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/vr/ - Retro Games


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2428452 No.2428452 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2421829
(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://zandronum.com/forum/showthread.php?tid=5530

>> No.2428453

===NEWS===

[05-24] Powerslave EX Beta now available
https://powerslaveex.wordpress.com/2015/05/24/powerslave-ex-public-beta-released/

[05-24] Instant weapon change mod (no lower/raise)
http://www.doomworld.com/vb/wads-mods/72848-instantdoom-screw-weaponchanges/

[05-22] HontE: remastered, retouched vanilla maps adding GZDoom features
https://yadi.sk/d/uPki8Bc3gAR2j
http://i.iddqd.ru/viewtopic.php?t=7838 (devthread, in Russian)

[05-20] With Ty being missing for over a month and a half, idgames is looking for a new maintainer.
http://www.doomworld.com/vb/doom-general/72821-looking-for-a-new-idgames-maintainer/

[05-18] Doom 4 trailer released, sadly /vr/ can't ignore its existence
https://www.youtube.com/watch?v=ca1cHfu1cso

[05-17] Canned Doom 4 footage found
http://www.doomworld.com/vb/doom-4-general/72791-

[05-16] Zandronum 3.0 will support ZDoom 2.7.1
>>2406654 >>2406746 >>2406750

[05-16] GBA DOOM PLUS update (updated again 05-22)
http://www.best-ever.org/download?file=gbadmplusv1f.wad

[05-08] Another SUAB update, v0.2c
>>2391928

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

[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

===

Please reply to this post with news.

>> No.2428457
File: 42 KB, 647x417, I-got-the-feeling-that-tonight-is-a-doom-night.jpg [View same] [iqdb] [saucenao] [google]
2428457

>> No.2428459

>>2428452

>5 hrs worth of edging.jpg

>> No.2428460
File: 31 KB, 615x711, I tried.png [View same] [iqdb] [saucenao] [google]
2428460

Here's my attempt at an axe

>> No.2428472

>>2428459
ironically, the amount of time the game took to render that screenshot was said to be of a similar order.

>> No.2428483

With all these arcade and hyper-action style mods in the past several months, I kinda wish I knew how to code decorate and sprite myself so I could make a more singleplayer-oriented Mega Man-based mod rather than more 8-Bit Deathmatch.

>> No.2428503

>>2428483
IIRC ther was a single player coop mod based on 8-BDM with megaman enemies and such. Don't remember if they had rotations though.

>> No.2428506
File: 143 KB, 1024x768, screenshot.2015-05-25 (41).png [View same] [iqdb] [saucenao] [google]
2428506

Holy fuck, the Wanton Destruction expansion pack for Shadow Warrior is fucking tubular.

>> No.2428524

>>2428503
8-BDM had a singleplayer campaign, and I think updates or patches over time added more and more storylines including a kickass bonus final battle as Duo versus the Evil Energy Robot from MM8, but they were still mostly tied together by bot matches. Would be interesting to actually play proper levels with enemies and such though, I should look that up.

>> No.2428526
File: 16 KB, 384x474, AXIN IT.png [View same] [iqdb] [saucenao] [google]
2428526

>>2428460

I

CAN

DO

THIS.

>> No.2428536

I love it when maps allow you the choice of grabbing the keys in any order, and in some cases, not even requiring all of them to complete the level.

Anyone know of any good maps that do this? BTSX has a few.

>> No.2428538

>>2428506
>the shadow creates a misaligned texture.

heh

>> No.2428543
File: 2.84 MB, 320x240, iinvjp.webm [View same] [iqdb] [saucenao] [google]
2428543

>>2427929
>http://a.pomf.se/iinvjp.wad
>hello please rate my map
>it is the second map i have ever made
>tested in chocolate doom and works fine

http://a.uguu.se/yfbcjg_iinvjp.lmp

first attempt, finishes in 5:54, cautiously taken as i had read the previous comments regarding difficulty. in retrospect i was perhaps a little too cautious; i was spoiled on the blue key trap but the sight which greeted me beyond the blue door gave me slight pause.

you've obviously gone to some effort to detail the map and it shows. although i still think these days especially it has been done far too often, and become cliche, to cut around the hexagons on FLOOR4_8 et al.

the problem with the walls around the door mentioned by >>2428046 is that the walls to its right are double-sided, creating unclosed sectors, 3 and 15; remove the back sides from lines 86, 1284, 118, 88, 120, and 121 for the former and 89, 92, 115, 91, and 1285 for the latter; do the same to line 125 after flipping it (it faces the wrong way, into the void, instead of away from it)

i also noticed the METAL1 textures on the "inside" of the bridge (lines 272 etc.) are not aligned; METAL1 is unfortunately one of those regularly-patterned textures that looks awful if misaligned. also, the inside of the bridge should not have tag 1.

moreover, you do not need to tag type 1 DR manual doors - the whole point is that they work on the line's backsector.

finally it is unfortunate that the player cannot get back up from the exit once having jumped down there, obviously you don't want an easy way to retreat from the monsters but perhaps consider adding a second teleporter alongside the exit which becomes available via the same switch.

>> No.2428557

>>2428543
that demo is great
and yeah i figured out the linedef issue and fixed it
the inside of the bridge too shouldn't have been tagged 1, not sure how that happened
thank you for the door tip as well
and yeah, I didn't want people to just run into a teleporter and ditch the exit fight so easily, though maybe having it behind a lowering wall like the exit teleporter would be good, so they could fetch leftover ammo and health

thanks for the feedback, it's encouraging

>> No.2428683
File: 9 KB, 188x412, glow.png [View same] [iqdb] [saucenao] [google]
2428683

How does this look as a Timon's Axe style aura?

>> No.2428697

>>2428526
that looks 300% better!

>> No.2428828
File: 2.96 MB, 720x360, axing it up.webm [View same] [iqdb] [saucenao] [google]
2428828

No fancy effects yet, I've just been eager to see how it looks in action.

Not too shabby, if I do say so myself

>> No.2428842

reposting so guy sees it
>>2425024
>>2425012
>>2424351
I'm the guy that replied to you a long time ago.

I said that you could use ACS to send them to a state that would have a normal sprite name, and then after that use "####", thus using the sprite name that was in the state it got sent to first.

>> No.2428859

>>2428828
i love that gun effect

>> No.2428860
File: 2.32 MB, 720x360, more axing.webm [View same] [iqdb] [saucenao] [google]
2428860

>>2428828

Fucked with the animations a little.

>> No.2428909

>>2428842
That would be an assload of states with duplicate code, which would make it a REAL mess to edit
To put in perspective: aside from Pistols, weapons in BDL2 are composed of following distinct parts: Grip, Barrel, Body, Sight and Stock. Stock is excluded from this, since it's mostly offscreen, and we left with four parts.

There are five "tiers" (of rarity) that affect skins of the weapon parts and sometimes (not always) a shape of the gun's body, but the Body itself is specific for each Manufacturer/Tier combination, and does not change within it.

So, to get most of the visually distinctive weapon combos available in BDL2 we have to take into account 3 parts, which have 5 variations for each positions, which makes 5^3=125 combinations for 1 tier, and 625 combos for all 5 tier. This is just an idle sprite - for full animations it'll need at least 11-14 frames (Ill refer to #### as Sprite, and A-Z letter as frame of animation to simplify hings).

So, If I go by your suggestion, I'll end up with 625 duplicate states for each state I have (at least 4 - idle, fire, aiming, reload). And it would be totally unweildy to debug/modify after all the rest is done. That's just one manufacturer of one weapon type. Of which there are 5, with 6 weapon types, which make it an asswhooping 18750 duplicate states in total.

Creation of all the sprites can be automated via TEXTURES lump - each kind of part is always in the same position relatively to other parts, so it's just a matter of iterative copypaste (or wiriting a special mini-tool).

If I had an ability to make sprite name variable, I would have to have no duplicate states in weapon archetypes per weapon per manufacturer, which would be a much more manageble 30 archetypes with 120 states.

>> No.2428925

Someone in the last thread said there was a Hard mod for powerslave, does that actually exist, and where can I get it?

>> No.2428995

>>2428909
Now, where I'm leading is, since I can't make sprite name a variable, I'm left with a different option. Strip the gun of special effects I wanted to implement through FLASH state (I wanted glowy parts on elemental weapons), to implement a gun-combining through same state - I can actually do render the barrel as an actual gun, while having Grip+Scope combo (with non-changing Body) render in a FLASH state in-synch with main animations.
Much more manageable 5 duplicate states, but there'd be more weapon archetypes - one for each tier - 150 archetypes, and a total of 750 duplicate states. Hard to manage =\. Ability to use variables as sprite names would've made things sooooo much more streamlined and easy.

And no glowy parts =\.
I COULD implement them, by having pre-defined sprites for idle states (150), and FLASH states for glowy bits (again, 150), , but still use technique I described above for states that matter, and would be editted the most (reload/fire), while plasting the glowy bits over via ACS,
but that would require to sync ACS plastering with weapon animation, which would be a total pain.

Another possibility - making grip part of the Body, and unchangeable as that is, which will reduce ammount of states, but aslo reduce ammount of visual difference between different guns.

>> No.2429058

How do I replace a weapon the player starts with? I believe I need to replace the player class, but looking at other mods seems that mods don't just use the "Replaces" command when defining their player actor. Is there some special way to make the game load your actor as the player character?

>> No.2429064

>>2429058
Nevermind, figured it out.

>> No.2429098
File: 1.10 MB, 1366x768, Screenshot 2015-05-26 10.24.22.png [View same] [iqdb] [saucenao] [google]
2429098

>> No.2429105

>>2428860
Looks pretty okay, m8.

>> No.2429110
File: 11 KB, 320x325, your poetry skill is low.png [View same] [iqdb] [saucenao] [google]
2429110

Back again with a minor update

MAP02 is close to completion

http://www.best-ever.org/download?file=gbadmplusv1h.wad

also note these are DeathMatch maps so sorry for the confusion.

>> No.2429113

>>2428293
any notable things that guy made? Somebody has an archive of his stuff (to use it out of spite)?

>> No.2429189

>>2429113

nah, just angled rifles; nothing that we've seen hundreds of millions of times.

>> No.2429236

>>2428925
if you've downloaded the game you already got it. it's in the "addons"-folder. just read the info.txt and instructions.txt for installation...

>> No.2429264

>>2429189
Honesetly the worst part of the spriting carnival is rips from other games. They're rarely used, super boring, no style.

Meh.

>> No.2429328

How to make dehacked patch into a wad?

>> No.2429363

>>2429328
For modern engines, just take the .deh file and put it into a node in the wad named "DEHACKED".

>> No.2429439

>>2429236
I have a mods folder but not an Addons folder, and nothing is in the mods folder...

>> No.2429447
File: 282 KB, 1366x768, Screenshot_Doom_20150523_185002.png [View same] [iqdb] [saucenao] [google]
2429447

well, don't this place look nice?

>> No.2429449

>>2429447
>SUAB with the statusbar hud
but why?

>> No.2429458
File: 285 KB, 1366x768, Screenshot_Doom_20150523_185013.png [View same] [iqdb] [saucenao] [google]
2429458

>>2429449
ftfy

>> No.2429476
File: 202 KB, 1366x768, Screenshot_Doom_20150523_194650.png [View same] [iqdb] [saucenao] [google]
2429476

party like it's 1994

>> No.2429487
File: 1.42 MB, 1920x1920, 1432672433.png [View same] [iqdb] [saucenao] [google]
2429487

KSWOOD - http://www.doomworld.com/idgames/?id=838

you must rescue a village from "evil forces" which have erected a "firewall" around it. you first have to get there, through a forest and a small fortress, then approaching the wall you are teleported inside. clear out all the wooden huts to gain entry to the temple and eventually the wall can be deactivated.

on UV this has a surprisingly high monster population for such an old wad. firstly the opening has the classical top-heaviness of an open area with no immediately available weapons; pistolling a crowd of imps and lost souls is not particularly satisfying, so you dash for the fortress only to find it full of sergeants. it is easy to die here from unavoidable health loss.

the other place you may be likely to die is inside the village; all of the wooden huts are stuffed full of imps (Doom's lack of monster variety is evident here), and at one point you press a switch which floods the entire area with a crowd via teleport, and with you only armed with a shotgun it can be easy to get pinned down.

although i enjoyed the hordes, i feel this map would have been better with a larger variety of weapons which could cut through them faster; there is sufficient challenge already from the large population and cramped surrounding of the village building and abundance of obstructive trees.

summary: looks pretty good, but somewhat tedious to play.

>> No.2429568

>>2428452
I'm dieing for the original Team Fortress. The maps... 2fort4 4fort4 well canalzone

The game play, the sound effects!

I miss it so bad.

>> No.2429575

>>2429568
Remember playing that with dad when I was 6 years old.

>> No.2429576

>>2429568
I believe people still play it, just get EZQuake or something.
But, if you're looking for something with the updated art style of TF2 (before hats)...
http://facepunch.com/showthread.php?t=1458694
Sadly, you'll have to wait for a community play/game time to start. You can play it whenever you want, but people are barely on until then.

>> No.2429612
File: 86 KB, 1366x768, Screenshot_Doom_20150523_195055.png [View same] [iqdb] [saucenao] [google]
2429612

>>2429476
last archvile...

>> No.2429617
File: 114 KB, 1366x768, Screenshot_Doom_20150523_195107.png [View same] [iqdb] [saucenao] [google]
2429617

>>2429612
...now to find exit

>> No.2429662
File: 213 KB, 800x600, Screenshot_Doom_20150518_222839.png [View same] [iqdb] [saucenao] [google]
2429662

>My screenshot made it to the OP

Cool, have another one.

>> No.2429673
File: 100 KB, 250x250, 1397432327107.png [View same] [iqdb] [saucenao] [google]
2429673

>>2429662
No amount of OP images will be able to buy you a new graphics card if yours blows up.

>> No.2429679
File: 121 KB, 800x600, Screenshot_Doom_20150520_000047.png [View same] [iqdb] [saucenao] [google]
2429679

>>2429673
You know what's the best part, i don't use a graphics card, my toaster is so toaster, it process graphics though the CPU.

And behold, my Magnum opus of massive destruction, the result of using the freeze cheat and spam Stalin MIRV warheads and Trocky Ion Storms (12 of each one)

>> No.2429723
File: 57 KB, 638x550, 1282079434990.jpg [View same] [iqdb] [saucenao] [google]
2429723

>>2429679
>that revenant in the middle

>> No.2429726
File: 150 KB, 800x800, 1409797572425.jpg [View same] [iqdb] [saucenao] [google]
2429726

>>2429723

I didn't even see that guy til just now

>> No.2429751
File: 179 KB, 1024x768, titlepic.png [View same] [iqdb] [saucenao] [google]
2429751

I'm working on Crack-Doom again after a year without progress. As you can tell by this (somewhat unfinished) title screen, it's worse than ever.

I'm planning to change all the textures and sounds to stupid shit. Not totally sure what I'll do about enemies and weapons yet.

>> No.2429804

Does anyone know where I can get custom thing wads that can werk on boom or vanilla/chocolate doom? Realm667 has stuff tat usually only works on zdoom.
>inb4 make yer own.

>> No.2429810

>>2429804
>custom thing wads
You probbably shgould rephrase your question, so we could at least understand wtf are you talking abut.

>> No.2429814

>>2429804
You can't, not really. Boom and choconilla Doom only support DEHACKED, which lets you modify existing actors, but not create new ones.

>> No.2429824
File: 1.10 MB, 1280x720, rotds1.png [View same] [iqdb] [saucenao] [google]
2429824

1/2
WIP of overworld map for a hub I'm working on. Until recently, it overloaded the blockmap and I had to trim it significantly.

>> No.2429827
File: 993 KB, 1280x720, rotds2.png [View same] [iqdb] [saucenao] [google]
2429827

2/2

>> No.2429838

>>2429824
I greately dislike the texture choice for the cliffs on the left.
It's so contrasty, It's eyesearing.

>> No.2429862

>>2429838
Gone overboard in some places trying to place rock textures for cliffs that aren't ROCK5. It is a bit glaring and I'm going to probably find more doom-y rock textures to use.

>> No.2429910
File: 323 KB, 1920x1080, breaking-news-3.jpg [View same] [iqdb] [saucenao] [google]
2429910

http://www.doomworld.com/vb/post/1374872

>A New Orleans Doomer volunteered to visit Ty's last known address. What we now know: Ty is alive, but hospitalized. Since we didn't press his family for details the exact circumstances or his condition are not known.

I was fearing that he had died so this comes as a relief. Let's hope the best in his recovery.

>> No.2429917
File: 434 KB, 760x900, 1423092262672.jpg [View same] [iqdb] [saucenao] [google]
2429917

>>2429910
Get well soon, Ty.

>> No.2429921

>>2429910
You're supposed to reply to the news post:>>2428453

Either way, here's hoping everything is alright.

>> No.2429935

>>2429910

Hope he gets better soon.

>> No.2429945

>>2429910
good wishes to ty.

