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/vr/ - Retro Games


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2610729 No.2610729 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2602082
(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

Image database
http://vrdoom.booru.org/?page=post&s=list

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.2610730

===NEWS===

[08-14] The /newstuff Chronicles #478
http://www.doomworld.com/php/topstory.php?id=4471

[08-13] X-Com mod released (unfinished, for modders)
https://archive.moe/vr/post/2608653
https://www.dropbox.com/s/d0tq6vv6f71q2pm/XComModStuff.rar?dl=0

[08-13] Anon wad release: D64MUS with Aubrey Hodges' original oggs; PSX sound effects
https://archive.moe/vr/post/2608216

[08-12] SUAB Sp. Ed. 0.3
https://youtu.be/UkrG3U5TWRY

[08-12] Doom II new WR, courtesy of Zero-master: 19:59
https://youtu.be/1-7Ig-1FTiE

[08-10] Anon asks: Please decide on the theme of the next /vr/ community wad
https://archive.moe/vr/post/2602156

[08-10] Sunlust final version, on /idgames
http://www.doomworld.com/vb/post/1406804
http://www.doomworld.com/idgames/?id=18168

[08-10] Anon asks: Any interest in a /vr/ doom deathmatch tournament?
https://archive.moe/vr/post/2600318
http://strawpoll.me/5167719

[08-09] GLOOME's launch project "Nocturne In Yellow" entered into the 2015 Indie Game Maker Contest
http://contest.gamedevfort.com/submission/657

[08-07] Monument, E2 style mapset (Chris Hansen tuning up his old maps)
http://www.doomworld.com/vb/post/1401888

[08-07] Swift Death beta 3̶ 4, with new map12.
http://www.doomworld.com/vb/post/1405538

[08-05] Anon map release: Quirk.wad (v2 with three maps)
https://archive.moe/vr/post/2589084
http://temp-host.com/download.php?file=zi62qc

[08-04] Feb. 1993 Doom alpha (between 0.2 and 0.4) found
http://www.doomworld.com/vb/doomworld-news/73984-doom-v0-3-resurfaces/

[08-03] Doom Will Not Get Mod Support In Addition To Snapmap
https://youtu.be/lgUB8aH9eZI?t=11m5s
http://www.pcgamer.com/doom-will-not-get-mod-support-in-addition-to-snapmap/

[08-03] One of the people who worked on the 3DO port of Doom discusses its development cycle
https://youtu.be/rBbIil2HPSU

[08-02] RetroJam3DLC released
http://www.celephais.net/board/view_thread.php?id=61216

===

Please reply to this post with news.

>> No.2610739
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2610739

>> No.2610768

Anyone watch this? It's a pretty neat discussion about all the shit that went wrong with the 3DO port of Doom. Apparently QA didn't even finish playing the entire game before signing it off.

https://www.youtube.com/watch?v=rBbIil2HPSU

>> No.2610790
File: 155 KB, 1095x704, myhero.png [View same] [iqdb] [saucenao] [google]
2610790

Who's the worst person in the DOOM Community in your opinion?
I don't mean cringe-worthy, I mean someone who's an asshole, insufferable, worthless, etc.

HARD MODE: Don't say Sgt. Mark.

>pic semi-unrelated

>> No.2610796
File: 546 KB, 901x900, 1433011853064.png [View same] [iqdb] [saucenao] [google]
2610796

FRRRRRRRIDAY MOTHERFUCKER

So. What are you guys playing?

I'm playing this really interesting mod called "Voodoo Guns"
http://www.moddb.com/games/doom/addons/voodoo-guns

It's only 2 levels but they remind me of those old games where it's a bitch to figure out what to do. Luckily though there's shit ti kill in-between trying to find where you need to be.

I also find it intriguing since there's little context on what's going on.

>> No.2610804

>>2610790
That guy who pops up in /vr/ on occasion shitting on people for not playing Doom while also shitting on people who played it past a certain date.

>> No.2610813

>>2610790
People that bitch about filters.
People that bitch about jumping.
People that bitch about crouching.
People that bitch about freelook.
Really anyone who gives 2 shits about how other people play.

>> No.2610815

>>2610768
There was a bit of discussion about that a few threads ago.

I'm still amazed the preview magazine shots were just photoshopped Doom screenshots, and that the CEO funded the company from his church, and thought you could put new weapons in magically by pasting in the new weapons from JPGs.

Shit's horrifying in a way.

>> No.2610816
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2610816

>>2610790
In the multiplayer communities? Kalfoxis by far, and Shadowfox. Both terrible people.

>> No.2610819

>mfw finally unleashing Wraithverge in Hexen
I don't know what's the ultimate weapon for the other two classes, but this big boy cleared a room of ten dark bishops in a single cast.

The features added in Hexen are amazing. Interconnected levels, sliding and spinning walls, jumping...

>> No.2610826
File: 200 KB, 720x256, sky3.png [View same] [iqdb] [saucenao] [google]
2610826

How would I import a custom sky?
Must it be in a Doom pallet?

>> No.2610827
File: 332 KB, 1600x900, 8nr3Nzj.png [View same] [iqdb] [saucenao] [google]
2610827

What do you guys think of Wildweasel's "Cold Hard Cash 2"?

>> No.2610828
File: 1.61 MB, 960x720, 1438822110635.gif [View same] [iqdb] [saucenao] [google]
2610828

>mfw straferunning in ecwolf for the first time

>> No.2610831

>>2610826
>Must it be in a Doom pallet?
not necessarily - gzdoom and glboom+ support truecolor graphics.

>> No.2610834

>>2610790
Cyantusk and Jesh for making the addons be supreme garbage.

>> No.2610836

>>2610831
to add to this anons post, in gzdoom and I think in zdoom you can have actual skyboxes, so having some foliage cards may help too

>> No.2610859

>>2610790
even though he's pretty competent and helps out often, I think edwards attitude is very detrimental to the community.

>> No.2610863

>>2610826
You import the file into the correct place in your wad/pk3, then edit the "sky1" property in your mapinfo.
>http://zdoom.org/wiki/MAPINFO/Map_definition

>> No.2610887
File: 337 KB, 640x480, gzdoom 2015-08-14 19-39-19.png [View same] [iqdb] [saucenao] [google]
2610887

>>2610831
>>2610863
Thanks. Do they need to be in a specific proportion?
The file loops perfectly but there's a seam in the game.

>> No.2610890

>>2610827
Very professionally made but I the core concept doesn't tickle my fancy. I think mods like that need mapsets built around them.

>> No.2610896

oi lads, I am working on a megawad with few rather important bulletpoints on a list, two of them being coop and deathmatch for all maps.
questions are:
>is zandronum a good port to test zdoom-gzdoom map?
>are any people here willing to test these maps in coop/deathmatch?
>can I run multiple instances of zandro on my machine in lan?

>> No.2610924

>>2610887
>Do they need to be in a specific proportion?
Width should be either256(repates 4 times), 640(repeates twice) or 1024(covers entire sky) AFAIK. 200 height is standard.

>> No.2610931

>>2610790
Doomkartguy, Sgt. Mark

>> No.2610947

>>2610790
Terry for inspiring such wretched "joke" wads.

>> No.2610957
File: 201 KB, 640x480, gzdoom 2015-08-14 20-06-40.png [View same] [iqdb] [saucenao] [google]
2610957

>>2610924
I made it 640x200 but there's still a seam and it's shorter. I've tried disabling sky stretching but that doesn't seem to do anything for this.

>> No.2610961

>>2610790
Are there any youtubers that only do Doom videos?

>> No.2610964

>>2610961
dime, zeromaster, cyberdemon531 or whatever numbers was it, thegoddamndoomgu (stream vods) there were a few more

>> No.2610974

>>2610957
Uuuh I mean 512, not 640. I'm retarded.

>> No.2611046 [DELETED] 

>>2610790
I'd honestly have to go with Linguicia.
He's such a fucking old buzzkill.
At the slightest semblance of having fun on Doomworld, he'll delete any relating posts.
He complains when someone talks about something he doesn't enjoy, not to mention being an asshat hoarding Hissy how many years back.
In general he's just a dick.
Then again, almost all of the Higher-Ups at Doomworld are complete shit heads.

>> No.2611049
File: 419 KB, 1280x720, Screenshot_Doom_20150814_160023.png [View same] [iqdb] [saucenao] [google]
2611049

>>2610796
Kama Sutra. I'm on map 28. Fuck arch-viles.

>> No.2611053

>>2610896
I remember some guy was making a WAD and frequently posted ip of a server to test it on with him, since he didn't give up after posting it the first time I guess it attracted people. Im willing to bet you will find some people to test here.

>> No.2611058

>>2610796
Valiant Map 06. I stopped trying to max the levels because I'm not MLG pro enough. Level still kicks my ass tho, I'm bad at Doom.

>> No.2611063

>>2610831

*palette

>> No.2611065

>>2611046
>At the slightest semblance of having fun on Doomworld, he'll delete any relating posts.

Found the gator

>> No.2611084

>>2610961
There's Aquarius199 \ NitroActive, who plays through and reviews Terry wads. He's a decent nice guy, and he's "friends" with an infamous Terry wad maker, who just provides him with material for his videos. He recently reached a 100 videos.

