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/vr/ - Retro Games


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File: 78 KB, 800x549, Demon-Slaying Bonding Time.jpg [View same] [iqdb] [saucenao] [google]
2529582 No.2529582 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2520509
(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?===

So You Want To Play Some Fucking Doom? (v5)
https://data.archive.moe/board/vr/image/1408/04/1408049162719.png

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 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

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

>> No.2529585

===NEWS===

[07-10] Quake II Touch, get it while it's free
http://www.amazon.com/Beloko-Games-Q2-Touch/dp/B010T7DN2U/

[07-09] Prototype, five maps for Ultimate Doom E4
http://www.doomworld.com/idgames/?file=levels/doom/Ports/p-r/proto.zip

[07-08] Two more mainstream press articles on Doom
http://www.eurogamer.net/articles/2015-07-06-22-years-on-doom-retains-the-ability-to-shock
http://www.playboy.com/articles/6-crazy-new-ways-to-play-the-original-doom

[07-07] OMGWPNS v5 trailer
https://www.youtube.com/watch?v=8kM814MlGZM

[07-06] GLOOME, a commercially-compatible GZDoom fork in the vein of DECK
http://forum.zdoom.org/viewtopic.php?t=48994

[07-04] Doom4 soundtrack teaser which disappeared from Instagram
https://www.youtube.com/watch?v=Hb6lRfVvoUA

[07-04] Valiant's Pistol and Chaingun, for other map sets
http://www.mediafire.com/download/3ewnf198myeeptl/Valiant+Weapons.pk3

[07-04] The /newstuff Chronicles #477
http://www.doomworld.com/php/topstory.php?id=4455

[07-03] IDKFA - Doom's Knee Deep In The Death Remixes by Andrew Hulshult (RoTT2013)
http://thegg.net/music/andrew-hulshult-has-released-a-remastered-soundtrack-of-doom/
http://www.moddb.com/mods/brutal-doom/addons/idkfa-soundtrack-mod
https://mega.co.nz/#!EYkyjSQK!x02imyp4dHSHQNMHp-zWBui2Q5gtUfgOLlWsLwPRJho

[07-02] Metro interviewed Marty Stratton about Doom 4.
http://metro.co.uk/2015/07/02/doom-id-software-interview-they-just-love-blowing-up-barrels-5276385/

[07-02] A GZDoom-based FPS clone of Mortal Kombat
http://forum.zdoom.org/viewtopic.php?t=48977

[06-30] Gooberman has released a new WAD after a decade or so.
http://www.doomworld.com/vb/doomworld-news/73466-

[06-30] History of Doom
http://www.businessinsider.com/history-of-doom-2015-6

[06-30] Origins of Super Noah's Ark 3D
http://www.gamasutra.com/view/news/247300/How_a_Hellraiser_tiein_became_Super_3D_Noahs_Ark.php

===

Please reply to this post with news.

>> No.2529601

>>2529585
>[06-30] Origins of Super Noah's Ark 3D
>http://www.gamasutra.com/view/news/247300/How_a_Hellraiser_tiein_became_Super_3D_Noahs_Ark.php

>Wisdom Tree was composed by atheists.
>they saw the opportunity and covered that market

Shyamalandingdong just got mad jealous of that twist.

>> No.2529613

>Berserk in the OP
Berserk mod for Doom teaser?

>> No.2529615

>>2529613

Make it like Elsa and let it go~~

>> No.2529642
File: 41 KB, 399x444, 1372937644175.jpg [View same] [iqdb] [saucenao] [google]
2529642

>>2529601
>Wisdom Tree was composed by atheists.
Nuoh my gawd.

>> No.2529650
File: 190 KB, 475x355, 5 fail.png [View same] [iqdb] [saucenao] [google]
2529650

>>2529601
>Wisdom tree was a bunch of atheists.

You know...suddenly alot more makes sense.

>> No.2529659
File: 2.13 MB, 700x394, 1435692646962.gif [View same] [iqdb] [saucenao] [google]
2529659

>>2529601
It can't be true.

>> No.2529663

>>2529585
is Quake 2 Touch worth the download?

>> No.2529679

>>2529663
You don't even have to download it. Just get it to bind it to your Amazon account.
And yes it is very good port and yes QII is decent.

>> No.2529709

>>2529601
>atheists turning wolfenstein into Noah's Ark is somehow surprising

Yeah no shit. No actual Christian would think Wolfenstein was a good starting point to make a Bible game in the midst of DOOM hysteria.

>> No.2529718

>>2529709
I'm a gigantic Christfag and I would fucking love to use Doom as a starting point to make a Bible game.

THE SWORD OF THE SPIRIT SUDDENLY BECAME A SHOTGUN
TIME TO FORGIVE THE SHIT OUT OF THESE DEMONS

>> No.2529732

>>2529718
Fun Fact: I live in a christian family and my dad originally brought me doom simply because to him it wasn't "Sacrilegious" in any way considering you were fucking shooting demons in the face.

>> No.2529803
File: 518 KB, 800x600, blood_shotgun reload.jpg [View same] [iqdb] [saucenao] [google]
2529803

>>2529582
will we ever get a sourceport?

the wiki says, it is now owned by Warner Bros.

> Monolith sold the publishing rights for Blood and its sequel to GT Interactive. GTI was later acquired by Infogrames which has since been renamed to Atari. Monolith itself was acquired by Warner Bros. Entertainment, which owns the Blood trademark and intellectual property.

sauce: http://lith.com/Games/Blood

>> No.2529806

>>2529803
just pointing out bmouse in case you don't know about it.

>> No.2529808
File: 193 KB, 512x256, BILLBRD6.png [View same] [iqdb] [saucenao] [google]
2529808

>>2529803
>will we ever get a sourceport?

No.

>> No.2529810

>>2529806
What is bmouse please? I must be knowing of this

>> No.2529813

>>2529732
I never understood why they thought it was sacriligeous when you're basically saying FUCK YOU to Hell in as many ways as possible.

It doesn't glorify Hell or Satan at all and you're an undeniable good guy too.

>> No.2529815
File: 45 KB, 500x259, 1364682442716.png [View same] [iqdb] [saucenao] [google]
2529815

>>2529803
>Warner Bros
Goodbye Caleb

>> No.2529836

>>2529718
Doom != Wolfenstein, though, Christfaganon. Shooting men, however evil, is probably not something the Church would get behind. I'm pretty sure they wouldn't get behind the notion of chucking fruit at a goat's head either, for that matter. Just guessing of course, as I also am atheist.

That said, I would think that a reworked DOOM probably could be a viable Bible game, yeah. You could maybe shoot beams of redeeming light instead of plasma cells or something.

>>2529813
While they got all upset that Hell was even being depicted, most actual REASONABLE people (religious or not) who were objecting to DOOM were objecting to the violence. We got the exact same song-and-dance for Mortal Kombat.

>> No.2529839

>>2529836
>That said, I would think that a reworked DOOM probably could be a viable Bible game, yeah. You could maybe shoot beams of redeeming light instead of plasma cells or something.
demonsteele has an angel purging demons with fires forming st. peter's crucifix.
it could be rad as fuck and i want to see this.

>> No.2529842

>>2529836
But the violence wasn't towards your fellow man(Except in death match) but against monsters that did all the bad things.
I guess the gore itself is heavy but it's not like it's glorifying hurting people.

>> No.2529861

>>2529836
Holydoom TC when?

>Armor = Faith. Looks like priest clothing when it's on the ground. Blue armor looks like golden-and-white knight templar armor.
>Fists = Cross. Does minimal damage, but attacks so many times so quickly that it essentially flinch-stuns monsters. Altfire will knock back every monster in the area, damaging them massively, but then you need to wait for its power to recover.
>Chainsaw = Holy Blade. A huge badass sword that sets fire behind you whenever you carry it, but slows your move speed significantly. Attacking is slow, and has a large cooldown, but when you do use it, it deals a significant amount of damage. Altfire consumes the holy blade- but if you use it on a zombie or dead marine, they revive as a Warrior Of The Light, an allied character who follows you and uses the blade that you gave them.
>Pistol = Bible. Recites prayers, dealing damage to whoever you face. Altfire charges up a larger prayer, making the attack more and more powerful as you hold it.
>Shotgun = Shotgun. This one's filled with rocksalt and holy water!
>Super Shotgun = Righteous Cannon. It's a handgun, prayer inscribed on the barrel.
>Chaingun = Flamethrower. Purge all evil.
>Plasma Rifle = A holy staff. Fires beams of redeeming light. Altfire also fires beams, but these heal allies.
>BFG9000 = A picture of your wife and kids, back home. Using this should be like using Demon Mode in Painkiller- you start flying, the edges of your vision flickering with white fire, and you draw a sword made of similarly white flame- which works like the Holy Sword, except you swing it much faster. All damage you take is reduced, and you move much faster. But once it wears off, all of your cells are gone. and you need them full again before you can use this once more.

>> No.2529862

>>2529806
so, I have everything done like the guide told me to
but it still doesn´t work

using 0.6 here
and Blood GOG version

what I did
> extract BMOUSE into the blood folder
> start setup
> change contoller type to keyboard and extern
> change extern name to bmouse.exe
> save and launch

> go back to setup
> change x and y axis senibility

what did I do wrong?

>> No.2529870

>>2529861

Yes please.

>> No.2529872

>>2529842
It wasn't the targets of the violence, it was the breadth of how much gore is in the game.

It has literal rivers of blood. It features background flavour in the form of humans being tortured and mutilated (like, those dudes impaled on spikes all over the place or chained to the wall.) It was a pretty big step up as far as mainstream games go in terms of presenting ichor and entrails.

It's so omnipresent, it's easy to forget it's there, especially the sheer abatoirs the later levels become.

>> No.2529874

>>2529861
Oh jeez, what have I started.

This all sounds awesome, by the way.

>> No.2529875
File: 67 KB, 159x175, cacodemon.png [View same] [iqdb] [saucenao] [google]
2529875

>>2529861

>> No.2529880
File: 82 KB, 680x497, 1421339409102.jpg [View same] [iqdb] [saucenao] [google]
2529880

>>2529861

>shotgun is still a shotgun
>the rest of those weapons

you doin it right.

>> No.2529885

>>2529880
Every priest needs a shotgun, after all.

I would totally make this, except I don't into sprites.

>> No.2529923

Could Holydoom weapons deal differing damage depending on what enemy they're used against, like in Quake? Like, say, the shotgun's rocksalt working better on Lost Souls and possessed humans than on pure actual demons?

>> No.2529926

>>2529885
I would even say it should be a double barrel sawn off shotgun with exposed hammers

>Shotgun = Shotgun. This one's filled with rocksalt and holy water!

I would say it should be rocksalt with the normal single shot, but dragon breath with the "double barrel mode"

throw out the super shotgun and give him something such as thuribles as for grenades

I would really like to help, but I also not into sprites
maybe I should start learning

>> No.2529934

>>2529885
Where can I find an editable spritesheet?

>> No.2529939

>>2529926
> sawn off shotgun covered in holy scrolls

also, don´t forget the "holy grenade"

>> No.2530071

>>2529939
Please no stupid holy hand grenade jokes, though, nobody here is in middle school.

>> No.2530076
File: 319 KB, 1920x1080, 2015-03-27_00002.jpg [View same] [iqdb] [saucenao] [google]
2530076

GLOOME is getting me all hot and bothered

>> No.2530079

>>2530071
>monty python
>for middle schoolers
Granted, Holy Grail is the most widespread, and thus the most mis-quoted, Monty Python movie.
But it's entirely possible for him to have a reference.
Thou shalt post only to trips. Thou shalt not post quads, nor shalt thou post dubs, excepting that thou proceed directly to trips...

>> No.2530085
File: 10 KB, 512x256, circle-of-evil.png [View same] [iqdb] [saucenao] [google]
2530085

>>2529582
I love the fact that Adventures of Square got a write-up in Playboy.

>> No.2530091

>>2530079
Please please please stop being "that kid."

>> No.2530104
File: 112 KB, 960x714, danganronpa.jpg [View same] [iqdb] [saucenao] [google]
2530104

>>2530091
Someone doesn't like me on the internet. Fuck.

>> No.2530108

>>2530104
I don't dislike you, just we've all heard every goddamn stupid monty python joke like a thousand times and they don't get any funnier after the first time.

>> No.2530112
File: 334 KB, 957x1400, 1405624408_the-rock-zoom.jpg [View same] [iqdb] [saucenao] [google]
2530112

Can you smell what The Rock is cooking?

>> No.2530113 [DELETED] 

>>2528570
are the main ones, as well as Blood's official Plasma Pak expansion (episode 5: Post mortem).

Apart from that I haven't played much. Thers's a mini-episode (three levels) based on Bioshock; something called 'Rapture' I believe. That was decent, good level design and nice atmospheric aesthetic. Bioshock went well with Blood.

I've also played a 'lost episode'; which was really just an alpha that had somehow been salvaged. To me it looks like the devs were basically testing out Blood's assets and not much else. I actually liked it, it had some cool gameplay. Note though that you'll probably get stuck a lot looking for obscure switches etc since it's done so minimally and really just looks like a test of assets.

Keep a lookout for French Meat 2; apparently it's coming out.

Oh yeah, I also played a bit of something called 'Alone in the Dark' and it seemed pretty decent from what I played. Some guy uploaded a collection to 8ch and I downloaded it from there. Problem was the game would keep crashing so I didn't play much of it. I think it was some sort of a configuration error from the guy's upload rather than a problem with the map pack itself.

>> No.2530116

>>2528570
There's Cryptic Passage and Death Wish, those are the main ones, as well as Blood's official Plasma Pak expansion (episode 5: Post mortem).

Apart from that I haven't played much. Thers's a mini-episode (three levels) based on Bioshock; something called 'Rapture' I believe. That was decent, good level design and nice atmospheric aesthetic. Bioshock went well with Blood.

I've also played a 'lost episode'; which was really just an alpha that had somehow been salvaged. To me it looks like the devs were basically testing out Blood's assets and not much else. I actually liked it, it had some cool gameplay. Note though that you'll probably get stuck a lot looking for obscure switches etc since it's done so minimally and really just looks like a test of assets.

Keep a lookout for French Meat 2; apparently it's coming out.

Oh yeah, I also played a bit of something called 'Alone in the Dark' and it seemed pretty decent from what I played. Some guy uploaded a collection to 8ch and I downloaded it from there. Problem was the game would keep crashing so I didn't play much of it. I think it was some sort of a configuration error from the guy's upload rather than a problem with the map pack itself.

>> No.2530126

>>2530116
*Another thing people talk about is 'Bloody Pulp Fiction' but I haven't played it. There's also something called 'Rage Against the Machine' which is meant to be very good.

I gotta get round to playing these myself actually. Unfortunately I don't know how to set this bullshit up with Blood/Dosbox. Know nothing about making a bat file etc. The map packs I played were already set up with a conf file etc from the beginning or they were part of a download that had already been set up for me.

>> No.2530130

>>2530076

Yeah GLOOME is fucking rad and I really want to see what some vets in the community do with it.
Shit, let's create an all-star team. We'll have Weasel and Xaser on weapons, Skillsaw and 40oz on maps, Jimmy on music, Eriance and Sgt. Shivers on sprites, and then hit Go.

>> No.2530137

>>2529926
>>2529861
This sounds so goddamn kickass. Like what Super 3D Noah's Ark should've been.

>> No.2530149
File: 183 KB, 798x880, horror and agony.jpg [View same] [iqdb] [saucenao] [google]
2530149

>>2521887
From the Quake 3 dialogue for the Doom bot, Doomguy is confirmed to be off his fucking rocker and completely mental. Not even in a manly RIP AND TEAR way. Just pure PTSD-stricken shell of a man.

http://www.doomworld.com/vb/doom-3-general/2967-quake-3s-doom-bot-chat/

>"They died in my arms. So many lost friends...but they're with me now."
>"For just a moment, your sweet screams of agony made the voices stop."
>"He cried, you know. Said he didn't want to die. Then he did."
>mfw

>> No.2530194

>>2530108
I disagree

>> No.2530213

>>2530194

I disagree with your disagreement and agree with him.

>> No.2530247

>>2530091

You're being that kid by being a fucking killjoy.

>> No.2530261

Furthermore, on the subject of a holy grenade, just Castlevania it with a flask of holy water that shatters and sprays holy flames around like bomb. There. Problem solved

>> No.2530295

>>2530091
were you bad at getting it to rest in a spot in worms?