>> No.2429946

>>2429910
So happy to hear he's alive.

>> No.2429968

>>2429910
Wait, what? I leave for a goddamn month and the community falls apart!

>> No.2430024 [DELETED] 

>>2428909
:>So, If I go by your suggestion, I'll end up with 625 duplicate states for each state I have (at least 4 - idle, fire, aiming, reload).
No. You'd only have 625 states (really 625*2 lines in a single large state), plus however many "real" states (idle, fire, aiming, reload, etc) you have. Not 625 multiplied by however many "real" states you have.

The way it works is that the "real" states all use "####" as sprite names. The 625 states all serve only to provide an actual sprite name when the frame is executed, which the "real" states all use afterwards. The last frame used by "####" doesn't have to be in the same state or anything like that, so you can get away with a single frame per sprite name. You can visit the single such frame when the weapon is first selected, and then use "real" states with "####" as sprite names thereafter.

>And it would be totally unweildy to debug/modify after all the rest is done.
It wouldn't be an issue to debug, since in addition to having far, far less than 18750 states, each such "state" would be very simple--just a line with a sprite name and a goto right after, with all the gotos being the same. At the start of the state have an A_Jump that jumps X frames ahead with X being determined by ACS. Once you have this set up, very little could go wrong.

As for having to browse that code, just use inheritance--stuff the giant sprite name state in a different file and keep the other "real" decorate states separate so you can easily browse the functional decorate for the weapon without having to look at the rest.

>Creation of all the sprites can be automated via TEXTURES lump - each kind of part is always in the same position relatively to other parts, so it's just a matter of iterative copypaste (or wiriting a special mini-tool).
The same can be done with the large state for the sprite names, since each part is exactly the same except for the sprite names.

>> No.2430028

>>2428909
>So, If I go by your suggestion, I'll end up with 625 duplicate states for each state I have (at least 4 - idle, fire, aiming, reload).
No. You'd only have 625 states (really 625*2 lines in a single large state), plus however many "real" states (idle, fire, aiming, reload, etc) you have. Not 625 multiplied by however many "real" states you have.

The way it works is that the "real" states all use "####" as sprite names. The 625 states all serve only to provide an actual sprite name when the frame is executed, which the "real" states all use afterwards. The last frame used by "####" doesn't have to be in the same state or anything like that, so you can get away with a single frame per sprite name. You can visit the single such frame when the weapon is first selected, and then use "real" states with "####" as sprite names thereafter.

>And it would be totally unweildy to debug/modify after all the rest is done.
It wouldn't be an issue to debug, since in addition to having far, far less than 18750 states, each such "state" would be very simple--just a line with a sprite name and a goto right after, with all the gotos being the same. At the start of the state have an A_Jump that jumps X frames ahead with X being determined by ACS. Once you have this set up, very little could go wrong.

As for having to browse that code, just use inheritance--stuff the giant sprite name state in a different file and keep the other "real" decorate states separate so you can easily browse the functional decorate for the weapon without having to look at the rest.

>Creation of all the sprites can be automated via TEXTURES lump - each kind of part is always in the same position relatively to other parts, so it's just a matter of iterative copypaste (or wiriting a special mini-tool).
The same can be done with the large state for the sprite names, since each part is exactly the same except for the sprite names.

>> No.2430035

>>2428909
>>2430028
>If I had an ability to make sprite name variable
That's basically what I'm telling you how to do, albeit gimped somewhat by the limits of decorate and how acs can pass things to it. You can achieve the same thing, effectively, but rather than passing the sprite name to the decorate directly you have to use acs to get the decorate to go to a frame with the desired sprite name, after which the rest of the decorate will use the sprite name from that frame.

>>2428995
Trust me, the method I've been describing is the closest thing to variable sprite names currently available in (G)ZDoom. It's much more manageable than using flash states, you'll get to have glowy parts in software, and you won't have duplicate states.

>> No.2430042

>>2429568
Do u live on east america? If so can i play with u?

>> No.2430046

>>2430024
Thanks a lot - that's quite some stuff I'll have to experiment with.
(I like to experiment with stuff even if it leads nowhere in the end).

>> No.2430047

>>2430028
>You'd only have 625 states

oh, is that all

>> No.2430056

>>2430047
1) [625 + X] is far less than [625 * X],where X is number of "real" states (and > 0, for the people that might point out that the first is greater for X <= 0.) The guy was thinking he'd have >18750 states.

2) Each "state" is just two lines:
ABCD A 0
Goto SomeState

3) The guy is doing a borderlands mod, which apparently has a gorrilian weapon variations, so he's looking at huge numbers regardless. 625 is a pretty small huge number compared to what it could be.

>> No.2430057

>>2430056
whoops
*gorillian

>> No.2430060

>>2430056

it's just a joke on how 625 is hardly a small number, bro

>> No.2430062

>>2430060
It's all relative though.

>> No.2430075
File: 212 KB, 1366x768, Screenshot_Doom_20150526_112918.png [View same] [iqdb] [saucenao] [google]
2430075

>>2429098

Still pretty rough and in need of major adjustments, but I'm starting to like how this area's turning out.

>> No.2430082

>>2430075
How many competent mappers do we have here now? Is it enough to do a 200 minutes of AAAAAAAAAA

>> No.2430084

>>2430047
>>2430060
>not me

>>2430056
Thanks a lot, again.
With that technique I think I can bring down the "gorilian variations" down to a maybe 130 actual weapons, with the most of the code (damage / recoil mehanics and reaction to skills) being relatively same, and that's much more doable (I think RLA has more weapon variations than that).

I could, of course just rip one variation per tier (about 150 weapons total) and stop at that, but that would be much less interesting, since weapons with different stats may have the same look then.
That's one of the reason Hellgate: London failed - each gun archetype had like 1-2 models, which made finding new guns unsatisfying. And when finding loot in a loot-based game is unsatisfying thats an auto-fail.

>> No.2430085

>>2430082
There should be a 200 minutes of DM

>> No.2430086

>>2430085
32 in 200.

>> No.2430093
File: 145 KB, 640x480, Halls_1.png [View same] [iqdb] [saucenao] [google]
2430093

>>2430082

As in a /vr/ speedmapping session? I suppose I could benefit from something like that since I'm a horrendously slow mapper and I'm sure people in the Doom community recognize me for it.

Pic related, I think I spend at least a year on this abomination before someone else picked up the slack for me and finished it in a week.

>> No.2430096

>>2430085
Would be cool to have some fresh material for DM. The usual Dynamite, UDMX, and 32in24-13 does get a tad boring, as much as I love them. DM maps have even lower requirements/expectations for detail and complexity than SP/co-op maps, too.

>> No.2430097

>>2430086
Nah, 200 minutes of DM sounds like a better name because it wouldn't rip-off the 32-in-24 mapsets. and besides, it would be cool if 200m of DM has skulltag stuff.

>> No.2430109

>>2430097
Yeah, the 32 in 200 was a joke.
>skulltag stuff
wat?

Either way it could be fun. 200 minutes of DM is a fine enough name, though I'd like "/vr/" in there somewhere personally.

>> No.2430117

>>2430097
>it would be cool if 200m of DM has skulltag stuff.
I think we work best when the entry barrier is set as low as possible. 200 minutes of /vr/ was vanilla-compatible, so maybe go for Boom here? Skulltag stuff is all retardedly imbalanced anyway, and with rare exceptions most mods don't replace them.

>> No.2430129

>>2430117
>vanilla-compatible
Yeah. Just limit removing vanilla would be best.

200 minutes a map. Must have enough player starts. What else? Weapon requirements? Limits?

I dunno DM standards really, I just play sometimes. Only made 3 DM maps or so.

>> No.2430146

>>2430129
I don't think DM maps need much more than that. I mean, SHOOT is popular as hell and it's just one room full of super shotguns and medkits. But maybe a minimum size requirement, since we're mapping for DM and not duel specifically? Like, if your map fits inside a 1024x1024 box, you should probably make it a bit bigger because nobody likes cramped maps.

>> No.2430170

>>2430146
I'd say 2048 x 2048 at least. For some spawn distance.

>> No.2430206

Is there a map editor for Android?

>> No.2430232

>>2430146
>>2430170
have either of you ever played judas23_.wad? a minimum size of 2048x2048 is an absolute joke

>> No.2430238

>>2430206
No. Why would there be any?

>> No.2430248

>>2430232
I'd say larger is definitely better, but I know how big 2048 x 2048 is in relation to movement in doom.

I'd rather not restrict people too much, if they want to make killbox levels or anything.

I'll check out judas23, anyway.

>> No.2430252

>>2430248
What was the wad that was basicaly a box level with constantly changing geometry that made it look like 10 times bigger?

>> No.2430253

>>2430206
There are Dos emulators. You could use WADED or something.

>> No.2430262

>>2430252
>What was the wad that was basicaly a box level with constantly changing geometry that made it look like 10 times bigger?
I dunno. Congestion had some levels like that, but I'm not sure to what extent.

>>2430232
Judas is only 930ish x 1060 (ish). Four times that size should be fine if it's properly constructed.

>> No.2430264

>>2430232
>>2430248
>>2430262
Or was your point that 2048 is too big?

How about no size limit. Fuck it. Just don't make a shitty map.

>> No.2430284

>>2430264
>Just don't make a shitty map.
FUCK there goes my plan.

>> No.2430291

can anyone seed the id games torrent for a bit? I was pretty close to finishing it and then all of a sudden it ran dry

>> No.2430349

I may as well ask here given the mod's premise anyway. But...

Can anyone think of an interesting altfire for the shotgun in combined arms? Primary just shoots really hard and I've been trying to figure out a useful altfire of some kind for it. Mind you most of the weapons so far are exotic as hell so I'm up for more absurd functions. I feel a slug shot would be too easy, and explosive rounds have been done.

>> No.2430352

>>2430349

you ever see that youtube video of the russian dude who put white phosphorus in his shotty rounds? its not explosive but shit just burns... and burns... kinda like the ultra hot rods in RO

>> No.2430367

>>2430349
Flak Cannon?

>> No.2430383

>>2430349
A quick dash forward that leads to a superpowered shotgun blast that launches you back

>> No.2430389

>>2430383

Oooh. You have my attention here. Go on

>> No.2430407

>>2430248
>>2430264
my point was that having a minimum size restriction is completely unnecessary. while I agree that there doesn't need to be twenty variants of SHOOT!, it is possible to have a small map that also has amazing flow. judas23_ is the best example of this as it has been a staple 1v1 map since it has existed, moo2d by Toke is arguably another good example

>> No.2430409

>>2430389
I don't even know what Combined Arms is but it's like a basic idea.

You could also go with some sort of slamfiring.

Or maybe mix the dash forward and powered blast with a slamfiring thing and make the dash forward lead you into a rapid firing mode and you can mash until you have to reload or something with the last shot being the powered shot.

I have no idea man.
What mod is this even?

>> No.2430424
File: 90 KB, 512x384, FUCK YOU.jpg [View same] [iqdb] [saucenao] [google]
2430424

DeepDMFantasy when?

>> No.2430439

>>2430409

Have you been around and seen the clips of like, the plasma rifle that can be charged to shoot rockets, that sick ass axe, and the crazy fists that let you walljump? That's Combined Arms

your idea is fucking awesome and I love it, I'm going forward with it and naming the shotgun the whiplash, and I'm gonna make the blowback propel players backwards and up -hard-

>> No.2430442

>>2430439
Oh yeah I've seen that mod.
I must have missed every time you mentioned it's name with the clips you post.

>> No.2430459

>>2430349
sorry for offtopic to your post, but your shotgun altfire question reminded me of the space pirate.

to thread at large: is there any info or so forth about it? Is it still being worked on?

I understand if it's just taking a while or author is getting burned out, I know Yholl had that happen during work on DRLA

I would ask in the thread on zdoom but I don't want to be that guy

>> No.2430463

>>2430096
>DM maps have even lower requirements/expectations for detail and complexity than SP/co-op maps, too.

Thats because Gothic 99 proved that making a detailwad for competitive multiplayer can easily result in an unplayable golden turd.

>> No.2430467

>>2430459
TSP is being worked on in Marty's spare time.

However recently he's been attacked by tornados and has just been busy in general.
The tornado thing isn't a joke, shit was terrifying when he was giving updates as to what was going on

>> No.2430475
File: 43 KB, 535x800, It was all a dream.jpg [View same] [iqdb] [saucenao] [google]
2430475

>>2430467

>> No.2430480

>>2430467
ah, that's good to know. thanks.

>However recently he's been attacked by tornados
does he live in mississippi too? We had some bad ones fairly recently

>> No.2430481

>>2430475
The tornadoes were legit anon, it was on the news.

Unless Marty is the illuminati

>> No.2430483

Do things need to be tagged multiplayer for deathmatch? Or is that if you want them to show up only in mp?

>> No.2430487
File: 31 KB, 298x403, waitingforTSP.jpg [View same] [iqdb] [saucenao] [google]
2430487

>>2430481
I see, didn't know about the tornadoes good thing he is alive
unlike his mod

>> No.2430494

>>2430481
no, anon, we've already established that Terminus is the doominati and is evil because reasons

>> No.2430503

>>2430483
no, you're correct in that they only need to be tagged if you want them to be mp only

>> No.2430505

>>2430494
>Terminus is the doominati and is evil

>space pirate about to get updated
>Term can't have that
>summons tornados to delay it indefinitely

I can see that

>> No.2430507
File: 84 KB, 466x492, 1430505378042.png [View same] [iqdb] [saucenao] [google]
2430507

>>2430481
> Unless Marty is the illuminati

7up confirmed for TSP

>> No.2430512

>>2430503
So if they're not tagged they'll still show up in mp? It's been a bit since I made a dm map.

>> No.2430513

>>2430494
>>2430505

Mwah hah. Mwah hah hah. Mwah hah hah hah hah hah hah.
The world will never be the wiser.

>> No.2430521

>>2430513
you monster!

>> No.2430530

>>2430512
correct, I can understand the confusion especially if map editors are vague with the definition

>> No.2430531

>>2430513
all joking aside, has marty told anything to you or said anything about the project? iirc you guys are pretty close

>> No.2430535

>>2430531

From what he told me, he's been focusing primarily on artwork as of late.
He wants to get the art and the sprites done and out of the way before getting into the heavy coding stuff, so the reason he hasn't been posting much is because he has resources but nothing in-game yet.

Hopefully he can get something together soon.

>> No.2430539

ZDoomy qestion: any way you can disable next/previous weapon functionality, and change it into something else in a specific weapon state?
Like having Sniper Rifle weapon change zoom levels with next/previous weapon commands? How do you do that?

>> No.2430541

>>2430539

Put it in the Select or Deselect state.

>> No.2430556

Alright... 200 Minutes of DM, Map 1 (Needs a title and music, but those can be added when maps are compiled I guess. taking suggestions)

Lemme know if anything is horribly broken in it that makes it unreleasable.

http://www.mediafire.com/download/gn2t9otc267a1t9/200DM1.wad

>> No.2430561

>>2430556
(noticed unpanned texture, had time, fixed it... should be all good now)

>> No.2430589

>>2430232
have you played judas23_ with more than two players?

>> No.2430591
File: 1.96 MB, 720x360, whiplash.webm [View same] [iqdb] [saucenao] [google]
2430591

>>2430439
>>2430442

Okay, here we go. Say hello to the Whiplash shotgun

>> No.2430594

>>2430093
that looks good, where can i download it?

>> No.2430596

>>2430591
That looks pretty fun, no joke.

>> No.2430606

>>2430591
IMO, you should make a forward-backward thrust faster, and the backward thrust ackt like a recoil from shotgun instead of back-jump it is now.

>> No.2430620
File: 1.78 MB, 720x360, different recoil.webm [View same] [iqdb] [saucenao] [google]
2430620

>>2430606

So more forward thrust on the initial lunge, and less upward thrust on the knockback? You got it.

>> No.2430635

>>2430620
I think both of them should be less pronounced actually. It's just in the first vid it looked like you jump-in,jump-out rather than "thrust-in/recoiled out".

Another idea - add bayonette to it, so when you "thrust", and it strikes the target, it would trigger the "power attack" that recoils both you and target in opposite directions.

>> No.2430639
File: 301 KB, 800x600, shot001.png [View same] [iqdb] [saucenao] [google]
2430639

Playing Powerslave EX
How do you supposed to know which walls are breakable and which aren't? In Duke/Blood it was indicated by wallcracks texture, but here there's nothing.

>> No.2430654

>>2430635

Nah. no blades or any nonsense like that, I like this extreme jumpback effect as it offers some excellent mobility options.

>> No.2430660

>>2430635
>Stab attack
Anon no.
You're using a shotgun at point blank, why would you poke?

>> No.2430664

>>2430660
You have no ammo for anything but you have a nice melee attack that is safe to use against imps and soldiers, what do you say about that?
>inb4 but you'll never run out of ammo!
Memento
Mori

This megawad is a real bitch when it comes to ammo storage.