>> No.2611089
File: 62 KB, 233x192, totalindifference.png [View same] [iqdb] [saucenao] [google]
2611089

>>2611084
>Aquarius199
>Decent

>> No.2611092

>>2611089
He doesn't seem like that much of a dick to me. Just a weird autist that likes to point out every single little detail about a wad. Both good and bad.

>> No.2611094

>>2610834

It is pretty frightening that we know the exact point in time when Samsara died its horrible death, and we also know where to look.

>> No.2611101

>>2610890
>I think mods like that need mapsets built around them.
Elaborate, please.

>> No.2611106

>>2611092
>WOW, THIS ROOM IS WELL DETAILED, EXCEPT FOR THIS GRAIN OF SAND, ABSOLUTELY NASTY
>YEAAAH, WEAPONS, LET'S KILL BADDIIIIIIEEES
>OH BOY, GOOOOOODIES
>JEEZ, LOOK AT THIS ENEMY, WHAT A LOAD OF DOODOO
>His entire fucking Deviantart page

I refuse to believe that this man is not autistic, or ridiculously underage and pretending to be older.

>> No.2611108

>>2611106
probably both

>> No.2611113

>>2611063
wait, no, sorry. this shoul've been to
>>2610826

>> No.2611121

>>2611106
In one of his later video's he proclaimed he was on a holiday from College[\spoiler] so probably just autistic as fuck and thus slightly strange for his supposed age. Aside from his Deviantart page, He doesn't come of as the fucked up, assholish kind of autist like CWC or Omegalore though. Not that it's a bad thing to be Autistic or something. It's just that they are giving it a terrible name.[\spoiler]

No, I'm not Aquarius himself or something. He doesn't seem like the type who'd visit 4chan.[\spoiler]

>> No.2611125

>>2611121
Holy fuck, I messed up those spoiler tags badly!

>> No.2611130

>>2611101
Certain gameplay elements can't just be tacked onto any existing megawad as a pure gameplay-mod in my opinion. To some extent levels and gameplay have to be designed around each other for the whole thing to be good. Some gameplay mods like GMOTA or DRLA fit great with pretty much anything, but really don't believe a money/shop system makes sense in standard doom levels.

>> No.2611152

>>2611130
What would be any different in design for a mapset designed specifically for Cash, though? Arbitrary placement of vendors?

>> No.2611159

>>2611121
Autism/Sperginess comes in degrees, you can be everything from practically normal/a little weird, to a fucking crazy weirdo, to a wheelchairbound practically a vegetable who does nothing but just stare off into the air all day long. I'm a sperg, but I still think that people should be mindful of weird fucks like CWC and Omegalore.

>> No.2611161

>>2611152
The fundamentals of how progress is made in the game world. In some fps games with money systems like Deus Ex, System Shock 2, and VTMB it doesn't really increase the enjoyment of the games, it's just a mechanic for the sake of having a mechanic. However, a game like Fallout: New Vegas would feel downright odd without money and vendors.

A direct example of how it could be implement nicely in Doom: Imagine Darksouls-coupled-with-Hexen style "hub", where objectives can be completed, loot gained and whatnot in non-linear order or even completely optional for non-primary objectives. A money system could really add to something like that.

>> No.2611164
File: 269 KB, 1366x768, Screenshot_Doom_20150721_220031.png [View same] [iqdb] [saucenao] [google]
2611164

>>2610796
leaning towards playing project brutality again. that or arma doom.

>> No.2611171

>>2610739

Wait. what is that from?

>> No.2611174
File: 302 KB, 1920x1080, Screenshot_Doom_20150814_231153.png [View same] [iqdb] [saucenao] [google]
2611174

>>2611159
You took the words right out of my mouth. That's exactly how I feel about!
I'm an autist as well, And people like them make me afraid to admit it.
But back to Doom, before we end up derailing the thread in a pseudo psychological debate.

Any mods you guys are working on?
I just finished the Pacman maze for the Arcade section. And a little tribute to 'Hunted'

>> No.2611181

>>2611121
Fuck off Aquarius

>> No.2611182
File: 223 KB, 680x720, 49807864_p0.png [View same] [iqdb] [saucenao] [google]
2611182

>>2611174
>Plutonia_11: Hunted
>as the Pac-Man maze

>> No.2611184

>>2611130
I think it works well in some cases. It's interesting to play through a relatively short mapset with such mods, because you won't get enough money to buy everything so you have to think about what you might want immediately versus what you will need going forward.

These mods usually don't scale well with longer mapsets and have a tendency to go full retard when you have an endless supply of cash and are just walking around mowing down everything with your never-ending supply of ammo for your fuckhuge kill everything gun, only ever stopping to occasionally refill health and armor for a pittance of your income.

>> No.2611185

>>2611174
>Any mods you guys are working on?
Yes and I spam this thread too much about it already, heh
right now I'm doing eldritch horror-esque nested string functions and abusing keyconf in terrible ways to make all sorts of inputs ACS-readable.

>> No.2611187

>>2611161
This does not at all sound like it would be expanding upon a money system. This sounds like the basis of making a new game, and the money system would be completely irrelevant.

>> No.2611196

>>2611184
>I think it works well in some cases. It's interesting to play through a relatively short mapset with such mods, because you won't get enough money to buy everything so you have to think about what you might want immediately versus what you will need going forward.
Sometimes, yes. I think DRLA is a prime example of that. You really have to plan your assemblies to be useful in the short run.

>These mods usually don't scale well with longer mapsets and have a tendency to go full retard when you have an endless supply of cash and are just walking around mowing down everything with your never-ending supply of ammo for your fuckhuge kill everything gun, only ever stopping to occasionally refill health and armor for a pittance of your income.
Yeah, that's a problem in many RPGs. It's very important to present more and more challenging encounters as well as ever more expensive/rare shit to strive for without either going full oblivion with the level scaling, or full Fallout 1/2 for that matter. Not that running around like a kenyan sprinter in power armor and bare-hand slapping deathclaws to death in a single turn isn't amusing..

>> No.2611205

>>2611164
What map is that?

>> No.2611208

>>2611187
>This does not at all sound like it would be expanding upon a money system. This sounds like the basis of making a new game
Pretty much my point. It's my opinion a money system has no place in anything approaching normal doom progression and level layout.

I think Serpent Resurrection for hexen might be something like what I'm getting at, but I haven't sat down and played it more than half an hour. I really should, seems pretty damn neat.

>and the money system would be completely irrelevant.
What do you mean?

>> No.2611213

>>2610790
Eric Harris.

>> No.2611215
File: 321 KB, 1366x768, Screenshot_Doom_20150625_115717.png [View same] [iqdb] [saucenao] [google]
2611215

>>2611205
zblood map03

>> No.2611218
File: 257 KB, 1153x698, Untitled.png [View same] [iqdb] [saucenao] [google]
2611218

>>2611213
Whoops forgot my pic. How long has this been there?

>> No.2611221

>>2611182
heh that would be interesting

there are already a few recreations of the pacman maze
http://www.doomworld.com/idgames/index.php?dir=themes/pacman/

>> No.2611224

>>2611218

no idea but it has to go

>> No.2611226

>>2611215
crap i meant map04

>> No.2611228

>>2611221
http://www.doomworld.com/idgames/index.php?file=themes/pacman/pacwad.zip

>Ultra-violence is for wimps! NIGHTMARE is where REAL DOOMIES play! REAL DOOMIES don't need guns. We use OUR FISTS!

gosh

>> No.2611230
File: 204 KB, 726x799, Hunted Pacman Maze from Doombuilder.png [View same] [iqdb] [saucenao] [google]
2611230

>>2611221
That's excatly what I did there >>2611174
complete with multicolored Archviles
Here's the map from Doomubilder view

It's part of a bigger map, that's part of a megawad, And the map it's from is largely unfinished. I just randomly show things off and ask for feedback now and then.

>> No.2611248
File: 50 KB, 442x442, DescentII_DOS.jpg [View same] [iqdb] [saucenao] [google]
2611248

Not a regular FPS but I think it fits this thread, I have a question about this game.
How do you play this thing without a joystick? I'm using the Rebirth source port so I'm using a 360 controller, but the controls still feel weird to me, like there is a more natural way to bind the controls.
Anybody who has played this with a KB+M or controller tell me what their control schemes were?

>> No.2611256

>Not listening to White Zombie/Rob Zombie while playing Doom

>> No.2611264

>>2611230
hah. how does it work? are the little yellow circles health bonuses?

>> No.2611265

>>2611256

YEAH

>> No.2611294

>>2611094
Even if the addons seem to be the reason Samsara died, they actually aren't. [They are more of a reason to NOT revive samsara]
Samsara's ACS code is a bloody mess that almost needed a re-write but the lacking motivation and the fact that Demonsteele was actually a better thing to support instead of a mod that almost nobody played by the time v0.31-beta was released were pretty much valid reasons to say that the mod is dead.

And to be honest, i kinda agree with that, Samsara was MAYBE a tiring job for Terminus and Ijon, because having a bunch of idiots spamming "pls add caleb" and other stupid shit plus the limitations of zandronum 1.x were annoying and frustrating to work with.

At least we have Push and DBAB if you want good PvP gameplay

>> No.2611293

>>2611256
>Not listening to Big Black while playing Doom

>> No.2611302

>>2611294
>because having a bunch of idiots spamming "pls add caleb"

*One very specific idiot

>> No.2611306

>>2611302
Nah, it was a big bunch, i remember that in both ZDF and Zandroforum threads there were different users saying "pls add caleb".