>> No.2530350

>>2530247
Then you and him can go to /tv/ and start a monty python thread there and let us get back to fake planning HolyDOOM in peace. We were all having fun before.

>> No.2530380
File: 90 KB, 327x182, EOfkQyY.png [View same] [iqdb] [saucenao] [google]
2530380

>>2530149
>They had cold hands, too. So cold.

>> No.2530381
File: 102 KB, 120x132, Shut the HELL up.gif [View same] [iqdb] [saucenao] [google]
2530381

>>2530149
>Another voice is added inside Doomguy's head for every Soulsphere he grabs

>> No.2530438

>>2530381
So would Soulspheres be human souls, and Megaspheres be demon souls?

Doom II alone has 19 megaspheres spread throughout the game. And Doom 1 and 2 add up to 77 soulspheres. Dude must be a gibbering wreck by the end.

>> No.2530579
File: 85 KB, 640x480, ominous horizons.jpg [View same] [iqdb] [saucenao] [google]
2530579

>>2529861
I second this.
No decent Christian mythology FPSes out there: http://www.hardcoregaming101.net/christianfps/christianfps2.htm

Any ideas?

>escort mission through egypt
>splitting Red Sea reveals boss

Escort missions usually suck. I dunno.
Most of what I know about the bible is from Metallica's "Creeping Death", so someone else should have some ideas. And Judaism from Shin Megami Tensei. Semi-related: SMT and Doom would be perfect crossover. Hell, even a mod where you can recruit demons as friendlies to assist you like the marines in other mods

>> No.2530595
File: 32 KB, 144x152, Soulsphere_Intensifies.gif [View same] [iqdb] [saucenao] [google]
2530595

>>2530381
>>2530438
Purely speculation, by the way. I merely wondered if the Soulspheres could have something to do with the "...but they're with me now." line, and made a gif to illustrate. I forgot to specifically quote it, though. Oops

>> No.2530614

>>2530149
>http://www.doomworld.com/vb/doom-3-general/2967-quake-3s-doom-bot-chat/
>Doomguy losing
>I was last once before, and a whole planet paid the price.

Dayum nigga.

>> No.2530635

>>2530614
>>2530381
>"Get out of me! Oh, they won't shut up!"
Confirmed.

>> No.2530692
File: 16 KB, 300x252, skelator.jpg [View same] [iqdb] [saucenao] [google]
2530692

>>2529615
NEVER

>> No.2530728
File: 536 KB, 1011x1404, RO2.jpg [View same] [iqdb] [saucenao] [google]
2530728

>>2530149
Since when was Quake 3 Red Orchestra in space?

>> No.2530732
File: 2.96 MB, 360x203, cutscene chainsaw.webm [View same] [iqdb] [saucenao] [google]
2530732

>>2530149
>"Listen up and listen good, I don't do mediocre."
I don't think id software got the memo.

>> No.2530735
File: 65 KB, 400x519, 1387053068218.jpg [View same] [iqdb] [saucenao] [google]
2530735

>>2530728
> tfw playing RO2 for the first time
> realistic game mode
> 5 min into the game
> look at the map
> go to point A
> SNIPER!!!
> throwmyself into the dirt
> hideout and wait for the sniper
> only got a kar98k
> change cover
> wait for 3 minutes
> peak over cover
> scout for the sniper
> find him
> pull trigger
> he drops to the ground
> not sure if dead or just wounded
> I had to get there to confirm my kill

shit is intense

>> No.2530746

>>2530732
Y'know if it's just going to fucking cutscene kill an enemy, why doesn't it just slice through them in one go like Shadow Warrior or MGR

Maybe it doesn't make sense but it'd be so much better than sitting there for 5 seconds every time

>> No.2530750

>>2530438
Especially if you count Doom 64 which most do not. Doom 64 is canon to Doom 1 and 2. 3rd and final game in what I call "The original universe". So add up all of the soulspheres from all 3 games.

Dude has a fucking million voices in his head.

>> No.2530754

>>2529582
This might sound retarded, but what does "Limit Removing" mean exactly? I see a lot of wads labelled as such.

>> No.2530763

>>2530754
http://doomwiki.org/wiki/Limit_removing

in short it means vanilla doom gameplay features/physics but without static rendering limits.

there are certain static limits inherent in the vanilla doom{,2}.exe, such as the number of sprites visible on screen at the same time. one of the first things source ports brought was to increase or outright remove those limits.

>> No.2530772

>>2530732
nice of them to queue up one at a time

>> No.2530793
File: 1.75 MB, 1280x720, Boomstick.webm [View same] [iqdb] [saucenao] [google]
2530793

With the return of the Evil Dead series I was wondering how it compared to Doom 4.
Which has captured the style and tone of the originals better and which is a better modern update?

>> No.2530821

>>2530793
The trailer ROCKS
https://www.youtube.com/watch?v=unnLg1TPCYM

>> No.2530839

>>2530793
Ash vs. Evil Dead captures the tone of Army of Darkness and that's about it.

Not that this is a bad thing.

>> No.2530852

>>2530076
Can GLOOME play regular Doom wads and mods?
Can it be used as an alternative to ZDoom/GZDoom in doomplay?

>> No.2530857

>>2530852
Yeah.
I might not end up supporting all of the games (ie hexen and strife), but I will keep Doom and Doom 2 working.

>> No.2530859

>>2530857
Oh shit.
OHSHIT.
OHSHIT.
OHSHIT.

Please add support for Heretic and Hexen - those games need some love too!

Also, any thoughts on the netplay changes ;) ?

>> No.2530860
File: 14 KB, 300x229, shit just got why.jpg [View same] [iqdb] [saucenao] [google]
2530860

>>2530852
>>2530857
>try to build GLOOME again
>Third time's the charm, right?
>get error
>"Policy CMP0026 is not set"
>everything I look up tells me to go into CMakeLists.txt and fuck around with it

for fucks sake

>> No.2530868

>>2530859
They're already supported for now, as they are in gzdoom.
I don't care about netplay right now. Once I get everything working satisfactory, I will try my damndest to make it work online.

>>2530860
These are not errors.

>> No.2530873

>>2530868
Well, it's telling me that configuring is incomplete.
Something went wonky. Lemme read the error messages some more.

>> No.2530874

-- GLEW include files found at /usr/include
CMake Error at FindOpenAL.cmake:100 (include):
include could not find load file:

/home/derpford/gloome/GLOOME-master/FindPackageHandleStandardArgs.cmake
Call Stack (most recent call first):
src/CMakeLists.txt:189 (find_package)


THERE YOU ARE YA LITTLE FUCKER

>> No.2530875

>>2530868
Is there a Windows build of GLOOME somewhere?

>> No.2530881

>>2530873
>>2530874
Pull, I didn't reconfigure to check if the Find files actually worked. Apologies.
>>2530875
Yeah. I'm a little reluctant to put these here since we won't be doing a public release for a bit, but here you go:
https://www.dropbox.com/sh/74usydlo7exuiof/AACjeuLIwdkh8qu17pr5HOTva

>> No.2530882

>>2530881
Top stuff, thanks m8.

>> No.2530889
File: 5 KB, 241x230, yo, haha.png [View same] [iqdb] [saucenao] [google]
2530889

>>2530881
Thanks for gettin' back to that so fast, man.

>> No.2530907

I must be running into every single goddamn error possible.

*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x10

System: Linux Pix256 4.0.4-2-ARCH #1 SMP PREEMPT Fri May 22 03:05:23 UTC 2015 x86_64 GNU/Linux

GLOOME 1.8.10
Compiler version: 5.1.0

Command line: ./gloome


Not in a level.

Executing: gdb --quiet --batch --command=gdb-respfile-5F8eKz

>> No.2530921

>>2530907
What libraries are you using, and what versions?

>> No.2530936

>>2529718

Out of sheer curiosity, have you heard of Requiem: Avenging Angel?

>> No.2530954

>>2530149
> "They all die! Isn't that enough! How many more will be thrown at me?"

This is why I love Doomguy. He's just a goddamn unstoppable death on two legs.

>> No.2530973

>>2530921
>libjpeg-turbo: 1.4.0-1
>bzip: 1.0.6-5
>zlib: 1.2.8-3
>GME: internal version
>dumb: 0.9.3-8
I think that covers all of it, not sure where to look for an actual list of deps. I'm a dumbass, so sue me.

>> No.2530983

>>2530973
The ones I'm worried about are OpenAL and libsndfile.
Some of your libraries are outdated though:
marrub@lane > pacman -Q libjpeg-turbo bzip2 zlib
libjpeg-turbo 1.4.1-1
bzip2 1.0.6-5
zlib 1.2.8-4

>> No.2530992

>>2530983
>openal: 1.16.0-1
>libsndfile: 1.0.25-3

Updating the others now.

>> No.2530994

>>2530992
Surely enough, those are up-to-date.
How strange.
Curious, what build system are you using? Standard Unix Makefiles? If you aren't using that, try it.
I'm not sure why everyone but the people actually helping me develop the port have been having trouble compiling and running it.

>> No.2531001

>>2530994
I'm using make and cmake, just like everyone else.

>I'm not sure why everyone but the people actually helping me develop the port have been having trouble compiling and running it.
It's because the people actually developing the port are developing based on their own system's quirks.

>> No.2531009
File: 157 KB, 833x1280, Punisher Armory.jpg [View same] [iqdb] [saucenao] [google]
2531009

The game of my dreams is a old school FPS about Punisher. Someone else dreams about it?

>> No.2531014

>>2531009
There's a Punisher TPS which is bretty good.

>> No.2531034
File: 119 KB, 600x404, punisher80's.jpg [View same] [iqdb] [saucenao] [google]
2531034

>>2531014

I know, I finished this. I miss games like this today. But wanted a FPS made with the engine of DOOM or games like Duke Nuken or Blood.

>> No.2531038

>>2531009
>>2531034
And who would be the enemies? The Skrulls? Sounds very much like Duke Nukem 3D to me.

However I did dream of a Mega Man clone with Marvel character as bosses, and you get their "powers" after you beat him of course.

>> No.2531057
File: 60 KB, 520x792, punisher.jpg [View same] [iqdb] [saucenao] [google]
2531057

>>2531038

No, it would be something "realistic". Enemies like mobsters, street gangs, terrorists and the like. Would have a visual of the 80's or early 90's. Would not have the presence of other Marvel heroes, but wish it had bosses like Bullseye, Barracuda, Kingpin and others who have the style of the Punisher's enemies.

No, it would be something "realistic". Enemies like mobsters, street gangs, terrorists and the like. Would have a visual of the 80's or early 90's. Would not have the presence of other Marvel heroes, but wish it had bosses like Bullseye, Barracuda, Kingpin and others who have the style of the Punisher's enemies.

I miss that in FPS's 90s, games that do not involve demons or aliens.

>> No.2531097
File: 352 KB, 850x1183, megamarvel.jpg [View same] [iqdb] [saucenao] [google]
2531097

>>2531038
That sounds familiar.

>> No.2531207
File: 52 KB, 368x584, Doom-3-Stone-Tablet-Marine-Reference1.jpg [View same] [iqdb] [saucenao] [google]
2531207

Am I the only person who thinks that Doom 3 was intended to be more tongue in cheek than it actually turned out to be?
The UAC military videos have a very Starship Troopers vibe to them. They also have an ironic catchphrase: "making safer world through superior fire-power".
There is also a PDA that suggests that, during their evacuation to earth, the Martians killed that dinosaurs and that we are their descendants.
Then there's also the Martian Buddy spam mail and the little humorous branding on some food and news items.

I'm not sure how intentional any of this is but it seems to me as if there was meant to be more of an ironic tone to doom 3 that might have been lost in communication.
The overall tone is the game is very dark, so I doubt is was a goal to have an Evil Dead 2 vibe.

>> No.2531216
File: 475 KB, 500x366, herewego.gif [View same] [iqdb] [saucenao] [google]
2531216

>>2531207
>Doom game with a really cheesy "Evil Dead 2 vibe"
I never realized how badly I needed this

>> No.2531231

>>2530076
I creamed my pants at watching the opening cutscene in Cursed Maze
then I closed it out because 2spooky4me

>> No.2531232
File: 236 KB, 489x402, cantwakeup.png [View same] [iqdb] [saucenao] [google]
2531232

>>2530149
>"They died in my arms. So many lost friends...but they're with me now."
>"He cried, you know. Said he didn't want to die. Then he did."
>"Get out of me! Oh, they won't shut up!"
>"Join the Marines, see the universe... geez."
>"They had cold hands, too. So cold."
>"I was last once before, and a whole planet paid the price."
>"I keep going 'round in circles ... no escape."
Dear fucking lord

>> No.2531239
File: 3.65 MB, 1475x2202, EvilDoom_ArmyOfDemons_darker_2.jpg [View same] [iqdb] [saucenao] [google]
2531239

>>2531216
Evil Dead 2 was more of a tongue in cheek horror comedy. Army of Darkness was full on cheesy.
Evil Dead 2 was a key inspiration of Doom anyway, it's where the idea for the chainsaw and super shotgun came from.
The tone would totally rock in a modern adaptation of Doom, it looks good for the new tv series.

>> No.2531242

>>2531097
>Mr. Monami

this cracks me up every time.

>> No.2531252

>>2530735

Yep I love this game, you really get a crappy feeling when your character starts crying when ennemy MGs just rip all your allies down while you're hiding in a dirty hole.

>> No.2531258

>>2531231

Cursed Maze looks like complete shit, and the fact that he shat out a new build two days after GLOOME came out sends off alarms like nothing else.

>> No.2531263

I know it's not a retro quake but is quake4 woth buying?

>> No.2531281

>>2531263
I enjoyed it way more than Doom 3, but it's nothing special really. I liked the mech level tho.

>> No.2531285

>>2531263
It's basically Quake 2 on Doom 4 engine, with Prey mixed in.

If you liked those, you'll enjoy it somewhat.

But otherwise it's the most average corridor shooter possible.

>> No.2531297

>>2531258
Why?

>> No.2531301

>>2531297

If there's two things that are going to kill the engine, it's going to be two of the most painful and easy-to-churn-out games:
1: The jumpscare horror
2: The walking simulator

And now we've already got one.

>> No.2531306

>>2531301
Anything with any sort of cutscene capability has had those as of late. It's just one of the current trends.

>> No.2531337

>>2531301
Oh fair enough, I completely misunderstood; usually "X has Y so soon after Z came out with it" it usually means "Suspicion that Z stole Y from X and isn't giving credit"

>> No.2531467

>>2529585
> [07-03] IDKFA - Doom's Knee Deep In The Death Remixes by Andrew Hulshult (RoTT2013)

I love this guy
he should "remix" the first episode for blood

>> No.2531471
File: 225 KB, 500x738, about to go berserk.png [View same] [iqdb] [saucenao] [google]
2531471

Alien Vendetta, why did you have to become a fucking slaughterwad?

>> No.2531513

>>2531471
If you think AV turns into a slaughter wad, you should see Speed Of Doom.
>that one map with like 10k dudes

>> No.2531539

>>2531513
I'm only on Map06 and it is driving me up the wall.
All of the reviews call it a 'classic styled wad' and yet there's a ridiculous horde in every single level. Revenants are everywhere too.
I can't enjoy slaughter style stuff in the slightest and it's such a shame because some of these levels are really stylish. Are you just mean to run away from them?

>> No.2531584

>>2529861
Replace the BFG9000 with a holy hand grenade of Antioch launcher and we'll talk

>> No.2531602

>>2531207
>They also have an ironic catchphrase: "making safer world through superior fire-power".
That being ironic is a matter of opinion and also context.

>> No.2531616

Are shields supposed to destroy armor upon being equipped in DoomRPG+RLA ?

>> No.2531619

Whole classic DOOM collection for 3 bucks on GMG, thank you satan

>> No.2531658

>>2531539
I dropped AV on map 26. The level of unfair slaughter just became tedious and unsatisfying to me.
There are some truly fantastic maps though. Map 11 and 20 being personal favourites of mine.

>> No.2531693

>>2531263
If it's cheap buy it by all means. Forgettable but tight and polished. Never outstays it's welcome but you won't feel like replaying it.

>> No.2531705

>>2531616
They don't, they just disable/swap away form your armor when you use them. (change this in the options) Unless, of course, you swap back and the armors is flat-out gone. That's a bug.

