.2393334

>>2393323
http://www.youtube.com/watch?v=A-s9LdQPXF4
Is it bad that this was the first thing I thought of when I saw that?

>> No.2393335
File: 149 KB, 1363x766, Clipboard-2.jpg [View same] [iqdb] [saucenao] [google]
2393335

Worst
Port
Ever

>> No.2393339

>>2393335
Mein Leben

>> No.2393342

>>2393335
>>2393339
Also. Due to rendering lag of megatexture, doors and some nearest walls don't appear that fast as you turn, so when you turn fast or use 180 turn ability, you can get a glimpse of an entire level

>> No.2393346
File: 69 KB, 250x369, The_Simpsons-Jeff_Albertson.png [View same] [iqdb] [saucenao] [google]
2393346

>>2393335

>> No.2393353

>>2393323
kek watching it color cycle makes me think I'm on something.

>> No.2393354

>>2393346
wat

>> No.2393359

>>2393319
>>2393327

Cool, thanks. Can I put them in an autoexec.cfg, or could I just add it to the user.cfg? Or will I need to use th console every time?

>> No.2393363

>>2393305
Bruh, you've got some nice lighting.
What other guns do you have?

>> No.2393371
File: 124 KB, 800x600, green_sks.jpg [View same] [iqdb] [saucenao] [google]
2393371

>>2393262
I was thinking a shade like this, olive drab green.

>> No.2393372

>>2393363
I've got a hipoint 40 handgun and a sporterised mosin nagant.

>> No.2393373

>>2393372
git the HiPoint, we might end up making a ghetto mod one of these days

>> No.2393379

>>2393371
but why? most SKS owners would recognise the red-brown wood over that...

>> No.2393383

>>2393373
remake dorner's last stand? it'd go good with the sound track to that one.

here...lemme go get the hi point...

>> No.2393387
File: 3.30 MB, 3264x2448, IMG_20150509_143158.jpg [View same] [iqdb] [saucenao] [google]
2393387

>>2393373
this mah glawk foty. this mah prollem solver right here.

>> No.2393389
File: 3.28 MB, 3264x2448, IMG_20150509_143215.jpg [View same] [iqdb] [saucenao] [google]
2393389

>>2393387
2

>> No.2393392
File: 3.26 MB, 3264x2448, IMG_20150509_143216.jpg [View same] [iqdb] [saucenao] [google]
2393392

>>2393389
3

>> No.2393429

man Freedoom is just all over the place with its monster sprites

the imp looks like such shit and the zombiemen and shotgunners are so messy, yet the demon replacement is so much better

how is it so janky?

>> No.2393430

>>2393429

Having different artists with different ideas of what looks good will do that.

>> No.2393445

>>2393392
>>2393389
>>2393387
>alt fire shoots off the magic purple paralyzing bollet

>> No.2393462

>>2393387
the more I look at this pic, the more I wonder if I left my stove on...

>> No.2393476

>>2393462

Well, did you?

>> No.2393487

>>2393476
I don't remember using it today, so I assume its off. I left my house so I can't confirm.

>> No.2393504

>>2393379
I guess, I just figured it would be easier to handle with a plastic stock (maybe with rubberized surface finish), and the OD green seems like it would make it look a bit more... mean, or serious.

>> No.2393547

>>2385262
would it work well with Hexen?

>> No.2393580

>>2393547
no. not at all. mark made a brutal hexen, but it sucks

>> No.2393586

Is there any hope for running colourfulhell with zandronum, or do we simply have to wait until zandronum's underlying zdoom/gzdoom, is new enough? Maybe someone's made a fancy modified version?

>> No.2393589

Why does the Quake rocket launcher look like a rocket. A singular, ammunition, rocket?

>> No.2393592

>>2393589
I always thought it looked like a penis.

>> No.2393624

>>2387632
each time you close your eyes you see doom levels

>> No.2393810

NEW THREAD

>>2393805
>>2393805
>>2393805

>> No.2394301

>>2393307
Eternity

>> No.2394428
File: 1.78 MB, 1016x1334, f186f0f44212f1c5f3b54732d70d9ad43b53c2eb.png [View same] [iqdb] [saucenao] [google]
2394428

Hey guys, /5n@fg/ here,

Wanted to secretly slip together a proof of concept for a doom-engine rendition of Ghostquest.

This is see-appeal post, so toodles.

To keep it relevant to doom topic, have a boxart parody.

>> No.2394575

>>2393429
Last I heard they were retuning the sprites so they look more consistent and doom-like.

>> No.2396014

So... does anyone else switch off infighting for OBLIGE? It always seems to make a clusterfuck of the enemies, making them take care of half themselves before I can.

Also, any good settings to share?