I can get your point if it was one idiot at #samsara [RIP ;_;7] spamming like mad.

>> No.2611320
File: 2.86 MB, 600x338, zandronum 2015-08-14 18-11-59-20.webm [View same] [iqdb] [saucenao] [google]
2611320

>>2611174
>Any mods you guys are working on?

Yes.
Pardon the placeholder sprites for the kicking.

>> No.2611328

>>2611302
you really have no clue just how high the demand for caleb was, and in fact still is

>> No.2611330

>>2611320
Are the punches better?

If the punches are weak then I will be ready for the Adventures of Kickington.

>> No.2611334

>>2611328
I want to have Brutal Doomguy instead of Caleb for samsara.

>> No.2611342

>>2602119
what game is this?

>> No.2611345

>>2611342
Its Doom

Back to Saturn X EP. 2 with Metroid Dreadnought

>> No.2611346

>>2611174
working on megawad
>phase one
make gameplay focused versions of all 30 maps, test them here one by one
>phase two
things detailing and adding custom things and textures if they are needed
>phase three
megatexturing with 3ds max
>phase four
release

right now on phase one, first two maps are nearing completion and this phase should be finished in about 3 months, testing takes time

>> No.2611349

>>2611342
Read the post that was a reply to, silly.

>> No.2611359

>>2611330

I wouldn't say they're "better", but the two are kind of linked.
The previous combo system was stupid, with the chain hits providing less focus on actually decking dudes and more emphasis on trying to line up specific shots, which took away from dodging enemies and managing your combo meter. It didn't mesh. I liked it, but it would have to work in a much slower-paced mod.
So instead with this, I'm letting the player set up their own combos. Every jab you land on an enemy gives a temporary counter--at any moment, you can finish the combo with either a leaping kick, a boot thrust, or (when wielding the Fists by themselves) a high side kick. Depending on how many counters you have, this finishing kick does much more damage.

The current system has a ten-hit combo give 10x damage to a boot finisher, which can oneshot a Baron or Archvile.
Might be slightly OP.

>> No.2611361

guys whats the best serious sam out there? they are at disscount right now on steam and want to know which one to choose.

>> No.2611363

>>2611345
>>2611349
thanks! looks awesome

>> No.2611375

>>2611361
first and second encounter, then get SS3
ignore SS2, its a different game.
get classic ones, not remakes, they cut some stuff in remakes
also SS3 expansion "jewel of nile" is really good, so if you are going to buy SS3, get it.

>> No.2611376

>>2611224
>>2611218
I don't think sweeping it under the carpet is a correct approach.

While it was disingenuous and sensationalist, it's an undeniable fact that Doom was in the media spotlight in relation to Columbine, we can't ever forget that.

>> No.2611378

>>2611256
>Not listening to Weird Al while playing Doom

>> No.2611394
File: 1.80 MB, 3500x4795, SSHD2_Landscape.jpg [View same] [iqdb] [saucenao] [google]
2611394

>>2611361
just grab'em all, they're all fun their way. or at least ingnore ss2 and indies.

>> No.2611403

>>2611359
>The current system has a ten-hit combo give 10x damage to a boot finisher, which can oneshot a Baron or Archvile.
>Might be slightly OP.

Maybe if it was vanilla enemies but it's Demonsteele, good luck even moving in close with ninja girl for melee.

If she still has the rocket boost then she won't be able to take advantage of the finishers on much of anything that would need that kind of power in a single hit.

>> No.2611410

>>2611375
What exactly do the remakes remove?

>> No.2611419

>>2611410
weird gravity

>> No.2611447
File: 1.99 MB, 480x292, 1417817229305.gif [View same] [iqdb] [saucenao] [google]
2611447

Does anyone know the how to do this?

I essentially want to use the console to bind "Give ammo" and Fire to mouse1 so I can create a sort of pseudo infinite ammo for brutal doom. Essentially it will refill my ammo every time I fire my gun but the problem is i don't know what the shoot command is
I tried
>Fire
>Shoot
and that's about it so far.

>> No.2611454
File: 396 KB, 723x779, siegehell.jpg [View same] [iqdb] [saucenao] [google]
2611454

>>2611174
>Any mods you guys are working on?
recently got back to work on a mapping project i started about two years ago. posted a weebm of it in the last thread.

>> No.2611459

>>2611447
it's "+attack"

>> No.2611460

>>2611447
+Attack

bind mouse1 "+attack;give ammo"

>> No.2611472

>>2611159
>>2611121
How is Omegalore an asshole? I thought he was just a weirdo with an unhealthy obsession with his OC loli waifu

>> No.2611475

>>2611472
Well I wouldn't call him an asshole, he isn't aggressively unfriendly or looking to stir shit, he's just really fucking weird, sad, and unsettling.

>> No.2611481

>>2611459
>>2611460
what is the secondary fire command?

>> No.2611485

>>2611481
+altattack I believe.

>> No.2611540

>>2611378
>Not listening to 情報デスクVIRTUAL

>> No.2611548
File: 6 KB, 250x197, 1391563473388.jpg [View same] [iqdb] [saucenao] [google]
2611548

>>2611164
>>2611215
>Zshit
>project babbality

let me guess, you also enjoy AEOD?

jesus fucking christ.

>> No.2611549

>>2611540
>not listening to Sunn O)))

>> No.2611567

Someone needs to take the latest most updated version of Gzdoom and just recreate Blood from the ground up as best as possible.

Fuck Blood TC fuck Zblood I don't want your fanfiction shit I just want Blood.

>> No.2611618

mapping for zdoom now, and I have noticed that there are 8 coop spawns. does zandro/zdoom actually support 8 player coop? iirc doom coop was for 4 players

>> No.2611623

>>2611549
That's actually a pretty good idea.

Saw those guys once like eight years ago in Olympia WA, loudest show I've ever been to.

>> No.2611630

>>2611618
iirc 8-player co-op goes as far back as boom.

>> No.2611632

How do we convince ID to give NuDoom full modding?

>> No.2611636

>>2611630
guess I gotta add more spawns then
too bad nearly all maps will have players spread out on whole map
with different spawns on each difficulty

>> No.2611638

>>2611632
We don't even know the extent of the modding we're getting yet

>> No.2611650
File: 560 KB, 1600x900, Screenshot_Doom_20150814_214801.png [View same] [iqdb] [saucenao] [google]
2611650

Have you prepared 4 die yet?

>> No.2611663

>>2611632
You say that as if the fanbase won't hack one together if they don't.

>> No.2611671

>>2611650

Are you saying v0.4 is coming soon? I thought spoopy 3 just dropped

>> No.2611697

>>2611671
Nah, I just decided to show off a tiny bit of what's coming in v0.4

>> No.2611701
File: 85 KB, 1366x768, Screenshot_Doom_20150815_071839.png [View same] [iqdb] [saucenao] [google]
2611701

Just beat Hell Revealed. It was alright, ended much better than it started. It wasn't until the 20's that I thought it got much better and started living up to its reputation as one of the best. But man it felt disjointed with its difficulty. Map 24 was nuts (and an amazing map), but then everything was suddenly far too easy following until map30. Also too many barons/hell knights in large groups in open areas that were boring to keep dispensing of with the SSG. Also did some really tedious design here and there that plain wasn't fun to do, like map 23 I believe with that big ass slow elevator that you keep having to press to bring down the barons/revenants. Some other map has a teleport where you keep spawning, then you gotta open a door with archviles on either side at a higher platform. The resulting gameplay was you gotta teleport there, open the door, blast a few shots with RL, go back through teleporter before viles can blast you, back through the teleporter, repeat. Tedious as fuck. But yeah, when it shined, goddamn it did shine.

So far for me...

Scythe 2 > Scythe > Alien Vendetta > BTSXE1 > Plutonia 2 > Hell Revealed

What next? I adore the fucking Scythes, want more like Scythes I know there's Scythe X but I understand it's not finished yet and I'd rather wait to see if something comes out for it... even if it's unlikely. Will of course get round to it regardless but not quite yet.

>> No.2611704
File: 3 KB, 125x93, 1391380170025s.jpg [View same] [iqdb] [saucenao] [google]
2611704

So, been playing Curse of D'Sparil.

Holy shit, I swear to god, this has to be the most boring, bland, uninteresting run I've ever done for any retro FPS ever, bar Hexen I. As if the original game didn't feel lackluster in almost every single sense so far, this really fucking tops it in both feeling like a fucking chore to get through a single level mostly due to mindless sunder-levels of sabreclaw/golem/weredragon/magician spam in the exact same pattern every single time every single level and it's fucking ridiculous. Key hunting feels like a fucking chore, navigating through the levels feels underwhelming and extremely boring, and fucking hell, secret hunting isn't even equitative to the rewards themselves, and even fighting the monsters themselves feels like a fucking chore. Not to mention the weapons fucking suck. I managed to die to a magic golem in E3M3, and I had become so fucking tired of the game by then that I just opened the console and resurrected myself in that exact same spot. I just can't manage to get any satisfaction from killing, nor exploring, not finding secrets. I don't feel like a badass space marine or an alien-kicking steroid daddy, I feel like a fucking wimp.