>> No.2531707

>>2531471

i think if you had read the text file you would know what you were getting into

>Admittedly recreating the intensity of "Hell Revealed" while trying to create
>more commonly scaled maps turned out to be quite a challenge. As a result
>the hardness was tuned down a bit, and fun gameplay became more important
>than making it as hard as possible. When that's said, AV still holds a
>somewhat harder skill setting than any serious megawad with the exception of
>"Hell Revealed" and its sequal. In the tougher maps it will indeed challenge
>the best players on Ultraviolence, and would probably be more frustrating
>than fun for the common Doomer. Fortunately we put effort into all levels of
>difficulty, and would advise anyone who is not looking for hordes of monsters
>(and the need for planning in order to survive) to play skill 2 or 3.
>AV skill 3 plays much like "The Plutonia Experiment" does on its skill 4.

>> No.2531786

JCD currently streaming his D2NM speed training on twitch

/dqhd

>> No.2531809
File: 32 KB, 400x300, 281152-nam_002.jpg [View same] [iqdb] [saucenao] [google]
2531809

Has anyone here ever played NAM? This game is really difficult and special. Made on the same engine of Duke Nuken, Blood and Shadow Warrior it differs by the difficulty and the AI of the enemies. Do not be fooled by graphics, the game is very well done and son of a bitch. The enemies hide, pretend to be dead and begin to attack when you turn your back. The levels are full of points where it hides vieticongues, making you hide for later look for the guys. There is random air raids and landmines well hidden. Now that's a really challenging FPS.

>> No.2531817

>>2531809
The mines and bombing runs are really fucking annoying.

>> No.2531826

>>2531786
porquoi le alien vendetta dehacked patch ?

>> No.2531834

>>2531826

Aucune idée, t'as qu'à demander x)

>> No.2531839
File: 18 KB, 130x133, 1430237250965.png [View same] [iqdb] [saucenao] [google]
2531839

>>2531826
>>2531834
Baguette eiffel tower croquet fondue souffle fondant omelette du fromage

>> No.2531841

>>2531839

>croquet

What are you trying to say

>> No.2531842

>>2531809
I played it quite a lot. But I forgot about it until right this moment. Huh.

>> No.2531846

>>2531841
He's trying to say 'Speak English you faggots'

>> No.2531847

>>2531846

But we're not in England.

>> No.2531850

Is there a updated download of the idgames archive

>> No.2531853

>>2531809
Just FYI to anyone that doesn't know. This game and World War II GI are supported by eDuke32.

>> No.2531858

>>2531846

None of them was speaking to you why the fuck would it bother you.

>> No.2531868
File: 4 KB, 226x204, Doomguy Confused.png [View same] [iqdb] [saucenao] [google]
2531868

>>2531858
For the same reason pointless tripcodes piss everyone off: anonymity.

>> No.2531874

I recently installed Bassmidi, and set it as my default driver, with the application that came with it, and now that I've uninstalled it, I have literally no MIDI driver set as my default.
What the hell do I do to set the native Windows MIDI driver as default again?

>> No.2531879

>>2531874
Use a tool like this because Windows hasn't had MIDI in its audio settings since XP:
http://www.sierrahelp.com/Utilities/SoundUtilities/PutzlowitschsVistaMIDI_Mapper.html

Also
>default windows synth
Why?

>> No.2531887

>>2531879
Because I'm trying to run Chocolate Doom and no matter how much I crank up the MIDI devices volume, it's so damn quiet.
Also, I've tried that application.
I'll select the driver I want, but it won't do jack shit.
I even tried running it as administrator.

>> No.2531895

>>2531817
tell me about it
>e2l1
>walking along my merry little way, wasting charlie
>i step on a mine
>best thing to do is disarm it right?
>mine say "FUCK YOU G.I, ALLAHU ACKBAR!!!!!!!!11!"
>take 55 dmg

but in all fairness, the chopper down level was fun.

>> No.2531918

>>2531705
I just tested this and the armor comes back when I turn off the shielding.

And to think I went back and replayed several hours of progress cause I thought the shield ate my armor.

>> No.2531923

>>2531918
I'd turn off that option, if I were you. Because then there's either no point in shields, because you can't wear them when you have armor, or there's no point in armor, because you can't use it while you have shields.

>> No.2531924
File: 327 KB, 1366x768, Screenshot_Doom_BTSX2.png [View same] [iqdb] [saucenao] [google]
2531924

>> No.2531978

Someone tell me when Gloome has an option to turn off Aspect Ratio correction, need it so I have the freedom to make the sprites the way I feel comfortable with.

>> No.2531991
File: 688 KB, 1600x900, 086c9952dc.png [View same] [iqdb] [saucenao] [google]
2531991

>>2531978
Turn off? Why not customizable amounts?

>> No.2531992

>>2531991
I meant how the sprites, including the weapons on the screen, are vertically stretched.

>> No.2531995

>>2531992
That's already in.
https://github.com/marrub--/GLOOME/commit/92f10c68d53dfabc2b6790bcc1a3e6b817e9755e

Hell, that's already in GZDoom.

>> No.2532009

>>2531995
How would I go about using it then? Is it in the mapinfo settings now, or is that not in yet?

>> No.2532018

>>2532009
You'd need a dev build of either. And then, yeah, either pixelratio in GZDoom (not ZDoom) or pixelstretch (in GLOOME, looks like) in MAPINFO.

>> No.2532026

>>2531301

Wait wait wait.

What ever happened to not monitoring how they play stuff and letting people play what they want to play, regardless of the quality?

>> No.2532030

>>2531285
Aside from the multiplayer, I found the single players to be really fun and solid.

>> No.2532039

>>2532026

What the fuck are you talking about?
Calling a shitty thing shitty has absolutely nothing to do with "monitoring people".

>> No.2532043

>>2532039

>"If there's two things that are going to kill the engine"

>> No.2532049

>>2532043

And what does that have to do with monitoring people? Do you think they're going to have the engine come with spyware that deletes files or something?

>> No.2532059

>>2532049

not that kind of monitoring, you idiot

>> No.2532063

>>2532049

He's talking about monitoring whether or not people do FPS games with the engine rather than jumpscare games like 5NAF

Personally I don't give a fuck, let people play whatever they want to play in the best engine in the world.

>> No.2532071

>>2531301
>>2531301
>And now we've already got one.

so what? a single game is not going to kill GLOOME, that's ridiculous

>> No.2532073

>>2532059
>>2532063

That is the biggest fucking leap in logic possible.
>shitty jumpscare games could kill things
>WHAT HAPPENED TO NOT MONITORING PEOPLE?

What?

>> No.2532078

>>2532063
how do you go from "jumpscare games are shitty" to "monitoring people"

>> No.2532081

>>2531826
>>2531834
>>2531839

>French people

>> No.2532083

they fear gloome will get skulltag'd

i would be scared too if there were more than one jumpscare horror/walking simgames. it's still to early to predict stuff

>> No.2532086

>>2532083
>skulltag'd
So head coder runs off to work on another game while leaving the website and forum to fall apart before everyone else forks it into a different project?

>> No.2532089

>>2532086

...HE KNOWS!

SHUT IT DOWN!

>> No.2532105

>>2531978
any starter tutorial for completly newfags on gloome?

>> No.2532109
File: 18 KB, 418x186, 1434351717905.jpg [View same] [iqdb] [saucenao] [google]
2532109

Putting a prohibition on what kind of games you can develop with GLOOME would be silly, in my opinion.

With that being said, I would love to see something else other than first-person "horror" games in the Doom engine. Five Nights at Freddy has that market covered already.

>> No.2532114

>>2532105
If you want to make something, it's just like editing Doom, anon. Only thing is since you have to start from absolute scratch, you'll learn in very short order what all you're missing.

Make new pk3, change iwadinfo to recognize your pk3.

>IWad
>{
>Name = "Anon Quest"
>Game = "Doom"
>Config = "Anon Quest"
>MustContain = "SOMEUNIQUEFILE"
>BannerColors = "FF FF FF", "00 00 00"
>}
>Names
>{
>"pk3namehere.pk3"
>}

Then start making your thing from there. Slap in some textures, make a menudef so players can go through menus, set up a playerclass, do a single map, etc.

>> No.2532123

Trying to build GLOOME again. Downloaded latest from Github, unzipped, CMake'd, then make fails:

wadsrc/CMakeFiles/engine_pk3.dir/build.make:52: recipe for target 'engine.pk3' failed

No idea what the hell happened, because just a few lines above that:

/home/derpford/gloome/engine.pk3 contains 587 files

It appears to have generated engine.pk3. Once again, it looks like I'd have to sift through those goddamn makefiles to fix this, so I'll leave it to Marrub.

>> No.2532132

>>2532071

It'll do a lot for the engine's reputation in the early years. Like most people associate unity with garbage spooky jump scare walking simulators, because that's all we pretty much saw for the first year or so

>> No.2532135

>>2531471
One reason I don't enjoy Going Down too much. Feel it get pretty slaughtery around level 12.

>> No.2532137

>>2532132
I'd imagine this is the reason Nocturne in Yellow and Project 67 are being made in it, as well as Jimmy/Scuba considering (not confirmed yet) porting Square/Action Doom 2 to it.

Two incredible games out of the gate, two more shorter games down the line.
The showcasing would be incredible.

>> No.2532140

I must be stupid, but with DooMRPG I can't figure out how to get the turret working.

sometimes it goes and shoots at things. Then when it gets destroyed or I accidently shoot it, it just stops responding.

I filled the thing up with ammo, gave it the shotgun mod, I turned the damn thing on. Even tried spamming different keys and nothing.

adding to that, I think I bugged my save and I am stuck with unlimited flight. Will it go away next level?

>> No.2532148

>>2532140
The wings item lasts the entire level.

Not sure what's up with your turret, though.

Is it bad that I want to play DoomRPG multiplayer?

>> No.2532150

>>2532140
Wait wait wait.

Did you use maintenance on it? As in, send it back to the outpost to get repaired after it was destroyed?

>> No.2532162

>>2532137

I think it'd be kinda cool to port my shit over. Though I don't know how well that'd work. Or if netplay is even possible

>> No.2532164

>>2532150
ya, hit the shift key and did maintenance on it, Then the timer went to 0 and ringed a sound.

then I resummoned the thing and it only just flies there instead of targetting things.

>> No.2532168

>>2532162
>Or if netplay is even possible
It is, but it's GZDoom netplay.

>> No.2532173

>>2532164
Did you turn on its shotgun mod too?

>> No.2532181

>>2532168

>GZdoom netplay

Jesus Christ how horrifying. Yeah I think it'd be best for single player shit, and after all the hell I went through to try and make GMOTA work on Zandronum. I'd like to keep it this way.

>> No.2532189

I wonder what would happen if they put Doomguy in a fighting game like Mortal Kombat or Smesh.

>> No.2532190

>>2532164
>>2532173
Ok I solved it.

Even when everything is set on the turret menu you MUST turn the weapon mod on in the turret command circle menu thing. Which is weird because it worked just fine when you first initially make the thing.

>> No.2532198

>>2532189

He'd excel in mortal kombat. The fucker hits like a truck and takes a lot of abuse.

Smash he wouldn't fair well in, seeing as he can't jump,

>> No.2532218

>>2532189
His brutality is that while the other character is woozy or confused, he sets out this big case, pops it open, pulls out a pure black medikit, pulling out a single, tiny syringe... Then injects himself with it, and starts SCREAMING.

And then, of course, grabs someone by a limb, smashing them into the ground again and again and again and again and again until their arm flops off, in which case he pounces on them and starts punching and punching and punching until the concrete below is cracked and broken.

>> No.2532242

>>2532181
Oh, you're Gmota guy?
Have anything in mind for the engine after Gmota?

>> No.2532245

>>2532242

I'd like to do something for GLOOME. I got a lot of shit to do for GMOTA first, and it doesn't help I've been goofing off

>> No.2532270

>>2532198
>implying you need to be able to jump to be good in Smash
Little Mac is kickass in Smash U and he can't hardly jump. And Fox has been a long-time high tier fighter, even though he falls like a brick through vacuum.

>> No.2532279

>>2532270
>Little Mac is kickass in Smash U
He crumples at mid-level play and onward.

Also I hope you enjoy Smashville because that cuts out 95% of Little Mac's shit.
Same with any stage with a platform.

>> No.2532290

>>2532279
>Smashville
>not Final Destination

Wow I bet you main Wario you casual

>> No.2532293

>>2532290
>Final Destination
>not Battlefield
Wow I bet you play on Coin battle

>> No.2532297

>>2532279
He literally has two supers.
And he's got incredible mobility, along with a damn good neutral A. Combine this with a counter and side-special that closes distance rapidly, and you've got a fighter that's amazing in the right hands.

He's basically the new Fox.
Furthermore, I can tell you don't play anything above mid-level, 'cuz you forgot about For Glory stages. Which are all platforms. Way to forget your best point, fgt.

>> No.2532306

>>2532290

Don't you talk shit about Wario you motherfucker

>> No.2532307

>>2532297
>Two supers
KO punch is great. Final Smashes are irrelevant.

>And he's got incredible mobility
Aerial mobility is equally important, which he has none

>Damn good neutral A
Yes his ground normals are amazing. Too bad he suffers against anyone above him.

>Counter
It can be baited and is not consistent.

>Side special
Very predictable and easily punished. It's not safe.

>He's the new Fox
Not even close anon.

>Bringing up For Glory stages
They have no platforms, they are all Final Destination and are flat.

Platforms are like what's on Battlefield.
If you are talking about how good a character is then you need to have a basic understanding of the game and you do not seem to with calling For Glory stages platforms.

>> No.2532309

>>2531826

Au passage comment se fait il que tu sois pas sur la CFD ou bien que tu poses la question ici pour le Dehacked? :>

>> No.2532312
File: 421 KB, 1014x522, 2015-07-11 21_41_10-P080.png.png [View same] [iqdb] [saucenao] [google]
2532312

>suddenly doomguy

>> No.2532316

>>2532307
I misunderstood your post, thought you were using "platforms" to refer to stages that are floating. My bad.

My point is, you don't have to have jumps to be a Smash character.

...that, and Doomguy can just use rockets.

>> No.2532318

>If it wasn't for Romero's passionate design, We wouldn't have a whole decade of FPS design
>If it wasn't for carmack's innovations in rendering engines, we wouldn't have FPS games as we know them today
>If it wasn't for Carmack's work on Quakeworld and implementation of Clientside prediction, We wouldn't have FPS multiplayer games as we know them. We certainly wouldn't have Call of Duty

>> No.2532324

>>2532316
My mistake for not explaining it well then anon.

I misinterpreted the conversation quite a bit too since I thought you were saying jumping isn't important to a character in Smash at all when it is rather important.

I think Doomguy would have rather weak jumps and recovery but I think his moves would be pretty powerful.

Like a heavier Villager basically.

>> No.2532329

>>2532306
I don't need to talk shit.
Just the fact that his shoulder charge was removed should alone say that his legacy is too embarrassing to keep.

:^)

>> No.2532335

>>2532329

Oh that's low anon. That's beyond low

>> No.2532387

>>2532318
“I'm not a key historical person on this," Carmack insisted. "While I was the first to do a lot of things, I have little doubt that other people would have come up with them. There's a tech determination—when things are easy and possible, people will do it. It's fair to say that we did some things earlier maybe than they would have been.

>> No.2532414

>>2532198

Some time ago in /mkx/ in /vg/ someone came up with a Doomguy character with 3 variations. One focused on the chainsaw, the other was mostly his big guns, and the last was his Berserker pack. Something to that extent. It would have been good.

>> No.2532449
File: 10 KB, 217x232, 17025997.jpg [View same] [iqdb] [saucenao] [google]
2532449

>>2532312
What is he doing there

>> No.2532464

>>2532449

Thinking about wanting to fuck her, of course.

http://dropbook.tv/detail/84Nw9lhv2I

>> No.2532468

>>2532464
Link for this in english? Can't read this mess

>> No.2532479

>>2532449
Scoping out the back of her knees, obviously

>> No.2532490
File: 64 KB, 200x200, Oh+man+why+didn+t+he+just+ram+through+that+_a5724b5715a52aa9211453bc34fb8334.png [View same] [iqdb] [saucenao] [google]
2532490

>>2531009
>>2531034
>>2531057

I always thought of it, is so perfect the idea of a FPS about the punisher it is very strange that has never been done.

