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/vr/ - Retro Games


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2546161 No.2546161 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2529582
(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.2546162

===NEWS===

[07-14] OMG Weapons and Monsters! V5 - Tenth anniversary edition
http://forum.zdoom.org/viewtopic.php?p=847590#p847590

[07-13] 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/

[07-13] SCOOMM (the point-and-click adventure game interface often posted here) is announced
http://forum.zdoom.org/viewtopic.php?t=49027

[07-12] Tiny Tunes Adventures in GZDoom
https://www.youtube.com/watch?v=H4X9mzKkvsw
http://i.iddqd.ru/viewtopic.php?t=7839

[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

[07-06] 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

===

Please reply to this post with news.

>> No.2546165

Previous thread

>>2537853

(Sorry.)

>> No.2546169
File: 33 KB, 320x200, pain.gif [View same] [iqdb] [saucenao] [google]
2546169

Pain Elementals sure don't look like they're in pain at all.

>> No.2546170
File: 767 KB, 320x240, DOOR STUCK DOOR STUCK.gif [View same] [iqdb] [saucenao] [google]
2546170

>>2546169
it might not show on their faces, but you can get them super anxious

>> No.2546172

>>2546170
I always wondered why they had dinky little arms.

>> No.2546176
File: 129 KB, 801x601, blood_shotgun reload#2.jpg [View same] [iqdb] [saucenao] [google]
2546176

>>2546161
first for blood is awesome and needs a sourceport

>> No.2546178

>>2546169
They're called pain elementals not because they're in pain, but because they inflict pain.

>> No.2546189

Do you guys prefer Doom with all keyboard controls, or mouse + keyboard?

>> No.2546205

>>2546189
i use the mouse for turning left and right and making small movements forwards and backwards, and the mouse buttons for firing and a sustained run forwards. i use keys for sidestepping and pressing switches. it's sort of halfway between traditional and the modern wasd+novert style. i don't expect anyone else does this.

>> No.2546207

>>2546172

So they could give you a dinky little bitch slap to the face.

(someone make it happen)

>> No.2546210

>>2546205

wat

>> No.2546212

>>2546172
Probably to make them look more distinct from the Cacos.

>> No.2546214
File: 101 KB, 700x2000, gain_elemental.png [View same] [iqdb] [saucenao] [google]
2546214

>>2546172

>> No.2546215 [DELETED] 
File: 70 KB, 600x626, ffsdsfdfsdfd.jpg [View same] [iqdb] [saucenao] [google]
2546215

>> No.2546217

>>2546205
>>2546210
I suppose it makes SR50 easier to execute without using those one-key binds?

>> No.2546224

>>2546217
kind of, yeah. to strafe50 i press RMB (forwards), A (left), Q (turn left), and Alt (strafe on) - the three keyboard keys are all in a line and easy to press

>> No.2546236

>>2546217

I've never head of SR50/Strafe50. What is it?

>> No.2546239

is using the flashlight mod for Doom 2 cheating - or using common sense?

>> No.2546249
File: 8 KB, 130x108, Cacodemon doom 64.gif [View same] [iqdb] [saucenao] [google]
2546249

>>2546214
Funny how in doom 64 the cacodemon looks like the pain elemental and the pain elemental loses it's arms.

>> No.2546256
File: 29 KB, 640x480, Pain Elemental Doom 64.jpg [View same] [iqdb] [saucenao] [google]
2546256

>>2546249
>>2546212

>> No.2546274

>>2546236
http://doomwiki.org/wiki/SR50
it's how you go fast

>> No.2546278
File: 157 KB, 453x462, 1416033035613.jpg [View same] [iqdb] [saucenao] [google]
2546278

>>2546214
>filename
Every time.

>> No.2546302

>>2546249
doom4 cacodemon is also brown and has arms

>> No.2546329

What's an android Doom sourceport that doesn't cost cash like D-Touch and supports a hardware keyboard?

>> No.2546339

>>2546178
Which is extra ironic, because they're the only monster that inflicts no pain at all.

>> No.2546343 [DELETED] 
File: 40 KB, 967x639, Nazi National Logo.png [View same] [iqdb] [saucenao] [google]
2546343

Meanwhile in an alternate universe /vr/ where the Nazis won WWII...

>> No.2546347 [DELETED] 
File: 1.98 MB, 359x346, Jewing intsensifies.gif [View same] [iqdb] [saucenao] [google]
2546347

There's literally nothing wrong with being Jewish.

>> No.2546379

>>2546249
>>2546256
I dont like either of those.

Anyways, I never played Doom 64. Should I try it out?

>> No.2546384

>>2546379
Yes, hell of a lot more creepier, completely new levels (and a new weapon) new textures and PSX sounds.

Grab Doom 64 EX and a ROM of the n64 Doom. the program in it will generate a wad exactly like the original N64 version was. Before that we had to contend with approximate remakes.

>> No.2546412
File: 864 KB, 300x169, doom64.gif [View same] [iqdb] [saucenao] [google]
2546412

>>2546379
It's definitely worth a playthough. My only real issue with it is the plasma gun balance vs. the other two cell weapons and some of the cut content, but it's solid anyways. It's the "real Doom 3" in the words of many.

I just wonder what a 64 mastermind or chaingunner would look like.

>> No.2546421

>>2546384
>>2546412
Just did map1 to see if i installed it.
Is there no legit doom music? It was atmospheric music rather than metal ripoffs

>> No.2546431

>>2546421
Yeah, it's the same stuff as PSX Doom's ambiance. Same sounds effects, too.

>> No.2546441

>>2546421
The ambient tracks are new, but same style as PSX Doom's. Sounds are the same as well.

>> No.2546442

>>2546379
It's the best Doom by far, with awesome lighting, ambience, atmosphere, weapon feel, and level design.

>> No.2546445

>>2546239
oops. I mean Doom 3.

>> No.2546453

>>2546445

BFG edition adds it anyway, so i'd say it's fine. maybe play through without if you really want to see what everyone was complaining about, but it's not like the game's so good or hard with the lights off, it's just tedious.

>> No.2546454

>>2546445
Not /vr/

BFG Edition has persistent flashlight built into it, so it's your dime as whether you want to be a purist or a revisionist.

>> No.2546460
File: 31 KB, 467x419, image.jpg [View same] [iqdb] [saucenao] [google]
2546460

>not joining "Dr. Amazing And Orangestar's House Of Wacky"
Pass: viddygame

>> No.2546463

>>2546460
Can you please grow the fuck up and stop being /v/ incarnate?
I wished you had become less of an idiot in these 2 years you've been gone, but it seems people don't change.

>> No.2546510
File: 1.90 MB, 316x213, 1433462602057.gif [View same] [iqdb] [saucenao] [google]
2546510

>>2546463
>getting infuriated over a server advertisement

>> No.2546520

>>2546510
I'm angry at how he's been acting over the past few days. (ie, the entire time he's been here since he came back)
It would be silly to just be angry over someone announcing a server.

>> No.2546537

>>2546176

I'm still getting reamed in it on what I assume is Hurt Me Plenty. Do I really need to go down to babby? I can't find health.

>> No.2546564 [DELETED] 
File: 1.48 MB, 300x225, dontcallanyone.gif [View same] [iqdb] [saucenao] [google]
2546564

So I decied to dig into the Chris Chan fan art thread at Kiwi Farms and I stumbled upon this: https://kiwifar.ms/threads/fan-art-thread.36/page-60#post-832846

>> No.2546593
File: 98 KB, 960x936, image.jpg [View same] [iqdb] [saucenao] [google]
2546593

>>2546463
>>2546520
pls
I'm just trying to let people have fun

>> No.2546612

>>2546537
I remember playing it too. It's real damn stingy when it comes to health. Having to slowly pitchfork zombies that can get back up doesnt help.

>> No.2546645

Project ILE guy here again, working on it for the first time in like two years.
Because I've been working on learning ACS, mostly, and got back into doom.
But I'll need to restructure what I got, and I'm probably not going to be supporting Zandronum anymore. Mostly because it's annoying to deal with.

>> No.2546668
File: 11 KB, 251x166, mic.jpg [View same] [iqdb] [saucenao] [google]
2546668

It's that time again, folks.

Questions:
>Things mappers do that you like, why
>Things mappers do that you don't like, why

>> No.2546669

>>2546593
>let people have fun
>lel im hosting a sv_fastweapons server with cheats
I can have more fun playing mm8bdm than this.

>> No.2546672

>>2546668
>Do: Make maps that make sense (i.e., all the bits that would have to be there for the facility to work are there)
>Don't: Make a map that's hard to navigate, and then conveniently forget to color-code the locked doors.
>Further Don't: Ban crouching/jumping. I play too many gameplay mods, and this particularly kills Hideous Destructor.

>> No.2546673

>>2545391

Well, carry on then. Them big fat bullets looks cool. You keep on making sweet projectile weapons

>> No.2546681
File: 66 KB, 620x622, 1436245251963.jpg [View same] [iqdb] [saucenao] [google]
2546681

>>2546669
yeah, well that's just like, your opinion, man

>> No.2546686
File: 73 KB, 1024x768, street_interviews.jpg [View same] [iqdb] [saucenao] [google]
2546686

>>2546668
>like

Tougher monster encounters that are not easy cliches, cliches being monster closets. Unloved had a good one where you're in a long hallway and there's monsters coming at you and an archvile bringing up the rear (though that encounter needed more ammo).

Medium threat encounters that are not just revenants up close.

>don't like

Making every key and powerup a trap. I sometimes groan when I walk into a small room and see a key sitting on it's lonesome. Sometimes it's nice to fight TO they key, kill every demon motherfucker straight from the underground and then walk triumphantly back over their bodies with their key because I'm a badass space marine.

>> No.2546694

>>2546672
>>Further Don't: Ban crouching/jumping. I play too many gameplay mods, and this particularly kills Hideous Destructor.

So you hate non-zdoom maps?

>> No.2546697

>>2546672
>>2546694
I think it's banned as a signal from the author "if you crouch, jump to get over obstacles, it's cheating".

So you enable it but don't use it as a means of jumping over, crouching under barriers and instead a means of monster evasion. Though I don't crouch myself as I think that's cheating, might be different in HD though as it's about realism or whatever it is.

My level will have a very small swimming section so I'll have to have jump on.

>> No.2546698
File: 38 KB, 947x343, blooddifficulty.png [View same] [iqdb] [saucenao] [google]
2546698

>>2546537
>>2546612
I remember an anon posting about how Blood's difficulty is completely fucked up ages ago, so I went to go find it. There are quite a few more posts if you search on archive.moe for "blood difficulty" and sift through the Castlevania posts if you're looking for more in-depth info.

>>2546343
Anybody remember that anarchist propaganda video game Wolfenstein? You murder Nazis... and Hitler! How fucking trite. Didn't the whole dev team got executed publicly? Shame. That Carmack guy showed promise.

>> No.2546704
File: 518 KB, 1280x720, samsara.png [View same] [iqdb] [saucenao] [google]
2546704

>>2546343

>> No.2546717

>>2546694
>>2546697
Well, obviously you don't wanna just hop over barriers and shit.
What I'd like instead is for the author to use uncrossable linedefs. Or, hell, if they really wanna impress me, create barriers that can be seen through but can't be jumped over (say, a gate consisting of two sets of pillars, one set from the ceiling and one from the floor, that retract when you unlock the gate).

And yeah, crouching helps a *lot* in HD, because the zombies are more accurate and the hellspawn can spam more. The point of that mod isn't necessarily realism, though that's part of it--the main focus is making the enemy a real challenge, something that could rival you in a fight. It's sort of a gameplay explanation of why the rest of the UAC fell to these guys--if you place HD as taking place during the main invasion, and Doom 1/2 as taking place a little while after, maybe 5-6 hours, then it makes sense that Doomguy can just mow through all these demons, because the stronger ones went and blew all their power in the initial assault. Meanwhile, the zombies have rotted away, so their accuracy is shit, and most of the high-quality equipment has been either scrapped or completely ruined.

>> No.2546724

>>2546717
>can't be jumped over
Which goes out the fucking window with any Terminus mod.

>> No.2546729

>>2546161
What's so good about Doom? Not b8, I'm being serious.

>> No.2546739

>>2546724
Hasn't he done stuff that isn't Demonsteele?

>>2546729
It has fast action, first one's got pretty good atmosphere, second one made history with the Super Shotty and has great DM because of it, D64 has fucking awesome atmosphere, and it's unbelievably easy to mod so there's a gameplay mod for anything under the sun. Want first-person beat-em-up? Action Doom 2 is for you. Want realistic modern shooter? You have your choice of Hideous Destructor for extra REAL, Brootal Duuuum for extra EDGE, and Real Guns Hardcore if you desperately need your FAMAS. Wanna play something stupid fast? Make It Snappy makes everything fast! Wanna play Devil May Cry, but don't have the money for one of the actually good ones? Play some Demonsteele, do it in first person! Feeling more like Ghosts 'n' Goblins? Try GMOTA, go medieval on their asses!

>> No.2546741

>>2546729
Fast paced shooting action with no gimmicks (unless mods), very moddable so is a creative outlet for many.

>> No.2546750

>>2546717
>What I'd like instead is for the author to use uncrossable linedefs. Or, hell, if they really wanna impress me, create barriers that can be seen through but can't be jumped over (say, a gate consisting of two sets of pillars, one set from the ceiling and one from the floor, that retract when you unlock the gate).

You can't expect all mappers to do this, just because some gameplay mods work best with jumping/crouching. Especially when a lot of mappers are more concerned for vanilla/prboom compatibility, than zdoom with jumping enabled.

>> No.2546761

>>2546681
>>2546645
>DoctorAmazing back
>/g/.wad guy back
now all we need is ijon and IMX back and we can have a reunion tour or something

>> No.2546767

Just played through the Doom 1 maps of the PSX TC with Shut Up and Bleed
Man, some of the levels feel so odd with all of the changes they've received. The fact that Tower of Babel is now the final level of the original 3 episodes and Dis was excised entirely threw me off.

On another note, fuck those Lost Soul replacements so hard. They're literally worse than Hitler. Caco replacements are pretty bad too, Fortress of Mystery seems impossible to complete.

>> No.2546768

>>2546761
>IMX

What happened to my favorite Mexican doomer?