I even attempted giving it a second chance in the hopes that I'd actually enjoy it and seeing as my reaction to it may have just had something to do with the fact that I was just fresh straight out of replaying Dark Souls, I even contemplated doing it with OSJC's quake weapons and textures mod a second and even a THIRD time around, and what a damn surprise, I still fucking loathed every single second of it, almost as much as the first time I played it nearly two months ago. I really tried really hard to like it, and I just couldn't.

So god fucking help me, is it just me or is Heretic really this unfun? I literally had way more fun replaying Doom 3 and leaving it halfway through for a second time than doing a totally-serious run of it trying to plow right through it.

>> No.2611707
File: 48 KB, 640x440, Doom_64-box-cover.jpg [View same] [iqdb] [saucenao] [google]
2611707

https://doom64ex.wordpress.com/

>> No.2611713

>>2611704
I feel you man, got exactly the same problem, playing heretic always reminds me of playing Skyrim, it gets fucking boring really soon.

>> No.2611715

>>2611713
I wish playing it on Steam didn't look like pixelated shit.

>> No.2611718

>>2611707
We know, nigga.

>> No.2611720

>>2611718
I know you know.
It's flippin' sweet!

>> No.2611723

>>2611715
get a sourceport, zdoom runs it fine

>> No.2611726
File: 41 KB, 501x445, dv2.png [View same] [iqdb] [saucenao] [google]
2611726

>>2611701
Well I guess I'll try Deus Vult II next. Somebody was also going on about it on /vr/ the other day.

>> No.2611735

>>2611701
I had overall the same experience and hold more or less the same opinions.
>>2611726
DVII is pretty good.
Get the version with true mp3 music, apparently it's better.

>> No.2611741
File: 45 KB, 633x220, asdf.png [View same] [iqdb] [saucenao] [google]
2611741

>>2611735
Ah, I'm downloading from moddb.

I think this must be the version you're talking about because the file size is 70mb+, was wondering why.

Somebody on moddb complained about framerate drops, pic related, and said you need a decent rig. I hope he was using some mod or something because I'm using a fucking toaster.

>> No.2611749

>>2611741
>I think this must be the version you're talking about because the file size is 70mb+, was wondering why.
Yup.
The difference is in the filename too IIRC, one version's dvii-u.wad, the other's dvii-i.wad.
>Somebody on moddb complained about framerate drops, pic related, and said you need a decent rig. I hope he was using some mod or something because I'm using a fucking toaster.
Oh boy. Some levels are really big, with lots of enemies and stuff. Something along the lines of Scythe 2, if not a bit bigger. If you could handle those you should be fine though, I think.

By the way, are you using ZDoom? This is relevant both to the framerate and the music.

>> No.2611768

I don't know if that anon doing the dialog ACS coding is here at the moment, but if they are and they give a listing of the specifics (maybe a sample ACS with comments?) I could see what I can make using C# in terms of an easy to use GUI for creating dialog trees.

>> No.2611783

>>2611749
Yeah, I use ZDoom because I get better framerate with it.

Should I switch to GZDoom for this one for the mp3 music? If so, how do I turn off that annoying texture filter look in GZDoom? I hate t

Off the bat, this wad seems really fucking good already. I like the dual pistols and the music is awesome, dunno if it's mp3 or not. It sounds like it's from Return of Double Dragon from SNES, which I loved as a kid. If this isn't the mp3 music I don't care 'cause I'm happy enough with this anyway.

>> No.2611790
File: 4 KB, 779x30, Capture.png [View same] [iqdb] [saucenao] [google]
2611790

>>2611783
>It sounds like it's from Return of Double Dragon from SNES, which I loved as a kid.
Oh shit I was wrong but I knew it rang a bell.

I owned Tournament Fighters on SNES growing up. Haven't played that game in centuries.

>> No.2611793

>>2611783
>Yeah, I use ZDoom because I get better framerate with it.
Ah ok. mp3 music works in ZDoom only. Other sourceports get another soundtrack.
About framerate, ZDoom (and GZDoom) are beat in performance by PrBoom+ but it lacks a lot of the newest features (no DECORATE support and shit, afaik).
>Should I switch to GZDoom for this one for the mp3 music?
Nope. ZDoom has it already
>If so, how do I turn off that annoying texture filter look in GZDoom?
If you ever decide to try it: Display options, OpenGL options is where the filter options and stuff are iirc

>> No.2611803

>>2611793
mp3s work in PrBoom+ too

>> No.2611805
File: 312 KB, 1280x720, Screenshot_Doom_20150814_233600.png [View same] [iqdb] [saucenao] [google]
2611805

Shihong's kicks can now punt whatever's sent at her back to enemies.
Since the DevilDriver has +THRUSPECIES on all his attacks, this results in hilarious shenanigans.

>> No.2611808

>>2611793
>About framerate, ZDoom (and GZDoom) are beat in performance by PrBoom+
thanks I'll bear that in mind

>> No.2611857

>>2611046
This isn't a serious post, is it?

>> No.2611865

>>2610790
Phoebus, They guy who ran the now defunct NewDoom forums. He kept on banning people for petty reasons, and even eventually decided to enforce paid subscriptions to use the forum, which resulted in its entire community migrating to doomworld, zdoom forums, etc.

>> No.2611869

>>2611865
This also resulted in the rushing of "NewDoom Community Project 2" out the door. As such, it was released with plenty of bugs.

>> No.2611892

>>2611726
IMO, Deus Vult II is a bit overrated. It has some great levels, but its far from being the best wad ever made. I wouldn't even put it in my top 20 mapsets.

>> No.2611947

>>2611248
WASD - Slide
QE - Roll
NUMPAD 1235 - Pitch
Right Arrow - Accelerate
Numpad 0 - Afterburner
Numpad Enter - Reverse
Space - Fire Laser/Main Weapon
CTRL - Fire Missile

I prefer keyboard over kb+mouse. The mouse has an odd feel to it in the game. The turn speed is limited, so you end up moving the mouse really slowly to just rotate around.

There's a few more buttons, but you've got a basic area defined with what's there.

>> No.2611952

>>2611264
Finally awake again.
They are Pellets, like in Pacman itself. Made in decorate. And through some ACS scripts, it shows a message and kills the Archviles when you eat all of them.

>> No.2611959

>>2611185
Are you perhaps the guy working on that point and click engine in Doom? Either way, good luck! Sounds like a lot of work ahead of you.

>> No.2611960

>>2611320
Damn, that looks hella cool! Really digging the effect you did in the beginning

>> No.2611965

>>2611454
Looks like a nice map. But what are those four small rooms on the left supposed to be? Monster chambers? or places you teleport to?

>> No.2611972

>>2611346
Yeah, Megawads take a lot of time. Also, Megatexturing? I knew about Hires Textures in GZDoom, but Megatextures? Wouldn't that slow gameplay down incredibly?
Not discouraging you or something, just interested in how such a thing would work in Doom.

>> No.2611996

If I'm new to mapping, what kind of mapping style should I try thats a good start for beginners? Scythe and Demonfear style?

>> No.2612001

>>2611996
Detail wise, or gameplay wise?

Detail wise I'd say, Don't punish yourself to harshly and stick with something similair to vanilla Doom.

Gameplay wise, Scythe has a pretty good setup for people who are new to mapping. Not to big, and fun to play through. Try focusing most of your attention on that

>> No.2612009

>>2611346
sounds ambitious
>>2611630
boom defined the thing numbers for players 5-8 but ignored them. i'm not sure who implemented 8 player co-op first. zdoom or one of the early client/server ports perhaps.
>>2611636
>with different spawns on each difficulty
it would be great if this actually worked, but unfortunately player start positions ignore skill levels. the somewhat ugly workaround is to put your player starts in small chambers with teleporters, and using skill flags on teleporter destination points instead.
>>2611701
>Some other map has a teleport where you keep spawning, then you gotta open a door with archviles on either side at a higher platform
that is a different part of map23. surprised you didn't mention map22, perhaps being given all the weapons at the start made it too easy?
>>2611869
could you refresh my memory of the timeline? i don't remember ndcp2's botched release having anything to do with newdoom becoming a paysite. it seemed instead they simply thought testing boom maps in zdoom was enough, a mistake made constantly in the latter half of the previous decade (see also: hellcore)
>>2611892
yes it all looks fantastic but gameplay is a bit hit and miss. the best maps are the stargate map and the hell cathedral.

>> No.2612028

>>2612009
>surprised you didn't mention map22,
I just youtubed it to see the one you meant. I thought that map was great. why are you surprised I didn't mention it?

>> No.2612030

>>2612009
ndcp2 was initially released months before shit hit the fan, but because of the shit hitting the fan, there was no chance the community could make a bugfixed version.

>> No.2612036

>>2612030
also for >>2611869

It wasn't rushed out the door.

>> No.2612053

>>2611701
>>2612009
>>Some other map has a teleport where you keep spawning, then you gotta open a door with archviles on either side at a higher platform
>that is a different part of map23.
*Oh, my bad. The map I was referring to that had the annoying elevator was 18. The teleport archvile thing is indeed map 23

>> No.2612062

>>2612028
>why are you surprised I didn't mention it?
you mentioned map24 as a highlight and then said everything else was rubbish / too easy, but map22 is similarly known for its chaotic battling as map24, so i just wondered why you apparently didn't like it, but i was mistaken.

>> No.2612068

>>2611892

It doesn't help that the author alternates between pretentiously comparing himself to world chess champions, and making totally unironic Chuck Norris references.