>> No.2430670
File: 1.29 MB, 1278x720, temp.png [View same] [iqdb] [saucenao] [google]
2430670

>>2430556

>> No.2430674

Is there any way to turn off one of the automaps in Doom 64 EX? I was replaying it and having to cycle through them is pointless.

>> No.2430676

>>2430664
>Never run out of ammo
Actually I wouldn't say that since there are levelsets out there with tight ammo placement.

However from what I've seen with gameplay clips of this mod it seems like your fists will be more than capable of taking on enemies if ammo is rare or nonexistant.

Actually from what I saw it looks entirely feasible to take on something up to Barons of Hell with your fists without having to plink them to death with little jabs.

Speaking of which, will Berserk packs do anything in this mod?

>> No.2430680

>>2430664
>You have no ammo for anything but you have a nice melee attack that is safe to use against imps and soldiers, what do you say about that?

Pistol has infinite ammo. Fists wreck shit all day erry day.

>>2430676

I showed it last thread, berserks are replaced with a special potion and a pair of sick ass gauntlets.

>> No.2430687

>>2430664
>This megawad is a real bitch when it comes to ammo storage.
really? that's not how i remember it

>> No.2430689

>>2430680
What's the Chainsaw then?

>> No.2430692

>>2430689

This sexy bitch >>2428860

>> No.2430701

>>2430692
Pretty cool.

>> No.2430706

>>2430692
Anon who wouldn't teach you to paint here,
Looks good. It feels heavy, which is nice.
Shotgun looks weird as shit though. Hard to feel out what's happening in the webm.

>> No.2430712

>>2430706

You jump forward and then do a hard shot that blasts you backward.

>> No.2430727

>>2430639
Have you never played any old zeldas? hit the walls and if they sound different its breakable.. jeebuss

>> No.2430747

>>2430692
Feels like it needs a second swing animation so it doesn't get too stale.

Looks great though.

>> No.2430750

>>2430747

To be fair, Timon's axe's only got one swing, plus it's going to do more than just "hit thing"

I'm implementing a regenning mana system soon where while you have mana, swinging the axe will shoot a firestorm beam, and altclicking will throw an ethereal rebounding boomerang axe, draining your mana but leaving you with the axe to continue hitting shit

>> No.2430751

>>2430750
but the important question is:

does the axe take skill?

>> No.2430757

>>2430751

Yes. The weapon's actor name is SkillAxe, and the mana's actor is actually called Skill.

Also the Axe's name is "Lilk's Axe"

>> No.2430776

>>2430757
:^)

>> No.2430790

>>2430750
That is more than fair then.

And as nice as Timon's Axe is, the gameplay in Hexen was pretty monotonous. Thanks Centaurs.

>> No.2430837
File: 880 KB, 500x282, click clack clock.gif [View same] [iqdb] [saucenao] [google]
2430837

https://www.artstation.com/artwork/doom-4-double-barrel-shotgun

>Worked on Doom 4
>Made the Super Shotgun (?)
>Calls it the "double barrelled shotgun"

Fuck this, I'm out. They don't even use the proper names.
Maybe they'll sensor the BFG too.

>> No.2430847

>>2430837

sweet! how you got the info?

>> No.2430890

>>2430589
no, why would anyone even try?

>> No.2430896

>>2430890
precisely my point.

>> No.2430957

>>2430837
>implying SSG and DBS aren't interchangeable

>> No.2430962

>>2429476
What WAS is that?

>> No.2430963
File: 2.21 MB, 720x360, flaming skill.webm [View same] [iqdb] [saucenao] [google]
2430963

Okay this thing is starting to get -magic-

>> No.2430964

>>2430963

That's not the right .webm. Damn it

do not adjust your set

>> No.2430965

>>2430964
hurry up guy, i want to see them flaming skills

>> No.2430970
File: 2.89 MB, 720x360, THE CORRECT FUCKING WEBM THIS TIME.webm [View same] [iqdb] [saucenao] [google]
2430970

>>2430965

>> No.2430972

>>2430962
Oops would say WAD, fucking auto correct thing

>> No.2430978

>>2430639
Breakable walls in Powerslave have a different texture too, genius.

>> No.2430980

So, if Kyle and Yholl are lurking around here... Have any of you considered making DRPG/RLAM in another engine?

Perhaps, a Killing Floor 2 based adaptation? I cannot tell you, in words, how hard this makes my dick.

Or UE4's got about as friendly a kit as it can get, for another route there. If you need a badiocre 3d modeler, I would be thrilled to contribute. Either for original stuff or for making it doom-like.

>> No.2430989

>>2430978
Not all. Those that are mandatory to the walkthrough are. Secret walls don't.
In PC version (Build engine) they were marked.
In Saturn version (as in Powerslave EX) they don't

>> No.2431004

>>2430989
Actually Powerslave EX is the PSX version, which is less different to the Saturn version than the PC version is, but still different.

>> No.2431005

>>>/wsg/646511

That's right, pump that shotgun you filthy whore

trying out something other than the lunge, it's too unwieldy for its own good

>> No.2431057 [SPOILER] 
File: 37 KB, 300x300, 1432736626368.gif [View same] [iqdb] [saucenao] [google]
2431057

>>2431005

THAT IS LEWD, MAN

>> No.2431059

>>2431005
You should make the player to be able to
polish the spear

>> No.2431145

>>2430963
what does the 1 in the corner represent?

>> No.2431238

>>2430837
super shotgun was always a stupid name
>MUH PURITY
its a name for a gun you sperglord

>> No.2431241 [DELETED] 

>>2431238
>super shotgun was always a stupid name
maybe, but "double-barrelled shotgun" is quite the mouthful - at least "super shotgun" is shorter and punchier, and of course alliterative.

>> No.2431245

>>2431238
NHB
>super shotgun was always a stupid name
maybe, but "double-barrelled shotgun" is quite the mouthful - at least "super shotgun" is shorter and punchier, and of course alliterative.

>> No.2431268

>>2430837
Super Shotgun wasnt the only name.

IIRC, the manuals called it the Combat Shotgun.

>> No.2431370

>>2429439
weird. when I open the zip file I downloaded I get 2 folders and 1 file: "addons", "powerslave_ex" and "readme.txt".

did you maybe just unzip the "powerslave_ex"-folder?

>> No.2431398

BTSX E2M20 done. Was quite the fun adventure. Easily among the most memorable maps of the BTSX series.

>> No.2431418

>>2431398
pistol start, no saves, UV skill?

if so i am jealous of your ability as a player.

>> No.2431424

>>2431005
>Rapid pumps
You might as well make it a dick because that shit's stupid.

>> No.2431426

some days ago I asked for ways to play vanilla Doom+ and some anon reccomended Guns of Saturn.

it was alright but still too many changes. So I tried something else. I just used ketchup_gore with zDoom with original guns and it is great!
I am again hyped for playing Doom.

>> No.2431430

>>2431418
Yes. The map actually gets easier by the second half.

>> No.2431432

>>2431426
Weapons of Saturn is a rather dramatic overhaul.

If you just want new sprites use Eriguns and play with the unedited weapon behaviors.

Or Smooth Doom.

>> No.2431454

>>2431005
give that pump a good old rub

>> No.2431456

>>2431398
>tfw got so lost in E2M04 that I had to noclip to look for the exit and it still took a while to find it and I still had absolutely no idea how the level was supposed to work
So far I'm not so impressed compared to E1.

>> No.2431471

>>2431432
anything that adds new monsters and maps but keeps pretty much vanilla guns and story (hell opens up in the base, lab, earth)?

>> No.2431485

>>2431456
E2M04 is oddly complex for an early map, yeah. I found my way through it, without cheating, but I do feel it needs some changes made to improve its pacing.

>> No.2431490
File: 44 KB, 640x400, rise-of-the-triad-dark-war_17[1].gif [View same] [iqdb] [saucenao] [google]
2431490

Hey Doom-like lovers, I got some fun stuff for you
A couple of years ago I heard of a guy that made a ROTT port for android. I wanted to try it out, but it got taken down from the google store, and all the other links on the internet were dead as well
Fortunately, I managed to finally find it today out of sheer dumb luck, and I thought I'd share it so it doesn't disappear from the internet for years again

http://www.mediafire.com/download/w0vj2vao00sidnv/com.beloko.rotttouch-1.apk

It runs very well, the controls are okay-ish, considering it's a fps on smartphone, and it's great fun in short sessions since the levels aren't that long, like when you're on the shitter or something

>> No.2431502

>>2431456
>I had to noclip to look for the exit

Come on, really? It was a bit mazey, but its nothing compared to Jim Flynn and Bob Evans maps from Eternal Doom.

>> No.2431513

>>2431502
Maybe I missed a switch somewhere because they blended in with the walls so much, but I was utterly fucked at that point.

Like "running multiple loops around the level humping walls" -levels of fucked.

>> No.2431563

>>2431490
I'll try it out on my xperia play. I've been looking for an FPS with decent controls (quake works alright with the buttons, but doesn't utilize the touchpads, so you have to use the screen)

>> No.2431569

if you are familiar with his other works, the author of that particular map delights in making giant sprawling mazes with multiple routes through and confusing progression. it's a wonder they managed to stop him filling it with secrets accessed by one-time use linedefs, and constructions which lock the unspoiled player out of half the map (in the name of "replayability").

>> No.2431628
File: 286 KB, 1280x720, tumblr_morzutuOc41sqimvwo1_1280.jpg [View same] [iqdb] [saucenao] [google]
2431628

>>2430660
Well how on earth am I supposed to skewer jerrymanders without a bayonet dear anon?

>> No.2431631

>>2431628
Well now you don't get to even pretend to do that, have some gay gun porn instead. >>2431005

>> No.2431636
File: 61 KB, 519x389, blank.jpg [View same] [iqdb] [saucenao] [google]
2431636

>>2431628
That image hits all of my favourite /k/inks

>> No.2431646

Who knows some good alternatives to realm667?

>> No.2431651

>>2431628
>>2431636

nice shotguns

>> No.2431658

>>2431628
What the heck is a jerrymander?
>>2431636
Unless the strap looks like a pair of balls I'm not interested.

>> No.2431659

>>2431646
a free to reuse doom graphics resource collection? not sure there are any

>> No.2431661

>>2431628
Wouldn't the pellets be skimming off the bayonet like all the time?

>> No.2431664

>>2431661
it fires the sword when you pull the trigger. the barrel's just for show

>> No.2431667
File: 220 KB, 750x450, Bob.jpg [View same] [iqdb] [saucenao] [google]
2431667

>>2431661
It's not Doom 3, I doubt the spread would be that bad.

>> No.2431696

>>2431667
is there more of this comic strip or is this the only one?

>> No.2431708
File: 674 KB, 750x1200, Oldschool.jpg [View same] [iqdb] [saucenao] [google]
2431708

>>2431696
It's really hard to find, I can't remember where I found it. It might be on Doomworld.

>> No.2431717
File: 981 KB, 1440x1235, jerrymander.jpg [View same] [iqdb] [saucenao] [google]
2431717

>>2431658
I was specifically inferring WW1 Germans, but there's this:

http://en.wikipedia.org/wiki/Solifugae#Solifugids_and_humans

>During World War I, troops stationed in Abū Qīr, Egypt would stage fights between captive "jerrymanders," as they referred to them, and placed bets on the outcome. Similarly, British troops stationed in Libya in World War II would stage fights between solifugids and scorpions.[5]:2–3

>>2431661
Nah, unless we're talking like birdshot or something, but buckshot and anything else would keep together in pretty tight pattern up to maybe 75ft or so. Shotguns really aren't as inaccurate as vidya would have it.

The aforementioned Doom 3 shotgun has an absolutely ludicrous spread at a 45 degree angle directly from the muzzle and is absolutely impossible in real life, and if it was, nobody would ever use that for a security force because it would be fucking dangerous to bystanders. Not to talk about how useless it would be for hunting, Jesus, if shotguns spread like that in real life nobody would hunt with them because you'd have to get up in the face of your moose to hit him at all.

The original pump shotgun in Doom 1 and the shotgun in Duke Nukem 3D have some manner of unrealistic spread to them, but the fact that you can consistently score a pretty solid pattern on a monster across a courtyard in terms of distance makes those guns much more real and plausible.

>> No.2431718
File: 95 KB, 500x497, Diabolical Pondering.png [View same] [iqdb] [saucenao] [google]
2431718

>>2431661
Maybe he uses slugs instead of pellets?

>> No.2431721

>>2431658
He means jerrys. Term used in WW1 and WW2 mostly by the british to refer to german troops. trenchguns are shotguns used in WW1 and 2 and up to at least vietnam to clear out trenches and tunnels of jerrys, or gooks.

gerrymandering is a term used to describe the many ways in which the political system is rigged.

>> No.2431725

>>2431717
>>2431721
>Egypt would stage fights between captive "jerrymanders,"

Didn't know it came from a longer term. Good to know.

>> No.2431729

>>2431696
Found it.
http://planetdoom.gamespy.com/View1638.html?view=DoomToons.List

>> No.2431737

>>2431729
thank you very much!

>> No.2431749

>>2431737
>>2431696
>>2431729
If Planet Doom's being as slow for you as it is for me, I got some alternate links through Google image search.
http://forums.gameaxis.com/showthread.php?t=1133012
http://z12.invisionfree.com/STUDDevelopment/ar/t349.htm

>> No.2431753
File: 560 KB, 1280x960, shot0003.png [View same] [iqdb] [saucenao] [google]
2431753

holy shit this is based as fuck, although it is kinda easy

>> No.2431778

>>2431753
Apparently there's a hard mod.

>> No.2431789

>>2431753
It gets harder later on, especially considering the complete lack of a quicksave function.

>> No.2431794

>>2431725
It's not so much that the term came from the spiders, as it was the Brits just nicknaming them Jerrymanders (because it's funny)

>> No.2431847

I keep finding really weird blogs whenever I look for old Doom stuff
https://pekoeblaze.wordpress.com/tag/mod/

>> No.2431858 [DELETED] 

>sphax has a texture pack for delver behind a paywall
i know this isn't truly MC-related (well, it might as well be as BDcraft is popular and i'm sure he reused a lot of textures)
but still, how is this allowed?

>> No.2431861 [DELETED] 

>>2431858
How is it NOT allowed? If he created artistic assets, he can sell those assets.

>> No.2431871 [DELETED] 

>>2431858
>MC-related
did you post in the wrong thread anon?

>> No.2431872 [DELETED] 

>>2431871
yes, sorry

>> No.2431928

>>2431753
>>2430639

Kinda makes me wish that Kaiser was in charge of GZDoom instead of Zahl. We'd have GZDoom 5 by now, with directional lightmaps, multitexturing, heightmaps and proper sprite rendering even in OpenGL.

>> No.2431935
File: 26 KB, 450x200, 1400736932377.jpg [View same] [iqdb] [saucenao] [google]
2431935

>>2431928
>there will never be voxel heighmaps in GZDoom

>> No.2431940

>>2431928
while we're on the subject of "a man can dream" improvement, wouldn't megatextures benefit to doom (or wolfenstein?)

>> No.2432003

>>2431424

I'll mash out an animation later where you rapidly load six shells in instead later tonight

>> No.2432026

>>2432003
Just load in a giant shell instead of 6 little ones, animations that repeat that many times won't look good

>> No.2432030

>>2431940
In what way? Making every single level contain all of its textures in itself, with constant streaming instead of loading at a time? That'd make it bloat to epic proportions, and a megawad (any) would occupy anywhere from 300 to 700 megabytes - somebody in the old threads (back when Rage was new) made the calculations.

>> No.2432034

>try out torch crash in gmota
>bounces around for a bit and disappears after a few seconds, damaging most of the enemies moderately
>hmm, that's pretty cool but not really effective, I guess it's more for show
>go into the next room
>the torch bounced in there and all the monsters are either dying or dead

holy shit

>> No.2432101

>>2431940
>megatextures
>not the bane of modding

>> No.2432131

>>2431940
Don't you have work to be doing on the Rift, John?

>> No.2432237

>>2430837
post the webm instead of the shitty tumblr gif

>> No.2432263

>>2432101
idtech 5 had the ability to work with normal textures and mega textures. Modding would be safe.

Honestly I like megatextures. They're great for everything except staring at walls, and even then it would've been fine if they'd released the higher res textures for Rage. Maybe they just didn't do enough to show them off in Rage, but the ability to paint every surface in 3D as you see fit has been my level design dream for a long time.

Shame everyone threw a bitch fit about it, so we're unlikely to see it again for a while.

>> No.2432329

>>2432263
People just blamed all of the visual issues on the megatextures unfortunately.

>> No.2432393

>>2432329
>>2432263
If it was an incorrect scapegoat - please educate me.

I am against them for mostly those reasons, if you show me why I should think otherwise, I'd be glad to look at it from a different perspective.