>> No.2546775

>>2546768
He got mad about some things and left, go read the archives if you want more info:
https://archive.moe/vr/search/text/imx/

>> No.2546792
File: 403 KB, 799x720, 1327223613450.jpg [View same] [iqdb] [saucenao] [google]
2546792

>>2546775
He will return to us, Doom brings us all back.

If you're reading this later on IMX, I hope you haven't been whacked by a cartel or something but you have RIP In Peace.

>> No.2546796

>>2546761
It was /tg/, not /g/, that I made.

That was the first and last full map I completed.

>> No.2546804

>>2546792
Seems like /vr/doom/ has lost more people or at least noticeable people in the past year or so, though that might just be my impression and not reality. I wonder if it's something to do with the threads/community or just the way online communities normally go.

At least we're not old enough of a community to start having The Sky May Be obituary sections like Doomworld yet.

>>2546796
Oh sorry, my bad.
You should make more maps, that was a fun map.
Maybe even resurrect the boards megawad, if you're feeling up to it.

Speaking of that, wasn't >>2546460 supposed to be doing a wad for the board that shall not be named? Or was that someone else?

>> No.2546809

>>2546739
>Hasn't he done stuff that isn't Demonsteele?
And even with Demonsteele, the double-jump and dodging respects sv_nojump and sv_nocrouch, so.

>> No.2546810
File: 452 KB, 1152x720, Invasion Aftermath.gif [View same] [iqdb] [saucenao] [google]
2546810

>>2546768
>>2546792
He still posts on the Zdoom forums, I believe.

I guess we'll just have to dance in place as we wait for him and ijon to respawn on /vr/

>> No.2546820

>>2546161

> >>2529582

that wasn't the last thread, this was: >>2537853

>> No.2546824

>>2546810
I hope ijon eventually does, because his departure left a hole in the zandronum modding scene. While zandronum has caught up to zddom some since then so some of the crazy complex stuff he was forced to do to accomplish things is outdated, he still had a wealth of knowledge that I wish he would have written down somewhere or at least commented better.
Though to be fair writing all that down would be a lot of work, almost as much as writing the code in the first place. and I don't know how many people in the community could make use of the advanced stuff anyway. I know I couldn't.

>> No.2546839

>>2546804
>You should make more maps, that was a fun map.
I'm planning one. It's not board-themed, though.
>Maybe even resurrect the boards megawad, if you're feeling up to it.
I would, but /tg/ is the only other board I know well enough.
Though maybe I could throw in a special sword weapon or something into the level. Maybe one to take place of the Berserkpack. I'd need to strip the sprites from quietus, though...

>> No.2546840

any /vr/ games up

>> No.2546842

>>2546768

This has been answered so many times that I no longer believe it is a legitimate question.

>> No.2546856

>>2546804
Frankly, it must be very demanding to be a well know person in midst of a bunch of anonymous users. It doesn't help either that the average anon is an asshole or autistic. Imagine being part of a community where everyone knows you, but you don't(and can't) know anyone. Ever. Must be tough.

>> No.2546867

>>2546698
>meanwhile in /pol/

>> No.2546873

Am I the only one who doesn't give the slightest damn about namefags (I don't care how much content they came up with) in what should just be my daily hangout with DOOM bros? Seriously.

>> No.2546895

>>2546820
Indeed, someone else made the previous thread, so I had forgotten to update my local copy of the title post. I realised almost immediately (>>2546165) but it was too late. Apologies again for the mixup.

>> No.2546896

>>2546873
They're pretty much the e-celebs of Doom. I mean, Terminus is basically an honorary namefag but he always goes anon.

>>2546804
>Speaking of that, wasn't >>2546460 supposed to be doing a wad for the board that shall not be named? Or was that someone else?
*COUGHS VERY LOUDLY AND NONCHALANTLY*
maybe

>> No.2546901

>>2546896

I don't really think of myself as an e-celeb at all. I just make stuff and play stuff and talk about both. That's it.
Why should I have a higher or lower status than anyone else, when we all effectively do the same thing?

>> No.2546909 [DELETED] 

>>2546901
>doom e-celebs/modders
>actually playing doom
>ever
Hah, yeah right.

>> No.2546914

>>2546873
Most of the "name" people I care about and refer to are just content creators that don't even use their name here, but you can still tell when they post due to what they're talking about or posting. See: Terminus, ijon, etc. Unless they just stop posting content on here at all I don't think they could make it impossible for others to tell it was them posting without a name, since as soon as they post something related to a project or even just in the same vein or complexity as a previous project you can tell who did it.

There's also a weird thing where people will get mad at "name" people that have never posted on here with a name, but have a presence/name elsewhere, for not making stating that they're the name person. But would also get mad if they actually used a name. It's a damned if you do, damned if you don't situation. Maybe people just want them to not post on here at all.

The people that namefag on here with actual names are generally either namefags that don't produce content (see: DoctorAmazing) or content-producing people FOAB from a traditional forum (see: Yholl, Tarnsman.)

>> No.2546916

>>2546901
I was kind of making the analogy "e-celebs are to an average young internet browser as really good modders are to Doom."

The closest thing to an actual e-celeb is Sgt. Mark.

>> No.2546918

>>2546916

Fair enough. My mistake.

>> No.2546919

>>2546914
>There's also a weird thing where people will get mad at "name" people that have never posted on here with a name, but have a presence/name elsewhere, for not making stating that they're the name person
i've never seen this happen to be honest. are you thinking of some other general?

>> No.2546924

>>2546909
The players vs mappers&modders divide has been around since the beginning though, with only a few very notable exceptions like Erik Alm.

Most people that map or mod and for Doom and produce notable things tend to spend most of their Doom time doing that rather than playing. There have been lots of explanations offered as to why this is, but either way it's something that has always been and will probably always be.

It's not bad though, since you need both people that make maps and mods and people that play those maps and mods to keep the community going.

>> No.2546926

>>2546914
>FOAB
??

>> No.2546929

>>2546919
https://archive.moe/vr/thread/1858293/#1862689

Nah, it's happened a few times.

>> No.2546930

>>2546926
whoops, I meant to post FOTB for "fresh off the boat"

>> No.2546935

>>2546901
Exactly. This isn't exactly rocket science, we're not on a forum, implicit social status rules don't pursue.

>>2546914
Yeah, I'm more of a damned if you do kind. That's because I think names have no ultimate relevance here, just what you think, say, and produce. If people can spot you from what you think, say, or produce then good for you.

>> No.2546942

>>2546929
>that link
I take back everything I said during the days after the Doom 4 reveal about the threads going to shit and being worse than ever.

>> No.2546947
File: 107 KB, 1920x1080, Screenshot_2015-07-17_23-06-26.png [View same] [iqdb] [saucenao] [google]
2546947

>>2546176
I agree.
BloodCM is a good effort, but isn't quite a "source port," and has its share of problems anyway.

I recall that an alpha version of Blood was leaked. Does anybody remember if any source code came along with it?
I've got a list of source files unique to Blood pulled from strings inside the executable.

>> No.2546948

>>2546935
I most agree with you, but would go a step further and say that what you have produced in the past shouldn't have any bearing on how your current works are perceived. Let your work speak for itself, and if you're looking for hero worship and blind adulation/attention for things you've made then the Doom community isn't for you.

>> No.2546950
File: 6 KB, 252x252, carl-sagan-dude-what[1].jpg [View same] [iqdb] [saucenao] [google]
2546950

>>2546929
>You could just end the use of the personality all together, and be free of your pathological need for acknowledgement and differentiation. You might even find you like it online and want to do the same thing IRL.

>> No.2546951

Pretty messed up for our Linux friends that the Doom source code we have only worked on linux, yet it's 2015 and there's not an easy route for them to play Doom on linux

>> No.2546953

Why is Mayan Mishap so comfy?

>> No.2546956

>>2546951
What are you talking about?
Virtually every modern source port runs fine here.

>> No.2546958

>>2546951
Can't they just compile one of the various source ports on their box and they're gtg?
Or use one of the couple that have builds for loonix?

>> No.2546960

>>2546929

>https://archive.moe/vr/thread/1858293/#1860265

>>Unsupported OpenGL version.
>>At least GL 2.0 is required to run GZDoom.
>So it begins, huh?

so it goes all the way back to august of last year?

>> No.2546962

>>2546953
Music, probably.
The gameplay was rather intense but I lowered general sfx and upped the music and it was so entrancing

>> No.2546965

>>2546804
>>2546896
I have no idea how to make a doom map and I have no idea why you'd think I'd be making one
[spolier]did anyone ever make on after /pol/ and /tg/?[/spoiler]

>> No.2546968

>>2546935
I near-completely disagree.
All I do for these threads is make dumb images and shit and even then I've had people take my shit and pass it off as their own. The first thing that happened when I called that guy out someone told me "That's why you use a tripcode." I namefag but only when I'm doing something relevant to those kinds of things.

So yes, names do have a relevance here.

>> No.2546970
File: 55 KB, 440x960, snLplqq.jpg [View same] [iqdb] [saucenao] [google]
2546970

>>2546968
forgot my pic

>> No.2546973

>>2546970
>my pic
>my

>> No.2546975

>>2546973
yeah, your pic

>> No.2546982

>>2546968
Yeah except, get this: your OC isn't actually yours, it becomes 4chan's when you post it here under no name. Try applying that rule to every OC on every board. See how retarded that sounds? You'll just have to ignore assheads who pass your work (4chan's work) as their own.

>> No.2546986

>>2546960
looks like it
https://github.com/coelckers/gzdoom/commit/a8e9c1832f371853f2698d2ab82bcdddd61a79cf

>> No.2546985

>>2546982
>that rule
referring to
>I namefag but only when I'm doing something relevant to those kinds of things.

>> No.2546992

>>2546968
wow, you must be really good.
nobody's ever liked anything i've done enough to steal it.
not complaining though, just an observation.

>> No.2546993

>>2546982
What happens if I post it elsewhere first and then show it to 4chan shortly afterwards?

>> No.2546996

>>2546986
>So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too.
so i guess that never happened.
well, there was one final release, 1.8.10.
but other than that.

>> No.2546998

>>2546993
Someone on reddit claims it as their OC

>> No.2547000 [SPOILER] 
File: 62 KB, 345x264, 1437201780145.png [View same] [iqdb] [saucenao] [google]
2547000

>>2546992
Honestly? This is it. It's not even that good. I just traced over the RIP AND TEAR image in GIMP and did the rest with fucked up perspective.

I guess it is kind of responsible for a lot of the RIP AND TEAR edits, since it prompted the creation of the template and all that.

My paranoid ass still keeps the XCF around to stop shitters.

>> No.2547004

>>2546947
It had an incomplete source code in a passworded zip file with it.

>> No.2547007
File: 869 KB, 960x724, Pain Elemental Feels Good.png [View same] [iqdb] [saucenao] [google]
2547007

>>2546169

>> No.2547058

>>2547000
cool, you didn't just make a picture, you started a meme.

>> No.2547095

>>2546669
But mm8bdm isn't that bad.

>> No.2547098

>>2547095
That's the point.

>> No.2547132

>>2547000
kek nice one

>> No.2547154

I'm having trouble with the mod I'm working on.

Mostly, I already have a sight mode in- where if you're hiding from a monster behind a wall, or even behind them, then they'll forget about you.

This is how it is right now:
> POSS A 0 A_CheckSight ("Forgetting")
> POSS A 0 A_JumpIfTargetInLOS ("See", 90)

What I want to do is add an extra A_Jump if the player is invisible- or partially invisible. Is there any kind of 'jump if target has +ghost' or something?
inb4 'use ACS'

>> No.2547156

>>2546947
> http://www.baitd.bloodgame.ru/bme.htm#stuff

here is the link to the leak
waterphysics aren´t working

>> No.2547164

>>2546205
For vanilla experience I use horizontal mouse movement and WASD. Autists might go off at me saying that anything involving a mouse isn't vanilla, but fuck them. There is no downside to using this over arrow keys.

For modern maps and shit I just used wasd+crouch+jump and full mouselook.

>> No.2547174

Who do you hate the most in the /vr/ IRC?
Feel free to bitch like teenage girls. we're all anonymous here

>> No.2547206

>>2547154
http://zdoom.org/wiki/A_CheckFlag
this any use?

>> No.2547212

>>2547164
i think the only part of mouse turning + wasd that was not in vanilla doom2.exe is novert, that is the disabling of vertical mouse motion causing you to walk. this was only possible in dos with a tsr since doom did not have separate sensitivity settings for horizontal and vertical mouse motion. on the other hand it is explicitly allowed under competn rules and is an option in chocolate doom, so nobody really cares.

http://doomwiki.org/wiki/Controls#Mouse_and_keyboard

>> No.2547213

>>2547206
That's EXACTLY what I needed!
Thanks tons and tons!

>> No.2547215

>>2546965
there was a thing named ARCHIE which under its veneer of post modern avant garde artistry and psychedelic weirdness was some kind of giant criticism of a particular type of Arch Linux user. it began of course as /g/.wad.

>> No.2547220

Are there any decent high-tech but "Vanilla style" (Not a complete overhaul of the gameplay and no monster randomizers, straight up replacements of monsters and weapons at the most) weapon/gameplay mods?

>> No.2547221

>>2547220
isn't that exactly what Smooth Doom is meant to be?

>> No.2547224

>>2547221
No, because I still want something that gives a new set of weapons.

>> No.2547226
File: 389 KB, 500x600, 1430783452810.png [View same] [iqdb] [saucenao] [google]
2547226

Stupid Question:

¿How do I play Doom on my Android device? Old apks are shit and I can't find a pirate version of D-Touch . Retroarch sucks too, it runs too fast and crashes a lot, so I'm out of options.

>> No.2547228

>>2547224
oh, right, sorry, misunderstood.

Zero Tolerance?
http://www.doomworld.com/idgames/?id=15321

>> No.2547256

>>2547226
Just get Doom Touch 3.2 4PDA edition since you missed the free Amazon version.

>> No.2547263

>>2546704
kind of want this, actually... I mean the character mod, I know that's pol.wad

>> No.2547264

>>2547263
the mod is nakara, you can play it

>> No.2547273

>>2546796

Wait, there's a tg wad? What other boards have wads besides pol?