>> No.2532514

>>2532123
I had this problem originally too.

Strangely enough, setting NO_GENERATOR_EXPRESSIONS to true and CMAKE_BACKWARDS_COMPATIBILITY to 2.7 fixed it for me.

>> No.2532529

>>2532514
Those are just environment variables, right?

>> No.2532537

>>2532529
I don't know if you can just export them like one could CFLAGS (which is for compiler, not CMake).
You could either use cmake-gui or run it like this:

cmake -DNO_GENERATOR_EXPRESSIONS=true -DCMAKE_BACKWARDS_COMPATIBILITY=2.8 [path-to-source]

>> No.2532554

>>2532537
Just tried that, now I'm back to the not-in-a-level error.

uuuuuuugh.

>> No.2532557

>>2532490
You want a mod of Brutal Doom where you kill ethnic stereotypes.

>> No.2532582

>>2531978
>>2531995
>>2532009
>>2532018
Hi Term.
The property is renamed "pixelstretch" until I get a proper implementation of pixelratio.
You set it in the GameInfo block, in MAPINFO.
Ex.:
gameinfo
{
pixelstretch = 1.0
}

Do note that if you're making your own game with your own, completely custom defined mapinfo (which you can do with iwadinfo) that it defaults to 1.0, so you don't need to do anything.
Still waiting for fgsfds to make the HUD
layer have a customizable pixel ratio (since I'm busy with other stuff).

>>2532105
I'll see what I can do. There are a lot of new features which I would like to properly document.

>>2532132
Don't you fucking dare compare this to Unity.
Unity is developed by a bunch of smarmy assholes with their heads stuck too far up their own asses to actually care about users.
Besides that, Unity is slow as balls.


>>2532181
Hey Kegan!

>> No.2532584

>>2532582
Half of those first four were me, who is sadly not Term. I was the guy who originally asked for it on the Zdoom forums.

>> No.2532587

>>2532584
Yeah, I know. The second and fourth one are Terminus, though he's probably too busy getting his mouth on fire to notice right now.

>> No.2532624

>>2532554
The IWAD Selection Dialog using GTK is fucked up.

If you run
./gloome -iwad freedoom2.wad
it will likely work.
Of course, feel free to replace "freedoom2" with whatever you really want to run. I'm just running FreeDoom on GLOOME to keep the "free" spirit.

>> No.2532660

>>2532624
Pic related, it works.

>> No.2532670

>>2532582

>Hey Kegan


Hey Murb.

I was also the one comparing this to Unity.

>> No.2532682
File: 287 KB, 1920x1080, Screenshot_2015-07-11_21-58-39.png [View same] [iqdb] [saucenao] [google]
2532682

>>2532660
Goddamn it.
Anyway, does anyone else have that problem with the IWAD Selection Dialog box? Or maybe an error about an undefined "baseXX" color?

>> No.2532695

>>2532624
>>2532682
Oh.

Fuuuuuuck me. It does work.

>> No.2532742

>>2532695
>>2532682
Also, Freedoom has some surprisingly good level design.

The problem is that the textures are shit.

>> No.2532752

>>2532742
True.
I hear someone is working on redoing the monster sprites, though.

Also, anyone here ever play that little free game for Android, "Gloomy Dungeons 3D"? Always thought it was funny all of the enemies were from Freedoom.

>> No.2532797
File: 34 KB, 408x163, doomguy_chocolate_milk.png [View same] [iqdb] [saucenao] [google]
2532797

>>2532752
There are a lot of Android and even iPhone games that take the Doom source, pluck Freedoom, and then make a bunch of SLADE levels so they can make a quick buck.

Have some OC.

>> No.2532923 [DELETED] 
File: 2.32 MB, 640x480, a.wad.webm [View same] [iqdb] [saucenao] [google]
2532923

looks like no-one played my map from last thread (>>2524989 https://boards.4chan.org/vr/thread/2520509#p2524557))

>> No.2532925
File: 2.32 MB, 640x480, a.wad.webm [View same] [iqdb] [saucenao] [google]
2532925

looks like no-one played my map from last thread (>>2524989 >>2524557). posting video regardless.

>> No.2532937
File: 65 KB, 688x547, logicalspock.jpg [View same] [iqdb] [saucenao] [google]
2532937

>>2532925
>jumping allowed
>no freelook

>> No.2532960

>>2532925
When there's really nothing nice to say I prefer to not say anything anon.
Try making some chill e1 style levels instead.

>> No.2532974

>>2532960
>>2532925
Make E2 levels

>> No.2532989 [DELETED] 

Friendly reminder that Term is a fucking hack

>> No.2533005 [DELETED] 

>>2532989

Shut up Mark.

>> No.2533015 [DELETED] 

>>2532989
Sssh, go back to bed zygo.

>> No.2533018

>>2533005
>>2533015
Hello TerminusEst13

>> No.2533029 [DELETED] 

>>2533018
Try again.

>> No.2533032
File: 249 KB, 602x402, 1400476283195.png [View same] [iqdb] [saucenao] [google]
2533032

>>2533018
Wrong.

>> No.2533038

>>2533005
>>2533015

Yeah, it's a generic shitposter posting generic shit, but throwing out names into the aether doesn't really do anything.

>> No.2533052

>>2533038

shut up IMX

>> No.2533093
File: 2.95 MB, 1920x1080, gzdoom 2015-07-12 12-00-26.png [View same] [iqdb] [saucenao] [google]
2533093

Just finished Putrefier. Words can't express how much I fucking loved this map.
Ed_C should work with professional level design.

>> No.2533096 [DELETED] 

>>2533052
Fuck off, Eric

>> No.2533097
File: 2.39 MB, 1920x1080, Screenshot_Doom_20150712_120340.png [View same] [iqdb] [saucenao] [google]
2533097

The sheer improvement over the already pretty looking Valhalla alone is staggering.

>> No.2533108

>>2533052
I miss IMX, he was a cool guy =(

>> No.2533109

>>2533108
Blow me, bloax

>wait, where did IMX go? :(

>> No.2533113 [DELETED] 

>>2533108
No, he wasn't.

>> No.2533118 [DELETED] 

>>2533108

not really.

>> No.2533121

>>2533118
>>2533113
>>2533109
What was wrong with him? He struck me as an alright person.

>> No.2533125

>>2533109
>bloax
tell that faget to go back to dcss and fix the tiles

>> No.2533127

>>2533121
Most of the time, he is. But when he spergs, he spergs hard.

>> No.2533129 [DELETED] 

>>2533121
nottu dissu shitto again

>> No.2533135

>>2533127
All I remember of him was him rage quitting because mystical kept making dick jokes in the IRC

>> No.2533176

>>2532937
i think you are confused. perhaps you are thinking of the moment when i run up and down the stairs to trigger the teleporter.
>>2532960
>When there's really nothing nice to say I prefer to not say anything anon.
fair enough.
>Try making some chill e1 style levels instead.
>>2532974
>Make E2 levels
sorry, but making a "proper" map is impossible for me, as i explained in the previous thread. but a guy encouraged me to just slap a single texture on everything for expediency, so i tried that and there's the result.

>> No.2533194

>>2533135
Pretty sure that was Ijon

>> No.2533206

>>2533176
>sorry, but making a "proper" map is impossible for me, as i explained in the previous thread
What kind of levels would you like to make?

>> No.2533223

>>2533206
smallish vanilla/boom maps that are fun to record on. stuff like scythe. no particular theme

>> No.2533235

>>2533223
But those are 'proper maps'. If you want to be able to make them but feel you can't, practicing and structuring your workflow are the only things you can do to change that.

>> No.2533258

>>2533235
yes, that was the whole point. i want to make maps but all the fiddly texture crap you have to do (choosing textures appropriately and that go together, plus aligning everything) drives me crazy. so instead i tried making a single monotextured room and managed to finish it before quitting the editor in frustration. thanks for the advice, anyway.

>> No.2533262

also it's very discouraging when Oblige can create better-looking, larger maps in seconds than what i can do in hours. it'd be so good if you could make a map layout and then have Oblige texture and detail it.

>> No.2533269
File: 671 KB, 1920x1080, Screenshot_Doom_20130506_230113.jpg [View same] [iqdb] [saucenao] [google]
2533269

>>2533258
Alright. You should however stick to 3 textures while prototyping rather than one: Floor, ceiling, walls. You can spend as much time as you want aligning textures (you know about auto-alignment right?) after basic geometry and monsters are in place. Emulating E1 or E2 style in geometry and Thing placement is a pretty good idea since that's the baseline of what a Doom level is, from there you can branch out and make all kinds of imaginative shit.

>> No.2533275

>>2533093
>>2533097
It looks great and all but the navigation and combat are annoying as fuck and need a lot of work if you ask me. Pretty geometry just isn't everything.

>> No.2533285

>>2533275
I actually liked the combat myself, but the hexen-esque switch chasing and lack of pointers to what the switches did was pretty bad. I felt if the switches where for activating generators or turning of security systems or whatever and it was clear which door needed what to open it, it would have added greatly to the map.

>> No.2533287

>>2533285
Or even simpler, basic numbers on the doors and corresponding switches.

>> No.2533376

>>2533258
>i tried making a single monotextured room and managed to finish it before quitting the editor in frustration

REEEEEEEEEEEEEEEE

>> No.2533394
File: 648 KB, 1600x900, nigga, get to work.jpg [View same] [iqdb] [saucenao] [google]
2533394

>>2533235
>>2533258
>>2533262
>Oblige can create better-looking, larger maps in seconds than what I can do in hours.

You made a small room with one texture that seems to have less than ten sectors in total. A huge help would be if you had a rough sketch of the level that you could follow like a guide, and as far as textures go, you should only be worrying about textures after you have a decent framework of architecture and monster placement.

If you really tried, Oblige wouldn't be able to touch what you made because Oblige produces the same shit over and over and over again without a hint of originality. I'm more mad of the fact you said Oblige is better than you. Oblige can make "pretty" maps (which are just textures used in safe ways with safe geometry), but it sure as fuck can't make unique maps with its own quirks.

>pic related took 4 hours so far of total work
>1 whole hour was trying to make my skybox

Practice, get better, realize you haven't fully wrapped your head around everything you can do, and definitely stop thinking Oblige is better than you.

>> No.2533398

>>2533394
nice

any ingame screenshots?

>> No.2533404

>>2533394
man, I feel silly

like, I opened that screenshot up, hit w, ctrl+w and expected to go into 3D mode so I could look around

>> No.2533407
File: 101 KB, 640x480, Screenshot_Doom_20150712_100320.png [View same] [iqdb] [saucenao] [google]
2533407

>>2533398
My slapchop is fucking up so I'll only post a couple.

In this one, you can't see the light flicker so it's hard to feel the atmosphere.

>> No.2533408

>>2533269
>stick to 3 textures while prototyping
>not sketching your map on paper beforehand so you dont have to mess with all the fiddly crap until later

>> No.2533412
File: 115 KB, 640x480, Screenshot_Doom_20150712_100329.png [View same] [iqdb] [saucenao] [google]
2533412

>>2533398
>>2533407
This one is the last one, just what's behind you.
If anyone goes, "ewwww, FIREBLU," just know I think it works well for weird/ethereal things; like teleporters.

>> No.2533415
File: 75 KB, 640x480, Screenshot_Doom_20150712_100423.png [View same] [iqdb] [saucenao] [google]
2533415

>>2533412
>>2533407
>>2533398
I was going to post a staircase-hallway combo, but I like this one more since it shows off a bit more mood lighting; which is one thing I didn't fully grasp until halfway through my first wad: lighting can make all the difference in the world.

>> No.2533418

>>2533394
man, I now want to make my own doom game
with my own sprites, maps and story

damn it

where is that anon, who wanted to create a christian DOOM clone?

>> No.2533424

does anyone have a WORKING link to the high res texture pack? and should i use smooth doom or beautiful doom alongside it? already have the doom music enhancer

>> No.2533426

>>2533415
>>2533412
>>2533407

Will comment as amateur mapper but ancient Doomer, that the holes-in-floor approach like that looks especially slap-stick and amateurish. It's almost up there with over-detailing, because unless your map is already insanely detailed (which it's not, no offense) - adding little extra details like floor holes, extra ridges for walls, etc - becomes excessive and draws away from the map.

You also have them set to a different light value, which shows on the ceiling. Only other niggle is the blue edge used around the circuit windows in the last picture, just because it's an odd contrasting color to go for.

>> No.2533443

>>2533426
>slap-stick
"slap-dash"

>> No.2533464

>>2533404
haha, i've tried so many times to exit a screenshot with F10, y

>> No.2533469

So a while back I heard that using monster changing mods with PSXDoom TC would cause some problems because the tag for the archvile is used for a decoration.

If that's true, which decoration is that anyways? Kinda have the urge to play through the TC with a mod.

>> No.2533513
File: 102 KB, 640x480, Screenshot_Doom_20150712_100349.png [View same] [iqdb] [saucenao] [google]
2533513

>>2533426
I'm going to have to disagree with the majority of this post, but I agree with part of it. Personally, adding detail for atmosphere is crucial to conveying a specific kind of mood. For me, little extra details make things stand out more and help the map tell a little background without using any words; or a bunch of scripts for that matter.

I've had people compliment my other holes (not these though, these were an experiment with FLOOR0_1 detailing), but I agree that putting in details just to have details isn't a good idea; however, details also help towards the overall feel of the map, just as long as it's not pointless additions. For example, those extra ridges for walls could be an awning or a edge of a roof for an outdoor sector; that'd be a great way to use it, but just doing it to have another nook and cranny is dumb.

>> No.2533520

was someone in here working on the waste deep in the dead wad? cause i just tested it and its pretty good you should absolutely continue

>> No.2533534

>>2533113
>>2533109
>>2533118
>>2533121

gimme a break, he only had ONE single bad day like everyone does. he generally was a pretty decent guy.

>>2533426

death to the holes-in-floor, death to the missing hexagonal tiles trend.

>> No.2533537

>>2533424

An honest question, and please don't get me wrong.

Have you played Doom unmodded already?

>> No.2533538

>>2533534
>not making the holes 16 units deep so the player can really feel like they're stepping into a hole with each step

>> No.2533540

>>2533537
of course im looking to mod it to keep the gameplay vanilla while improving the visuals

>> No.2533541

>>2533534
>death to the missing hexagonal tiles trend.

You have no idea how happy it makes me to know I am not alone on that shit.

>> No.2533554

>>2533534
>he only had ONE single bad day like everyone does.

Three, actually. There was also his reaction to the Gone Homo criticism, as well as accusing random modders of being DKG in disguise.

>> No.2533562

>>2533541
https://archive.moe/vr/thread/1831354/#1834417

there should be a list of doom builder cliches.
"if you are making your first map, avoid doing these"

>> No.2533563

>>2533562
https://archive.moe/vr/thread/1831354/#1834504

oops i linked to the wrong post.

>> No.2533564

>>2533554
>as well as accusing random modders of being DKG in disguise

he wasn't the only person mistaking people for shitposters here, you know? one day i thought the guy who kept getting angry over the sole mention of /v/ was a shitposter too

>> No.2533572

>>2533564
Fair enough, but as a modder myself going on a crusade upon receiving criticism really sets me off.

>> No.2533573

>>2533562

>"if you are making your first map, avoid doing these"

building your first map ever in zdoom in hexen format. you probably will never use zdoom features as heavily as some people do

>> No.2533576

Who are these people you guys keep talking about?
>Ijon
>IMX
>DKG
Literally who?
I only know about Terminus, he made Push and Samsara.

>> No.2533583

>>2533576

imx was one of the original guys, the past (and first) thread maker and occasional modder from /vr/.

ijon as far as i know he was a friend of terminus and helped him with other projects

the other guy was allegedly an original, but he became a shitposter

>> No.2533585

>>2533576
>you guys keep talking about?
Bringing up a person in a few posts every now and then does not count as "keep talking about".

But if you want a tl;dr:

IMX: Thread maker, made a few mods. Sperged out and ragequit.
ijon: Unbelievably smart coder, loved to rehaul projects and make them better and then move on to another project. Sperged out and ragequit.
DKG: Spergs out and shitposts. Keeps trying to make mods in order to become a proper modder, goes about halfway, then gives up and shitposts.