>> No.2432446

>>2432393
If you watch the idtech5 demonstrations they show that they texture the maps more-or-less traditionally beforehand, and paint over them. It's true that you'd need an artist to properly utilize them, but modders tend to need artists anyway. Mega textures allow for every surface to be completely unique. I personally value this more than every surface being at a high resolution (again, they still could be at a high resolution with more texture data, but the filesize would be huge - probably the only real argument against them for modding).

The only other visual issue I can think of that people blamed on megatextures was the texture streaming. Which wasn't an issue for most people and came down to drivers.

>> No.2432504

>>2432026

I'll have to draw it out then. Like you bump the shell against the gun a few times. THEN cram it in

>> No.2432510

>>2432504

Or I could it like in eternal damnation and have the player just SLAM a handful of shells into the gun

>> No.2432523

>>2432510
>>2432504
Either way you don't want to have so many repeated animations at once, it just makes it look really janky at best.

>> No.2432538
File: 73 KB, 1008x328, Shotgun-shot-sequence-1g.jpg [View same] [iqdb] [saucenao] [google]
2432538

>>2431661
no. shit, the pellets may not even have left the shot cup before clearing the bayonet.

>> No.2432574

man fuck marble it's so samey and shit
same with hell, rock and lava is boring after a while and coming up with weird architecture is tiring

>> No.2432595
File: 146 KB, 800x600, RH0hq.png [View same] [iqdb] [saucenao] [google]
2432595

So apparently, the 3DO version of Doom was going to have live action FMV cut scenes, but it didn't happened, I wonder how would have looked like.

>> No.2432619

>>2432595
I am going to go out on a limb and guess something like that mockup shot they made, anon

>> No.2432627

>>2432446
>texture streaming wasn't an issue for most people and came down to drivers.

Wrong. It was issue for GPUs and optimisation on dev's side - Rage and Wolf NO still have streaming issues on some cards, both nVidia and AMD, and more powerful GPUs can have worse performance than the weaker ones from the same manufacturer.

For instance, I can still notice streaming in Wolf NO on my GeForce 660 Ti and i7, while my friends PC with 560 (less and slower vram, less powerful overall) and i5 has none of them, even though he has less vram VRAM and it's slower. Settings are the same - in fact we used same cfg files for testing. Both systems provided FPS above 60, but on his PC streaming was unnoticable, while on mine I got a brief glimpses of low-quality textures whenever I turn around sharply.

>> No.2432630

>>2432595
Something legendarily bad, I'd wager.
Something that later could be used as a fuel for youtube poops maybe.

>> No.2432636

>>2432574
>tfw making a rather ordinary marble level right now
still, I like it more than seeing innumerable techbases, I guess

I did make a kind of neat biomechanical level earlier though, so I guess that makes up for it maybe?
but that level is linear as fuck with the barest attempt made to hide it (a somewhat lazy maze to find a key)

and yeah, doing interesting architecture is pretty tiring, bleh

>> No.2432637

>>2432595

Man, I bet they would have been cheesy as fuck.

>> No.2432656

>>2432630
>Something that later could be used as a fuel for youtube poops maybe.
Just to think about that the Philips CD-I spawned the biggest youtube poops on the net makes me shiver.

>> No.2432686
File: 24 KB, 320x200, DOOM03.png [View same] [iqdb] [saucenao] [google]
2432686

>>2432636
also, here's a screenshot because why not

>> No.2432708
File: 57 KB, 290x433, quote doom unquote.jpg [View same] [iqdb] [saucenao] [google]
2432708

>>2432595
better than this

>> No.2432739

>>2432446
>Mega textures allow for every surface to be completely unique. I personally value this more than every surface being at a high resolution
If I may ask, why?

What substantial value would there be in every texture being unique?
I mean, sure, it would be realistic, but it would be in large a wasted effort in my opinion.

Brick walls look like brick walls, the same type of brick walls only really needs so much variation to not appear repetitive and synthetic.
I don't see the gain of having every single brick being unique.

>> No.2432742
File: 5 KB, 372x344, fuckthisimout.png [View same] [iqdb] [saucenao] [google]
2432742

>>2429679
>>2429723

>> No.2432757

>>2432708
If they'd at least left the demons in it wouldn't have been too bad. I don't know why people shy away from that aspect. Can you get more Christian than killing literal demons?

>> No.2432768

>>2432627
>>2432446
Agree on most fronts, but texture streaming on my 780ti or my close friend's goddamned Titan Black is shoddy.

Drivers, cards, and game engines (this is an educated guess, not a factual statement) need a few years to truly catch up and correctly utilize the great idea that texture streaming is.

Had to kill it on Killing Floor 2, went from 150+fps until I turn, then 20fps (which makes fast twitch action fucking impossible) to a steady 120 on ultra.

>> No.2432775

>>2432757
Right? I'm so sad the game got a movie, and it wasn't in any way relevant to the game or a good movie... And did they really get away from the demon killing because of christian butthurt? Because that would be insane.

>> No.2432784
File: 1.05 MB, 1600x900, rage20111010171132788.jpg [View same] [iqdb] [saucenao] [google]
2432784

>>2432739
I don't think anyone out there is painting every single brick individually. You start with a base brick texture, and you paint out or in specific sections or details to break it up, or add lighting or detail. It's more about the big picture. You can add a projected decal onto a wall to break up the pattern in most engines, but it's still a pattern, and is far more limited.

In the videos they showed them standing back looking on a vista and painting highlights from the sun right where they wanted them. They painted out the seams in everything. Painted the dirt piling up in corners onto walls naturally, and altering a textures colors slightly for variation. Paint gradients onto walls or floors for effect. Doing this in UE or Unity or Source is a larger undertaking and far more time consuming.

It's simply less restrictive. It streamlines texturing when you can do it all in engine (and at run time). It's not wasted effort with the proper tools. Which they had.

I'd love to work with IDTech 5. I'm hoping megatexturing wasn't stripped from 6, because THAT would wasted effort.

>> No.2432793

>>2432775
>christian butthurt

that's the excuse? removal of demons doesn't appease Christians, it makes it palatable for scientific atheists who would get pissy about magic being in their sci fi films.

>> No.2432796

>>2432775
>because of christian butthurt?

That makes no sense, considering one of the developers was very much a fervent Christian

>> No.2432797
File: 84 KB, 600x450, oNquqQs.jpg [View same] [iqdb] [saucenao] [google]
2432797

>>2432793
I'm full on atheist, or at the minimum agnostic, and I'm fine with magic in movies, it's a work of fiction, I cannot measure my care in picofucks.

>> No.2432798

>>2432797

I'm Christfag as can be and I'm 200% okay with killing demons.
Like, seriously, how can you NOT be okay with killing demons? Demons are dicks.

>> No.2432804

>>2432796
Developers? We're talking about the movie...

>>2432798
Guy you're replying to here. If I believed in demons, I would be 100% behind fucking them up, that would be the holiest, and most righteous of wars.

>> No.2432808

>>2432797
>>2432798
maybe it was to appease theistic satanist sensibilities.

>> No.2432814

"Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon..."

>> No.2432827
File: 318 KB, 516x811, 1399874688616.png [View same] [iqdb] [saucenao] [google]
2432827

>>2432808
There are reasons to be on the demon's side tbh. :)

>> No.2432831

>>2432814
Well to be fair double barreled shotguns didn't exist for most centuries. They did get fucked up with swords and what-have-you though.

>> No.2432839
File: 467 KB, 720x360, just cram it in there it&#039;ll be fine.webm [View same] [iqdb] [saucenao] [google]
2432839

How do I load this thing again?

ah fuck it.

>> No.2432862

>>2432839
briliant

>> No.2432887

>>2432839
yes!

>> No.2432920

>>2432839
How big is the knockback exactly?

How many shells are actually getting in there and how many is being dropped on the floor?

>> No.2432923

>>2432920

massive, 6, and you don't drop any technically, it only consumes 6 shells

I toyed with the idea of making it randomly take a few extra shells too but that would suck

>> No.2432953

>>2432923
I was just wondering how many extra shells fell to the floor, it doesn't have to take away from the ammo count at all.

About how strong is the shot exactly?
Is it like 3 SSG blasts?
6 default SG shots?

I just don't like it when the single barrel shotgun has no use once you get the SSG

>> No.2433001 [DELETED] 
File: 337 KB, 1883x739, Swindle you suckers.jpg [View same] [iqdb] [saucenao] [google]
2433001

How does it feel to know that HE USED US?

>> No.2433002

>>2432827
How about no.

>> No.2433005

>>2432839
Just make him throw the bullets like in hotshots.

>> No.2433016 [DELETED] 

>>2433001
WTF? He said this was for DOOM not TF2.

>> No.2433017 [DELETED] 

>>2433001
Who?

>> No.2433021 [DELETED] 

>>2433001

I have no clue who that is, why you care, or why this is a bad thing, so I guess I feel apathetic.

>> No.2433025 [DELETED] 

>>2433001
don't care

>> No.2433026 [DELETED] 

>>2433025
>>2433021
>>2433017
>SameFag TM

>> No.2433031 [DELETED] 

>>2433026
>more than one person doesn't agree? impossible!

>> No.2433032 [DELETED] 

>>2433026
k

>> No.2433035 [SPOILER]  [DELETED] 
File: 10 KB, 333x246, 1432802722617.png [View same] [iqdb] [saucenao] [google]
2433035

>>2433001
>AAAAAAAAAAAAAAAAAA
>AAAAAAAAAAAAA
>AAAAAAAAAAAAAAAAAAAAAAAA

>> No.2433037 [DELETED] 

>>2433001

Meh.
As long as more Doom's going around.

>> No.2433038 [DELETED] 

>>2433031
>>2433037
rubs hands

>> No.2433039 [DELETED] 

>>2433001

literally who

>> No.2433041 [DELETED] 
File: 1.93 MB, 420x298, 1431104364818.gif [View same] [iqdb] [saucenao] [google]
2433041

>that is great bait
>the texture
>the taste
>i want more

>> No.2433043 [DELETED] 

>>2433001
>>2433026
>>2433035
>>2433038
so are you actually going to explain anything or just hope the reaction you want manifests overnight

>> No.2433046 [DELETED] 
File: 1.93 MB, 420x298, 1431104364818.gif [View same] [iqdb] [saucenao] [google]
2433046

>>2433039
>>2433039
>>2433039
>that is great bait
>the texture
>the taste
>i want more

>> No.2433049

>>2432784
I hope megatexture WAS stripped out of idTech 6 because this would make it more open to modding.

>> No.2433053 [DELETED] 
File: 101 KB, 660x224, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
2433053

>>2433043
>NOT OP
Get it right.

>> No.2433056 [DELETED] 

>>2433039
fucking read the image

>> No.2433062 [DELETED] 

zombiplastcocks said he was making a model pack for doom

>> No.2433071 [DELETED] 

>>2433001
>>2433062
>zombiplastcocks said he was making a model pack for doom

I don't get it.

How did he swindle anyone? Did he enlist the help of others in this or what? (I'm not familiar with this, so I don't know the story.)

Also you realize that you can use models in more than one thing, right? Like I could, for instance, create models and use them in both GZDoom and Quake 2 without the use of one affecting the use of the other.

>> No.2433078 [DELETED] 

>>2433071
I don't know the entire story only what i have seen.

>> No.2433082 [DELETED] 

>>2433078
Well if the story is "he said he was going to make a doom model pack, and then made a shotgun model and posted it somewhere unrelated to Doom" that doesn't amount to a swindle or using anyone.

I still don't even know who this guy is or if he ever posted in or is related to these threads.

>> No.2433083 [DELETED] 
File: 180 KB, 1280x960, Meet_cyberdemon.png [View same] [iqdb] [saucenao] [google]
2433083

>>2433071
>Also you realize that you can use models in more than one thing, right?
since when was doom like tf2

>> No.2433087 [DELETED] 

>>2433083
>since when was doom like tf2
Since Graf added models to GZDoom?

Since people have been using models (either digital or real) to create sprites from?

Once you make a model you can export it into any model format you want and use it in anything that supports that format.

I don't understand your point.

>> No.2433094 [DELETED] 

>>2433087
>Because all models are the same
you dont relies that tf2 has a completely different style to doom do you? do you not have eyes? or are you zombiplastcocks running damage control??

>> No.2433102
File: 30 KB, 400x300, 19827_1.jpg [View same] [iqdb] [saucenao] [google]
2433102

>>2432708
That film could have been so good. If they kept the demons and made it about the task force sent into the phobos base before doomguy, it'd be alright. The fighting was all right and the visual effects were pretty good, though the FPS part looked a bit floaty it was unique and the high point of the movie for most people.
But they fucked up base with the plot and script and wasted everything that it could have been.

>> No.2433103
File: 4 KB, 95x109, glock.png [View same] [iqdb] [saucenao] [google]
2433103

Out of curiosity i rendered with one simple material a weapon i modeled for another game 2 years ago.
I just resized the picture on an existent sprite, does it looks decent ?

>> No.2433104 [DELETED] 

>>2433094
It looks like a model of a shotgun based off the toy gun they used to sprite the Doom shotgun.

It's not very high detail, but it's also not cartoony. I've seen people like DoomNukem use similiar models to sprite from.

Again, I don't understand the point of this.

>> No.2433105 [DELETED] 

>>2433094
>tf2 has a completely different style to doom
so what?

>> No.2433106 [SPOILER]  [DELETED] 
File: 12 KB, 336x280, 1432806230070.jpg [View same] [iqdb] [saucenao] [google]
2433106

>>2433094
>zombiplastcocks
>>2433094
>running damage control??

>> No.2433115

>>2433049
You were never forced to use megatexturing in idtech 5

>> No.2433116 [DELETED] 
File: 6 KB, 67x80, 1429721692341.jpg [View same] [iqdb] [saucenao] [google]
2433116

>>2433001
I don't get it. What is this about?

>> No.2433118

>>2433049

Megatexture can be made more user friendly.
The thing is that texture virtualization is really interesting and i wouldn't like for this feature to go.

>> No.2433123

>>2433103
The gun is held way too much at an angle, you're not shooting forward.

>> No.2433182
File: 217 KB, 1360x620, gimme.jpg [View same] [iqdb] [saucenao] [google]
2433182

>>2430837
What a fucking tease.

>> No.2433208

>>2431456
I found E1 as the weaker of the two, myself. Its got some great and memorable maps, but also some maps that were kinda just there. And minus a couple maps in the later half, it was pretty easy.

>> No.2433249

>>2433182

ahahah, yeah I saw that too.

now here's the thing, if you check carefully, the rest of the galleries' URLs follow a certain pattern of characters, if someone is willing to do it, there might be a chance that we can get to enter that gallery, if it exists at all, of course.

>> No.2433254
File: 226 KB, 1920x1036, swiggidy swooty.jpg [View same] [iqdb] [saucenao] [google]
2433254

https://www.artstation.com/artist/mvhaitsma
https://www.artstation.com/artist/brutikong
Both these guys worked on Doom 4, and they both did fan art of the pinky demon. Both of their designs are based on the original.
Is this a good sign that we're going to get more grotesque designs that are more similar to the originals than Doom 3?
I really didn't like the phallic doom 3 pinky with mecha legs

>> No.2433258

>>2433249
how do you find the urls? The page seems to block my function keys.

>> No.2433259

>>2433258

by hovering at each gallery's link?

>> No.2433312

>>2432630
>we could have had Doom youtube poops

>> No.2433379
File: 40 KB, 596x399, 83SD7bM.png [View same] [iqdb] [saucenao] [google]
2433379

>>2432595

3DO Doom wasn't getting FMVs, just promotional shit

>> No.2433387

>>2432953

Oh I'm really late to this, but I'm going for like, SSG on steroids stronk here with the altfire.

and you don't have to worry, there IS no SSG in this mod. There's only two things that use shells in Combined_Arms: The whiplash shotgun, and the nailgun's altfire.

So all of your boomstick needs are condensed into one potent weapon.

>> No.2433392
File: 99 KB, 1165x338, quote.jpg [View same] [iqdb] [saucenao] [google]
2433392

>>2433379
I think it was planned to be in the game, but they needed more funding.

>> No.2433426
File: 63 KB, 384x300, doom01[1].gif [View same] [iqdb] [saucenao] [google]
2433426

And speaking of 3DO Doom and FMVs...

>> No.2433428

>>2433426

>> No.2433429
File: 157 KB, 760x512, doom02[1].gif [View same] [iqdb] [saucenao] [google]
2433429

>>2433428

goddamit 4chanx eating the image url

>> No.2433431
File: 79 KB, 550x305, doom03[1].gif [View same] [iqdb] [saucenao] [google]
2433431

>>2433429

(source: http://www.doomworld.com/vb/post/1375471))

>> No.2433453

>>2433254
This Pinky looks fairly brutal.
Original Pinky had pathetic laughable arms. This one looks like it can tear you apart with ease.
I like it.

Anyway, here's a question - is there a tool that allows making "flat" voxel models out of sprites? What I want is a thin (2-4 voxels) voxel pickup models for some weaps, so they could be made to lie on the ground properly, as well as being able to make them hang from walls, or be stacked into the weapon rack.