>> No.2547338

>>2546189
I use "WASD" for moving forward, backward and strafing left & right. Modern FPS games untrained my brain from the standard arrow keys

And yes, I use a mouse and usually have the speed turned up to 2.0. Any lower and I begin suffering from acute motion sickness
I also have mouselook turned on as a default

>> No.2547368

I'm starting to hear doom sound effects irl where there are none

what do I do

>> No.2547379
File: 53 KB, 184x184, 1434360412483.png [View same] [iqdb] [saucenao] [google]
2547379

>>2547368
GO FORTH AND PURGE THE DEMONS

>> No.2547383

>>2547368
Do you find yourself unfing when trying to open locked doors?

>> No.2547395
File: 302 KB, 290x705, no john, you are the agitation.gif [View same] [iqdb] [saucenao] [google]
2547395

>>2547174

You.

>> No.2547410

>>2546189
I haven't played keyboard only in over a decade. And honestly, I don't miss it.

Though that said, I don't have freelook on. Just horizontal turning.

>> No.2547413

>>2546809
>tfw I never jump when playing demonsteele

>> No.2547423

>>2546384
speaking of which does the wad work on zandronum?

>> No.2547429
File: 398 KB, 660x768, baron_sketch.jpg [View same] [iqdb] [saucenao] [google]
2547429

I've asked before here and elswhere, but here goes again:

How do I make an actor change it's pitch to the pitch value of it's target in decorate?

>> No.2547436

Does every single person in hell just get a free gun upon entering hell? I mean, zombiemen get their rifle, sergeants have their shotguns, and even doomguy spawns in hell with a pistol.
Hell seems like a funny place.

>> No.2547438

>>2547436

Skeletons have rocket launchers on their shoulders, there's fat dudes with flamethrower arms, and explosive barrels and medkits fucking -everywhere-

Hell is a silly place.

>> No.2547440

>>2547436
Zombies already have their guns from their previous life or something, Doomguy held onto his pistol REALLY TIGHT or something.

>> No.2547451

>>2547436
Hell is actually america

>> No.2547454

>>2547438

Nah, Hell just absorbed some of UAC/Phobos and that's why there's those occasional pieces of tech bases and barrels of explosive goo. And of course piles of slaughtered humans and their guns.

>> No.2547456

>>2547423
No, Zandronum would crash right away (and probably any other source port) as Doom 64 uses unique rendering and physics (such as the level design, the monsters fading in instead of the loud teleport sound).

The only alternative is using the fan recreation made for the Doomsday port, and that has some notable differences.

>> No.2547492

>>2547368
Thanks god im not the only one

>> No.2547513
File: 633 KB, 1920x1080, aRLRhMb6MlMU0UW4CQMSO9FeGzWCijwTwB-Wou3lWpygGeZ_n-Z0QbQIWUYvY1yx3EsCJtfIfgvLEou67OZbm60d9T-B7mdDtVUVQDYpQraWGF1wiZMjUZ1Jm_rz8x2cpUSvIt2zNkexEw0ce3hJ94lPCyePl3FNnE_J9vb3TcHvHuZ3.jpg [View same] [iqdb] [saucenao] [google]
2547513

Has there been any news lately about the Shadow Warrior Deadly Kiss add-on?

>> No.2547514

>>2547368
>>2547492
http://tvtropes.org/pmwiki/pmwiki.php/Main/DoomDoors
it's probably a TV somewhere. the icon of sin spawn sound is fucking everywhere

>> No.2547576

>>2547451
>get shot

>> No.2547581
File: 135 KB, 894x894, 1434364023983.jpg [View same] [iqdb] [saucenao] [google]
2547581

>>2546256

>> No.2547582

>>2547576
that zombie didn't do nuffin

>> No.2547584

>>2547582
#daemonlivesmatter

>> No.2547586

>>2547581
>giant DA watermark

Why.

>> No.2547594

>>2547586

Ever since DA shifted over to its new icon, it's been automatically slapping on its watermark on a lot of more popular art.
It's fucking retarded.

>> No.2547623
File: 410 KB, 500x418, dindus.png [View same] [iqdb] [saucenao] [google]
2547623

>>2547594
>>2547586
That seems immensely disrespectful to the art and artist, and a shitty practice.

>>2547584
>>2547582
I know this is too /pol/, but it's also too relevant.

>> No.2547627

>>2547623
>That seems immensely disrespectful to the art and artist, and a shitty practice.
there's money to be made

>> No.2547631
File: 85 KB, 1366x768, Screenshot_Doom_20150716_154955.png [View same] [iqdb] [saucenao] [google]
2547631

here's a question, which boss would fight on a consistent basis when they show up? a cyberdemon, a mastermind, a terminator, or 3 archviles?

>> No.2547636

>>2547627
I mean, sure, but is there not money to be made in keeping artists happy, and drawing in talent, so your site gets more traffic and therefore more ad revenue? Alternatively, shit your logo on people's work, make a short term gain in traffic, piss people off, and eventually have a mass exodus of anyone working within a worthwhile medium?

I mean, they'll probably keep the Tumblr crowd and a few people here and there, but is that really the contingency you want to build your business on? God forbid you use a fuckin' pronoun in a tweet, they'll raid your shit.

>>2547631
>tempels
why does this trigger my autism so hard

>> No.2547647

>>2547631
firstly i don't know what a terminator is (in the context of doom), i assume it's some custom monster and i don't play those kind of wads.

then i have to ask, what are the circumstances of the battle? cyberdemons are absolutely trivial if you have room to circlestrafe, spiderdemons are trivial with some cover, three archviles are easy if their movement is restricted and again you have some cover to block line of sight.

>> No.2547678
File: 242 KB, 1366x768, Screenshot_Doom_20150628_133205.png [View same] [iqdb] [saucenao] [google]
2547678

>>2547647
a terminator is a robot? that has the firepower of a mastermind & a cyberdemon combined & the health of 2 of them.

>circumstances of a battle
it is varied. either it can be in an arena setting such as pic related, or it can have much cover as map05. but it has to be one choice.

>> No.2547684

Guy who was whining about Blood not having a lot of health drops a day or two ago, here.

Holy shit this game is good. The level design is fucking neato. I'm getting by on medium difficulty and abusing the fuck out of quicksaves; it's just way too brutal in terms of ammo and health sometimes. Nasty war of attrition - and this is coming from a guy who plows through Doom on UV fast-monsters regularly.

Was not expecting this bitchin' train level so soon into Episode 1.

>> No.2547687

>>2547631
>kill all foreign, now
/pol/, please

>> No.2547718

>>2546924
>Most people that map or mod and for Doom and produce notable things tend to spend most of their Doom time doing that rather than playing.
You can say the same thing about any sort of development, honestly. It's a bit of a joke that developers tend to be bad at their games compared to the guys that play it frequently since devs are assumed to be, ya know, developing, as opposed to spending so much time just playing the finished product.

>> No.2547723

>>2547684
Is there any way to change FOV in Blood or Build engine in general? I get very dizzy after having changed my CRT for a 23'' 16:9 LCD and trying to play these games

>> No.2547724

>>2547684
Yeah, Blood is a fucking RIDE of a game.
And it'll go in dry, you WILL save and load, a lot.

It has no sourceport and the CGI cutscenes are some of the ugliest of the entire 90's, but it's really fun, challenging and COOL.

It's such a shame the franchise is practically dead and buried because I definitively think there's room for it in this day and age if the latest Wolfenstein and Shadow Warrior are to be considered.

How great wouldn't it be if they remade Blood (competently) and then gave it the sequel that it actually deserves?

>> No.2547742
File: 48 KB, 620x407, 655732c052edf84c28ebde5ae0978852[1].jpg [View same] [iqdb] [saucenao] [google]
2547742

which one comes out alive?

>> No.2547746

>>2547742

The Xenos and demons.

all hail the warp

>> No.2547751

>>2547724
eh a remake unless it's something like SW: Redux will not work.

I think a series reboot Blood: Subtitle would be better. Shadow Warrior proved that's doable as long as you have dedicated developers.

The problem lies in property rights.

>> No.2547762

>>2547724
>How great wouldn't it be if they remade Blood (competently) and then gave it the sequel that it actually deserves?
i'd rather have the original game source.

>> No.2547773

>>2546421
ya but don't change it

the soundtrack in general fits in the levels really well. they're all nicely designed. game starts really shining once you get to Hell, though. First few levels are good and have a Half-Life 1 atmosphere to them but are a bit bland compared to the later levels.

>> No.2547782

http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/g-i/ge5-pd.zip

>Where's episodes 2, 3, and 4? Well, I'm not making them. I've done a George Lucas, skipped a few chapters

does this trigger anyone else or is it just me?

>> No.2547787
File: 81 KB, 350x350, 1389836633005.png [View same] [iqdb] [saucenao] [google]
2547787

>>2547746

>> No.2547791

>>2547782
It's just a joke, what's the matter anon? Are you okay?

>> No.2547794

>>2547791
it isn't a joke since i couldn't find any with the same episode label.

>> No.2547796

>>2547273
Just /tg/ and /v/, if you count gone homo.
There aren't any other board wads yet.

>> No.2547806

>>2547796
links for tg and v? Google not helping.

>> No.2547807 [DELETED] 
File: 12 KB, 64x64, a.png [View same] [iqdb] [saucenao] [google]
2547807

>>2547782
no but your unironic use of the word "trigger" to mean "mildly annoy" is irritating

>> No.2547812

>>2547806

>>>2546161
>##Our WADs can be found here!##
>Gone Homo
>https://www.mediafire.com/?9eyfb8g4b5w0pa0

>/tg/
>http://www.mediafire.com/download/1ndfk840pitd0db/tg.wad

>> No.2547814

>>2547794
>I couldn't find any with the same episode label

Uh...what is this supposed to mean?

>> No.2547816

>>2547812
Much obliged.

>> No.2547818

>>2547796
>Just /tg/ and /v/, if you count gone homo.
I never thought of Gone Homo as a board wad, but I suppose it's near enough.

>> No.2547823
File: 790 KB, 1000x1000, meatcurtains.jpg [View same] [iqdb] [saucenao] [google]
2547823

>>2547581

>> No.2547842

>>2547724
>the CGI cutscenes are some of the ugliest of the entire 90's
Yeah, I usually love early CGI, but Blood's is just awful even for when it was made. All the models like like malformed playdough sculptures

>> No.2547843

>tg.wad

Are the monsters suppose to be linked to the symbols? wad was pretty meh. Don't visit tg

>> No.2547848

>>2547843
Supposedly it was designed like a regular Doom level rather than the explosive nonsense that /pol/.wad ended up being. It was kind of the first board wad so there wasn't any sort of standard for designing it.

>> No.2547852

>>2547848
pol.wad set too high a bar
way to ruin everything scroton!!

>> No.2547863

>>2547724
>Blood is a fucking RIDE of a game.

First time playing seriously -

Moving Train Level
Carnival Level
Underground Churches

This is the best ride.

>> No.2547884

>>2547848
>collect elf-slaves as powerups or just as bonus "items"
>imps are replaced with That Guys who throw clouds of cheeto dust at you, and will rub their cheeto fingers on you in close combat
There was so much potential.

>> No.2547919

>>2547884
>final encounter is Smug Baby with a Paladins thread

>> No.2547936

>>2547724
>remake
Didn't Fork Parker mention interest in wanting to reboot the series or something?

>> No.2547938

>>2547936

Yeah. But then Atari asked for a shitzillion dollars.

>> No.2547941

>>2547938
>Atari
well if Alone in the Dark is something to go by then someone best outright fucking steal Blood's IP

>> No.2547950
File: 212 KB, 1600x900, 10003652_10207410487239787_7842027738656325324_o.jpg [View same] [iqdb] [saucenao] [google]
2547950

anybody know this wad where it has these joke ultimate bosses such as snoop dogg and sanic? I remember playing this on zandronum a few months back and had so much fun with it.

>> No.2547951

Is there a way to change the default folder ZDL looks in for PWADs? I'd rather not move all of my wads to the ZDL root folder.

>> No.2548004

>>2547451
Or at least Detroit.

>> No.2548025

Pistol starts are gay.

What do you think of replenishing dude towers?

>> No.2548034

>>2548025
>Pistol starts are gay.
why?

>What do you think of replenishing dude towers?
fine as long as you can press a button and crush (or release) the whole lot at some point. killing some horde one at a time is dull and tedious.

>> No.2548037

>>2547950
Such a wide range of quality in those. You got legit creepy looking variants like the Poe and great reworks like the Brusier Demon. Then you get the clashing ones like the Hellamental, and the downright silly ones like the Cyber Mastermind.

>> No.2548046

>>2548025

You're gay.

>> No.2548048

>>2548025
Different guy, but I definitively dislike forced pistol starts, it makes zero sense to ditch all your weapons between each level, at least with the episode switches there's the excuse that you actually lose them all when going through the anomalies and junk.

>> No.2548052

>>2548037
Sadly not everyone can be Vader/Eriance/NXN.

>> No.2548069

So what is your favorite lesser known oldschool FPS, anon?
Mine is Exhumed/Powerslave
Both versions really, but the console version more than the PC one

>> No.2548072

>>2548069
It's not exactly lesser known, but Unreal 1 kinda got overshadowed by Half-Life and UT99.

>>2548052
Yeah. It does sorta make me want to make me look for maps where these monsters are used well. Like how Scythe 2 used the Plasma Marine and Afrit for some extra challenge in the later maps.

>> No.2548074

>>2548069
Play Powerslave EX, it's fucking awesome.

>> No.2548101

>>2548072
There's ZPack, but the "used well" is kinda debatable.

>> No.2548107

>>2548048
It's not about making sense, it's a self-imposed challenge. It's a fact that almost all maps, usermade and stock, are designed to be possible from scratch.

I'm all for continuity but it's just a challenge. I'm surprised that the idea can bother someone that much.

>> No.2548114

>>2548107
>it's a self-imposed challenge
See the "forced" part.

>> No.2548137

>>2548114
Oh whoops, my bad. Guess my eyes just skipped over that word.

>> No.2548147

>>2548137
I'm guessing he means the occasions where the mapset kills you as a level exit (Hellbound and Scythe 2 between the episodes) out of nowhere.

>> No.2548149

>>2548048
How would you feel about a map pack in which you actively select which episode you go to first, and completing an episode means that you lose everything- except for a special weapon, that you can take with you to the next episodes. Each episode has its own unique weapon, so eventually you enter the final episode which has zero weapon drops, only ammo for your uniques.