>> No.2533592

>>2531471
>>2531539

At the risk of saying something that will come back to bite me in me arse in the future, I think a lot of projects out there have to take the risk of turning into a slaughterfest to appeal the speedrunning side of the community in Doom.

Almost in every Cacoward event there's a couple of maps that appeal that audience, or were made by speedrunners themselves. It wouldn't surprise me if Swift Death gets in this year.

>> No.2533593

>>2533592
>It wouldn't surprise me if Swift Death gets in this year.

Same goes with Sunlust.

>> No.2533595

>>2533592
>>2533593
Sunlust is a lock, given its authors.
Swift Death... not sure, it's not "pretty" enough.

>> No.2533601

>>2533592
>>2533593

Valiant, Sunlust, Swift Death...

What are other WADs that are more than likely Cacoward winners already?

>> No.2533619

>>2533601

If Mechadon gets it finished, Vela Pax. Maybe.

>> No.2533623

>>2533601
Fifty Shades of Graytall was pretty creative.
NOVA II is pretty much finished and is pretty good.

Is it just me, or not many maps released this year in comparison to gameplay mods?

>> No.2533629

>>2533623

to be fair, we're barely reached the second half of the year

>> No.2533631

>>2533623
is 50 shades of graytall out yet?

>> No.2533632

>>2533623
>anything named after that shitty book
>good

god im glad i stopped following pop culture in the 90s now i can ignore most new things

>> No.2533634

>>2533623

We haven't reached the second half of the year, but idgame uploads are actually far on the rise upwards already.
If it feels like not many maps have been released, then maybe people haven't been posting about the new ones.

>> No.2533635

>>2533619
Yeah that's a shoo-in as well

>> No.2533640

>>2533632

ahahaha...dude you couldn't be any more wrong.

seriously, try it. the wad.

>> No.2533645

>>2533632
Talk about judging a book by its cover.

>> No.2533654

Hello, does anyone know how to get roland working in dosbox?

>> No.2533659

>>2533631
Not yet. But its getting there.
50shd_multi.wad has 17 maps, but it was deleted off Best-Ever for some reason.

Here is a re-upload: https://www.dropbox.com/s/wbp30x5o1s0jai8/50shd_multi.wad?dl=0

>> No.2533674

>>2533601
GLOOME should definitely get a mention. marrub's been doing absolutely amazing work on it and it'll open up a lot of paths for the community.

>> No.2533681

>>2533674
I agree its amazing, but have the Cacowards ever awarded something that wasn't a WAD?
>inb4 a .pk3

>> No.2533687

>>2533681
i don't think a source port has ever won an cacoward, no.

>> No.2533690

>>2533681
They did give Worst Wad to Torm's detail guide one year.

>> No.2533692

>>2533690
that was funny

>> No.2533694

>>2533681
>>2533687
Doom 64 EX.

>> No.2533696
File: 509 KB, 400x400, sawnoff.gif [View same] [iqdb] [saucenao] [google]
2533696

I just finished episode 2 of BLOOD
holy shit

I´m a bit scared of spiders, so it was a horrific trip.

> those hands
any tips on how to get rid of them?

>> No.2533701

>>2533696
From my memory, you just had to ram 'Use' a couple of times, and they would fly off.

>> No.2533702

>>2533696
> those hands
any tips on how to get rid of them?
Tap the USE key repeatedly and fast as shit.
I'LL SWALLOW YOUR SOUL

>> No.2533709

>>2533674
>gloome
My underwear have been in a permanent state of soiledness ever since I read about it. Does he have any features planned that zdoom doesn't want to touch? Like ConsoleCommand

>> No.2533715

>>2533709
consolecommand is its own special brand of dangerous, son.

>> No.2533716

>>2533709

ConsoleCommand would be interesting since it's incredibly powerful and can do a lot of stuff but opens up a lot of dangerous things that people can do.
I'd accept it, but I'd also build up a whitelist of commands that people can use.

>> No.2533724

>>2533715
>>2533716
It's mainly dangerous for multiplayer isn't it? Otherwise it'll quickly be taken down from idgames or whatever forum it's linked from.
>I'd accept it, but I'd also build up a whitelist of commands that people can use.
Something like that could work.

Or maybe it'd just work with a certain subset of CC's that can't be used maliciously, like FOV.

>> No.2533727

>>2533724
I realized I just said what you said. Ugh I need sleep

>> No.2533728

>>2533654
Hello?

>> No.2533734

>>2533728
>Future versions of Chocolate Doom will include support for digital music packs: high quality digital recordings of Doom's music from devices such as the SC-55 that can be used in game in place of the normal MIDI playback. When a substituted track is to be played, the high quality recording is played instead. An example can be seen in the video to the right.

http://www.chocolate-doom.org/wiki/index.php/Digital_music_packs

>> No.2533758
File: 521 KB, 1600x900, b8626fc595.png [View same] [iqdb] [saucenao] [google]
2533758

>>2533709
Yes. I've already implemented several features that meet that criteria, including code submissions that were rejected.
For instance, you can set the game ticrate in GAMEINFO.
See the feature list I made today for more: https://github.com/marrub--/GLOOME/blob/master/features.txt

Oh, yeah, also you can do this. Because of reasons.

>> No.2533762

>>2530732

damn doom 4 looks so boring

>> No.2533763
File: 1.49 MB, 1366x768, Screenshot_Doom_20150712_210246_01.png [View same] [iqdb] [saucenao] [google]
2533763

Has anyone managed to complete Deus Vult with MSX?

>> No.2533770
File: 714 KB, 1920x1080, gzdoom 2015-06-29 22-59-07.png [View same] [iqdb] [saucenao] [google]
2533770

>>2533758
That's amazing to hear man.

I've been considering moving SCOOMM here over to your engine since I got word of it. Since you seem to be working with it/supporting it actively I might just do it once I got my acs sorted out a bit more.

>> No.2533774

>>2533770
That'd be cool.
If you have any feature requests, feel free to throw them on the issue tracker.
Or you could just throw them at me on IRC, or here. Whatever works, really.

>> No.2533775

>>2533593
>Sunlust

Really disliked that one later on.

Maybe it's just me, but I'm getting tired of these big name, big show megawads that devolve into needless slaughtermaps for difficulty. It's feels lazy in stark contrast to the architecture they put it.

Don't get me wrong, I still like slaughtermaps, but when they're done right and I know what I'm getting into. Not when a well detailed, difficult levelset absolutely slips down the primordial slide into "WE SHOVED 50 SKELLINGTONS AND 50 BARONS OF HELL IN TWO GIANT SQUARE CLOSETS, AND NOW YOU'RE LOCKED IN WITH THEM. ENJOY."

>> No.2533779
File: 114 KB, 1280x1024, claustrophobia1024.jpg [View same] [iqdb] [saucenao] [google]
2533779

>>2533513
I, too, agree with this post. That's why I love playing Claustrophobia 1024 because of the detailed maps, albeit they're small maps.

>> No.2533780

>>2533774
>If you have any feature requests
Subtractive glow for glowing flats and true scaling of hudmessages!

Anyway I'll do so if I come to think of anything else. Thanks for the effort your putting into the whole project dude.

>> No.2533784

>>2533780
Shoved into the todo.
>true scaling of hudmessages
What do you mean by this, exactly?

>> No.2533785

>>2533774
>>2533780

Yeah, seriously. I know a lot of people on Doomworld have been jizzing all over this, but I just want to say again thank you for your work. This is exactly what the community's needed for a long, long time.

>> No.2533790

>>2533513

What I was trying to say is that, detail is sort of this beast you have to tackle and if you only meet it part way, it looks deformed and cancerous. The screenshot in your post is a lot better (sans that blue, imo), but it's still in the category of "slightly more detailed than vanilla." Which, don't get me wrong, is great! But if you're going to nestle there, don't you dare start breaking out holes-in-floors and other awful cliches straight out of that detailing guide.

>> No.2533791

>>2532132
>It'll do a lot for the engine's reputation in the early years

It'll also be looked outside of the community as being elitist. And that's the absolute last thing people should be thinking of the Doom community.

>> No.2533794

>>2533784
>What do you mean by this, exactly?
A vertical and horizontal fixed point scale factor argument for the hudmessage function function so one doesn't have to mess around with sethudsize.

>> No.2533813 [DELETED] 

unless you are making a game you want to see i fail to see the point of using gloome over gzdoom. anyone care to enlighten me?

>> No.2533814

>>2533813
That is the point of it, anon.

>> No.2533816 [DELETED] 

>>2533813
wait, i typoed, never mind

>> No.2533820

>>2533813
>>2533814
I managed to turn "sell" into "see", somehow.

let's try again: is there a reason to use gloome other than "I am making a game which people must pay for"?

>> No.2533825

>>2533820
Yes. "I am making a game which people don't have to pay for".
Or "I am making a game, period".

If you're looking for lots of extra modding features over G/ZDoom, then no.

>> No.2533826

>>2533820
Pretty much this: >>2533825

I also posted a feature list over here: >>2533758
There will, eventually, be a language to surpass Metal Gear DECORATE and ACS.

>> No.2533831

>>2533774
>If you have any feature requests
Curious, any way to implement video playback? That way could make a fully playable version of that Mars 3D game that was uncovered a while back.

>> No.2533836

>>2533831
Yes, but I don't want to add it simply because it would be a horrible pain in the ass and would likely break a lot of things.

>> No.2533849

>>2533836
A huge feature that feels silly to just suggest like this but that many people would love anyway is prebaked lights.

>> No.2533853

>>2533774
>If you have any feature requests
no requests, but I am interested to know how many years ahead you plan to continue maintaining this project or whether it will die in a few months when you get bored.

>> No.2533865

>>2533826
Sweet. Can we hope to one day see GLOOME turn into "all-purpose 2.5D fps engine" instead of just a Doom source port?
I wanna make something that has at least a Blood-like level of polish

>> No.2533870

>>2533865
>Sweet. Can we hope to one day see GLOOME turn into "all-purpose 2.5D fps engine" instead of just a Doom source port?
That seems to pretty much be the idea.

>> No.2533875

>>2531584
This

>> No.2533893

>>2533865
>Can we hope to one day see GLOOME turn into "all-purpose 2.5D fps engine" instead of just a Doom source port?

I was under the impression that was the idea.
Actually being a Doom source port seems incredibly low on the priority scale, if the cut software renderer is any indication.

>> No.2533907
File: 556 KB, 1920x1080, Screenshot_Doom_20150712_222641.png [View same] [iqdb] [saucenao] [google]
2533907

FUCK
YES

The absolutely most basic type of puzzle is now working

>> No.2533918

>>2533907
Do you use the mouse for clicking on buttons and items? How's its speed? I remember playing shotgun frenzy and finding the mouse speed as the commander to be ridiculously sluggish.

>> No.2533930
File: 32 KB, 100x100, Blood Alpha Sawnoff.gif [View same] [iqdb] [saucenao] [google]
2533930

just trying some animations with gimp with sprites ripped from the blood alpha

>> No.2533949
File: 32 KB, 100x100, Blood Alpha Sawnoff.gif [View same] [iqdb] [saucenao] [google]
2533949

>>2533930
any tips on how to make good sprite animations?

>> No.2533951

>>2533774
proper voxel/model lightning?

>> No.2533953

>>2533918
>Do you use the mouse for clicking on buttons and items?
Yes.
>How's its speed?
Just slightly slower than the normal turning speed, but I haven't twiddled around with it in a long time. There's X and Y sensitivity values that will be changeable with a slider in a custom options menu somewhere down the line.

>> No.2533960

why do I get the feeling that someone is going to do a FreeBTSX?

>> No.2533961

>>2533949
Wouldn't the principles be the same as for regular animation?
/ic/'s sticky and /co/ could help, perhaps. A copy of "The Animator's Survival Kit" may also help, and can be found for free like many other drawing-related resources and books.

>> No.2533963

>>2533960
i don't know

>> No.2533965

>>2533960
I don't know, why do you have that feeling?

>> No.2533971
File: 540 KB, 1023x641, Doom interaction highlight.png [View same] [iqdb] [saucenao] [google]
2533971

Am I the only one who uses the setting in doom 64 EX that highlights interactable things?
I swear it's like required, they even use the switch graphic as a decoration in a few places so it's really confusing sometimes whats a switch and what isn't.

>> No.2533993
File: 102 KB, 650x650, Twisted-Metal-2.jpg [View same] [iqdb] [saucenao] [google]
2533993

How feasible is it to create a Twisted Metal 2 mod for Doom? Where would I even begin?

>> No.2534000

>>2533993
>Where would I even begin?
Beg others to do all the work for you. HTML skills are useful.

>> No.2534008

>>2533993
>How feasible is it to create a Twisted Metal 2 mod for Doom?
Considering we don't have a single decent vehicle system, not very feasible at all.

If you really insist on wanting to do that, a good place to begin would be trying to create a vehicle system that feels like actually driving a car and not just a changed HUD sprite, faster speed, and weirder turning.

>> No.2534012

>>2534008
>Considering we don't have a single decent vehicle system

The motorcycle that Mark did is the closest we've gotten to that. And truth be told, it's pretty decent.

>> No.2534014

>>2534012

No, it really isn't. It isn't even close to decent.

>> No.2534018 [DELETED] 

>>2534014

drop the irrational hate for mark already.

>> No.2534020

>>2534014
>No, it really isn't.

Compared to DoomCenter's lame excuses for cars, yes it is.

>> No.2534025

>>2534018

Of course, the only possible reason one could have for not liking a mod is because of the author, right?

>>2534020

Compared to DoomCenter, yes, but that doesn't make it good. It just means it's less bad.

>> No.2534029

>>2534014

we'd like to see you try better, then

>> No.2534031

>>2534008
Well then, I would look to implement TM2's car physics as faithful as possible. I have some experience with coding, just none when it involves Doom modding, where should I begin if I want to create such a system?

>> No.2534035
File: 1.75 MB, 331x240, [Judges Internally].gif [View same] [iqdb] [saucenao] [google]
2534035

>>2534018
Here's the thing.

I don't hate mark or his mods, brutal doom is decent. Effort was put into it.
You should have said
>drop the irrational hate for mark's mods already.
Because there is no problem with them to me. I find his mods okay.

Now dropping the hate for mark himself which is implied by the way you phrased it?
Never he's a fucking egotistical prick.

>> No.2534038

>>2534029

Really? Pulling out the "let's see you do better" card already?

>>2534031

http://zdoom.org/wiki/DECORATE
http://zdoom.org/wiki/ACS

Bookmark these. Love these. Reference these. These will be your guides.

>> No.2534040

>>2534038
>Really? Pulling out the "let's see you do better" card already?

Well, if it wasn't for Doom modding being so easy to learn, it's really hard to criticize something without trying your hand at it yourself.

If Mark could do it, why wouldn't you?

>> No.2534043

>>2534014
How do you know when it was never released?

>> No.2534048

>>2534014
For ZDoom? It's fucking amazing that it works as well as it actually does. It's probably the best vehicle I've ever handled in Doom.

Now don't get me wrong, it's not perfect, and there is much better vehicle handling in other games, I just think it's remarkable that it could at all be done.

Say, marrub, how about native support for some vehicle physics and handling for Gloom? Doesn't have to be super elaborate, just basic things that you can build on.

>> No.2534049

>>2534040
>it's really hard to criticize something without trying your hand at it yourself.

Even setting aside that I've made several of my own mods no, I'm not telling you what they are, that entire line of reasoning is horrendously flawed.
You do not need to have at least "this much" amount of experience in order to be able to criticize something. You do not need to have at least "this much" amount of credentials in order to give an opinion.
Feedback is not a meritocracy. People should be free to give their thoughts and opinions regardless of whether or not they've accomplished. Trying to say "let's see you do better" or "well where's your mods then" or anything of the sort in response to criticism is just laughable, especially when it's never used to measure the value of praise.

>>2534043

It was released.

>> No.2534051

>>2534038
Alright, will do, thanks. I'll have to create something I can easily edit for individual cars as well since they'll each have different stats, I'll just have to decide if the speed indicator in the game is in miles or kilometers per hour so I'll know what kind of speed relative to Doomguy I should work with.

>> No.2534056

>>2533775

>needless slaughtermaps.

I strongly disagree with that m8

>> No.2534060

>>2533585
>Sperged out and ragequit.
>Ijon
Come on, he just left because he lost all interest in doom modding, as simple as it gets, there wasn't any sperging out.