Later in life he decided he was a super troll / internet debate team captain. He even had a site named "mapping and trolling". Eventually his superior attitude got him banned from Doomworld (http://www.doomworld.com/vb/post/1314630)) leaving the wads future massively in doubt.

If only he could just "Shut Up And Map" like the rest of us.

>> No.2612075

>>2612030
>>2612036
fair enough. i know there were a couple of attempts on dw to do bugfixed editions but they never came to anything

plus the most broken of the maps won't ever get fixed. the author has totally vanished so modification permission can't be granted.

>> No.2612096
File: 1.04 MB, 1680x1050, Screenshot_Heretic_20150815_011743.png [View same] [iqdb] [saucenao] [google]
2612096

Smooth Doom is awesome.

Does anyone know if there is a Smooth Heretic or Smooth Hexen?
If not, would there be any interest in one?

I just played a bit of hymn.wad for Heretic, forgot how much I liked this game.

When I was a kid, I remember digging around my Doom CD because I was bored, and finding a shareware copy of Heretic, which I had no idea was included. I was like "Holy shit, its Doom with magic!" Finding another game bundled with Doom was like a present.

>> No.2612137
File: 20 KB, 251x251, 1406828886241.jpg [View same] [iqdb] [saucenao] [google]
2612137

>>2612068
>"Mapping and Trolling"

>> No.2612167
File: 2.95 MB, 1920x1080, gzdoom 2015-07-12 12-00-26.png [View same] [iqdb] [saucenao] [google]
2612167

>>2611972
> I knew about Hires Textures in GZDoom, but Megatextures? Wouldn't that slow gameplay down incredibly?
Not discouraging you or something, just interested in how such a thing would work in Doom.
Not that guy, but here's an example of a mod with light use of "megatextures". It can also be made incredibly involved with baked normal maps and lighting and shit from 3d modeling software too, but memory management could be an issue like you say.

>> No.2612179
File: 209 KB, 736x576, megatx01.png [View same] [iqdb] [saucenao] [google]
2612179

>>2612167

>> No.2612205

>>2612179

Call me crazy, but from the looks of that thumbnail it seems like it's a cleaned up version of the daily dose

>> No.2612214 [DELETED] 

>>2610790
You are the worst person in my opinion for starting such a petty discussion topic.

What is this, gossip hour at lunch with the girls?

>> No.2612228
File: 80 KB, 908x714, 1413030806593.jpg [View same] [iqdb] [saucenao] [google]
2612228

On Circle of Death.

Fuck Arch Viles.

Also this is hard tbh even on Hurt Me Plenty.

>> No.2612242

>>2612228
I always play on hurt me plenty
should I change

>> No.2612245

>>2612242
This is my first play through of Doom 1 and 2 so doing hurt me plenty first, then ultra violence after maybe.

>> No.2612254
File: 436 KB, 1600x900, portals.jpg [View same] [iqdb] [saucenao] [google]
2612254

>>2611965
they're portals used to give a 3d floor effect without actually using 3d floors. they're spaced so far out and apart because zdoom gets really bitchy with hom effects when multiple portals are placed in close proximity.

>> No.2612259

>>2612167
>>2611972
since I am going with default doom textures, megatexturing in my case would be tiling many textures in photoshop and blending them together, I would do advanced blending with normal maps in 3ds max only if I needed plenty of detail from lights or object would be complicated
also its not really that taxing on memory, megatextures iirc have a size of 16k square pixels, which is gigantic for our times but will become standard in like 10-15 years. current standard is 2k-8k square pixels textures, which would seem insane back in days of quake.
see what I am getting at?
megatexture is simply a highres texture, and since doom uses 1 to 1 ratio for game units to pixels, a 4k x 4k texture can cover a large outdoor area. remember how you can never get different types of outdoor textures to blend nicely? mixing them together in photoshop and then applying them in game can solve these problems.

>> No.2612261

>>2612245
Pain elementals and Archviles are pain in the ass.
hurt me plenty is a good difficulty
and I hope you are playing them in order.
DooM > DooM 2 > Doom ep4 > TNT > Plutonia

>> No.2612271

>>2612261
Of course, I didn't do Thy Flesh Consumed because I wasn't gud enough though, wasn't aware it was set after Doom 2.

>> No.2612274

>>2612271
nah its more like "we use bullshit tactics from doom2"
first two maps are fucking hard, once you get past them its easier ride
also you could do it right after D1 if you wanted to

>> No.2612285
File: 518 KB, 543x553, 1405286869592.png [View same] [iqdb] [saucenao] [google]
2612285

>>2612214
>HOW DARE YOU FILL MY FAVORITE THREAD WITH DRAMA YOU BIG MEANIE

The post had literally gone by without a reply for half an hour until you decided to quote it back up with your shittastic kneejerk approach. Congratulations.

>> No.2612290

>>2612274
>we use bullshit tactics from doom2

Throwing loads of enemies at you? Ones that were bosses in Doom1? lel

>> No.2612294

>>2612261
I personally consider ep4 entirely optional. it generally just feels like a collection of single maps thrown together, rather than as something that was intended to be a mapset. The inconsistent difficulty progression doesn't help.

Final Doom is also kinda optional, though it is worth playing.

>> No.2612296

>>2612137
yes quite

mappingandtrolling dot the spot of blog dot com

not updated since 2009 but quite cringeworthy

>> No.2612312
File: 496 KB, 973x866, IFIHAVETOSEETHATFAGGOTEVERAGAIN.jpg [View same] [iqdb] [saucenao] [google]
2612312

>>2612296
fuck I laughed

whoops guess i have autism

>> No.2612329

>>2612312
well the ouch face will never not be funny. like yaranaika

>> No.2612332

>>2612329
i remember ages ago someone made yaranaika versions of the doomguy status bar face. wonder how hard it'd be to dig those up.

>> No.2612334

I wish GLOOME had a devblog. It'd be really interesting knowing what's in the pipeline or being worked on along with the problems and solutions of implementing feautures.

>> No.2612345

>>2612068
There was Doom and mapping long before that site existed. He does not need it...

>> No.2612365

>>2612334
read the commit logs :P
>>2612345
true enough. i can't imagine he's as motivated when he can't get regularly fellated by the forum members and cacowards committee though

>> No.2612374

>>2612062
I didn't say everything else was rubbish at all.

>> No.2612380
File: 993 KB, 500x514, 1423933194599.gif [View same] [iqdb] [saucenao] [google]
2612380

>>2611741
>Somebody on moddb complained about framerate drops, pic related, and said you need a decent rig. I hope he was using some mod or something because I'm using a fucking toaster.
*Fuck, I played some more DVII today. On map 3 my framerate was kill right from the start, can't believe it. So disappointed because this seems like a really great wad. This has never haven't to me with any other unofficial megawad so far. I can't believe my toaster can't even handle Doom, fuck.

>> No.2612381

>>2612380
isn't that the one that's wide open and has masses of sprites in view all the time? it's no wonder it slows down.

>> No.2612392

>>2611701
Hell Revealed was definitely pretty odd with difficulty. First 10 levels were actually very easy. Then suddenly spikes in the middle. Then kinda drops after level 24, (though 26 and 30 are still pretty challenging).

Anyways. Since you like the Scythes, I strongly recommend playing Demonfear, Speed of Doom, Resurgence, and Unholy Realms.

>> No.2612401
File: 49 KB, 640x802, [Tips Pizza].jpg [View same] [iqdb] [saucenao] [google]
2612401

>>2608216

Okay call me a retard but...what do I do with this?

I assumed because it was a wad and what the post said it was a music mod but when I applied it it didn't do anything it still played the midi music. Gonna try it with Doom 2 next since it doesn't seem to work with the ultimate doom.

Any help appreciated though this probably just isn't what I thought it was.

>> No.2612402

>>2612381
It has a Shadow Warrior vibe and aesthetic, something that I've not seen before so far in Doom, and it's awesome. I love the music, hell I even love the name, "Crouching Demon, Hidden Archvile." Yes there are tree sprites all over the place.

So butthurt that I can't play it. Anybody have any tips to make it run better? I'll give PrBoom+ a shot like that other anon mentioned.

>>2612392
>Speed of Doom, Resurgence
Yeah everybody keeps mentioning these when I say I like the Scythes. I'll try Speed of Doom next if DVII doesn't work out. Hope I can actually run it.

>> No.2612406

>>2611892
what are your top 20 mapsets?

>> No.2612419

>>2612401
The lump names in the wad indicate it's for doom 2 music files.

>> No.2612431

>>2612419
alright thanks so I guess it SHOULD work for doom 2 then.

>> No.2612436

>>2612401
>2608216 → (me)

it'll only work with Doom 2 or any 32 map megawad. Not meant to run with UD sadly, you'll need the psx music wad for that

I'd upload it for you if you want me to, just lemme get my beauty sleep beforehand

>> No.2612440
File: 167 KB, 400x359, 2c6f5049353706277af94cefad3756682484c0ef.png [View same] [iqdb] [saucenao] [google]
2612440

Should /vr/ have to resort to a controller (or feel the need to dick around otherwise) for Doom, what would you folks use?

I've been trying out vanilla maps on GZDoom using a Dualshock 2 and it's quite comfy for me.

Beats Doom PSX's controls by a country mile, but that's a bit unfair given the lack of analog support.

>> No.2612443

>>2612431
I just tested it and it works great. For me at least.