>> No.2548158

>>2548147
Oh forget what I said, didnt read the rest of his post.

Still, at least some megawads try to justify it when you lose them out of nowhere. It does make the organic level late in Going Down a bitch to play since you have literally nothing aside from 50 bullets and a berserk pack for the entire level.

>> No.2548273

Just started up The Crusher and HOLY SHIT THERE IS A FUCKING SPIDERDEMON DOWN THERE.

What fucking monster decided to put an endboss like 6 levels in? The crusher doesn't even crush it to death and it hitscans everything in the room AAARGH

>> No.2548281

>>2548273
Hit the switch and hide next to the mastermind between the wall and the stairs. It takes two crushes for the mastermind to die if you wait it out.

>> No.2548285

>>2548273
Hide in the corner next to the staircase to the level's namesake. It takes 2 crushes to kill the Mastermind.

>> No.2548312

>>2548281
>>2548285
Much appreciated, anons.

>> No.2548328

>>2547256
Thanks anon. But, ¿why not the 4.0.4 apk? I've found both, but I'm curious

>> No.2548345

>>2548273
You think that's bad, any mod that replaces the Spiderdemon with something nastier (like, say, Brutal Doom and its EXPLOSIVE CHAINGUN, especially in v20 where the Masterminds are far larger) means you could take an elevator down into a room with a boss that can kill you in seconds, whether you activate the crusher or not.

God help you if someone replaced the SM with a flying enemy.

>> No.2548371

>>2548345
SUAB essentially makes that map unbeatable since its SM replacement is flying and can outright obiterate you in seconds when it gets to where you are.

Worse if your mod replaces it with a small enemy that can strafe off the platform and murder you easy. Especially bad since even on a constant playthrough you dont have a BFG or that many cells in the first place.

>> No.2548389
File: 422 KB, 923x524, newdoom.png [View same] [iqdb] [saucenao] [google]
2548389

Just curious, why are there both http://doomwiki.org/ and http://doom.wikia.com/? They both seem to have the same pages for the most part. Did someone just dump the doomwiki.org content onto wikia?

Also, here's the new Doom/"Doom 4" logo at a high res with transparency. Might be useful for WADs or other photoshop shenanigans.

>> No.2548402

>>2548371
i completed the crusher in SUAB with no problem, i just rushed for the crusher button and hid below the stairs

>> No.2548407

>>2548389
The wikia version is outdated and abandoned in favor of doomwiki.org, but the wikia admins are total cunts and won't let them take down the old one or even announce that they've moved.

>> No.2548409

>>2548389
tl;dr Wikia are cunts. It was as bad as the time when staff tried to fix Skulltag's site and forum falling apart when Carnevil fucked off to Wrack.

http://doomwiki.org/wiki/Doom_Wiki:Departure_from_Wikia#Background

>> No.2548410

There's a lot of shit to read in the OP, I just want to know which version of Doom lets me use the mouse to aim rather than the arrow keys.

>> No.2548414

>>2548410
Literally all of them

>> No.2548415

>>2548407
>>2548409
Ah, that sucks. Thanks.

>> No.2548417

>>2548414
Are you sure? I got Doom a couple years ago and I couldn't look around with the mouse, I had to use the keyboard arrow keys which was weird.

>> No.2548421

>>2548410
>>2548417
Any of them? Doom's supported mouse aiming since it first came out, you may have to just enable it in the config program first if you're running Chocolate Doom or DOSbox.

Get any source port from PrBoom+ to GZDoom and it will have mouse enabled by default.

>> No.2548424

>>2548417
Mouse support has been in since the first Doom.

Now if you mean free mouse looking, some ports do that but you need a OpenGL using port to not have the screen distort like build engine games while looking around.

>> No.2548425

>>2548417
Horizontal mouse aiming has been in since the earliest versions of vanilla Doom. Vertical mouselook, on the other hand, is a feature only added by a few sourceports. ZDoom, or its hardware-rendered child port GZDoom, is probably what you're looking for.

>> No.2548493
File: 29 KB, 360x360, 1381814749235.jpg [View same] [iqdb] [saucenao] [google]
2548493

>>2546668
Where my replies at?

>> No.2548515

>>2547884
coasters are armor bonuses

>> No.2548540
File: 89 KB, 800x800, doom_shirt.jpg [View same] [iqdb] [saucenao] [google]
2548540

>Help me identify a level

Hey everybody, there is a channel on youtube I love called "New Retro Wave", great music to Doom to.

In a recent video they have a player running through a level to a new song, what level is it?

I want to do it myself now.

https://www.youtube.com/watch?v=QHNakk1oM7g

>> No.2548542

>>2546668
>>2548493
Good things: >Not handing you the SSG in like the second level unless the monsters call for it
>Secrets that are proportional in rewards to how difficult they are to find and even then are given in time.

Bad things: >using Masterminds as turrets that shoot you full of holes across the entire map until you can get there and kill it
>dumping point blank chaingunners on you right as you get an item

>> No.2548547

>>2548515
>pain elementals replaced with kobolds that launch other kobolds out of their asses

>> No.2548561

>>2548542
Oh, I also forgot a classic one.
>using well-known damage floor textures as normal floors or vice-versa

>> No.2548595

I'm fucking stuck.

Dead Simple.

I'm starting the level with 28% health and no armour and these fucking mancubi don't typically drop from a good chainsawing without shooting me since they don't reliably stunlock.

I have tried about 60 times and on my BEST run I killed two of six.

>> No.2548617

Use the pillars as cover and be patient. Dunno what you're gonna do about the arachnotrons, though.

>> No.2548624

>>2548617
In my experience arachnotrons have a high enough painchance and long enough delay before firing that you can stunlock them decently with the chainsaw. Of course, if he's playing in a port that doesn't fix the blockmap bug, he's gonna have a much harder time.

>> No.2548636

>>2548595
Make a webm of your run and we can advise you on technique.

>> No.2548652

>>2548595
If you're not using mouselook, start. I started out keyboard only (for some stupid reason) and couldn't clear Dead Simple until I started using the mouse.

Generally movement is your friend. Just keep doing laps and fire as you go past, stopping to get health when you can. Try not to get stuck between two of them, especially between two arachnotrons.

>> No.2548683

Holy shit.
http://www.doomworld.com/vb/post/1398425

>> No.2548685

>>2548683
wew lad

>> No.2548686

>>2546668
>Things mappers do that you like, why
Surreal architecture. Good architecture. Basically anything that isn't amateurish, Realm 667 ultradetail slop, or "ha ha we're trying to copy Doom style verbatim still in 2015." Don't get me wrong, I'm not a snob and still like those things, but Doom's engine is capable of so much more than playing copy-cat to either ID or generic zDoom ultradetail.

>Things mappers do that you don't like, why
ANY AND EVERY FUCKING SECRET WITH RISK DISPROPORTIONATE TO THE REWARD. LOOKING AT YOU SUNLUST.
Also, Megawads that start out really fresh and interesting, before devolving into mindless slaughtermap spam because it's the only way they can contrive difficulty. AV gets a free pass in my book, but ONCE AGAIN, LOOKING AT YOU SUNLUST. I WANT TO LOVE YOU, BUT SHOVING 50 SKELLIES AND 50 BARONS OF HELL IN BOX CLOSETS AIN'T COOL, MAN.

>> No.2548694

>>2548683
Hope he decides to finish up Scythe X and make it a full megawad.

>> No.2548706

>>2548686
Hating slaughter maps has become a cliche now.

>> No.2548791
File: 1.09 MB, 320x240, Doom_2_Map_07_Dead_Simple.webm [View same] [iqdb] [saucenao] [google]
2548791

>There are people in this thread that can't pistol start Dead Simple with keyboard controls
git fucking good

>> No.2548793

>>2548791
I... what the fuck? Where did that thumbnail come from?

>> No.2548795

>>2548791
>using keyboard only

top pleb

>> No.2548797

>>2548791
>Not using the steering wheel peripheral

>> No.2548798
File: 27 KB, 365x400, dance_dance_revolution.jpg [View same] [iqdb] [saucenao] [google]
2548798

>>2548797
>not using Dance Dane Revolution machine

>> No.2548804

>>2548798
>not using a speak n spell to give commands via console

>> No.2548805

>>2548804
>not bending subatomic particles to your will with willpower alone

>> No.2548810

Did anyone ever take up my offer on keeping up the 4Doom image archive?
I miss the kawaii Cacodemon pics. What was her name, Cacomack?

>> No.2548871
File: 2.86 MB, 320x240, dead_simple.webm [View same] [iqdb] [saucenao] [google]
2548871

>>2548791
Fuck, this is an HMP run.
Here's your UV.

>> No.2548917

>>2548791
beat the entire game as a kid without a mouse...

Bet I couldn't do the first couple levels on UV at any speed keyboard only now.

were we really better at vidya as kids, or did we just invest a shitload more time/have more time to invest?

>> No.2548921

>>2548917
More time to invest, because we had less games.

That's why 'nintendo hard' was a thing- because they wanted players to play the games for a long, long time, thus making it worth the price, because games were more expensive back then. (The same price in dollars, technically, but inflation.)

>> No.2548925

>>2548917
i know for a fact my reaction times are not what they once were. compared to now, i was playing games in bullet time when i was a child.

>> No.2548927

>>2548493
perhaps you've asked your question so many times that we're all bored of it.

>> No.2548930

>>2548871
>not using a mancubus rocket to push you up to the exit button
ishygddt

>> No.2548942

>>2546668

How about this

Questions:
>Things in weapon/gameplay mods you like, why?
>Things in weapon/gameplay mods you DON'T like, why?

>> No.2548945 [DELETED] 

>>2548942
>Things in weapon/gameplay mods you like, why?
New fun monsters, special in both monsters and weapons, weapons that have their own special uses...


>Things in weapon/gameplay mods you DON'T like, why?
>HEY LOOK I MADE A BARON RECOLOUR AND AN IMP RECOLOUR THAT SHOOTS BFG SPHERES

>> No.2548946

>>2548942
>Things in weapon/gameplay mods you like, why?
New fun monsters, special in both monsters and weapons, weapons that have their own special uses...

>Things in weapon/gameplay mods you DON'T like, why?
>HEY LOOK I MADE A BARON RECOLOUR AND AN IMP RECOLOUR THAT SHOOTS BFG SPHERES AND THIS GUN HAS A SCOPE AND RELOAD SYSTEM AND NOTHING ELSE NEW

>> No.2548949

>>2548540
that's map30 of the 1994 tune up community project, appropriately enough.

>> No.2548959

>>2548706
now? it's been cliché for three or four years at least.

>> No.2548961

>>2548793
the first frame of the video.

>> No.2548967

>>2548328
There is 4.0.4 cracked apk? I am not aware of that. Try it I guess. It's just the 3.2 100% just werks.

>> No.2548973

>>2548942
>Things in weapon/gameplay mods you like, why?
gameplay mods that aim to keep the player speed the same as vanilla/go faster. I play DooM instead of most other shooters because of the fast pace action.

>Things in weapon/gameplay mods you DON'T like, why?
My biggest gripe with ANY mod is when they make the player move slower than vanilla AND not include alternative means of traversing gaps (especially those map packs that completely disable jump even with cheats on). Nothing makes me more mad then finding out I have to use cheat codes just to get through a level. I also hate it in multiplayer mods like AoW 2 that go out their way to drastically slow players down and then have half the weapons be hitscanner/precision weapons to make players super easy to snipe.

>> No.2548980

>>2548973
I also wanted to add mods that slow strafing speeds/reduce player speed at low health also piss me off.

>> No.2548981

>>2548547
I'm legit planning to make a wad where you fight jerkass wizards as a kobold. I want all the wizard types to have several spells each which they telegraph appropriately, so the player has a chance to prepare for dodging, taking cover or whatever according to what spell is incoming.

>> No.2548983

>>2548805
i wonder if there's a way to play doom using a powerglove

>> No.2549004

>>2548942
>Things in weapon/gameplay mods you like
Being balanced to anything, from the official IWADs to any slaughterwad. And if possible, being playable on other IWADs like Heretic, Hexen and Strife (and Chex because lulz). Samsara did this and it was cool as fuck

>Things in weapon/gameplay mods you DON'T like
Either being abandoned or in the case of weapon(and monsters) mods, making things get out of their rank. i.e. Complex Doom, a shotgunner replacer with a FUCKING RAILGUN that deals ACTUAL RAILGUN DAMAGE(80 dmg) or in Hideous Destructor where YOUR FUCKING STRAFE SPEED IS SO FUCKING SLOW. Heck, anything that nerfs Strafing needs to be fucking hanged on a rope with spines [I'm looking at you, megagame.wad classes mods] or plain and simple.
Toomuchranting;didn't read: Unbalanced stuff and nerfed strafe speed.

>> No.2549007

>>2548959
Regardless, its been getting on my nerves.

>> No.2549009

>>2549004
whoops, ate words
...or plain and simple, wads that make your speed go slow without any alternative to skip gaps where you have to straferun like Hellbound map12

>> No.2549012

>>2549004
>>2549009
Also, another thing i forgot. What i like about balanced wads is that everytime the modder tests a build or something, they test it on the whole doom/doom2 IWADs instead of just going outside Map01 and summon things there.

>> No.2549013

>>2549007
>Regardless, its been getting on my nerves.
in that case, you may (not) enjoy the newstuff review of sf2011 and the ensuing comments thread.
http://www.doomworld.com/php/topstory.php?id=3506

>> No.2549025

>>2549013
>sf2011

To be fair, that indeed had its share of bad maps. But not for the reasons he describes.

>> No.2549036

>>2549013
You should have seen the review for Dark Tartarus, easily one of the best slaughtermapsets.

>> No.2549047

>>2549036
this one?
http://www.doomworld.com/php/topstory.php?id=3570

>> No.2549059

>>2548791
Nigger, I played through Doom 1 and 2 multiple times keyboard only on UV before I was 10.

Go back in time and step up your shit.

>> No.2549074

>>2549036
>easily one of the best slaughtermapsets.

Eh, a lot of the maps are a bit mindless with the encounters, though. Kinda reminds me of holy hell at times.