Also, if we make a flat voxel model decoration (Im thinking about some doors), would ZDoom be able to make it destructible by weapons, like in Volfendoom or not?

>> No.2433509

Dear Diary, things I'll never do if I ever start mapping
-Putting monsters in vantage points that are both hard to see into AND give them space to move laterally
-Teleporting any more than one activated archvile with direct line of fire to the player at the same time

>> No.2433517

>>2433254
imo the arms should be smaller and the legs bigger.
he looks like a reverse t-rex

>> No.2433561

>>2433103
The back of the slide is sitting over his knuckles when it should be resting in the gap between them and his thumb. Could be aight with a different hand model.

>> No.2433576

>>2432796
>>2432793
>>2432775
I'm almost certain it was executive meddling that did that, they wanted to make the movie more marketable.

If something is fucked up in adaptive work, always assume that studio executives did it because they thought it would bring in money. They always do this.

>> No.2433581

>>2433103
The angle he's holding it in is completely unnatural.

>> No.2433623

I'm thinking about making a megawad, my unofficial expansion/sequel to DOOM2 with new monsters/items which some ideas I've yet to see in any of the popular wads I've played.

I've done enough map testing and DECORATE usage to make it work, but is it worth the time to create this, is the community still strong enough to make the maps worthful? If Doom4 is successful, will the community be dead?

>> No.2433643

>>2432775
I really doubt christians care about a Doom movie.

>> No.2433702

>>2433623
>will the community be dead?
The ease of modding in Doom pretty much assures the community won't be dying any time soon. There are new mods being made every day.

>> No.2433706

>>2433103
That's some Counter-Strike level of awkward gun angles.

>> No.2433714

>>2433453
flat voxel?
just boot up magicavoxel, import your sprite and it should become a voxel with 1 of depth.
then you can adjust a thing or two or just make it thicker

>> No.2433771

I downloaded ZDoom and already played some of the WADs that are linked in the Pastebin-FAQ.
Now I tried to to play "Suspended in Dusk" which I downloaded from www.doomworld.com but it doesn't work.
ZDoom always says that it can't find the (I)WADs but I have placed the "Suspended in Dusk"-WAD correctly in the ZDoom-Folder.
Can anyone please help me?

>> No.2433782

>>2433771
IWAD is standalone wad that contains game assets
PWAD is "mod" that places its assets over IWAD assets
so basically, drag and drop suspended in dusk on your zdoom icon and then pick IWAD file it was meant for

>> No.2433791

>>2433782
It worked. Thank you very much. :3

>> No.2433816 [DELETED] 

>>2433001
I literally do not know the context to any of this, who used who and how?

>> No.2433820 [DELETED] 

>>2433816

Apparently someone said they were going to do a Doom model pack and now aren't, which OP feels very offended about.
Nobody else cares.

>> No.2433883 [DELETED] 

>>2433820
the thread it's in is dedicated to TF2 models, he's been working on some mods that are essentially Doom weapons stylised for TF2.

https://www.youtube.com/watch?v=_-pEXbpTTYA

>> No.2433896 [DELETED] 

>>2433883
so whats wrong with doom based weapons in tf2?

>> No.2433921 [DELETED] 

>>2433896
Nothing, just drop it. It's one person whining because he feels like he's owed something.

>> No.2433925 [DELETED] 

>>2433896
Nothing as far as I'm aware, OP was probably expecting proper hd doom models from the guy.

also with Bethesda's track record with TF2 promos I wouldn't be surprised if we got a Doom shotgun promo item hopefully like the Quake rocket launcher skin

>> No.2433941 [DELETED] 
File: 7 KB, 481x190, seriously.png [View same] [iqdb] [saucenao] [google]
2433941

>>2433925
>>2433921
>>2433896
>>2433883
>>2433820

I don't understand this new wave of shitposting.

There's been a whole bunch of posts as of late with half-finished thoughts and barely any information, but still complaining about one thing or another.
It's clear they're angry about something and want to talk shit about it, but it's like they don't have the balls to go in all the way and just leave vague implications.

If you're going to post something, then don't be a pussy, post it.

>> No.2433943 [DELETED] 

>>2433941
Not saying the linked posts are shitposts, by the way, but it does demonstrate why this style of >implying posting is dumb and shit.
If other people have to figure out why you're angry, then it only makes you look like a retard.

>> No.2433948 [DELETED] 

>>2433941
>If you're going to post something, then don't be a pussy, post it.
agreed

>> No.2433949 [DELETED] 

>>2433943
>If other people have to figure out why you're angry, then it only makes you look like a retard.

I think the problem comes when people think about some posts way too much. As if everything has to have a secret intent.

>> No.2433952 [DELETED] 

>>2433949
the intent of >>2433001 was very clear, but it was still a...hmm...call it a "half post"

>> No.2433958 [DELETED] 

>>2433941
>>2433943
But people might disagree with me if I post more info
It's better to just sit back, content that I'm right and not being an overreactionary faggot

>> No.2433961 [DELETED] 

>>2433952

the filename gives it away, I think the person in that post, the one who made the screenshot and posted it here are the same person

THAT, of course, it's my pov

>> No.2433976

>>2432630
>>2432656
>>2433312

we dodged a bullet? or we now have something worth of being included in a "what could've been" hall of doom fame?

knowing romero, he would've loved it back then and he would still love it today

>> No.2433985

>>2433976

Definitely dodged a bullet, but it's still interesting trivia nonetheless.

>> No.2434048

>>2433976
we have the doom comic instead, that's just as good.

>> No.2434056

>>2434048

point taken

>> No.2434059

>>2434048
But people ended up taking that unironically.

>> No.2434062

>>2434048
We could've had a youtube poop that recreates the comic's dialogue completely through sentence and word mixing from the FMVs.

Also holy shit I can't believe there was a game like Laser Lords on the CD-i as an exclusive.

>> No.2434064

>>2433312
When you say it like that I'm actually incredibly relieved that it didn't happen.

>> No.2434137

I can't stop playing DoomRPG/RLA with Oblige maps.
Please help.

>> No.2434142

>>2434137
i can maybe help you
killing demons in coop

>> No.2434171
File: 466 KB, 1280x1440, 1432848901.png [View same] [iqdb] [saucenao] [google]
2434171

YOHO.WAD - http://www.doomworld.com/idgames/?id=827

a single large map running on E1M6. fairly puzzle-oriented but also throws monsters at you, especially at the start where you face an ambush of three barons and a couple of dozen sergeants, with no weapon. meanders around a little, has a jail, a computer room, a bunch of stone tunnels, stops short of being too maze-like but not straightforward either. likes ambushes.

not the best map, i enjoyed it although i thought it could do with more monsters (but would have preferred a weapon before that initial setpiece - with that many sergeants, and no cover, you get shot up a lot. at least there is 200% health/armour available)

note: the blue door does not open unless you are using doom complevel (2 or 3) or have set comp_model=1. this can be quite frustrating if you don't know about it in advance, because it's the last thing you do in the whole level. getting stuck due to a bug/incompatibility is always annoying, but its irritation increases the later through the map it happens.

>> No.2434174

>>2434137
>Oblige
That shit blends together too much.

Much more fun to play proper levels.

>> No.2434192
File: 56 KB, 661x126, ohfuck.png [View same] [iqdb] [saucenao] [google]
2434192

>>2434142
So I just arrived to an event map where every monster is either boosted, rare or both, they also keep resurrecting every few minutes, or there's some guy resurrecting that I can't keep track of.
This is slowing down my computer so god damn much, it even crashed gzdoom a few times already, I guess cranking up Oblige monster setting to "Nuts!" wasn't a good idea after all.

Ethernet cable will probably melt in mp.

>>2434174
I don't like Oblige outside of DoomRPG/RLA either, at all.
Even if you already know how most of the tiles/areas are, it's a whole different thing when coupled with those mods, at least to me.

>> No.2434227

>>2434192
>Ethernet cable will probably melt in mp.
The way G/ZDoom netcode works, all that's sent over the network is player input. Everything else is run clientside, which is why it's so prone to desyncs, but also won't die the way Zandronum does on particularly monster-heavy maps.

Unfortunately, if you're getting frame drops, your friend will feel them even if his computer can handle it just fine. It's pretty uniquely horrible to be running the game at 60 FPS but jitter around all over the place because your buddy dropped to 20.

>> No.2434258

When Zandro 3 will be released, it will be based off ZDoom 2.7.1 code, and thus will have ability to record player stats into the ini.

Do you think, anybody would make a Doom RPG mod with randomised loot and stuff, that lets you save characters and play same character on diferent servers? Wold it be popular?

>> No.2434261

>>2432775
How can killing demons make Christians butt hurt.

If anything they'd love it.

>> No.2434276

>>2434261

DAMN FUCKIN' STRAIGHT!!! Now THAT would make a kick-ass Christian super hero, not that Bibleman shit.

"And on the seventh day, God KICKED YOUR FUCKIN' ASS!!!" *BLAM*

>> No.2434281
File: 135 KB, 700x1083, 2008-07-01-JesusPAGE.jpg [View same] [iqdb] [saucenao] [google]
2434281

>>2434276
This needs to be made into a Doom wad.

>> No.2434358

>>2434281
>>2434276
reminds me of that
https://www.youtube.com/watch?v=-xSORIDw1Sg
sorry for the lack of eng subs

>> No.2434534

>>2430556
>>2430670
Anyone wanna do this? I have an idea for a DM map to include, but I don't wanna start it if we're not gonna go anywhere with it.

I might anyway actually (DM maps in 200 minutes are pretty fun, not having to worry about monsters and just going with map flow), but it would still be neat if others would hop on.

>> No.2434545
File: 41 KB, 303x450, young romero AKA fantastic pussy slayer.jpg [View same] [iqdb] [saucenao] [google]
2434545

https://youtu.be/9v_0HD7iOz4
I never like it when people talk bad about John, he seems like such a nice and humble person.

>> No.2434710

>>2434545
Despite their penchant for smack-talk and general weirdness, the id guys seemed like really cool people.
...At least until you put them in a compromising legal position. Then they'd trash your office.

>> No.2434875

What's the best midi player? Not for use in G/ZDoom, but just when I want to listen to midis outside of the game.

>> No.2434890

>>2434875
I use foobar with the midi plugin.

>> No.2434892

>>2434545
It's hard not to riff someone when they made a game where the cover says he is gonna make you his bitch.

>> No.2434895

official, bloodshedder and TheGreenHerring (CC4 organizer) are now /idgames maintainers.

and yes, for those wondering, Valiant is on /incoming

>>2434875

wmplayer.exe

also a properly configured timidity.exe

>> No.2434898

>>2434895

I would've chosen Fraggle, but bloodshedder is a good second choice.
Surprised Torm didn't try to apply.

>> No.2434904

>>2434898
I believe Fraggle volunteered only if no one else stepped in.

>> No.2434916

>>2434895
congratulations to both of them.

not that they'll notice, but hey.

>> No.2434929

>>2434895
Good choices

>> No.2434931

>>2432757
no, it offended the satanists. They're the ones who control hollywood.

>> No.2434946

>>2434931
>satanists
>controlling hollywood

now now, that's a highly antisemitic slur. jews don't worship satan. what you're saying amounts to blood libel.

>> No.2434952

https://www.youtube.com/watch?v=pKbs-KLmfE4&feature=youtu.be

>> No.2434957 [DELETED] 

>>2434952
should i make a new thread?

>> No.2434959 [DELETED] 

>>2434957

what
no

why?

>> No.2434961 [DELETED] 

>>2434957

No. This one isn't even at bump limit.
Why would you even consider it?

>> No.2434962

>>2434258
If it was a mod made from the ground up, like maybe it could be based partially in Hexen, except the game would be fun.

>> No.2434964

>>2434952
>1993

But doom 2 was 1994.

>> No.2434971 [DELETED] 

>>2434959
>>2434961
Did they change the bump limit?

>> No.2434975 [DELETED] 

>>2434971

It's 500.

>> No.2434976 [DELETED] 

>>2434975
>It's 500.
Some of us here remember a time when it was 400.

>> No.2434978

>>2434545
>humble
You forgot that the soaring success of Doom got to his head, for a while, he was all but humble.

I think he learned the meaning of hubris with Dai-Katana, after having flied awfully close to the sun, if you get my drift.

He's a cool guy but for that time he was a bit of a dick to deal with too.

>> No.2434983 [DELETED] 

>>2433941
I think they expect you to read the posts from the last threads and not be spoon feed the information.
>New fag vs Old fag argument

>> No.2434984 [DELETED] 

>>2434971
500.

A good indicator of thread exceeding the bump limit is when the thread's replies count is in italic.

>> No.2434995 [DELETED] 

UT2004 is considered retro, right?
>What is your favorite weapon in the game.
Link gun
Flak gun
Assault rifle

>> No.2434996 [DELETED] 

>>2434995

By /vr/ standards, retro is pre-2000.
Sorry.

>> No.2435002 [DELETED] 

>>2434996
Because 11 years haven't passed..

>> No.2435003

>>2434995

we can discuss original Unreal Tournament though!

My favorites are:
Flak Cannon
Rocket Launcher
Shock Rifle

>> No.2435005 [DELETED] 

>>2435002

If YOU think is retro it's not enough. Sorry.

>> No.2435006

>>2434995
They all have the same weapons really.
Flak
Rocket
Minigun
Sniper

I love them all equally sniper the most.

>> No.2435008 [DELETED] 

>>2435005
1999 was 40 years ago.

>> No.2435015 [DELETED] 

>>2434995
>>2434996
>>2435002
>>2435003
>>2435005
>>2435006
>>2435008
Can we please not derail the thread.

>> No.2435020

>>2435015

>(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

We can discuss old school Unreal and Unreal Tournament weapons. Their influence has been felt in several doom mods, so shut up, nerd.

>> No.2435025

>>2435003

Enforcer top tier all tiers.
Dual-wielding is gr8 and mmmmmmmmm that sound.

>> No.2435027 [DELETED] 

>>2435015
I wonder how many people actually read post let alone the actual OP.

>> No.2435050

I'm curious, what's the simplest, yet still amazingly good deathmatch maps for Doom, that was made for Deathmatch?
Or, in other words, what's the Final Destination/Battlefield of Doom Deathmatch?

>> No.2435058

>>2435050
I like some of the doom 2 maps, its just knowing the secrets so that you can destroy players quickly.

>> No.2435059

>>2435050
Dynamite Deathmatch is pretty fun and popular.

>> No.2435074

>>2435050
>what's the Final Destination/Battlefield of Doom Deathmatch?
Dwango 5 Map 01.
There is no other map as iconic, as tried, as tested, and as prominent.

>> No.2435120

playing BTSX E2M21. That section with the teleporting twin cyberdemons is fucked.

>> No.2435148

>>2435074
>DWANGO
Fuck yeah, classic.

Link to them because they are not allowed on /idgames: https://soulsphere.org/random/dwango-wads/

>>2435050
Recommending UDMX:
http://www.doomworld.com/idgames/?file=levels/doom2/deathmatch/megawads/udmx.zip

>> No.2435157
File: 23 KB, 744x539, 686547.png [View same] [iqdb] [saucenao] [google]
2435157

>>2434875
Been using Foobar2000 with the MIDI plugin. It runs off BASSMIDI.

http://www.foobar2000.org/components/view/foo_midi

Can't go wrong. Give it a soundfont and go. If you want it to sound exactly like default, get gm.sf2.
https://www.mediafire.com/folder/2xd3vr5x66ae6/GM_Soundfonts

>> No.2435165

Pour some out for IMX

>> No.2435229

>>2434227
>The way G/ZDoom netcode works, all that's sent over the network is player input
isn't that what doom has always done? which calls into question what the zdoom netcode maintainer has actually achieved.

>> No.2435284

>>2433509
man, I need to resist the temptation to put some shotgun guys on a tall, wide platform in the dark or some shit now

>> No.2435305
File: 297 KB, 1600x900, Screenshot_Doom_20150528_231137.png [View same] [iqdb] [saucenao] [google]
2435305

200 minutes of DM Map 2 - Deathmatch of the Third Reich. Simple killbox arena with a large central area and a lot of rockets.

http://www.mediafire.com/download/7tixqggp3hapgt5/200DM2.wad

>> No.2435315

>>2435229
>>2434227
This desync happens due to some (or rather a lot) of ZDoom functions not using the precalculated pseudo-random tables as Vanilla does, and using actual random instead.

Zdoom netcode mantainer should shoot himself in a foot or something. IIRC there was some attempt to make it send the random vars over to the other peers, but it failes miserably in complicated/conflicting situations

When this shit touches something critical, like where the projectile goes or what monster is spawned, desync happens.

>> No.2435316

... Man, now I wonder what it would be like using world portals/non-euclidean geometry in deathmatch levels...

>> No.2435326
File: 40 KB, 1000x1000, temp.png [View same] [iqdb] [saucenao] [google]
2435326

>>2435316
Unreal had a level that used a portal. I don't think projectiles worked going through it though. I could be wrong.