>> No.2612445

>>2612440
360 controller is the best if you're not using the DPad.

Overall the DS4 is my favourite. If 360 controller had a good DPad it would hands down be the best though. I tried the XBone controller briefly in a shop and it wasn't as good, felt cramped, but maybe it's better than the DS4. I'd have to play it more to make an informed opinion. Initial reaction was that it was cramped though.

>> No.2612448

>>2612440
>Should /vr/ have to resort to a controller (or feel the need to dick around otherwise) for Doom, what would you folks use?
A big old dualshock 1. It's my favorite controller ever.

Otherwise keyboard only works pretty nice, moving/strafing with WASD and turning/looking up/down with the arrow keys.

>> No.2612467
File: 21 KB, 620x388, EP2SHOT1.jpg [View same] [iqdb] [saucenao] [google]
2612467

Anybody here played something called AMC TC?

Some kid on /v/ mentioned it, described its gameplay as a bastard child of Duke, Blood and SW. Sounds too good to be true, how is it?

>> No.2612478

>>2612402
>I'll give PrBoom+ a shot like that other anon mentioned.

it will work; it should, it's a boom map, after all

>> No.2612507

>>2612392
>>2612402
I also recommend TVR! and Khorus' Speedy Shit.

>> No.2612551

>>2611701
Ever tried Whispers of Satan?

>> No.2612560

Am I the only one who enjoys Heretic and Hexen?

Granted, I have a few complaints with Hexen's puzzles, the game's still a fun adventure for me.

>> No.2612568

>>2612560
Heretic is amazing. I like everything about hexen other than the maps and almost all the enemies - does that even make sense?

>> No.2612569

>>2612560
Finished Heretic last week and I'm currently in the fourth hub of Hexen (Castle of Grief, I think).
I absolutely loved the level design in Heretic, much more than Doom II and part of Doom, but some puzzles in Hexen are confusing and tedious.
The Heresiarch's Seminary is cool and the Dark Woods had a gimmick that I was quick to understand, but the first hub was terrible.

>> No.2612574

>>2612568
>I like everything about hexen other than the maps and almost all the enemies - does that even make sense?

Yeah, it does. One can admire what they consider redeeming qualities of a game.

>> No.2612593
File: 357 KB, 2400x600, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
2612593

'bout ~50% done with this feature. It needs to save and display message history properly and have optional support for conditional statements and script execution.

Also a guy I know has promised helping me program a utility application for generating dialogue trees with a nice flow chart type UI so non-programmers can easily write for it.

>> No.2612605

>>2612478
>>I'll give PrBoom+ a shot like that other anon mentioned.
>it will work; it should, it's a boom map, after all
But will it really help with the framerate?

Bear in mind the framerate dropped really badly on level 3, and nothing was even going on. I'm not talking just slightly below 60; I'm talking below 30. Damn shame.

>> No.2612606
File: 194 KB, 452x433, 1429795647247.png [View same] [iqdb] [saucenao] [google]
2612606

How many of you actually find Doom 2 hard on UV? That's fucking pathetic, same for the first game.

>> No.2612607

>>2612593
I know its work in progress, but you gotta fix them formatting errors.

>> No.2612613

I'm actually getting paid to play around on Doombuilder since I'm using it to mock up various versions of an expensive project before our company moves over to AutoCAD.

Is this real life?

>> No.2612615
File: 21 KB, 489x680, 34564567675.png [View same] [iqdb] [saucenao] [google]
2612615

What should I get from the van tonight lads?

Thinking I'll just get the usual fish+chips+mushy peas

>> No.2612624

>>2612606
I always play in Hurt Me Plenty...

>> No.2612627

>>2612615
Two extra large chips, sausage, garlic sauce and drink of your choice.

>> No.2612637
File: 383 KB, 1274x1388, 1437933158471.jpg [View same] [iqdb] [saucenao] [google]
2612637

>>2612627
>garlic sauce

Fuck that

>> No.2612640
File: 81 KB, 640x360, jasmineukhs.webm [View same] [iqdb] [saucenao] [google]
2612640

>>2612624

>> No.2612645

>>2612637
>Hating on garlic
You can't be serious.

>> No.2612649

>>2612645
I love garlic m8, but garlic sauce, if it's anything like that shite you get at dominos is vile.

Might get curry sauce tbh

>> No.2612673
File: 40 KB, 291x417, 21423.png [View same] [iqdb] [saucenao] [google]
2612673

>children laughing and having fun outside

>> No.2612682

>>2612606
Doom 1: Easy.
Ultimate: Medium-Hard.
Doom 2: Easy-Medium.
Master Levels: Medium-Hard.
TNT: Easy-Medium-Hard.
Plutonia: Medium-Hard.
NRFTL: Medium-Hard.

>> No.2612694

>>2612606

It's not hard, just fucking boring to play

>> No.2612695

>>2612605

>But will it really help with the framerate?

There's a reason why people use PrBoom+ aside from demo enthusiasm

>> No.2612702

>>2612605
prboom+ processes actors differently from zdoom, it's faster that way
the latest version is at http://prboom-plus.sourceforge.net/history.html by the way, not in the main page

>> No.2612705

>>2612694
I felt Romero's Doom 2 maps were pretty fun. He should've contributed more, though. American McGee's maps are decent, too.

Petersen's maps aren't as bad as people make them out to be, IMO. Though map21 definitely feels like a last minute speedmap, and map24 can become a slog if you don't know the quickest route, or have trouble with the catwalks.

>> No.2612716
File: 2.00 MB, 300x300, 1434508409971.gif [View same] [iqdb] [saucenao] [google]
2612716

>>2612613
Give us some hot leaks
Or at least the name, because it sounds cool

>> No.2612773

>>2612615
Back, got cod+chips+mushy peas+curry sauce

The curry sauce was orgasmic.

>> No.2612778

>>2612606
Doom2 ain't hard tbh, after you found the SSG in second level you pretty much have the power of blasting everything comes in your way. Map design is well thought and if you follow a certain path (I'll enter this door and follow this teleporter approach) you'll get along pretty well at the cost of skipping big fights behind.

Doom1 is pretty linear when you look at it, and it can be pretty hard by the last eps. You almost have no alternate paths through secret gates here.
And when you think about it; your only good common weapons are effective from long ranges, big meanies generally tend to corner you at close combats.
Instead of SSG you have to trust your plasmagun aim which can be really frustrating unless you get the hang of counter-strafe and movement mentalities.

>> No.2612839

DOOMGuy just scored on his own net in the cup.

>> No.2612843

>>2612839
You got a link to the stream?

>> No.2612853

>>2612839
It's called an own goal m8

>> No.2612887

>>2612694
nah it's good. way more fun to play than doom 1.

>> No.2612889

>>2612778
lol doom 1 is piss

>> No.2612894

>>2612778
not sure what you mean by those last two lines.
the plasma gun is highly effective at close range.
it painlocks better than the chaingun, and kills faster.
its only drawback is slightly more limited ammunition.

>> No.2612937

>>2612406
Vanilla
>Alien Vendetta
>Back To Saturn X
>Base Ganymede
>Crusades
>Demonfear
>Darkening E2
>Doom The Way id Did
>Eternal Doom
>Hell Revealed 1&2
>Icarus
>Kama Sutra
>Khorus' Speedy Shit
>Memento Mori 1&2
>Plutonia 2
>Plutonia Revisited
>Reverie
>Scythe
>SlayeR
>Suspended In Dusk
>TVR!

Limit Removing/Boom/MBF
>2002 A Doom Odyssey
>Double Impact
>Combat Shock 2
>Community Chest 3&4
>Epic 1&2
>Going Down
>Hell Ground
>Jenesis
>Lunatic
>Resurgence
>Scythe 2&X
>Speed of Doom
>Sunlust
>Swift Death
>Swim With The Whales
>UAC Ultra
>Unholy Realms
>Valiant
>Vanguard
>Whispers of Satan

>> No.2612976
File: 392 KB, 1920x1080, Screenshot_Doom_20150815_193248.png [View same] [iqdb] [saucenao] [google]
2612976

first test of megatexturing went well, my floor texture is 4 units off, but that can be easily adjusted

>> No.2613007

>>2612976
heh
so you've automated the process of splitting a graphic into 64x64 pieces and turning them into flats and putting the flats in their own sectors? how much do you have to do manually?

>> No.2613020

anybody played zero tolerance yet? was it good?

>> No.2613030
File: 139 KB, 1024x512, mgttest.png [View same] [iqdb] [saucenao] [google]
2613030

>>2613007
its way different than that
>export sectors I want or whole map to obj
>open in 3d app
>separate surfaces you want to render from rest
>create a target polygon with dimensions of final texutre I want, in this example 1024x512
>bake original geometry into target polygon
>adjust as necessary in photoshop

I just did a quick test, and if you want to go full autist mode you can create for example a highly detailed and photorealistic model of some cliff, then bake it to texture and use in doom.
also these are quite lightweight

>> No.2613034

>>2613020
>yet
Nigga Zero Tolerance has been out for a while and was one of the early influential weapon mods

>> No.2613062

>>2613030
hmm i'm not sure i follow that. how do you get it back into a wad? is the result (g)zdoom only, relying on the ability to draw arbitrary textures on floors? (not doom's 64x64 tile)

>> No.2613068

>>2613062
i mean, iirc when they did NiMROD there's a huge blood splat on the floor somewhere and it had to be split into individual 64x64 tiles and carefully arranged in the map editor

>> No.2613081

>>2613020
It's great.