>> No.2549084
File: 79 KB, 560x400, augh.webm [View same] [iqdb] [saucenao] [google]
2549084

dance with me

>> No.2549101
File: 292 KB, 800x600, Screenshot_Doom_20150104_174218.png [View same] [iqdb] [saucenao] [google]
2549101

>>2548371
The SUAB replacement for the Mastermind is fucking imposing as hell.

The noises it makes are out of this world.

>> No.2549102

>>2549101
You mean it's rather Earthbound

>> No.2549106
File: 151 KB, 800x600, Screenshot_Doom_20141226_185237.png [View same] [iqdb] [saucenao] [google]
2549106

>>2549102
I do know where it's from, but the application is perfect, it sounds like a horrible unnatural creature from another dimension.

(I think the original noises in Earthbound were sampled and distorted from a Beach Boys song of all things)

>> No.2549110

>>2549106
Could you link me to the mod? Or atleast tell me what it's an abbreviation of? When I try to search for SUAB Doom mod, It just links me to Brutal Doom of all things...

>> No.2549113

>>2549110
Shut Up and Bleed
http://forum.zdoom.org/viewtopic.php?t=47302
The balance is a bit borked by default, so be careful of maps that throw lots of higher tier enemies at you.

>> No.2549116

>>2549113
Cool, Thank you! I'll have some fun with it, and thanks for the warning.

>> No.2549117

>>2549013

>those comments

a "worthy review"? would you like some cheese?

>> No.2549131
File: 186 KB, 800x600, Screenshot_Doom_20141225_161814.png [View same] [iqdb] [saucenao] [google]
2549131

>>2549113
Indeed.

Very cool mod, but it's seriously not well balanced (and I blame this on the original concept, not the guy who did such a great job of porting it from EDGE).

If I had the time and dedication I would radically change a lot of things. I mean, I tweaked a couple of things for myself because goddamn there's some annoying shit in there, but there's just a couple of things I'd radically overhaul, like item drops, for one.

>> No.2549172

>Make an imp variant who has lots of health, no ranged attack, and heals when he hits you or flinches
>Make an altfire to the rocket launcher that spits fire, which does incredibly small amounts of ripper damage and survives on collision with the ground
>Flame, on testing, usually pains everything it hits, and goes through monsters to hit the entire swarm. Really good for fodder, not so good on tougher creatures unless you want to stun them
>Use it on a bloodlust imp. It survives. For hours.
> ~info
>Still has maximum health

So, I'm an idiot. On the other hand, Flamethrower! and puns about rockets!

>> No.2549198
File: 36 KB, 1219x713, PRIFLE.png [View same] [iqdb] [saucenao] [google]
2549198

Working on a gun. I can't into real 3d so I'm using Illustrators badass extrusion functions. I'll be making a paintover once this stage is done.

>> No.2549219

>>2548942
For the good side, having it so it actually changes the way you play the game without turning into a nigh-impossible challenge. Also the author at least testing it in Doom 2 so it's possible to clear Dead Simple at least.

As for bad things, what >>2549004 said, having ungodly strong monsters in the place of an imp or a standard Pinky is always a gripe.

>>2549106
Only the first 3 seconds of Deirdre by Beach Boys. Constantly distorted and reversed to create one hell of a creepy sound.

>> No.2549245

0.08 of ProjectILE complete!
Man, it's been a while, hasn't it? Anyway. Since I don't feel like it right now, Zandronum will remain at 0.07 for the end of time (or until they get
all the features and flags and actions that zdoom has.

http://www.mediafire.com/download/n15f7ghpbc7mmtu/ProjectILE.zip
Changes!
>Armored zombies are now called 'elites', which now look different. They also get special powers.
>An elite Imp now exists. It is the Bloodlust Imp, a melee type who can really tear you up if they get too close. It also heals itself if it hits you, or if it gets pained.
>Mancubi are now piloted by smaller demons, which burst out upon death! Or maybe they're pregnant. Who knows.
>The Fist's altfire is now a CHARGE ATTACK, in which you hold it down to charge a blow and release to punch someone! It's also silent.
>The Plasma Rifle's altfire has been changed! Now it's a piercing, accurate attack. Goes through armor!
>The Rocket Launcher underwent heavy alterations. Now you have normal rockets, or alternatively a flamethrower!
>Revenants are now possessed by animating spirits. When slain, the spirit will be released!
>Chainsaw's altfire now uses rocket fuel instead of energy cells. I wonder if I could get it to use either...
>Probably other stuff I forgot. I did do a lot of things.

>> No.2549293

>>2548949
Thanks bro.

>> No.2549336

How do I use -fast with Chocolate Doom?

>> No.2549348

>>2546162
see >>2549245

>> No.2549351

>>2549336
on the command line.
chocolate-doom -skill 4 -warp 1 -fast

>> No.2549353

https://www.youtube.com/watch?v=y2Vmz9vobfU

where do I find this mod

>> No.2549354

>>2549353
http://hdoomguy.tumblr.com/tagged/hdoom

>> No.2549358

>>2548706

I like slaughter maps though.

I just like to know what I'm getting into. I'm upset at big name, big show megawads devolving into "NOW WITH 12,000 ENEMIES" levels as I would be if I booted up Sunder and got a map with less than 100.

>> No.2549367

>>2549358
>I like slaughter maps though.
>devolving

What?

>> No.2549379

>>2549358
so it's a consistency thing and you'd rather a megawad be 30+ homogeneous maps of the same type of gameplay?

>> No.2549383
File: 66 KB, 470x313, Yo-Dawg.jpg [View same] [iqdb] [saucenao] [google]
2549383

The wait is over

https://www.youtube.com/watch?v=wbnfYBFKD1g

>inb4 le ebin maymay xDDDD

>> No.2549389

>>2549358
You hate it when mapsets have progression in their difficulty and scale?

But even Sunder does that. Not until map07 that it actually begins having monster counts in the thousands.

>> No.2549406

I find it interesting that they didn't bother to remove "Read This!" in Ultimate Doom, despite removing the "To Order Doom" screen from the iwad.

>> No.2549408

>>2549367
I think what he means is that he dislikes when megawads turn into slaughterfests without notice, when there was little if any indication this was going to happen.

>>2549379
Slaughter is a very specific kind of gameplay and you can have variation without throwing giant hordes of enemies at the player.

I don't personally mind slaughter in limited doses, but when a mapset which hasn't had any slaughter suddenly throws huge piles of monsters at you that kind of brings my enjoyment to a halt.

Plutonia 2 was rough at many places, but it didn't throw you legions of enemies all the time.

>> No.2549409 [DELETED] 

>>2549383
please don't speak like a redditor

>> No.2549431

>>2549408
>I think what he means is that he dislikes when megawads turn into slaughterfests without notice, when there was little if any indication this was going to happen.

Scythe is really the only mapset I can think of that kinda just immediately shoots up into hard slaughter territory, after being mostly quick n easy.

>> No.2549439

>>2549431

For a while NOVA had a pretty retarded difficulty spike because a certain map wasn't in a much logical slot

>> No.2549441

>>2549439
NOVA is more of a Community Chest type mapset, in that progressive play wasn't a high priority anyway.

>> No.2549557

>>2546256
I wish pain elementals looked like what they were named after.

Just a floating husk carrying lost souls and constantly feeling their pain, screaming.

>> No.2549558
File: 162 KB, 640x480, Screenshot_Doom_20150719_130130.png [View same] [iqdb] [saucenao] [google]
2549558

>That point at which you can no longer play a map pack because it becomes unplayable with the performance drop.

Had a fun run with deus vult 2 up to this point. Is the character save option in DooMRPG compatable with DooMRL and is it reliable enough for me to put in a new map pack?

>> No.2549569

>>2549558
Yes, that's the point of the save option.
Remember to take off your armour, shield, and boots before saving. It will insert everything but those into your locker unless you take them off.

>> No.2549586

>>2549379
>>2549367

As this anon said: >>2549408

For me, slaughter (not large total monster counts per se, but insane numbers in singular fights) is an entirely different mindset and playstyle. Doom I and II don't do this. Not even Sandy's Suburbs throws more than a dozen imps at you, when you nab that one key, you get a small horde that slowly teleports in and you can almost entirely avoid. That's what comes to mind.

I find maps that revolve on "shit, I've run out of ideas for difficulty, imma just put 20 NO WAIT 50 skellingtons around this bend".. boring? Unintelligent design maybe? Difficulty can easily be achieved with tight fighting, monster cooperation, ammo and health limitation, level design, and a million other ways than "how many skellingtons does one need???"

Plutonia can be extremely tough without relying on that, for example. Just look at all the singular skellington fights early on, in Map01 of all places. However, many modern levels have been going "well shit, we gave him the BFG, unleash teh hordes xDD" as if that's all they can comprehend. And instead of droning on about that, lemme give you the short and sweet of why shifting to slaughter in an otherwise tame or excellent level set is bad.

- It's exhausting and time consuming, without being too difficult unless you get caught in a situation of frustration (out of ammo, can't bait enough in-fighting, pinky horde overwhelms you and you play the back-and-forth game for 30 minutes). Tedious.
- It completely breaks many gameplay mods that aren't intended for slaughter. Things that ebb up the difficulty, even slightly, or introduce reloading can become completely impossible in Slaughter or even /more/ boring.
- As with above mods, it becomes an excessive performance hit outside of something ala Boom. Mods exacerbate this even further.

2k/continued

>> No.2549596

>>2549586

There's a lot of good shit that I can give passes for this, like Going Down, that still might even provide enough cover to be viable even if the performance takes a dive. And on the other end of the spectrum, you have Sunlust - which I found quite beautiful and was really enjoying, up until it started constantly shoving me in small rooms with 50+ tough enemies. The one where two closets popped open packed to the brim with skellingtons, barons, and an archie or two hiding way back - was borderline disgusting. A previous level decided that having a small cluster of 30+ archies was a "fun" fight. Sunlust really articulated quite well all the issues I have with that means of difficulty. It's a level set that I find boring on anything other than Vanilla Doom, which is an issue because Vanilla Doom is so easy. It never quite achieves the insanity or "well shit, how do I handle /that/" of Sunder, which is fun in both vanilla, or something dumb like Russian Overkill. Slaughter is more meticulous, and as I said previously, completely incompatible with most gameplay mods either in terms of balance or performance.

I know it's really just my opinion, but I wish it didn't feel like the trend.

>> No.2549609

So out of morbid curiosity, I booted up the SNES version of Doom in my emulator and played for a bit. Holy shit, it was a lot worse than I was expecting. It's practically unplayable.

Are there any actually good console ports of Doom?

>> No.2549618

>>2549609
PS1
Doom 64
Sega Genesis 32X (for patricians)
Also the Xbox Live version is good, but you'd expect at least that from a more recent console.

>> No.2549621

>>2549618
Aren't the psx and n64 versions not technically ports though? They are a entirely new game.

>> No.2549627

>>2549558
Have you tried toaster mode?

>> No.2549645
File: 286 KB, 1000x1000, 1436714601103.png [View same] [iqdb] [saucenao] [google]
2549645

>>2549609
PS1 is said to be good (never played it)
N64 isn't as much a port as it's a brand new game, people like it (never played it)

Atari Jaguar, of all consoles, actually had the most accurate console port of Doom for the time, very little cut from the levels, most mechanics intact, runs at acceptable speed and at good resolution, BUT, this version completely lacks the music, which is a big strike against it. The Jaguar port was one of the few which was actually done by Id themselves and not contracted out to a third party.

Sega 32X had a port which was really awful, mostly for the fact that the people involved were given about 10 weeks to port it and thus had literally no time to optimize anything and were forced by their publisher to hurry it out the door before it could even brush it's teeth.
If they hadn't been rushed into this and were allowed to take their time, I don't think it's unlikely to expect that it could have been a better port than the SNES one, given the somewhat more powerful hardware. The programmer (Burger Bill in fact), was forced to sleep in his office to get any work done at all if I recall right, and the music sounds like ass because it was literally just slapped on there and not adapted for the Sega soundchip in the slightest (because they had no time).
Also you basically need to run with the smallest screen size or the framerate chugs like crazy, and even then it'll stutter, the largest screen size is only available with a cheat code, and so is the BFG, because they cut all the levels in which you could find it.

>> No.2549650

>>2549621
No, PSX port has some new levels and completely new music, but it's still Doom.

>> No.2549656

>>2549627
I got that and I have that fancy aura thing turned off. I also am playing at 640x480 with all openGL lighting effects turned off. I got an ATI card that doesn't support openGL 4.0 so I get really shit performance (not to mention weird graphical bugs that force me to shoot while looking up to fix my hud everytime I restart gzdoom).

I am rather tempted to try to strip all the special effects from DooMRL and RPG so that I could use 1.8.10 gzdoom, but I have a feeling that would be an absolute pain in the ass to do.

>> No.2549659

>>2549650
Whoops, mistaked 64 doom as the psx version aswell.

I'm certain doom 64 was built from scratch though.

>> No.2549661

>>2549656
Not just a pain in the ass, it would be plain impossible, since Doorpeg AND Drla use features from 2.0, so you would pretty much would have to build both from the ground up to get around not using these features.

It's a shame, but it's how things have to be sometimes.

>> No.2549669

>>2549659
Code wise it seems to be based on the PSX version. It does use the same sounds and colored sectors.

>> No.2549673

HOLY FUCK, I finally chainsawed my way through Dead Simple. Played peekaboo with mancubi for like 10 minutes to coax them out and finish them off. Following that, the easily stunlocked arachnotrons were kind enough to oblige me and line up for corner kills.

I'm taking a day off.

>> No.2549674
File: 380 KB, 850x1467, freedoom_pain_elemental.png [View same] [iqdb] [saucenao] [google]
2549674

>>2549557
what do you think of the fence wire elemental?

>> No.2549684

>>2549586
>It completely breaks many gameplay mods that aren't intended for slaughter. Things that ebb up the difficulty, even slightly, or introduce reloading can become completely impossible in Slaughter or even /more/ boring.
i don't think it's fair to blame mappers for making maps that don't work with your favourite gameplay mod.
>>2549596
>It's a level set that I find boring on anything other than Vanilla Doom, which is an issue because Vanilla Doom is so easy
i assume you mean on the original maps, and their like, only. or are you saying you find vanilla gameplay so easy even when playing stuff like sunder or nochance.wad or whatever?