I used to map in Unreal, and I seem to remember having a problem with getting that to work. There was a trick where you could shape the zones you were portaling through like pic related and it would give the effect that you were walking over corners like jareth in labyrinth.

>> No.2435328

>>2435326
The angles had to be perfect though, and it had to be on grid or it wouldn't work at all. Pain in the ass, and ultimately not worth it, but still fun.

>> No.2435336

>>2435326
It actually does projectiles - in the turbine level in UT (first duel) you can launch a grenade into the hatch and watch it fall from above.
What it can't do is render the same area more than 2 times - one actual, and one through the portal - in older versions it hanged up on rendering such "infinite corridor" thing, in later versions it just cuts off via HOM or a pitch black wall where a portal should be.

IIRC you can do picrelated in ZDoom and make projectiles pass through it too, by altering them so they pass through portals. You can even render room upside down and walk on ceiling via use of camera-based skybox and some trickery.

>> No.2435337

>>2435315
>This desync happens due to some (or rather a lot) of ZDoom functions not using the precalculated pseudo-random tables as Vanilla does, and using actual random instead.

i don't think it uses "actual random" but a prng with a lot more state than just the position in a table of precalculated "random" numbers. but i see your point, thank you for the explanation.

i imagine to keep the state of 50+ mersenne twisters in sync over the network would probably require sending entire kilobytes of data from machine to machine, so that is, of course, out of the question.

>> No.2435342

>>2435337
>entire kilobytes of data
how dreadful

>> No.2435356

>>2435342
We're talking about this shit being sent instantly, in a way that will be able to keep up with the pace of Doom multiplayer. Until we all get Google Fiber this shit ain't gonna cut it.

>> No.2435360

>>2435336
>IIRC you can do picrelated in ZDoom and make projectiles pass through it too, by altering them so they pass through portals. You can even render room upside down and walk on ceiling via use of camera-based skybox and some trickery.
Neat.

>> No.2435363 [DELETED] 

>>2434976
>Some of us here remember a time when it was 400.
out of interest, when was that?

>> No.2435372

I saw this doom mod where you could fire each of the super shotgun's barrels individually but forgot its name. Anyone know it?

>> No.2435376
File: 3.00 MB, 1280x720, 5DSpace.webm [View same] [iqdb] [saucenao] [google]
2435376

>>2435316
>>2435316
way ahead of ya

>> No.2435382

>>2435376
That looks confusing as hell.

>> No.2435384

>>2435382
It is until you run around in it without the automap for 10 seconds. You just learn the rooms instead of trying to make sense of the geometry.

>> No.2435394

>>2435372
i know you can do that in brutal doom (and presumably all its derivatives). as i recall, you can also do it in accessories to murder. so there are several. probably others than those i've mentioned.

>> No.2435397 [DELETED] 

When are Combine_Kegan and TerminusEst13 going to finally get Patreons? They were talking about it in the stream last week.

>> No.2435398

>>2435382
deathmatched a buddy on this stage a bit a few years ago
really, really cool effect

it's surprisingly not as confusing as you'd think (still confusing though)

>> No.2435402 [DELETED] 

>>2435397

No we weren't.

>> No.2435403

>>2435376
How do i make this?

>> No.2435404 [DELETED] 

>>2435402
You weren't? Maybe I misinterpreted then. It was during the conversation about hfc2x.

>> No.2435407
File: 690 KB, 1918x1009, 1432236358781.jpg [View same] [iqdb] [saucenao] [google]
2435407

Doom 4 trailer had a machine gun version of this, how long until we get this in DOOM

>> No.2435408
File: 338 KB, 900x760, methinks thy claim tis erronious.png [View same] [iqdb] [saucenao] [google]
2435408

>>2435397

You are going straight to hell for lying mister.

Also fuck this, here, just play the goddamn mod because I'm sick of dragging my feet on fixing the HUD issue online with crash expanders, so SHIP IT ANYWAY!

https://www.dropbox.com/s/un8mqmqw8u9ibgp/GMOTA_V0.9.9_zantest4.pk3?dl=0

changelog:

http://pastebin.com/rz9yn2Zc

>> No.2435410

>>2435394
Beautiful Doom does it.

>> No.2435414

>>2435410
Only thing I didn't like about the rev in that video was his normal length arms...

>> No.2435415

>>2435407
Hopefully soon seeing as it would be an interesting variant.

>> No.2435418

>>2435403
Fuck if I know how in Doom. Would probably require some skybox and silent teleport fuckery.

>> No.2435420

>>2435408
what's this, a new GMOTA test version?
exciting!

>> No.2435424

>>2435418
There is only one game i've ever seen do it and that was Prey, I believe it was done by teleporters and camera placed on each end so that you could view whats on the other side in real time.

>> No.2435428

>>2435418
What would be even more genius would be making it random so that you never know where or even what species you'll end up when you arrive.

>> No.2435431

>>2435407
>machinegun
>you can see the rocket next to the old Revenant pic
I'm sure that once more gameplay info's revealed next month, people will quickly begin making recreations and so forth to try and replicate the result.

>> No.2435432

>>2435431
yeah, that image is different but in the trailer i remember hearing machine gun noises and seeing a par of miniguns on its back instead of rocket launchers.

>> No.2435434

>>2435376
magic!

>> No.2435436

>>2435434
really? magic is your explanation.

>> No.2435440 [DELETED] 

>>2435438
>>2435438
>>2435438
>>2435438
>>2435438
NEW THREAD
NEW THREAD
NEW THREAD
NEW THREAD
NEW THREAD

>> No.2435442 [DELETED] 

>>2435440
Way too early.

>> No.2435450 [DELETED] 

>>2435440

We don't need a new thread.
This one is still alive.

>> No.2435453 [DELETED] 

>>2435450
just use it after this caps, we haven't got that long.

>> No.2435456 [DELETED] 
File: 18 KB, 366x380, 1334329164853[1].jpg [View same] [iqdb] [saucenao] [google]
2435456

>>2435440
we're not even to bump limit, and we're on page one.

>> No.2435457 [DELETED] 

>>2435453

nah

>> No.2435458

We will never have super buff imps.

>> No.2435460

>>2435120
Finished the map now. Decided to save the megasphere from the start of this level for this encounter, and managed to survive. Pretty fun map.

>> No.2435461

>>2435458
Just imagine the glorious buff imp fighting you in melee with firery hands.

>> No.2435485

>>2435408
hmm, why are my reload and zoom keys not doing anything? (using zdoom - is this release zand-specific?)

>> No.2435487

>>2435485

Ah! Scroll to the bottom, new keys are used

>> No.2435495

>>2435487
What? Why?
Previous setup was perfectly fine.
New setup may be toublesome for D-Touch users (like myself).

>> No.2435496

>>2435487
hmm, okay.

if i bind my existing reload and zoom keys (r and f) to the new GMOTA-specific functions, it unbinds the defaults. so when i go into another mod, suddenly reload and zoom stop working there.

so i need to find a different set of keys, say t and g, which will be further from my "home" keys, less convenient to press, and relearn muscle memory.

this is... unfortunate.

>> No.2435497

>>2435495

Reload and Zoom don't exist in zandy yet, sorry.

>>2435496

That's an annoying quirk with mods in general, I hate it, but it can't be helped.

>> No.2435501

>>2435496
>>2435495

Don't worry, Zandro 3.0 will have Reload and Zoom inherent.

>> No.2435502

>>2435501

Which means I'll have to go back and remove that stuff manually in the future.

>> No.2435503
File: 105 KB, 853x720, tzrtzrx.jpg [View same] [iqdb] [saucenao] [google]
2435503

holy shit!
I hope Blade of Agony will get brutalized!!!
take this
https://www.youtube.com/watch?v=jKyPReSiYgE

and add this!
https://www.youtube.com/watch?v=5iGaXxrM-9U

>> No.2435506

>>2435496

Couldn't you just bind both ZDoom and GMOTA's zoom and reload functions to the same keys?

>> No.2435507

>>2435502
honestly, considering how many mods use different keybinds and how all of them are mod-specific rather than universal, this really shouldn't be a big deal for you

>> No.2435508

>>2435503

Fuck off, sparky.

>> No.2435509

>>2435507

The shitty thing will be removing the booleans and checks for all of this and attempting to clean my code up.

>> No.2435510

>>2435506
please read my post -- as i said, doing so appears to unbind the defaults.

on the other hand, it seems they remain set in zdoom.ini, and still show up as bound when i load zdoom without gmota.

>> No.2435513

>>2435510
binds are mod-specific, not universal
changing your reload key to gmota's reload key should affect nothing if you load up another mod

>> No.2435517

uh, wow, a lot of posts just disappeared...

>>2435513
yes, i'm just discovering that... sorry for the noise. rebound the keys, everything seems fine elsewhere. who knew? well i learned something, anyway. thanks to all for the explanation and patience.

>> No.2435519
File: 11 KB, 249x241, 1400649205866s.jpg [View same] [iqdb] [saucenao] [google]
2435519

>>2435503

>> No.2435520

>>2435503
>Blade of Agony
Looks awesome actually. Pretty hyped for it.
>brutalized!!!
Sure buddy...

>> No.2435521

>>2435510

There is a way to bind multiple functions to the same key, with the alias command.

What you want to do is make an autoexec.cfg, and put in the following lines:

alias +reload2 "+reload;gmota_reload"
alias -reload2 "-reload;gmota_reload"
alias +zoom2 "+zoom;gmota_zoom"
alias -zoom2 "-zoom;gmota_zoom"
bind r +reload2
bind f +zoom2

I don't know what the actual commands are for GMOTA's reloading and zooming, but they're easy to find out: Just bind them to any pair of keys in-game, then open the console and type "bind [whatever key you bound to GMOTA's reload/zoom]" without quotes and it'll tell you.

>> No.2435535
File: 2.69 MB, 4064x3058, MAP01.jpg [View same] [iqdb] [saucenao] [google]
2435535

Back again with a new update

GBA Doom Deathmatch Remake v2

http://www.best-ever.org/download?file=gbadmplusv2.wad

MAP01 and MAP02 are now finished and fully playable

Some of the areas are redesigned

>> No.2435537
File: 1.99 MB, 4064x3058, MAP02.jpg [View same] [iqdb] [saucenao] [google]
2435537

>>2435535

>> No.2435545

>>2435535
I'm 28, and what is this?

>> No.2435546

>>2435537
>First screenshot, third row
Nice pic there, m8

>> No.2435549

>>2435535
>>2435537
nice. very colorful
>>2435545
it appears to be a remake of GBA doom's deathmatch levels
>>2435546
heh, some of the wall murals are interesting. "WTF is this shit?" indeed ;)

>> No.2435550

>>2434895
>official, bloodshedder and TheGreenHerring (CC4 organizer) are now /idgames maintainers.
do you have a link suitable for the news post for this?

>> No.2435553

>>2435550
never mind, found one myself in the obvious place
http://www.doomworld.com/vb/post/1375733

>> No.2435554
File: 66 KB, 800x660, hissy4.png [View same] [iqdb] [saucenao] [google]
2435554

>>2435408

BASED

>> No.2435559

>>2434916
I've passed your message, anon. TGH says yay!

>> No.2435560

>>2435372
There's a lot of mods that do that.

I remember Immoral Conduct had a feature like that. Speaking of which, wasn't someone porting that to to ZDoom proper? I loved the shit out of that mod and would greatly enjoy being able to play it again.

>> No.2435561
File: 1.09 MB, 300x169, mio-eye-swirl.gif [View same] [iqdb] [saucenao] [google]
2435561

>>2435376
GAH!

>> No.2435571
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google]
2435571

>>2435559
oh, well, uh. thanks!

>> No.2435585
File: 142 KB, 1366x768, Screenshot 2015-05-29 17.08.53.png [View same] [iqdb] [saucenao] [google]
2435585

dear lord these textures are shit

does this get any better?

it's return to danger

>> No.2435586

>>2435460
BTSX E2M22 is somewhat frustrating, once I get to the berserk pack room full of pinkies. The pinkies part isnt so bad, but after I open the gate, it gets a bit too hectic for how little space there is to move. I'm sure I'll get past this part eventually, though.

>> No.2435608
File: 607 KB, 1366x768, Screenshot_Doom_20150529_174059.png [View same] [iqdb] [saucenao] [google]
2435608

These maps are so damn cool. I can't believe the amount of fun I am having, holy shit.

>> No.2435610
File: 201 KB, 700x534, Cacosushi.png [View same] [iqdb] [saucenao] [google]
2435610

Turns out Kurashiki now has a tumblr: http://nankakurashiki.tumblr.com/

>> No.2435613

>>2435608
whats this

>> No.2435618

>>2435613
>>2435613
http://forum.zdoom.org/viewtopic.php?t=32674

>> No.2435619

>>2435618
gracias

>> No.2435623
File: 353 KB, 640x640, tumblr_np3pmbnTdb1uwi6g0o1_1280.png [View same] [iqdb] [saucenao] [google]
2435623

>>2435610
Cool

>> No.2435656

>>2435503
>bastardized
more like

Also:
BREAKING NEWS >>2428452
A certain time ago a Russian guy made a GoldenSource compatible engine of his own, called Xash3D. It can play Half-Life and mods. Now, Russian modders ported the linux version of it to Android, and convinced Beloko to provide them with some of his libraries (like controls and such) .

It can play Half-Life and any mod that does not use custom engine scripts (those are compiled under x86 and won't run under ARM.). Mods like "Case Closed" work. Mods like "Counter-Strike" and "Opposing Force" don't. Mods made with Steam version of GoldSource in mind are unlikely to work either.

Engine is open source.
Github with latest android versions: https://github.com/SDLash3D/xash3d-android-project/releases/

>> No.2435664

>>2435656
as a sourcefag and former goldsrcfag
I find this interesting

>> No.2435676

>>2435656
https://www.youtube.com/watch?v=s0yiWQYigN4
Get excite. It appears to run on old hardware just fine.

Hope someone adds touchpad support.

>> No.2435685

>>2435664
Note that this is not the port of GoldSource itself, since that's still closed, but another engine that can run GoldSource stuff, and is expected to run all the mods (OpForce, CS, etc.) in the future.
You can go ahead and help the dev out via code, beta-testing, introducing it to people, translating documentation, and direct donations.

dev.thread on Android version is here (russian) : http://4pda.ru/forum/index.php?showtopic=650049

Xash 3D FAQ (russian): http://cs-mapping.com.ua/forum/showthread.php?t=36271
Xash3D forums (again, russian): http://cs-mapping.com.ua/forum/forumdisplay.php?f=189

>> No.2435778

>>2435610
Rad

>> No.2435820

>>2435585
>return to danger
>ultimate challenge
>good
hahahahahah

>> No.2435826

>>2435676
man, I used an Xperia play for years but now the phone feels so slow and shit compared to phones today
why cant we get a new xperia play?

>> No.2435831

>>2435826
>feels so slow and shit compared to phones today
I use one myself, and have a back up for when this breaks. I don't even give a shit about new phones. Until another comes out with a built in gamepad I'm not upgrading.

There are enough games to emulate that I don't even give a shit.

The only downside is no decent doom port. At least none that make good use of the gamepad... touch controls with doom suck nuts. Quake runs fan-fucking-tastic though. Nearly as good as keyboard and mouse for me.

>> No.2435878
File: 1.21 MB, 1200x1785, tumblr_np4jabJsGM1uwi6g0o1_1280[1].png [View same] [iqdb] [saucenao] [google]
2435878

>> No.2435881

>>2435878
Cuuute.

>> No.2435886

Im making a deathmatch wad as a starter map pack.

Any good tips for deathmatch design? And how do I get my wad noticed?

>> No.2435891

>>2435878
kura's hae-lin is the best
dem tits though

>> No.2435905
File: 58 KB, 752x752, 1385944489487.gif [View same] [iqdb] [saucenao] [google]
2435905

Doom 64 sure is pretty spoopy.

>> No.2435919

>>2435878

BOOBS. Also glad to see kurashiki has a blog now. Hope to see more map drawings!

>> No.2435935
File: 182 KB, 640x536, tumblr_nj9pmaG7cM1r2to8go9_1280.jpg [View same] [iqdb] [saucenao] [google]
2435935

>>2435919
When did he change her name from alice88?

>> No.2436056

If Doom 2's MAP01 is so great for DM

then why DWANGO5 MAP01 exists?

shrekmate, atheists

>> No.2436061

Man, Omg Weapons could really use inbuilt instant weapon switching. '3' has 5 weapons on it for god's sake.

>> No.2436065
File: 120 KB, 500x363, FETCH.png [View same] [iqdb] [saucenao] [google]
2436065

>>2435878
>Cyborg mom carrying korean qt like a football while snacking on chips
Kurashiki is best DOOMer.

>> No.2436082

Been trying to get the Doom PSX TC working, and it starts up fine, but in the start log, it always says something about "soundinit failed", or something along those lines, then it says, "using nosound".
I can't hear anything in game whatsoever. Any idea on what to do?