>> No.2534062

JCD on live this evening again!

still at /dqhd on twitch

This time Ultimate Doom Episode2 still on nightmate!

>> No.2534063

>>2534056
Different guy, haven't played Sunlust but I really think they are pretty overrated as a concept.

>> No.2534064

>>2534060
I was under the impression he left because he got in a fight with Mystical over dicks.

>> No.2534067

>>2533763
I have but sequence breaked around the first hell map, i just used the fists to trigger the switch then grab red key then run like a chicken after aggro'ing the monsters.

>> No.2534068

>>2534051
> I'll just have to decide if the speed indicator in the game is in miles or kilometers per hour so I'll know what kind of speed relative to Doomguy I should work with

No offense, but I feel like I've read this line sometime in the past two years; closer to the beginning. Almost like someone tried to do this before and it was a massive failure. Oh well, I hope you make good work anyway.

>> No.2534075

>>2534063

I consider it as one of the best wads ever already, I really find the maps done better and carefully thought compared to the slaughterfests...

>> No.2534076

>>2534064
That was just IRC shenanigans, he was still hanging around #samsara after that fight and i think he was still in there when #samsara was replaced by #anakiewhatevernerdnameterminusgavetohischannel.

>> No.2534079

>>2534068
D-Doomkart?

>> No.2534085

>>2534079
You already know it mane.

>> No.2534086
File: 178 KB, 1021x638, Laz Rojas Wolfenstein glitch.png [View same] [iqdb] [saucenao] [google]
2534086

Okay am I doing something wrong?

I drag both the original and original fix wad over to my zdoom but when the game starts this happens to anyone who dies their gibs just stand like that it's weird.

If i just drag the fix over I get doom 2 levels with wolfenstein guns and enemies.

what am I doing wrong?

If I drag over the gameinfo.imp it just tells me
>Cannot play non zdoom demos.
It's not really a game breaking issue but it just really irks me.

>> No.2534089

Is mystical still around and drawing Doom monsters?

>> No.2534092

>>2534068
Well I really don't mean to give anybody false hope or expectations that I'll deliver, I wouldn't even be talking doing it if I had known where to go to begin all this.

The idea really came from wanting to play Twisted Metal 2 online, and thinking how cool it'd be if somebody took Samsara and made it about Twisted Metal instead, after searching and seeing nobody did it yet I thought I might as well try it myself, even if to just play as Twisted Metal cars in Doom's single player maps and seeing how well that'd go.

>> No.2534106

>>2534035
>Now dropping the hate for mark himself which is implied by the way you phrased it?
>Never he's a fucking egotistical prick.

Did you ever thought about the possibility of Mark stopping being an asshole if you tried to be nicer to him? I don't see many reasons for someone to be nice to you if every time you mention his name you must use the word "prick", "cunt", or "faggot" on the same phrase.

>> No.2534118

>>2533601
Prototype. I played prototype, and reviewed it specifically so I could suck the author's dick.

>> No.2534119
File: 155 KB, 1024x641, Spear of Destiny.png [View same] [iqdb] [saucenao] [google]
2534119

>>2534086
Spear of Destiny seems to work absolutely fine.

Weird.

>> No.2534126

>>2534106
>Did you ever thought about the possibility of Mark stopping being an asshole if you tried to be nicer to him?

Not him, but I've personally interacted with the guy before.
He spoke down to me in every e-mail, called me a thief and a liar, and said that I should be honored that he was even speaking to me.

Of course, I'm just a nameless anon, so you can take what I say with a mountain of salt or disbelief. But I have no intentions of mending the bridge between us and can fully understand anyone who has a less-than-positive view of him.

>> No.2534128

>>2534106
People gave him second chances like five or six times, and each time he did some BS again, like getting in squabbles with forum mods for fueling the flame wars, etc.
He can't maintain the "nicer guy" attitude long enough for people to become nicer to him - he just slips, and it's all over again.

>> No.2534134

>>2534126
Can you post screencaps?

>> No.2534135

>>2534029
That is not, nor has it ever been a valid line of reasoning.

>> No.2534137
File: 919 KB, 170x196, 1417549292259.gif [View same] [iqdb] [saucenao] [google]
2534137

>>2534106
>I don't hate mark or his mods

MEANT TO SAY I DON'T HATE MARK'S MODS HOW THE FUCK DID I MISS THAT SHIT

Excuse me while I go commit sudoku.

>> No.2534139

Another platformer on GZDoom, this time it's Tiny Tunes Adventures in
GZDoom Adventures:
https://www.youtube.com/watch?v=H4X9mzKkvsw

>> No.2534142
File: 189 KB, 1024x440, Hell.jpg [View same] [iqdb] [saucenao] [google]
2534142

>>2534137
And I replied to the wrong post! >>2534035


Guess i'll kill myself a second time once I get to hell.
maybe i'll go to super hell.

>> No.2534148

>>2534126
Fucking seriously? like he said post caps >>2534134 I wanna see this shit.

Sounds like the guy has some serious narcissism issues.

>> No.2534149

>>2534134

I can, but I'd rather not have him see them and then hurriedly sort through all of his e-mails to figure out who I am.
Like I said, take it with a mountain of salt. I know exactly how much weight a random anon saying "I talked with the guy but can't post anything" brings.

>> No.2534154

>>2534149
>Giving a shit what he thinks.

What could he possibly do? you're just making excuses.

>> No.2534156
File: 106 KB, 554x439, 1366522298148.jpg [View same] [iqdb] [saucenao] [google]
2534156

>>2534149

Well, at least you're aware that doesn't exactly inspire confidence.

>> No.2534159
File: 167 KB, 296x360, [Seat Offering Intensifies].gif [View same] [iqdb] [saucenao] [google]
2534159

>>2534154
He's probably someone who works with mark or something but doesn't want him to know what he really thinks of him.

>> No.2534170
File: 538 KB, 640x480, Carma2_HW2014-06-1203-48-43-84_zps027b2305.png [View same] [iqdb] [saucenao] [google]
2534170

>>2533993
I remade the Hong Kong Krunch level.

>> No.2534171

>>2534149
>>2534154
>Mark would care this much that a random anon posted proof of him being a dick

>he would huff and puff as he searched every email finding the exact ones you posted.

That's pathetic honestly.

>> No.2534178

>>2534159
>>2534171
Not wanting to piss off someone as big heh as Mark is completely understandable, I think, especially if they're also a contributor to other projects.
That being said, information without a viable source is pretty much just dust in the wind.

>> No.2534181

>>2534149
so there's no way you can (or at least, will) prove that you're not just making it all up.

>> No.2534195

>>2534149
>I can, but I'd rather not have him see them and then hurriedly sort through all of his e-mails to figure out who I am.

So, are you still working for him, he hates you, you hate him, but you don't want to let him know that you hate him, because he finds it out.. he will do exactly what? kill your family?

>> No.2534203
File: 3 KB, 107x71, sawd1.png [View same] [iqdb] [saucenao] [google]
2534203

for sb who has joined the doom comunity

why is mark considered a fag?

isn´t he the one behind brutal doom?

>> No.2534208

Sgt. Mark has personally peed in my cereal on more than one occasion.

Then again I did beat him ass in brutal DM so he's probably pretty salty over that; plus all those naked pics his mom was sending me after I banged her on a business trip.

No evidence though, grain of salt, validity of statements unverified by anonymous sources

>> No.2534209
File: 47 KB, 1355x268, suddenly mark is now classified.png [View same] [iqdb] [saucenao] [google]
2534209

>>2534181

Not really, unless posting this counts. It probably doesn't.

I can understand the wanting to know more, but I was making a point with "yeah I can understand why people dislike him" not "I'VE GOT DEETS DEETS DETAILS".
If you don't want to believe me, then don't. I can understand completely. Like I said, I know exactly how much weight someone going "I have information but can't post it" gives, and it's barely anything.

>> No.2534215 [DELETED] 

>>2534203
tldr people are jelly

now watch as people say all kinds of bullshit to deny it, but the simple truth is people are mad jelly that their mods are inferior and will always be overshadowed by brutal doom.

the funniest thing they say is "mark told somebody to kill himself online!" seriously, they actually say this, kek, like mark is the only guy to tell someone to kill himself online.

>> No.2534220
File: 610 KB, 1132x1696, red-flag.jpg [View same] [iqdb] [saucenao] [google]
2534220

>> No.2534221

>>2534209
>5/13

Although we can't read the message, this was two years ago. Way before his bans, or when he decided to include a credits list on BDv19. You are really proving absolutely nothing.

>> No.2534223
File: 257 KB, 500x525, agitating.gif [View same] [iqdb] [saucenao] [google]
2534223

>>2534203
Without listening to wankers like >>2534215, It's just that Mark has an abrasive personality, really.
There isn't much to it.

>> No.2534227 [DELETED] 

>>2534203
>why is mark considered a fag?
he's arrogant, he flaunts his ego around, pretends he's done a lot for the community he hasn't, says a whole ton of fucking dumb shit all the time, throws a temper tantrum when people criticize him, and then just goes "YOU MAD BRO? YOU'RE JEALOUS! HAHA YOU'RE AUTISTIC" when people talk to him about it.
he's not just a fag, he's fagotron prime.

>isn´t he the one behind brutal doom?
yes. ideally, this should impact nothing about whether or not you like the mod.

>> No.2534229

>>2534215
actually you're a pompous edgy faggot and I have nothing to be jelly of cause I don't even play doom. Try harder though mark

>> No.2534236
File: 76 KB, 492x540, benellus before ascension.jpg [View same] [iqdb] [saucenao] [google]
2534236

I liked it better when we argued about holes in the floor.

>> No.2534246
File: 510 KB, 1920x1200, 150251-blood.jpg [View same] [iqdb] [saucenao] [google]
2534246

>>2534236
ok

why didn´t blood get the love it deserves?

>> No.2534265

>>2534236

I guess you could say that argument was full of holes

>> No.2534278

>>2534246
It came out after its time, didn't have enough advertisement, and was following Duke Nukem 3D when even more advanced games than that were coming out.

>> No.2534296

>>2534246
no source code release
i just want a blood source port
please wb
gib source code

>> No.2534310
File: 3 KB, 300x285, ZombeHitbox.png [View same] [iqdb] [saucenao] [google]
2534310

>>2534215
Only thing Mark did other people didn't : hitboxes and related stuff, and even that was done before as a proof of concept, but was deemed too cumbersome and unelegant to be used. Script-based hit allocation ws being made, but it needed some support on the engine side, which never happened due to faggotry.

Related question to GLOOME guys >>2533836
Is there going to be any kind of hitbox implementation?
The ideal way as I see it : add "hitbox map" sprite, which is same as original sprite but with color-coded hit locations like in picrelated (Red - head, green - arms, blue - armor, purple - body, yellow - legs), with ability to define damage and deathstates related to these locations like
damagefactor.red=3
damagefactor.blue=0.3
etc.
and Death.Red, Death.Blue, Death.red.Fire, Death.blue.(whateverdamagetype) for states or something alike.

That would be totally rad.

Another few suggestions - I've seen a GZDoom fork that tried to implement them, but hadn't heard from it since:
Combined sprites and variable sprites.
Sort of like Morrowind combines models out of model parts (body and armor), but wtith sprites through special definitions.
This would allow skins to have different heads without the need to make completely different skins, and have enemy variation without the need to make different actor (or states within the actor) for each one.
It will also allow to show equipped items on player (like armor, helmets etc) wiithout the need to completely change the sprite.

>> No.2534318

>>2534246
>niche horror game lacking universal appeal
>still 2.5D a year after Quake had been released and games were making the first big push to full 3D
>hardly any advertising/marketing/budget
>poor post-release support and no soucecode release/sourceports meant it was always a bitch to run on systems after Win'98 (I remember finding a website that gave info on how to run it on WinXP and thankfully the instructions along with the downloads/configurations needed, although somewhat lengthy, actually worked)

Poor baby didn't stand a chance. I grew up in a small town however and we all loved the shit out of Blood as kids, just as much as we loved the other big shooters like Duke, Quake, Doom, etc. We actually played Blood on LAN more than any other FPS it was so much fun.

>> No.2534346

>>2533836
>>2534310
Another thing: ZDoom currently have 2 layers to work with guns - regular and FLASH stated one.
It would be great if additional states that behave like FLASH ones could be defined, and coder would be able to chose which one appears above which in the rendering pipeline.

This would allow much more freedom with dualwielding (also native support for dualwielding without the coding hoops would be awesome) and weapon sprite composition, like guns with switchable parts/attachments without the need to create every possible gun+attachment combos - like having an attachable silencer, bayonette and scope already makes for 8 sprite variations, but could be made much easier with 3 additional FLASH-like states which would contain said attachments

>> No.2534349

>>2534318
Quake and first year of push into 3D games were butt-ugly though.

>> No.2534351
File: 69 KB, 472x472, 1434917223884.jpg [View same] [iqdb] [saucenao] [google]
2534351

>>2534349
>Quake
>ugly
I can tell we would not be friends in real life.

>> No.2534386 [DELETED] 

JUST

>> No.2534393

>>2534386
DO IT

>> No.2534395

>>2534386
FUCK
OFF
THIS
ISN'T
/V/

>> No.2534417

>>2534386
DO IT UP
https://www.youtube.com/watch?v=cfAalQu9hvY

>> No.2534428

>>2534310
Not marrub but Doom's always worked with big square hitboxes.

I'm no master coder but it'd look to be a huge undertaking to revamp hit registration to ignore its physical hitbox, deal damage/miss dependent on what sprite you currently see, at any angle, along with billboarding options in GZDoom.

I wish it could happen but hot damn it'd be a monumental task. Combined sprites would be cool but would need a lot of original art resources to do it.

>> No.2534431

>>2534428
>but would need a lot of original art resources to do it.

Ideally, anything made in GLOOME would need a lot of original art sources.

>> No.2534434

>>2534428
All combined spriting would take is de-frankensprite some sprites, then re-frankensprite them back, but this time with commands rather than GIMP/Paint/whatever.

there are like a 100 of zombieman variations that could be easily redone with such technique

>> No.2534495

>>2533791

>implying there isn't already a shitload of elitist faggots already

Doomworld forums

>> No.2534501

>>2534495

That doesn't make it okay.

>> No.2534508

>>2534501

Oh I know that. I'm just saying the damage is done, irreversibly so

>> No.2534517

>>2533907
That is awesome. Let's see a webm when you get a chance

>> No.2534539

>>2534351
Quake's architecture and lighting is pretty nice looking even today.

but Quake is still kind of ugly in a way that Doom and Build engine games aren't

>> No.2534702

>>2533907

you go, kodi

>> No.2534705

>>2534508
what damage?

>> No.2534708
File: 50 KB, 408x439, 1436745142693.jpg [View same] [iqdb] [saucenao] [google]
2534708

>>2532132

Wait, why?

Prohibiting people from using an engine because of what one thinks about their ideas would be something extremely silly, anon.

You're telling me that Carmack and Romero shouldn't have opened up doom to modders because it would produce 'shitty ideas' for WADs?

>> No.2534745
File: 36 KB, 938x422, carmack is watching you masturbate...and he thinks you're pretty good.JPG.jpg [View same] [iqdb] [saucenao] [google]
2534745

>>2534708

Here it is, DOOM's source code released for non-profit use. You still need DOOM to work with this code. If you're a freeloader, you should still be able to buy it. Thanks to Big Bern for cleaning it and making sure it works. Shit tends to rot if you leave it for years.

Bad news: the code only works on linux. We can't release the DOS code because of a copyrighted sound library (wow, way to go, dumbass). I wrote this shit a long time ago, there's plenty of things that seem silly (polar coordinates for clipping? the fuck was i thinking?), but it should still be a useful base I guess.

Some project ideas:

* Port it to your favorite operating system. Yes, you can port it to a Commodore if you want, good luck with it, chump.

* Add some features -- transparency, look up/down, slopes, jumping, ducking, pounding, flying, pissing, etc.

Just don't use the engine for trivialities. A nerd just asked me if he could mod doom to "create a sailor moon mod". sailor moon? the fuck is that? I do not recommend using the engine for roleplaying (don't ask; people don't follow rules these days, even if you insist on not playing with ancient evils and obscure magic). Oh and yeah, cyber-sex in the doom engine? Absolutely forbidden. The complexity and dynamics involving the rendering and texturing of 2.5 geometry using a bsp tree weren't precisely made to project a voluptuous female on a crt screen. You can't engage in sexual physicality with a monitor screen, that's not how it works you ugly ass.