>> No.2549685

http://bloody-disgusting.com/news/3352510/defense-doom-2005/

Has this been posted already? What do people think of the movie in general?

>> No.2549692

>>2549685
>What do people think of the movie in general?

The idea of getting down syndrome to become superhuman is pretty dumb

>> No.2549694

>>2549673
wow, you managed to chainsaw arachnotrons with a wonky blockmap and diagonal intercepts? how many times did you have to save/reload?

>> No.2549720

>>2549685
>What do people think of the movie in general?

i liked it. i like cliche storm action movies.

the characters are hilariously stereotypical

- designated hero with issues from past
- honour before reason commander
- strong womyn who don't need no man but gets rescued anyway
- the colossal pervert for whom no debauchery is too low
- quiet religious guy who goes crazy
- huge scary silent black man
- smaller comedy wisecracking black man

one difference for which i am forever grateful was that the woman was the hero's sister, so no horrible romantic subplot.

the first person sequence was the best part. i also enjoyed that they used a severed limb to access a control panel, like in the Doom Bible.

however the head of the research facility being named "Dr. Carmack" made me cringe and the fact that the BFG was only fired a couple of times mostly offscreen and the final battle was Matrix-esque kung fu nonsense was a disappointment. and of course the fact that, despite being a Doom film, Hell is never featured. it would probably be better if it were named "Genetic Mutants Go Mad In Space" rather than "Doom".

>> No.2549726

Are there any mapsets out there like dbzone that concentrate on platforming aspects? I found dbzone a nice change of pace when it comes to most other mapsets that just turn into slaughterfests.

>> No.2549757

>>2549674
I think raymoohawk is making a 10x more badass sprite to replace that.

http://www.doomworld.com/vb/freedoom/70095-raymoohawks-sprite-edits/21/

>> No.2549775

>>2546947
>I recall that an alpha version of Blood was leaked
i feel like i grabbed that torrent from UG fucking years ago. wish i could help you more but it's probably still floating around.

>> No.2549791

>>2549013

but of course, half of the speedrunning elite gets asspained because a normal person reviewed such a niche wad.

>> No.2549796

>>2549674
I think it's pretty fucking terrifiyng when used in the right spots. It's sounds are it's strong point.

>> No.2549820

https://tcrf.net/Doom_%28PC%29/Revisional_Differences

this is very interesting.

>> No.2549828

>>2549820
>Doom was ported to Windows for Microsoft by Gabe Newell
Wow. Never heard of that.

>> No.2549857

>>2549820
It's nice to see how a few things evolved between versions. Especially the level fixes and such.

>> No.2549978

>>2549684
>i don't think it's fair to blame mappers for making maps that don't work with your favourite gameplay mod.

The only instance in which it's breaking is a huge overflow of monsters in a slaughter-style scenario, which is where the frustration stems from - because it's compatible almost everywhere else.

>i assume you mean on the original maps, and their like, only. or are you saying you find vanilla gameplay so easy even when playing stuff like sunder or nochance.wad or whatever?

Yes, Sunder and other slaughter maps I don't find all that rough with vanilla gameplay. It's more a position and ammo management simulator. Dodging is piss easy unless they're spamming hitscanners and revenants at you.

>> No.2550005

Is there a way to set the DooMRPG launcher to set the order of mods loaded? I got a map pack that has custom weapons that is overwriting the DRL weapons.

>> No.2550023

Anyone remember Goosebumps: Attack of the Mutant? If you didn't stick with the rake for the duration of the game, you a shit.

>> No.2550026

>>2547742
>*DSDSHTGN.wav*
>*spacemarinedeath.wav*
>*DSDBOPN.wav*
>*DSDBLOAD.wav*
>*DSDBCLS.wav*

>> No.2550039

>>2547742
that picture is an anachronism
doomguy becomes the emperor of mankind

>> No.2550040

>>2550039
I hate crossover fan theories.

>> No.2550048

>>2550040
yeah, okay, i hear that. but the picture itself is a crossover, so it kind of begets such wankery. nevertheless, my apologies.

>> No.2550059
File: 387 KB, 1600x900, Screenshot_Doom_20150719_173551.png [View same] [iqdb] [saucenao] [google]
2550059

The guy who made Unholy Realms did a rather good job in using IoS's textures in interesting ways.

>> No.2550060

>>2549409
I was being sarcastic, I hope you realize that.
>inb4 anon cant inb4

>> No.2550065

>>2550059
nice. creepy.

>> No.2550068
File: 3.00 MB, 2736x3648, DSCN1389.jpg [View same] [iqdb] [saucenao] [google]
2550068

Is coming.

>> No.2550073
File: 3.83 MB, 3648x2736, DSCN1391.jpg [View same] [iqdb] [saucenao] [google]
2550073

>>2550068

>> No.2550074

>>2550068
Are you still using Beautiful Doom's broken autoaim settings?

>> No.2550082
File: 25 KB, 537x312, zU30ibn.png [View same] [iqdb] [saucenao] [google]
2550082

>>2550068
>that white edge on side
You gotta fix that man, like cover it up or finish it or something.

>> No.2550085

>>2550068
Raaaaaaad.

>> No.2550086
File: 198 KB, 400x284, 1430039301036.png [View same] [iqdb] [saucenao] [google]
2550086

>>2550068
Is it comfortable to play Doom with a joystick and only two buttons?

Also, what >>2550082 said. It's also too bad the logo's cut off too. Otherwise, awesome work

>> No.2550105

>>2550082
>>2550086
yep, I'll have to repair it. Also, the controls work perfect, must be given fine adjustments

>> No.2550107

>>2549047
>the end of that The Inquisitor review
Holy fuck when was this made?

>> No.2550109

>>2550082
>>2550086
damn print kids... did not adjust the appropriate measures. anyway this is a prototype, if all goes well I have two arcade machines for the same purpose

>> No.2550130 [DELETED] 

Any word on the Berserk mod?

>> No.2550186
File: 1.16 MB, 640x360, gloome 2015-07-19 18-05-57-983.webm [View same] [iqdb] [saucenao] [google]
2550186

I've implemented user psprite layers. Thought that would be interesting enough to post here.
With this, you can make a true attachments system, or have less hacky synthfire, etc.
The decorate for this weapon is also quite simple: http://pastebin.com/Acuda8v6

>> No.2550212

>>2550130

Stop asking.

>> No.2550235

>>2550130
see >>2543408

>> No.2550259
File: 4 KB, 226x204, Doomguy Confused.png [View same] [iqdb] [saucenao] [google]
2550259

>>2549059
>Nigger, I played through Doom 1 and 2 multiple times leopard only on UV before I was 10.
>Go back in time and step up your shit.
...Yes, so did I. That's why I can still do it today and why I made that post... what's your point?

>> No.2550312

>>2550186
How many layers are there? Using it for several layers of very slight transparent orange glow could make a cool overheating effect.

Also I was gonna suggest/ask: Optional distance fog. It would be really great for huge forests and such. If that's even something that's possible in the engine that is.

>> No.2550371
File: 28 KB, 305x260, 1432659962491.jpg [View same] [iqdb] [saucenao] [google]
2550371

>>2550259
>what's your point?
that ur gay

>> No.2550384

anyone got any Doom related wallpapers

>> No.2550391

>>2546176
well yeah. you're a little late to the party lil nigga.

>> No.2550393

>>2550312
There are 16 layers.
If anyone needs more, I can add them trivially.
Also, distance fog is already in, sorta. If you add fog of any color (that isn't white) to your area, it will fog eventually.
The fog system is very strange but if you want user-defined fog distances I may be able to put something together.

>> No.2550403

>>2550371
>being straight
>on 4chan

>> No.2550416
File: 20 KB, 427x320, Turok-dinosaur-hunter-fog-knife-thumb.jpg [View same] [iqdb] [saucenao] [google]
2550416

>>2550393
>Also, distance fog is already in, sorta.
Well I mean the kind where the engine only renders to a finite distance from the player and conceals the border with "fog".

For very large open maps it would be a godsend.

>> No.2550424

>>2550416
Yeah, sorry, that's not possible as far as I know.

>> No.2550449

>>2549694
Only had to restart twice once I got past the mancubi - which takes about 40/50 tries each. I was probably on attempt 300ish.

The arachnotrons are fairly easy to isolate, and the chainsaw stunlocks them. I've discovered so far that you can't stunlock mancubi or barons/knights of hell.

I've encountered several skellingtons and killed exactly one with help from a chaingunner, and ran like hell past all the others, so I don't know if they can be safely 'sawed or if I have to circle-strafe 'saw them like the mancubi.

>> No.2550452

>>2550424
I suspected as much.

Anyway are you still in need of fonts? I've been experimenting a decent bit with them and would like to ask some technical and aesthetical questions before I put too much work in.

>> No.2550472
File: 10 KB, 204x136, Dancing Skeleton.gif [View same] [iqdb] [saucenao] [google]
2550472

>>2550371
Bi, but you're close.

>> No.2550491

>>2550452
Yeah, I still need a smallfont and a strife bigfont.

>> No.2550540

>>2550491
Alright. How much do you want to move away from the doom (and strife) aesthetic? If the shading, texturing and outlining of the original fonts are copied that ensures higher compatibility with existing wads and color translations, but if you want to go for readability and versatility for non-doom games that's another story.

>> No.2550553

>>2550540
Yeah, I want a font that's more readable than Doom's. Something that would fit in more things, like fixedsys. Except not fixedsys because it's ugly.

>> No.2550579

>>2550553
Got you. Are you sure you don't want smallfonts and bigfonts to be the same, uh, actual font though?

>> No.2550607

>>2550579
Yeah, I already have a bigfont (from Odamex) -- so the only things I need now are a smallfont and a strife bigfont.
Though, the strife bigfont could just be a copy of the regular bigfont.

>> No.2550653

>>2546564
DON'T

CALL

ANYBODY

>> No.2550712
File: 812 KB, 320x200, 341ed9da01f60cec911d8d09d1b30d7d.gif [View same] [iqdb] [saucenao] [google]
2550712

>>2546564

>> No.2550728

>>2548942
>Things in weapon/gameplay mods you like, why?
Unique content. I don't mind recolored enemies, to an extent, if it fits with a theme or the like. I like kinda everything, so it's hard to pin it down. HD, Satanic, Quake StyleZX, Brutal Doom J, RL, Complex, so on and so forth.

>Things in weapon/gameplay mods you DON'T like, why?
There's one giant thing that break a lot of levels. Fucking with an enemy's typical function. Letting one that doesn't normally fly, fly. Letting them phase through walls. HD's awful tendency to have them meander around causing many to warp early on maps. So on. I get that it's a way to make them cooler, but it just breaks so much shit in the process.

>> No.2550738

There was a Dwarf Fortress thread on /v/ just now and somehow we got to arguing over wether or not Doom was a 3D or 2D game, with one crazy crackpot saying it was neither.

For some reason I'm legitimately curious now so I came here. Figured you guys would know.
So which is it? Is it a 3D game? A 2D game using tricks to look 3D? Or somehow neither at all?

>> No.2550754

>>2550738
2.5d hue hue hue

>> No.2550762

>>2550738
It is a 2d game using tricks to look 3d. The Z axis does not exist.

>> No.2550765

>>2550738
It's a projection of a 2D Space in a 3D plane. Technically, it's 2D. That's why you can't move over something in the original Doom executables: actors had no height, so it was infinite. It only tracked the player's "height".

>> No.2550801

>>2550738

It's a 2D display constantly updating as the player moves around a predefined area--it's not actually 3D at all.
It's drawing a new image with every keystroke in a certain direction. It'd be really hypnotic to see if you slowed it down, but it'd also be horribly tedious to play.

>> No.2550815

>>2550762
Even if it doesn't exist as an asset, the game is ultimately presented in 3D. Granted, there are many limitations in the rendering process like using an orthogonal projection but the end result can be replicated in actual 3D, even if the assets remain 2D (like Duke3D's polymost renderer).

When I read 2D games I think of one or more backgrounds with a character pasted on it, like a cartoon.

When the game has to redraw the totality of background every single frame that means it's 3D to me, even if they happened to be a series of seemingly infinite prerendered shots.

Yes, wireframe games are also 3D to me.

>>2550765
>That's why you can't move over something in the original Doom executables: actors had no height, so it was infinite.

How did later games with similar engines to Doom overcome the height limitation?

>>2550801
>It's a 2D display constantly updating as the player moves around a predefined area

I thought every 3D game ever used a 2D display constantly updating as the player moves around a predefined area since 3D monitors don't quite exist yet.

>> No.2550858

>>2548409
Did anyone here even play wrack? Last time I checked it looked pretty mediocre, and the only person talking about it was maxofs2d on facepunch.

>> No.2550869

>>2550815
Doom, as an engine, only has two coordinates for any entity- X and Y.

Therefore, it's only 2d. Like a platformer that only has X and Z.

>> No.2550871
File: 739 KB, 1920x1080, Screenshot_Doom_20150719_211821.png [View same] [iqdb] [saucenao] [google]
2550871

This sky replacement wasn't as satisfying as I thought it'd be.

>> No.2550896

ZDL keeps asking for a sourceport after I've tried adding and launching 3. Any ideas on fixing it?

>> No.2550902

>>2550869
I'm not sure I'm really convinced, you could simulate artificial height for any entity in an engine like Doom's if you really tried (like later games such as Dark Forces and Duke3D did), would that make it 3D?

>>2550871
Isn't that the beta sky texture? I kinda like it, I'm more concerned about the lack of progressive lighting in non-software renders. That would clash things a little with the new sky.

It's also accurate for a Mars satellite.

>> No.2550908

>>2549596
You have no excuse for complaining about slaughtermaps in regards to Sunlust. Its designed by two well known slaughtermappers, Ribbiks (Stardate 20X6, Swim With The Whales), and Dannebubinga (Combat Shock 1&2). You should have expected it.

>> No.2550914
File: 41 KB, 800x600, videogames45.jpg [View same] [iqdb] [saucenao] [google]
2550914

>>2550068
Maybe you should consider a control panel similar to that unreleased Quake arcade port?

It looks sorta handy for FPS's, maybe a bit condensed for Doom being a more simple game.

>> No.2550916

>>2550712
is that do it 2?