>> No.2436084
File: 88 KB, 664x238, you&#039;re gonna carry that weight.png [View same] [iqdb] [saucenao] [google]
2436084

The good news, it is happening.

The bad news? Well, click the link.
http://forum.zdoom.org/viewtopic.php?f=19&t=48703

>> No.2436092

>>2436084

Not really seeing how this is a bad thing.
Shiga's work may not be good in the traditional sense, but they're always a blast to play through.

>> No.2436101

>>2436084

oh lawd

>> No.2436123
File: 4 KB, 107x125, AND YOU COULD HAVE IT ALL... MY EMPIRE OF DIRT!!!.jpg [View same] [iqdb] [saucenao] [google]
2436123

>>2436084
>The guy who made Swan Fox is making a wad based off Hotline Miami
This is gonna be a fun ride.

>> No.2436139

has anyone made a mumble plugin for zdoom/zandorum?

>> No.2436180

>>2436082
What source port?

>> No.2436192
File: 2.40 MB, 250x188, 1432435682330.gif [View same] [iqdb] [saucenao] [google]
2436192

>>2436084
>Oh coo-
>Swanfox

>> No.2436194

>>2436082
i get this in linux if there's anything else that has the audio device open (mpv, firefox if i've been playing webms with sound)

fmod is amazingly retarded, it tries to open /dev/dsp and gives up if it can't. so you need oss-compat installed.

>> No.2436195
File: 40 KB, 244x248, Doomguy in love.png [View same] [iqdb] [saucenao] [google]
2436195

>>2435878
>New Demonsteele character is a pizza eating tomboy
Tomboys are a miracle of the universe

>> No.2436209
File: 19 KB, 640x360, 8aiENg6l[1].jpg [View same] [iqdb] [saucenao] [google]
2436209

Slenderman? in MY doom?

>> No.2436214

>>2432742

Remember when you were dumb
You worshipped skeletons like a chud
Die, you fucking Revenant
Now there’s just agitation in your eyes
Like the undead that won’t die
Die, you fucking Revenant

You were fucked in the crossfire of Cyber and Spider
Clutched in their tight grasp
Fuck off, you faggot with retarded scream
Fuck off you bonehead, you hothead, you undead and die

I hope you die in a boom
I hope you die soon
Die, you fucking Revenant
Taught by those who aren’t right
His calcium filled your sight
Die, you fucking Revenant

You found your own way to ignore smart decisions
Clutched in his tight grasp
Fuck off, you shitass, you failed emission
Fuck off, you bonehead, you asshole, you undead and die

>> No.2436220

>>2436194 (me)
>fmod is amazingly retarded, it tries to open /dev/dsp and gives up if it can't. so you need oss-compat installed.

continued

even if you have installed the stuff that gets you a /dev/dsp, if there's something else playing audio, then opening it fails and fmod throws up its hands and says "no sound for you".

no other engine i use has this problem. i can run prboom, chocolate-doom, odamex etc all fine with mpg123 or whatever running in the background, alsa just deals with it.

but not fmod. anything using fmod needs exclusive access to the sound device for some braindead reason. i hate fmod.

>> No.2436263

>>2436220
that's an old problem with programs that use OSS for sound in general -- only one program could open /dev/dsp at a time
which is unimaginably retarded, but hey

>> No.2436275
File: 448 KB, 1280x1440, 1432937048.png [View same] [iqdb] [saucenao] [google]
2436275

Hellpost - http://www.doomworld.com/idgames/?id=3652

this map is from october 1995 but its very simple architecture, disjoint layout, lack of interconnection (it starts with the classic single square room, one door per side, three locked), reliance on mostly "default" textures (startan et al), and even BSP errors creating walls that can be seen through, make it appear to be from a much earlier age.

while that in itself is not a bad thing, it is as i say more or less a disjoint maze: quite dull, lacking any of the charm of early era mapping as seen in wads like fy1a (cf. https://archive.moe/vr/thread/2257516/#2263297))

>> No.2436298

>>2436263
indeed, but my sound card had two inputs which it could mix in hardware, so i got a /dev/dsp1 as well. so i got into the habit of running mpg123 on /dev/dsp1 so braindead closed source programs such as fmod and the flash plugin wouldn't break. these days i am well shot of the flash plugin and everything except fmod uses alsa.

>> No.2436329
File: 432 KB, 800x600, Screenshot_Doom_20150529_184450.png [View same] [iqdb] [saucenao] [google]
2436329

Trying out my new flashy marble textures. Probably doesn't fit the room all that well, however.

>> No.2436345

>>2436275
What's the earliest GOOD map? Like something on par with Ids stuff?

>> No.2436351

>>2436345
http://www.doomworld.com/idgames/?file=levels/doom/a-c/acheron.zip
ACHERON.WAD is pretty old.

>> No.2436352

>>2436345
>What's the earliest GOOD map? Like something on par with Ids stuff?
hmm, i'd have to think about that. stones.wad perhaps? depends on your definition of "good"...

>> No.2436358

>depends on your definition of "good"...

to continue this

megawatt/megalab, 11bones, evil_e

uac_dead, outpost 21

invade1, invade2

castle of evil

i dunno there's loads of really good old wads

>> No.2436394
File: 611 KB, 1600x900, Screenshot_Doom_20150529_161351.png [View same] [iqdb] [saucenao] [google]
2436394

>>2436351
Was pretty good man. Definitely on par with Doom 1 maps, and better than most.
>>2436358
>>2436352
I'll check them out. I only started playing user wads around 1996, so there was a good 2 years I missed out on. It seems most of them are "first map room and a cyberdemon" sort of thing.

>> No.2436397

>>2435656
Thank you so much for mentioning this! I saw video a while ago and wondered if it's going to be released soon.

>> No.2436421

Is there any DOOM TC that can compare in terms of quality to Pirate DOOM? This feels so polished and complete, with beautiful intro/loading screns, great sfx and creative new characters, weapons and levels.

>> No.2436475
File: 2.12 MB, 720x360, axe jokes.webm [View same] [iqdb] [saucenao] [google]
2436475

I can finally post this

AXE MAGIC

BoomerAxe sprites are placeholder, and I'm gonna buff it a little, make it rip, and actually reduce mana cost to 25 so players who swing steadily can mix up their axe assault

>> No.2436520

>>2435676
>Hope someone adds touchpad support.
As I already said
>Beloko provided them with some of his libraries (like controls and such)
His controls are basicaly a staple of dual-stick shooter controls, but with right stick replaced with a touch-pad like zone. You can customize zones (size and position), as well as double-tap actions (double tap on "look zone" makes a very good fire button, since you don't have to move your finger to it)
Overall, the controls are the best you can get on the touch-screen and are highly customisable - you can even add some more buttons on screen and map them however you want, for use in mods mostly.

http://www.youtube.com/watch?v=HGlBmisH0hc

>>2435831
>no decent doom port

D-Touch is one of the best Doom ports on anything ever, made by Beloko guy I mentioned before. It supports Chocolate, PrBoom+, GZDoom 1.8.6 and GZDoom 2.0 (sans renderer). Same controls as in vid. above, plays any mod I throwed at it so far (Demonsteele and GMOTA included). Burtal may require a more decent phone, but it works well above 35 fps in most cases - with some tweaking (like toning down smoke and ammount of blood via DECORATE editing) it is possible to make it run on full 60 on 1GHz phone with PowerVR GPU (my phone - Philips Xenium W732)

That same guy also made good ports of Quake 1 (GLQuake, FTEQW, DarkPlaces), Q2, Hexen 2, Q3,
Heretic,Hexen and Strife (chocolate), Return to Castle Wolfenstein, Jedi Outcast and Jedi Academy.
Unfortunately, his GoogleStore account got taken down by Disney, of all places, due to JO and JA ports, which are StarWars games, and he's working on getting it back up.
You can still download the promotional version of D-Touch (no GZDoom 2.0 support, but full GZDoom 1.8.6 support) from here: https://yadi.sk/d/D1I-unx_gxLnJ

He's also working on Homeworld and eDuke32 ports, and showed footage of AVP port. You can get Homeworld beta off his facebook

>> No.2436530

>>2436520
>As I already said
No, I mean for the Xperia play. It might already have them still though. Not touch screen, touch pad.

>> No.2436543
File: 225 KB, 932x770, S5800_01.jpg [View same] [iqdb] [saucenao] [google]
2436543

>>2436520 cont.

>>2435826
>cant we get a new xperia play
>>2435831
>Until another comes out with a built in gamepad I'm not upgrading

You might consider this little thing: http://www.jxd.hk/products.asp?id=645&selectclassid=009006
It may be clunkier, but it's well built and has specs that allow it to run D-Touch, Quake, RTCW and JO/JA ports extremely well, as well as gamepad.
It can also emulate almost any console up to Dreamcast through Reicast (PSX emu is almost perfect, N64 is as good as it can be on an Android), and even most of the NDS games at full speed.
And it's also a phone with 3G.

I have a non-phone, but a bit more powerful version (s7800b), and it runs all the mentioned above, as well as Golden Eye and Perfect Dark through N64 without any slowdowns. Played through Sonic Adventure, Soul Reaver and Shadowman via Reicast (dreamcast emulator) without any issues too.

You'd want to install custom firmware as soon as you get it though, since it fixes an awful lot of bugs, increases performance and cleans up the chineese trash apps. Lurk it up on Dingoonity.

>> No.2436549

>>2436543
Can it emulate Blood?

>> No.2436562

>>2436543
>You might consider this little thing
I considered similar things, but the clunkiness turned me away. And sticking analogue sticks in my pocket kinda seems annoying.

My xperia can actually play most PS1 games I've tried with little issue, and Mario 64 and weirdly enough Perfect Dark run fine (but just about anything else I care about doesn't).

Like I said though the clunkiness is the main issue... This doesn't look bad though. And the potential for dreamcast games intrigues me... yes... yes...

>> No.2436565

>>2436543

I have one of the cheaper JXDs, and I have to admit it's pretty solid for emulating stuff, runs pretty much everything before the 64 fine, though I can't find the custom firmware for the one I have.

>> No.2436574

>>2436549
It can. Through DosBOX-turbo.
But DosBOX on android is kinda awful, so you might get about 20-25fps, maybe 30fps if you run on Shilld at any resolution above 320x200

At 320x200 it will run somewhat decently.
Watch tits. http://www.youtube.com/watch?v=roEURPFiYME

Not the >>2436543 , but I bet that s5800 can run it at least a wee better.

>> No.2436576

>>2436574
Shiild? As in Nvidia Shield? I was thinking of getting that but it seems to be discontinued.

>> No.2436580

>>2436520
Where can I download d-touch? Can't find it in playstore

>> No.2436591

>>2436576
dont buy that bro. it's not discontinued, but it is overpriced, and is basicaly same as that chineese device, only clunkier due to hurr-dur-real-xbox-gamepad, and extra buff via Tegra 4. Not that bad, actually, but well overpriced and if you only want older games, all that power will be wasted. The only upside I can find about it - HalfLife 2 and Portal, as well as some Shield-specifig games, but even that is somewhat questionable as, once again, some Russian dev from 4pda made a chinafire-analogue (GLTools) that can run some Tegra-exclusives on non-tegra devices (also sweet shaders and some graphical optimisations)

>>2436565
What's your device, I might be able to find it.

>>2436580
>Where can I download d-touch? Can't find it in playstore

as i said b4: >>2436520
>Beloko's GoogleStore account got taken down by Disney, of all places, due to JO and JA ports, which are StarWars games, and he's working on getting it back up.
>You can still download the promotional version of D-Touch (no GZDoom 2.0 support, but full GZDoom 1.8.6 support) from here: https://yadi.sk/d/D1I-unx_gxLnJ

where
>https://yadi.sk/d/D1I-unx_gxLnJ
is literary link.

>> No.2436593

>>2436574
Man those things are pretty cool really. Shame they're not smaller...

>> No.2436615

>>2436591
>What's your device, I might be able to find it.

JXD S602B

>> No.2436618

Does anybody has those character sheets for DemonSteele characters, aka their personalities and such?
I might writefag a terribad greentext fanfic when I'm bored at work.

>> No.2436635

>>2436615
look here:
http://boards.dingoonity.org/jxd-devices/upgrade-jxd-s602b-firmware-to-solve-the-charging-problem!/msg55249/#msg55249
(outdated, back from 2012)

here:
http://boards.dingoonity.org/jxd-devices/(s602b)-new-firmware-question/msg125403/#msg125403
(only for monocore S602B)

and here:
http://boards.dingoonity.org/jxd-devices/installing-jxd-s603-firmware-into-s602-and-some-things-really-interesting/
(risky and L/R stop working)

>> No.2436638

>>2436635

So the middle one is most likely my best option

>> No.2436639

Also, offtopic, but Android now has KOTOR.

>> No.2436652

>>2436591
>promotional version of D-Touch : https://yadi.sk/d/D1I-unx_gxLnJ

Maybe we should stick it to the OP?

>> No.2436658
File: 33 KB, 400x244, bls rebond.png [View same] [iqdb] [saucenao] [google]
2436658

>try running DoomRL Arsenal
>Script error, "DoomRL Arsenal Beta 7.94.wad:DECORATE" line 7095:
"DONTDRAIN" is an unknown flag

>> No.2436663

>>2436658
Sounds like you need GZDoom to be updated

>> No.2436668

>>2436658
pro tip: "unknown flag" errors means your (g)zdoom version is outdated 99% of the time

>> No.2436729

>>2436618

http://pastebin.com/v9FzFsax

Here, the write-ups I did during character design and auditioning VAs.

Shihong's is still a WIP for obvious reasons, but I don't think I'll deviate much.

>> No.2436740

>>2436729
Any backstory, as in how they got their powers and ended up in hell?

>> No.2436771

>>2436740

Sure, here you go.

http://pastebin.com/UYU9h94H

Shihong's story is still a WIP (it's a first draft and I'm not really happy with the flow), but the basic components are all there.

>> No.2436781

>>2436658
To elaborate on the other two, get a development build. A lot of mods actually rely on them, the last "stable" release is very old.

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

>> No.2436810
File: 259 KB, 1600x900, Why can&#039;t I, hold all these axes.png [View same] [iqdb] [saucenao] [google]
2436810

Standing still causes odd things to happen with returning axes

>> No.2436812

>>2436810

good luck, i'm behind seven thousand axes

>> No.2436889
File: 189 KB, 1000x1386, 1000px-BA_vs._Chaos2.jpg [View same] [iqdb] [saucenao] [google]
2436889

Can anyone explain to me why there are no 40k mods? The two settings go hand in hand, i mean 40k has a fuck ton of cool demons and weapons that would be perfect for doom. It just puzzles me how there hasn't been no 40k mods what so ever

>> No.2436896

>>2436889
That would require a helluva lot of good artists to work on it, and those people have better things to do.
Of course, you can use figures to overdraw the sprites same way ID did with original monsters, but idunno.

Oh, and Games Workshop are assholes that can fuck a modder up in the ass ( i remember something like this happening to one of W40k mod for Civ)

>> No.2436897

>>2435656
Xash3D is neat, but it seems to have input lag or some sort of inertia issue. Physics are very off.

>> No.2436907

>>2436897
Works fine to me. It might need quite a bit of config tweaking beore it works properly though.
Try setting cl_lc (lag compensation) and cl_lw (weapon control) to zero. in the cfgs. Xash's HalfLife works by setting up a virtual server then connecting player to it, so tweaking with net-configuration might rid you of some of the bugs. Unfortunately most of the documentation in in russian and I don't feel like translating right now. Try Google Translate though - it might help.

>> No.2436942

>>2435408
I'm getting something kinda screwy with the blatzer whatsit. I hit zoom to change it to dart mode, then hit zoom to change it back. I hit zoom again, and nothing. I have to either fire a shot or switch weapons to be able to change modes again. It does the same with the powered mode, too. I'm playing on GZDoom, by the way. I don't know if it's because of the version I'm playing on, though.

>> No.2436947
File: 13 KB, 639x476, unzip katana.png [View same] [iqdb] [saucenao] [google]
2436947

GBA Doom DeathMatch Remake

Made a server for everyone to try it out

>> No.2436950
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
2436950

>>2436942

Oh shit, good eye, I think the cooldown system I implemented there is biting people in the ass. I'll fix this momentarily

>> No.2437037
File: 1.26 MB, 800x450, Zandronum 2015-05-30 01-32-40-00.webm [View same] [iqdb] [saucenao] [google]
2437037

This is fine.

There's clearly nothing wrong with this

>> No.2437043

>>2437037
Everything would be sword-a dead

>> No.2437051

>>2437037
Repetitive animation.
Also "Everything ded lol"

>> No.2437059

>>2437037
Seems balanced to me.

>> No.2437061
File: 85 KB, 1285x620, glue.jpg [View same] [iqdb] [saucenao] [google]
2437061

>>2436889
There's a Spacehulk mod for Doom 1 shareware, it's fucking antique, like probably over 20 years old. Shit's ugly.