I don't care how many people are going to be playing with this outdated mess, I know most early projects are ugly hacks like the Barney one (I could draw a better dinosaur when I was four years old), but I would be happy to see an actual worthy version of DOOM next year.

Have fun, bitches. Peace.

"Big Papi" John D. Carmack the Second. Kansas City represent, you know how it is.

12-23-1997
___

PS. Yes ladies, the "D" stands for what you think it is ;). I prefer them asian. Mmm.

>> No.2534754

>>2534745

Is it bad that I read the whole thing in his nasally voice? Mmm?

>> No.2534759
File: 46 KB, 416x336, 1436726663980.jpg [View same] [iqdb] [saucenao] [google]
2534759

>>2534745

>"Big Papi" John D. Carmack the Second
>I prefer them asian. Mmm.

>> No.2534760

>>2534745
>Mmm.
>MMMMMMMMMM

>> No.2534769
File: 20 KB, 390x470, 1436747173056.png [View same] [iqdb] [saucenao] [google]
2534769

>>2534745

>Oh and yeah, cyber-sex in the doom engine? Absolutely forbidden.
>The complexity and dynamics involving the rendering and texturing of 2.5 geometry using a bsp tree weren't precisely made to project a voluptuous female on a crt screen.
>You can't engage in sexual physicality with a monitor screen, that's not how it works you ugly ass.

>> No.2534772

>>2534769
>and then H-Doom happened

>> No.2534775

>>2534745
>You can't engage in sexual physicality with a monitor screen, that's not how it works you ugly ass.

FUCK YOU YOU CAN'T STOP ME
IF I CAN STICK MY DICK THROUGH A DVD, THEN I'LL FUCK A MONITOR

>> No.2534778
File: 720 KB, 200x200, e5w34265363.gif [View same] [iqdb] [saucenao] [google]
2534778

>>2534745

>"Big Papi" John D. Carmack the Second.
>Kansas City represent, you know how it is.

>> No.2534782
File: 36 KB, 500x333, 月光蝶である.jpg [View same] [iqdb] [saucenao] [google]
2534782

>>2534745

>> No.2534807
File: 127 KB, 937x1249, CJwLG4rWEAAy7En.jpg [View same] [iqdb] [saucenao] [google]
2534807

>>2534745

someone screencap this post

>> No.2534814
File: 149 KB, 1268x510, use my source code right mmm.jpg [View same] [iqdb] [saucenao] [google]
2534814

>>2534807

>> No.2534816 [DELETED] 

>>2534745
>>2534754
>>2534759
>>2534760
>>2534769
>>2534775
>>2534778
>>2534782
>>2534807
God I hate this fucking general.

>> No.2534818

>>2534816
yeah i agree
sometimes

>> No.2534821

>>2534816
Cry some more.

>> No.2534823

>>2529815
>>2529808
>>2529803

>yfw WB acctually blows us all the fuck away with something amazing that's blood related. Can't get the source port, but maybe we can try to recreate it with old style but up-to-date engine and models

>> No.2534825

>>2534823

Santa isnt real, anon

>> No.2534829

>>2534823

I mean, sure Monolith is still alive somehow and their recent iteration of Lithtech went really well for Mordor. I mean, it would be really cool but as of this point It's a bit of wishful thinking I feel.

>> No.2534839

>>2534823
>implying WB even knows what Blood is
top kek. it ain't gonna happen anon.

>> No.2534846

>>2529808
Did you make this OC? If so pretty cool.

>> No.2534864
File: 15 KB, 460x176, Capture.JPG.jpg [View same] [iqdb] [saucenao] [google]
2534864

>>2534807

>> No.2534873 [DELETED] 

>>2534864
xD

>> No.2534884

>>2534864

well then. cant really say you didn't delivered

>> No.2534895

>>2534821
Are you actually fourteen.

>> No.2534943

>>2534895
Twice that.
Are you?

>> No.2534954

>>2534943
That's sad.

>> No.2534962
File: 41 KB, 640x360, HaOkbSkl.png.jpg [View same] [iqdb] [saucenao] [google]
2534962

http://forum.zdoom.org/viewtopic.php?f=19&t=49027
>What is SCOOMM? AKA the "TL;DR"
A bunch of heavily documented ACS and some interface graphics that will allow a somewhat experienced mapmaker to make a first person point-and-click adventure game in zdoom.

>Features (All of these aren't in yet)
>Mouse cursor based menus, buttons and clickable actors
>dialogue system
>improved-upon morrowind style journal
>Inventory system
>mod-specific options menu

Hopefully this will turn out to be a really interesting bit of tinkering

>> No.2534967

>>2534954
So yes, then?

>> No.2534983

>>2534962
Hype.

>> No.2535043

And now, I get OBLIGE, put it with DoomRPG and DoomRL Arsenal.

Doom Roguelite is go!

>> No.2535059
File: 348 KB, 1920x1080, imnotworriedabouthelltbh.jpg [View same] [iqdb] [saucenao] [google]
2535059

I'm not worried about hell.

It's going to have something like this. There's no way they can fuck that up.

And hey, when we first entered hell in Doom 1, there was no indication we had until we looked over the side.

>> No.2535109
File: 486 KB, 1057x842, 1355636134699.png [View same] [iqdb] [saucenao] [google]
2535109

>>2534962
I'm very glad to hear this is still being worked on. I'm really hoping for someone to make some first-person Monkey Island/Sam and Max stuff.

>> No.2535352

>YFW they pull a sick fuck move with introducing the lost soul by it being a small child in hell, crying out. And then you get close enough and the whole bloody spinal column and ribs set ablaze rips itself free- A method of hunting prey. Yeah. The souls got an upgrade. Meet spine and ribcage.

>> No.2535389

looks like Doomworld's host is shutting down.
http://www.doomworld.com/vb/doom-general/73690-serious-time-doomworlds-host-is-shutting-down/

>> No.2535394

>>2534495
>implying most of Doomworld are elitist

You don't go there much, do you?

>> No.2535395

>>2535389
partys over lads. time to go back to usenet

>> No.2535401

>>2535389
>might need new domain name
doomworld.moe ??

>> No.2535423

>>2535401
auti.sm

>> No.2535509

Today I beat Doom on Ultra-Violence

I usually only played it on Hurt me plenty

Am I a hard core gamer now?

>> No.2535513

Gotta say this GLOOME thing is pretty neat.

I still think a decent hexen-esque/zelda doom engine game would pretty pretty cool. Bosses, powerups, a decent story, maybe a few side quests.

>> No.2535523
File: 468 KB, 632x909, doomworlds exodus.png [View same] [iqdb] [saucenao] [google]
2535523

>>2535389
They'll find a new host.
Even if they had their own idgames mirror (which they don't, its just a search engine), storage is cheap these days. And the server just uses a LAMP stack, nothing fancy.

As of April 2015, the old id Software Building in Mesquite, TX was available for lease. Maybe it still is. Imagine a small datacenter inside where Doom was made, hosting Doomworld. Its a couple hours drive from where Telefragged is hosted from now.
Also, there is a Hooters right across the street. Fucking serious.

>> No.2535528

>>2535509
No but good on you either way.

>> No.2535592

>>2533853
I'll continue to support it as long as people still use it.

>>2533865
Yeah, most likely. I'll keep Doom working so people can still make mods for it with the engine, but support will be limited.

>>2533951
>>2533849
Maybe.

>>2534310
I want to do both of these. That would be very cool to see.

>>2534346
I'll see about adding more player sprite layers.

>> No.2535637

>>2535523
the domain name switch is actually really bad, when you think of everything that links to doomworld. sites, forums, wad text files, etc. every site that posts wad reviews pretty much uses dw/idgames links. oh and of course search engine metadata.

i don't doubt the site itself can be transplanted someplace else. but if the domain name is lost it will be a very serious problem.

>> No.2535709

>>2535637
>but if the domain name is lost it will be a very serious problem.

doomworld.com whois lookup:
Domain Status: clientTransferProhibited
Registrar Registration Expiration Date: 2018-01-01T23:00:00.0Z

Unless an agreement can be made with GKG to have the hostname transferred, there might be a problem.

>> No.2535709,1 [INTERNAL] 

>>2524685
no, there are many other mods.
But Brutal Doom is actually THAT good!

Whatever floats your boat.
Just stop crying because your favorite mod doesn't that much attention!

>> No.2535769

>>2533780
>>2533784
Just found the code that handles the glowing. (Was a serious pain in the ass to find, thanks Graf...)
Will probably have it implemented in a minute.

>> No.2535869
File: 511 KB, 1600x900, a2fb20c837.png [View same] [iqdb] [saucenao] [google]
2535869

>>2535769
Done. Looks cool as fuck.

>> No.2535889

>>2535592
>I'll see about adding more player sprite layers.
HYPED.

Also IMO, a good thing to consider would be trying to either implement some stuff that Kaiser done for his KEX engine - prebaked lights and lightmapping, semi-dynamic shadows, propper sprite drawing, etc, or GET HIMSELF on the board (though that's unlikely, since he's busy with KEX). Since the source for Strife :VE is open and all that.

>> No.2535893

>>2535889
That would pretty much be a dream to me. Kaiser is super cool, working with him would be awesome.
Since SVE code is GPL, and this is of course now GPL, I can merge code if I want to from it.
Already in the todo now, so maybe some day I'll add them.

>> No.2535916

Has anybody tried to make JoJo Bizzare Doom yet?

>> No.2535927

>>2535916
There was a mention of a Stand user like once for Demonsteele some months back but Terminus ended up making a cyborg ninja instead and she's pretty cool.

Other than that one mention nobody has bothered or attempted anything of the sort.

>> No.2535938
File: 240 KB, 400x200, Bitch ass Skellyngton.gif [View same] [iqdb] [saucenao] [google]
2535938

>>2534745
>Oh and yeah, cyber-sex in the doom engine? >Absolutely forbidden.
>The complexity and dynamics involving the rendering and texturing of 2.5 geometry using a bsp tree weren't precisely made to project a voluptuous female on a crt screen.
Like Carmack himself would said.

>> No.2535947

>>2535509
The question is did you save at the beginning of levels and ONLY at the beginning?

Saving in the middle negates it all and makes you just a gamer again.

>> No.2535948

>Just don't use the engine for trivialities. A nerd just asked me if he could mod doom to "create a sailor moon mod". sailor moon? the fuck is that?

Is that a fucking challenge?

>> No.2535998

>>2533774
Would it be possible to make 3D floors more efficient somehow ? I always wanted to make maps with a lot of vertical design and true 3D architecture but additional floors tend to clog the performance down a lot.

>> No.2536029

>>2535948
I believe there was some already. I totally seen Moonwand or whatever it called in one of the doom screenies some time ago.

>> No.2536030
File: 165 KB, 1022x641, Dead SS.png [View same] [iqdb] [saucenao] [google]
2536030

MEIN LEBEN!

>> No.2536047
File: 2.87 MB, 680x384, gzdoom 2015-07-13 15-25-28-11.webm [View same] [iqdb] [saucenao] [google]
2536047

I find Project MSX looks nicer without the tracers. I can actually see what I'm doing.

>> No.2536130

>>2536047
Honestly I think PMSX with a some extra polish, a dedicated mapset and enemies would be a 10/10 indie FPS. I imagine a bladerunner type city during an apocalypse or something would be a nice fit, and you'd get to fight huge mecha on the rooftops and nano-zombies on the streets, all basked in the glow of neon and raging housefires while RNB and electro-industrial is pounding in your headset.

>> No.2536134
File: 163 KB, 1008x792, cacodemon_by_emortal982-d6610go.jpg [View same] [iqdb] [saucenao] [google]
2536134

>>2535769
>>2535869
Man can I fucking kiss you

>> No.2536139

>>2535509
I did that when I was 10. Doom is piss easy on UV and if you legit think that's an accomplishment it's really telling about the state of this general's gameplay ability.

>> No.2536152

>>2536139

Doom (2 at least) wasn't "piss easy" back when I didn't use the mouse or strafing. Arrow keys to move and turn master race.

But yeah, boot it up with mouselook now and WASD style controls, it's pretty easy. But that's mostly because the game is a simple case of "strafe everything slightly to dodge everything." Fastmonsters or ports that handle predicting monster attacks make it much harder.

>> No.2536153

>>2536139
1/115th of this general, anyway

>> No.2536158

>>2535769
>>2535869
consider sending the patch upstream.

>> No.2536164

>>2536152
the first time i beat doom2 it was with

Q,W turn left/right
P,L move forwards/backwards
SPACE fire
[ use
ALT strafe on

i always hated arrow keys, i much rather have left+right on one hand and up/down (or forwards/backwards in this case) on the other

>> No.2536173

>>2529582
Question, how much can you put into a wad before you run into problems?

I was playing Hexen and wondering the possibilities of making a large scale open world wad with levels as dungeons. Something similar along the lines of Arena and Daggerfall.

>> No.2536174

>>2536173
Depends on how limit removing your port is.
I guess something like that would be doable with Gloome

>> No.2536179

>>2536173
Do it. Start with the dungeons, then make the overworld once you're good at it.

>> No.2536183

>>2536173
Well arena and daggerfall use procedural generation to create insanely large maps, but morrowind style cells with loadtimes between them would work without problems. Monsters won't be able to chase you across the lines though, without some trickery at least.

>> No.2536191

>>2536173
a lot

you can fit the whole of doom2 into a single map
or deus vult
or planisphere 2
or that deepsea test wad that's six copies of vrack2

>> No.2536194

>>2536183
Yeah I don't know how I could pull that off without the enemies vanishing when loading into a new cell.

>> No.2536197

>>2536194
Cave world.

The border between zones is a twisty tunnel.

>> No.2536198
File: 562 KB, 1024x761, baron and doomguy jojo.jpg [View same] [iqdb] [saucenao] [google]
2536198

>>2535916
>>2535927
Would it be possible to make an enemy stand user?

>> No.2536205

>>2535916
>>2535927
>>2536198
I had an idea for basic controls for Doomguy's Bizarre Adventure.

While walking:
>Fire: Launch your Sutando at the target. Basically, this would fire an invisible projectile, and when the projectile hits, the Sutando actor is set to go to that position. It is possible to intercept this projectile.
>Altfire: Activate your Sutando's power.
While running:
>Fire: ORAORAORAORAORA
>Altfire: Move your Sutando in front of you; he intercepts damage, but if he takes enough hits he'll be dispelled and you'll be unable to use him.

>> No.2536207
File: 3.87 MB, 519x283, 1405821865516.gif [View same] [iqdb] [saucenao] [google]
2536207

>>2535916
>JoJo Bizzare Doom

>> No.2536210

>>2536194
>Yeah I don't know how I could pull that off without the enemies vanishing when loading into a new cell.
You'd have to use ACS calls from the monsters' decorate to add them to a Global list, and use a spawn function to drop whatever is chasing the player near him when he enters a new cell.

>> No.2536253

>>2533595
>Swift Death... not sure, it's not "pretty" enough.

Don't think franckFRAG was ever trying to make something pretty.

And we're not in the 00's anymore. Prettiness by itself is barely relevant to Cacowards now.

>> No.2536297
File: 160 KB, 300x100, 243.gif [View same] [iqdb] [saucenao] [google]
2536297

Does anyone know Samsara weapon names so I can use console to give myself specific weapons?
Like for each characters slot?

Like oh say
>Give me slot 1 wep
or
>Slot 2 wep
ect.

>> No.2536495
File: 78 KB, 865x643, EMERGENCY SITUATION.jpg [View same] [iqdb] [saucenao] [google]
2536495

>>2529585
AtomicGamer (Doomworld's host) are shutting down, a move is planned.

http://www.doomworld.com/vb/doom-general/73690-serious-time-doomworlds-host-is-shutting-down/

>> No.2536561
File: 57 KB, 450x304, 7c1.jpg [View same] [iqdb] [saucenao] [google]
2536561

>>2536495
>There's a possibility any part of this could go absolutely wrong and Doomworld will cease to exist entirely

>> No.2536578 [DELETED] 

>>2536561
And nothing of value was lost.