>> No.2550918
File: 291 KB, 1920x1080, Screenshot_Doom_20150719_213705.png [View same] [iqdb] [saucenao] [google]
2550918

>>2550902
Yeah, the progressive lighting of something like ZDoom does help it blend a bit better.

>> No.2550919
File: 135 KB, 800x600, f3NwMiS.gif [View same] [iqdb] [saucenao] [google]
2550919

>>2550801
Linguica made a build of DOOM that takes a screenshot after certain renderer calls and then made a gif of that. It certainly is hypnotic.
>I made that GIF just by sticking a call to M_Screenshot() (or whatever the function is called, I forget) at the end of each call to r_drawcolumn and r_drawspan, so presumably it's showing the exact order that the engine is rendering stuff.

>>2550815
I guess in that sense it's 3D the same way the Amiga did 3D. (FWIW, the Amiga's 3D was "Push it to the Blitter, let God sort it out.)

>How did later games with similar engines to Doom overcome the height limitation?
I'm pretty sure the only DOOM-based engine that successfully overcame this limit was Hexen and only Hexen. This was then forwardported to ZDoom, et al.

I don't actually have a definitive answer to this so I downloaded the Hexen source and am currently pouring through it. I'm not a great programmer, much less do I know pure, undiluted C, but I'm gonna see what I can understand here compared to the original DOOM source on Github.

>>2550902
>I'm not sure I'm really convinced, you could simulate artificial height for any entity in an engine like Doom's if you really tried (like later games such as Dark Forces and Duke3D did), would that make it 3D?
I mean you can simulate a height variable for each entity but it wouldn't naturally make the game "3D". The map itself is still a two-dimensional plane. Consider Streets of Rage. You can move left and right, forward and back, and also jump through the air - That's 3 dimensions. However, the game is still 2D.

>> No.2550921
File: 315 KB, 1920x1080, Screenshot_Doom_20150719_213954.png [View same] [iqdb] [saucenao] [google]
2550921

>>2550918
And because of other pre-release stuff I decided to do this as well but it just looks bland in comparison to the vanilla stuff. Lowered the sand dunes so they're not like mountains in comparison, color-shifted the original sky from brown to red to fit the Intermission. I really wish I could do animated skies for the lightning though.

>> No.2550929

>>2550916
I don't know I just saved it from the ytmnd page

>> No.2550931

>>2550871
I imagine it would look better if someone added stars and planets/moons behind the mountains

>> No.2550948

>>2550919
>I'm pretty sure the only DOOM-based engine that successfully overcame this limit was Hexen and only Hexen.

Yeah I was referring to games which looked like Doom but operated in different ways like streaming walls instead of preprocessing them.

>I mean you can simulate a height variable for each entity but it wouldn't naturally make the game "3D". The map itself is still a two-dimensional plane.

I know but I explained in my post what 3D means to me. There isn't any reason as to why Amiga couldn't render 3D, since it's only a matter of computation. If you can do more stuff using less cycles that's even better.

>You can move left and right, forward and back, and also jump through the air - That's 3 dimensions. However, the game is still 2D.

But SOR games have static backgrounds that aren't being dramatically redrawn every frame. Which is what I meant for 2D.

>> No.2550949

>>2550919
That's actually pretty nice looking. Nice to see exactly how it builds a level.

>> No.2550998

>>2550948
Well see that's the thing. By your definition of 3D, that pretty much only you are using, then yes, that is 3D. However in that sense, so is that two-point perspective drawing of a house that you made in art class five years ago. You can't flip that house around and see its back, but it has perspective and all that jazz.

Because this post is kind of short, I was hoping Wikipedia would have something on the engine design of Quake to offset the following quote about Doom's engine, but no such thing existed.
Sigh.

"Most significantly, the Doom engine and levels are not truly three-dimensional; they are internally represented on a single plane, with height differences stored separately as displacements. (A similar trick is still used by many games to create huge outdoor environments.) This allows a two point perspective projection, with several design limitations: for example, it is not possible for the Doom engine to render one room over another. However, thanks to its two-dimensional property, the environment can be rendered very quickly, using a binary space partitioning method."

>> No.2551045

>>2548345
The funny thing is that the crusher instakills the Mastermind on Brutal Doom (also, any enemy is instakilled by crushers on BD), making it much easier than it would be on Vanilla Doom.

>> No.2551056
File: 15 KB, 320x200, CAPTUR00.png [View same] [iqdb] [saucenao] [google]
2551056

>>2550998
>However in that sense, so is that two-point perspective drawing of a house that you made in art class five years ago.

>static backgrounds that aren't being dramatically redrawn every frame. Which is what I meant for 2D.

I'm sorry if this sounds offensive, but I want to hammer my view on it.

>This allows a two point perspective projection, with several design limitations: for example, it is not possible for the Doom engine to render one room over another.

I know this, and later non-bsp based games could manage to hack in some room over room because sectors can occupy the same XY space and you can access them from different places (even the same place I think, but then graphical glitches occur like drawing a wall where there is none), but all of this still isn't 3D by some people's standards. To me it just is because I can picture traversing a 3D space in my mind, no matter how many smoke and mirrors are used.

Take this pic for example, it was taken from a Duke3D map with walls drawn backwards using a 3D renderer. Even though this pic would be wholly impossible to render on the actual game, the map, although being drawn on a 2D area, can sort and manage this stuff. In the game you can always enter each room normally without any glitches. To me it's enough to be classified as 3D.

>> No.2551097
File: 131 KB, 800x504, ceci nest pas 3d.png [View same] [iqdb] [saucenao] [google]
2551097

>>2551056
I feel like we're both trying to argue the fact that we're using wholly different terminology.

You can call it 3D all you want, and that's fine. However, technologically, it's just not.

But you gave me this idea for OC and thanks for that.

>> No.2551146
File: 27 KB, 256x128, PR_SKY1alt.png [View same] [iqdb] [saucenao] [google]
2551146

>>2550931
When I realized I could extract from the Doom 64 EX wad, I decided to do this.

>> No.2551162

>>2551146
That's actually REALLY good. Congrats, anon!

>> No.2551173
File: 21 KB, 256x128, PR_SKY3alt.png [View same] [iqdb] [saucenao] [google]
2551173

>>2551162
Thank you. I also decided to do this for the hell of it, finalize >>2550921 in a sense. If you look up in GZDoom, it actually fades out in tone rather nicely.

>> No.2551242

>>2551173
Can't even tell the heck you've pulled there, amazing work.

>> No.2551290

>>2551242
It's some hellish mountains from Doom 64, placed beneath the sand and sky layers and then cropping out holes in the clouds to make it seem like the mountains have depth.

>> No.2551329

Anybody got any luck getting WhackED4 to run in not-Windows?

I've almost got it but I keep getting a recurring error that slows my computer to a crawl that prevents me from doing anything.

>> No.2551376

>>2548791
If you made this as a reply to the guy that posted earlier, you should know he's trying to beat the game with a chainsaw only.

Also, I think most people ITT could do it. I suck at the game and beat Doom 1 and 2 with keyboard only for the hell of it and didn't have much trouble. Didn't abuse saves, either.

>> No.2551385

>>2551376
In that case I don't think >>2548652 knew it either.

However equally in that case yeah holy fuk what

how is he going to beat the IoS

>> No.2551396

>>2550858
It's pretty shitty, yeah.
>>2551385
Yup.

To be fair I was going to reply with something similar until I noticed the guy's name. We're not used to look at the name field I would guess.

>> No.2551397
File: 46 KB, 478x358, 1436934715037.jpg [View same] [iqdb] [saucenao] [google]
2551397

>>2551097
brilliant

>> No.2551410

Finally finished the Necropolis level of Dark Covenant. Holy shit, that took about half a week to do. (UV difficulty, no saving, pistol start). I love this wad. It's hard but it's that right kind of hard where you never get mad.

>> No.2551417

>>2551097
Nice one.

>> No.2551429

>>2551385
>how is he going to beat the IoS

Arch-vile jump into the room with romero.

>> No.2551431

>>2551429
Doesn't work.

>> No.2551434

>>2551429
You can do that to get to the very ledge, but its too small to fit through. While he could use pistol to still "tyson" the map, he has no way to chainsaw it.

>> No.2551437

>>2551434
https://www.youtube.com/watch?v=vxhCvL-xHyI&feature=youtu.be&t=1m8s

>> No.2551470

I've only recently gotten into downloading shit tonnes of wads. Been using drag and drop with GZDoom for the last few years but now that I've got so many wads it's becoming a bit of a pain.

I downloaded ZDL the other day to get around this but is this really the best way to manage my wads? Also, is there any way to use a launcher like this to load multiple wads? Struggled like fuck to get it to launch Brutal and /pol/'s wad.

>> No.2551494

>>2551470
Add multiple pwads to ZDL's load list
You can add them via the "add" button and browsing to them or dragging and dropping into the list

>> No.2551505

>>2551494
Thanks anon.

>> No.2551508

>>2546162
Quake I Touch from Beloko is now free for limited time
http://www.amazon.com/Beloko-Games-Q-Touch/dp/B011YGMBBY

>> No.2551515

wild idea: team based 3V3 vs mode, no weapon spawn/drops, each team has a shotgunner, a chaingunner and a rocket dude (all with an extra pistol, just because)

>> No.2551649

>>2550871
I like it, looks kind of realistic, it's pretty much what the Phobos skyline would actually look like.

>> No.2551652

That looks really nice, would you be willing to post these textures for us?
As well as a screenshot (or perhaps even .webm) showing this sky in action? I really like the dunes stretching out towards the mountain range, looks very cool.

Do you think it could be recolored to a non-hell variant as well?

>> No.2551659

>>2550858
I bought it.

It's really not bad. It's essentially Quake meets Megaman. It's designed to be a score attack game where you're rewarded exponentially for keeping kill combos going, but the problem is that the engine is finicky and it's easy to get stuck on a corner or have an enemy start infighting, forcing you to lose your combo from no fault of your own.

If there was more support for it and a heavier modding community, it could have been outstanding. But Carnevil has abandoned it, so it stands as it is -- "good" at best.

>> No.2551665

>>2551173
>>2551652
Meant for

>> No.2551674

>>2550068
what about a Super Turbo Turkey Puncher 3 cabinet?

>> No.2551692
File: 227 KB, 600x215, 359-blake-stone-aliens-of-gold[1].png [View same] [iqdb] [saucenao] [google]
2551692

How are the Blake Stone games? Are there sourceports for them? Are they worth playing if someone doesn't really like Wolf 3D that much?

>> No.2551698

here's some good in-depth reviews of them
https://www.youtube.com/watch?v=4yXYykYjUVY
https://www.youtube.com/watch?v=b_MkQGdUem0
I really like this reviewer, he reviews a shit load of old shooters and even modpacks

>> No.2551701

>>2551698
meant to reply to >>2551692

>> No.2551816

>>2547950
I love these.

>> No.2551819

>>2550765
>That's why you can't move over something in the original Doom executables: actors had no height, so it was infinite. It only tracked the player's "height".

Not entirely true. While the player and monsters couldn't move over or under one another or decorations, projectiles would miss if they passed either over or under the player, monsters or decorations.

>> No.2551827

>>2550762
Then how come I don't get hit if I run under a fireball?

Doom is 3D.

>> No.2551830

>>2551827
>what is a sourceport

>> No.2551834

>>2551830
Not him (I'm >>2551819) but that behavior existed in vanilla Doom.
I don't know if I would consider Doom to be fully 3D, mind.

>> No.2551839

>>2551827
In the original game, you couldn't run under lost souls and Cacos. Nor could you walk over decorations.

>> No.2551840

>>2551830
I only use sourceports for Doom64 and mods.

For Doom 1, 2, Plutonia, TNT and the Master Levels I use DOSBox.

And when I run under a fireball it doesn't hit me. Explain that.

>> No.2551845

>>2551827
>>2551830
http://classicdoom.com/doommyth.htm#01

>> No.2551846

>>2551845
That's cool and all, but it makes you wonder why they made enemies infinitely tall when they clearly could have given them a height value.

>> No.2551847

>>2551845
>DOOM confirmed for 3D
Thank you friend, this argument was getting really old. I'll use this link every time it comes up in the future

>> No.2551850

>>2551845
>When a player picks up a Berserk Pack, punching power will remain at an
elevated level until the player leaves the current map.

what the fuck I never knew that

now I'm sad at all the guts I missed out on ripping and tearing

>> No.2551851

>>2551845
>>2551847
It depends on your definition of 3D. Doom is not 3D in the sense that all levels and objects are drawn and calculated with 3D geometry; more it is programmed in a way that mimics a 3-dimensional world. Personally I consider Doom more 2D than 3D but it's very much a matter of personal preference.

>> No.2551857

It's really satisfying playing Smooth Doom with SSG gibs and explosion screenshakes along with Sbrightmaps and the HD sound pack.

Are there any other mods that keep vanilla gameplay but add some fixes or flair to just make the game look and feel nicer? I considered using the Ketchup gorepack, but it's not compatible with Smooth Doom.

>> No.2551860

>>2551850
It's why Doom64 drastically shortened the red effect, gives less of an impression that it's a temporary boost.

>> No.2551862

>>2551851
Let's not split hairs. It's not strictly 2D, so what is it then? "2.5D" is a fair enough term if you can't get over how the renderer works, which in the end creates a 3D space with height and depth (abeit with limitations).

>>2551846
Who knows. Maybe something about trying to work out height-based enemy collision made them decide otherwise. I know that monsters can't walk when standing atop another in ports like ZDoom, maybe they took the fast way out instead of dealing with that.

>> No.2551864

Because of SUAB talk earlier in the thread, enjoying it quite a bit. Any good map sets that go well with it?

>> No.2551869

>>2551864
PSXDoom (at least on ultimate) is pretty fitting with the atmosphere.

You might as well stop on the equivalent of E4M1 though, as the archvile tag in that set is normally used for a decoration, and E4M1 is the first apparence of those, with 2 archvile replacements right next to you at the start. Might be possible to cheese past them though.

>> No.2551883
File: 65 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
2551883

In terms of multiplayer Doom, there's Zandronum, ZDaemon, and Odamex, right? What the difference between them, and which do people normally use?

>> No.2551895

>>2551883

>Zandronum

by far the most crowded of the three, multiplayer doom with a diverse set of mods to play.