Also, I feel like I kind of outgrew 40k at some point, it was fun to put together figurines, but I couldn't paint for shit, and had nobody to play with, eventually I decided it was just kind of a waste of my money. Also as I got more /k/ a lot of the weapons became super retarded once you start to read about what's written about them.

I hear GW has really been shitting the bed these last couple of years though. Especially with Fantasy, which is a shame, because I actually held some degree of respect for it, it was different than 40k. Most characters were interesting, as opposed to 40k, where only a handful really were.

But there was some cool stuff here and there. Always liked the Imperial Guard, and the Tau. Orks were cool in a sense, but they also had a humorous charm to them.

>> No.2437064
File: 58 KB, 220x196, 1432581640784.png [View same] [iqdb] [saucenao] [google]
2437064

>>2437043

>> No.2437065

>>2436123
What have they done to Hae-Lin?

>> No.2437067

>>2437065
http://shiga95.deviantart.com/art/Happy-easter-2015-524984223

>> No.2437115
File: 275 KB, 1366x768, 2015-05-30_00004.jpg [View same] [iqdb] [saucenao] [google]
2437115

brb making a mistake

>> No.2437117
File: 193 KB, 1366x768, 2015-05-30_00005.jpg [View same] [iqdb] [saucenao] [google]
2437117

>>2437115
In case anyone needs extra context.

>> No.2437129

>>2436394
>It seems most of them are "first map room and a cyberdemon" sort of thing.
i find this to be if anything an exaggerated stereotype. a more common problem of early maps is devolution into collections of disjoint single rooms and flat corridor mazes of single-sided walls and little or no texture variation. they show glimpses of what doom offered over previous engines but the mapper gets frustrated with the slow speed of construction and resorts to doing what is easiest.

>> No.2437139

>>2437129
I've played a few first-map-room-and-a-cyberdemon maps out of randomly selected maps, but the startan-brown-everything-is-a-hallway maps probably do show up a lot more. Along with half-the-walls-are-unmarked-doors thing that was common...

>> No.2437185

>>2437117
Looks clusterfucky as a motherpounder
WTF am I looking at?

>> No.2437197

>Playing GMOTA
>Get the Hammer
>It's rad as fuck and does heavy damage where I want it when I want it
>POW it up
>It's really terrible at everything because now it just bounces around spewing rocks with a delayed explosion after several bounces
Christ this is lousy.

>> No.2437198

>>2437185
DoomRPG. "SCRIPTS!: The Wad!"

>> No.2437203

>>2437197

I'm open to suggestions on what an amplified effect the hammer should have, anon.

>> No.2437207

>>2437203
more skill

>> No.2437212
File: 2.87 MB, 683x384, lol only 9mm.webm [View same] [iqdb] [saucenao] [google]
2437212

>> No.2437214

>>2436771
>And then Terminus was a viking

Umm... Thats quite a... khm... Termfic you got there XD

>> No.2437216

>>2437207

That's axes, peckerbutt.

>> No.2437218

>>2437216
hammers take skill too though

at least using them to grief people in co-op does

>> No.2437219

>>2437203
Okay, so there are two main issues.
The first one is that it overlaps with the Axe in being a weapon that is made to be rebounded.

Except the Axe and it's POW version excels at being thrown directly at enemies along with rebounding everywhere if you want to be indirect with it. On top of this the axe goes further when thrown so it's just easy to use.

The second issue is the Hammer excels because the impact radius is really powerful when it slams down, but the POW Hammer has a large delay on this and the rocks are situationally powerful but generally not really, making the POW Hammer considerably harder to use.

One suggestion could be to make it so you can make it cause the impact when you want it to.
Another one would be to get rid of the rocks and try to make it a powered up version of the Hammer rather than changing how it works by a fair amount.

I've noticed that hitting monsters directly causes some lightning to zap out. Maybe you could apply that to the thrown impact and make the impact size larger.

>> No.2437223

>>2435586
Gotten the hang of this area, now that I figured out the correct order for the gate switches.

The final arena in the map is a bit fucked though, once you unleash the archies and flying shit.

>> No.2437225

>>2437212
Eriguns?

>> No.2437232

>>2437219

I want to keep the lightning shooting out tied to the melee strikes of a POW'd hammer.

How about a more intense impact and scattering a shitload of those rocks out, all at once?

>> No.2437237

>>2437225
Yeah, new update added reloading as a drawback to the alternate pistol. Alternate SSG is still overpowered as hell and totally obsoletes the normal shotgun when you get it, and the missile launcher is even more powerful with really aggressive homing and the ability to choose when to activate it. You can clear entire rooms without ever entering them. At least it eats ammo like crazy and has lesser splash damage compared to the single-shot.

>> No.2437240

>>2437214

I meet some weird people.

>> No.2437247

>>2437232
The simplest fix would be to remove the extra bounces and have it just drop like the standard Hammer.
I am also not suggesting having more impacts on the bounces because the power of it is massive. But having the whole selling point of the hammer end up delayed and not even hurt more kind of weakens it despite having more projectiles bouncing around.

Let Axes be the spam friendly bouncing weapons.
POW Hammer is also a liability against Hell Knights because it launches the bombs thrown everywhere.

>> No.2437250

>>2437237
Well I have a version where the pistol has reloading, but the rocket launcher didn't have toggleable homing.. Where'd you get your latest version?

>> No.2437252

>>2437250
Not the rocket launcher, the missile launcher. The cyberdemon drops it, it's a double-barreled rocket launcher and is every bit as ridiculous as it sounds.

>> No.2437254

>>2437247

Yeah, that's what I meant: remove the multibounce, make the impact extra stronk, scatter rocks everywhere, and make shit even more dead.

I'll offer a hotfix soon fixing this and that issue with the blazter getting stuck after switching to dart mode and then back to buster

>> No.2437269

>>2437254
That sounds perfectly fine.

I haven't found any issues with the Hammer outside of how it works right now when POW'd

A funny bug did happen when I tried to do the jump attack on top of a Mancubus and instead I got stuck on it's head a bit trying to slam it into the ground, but it wasn't really gamebreaking.

>> No.2437280

>>2437252
Oh, right. I just checked my version and it dates right before April 1st, no homing alt on the missile launcher. I looked around and apparently there's a Moddb upload on April 1st, Eriguns 1.1a. Is that the most recent?

>> No.2437291

>>2437280
It should be the march 31st version. The homing is triggered in kind of an odd way, you have to hit altfire while the missiles are in flight and they'll split apart and seek out targets on their own.

>> No.2437314
File: 175 KB, 1366x768, 2015-05-30_00006.jpg [View same] [iqdb] [saucenao] [google]
2437314

What the hell did I just find?

>> No.2437345

>>2436421
Action doom and urban brawl

>> No.2437356

>>2437198
His scripting is great I guess and I applaud his discipline and efforts, but he can't design for shit.

>> No.2437361

>>2437356
There's only so much you can do with Doom.

>> No.2437381

>>2437361
But that's not the problem at all. DRPG doesn't need more and more advanced scripts, it needs a sense of direction and purpose. It has a ton of features that feel distant and separated from each other, some of which are poorly implemented.

>> No.2437389
File: 100 KB, 96x96, 1403225593238.gif [View same] [iqdb] [saucenao] [google]
2437389

What on earth?
https://www.youtube.com/watch?v=ei5r5eRf_zI

>> No.2437401

>>2437389
Hell on earth, obviously.

>> No.2437408
File: 190 KB, 958x1032, logo.jpg [View same] [iqdb] [saucenao] [google]
2437408

I can't be the only one to notice that they changed the logo's lettering.

>> No.2437410

>>2437408
Well the D lacks a serif on the bottom left, and the M does on the upper left two on the bottom I guess. I would have skipped them entirely.

>> No.2437449

>>2437410
The O's are different, the points are aligned to the inner line as opposed to being right in the middle.
Damn you graphic designers trying to "correct" things.

>> No.2437463

>>2437449
>The O's are different, the points are aligned to the inner line as opposed to being right in the middle.
It looks a heck of a lot better, especially with flat letters.
>Damn you graphic designers trying to "correct" things.
Anon, times change. 80's progressive rock album lettering was great in for ID's target in the 90's, but the situation is different now.

>> No.2437518
File: 13 KB, 534x270, Choose a rawket lounger.png [View same] [iqdb] [saucenao] [google]
2437518

Pick one for Combined_Arms' rocket launcher, this thing is gonna rapid fire spray small rockets with primary and choose a nasty cluster bomb thing with secondary

>> No.2437520

>>2437518
These both look like cars but B can also kind of look like a cannon.

>> No.2437529

>>2437223
Finished it. Noticed the arch viles cant move away from the gateway area in the arena, so decided to take advantage of that, and killed them before dealing with the cacos and pe's.

Now onto e2m24....oh boy more arch-viles.

>> No.2437532
File: 9 KB, 384x280, another launcher.png [View same] [iqdb] [saucenao] [google]
2437532

>>2437520

Cars? Huh

well how about this

>> No.2437534

>>2437532
A SUV

Still going to have to go with B

>> No.2437537

>>2437534

Yeah, I'm sticking with a smoother, more rounded look, it's kinda stubby looking but I like that

>> No.2437545

>>2437518
>>2437532
make it shapechange from one to another when it switches firemode

>> No.2437556
File: 23 KB, 504x405, expand launcher.gif [View same] [iqdb] [saucenao] [google]
2437556

>>2437545

Like this?

>> No.2437560

>>2437556
Nah.
That's just one sprite sliding from below another, and their coloration/shading doesen't really match. I thought maybe make three metallic parts (wings on the side of the bigger chamber) slide from sides of the smaller chamber, then expand fan-like, composing a larger, expanded chamber.

>> No.2437569
File: 26 KB, 504x405, proper expand.gif [View same] [iqdb] [saucenao] [google]
2437569

>>2437560

What about this?

>> No.2437572

>>2437569
I'm another guy but I think it's neat. I'd use Perspective transformation instead of scale which (I think) you've used.

>> No.2437573

>>2437572

Actually I just cut the barrel into three pieces and slid them out

>> No.2437578

>>2437573
With perspective transformations in ps/ai you can make it seem like the barrel slides forward instead of upward.

>> No.2437581

>>2437578

I got GIMP. So my options are pretty limited.

Depth perception fucks with me something fierce

>> No.2437602

>>2437581
You do know that you can pirate anything, do you?
Also Paint.NET while simpler, can do a lot of things ith the right plugins. GIMP can too.

>> No.2437603

>>2437602

I can't be assed to pirate photoshop, and I've noticed GIMP plugins are slim pickins.

I need to get paint.net again though

>> No.2437614
File: 51 KB, 676x858, 000.0% MAD.jpg [View same] [iqdb] [saucenao] [google]
2437614

>>2428452
So today I sat down with my buds and played through DooM 2 on coopertive on our own private LAN server.

I had no idea DooM 2 even had a Wolfenstein level let alone 2. Thanks mike you glorious bastard.

Also has anyone else here played DooM 1 or 2 cooperatively? if so how was it?

We had it set to hard difficulty to compensate for their being 2 of us so there wouldn't be a shortage of guts to rip and tear.
I think we did well enough albeit we died quite alot but that was usually just due to use fucking around.
All in all it was a fun nostalgic experience

>> No.2437635

>>2437614
Playing Doom / Doom 2 is nice, but to seasoned vets it's almost like competing so see who knows the maps the best. I usually just mess around unless its some lousy map everyone hates, then I try to get the keys a little on the quick side.

>> No.2437636

>>>/wsg/649004

Damn son, Johnny's okay in my book.

>> No.2437641

>>2437614
I just did a playthrough of Doom 2 with my friend who never played Doom before. It was a hell of a lot of fun. Looking forward to trying out GMOTA with him now that it supports Zandronum.

>> No.2437645

>>2437614
I like that coop in Doom 2 and Final Doom adds additional Cyberdemons and Masterminds in some maps.

>> No.2437667

>>2437614
honestly i dislike any more that 2 player coop. after that, everyone goes whatever direction and you get lost because you dont know where all anyone else has been and it is just a clusterfuck

>> No.2437674

>>2436061
I'm going to experiment with double-speed weapon switching (not sure about instant weapon switching), I'll get back to you on this

>> No.2437687

Okay /vr/, I have a question.

I enjoy the Win 95 versions of Doom 1 and 2 a lot, and trying to run them like normal on a 64-bit OS is not going to happen. Now I've been trying to run them through chocolate doom as a friend suggested, but I can seem to only get it running a dos version of Doom 2. Is chocolate doom specifically for the dos versions of Doom only and will I need to find another source port or am I just doing it wrong? I really want to play the first two as exactly like the original 95 release as possible.

>> No.2437695

>>2437674
Add a 0 tic frame in the raise and lower state if I recall correctly. The more frames you add the faster it'll work.

I feel that two or three is about right.

>> No.2437698

>>2437687
unfortunately you are correct in that chocolate doom is a port of dos doom to modern operating systems. i do not believe there is an equivalent for doom95; it is seen somewhat as the black sheep of the source port family, very few people share your attachment to it, i am afraid.

>> No.2437709

>>2437695
yeah, I know about instant switching but I think that'll be a bit too OP, I'm experimenting with one 0 frame after every two 1 frames and that feels very nice

>> No.2437710

>>2437698
Ah alright. I'll just play the dos versions for now with chocolate doom, maybe fire up one of my 32bit machines if they're still working. Thanks anon.

>> No.2437715

>Portable version of Zandronum doesn't come with the announcers
Come on, why the fuck not?

>> No.2437718

>>2437715
>portable installation option in installer
>don't have to download zipped version from site
oops nevermind i'm retarded

>> No.2437763

I thought new thread was usually made after 500 posts and page 5?

>> No.2437775

>>2437710
Try Crispy Doom. It's the same as Chocolate but with higher (640x400) internal resolution support and some additional featues, so it's a bit closer to Doom95 than Chocolate.

>> No.2437813

>>2437581
>>2437603
but GIMP has a perspective transform tool...

>> No.2437816

>>2436889

http://www.moddb.com/mods/docs-doom-mod
one is currently in development

>> No.2437818

>>2437775
bear in mind that not even crispy will run old versions of the doom1 iwad. I don't know what win95 doom's iwad version is, but I know I have a copy of doom 1's iwad that still has the swastika in e1m4 and it won't play in choco or crispy.

>> No.2437823

>>2437775
>so it's a bit closer to Doom95 than Chocolate

Not really. Crispy Doom is just Chocolate Doom with Doom+'s raised limits, 640x400 resolution, and optional stuff like mirroring corpses.

It completely lacks the quirks and bugs that Doom 95 had.

>> No.2437861

>>2437823
>a bit closer to Doom95
>a bit

>> No.2437863

>>2437818
Can you upload it?
Can ZDoom run it?

>> No.2437865

>>2437197
>>2437203
Is GMOTA compatible with Hexen?

>> No.2437869

>>2437818
>>2437863
i'm guessing it's v1.2, which is missing DSGETPOW and thus crashes when you pick up a soulsphere

>> No.2437870

>>2437861
Having 640x400 doesn't suddenly make it closer to Doom 95 than to Chocolate. Not even a bit.

>> No.2437875

NEW THREAD

>>2437872
>>2437872
>>2437872

>> No.2437881

>>2437865
No, nor Heretic

>> No.2438201

>>2437408
I'm sure a producer read a Graphic Design For Dummies and thought he knew better

"the logo is unbalanced, the D and the M aren't the same width. fix it"
"right but the M has more internal detail so it needs more space. the whole things reads as being balanced even though it's not technically-"
"FIX IT"

>> No.2438909

>>2436889
I find it funny how this has been the case for a bit more than 20 years, even Unreal has player models at least and a Warhammer Fantasy mod for Mountain Blade is released and still being updated as much as GW is anal about mods.

>> No.2439657
File: 186 KB, 767x1041, 1416113797247.jpg [View same] [iqdb] [saucenao] [google]
2439657

Things I realized:
The Brutal Doom Community is the most chill community I've encountered in a while.
Even spoke to Sgt and all the drama was created around brutal Doom is pathetic.

Biggest Difference:
Visit a Group or a Forum of Brutal Doom-Users:
"yeah! lets have fun ripping and tearing! Heres a wad for you!"

Visit the ZDoom-Forum for example:
*bam!* get slapped in the face with a shitload of rules (obviously they hate everything brutal doom related!), your comments must be approved and these guys jerking off to vanilla that it begs the question why they want to mod at all.
"Oh, and don't forget we will restrict the compatibility of our mods, so you can't brutalize them!"


This is why we can't have nice things.

>> No.2439697
File: 93 KB, 1280x720, 423345.jpg [View same] [iqdb] [saucenao] [google]
2439697

>>2435503
cool thing.
but the problem is it's developed by some elitist jerks who hate brutal doom and everything related to it.
And so they won't make it compatible.
Because "stop playing what we don't like!"
So get used to shoot nazis with bb-guns and pea-shooters!

>> No.2439787

>>2439657
>>2439697

Lol, waiting until the tail end of the thread on page 10 before posting your shitty bait.