:^)

>> No.2536593

>Trying to find good Doom streams on Twitch
>See guy called BZPlasma
>He won't play anything but BD
>He's complaining about how shitty life is
>He keeps doing this annoying half cough thing into the mic every three seconds
>TarnsmanDW is on
>Tarnsman is just being a cynical asswad who complains about literally every WAD he plays, cheats, and skips levels if they don't look interesting enough from the automap

Holy fuck, what's wrong with this community?

>> No.2536604

>>2536297
You can just spawn them by their Doom equivalent and they'll change automatically.

>> No.2536607

>>2536593
It takes a special kind of sperglord to stick with a game for 21 years. Some of us can hide it pretty well. Others can't.

>> No.2536614

>>2536593
>Holy fuck, what's wrong with this community?
i agree, what's wrong with the streaming community? well, other than being composed of attention-seeking extroverts (you wouldn't broadcast yourself online if you introverted and shy)

>> No.2536650

>>2536614
>introvert
>extrovert
you people keep using these terms without knowing what they actually mean. Anyway this is the bad kind of off-topic, lets talk about how fucking wonderful Smooth Doom is instead.

>> No.2536653

>>2536578
idgames archive

>> No.2536665

>>2536614
>(you wouldn't broadcast yourself online if you introverted and shy)
Uhhhhhhhhhhhhhhhhhhhhhhh nah.

>> No.2536717
File: 98 KB, 500x444, fuckslug.png [View same] [iqdb] [saucenao] [google]
2536717

>>2536614
>(you wouldn't broadcast yourself online if you introverted and shy)
You couldn't be more wrong.
The internet is used all the time by introverts to communicate with the world, because of how it detaches you from a lot of what would usually go with conversations.

It's not at all odd that introverts feel brave and empowered online when talking, all the elements they have difficulties with or are intimidated by are all stripped away.

>> No.2536725

>>2536653
The Idgames Archive is not hosted on doomworld, anon.

>> No.2536740

>>2536650
>>2536665
>>2536717
fine, but still, there's no way tarnsman's act isn't about bigging himself up. "look at me, i hate everything, i'm so cool"

>> No.2536761

>>2536740

That's just standard internet MO.
Link something, talk about how shitty it is, don't actually interact with any of the authors or talk to them. Just point and laugh, and when they look back at you, hurriedly silence yourself and pretend nothing's different.

>> No.2536770
File: 5 KB, 226x225, 596854492.jpg [View same] [iqdb] [saucenao] [google]
2536770

>>2534745
>"Big Papi" John D.
>The "D" stands for what you think it is ;)

>> No.2536789
File: 621 KB, 1903x910, MMM.PNG.png [View same] [iqdb] [saucenao] [google]
2536789

>>2534807

>> No.2536808
File: 1.93 MB, 360x238, 563563643.gif [View same] [iqdb] [saucenao] [google]
2536808

There have been at least four serious suggestions from doomers to put up a patreon/paypal/etc to donate money for the website's sake. And the elite hasn't touched their own contacts yet.

Doomworld won't die tomorrow, or anytime soon for that matter. I truly feel sorry for those who felt wronged because they trashtalked their projects and got losered/banned, only to attempt to take revenge from something completely unrelated like this.. I don't even want to find out if there's someone in the community who genuinely got happy because Ty Halderman got ill.

>> No.2536812

>>2536789
>/v/ makes a screencap

>> No.2536824

>>2536812

Sometimes I wonder what the ratio is between the amount of people wailing "OH GOD IT'S /v/ GET IT AWAY" and the amount of people actually from /v/.

>> No.2536878

>>2536183
>Well arena and daggerfall use procedural generation to create insanely large maps
True Arena's wilderness and dungeons, but Daggerfall doesn't generate its game world at all. It was generated beforehand by the developers, but the full map data is stored in the files and cannot change under any circumstances. The reason such a large world fits is because it's composed from a small (compared to the massive size of the world, at least) amount of pre-made blocks, thus allowing each location to be described by handful of bytes that reference those blocks. Doesn't really help with WADs, though.

>> No.2536885
File: 269 KB, 1920x1080, 42515165.png [View same] [iqdb] [saucenao] [google]
2536885

So, I tried learning decorate but inevitably fucked up.
The gun does shoot projectiles but they are invisible. What am I doing wrong?

>> No.2536889
File: 973 KB, 312x213, 7drHiqr.gif [View same] [iqdb] [saucenao] [google]
2536889

Just got Gameinformer in the mail, and they talk about the new DOOM.
NIGHTMARE DIFFICULTY HAS BEEN CONFIRMED!
I REPEAT, NIGHTMARE DIFFICULTY HAS BEEN CONFIRMED!

>> No.2536892

>>2536885

Why are the sprites in the Patch markers?
You want them to be between S_START and S_END, P_START and P_END are for map textures.

>> No.2536893

>>2536889
scan it

>> No.2536909
File: 189 KB, 1280x848, gotcha.jpg [View same] [iqdb] [saucenao] [google]
2536909

>>2536889
So no med kits only, no constant beserk or proper chainsaw confirmation?

>> No.2536929
File: 226 KB, 1360x768, Screenshot_Doom_20150713_225538.png [View same] [iqdb] [saucenao] [google]
2536929

>>2536892
Ah, so markers actually do something other than help you find things.
Thank you, now i can actually mess with numbers and see what happens.

>> No.2536939
File: 243 KB, 1034x922, doomarticle.jpg [View same] [iqdb] [saucenao] [google]
2536939

Don't own a scanner, so I took a really shit picture of page 1 of the article.
This page is where a few interesting details are.
I re-typed them on the right so you can actually read the damn thing.

>> No.2536946

>>2536885
>>2536892
>>2536929
The real question is why you're using WAD format over PK3. For a DECORATE mod, there's no reason to stick to WAD unless you're already familiar with it, which you evidently aren't.

>> No.2536964

>>2536808
What are you on about

>> No.2536983

>>2536878
I didn't know that anon. It's a pretty ingenious way of doing it.

>> No.2537008
File: 40 KB, 500x667, balloonguy.jpg [View same] [iqdb] [saucenao] [google]
2537008

>>2536939
>No ammo crates or health packs are to be found
>Best loot comes from conducting melee executions
>outfit upgrades and weapon mods

I have never been more disappointed in a game and it's developers in my life.

>> No.2537016

>>2537008
>>2536939

>it´s like brutal doom HD+

jesus fucking christ

so, the modding community has to save doom?

>> No.2537018

>>2537008
YOu can't have lived very long....

>> No.2537023

>>2536909
>bueno.jpg

>> No.2537027
File: 794 KB, 2700x3225, -062.png [View same] [iqdb] [saucenao] [google]
2537027

>>2536939
Sorry for monochrome; Ghostscript was freaking out over the image format this pdf of the issue was using. Next page in a moment.

>> No.2537029

>>2537016
That's not anything like brutal doom.
Brutal doom just had the executions with a small health bonus.
Now they've removed med packs and ammo pickups entirely (however some are visible in the multiplayer demo curiously) and now we have to rely on monsters to help us.
The upgrade are just token rpg elements that every game in the past decade has had, even Wolf:TNO. I could honestly do without that, it's just such a generic feature these days.

>> No.2537030
File: 848 KB, 2700x3225, -063.png [View same] [iqdb] [saucenao] [google]
2537030

>>2537027
And the next page.

>> No.2537032

>>2537027
>Sorry for monochrome
If you'd sepia toned it nobody would have noticed it wasn't actual in-game screenshots lol

>> No.2537036

>>2537029
>Now they've removed med packs and ammo pickups entirely (however some are visible in the multiplayer demo curiously) and now we have to rely on monsters to help us.
I think there was a pickup in the first demo. Some yellow boxes. Can't recall what they gave you tho

>> No.2537037

>>2537036
There were ammo packs and armor shards in the E3 footage, but I didn't see a single health item except for what the enemies dropped.

>> No.2537040

>>2536946
>why you're using WAD format over PK3
Because i'm a dumbshit and didn't know the differences. I think, i'll head do zdoom wiki and read everything so i won't embarrass myself again.

>> No.2537064
File: 199 KB, 385x349, YEAH NIGGA YEAH.png [View same] [iqdb] [saucenao] [google]
2537064

>>2537030
>If you're looking for more variety from your multiplayer, you can make it yourself via the new Snapmap technology. This empowering and easy-to-use creation engine lets players dream up their own challenges, design levels, program enemy A.I., and even create new modes.

>The creation tools support four-player co-op as well so you can make horde-style challenges or tower defense modes with waves of enemies.

>All of the creations can go across all the platforms...

Holy shit, this is all I wanted with Doom4. I was going to just consider Doom4 to be like a super fancy mod of Doom2, but it makes me so fucking happy to see that they're adding in some kind of editor. I'm pretty hyped for this now. I wasn't before, but damn I'm slowly getting hyped.

>> No.2537075

>>2537027
>>2537030
Thanks anon.
The no pickups things seems like it will be rather controversial. We all saw it coming, I think, specially with those low ammo caps in the weapons (20 shells max for the shotgun, for example). I wonder how does it handle ammo types, I recall imps dropping rockets. Rarity, affected by difficulty level? Also I don't think I like executions giving you more stuff.

Snapmap still looks promising, and I hope they deliver on the whole fast movement thing.

>> No.2537078

>>2537040
>I'm a dumbshit
>embarass myself
We're your friends, not your upper class chinese parents anon.

>> No.2537095

>>2537027
>>2537030
>the screenshots

Now the game has even LESS color?! This is even WORSE than the E3 version!!! SMH

>> No.2537109
File: 75 KB, 1280x720, 2884179-screen+shot+2015-06-14+at+7.12.53+pm+(2).jpg [View same] [iqdb] [saucenao] [google]
2537109

>>2537030
> those hands

I want my bare hands back
I want to rip and tear without gloves

> being this autistic
that just grinds my gears

>> No.2537130
File: 21 KB, 320x240, DOOM2_ingame_1.png [View same] [iqdb] [saucenao] [google]
2537130

>>2537109
Doomguy had tan gloves on originally.
I think that the green power armour hands make the player look too much like master chief.

>> No.2537135

>>2537109
Doomguy never had bare hands
I like the gloves, personally

>> No.2537145

>>2537075
Hopefully the melee executions lets you get hurt during them so you have some inventive not to do it every time.

>> No.2537147
File: 100 KB, 640x480, impxplod.png [View same] [iqdb] [saucenao] [google]
2537147

>>2537135
>Doomguy never had bare hands

>> No.2537150
File: 154 KB, 848x1200, doom.jpg [View same] [iqdb] [saucenao] [google]
2537150

>>2537130
yeah, I forgot about that
doomguy looks more like a robot to me now

I prefer the old design

>> No.2537152
File: 52 KB, 640x480, 1436826251.png [View same] [iqdb] [saucenao] [google]
2537152

>>2537147
yes he has gloves on except when punching things with knuckledusters.

>> No.2537154

>>2537147
He has brass knuckles there, genius

>> No.2537159

>>2537064
>no proper SDK even on PC
>consolebabby lego editor only

>> No.2537163
File: 362 KB, 1280x1707, 86548654.jpg [View same] [iqdb] [saucenao] [google]
2537163

>>2537150
I always liked the bare armed design of the series. It was even in Doom 3.
It makes the character feel more human.

>> No.2537179
File: 160 KB, 1920x1080, kpQAuoo.jpg [View same] [iqdb] [saucenao] [google]
2537179

>>2537163
> boots
> trousers
> bare arms
> body armor
> helmet

> feel more human

yep, that´s exactly what I meant when I said he feels like a robot to me now

>> No.2537241

but if the new doomguy is all covered in armor it will be easier for skinnyfats to cosplay as him

>> No.2537242

>>2537159
>consolebabby lego editor only

As someone who built over a hundred maps in Timesplitters 2 and Future Perfect, as long as it's an improvement (or is an improved version of something Halo forge-ish system) then I'm ok with it. Obviously I'd like a fairly freeform system, but since it has to work on consoles then it'll probably be a bit more restricted.

Still though, with what they've said you can accomplish it seems like you can do a good amount of editing. Since the writer popped off with, "tower defense," it makes me look forward to what kind of gametypes/maps other people come up with. I mean, we gotta see how the gameplay feels first, but it'd be nice to see some of the mods sorta ported over to Doom4 if the editor allowed for them.
>shotgun frenzy, reelism, WDI, Push?

I'd love to see the Doom4 version of all of these and more. A man can dream.

>> No.2537263

>>2537242
>tower defense
in talking about snapmap they keep going back to the well of "umm you can make waves of enemies spawn in" which is not really encouraging. It's like they know that the custom maps are kind of small and shitty, and what can you do with that that's gonna last longer than 5 minutes? Umm well how about going through lots of rooms fighting enemies, you stay in the same room and lots of enemies come to you??? brilliant!!

>> No.2537268

>>2537263
*instead of going through

>> No.2537325
File: 239 KB, 1024x640, Wolfenstein Attack Dog.png [View same] [iqdb] [saucenao] [google]
2537325

>Wolfenstein doing attack dogs correctly.
>No "Press button within 3 seconds to not get your throat torn out."
>Just shoot the fucking dog.

>> No.2537329
File: 5 KB, 331x215, ATTENTION.png [View same] [iqdb] [saucenao] [google]
2537329

Speaking of Wolfenstein I have to ask since we're on the subject of Doom 4/New Doom looking up to be shit.

What's the consensus here on Wolfenstein: The New Order
or The Old Blood?
Did /vr/ like it? or did they think it was shit?


I adored it, I thought it was pretty fucking good. See the thing is I don't mind Wolfenstein having a story it's the kind of setting where story is needed and works. Doom is a kind of game where there shouldn't be a story just kill shit.
So wolfenstein to me having a story is ALOT more reasonable than doom.

I especially loved how as a big middle finger to CoD babies you're actually LESS accurate aiming down the sights.

>> No.2537337

>>2537329

So if you're less accurate aiming down the sights, what's the point of them?

>> No.2537338
File: 147 KB, 694x900, William B.J Blazkowicz.jpg [View same] [iqdb] [saucenao] [google]
2537338

>>2537329
The new timeline kind of confounds me.
It's like REALLY confusing since hitler is still alive yet B.J. has dreams of his old Wolfenstein 3D adventures.

I've come to conclusion that Wolfenstein 3D is still canon but the episode "Die Fuhrer Die" is non-canon.

>> No.2537380

jesus the asspain

http://www.doomworld.com/vb/post/1396648

>> No.2537382
File: 192 KB, 580x391, chickenhat.jpg [View same] [iqdb] [saucenao] [google]
2537382

So I'm playing the Complex Doom mod and GZDoom keeps crashing whenever I kill a lost soul (the flying skull things). I cant find a crash log anywhere though. Can anyone help me please?

>> No.2537385

>>2537338

I've never played the new Wolfenstein games, but I doubt the Wolfenstein 3D dreams are supposed to be "canon". They're most likely just Easter eggs.

>> No.2537530

>>2537382
i play complex in gzdoom just fine. which version of gzdoom and complex doom are you using? and what other mods or mappacks?

>> No.2537550
File: 338 KB, 1366x768, Untitledoom.jpg [View same] [iqdb] [saucenao] [google]
2537550

>>2537530
Gzdoom is v1.8 and complex version is 25

I've also got some sound addons as well a Doom 3 monster sounds pk3 and a Doom Metal soundtrack

I tried without those sound mods and the same thing happens with lost souls

>> No.2537557

>>2537550

Not the same anon but you may want to look into updating your GZdoom into a newer build.

>> No.2537584
File: 121 KB, 1366x768, Untitledoom2.jpg [View same] [iqdb] [saucenao] [google]
2537584

>>2537557
Gzdoom 2.1 gives me a black screen with only the mouse showing.

I forgot that this is why I stuck with 1.8. I never bothered to figure out this problem.

Any ideas?

>> No.2537838

Doing new one.

>> No.2537858

new thread
>>2537853
>>2537853
>>2537853

>> No.2537972

>>2537338
That's a common trope in science fiction, where a character subject to time manipulation dreams of what was 'supposed to be' or feels something is wrong with reality.

>> No.2538114

>>2537838
thanks, this one died while i was still asleep unfortunately.

>> No.2538198

>>2537329
>Doom is a kind of game where there shouldn't be a story just kill shit.
Am I the only person that actually really wants some backstory and world building? I feel like that would help make the story feel more dramatic.

>> No.2538350

>>2537159
>implying SDK wouldn't only spawn more le doom map remakes

>> No.2538665

is there an updated download of the idgames archive somewhere