>ZDaemon

second multiplayer sourceport behind zandro in terms of crowd. a bit leaned towards traditional gameplay compared to zandronum. not that much of a good reputation because of many reasons.

>Odamex

the most classic-gameplay friendly of the three. mostly used for serious multiplayer competition and traditional deathmatch. you can get on irc and ask for a match and people will respond, and that's the fastest way if you want to get a game going, because it doesn't have that much of a crowd actively going on for immediate online play.

>> No.2551918
File: 232 KB, 800x600, Screenshot_Doom_20141225_134400.png [View same] [iqdb] [saucenao] [google]
2551918

>>2551864
Deneb Colony seems like it would fit the atmosphere really well with Shut Up And Bleed.

Also other Lainos maps.
They're pretty large though.

>> No.2551932

>>2551869
>>2551918
Alright, thank you for the suggestions.

>> No.2551991
File: 345 KB, 420x565, 1437362468305.png [View same] [iqdb] [saucenao] [google]
2551991

>tfw Doom gives me motion sickness

>> No.2551994

>>2551991

in zdoom, open up the console
type 'movebob 0'

>> No.2552024

>>2551869
Could you post a link to it? All I get is stuff about the playstation game.

>> No.2552045

>>2552024
Specifically, look up the PSXDOOM TC.

http://www.doomworld.com/vb/wads-mods/57957-psx-doom-final-doom-tc-version-2-1-now-released/
Here's a link though, do know that some mods don't play nice with it, mainly fucking up the HUD.

>> No.2552051

Ok so...

who is going to be the brave soul that is going to ask if the upcoming update for Reelism is going to work with pre-2.0 gzdoom?

>> No.2552060

>>2552051
Shit, I'll do it if you want.

>> No.2552141 [DELETED] 

>>2550653
>>2550712
>Mods deleted the post.

Why? it was a gif of a doom mod what the fuck?

it was probably the link, mods hate it when you link anything that doesn't get them money for hot pockets.

>> No.2552162

Anyone here know menudefs? I want to control the (usually forced font scaling) in the options menu and such without defining an entirely new font where each lump is individually scaled down.

>> No.2552296

>>2551991
Just play around with the mouse settings in the options menu. I usually crank all of them up to 2.0 and enable Smooth Mouse Movement

>> No.2552314 [DELETED] 
File: 40 KB, 316x316, 1425112089181.gif [View same] [iqdb] [saucenao] [google]
2552314

>>2552141
Okay, okay.

Sorry for questioning you Mr.Moderator.

>> No.2552354

>>2552314

If you honestly did not expect that dumbshit conspiracy theory to get deleted, I'm not sure what to tell you.

>> No.2552359

>>2552354
Just leave the /v/shitter be. It needs no more attention then you've already given it.

>> No.2552417

>>2551857
>HD sound pack
If you're talking about perkristian's, Smooth Doom already includes those.

And NC-HUD is pretty nice.

>> No.2552418

hoping that you're not who i think you are

>> No.2552443

>>2552418

Trust me, he might be.

>> No.2552448

>>2552418
i am whats i am and that's all that i ams

>> No.2552510
File: 28 KB, 256x128, PR_SKY4.png [View same] [iqdb] [saucenao] [google]
2552510

>>2551652
I'd make a webm but I barely even know how to use Fraps, I really need to get more experienced with video capturing.
I'll try to post a few screenshots of all three in action, I don't have one for Episode 2 though. The three small pictures I've posted are actually the raw textures I use in my personal wad, 256x128 is the natural size for Doom's sky textures so if you have Slade you can literally import them in as overwriting SKY textures in their own little wad.

>> No.2552527
File: 465 KB, 1920x1080, Screenshot_Doom_20150720_150658.png [View same] [iqdb] [saucenao] [google]
2552527

>>2552510
Now this looks pretty decent. Actually blends better with the brown rock walls of exteriors, makes me think the Vietnam gray photo in the final product was a late change for some reason.

>> No.2552535
File: 425 KB, 1920x1080, Screenshot_Doom_20150720_150746.png [View same] [iqdb] [saucenao] [google]
2552535

>>2552527
Admittedly not a big fan of ZDoom's stretching skies at the sides, but I think that was vanilla Doom engine behavior so..
ZDoom's software palettes don't like this one all that much, but the next one will be even worse.

>> No.2552538
File: 449 KB, 1920x1080, Screenshot_Doom_20150720_150813.png [View same] [iqdb] [saucenao] [google]
2552538

>>2552535
Can you say 'palette rape'? I guess it hates PNGs.

>> No.2552541
File: 927 KB, 1920x1080, Screenshot_Doom_20150720_150957.png [View same] [iqdb] [saucenao] [google]
2552541

>>2552538
And GZDoom comparison.

>> No.2552543

>>2552538
>>2552541
both look pretty nice in their own ways

>> No.2552545

>>2551173
>>2552510

Interesting textures. Mind if I use them? What name should I credit you with?

>> No.2552551
File: 749 KB, 1920x1080, Screenshot_Doom_20150720_152030.png [View same] [iqdb] [saucenao] [google]
2552551

>>2552545
I don't really own the rights to the content, so use as you please. I'm RikohZX but I don't really deserve any credit for basically pasting things together in GIMP.

Also I might as well post the GZDoom comparisons of the other two for consistency's sake.

>> No.2552558
File: 830 KB, 1920x1080, Screenshot_Doom_20150720_151857.png [View same] [iqdb] [saucenao] [google]
2552558

>>2552551
I'd upload my quick-and-cheap replacement wad but dunno where i'd post that.

>> No.2552565
File: 636 KB, 1366x768, two weapons to surpass metal gear.png [View same] [iqdb] [saucenao] [google]
2552565

>> No.2552569

>>2552527
The build using that sky texture was compiled on 10/04/93, it was changed to the final one by November as pictured in this video, even if E1M1 still looks dramatically different and E1M2 shares a lot with the press release beta.

https://www.youtube.com/watch?v=HpEBUV_g9vU

>> No.2552583

Is there a way to limit the number of messages (the red ones, on top left) being shown in ZDoom to only 1? I was playing 320x200 quite happy until I realized that.

>> No.2552589

>>2552569
So in a way I was right, but simultaneously it was earlier than I expected by just a bit. Huh, learn something new every day.

>> No.2552595

>>2552565
what the hell is that

>> No.2552667
File: 95 KB, 1920x1080, gzdoom 2015-07-20 23-19-02.png [View same] [iqdb] [saucenao] [google]
2552667

>>2552162
..okay I managed to make some progress in an incredibly convoluted way. Will need to exchange the font for a monospace one to make it scale properly though.

Gonna make a decently readable and nice "theme" for the menus.

>> No.2552683

>>2552359
>/v/shitter
So asking about why a post was seemingly pointlessly deleted makes him a /v/shitter? Nigga wut?

>> No.2552686

>>2552683
It wasn't so much asking why the post was deleted which is a good thing in my book since Chrischan faggotry needs to die as the needless conspiracy theory and obvious butthurt.

>> No.2552707

>>2547154
zdoom.org/wiki/A_JumpIfInventory

A_JumpIfInventory("PowerInvisibility","Forgetting",AAPTR_TARGET)

should work.

>> No.2552795

>>2551869
I managed to kill the two archviles with the minigun the cyberdemon replacement drops
Not sure if I'll still go on and finish E4, though

>> No.2552810
File: 94 KB, 1920x1080, gzdoom 2015-07-21 00-01-33.png [View same] [iqdb] [saucenao] [google]
2552810

Hey this is shaping up. Colors need changing though.

>>2552707
>decorate
>pointers
Hey man I've been asking around and no one seems to know, is there a way to make an actor transfer the value of an actor variable like health or pitch from it's target to itself?

>> No.2552825

Is there a reason Romero would prefer Doomsday over any other source port? He's using it in both the IGN playthrough and the Devs Play series

>> No.2552830

>>2552825

Easy way to set up LAN play.

>> No.2552831

>>2552551

>that spoiler

I had a hunch that was you when I saw your textures on the doom facepunch thread.

Had no idea you posted here too

>> No.2552919

So I just noticed this on my favourite website:

http://www.egotastic.com/2015/07/prepare-yourselves-for-doomception/

>> No.2552925

>>2552831
Well i'm sure as hell no Terminus or Kegan, but I like to keep up on Doom stuff lately.

>> No.2553281

>>2552795
Thanks, thing's pretty damn strong.

Perfect Hatred's start ripped me apart though.

>> No.2553291
File: 38 KB, 256x128, PR_SKY4anim.gif [View same] [iqdb] [saucenao] [google]
2553291

>>2552510
okay so i got bored
Wish I could do something like https://www.youtube.com/watch?v=pLoiCPj79hE
But it'd probably take custom mapping that I don't know.

>> No.2553360

I have blood working comfortably in dosbox, but whenever i go above the default resolution, the game lags like balls. I already tried allocating more memory to dosbox, but whenever I try to allocate more, the dosbox prompt says I have only allocated 36 mb. I'm using openglnb as an output. I have tried using direct3d but found no difference, I am using the latest dosbox svn.

>> No.2553468
File: 6 KB, 640x400, blood_004.png [View same] [iqdb] [saucenao] [google]
2553468

>>2553360
>I already tried allocating more memory to dosbox, but whenever I try to allocate more, the dosbox prompt says I have only allocated 36 mb.

Blood cannot use more than that. DOS sucks at handling memory in general.

Set the CPU Core to 'dynamic' and cycles to 'max'
I also have openglnb on, but if you have shit GL drivers like with Intel Graphics, try overlay instead.

I also have patched BLOOD.EXE to use DOS32A as its DPMI extender instead of DOS4G.

Playing with frameskip may help. I leave mine at auto.

On a real PC from the time, you would try different VESA VBE drivers/TSRs like SciTech's UNIVBE, or S3SPDUP, which would help a hell of a lot.
>tfw trying the high quality graphics in tomb raider after loading univbe in autoexec.bat and rebooting. buttery smooth.
Even if you get those to work in DOSBox by changing the 'machine' type, it doesn't seem to do anything helpful.

>> No.2553632
File: 1.48 MB, 800x600, test.webm [View same] [iqdb] [saucenao] [google]
2553632

>>2552583
Sadly there's no option for that, but you can make the messages disappear quicker with con_notifytime. The default is 3 (seconds) and it accepts decimals.

>>2553291
I got your sky to animate by putting the frames as SKY4_1, SKY4_2, and SKY4_3 and adding an ANIMDEFS to replace SKY4.

texture SKY4
pic SKY4_1 rand 35 122
pic SKY4_2 tics 2
pic SKY4_3 tics 2

>> No.2553654

>>2549659
engine wise, it's a modified PSX doom (which itself is a modified jaguar doom).

the maps, sprites and some weapons, are 100% unique, though.

>> No.2553687
File: 93 KB, 640x480, Screenshot_Doom_20130916_144325.png [View same] [iqdb] [saucenao] [google]
2553687

Are there any good western themed wads? I already played pic related

>> No.2553726

>>2553632
There is a 'lightning' flag you can put in your MAPINFO definition. maybe you can get the animdefs to sync with it using ACS scripting or something?

>> No.2553743

>>2553632
Wow, thanks a lot. It works perfectly, helps seem like Earth is going straight to Hell. Maybe i'll try to figure out stuff for SKY3 too on my own time now that I know a bit more, the intent was originally for Hell to seem like it was in chaos but this works too.

>> No.2553794

So is there a cthulhu-mythos mapset/gameplay mod? And no- it has to still be DOOM.

(So a partial conversion)

>> No.2553806

>>2553794
>mapset
RYLAYEH.wad

>> No.2553810
File: 770 KB, 2437x1750, hell squad lines.png [View same] [iqdb] [saucenao] [google]
2553810

>> No.2553858

>>2553743
No problem, though looking at it again, you might want to change those second and third frame tics to like 5 or something. 2 seems really small.

>>2553726
If you wanted Hexen's Lightning effect, you'd need to make a MAPINFO that adds the "lightning" flag to each map in E4. Then you'd have to split up the first frame from the other two by modifying the ANIMDEF accordingly. (Basically just remove the first line and rename the texture.)

You'd then need to create an ACS Library (which is easy) that has one script in it that's this:

script 1 LIGHTNING {
ChangeSky("SKYLIT", "SKYLIT");
Delay(10); //Or however many tics the animation is
ChangeSky("SKY4", "SKY4");
}

>> No.2553865

>>2553858
Almost forgot: Probably don't actually use Script 1. If you're not targeting Zandronum you can do a named script.

>> No.2553896

>>2553687
Dunno if it's good, but there is also Boothill mod.
Might also want to try Outlaws if you want some retro western game.

>> No.2553932

>>2553858
Got the MAPINFO working, but it seems like the script isn't. Got it compiled but it still works independently of the ANIMDEF. If I remove the texture line it obviously breaks, if I remove the random line then it flips its shit.

>> No.2553940

>>2553932
I don't think you understood me right.

The new ANIMDEF should be this, sans indentation:

texture SKY4
pic SKY4_2 tics 5
pic SKY4_3 tics 5

and SKY4_1 should be renamed to just SKY4.

>> No.2553946

>>2553940
Jeeze, I'm dumb. It should say "texture SKYLIT".

>> No.2553948

>>2553940
I've done that. But it just loops the animation endlessly without pause for anything else, and the lightning doesn't seem to trigger the script at all.

>> No.2553953

>>2553946
Alright so that made it stop spazzing obviously, but is my ACC compiler supposed to be putting things in .o format for import via SLADE? I've got the script as you put it.

>> No.2553960

>>2553953
Yep, the O is for Object. See http://zdoom.org/wiki/Libraries

I'm assuming you put this script in your LOADACS file? And also that you have #include "zcommon.acs" at the top of your script?

>> No.2553969

>>2553960
Well, keep in mind that after this texture work last night, this is my first time ever working with ACS or Doom modding to this extent. I just added those, yes, and the script functions now.

Except it doesn't like that there isn't a 'SKYLIT' and thus the texture kept disappearing during lightning flashes. Renaming it to SKY4_2 fixed that, not perfect but it works now.

>> No.2553992

>>2550914
>unreleased Quake arcade port
we had one in my arcade... Or were there multiple ports?

>> No.2554015

NEW THREAD

>>2554013
>>2554013
>>2554013