I do wish the zombie replacements weren't so fucking accurate and fast firing though. They're the deadliest enemies in the mod.

>> No.2613097

>>2613030
Who the fuck wants to go through that much effort to make a slightly bigger texture that may only be used once in an entire god damn wad.
Jesus.
If you'd split it up, you could find more applications for it, and it wouldn't be so damn tedious.

>> No.2613105
File: 919 KB, 1691x843, example.png [View same] [iqdb] [saucenao] [google]
2613105

>>2613062
>>2613068
made this just for you anon

default floor texture of doombuilder on pic is meant to show you floor of the level, these lazily done cubes with dirt texture on them are some additional detail you can put on top of your floor, imagine that these cubes are actually some well modeled patches of dirty or loose tiles. green plane underneath all this stuff is target polygon, it has a projection modifier, which is used in render-to-texture dialog, simply meaning it makes a picture of everything from top and lays it down on target polygon. then if you wanna be fancy, you load it up in photoshop and add some tweaks or whatever the hell you want. then you pack it in slade and its ready to use in gzdoombuilder. I dont know about nimrod, didnt play it. in my case, my target sourceport is zdoom, and it supports large textures, so I dont have to split things up.

>>2613097
>tedious
except its not.
imagine doing a big outdoor area, instead of cutting sectors up to have grass and dirt in different parts, you can load up this area in 3d program, add actual detail like holes, rocks, sticks, roots, whaterver. you can then blend grass/dirt/gravel textures without being limited by sectors, and then you just render it all to one 2048 x 2048.

and guess what, its not time wasted

>> No.2613115

>>2613097
tell that to essel "got to megatexture Navigating Flood Regions" fortium.

>> No.2613123
File: 303 KB, 250x141, GO-2-IT.gif [View same] [iqdb] [saucenao] [google]
2613123

DO IT! JUST DO IT! RIP AND TEAR HUGE GUTS! Last map, you said on the next one, so JUST... DO IT!

>> No.2613125

>>2613097
>that may only be used once in an entire god damn wad.

I'm assuming the point of doing this is to make a wad that uses it frequently.

>> No.2613127
File: 185 KB, 748x796, aaaaa.jpg [View same] [iqdb] [saucenao] [google]
2613127

>>2612716

Can't name the company and I don't want to get too in-depth into the project because it makes the company more apparent, but we're designing an above-ground liquid nitrogen dip tank. Except it's a very poor design choice riddled with flaws that would've been solved with a below-ground tank, but the facility's already been paved so it's mostly took late now.

So I'm assessing the various dimensions and models of jib-cranes to see what will and won't work, and how this thing has to be designed. It's faster than doing the equivalent in AutoCAD, plus I can relieve stress by putting Imps around the map and blasting them during down time.

We can't just 1:1 recycle the older design because it's from '97 and has various conflicts in dimension and insulation. I'm kinda surprised companies/architecture firms/etc don't use simple game tools like Doombuilder for quick mock rigs, rather than some extremely complicated, heavy tool that doesn't allow for quick on-the-fly modifications and 3D visualization. I guess it's not professional or something - I'm not implicitly telling anyone that "why yes, I'm using doom builder to do this" for the same reason.

>> No.2613131

>>2613125
quite opposite, I want to use megatextures only in places that cover big areas, meaning outdoors, things that have centerpiece in room, or some halls or places that are supposed to say "shit blew up here"

>> No.2613134

>>2613105
YES, but you can just make a ROCK TEXTURE that happens to blend with the OTHER textures.
Then, instead of making a WHOLE other megatexture, you just plop it WHEREVER you like.

>>2613131
>So it is only used once
This just further proves how fucking ridiculous and gimmicky this whole thing is.

>> No.2613141

>>2613134
and you are missing the point.

idea is to make less textures, instead of making 15 textures with different ways of blending between different materials, I can just make one big texture, and if I need to make a change, guess what, photoshop works wonders. this also allows me to negate tiling effect of textures.

>> No.2613160

>>2613127
>plus I can relieve stress by putting Imps around the map and blasting them during down time.

hahaha this is the greatest thing ever

if an irl demonic invasion happens you'll know exactly how to defend the location

>> No.2613171

I have a problem with the newest gzdoom. Sprites sometimes disappear or "follow" my camera around.

Anybody knows if this is fixable? No I'm not launching multiple mods at once-

>> No.2613173

>>2613127
Why is 'engineering' so misleading?

People think they'll be making bridges, when in reality they either stand in front of machines all day, or sit in front a computer using CAD.

Do you enjoy your job m8? Bit weird using doombuilder but noice one.

You should make a wad and have your colleagues play it.

>> No.2613192

>>2613173
>Why is 'engineering' so misleading?

I'm not even an engineer. I'm literally the everything guy. I do the shitwork just as much as I am designing minor projects. I've done paperwork just as much as I've done donuts on the forklift. I just hopped onto this project for extra cash while having fun.

I'm actually studying business finance because I have very little desire to be an engineer after hanging out with them for awhile. I'd rather run or finance a company than pull my hair out because I have to design something in the worst way possible because upper structured the request that way.

>> No.2613207

>>2612894
My bad, I think PG is useful at long range cuz BFG makes it kinda redundant at close range even tho' it's not the most common weapon.
Yet, I agree PG is pretty effective at close range that's why I pointed that you should trust PG aim against big bads instead of SSG. I can't think of an effective close range weapon against Baron of Hell at close quarters other than PG at doom1 tbh.

>> No.2613219

>>2613192
Hey it might be of interest to you that GZDoom builder can export maps to .obj files, so you can prototype in doom and add further shit in real 3d software.

>> No.2613350

>>2613127
This is hilarious.
Good luck anon

>> No.2613361
File: 32 KB, 144x152, GET OUT OF ME! OH, THEY WON'T SHUT UP!.gif [View same] [iqdb] [saucenao] [google]
2613361

>>2612673
>Thunder outside.
Atleast you have sun it's about to pour here.

Now i've got a headache because of my sinuses.

On the up-side the best enviroment to play dark doom or really any scary wad is during a rain/thunderstorm or late at night.

or if the circumstances allow it, both.

>> No.2613386

>>2613361
The whole 'soulsphere=humansoul' thing makes me want to make a 'companion' mod.

In this mod, each time you pick up a soulsphere, it adds a new personality. Each personality says different things at different times, based on certain situations. Possibly even voice-acted. Especially for the insane traumatized marine who has a phobia of archviles and just SCREAMS whenever a vile shows up. Little girl who takes way too much satisfaction from killed demons, an older veteran who tries to calm doomguy down and give him advice...

And after doomguy's head is full of all of these various soulspheres, he picks up a godsphere-

And it's silent, perfectly silent. Except for the demon soul you've just picked up, whispering insidiously in your ear...

But then godmode is gone, and you're back to the chaos of your accrued voices.

>> No.2613396

>>2613386
so sorta like portal 2 with companion cubes?

>> No.2613409

>>2613386
If it ever happens the death sound should be all the voices including doomguy screaming in agony then falling silent.

>> No.2613410

>>2613396
Kind of. Maybe the various personalities would help in certain situations. Deal extra damage with melee weapons to non-possessed when you have the little girl, or pump/reload shotguns faster when you have the veteran... or fire all weapons faster and faster based on the traumatized marine's 'fear', which increases as you see/get hurt by monsters.

Hell, maybe even hack keycards so they can open doors of a different color, with some kind of 'technician' soul. The technician could also finagle plasma weapons/ the BFG to consume less cells.

Could probably switch between 'active' souls with the inventory system, though all of them still talk to you.

>> No.2613414

>>2613410
it would probably be more manageable to just have only the equipped soul talk.

I also see little purpose for the technician soul beyond just speedrunning.

>> No.2613425

>>2613409
I like this, a lot.

>>2613414
The entire idea of the mod is to eventually fill your head with voices. If you take beyond a certain point, then it randomly decides who says something. If it's the general, they say 'Don't worry, keep going, son', while if it's the marine, he'll just start murmuring about how he doesn't want to die 'again'. If it's the technician/scientist, he'd describe the lacerations and how it could be patched up with some medical supplies.

... That said, maybe the technician makes medical stuff work better when active, instead of hacking keycards. He'd be the generic 'scientist', who babbles on about how imp fireballs defy physics or theorizes on how the cybernetics on incubi work.

Also, conversations between voices would be fun too. The little girl freaking out about her 'friend' getting hurt, and the general trying to calm her down and let the man do his job, etc.

>>2613410
Evangelist, too. Preaches, says prayers, etc. Each time he actually says a prayer, which is randomly on fighting demons, all the demons actually freeze for a moment, and weaker ones (Possessed, imps) take small amounts of damage. Maybe more damage to bosses, too.

>> No.2613426

>>2613425
>beyond a certain point
of damage, of course.

>> No.2613475

>>2613425
nice idea but good luck programming that

>> No.2613489

>>2613475
programming it would be easy as shit
the hardest thing about it would be realizing afterwards you spent hours coding what amounts to Doom: People Yelling At You edition.

>> No.2613494

>>2613489
>twitch plays doom

>> No.2613501

>>2613489
>would be realizing afterwards you spent hours coding what amounts to Doom: People Yelling At You edition.
sounds like the average multiplayer match

>> No.2613516

>>2613489
>programming it would be easy as shit
not if you wanted the conversation to be remotely natural. sure you could spam random voice samples every few dozen tics but it'd be so annoying no one would play it more than a few minutes.

>> No.2613538

>>2613489

The hardest part would be finding voices that don't sound like shit/prepubescent/etc.

>> No.2613552

anybody make a postaldude voice pack for brutal?

>> No.2613556
File: 2.07 MB, 1920x1080, Screenshot_Doom_20150815_235147.png [View same] [iqdb] [saucenao] [google]
2613556

I love this unfinished HL guns mod. The animations and sounds are absolutely 10/10. Shame only 5 weapons are included and that it's discontinued.

I really wish there were more model packs, in particular I'd *really* enjoy a quake 2 monster pack for gzdoom.

>> No.2613561

>>2613538
Well with the little girl that'd kinda need to be the case.

>> No.2613562
File: 332 KB, 640x480, thiswillnotwork.png [View same] [iqdb] [saucenao] [google]
2613562

I think I got done away with the rendering errors when I flipped the OpenGL preferences from "speed" to "quality.
Time to play some maps with Trailblazer.
Or Hideous Destructor I actually managed to beat Sunder's first map with Hideous Destructor, so I could try to bash my head against some other nasty maps..

>> No.2613586
File: 239 KB, 640x480, nevermind.png [View same] [iqdb] [saucenao] [google]
2613586

>>2613562
Oh, nevermind.
Is it possible to set software rendering from somewhere?

>> No.2613629

>>2613586
vid_renderer 0 in the console

>> No.2613631

I am trying to extract the Hexen ACS scripts but I can't find any program that works in Windows 7 64bits.
Anyone knows how to do it?

>> No.2613635

>that last page in the Reelism thread
brb dying from sanic-fast growing cancer

>> No.2613652

>>2613635

I, too, get irrationally upset at opinions I don't agree with and then post witty comebacks out of context on an anonymous message board.

>> No.2613665

What are some wads to play if I want to kill a fuck load of demons?

Less focus on hidden secrets and keys and more focus on killing waves of the unholy.

>> No.2613669
File: 172 KB, 640x480, renderingproblemscontinue.png [View same] [iqdb] [saucenao] [google]
2613669

>>2613629
Thank you.
The problems I had are gone, but the game is ugly as balls now.
Well, can't always win.

>> No.2613681

>>2613586
>>2613669
what kinda glitches are you getting
the corpses thing may be fixed with the corpses option thing in the menus
>>2613665
holy hell
sunder

>> No.2613689

>>2613681
Flickering sprites, sprites sticking to camera ( >>2613586 ), etc. Those are the problems I have been experiencing. I figure I have aging graphic card / drivers ( Radeon HD 6800 or so ).

>> No.2613691

>>2613652
The last page of the Reelism thread on the zdoom forums. Read it and come back here and tell me you don''t need chemo.

>> No.2613692

>>2613689
For clarification, I am using the newest dev-build of GZDoom and the version I got some ( about four ) previous months back worked fine.

>> No.2613707
File: 6 KB, 229x290, awe.jpg [View same] [iqdb] [saucenao] [google]
2613707

What is the best spooky wad?

>> No.2613714

>>2613707
Hideous Destructor.

SUAB tries to do it, but it's shit at it because while being scared with a pistol and demons is nice, it's less scary when you have eighty different types of extremely heavy weapons.

>> No.2613716
File: 3 KB, 125x119, Baron of the Law(l).jpg [View same] [iqdb] [saucenao] [google]
2613716

>>2613127
Motherfucker this is brilliant.
I'll be sure to keep this in mind one day.

>> No.2613726

>>2613714
Seconding Hideous Destructor. Making enemies more powerful and you vastly more weak and human is excellent way to go even without spooky maps.
Although, then I must ask; what would be best for spooky HD action? I have played through Doom 1 on HD, and some various maps ( Scythe 2 map or two, Sunder's first map ), but would like some bit more laid-back and atmospheric.

>> No.2613738

>>2613631
You mean the ones in the original maps? I think you have to decompile them from the Hexen BEHAVIOUR lumps. No idea how to do that though.
>>2613692
Have you updated your drivers? GZDoom is extremely anal with them, and it seems your problems started with the new renderer implemented recently.

>> No.2613739

>Currently working on a 12 page write up for an action movie
>come to realize it's heavily inspired by Doom
Basically this happens

>Earth's governments learn about a massive alien ship enroute to invade Earth
>If it reaches Earth everything is fucked
>A team of the 10 most elite, hard ass motherfuckers from several countries is put together
>They are equipped with the most advanced equipment possible and sent on a one way rip to the alien ship
>Shit hits the fan, the aliens just fuck their shit up
>one lone soldier is left alive
>Finds the core of the ship, realizing that if he destroys the ship he will die as well
>Activates the self destruct mode
>Enters a portal that takes him to the alien's planet
>it's a very hellish type place, think the moon Titan
>When he passed through the portal it interacted with his DNA in a way that basically made him a super soldier
>He fights his way to an alien ship and returns to earth

SEQUEL
>Earth was invaded in the time between their mission and his return
>He leads a resistance movement

>> No.2613740

>>2613691

Okay. I don't.
If you have a problem with people discussing the viability of Reelism as an indie game, maybe you should bitch about it there instead of whining here.

>> No.2613749

>>2613739
I hope you are making this in grindhouse style

>> No.2613751

>>2613749
Over the top gore and action sequences are a must. Soundtrack will be metal as fuck, with slow doom metal for the non action sequences and fast pased thrast or shock metal for the action sequences.

>> No.2613752

>>2613739
This is the most derivative thing I've seen since jupiter ascending. Are there any original ideas at all in there?

>> No.2613753
File: 233 KB, 1366x768, Screenshot_Hexen_20150816_011716.png [View same] [iqdb] [saucenao] [google]
2613753

>>2613738
Turns out I had to decompile the BEHAVIOR lumps in DeePsea (the other decompilers I've tried gave scipts with errors), modify it, insert it in a PWAD with SLADE and recompile it again (within SLADE).
The problem is, I don't know how to add the BEHAVIOR lumps in a PWAD without copying the entire map lumps. It crashes ZDoom otherwise.

Also, I hate how Heretic and Hexen only have lowercase in both fonts.

>> No.2613758

>>2613726
There was this HUGE city map with rather small fights that was really cool. I forget the name, I'll try to find it.

Some of Mark's city maps are good too, but they'll eat your PC

>> No.2613759

>>2613751
if budget is bigger than 7000 dollars, film will be shit

>> No.2613760

>>2613738
Haven't so that's probably what's buggering up. I haven't been updating the things since it always ends up with something breaking.
I guess I'll try that tomorrow.

>> No.2613761

>>2613740
I though he was refering to lll's ever snarky attitude. The one guy wanting it to be it's own game is probably a kid who means well in his ignorance

>> No.2613771

>>2613758
>>2613726
Found it, name's 5till L1 Complex

Deneb Colony's also bretty gud

>> No.2613773

>>2613753
What is it you want to do with this anyway?

You could probably override all of hexens scripts with compiled acs libraries. I'm not sure though.
>>2613760
Very likely to be your problem. I had an issue with that too when I updated gzdoom last, except I got a pitch black screen on startup.

>> No.2613778

>>2613739
this is shit. just make a doom movie instead.

>> No.2613786

>>2613773
I am trying to do a full translation of Hexen to Spanish, but I need to modify the maps' scripts for all those texts ("a door has opened", "this door is locked", Korax's lines, etc.).
I know practically nothing about map and script editing, though. What's that ACS libraries thing?

I also need to translate "a secret is revealed" and the map statistics (monsters, items, secrets) in both Heretic and Hexen, but they are nowhere in ZDoom's language files or the games' lumps.

>> No.2613813

>>2613778
But this time lets not have Uwe Boll make it.

>> No.2613826

>>2613761
I did mean that kid and Captain J, leileilol was right about it.

>> No.2613861

How come some vanilla wads crash when you try to save after the first couple levels? After E2M5, everytime I try to save in b2b.wad it crashes.

I'm playing on the chocolate with vanilla saving enforced.

>> No.2613864

Playing Nocturne in Yellow for the first time, how the hell do I kill the first boss with the three heads? I know it has something to do with the body but do I seriously have to keep stabbing it or is there something else I need to do?

>> No.2613874

>>2613864
Kill the three heads, chuck all your grenades at the body from the side of the stairs then shoot some arrows at it.

>> No.2613875

>>2613864

To defeat the Zmey Gorynych, shoot the heads until they die.

>> No.2613983

>>2613020

>zero tolerance
>that flare gun.

My favorite weapon ever.

>> No.2614129
File: 400 KB, 488x519, DECAF IS FOR FAGGOTS.gif [View same] [iqdb] [saucenao] [google]
2614129

Borderless fullscreen in (G)ZDoom and Zandro when?

>> No.2614140

Man, TNT is underrated as fuck.

I decided to load it up today since I haven't played it in 15 fucking years (time flies, I can't believe I'm so old) and wow. Blazed through 15 levels straight, loving every second. Every map so far has been good at the very least. Unfortunately however it doesn't have the highs of Plutonia's gameplay but overall it's a lot more solid. Not one map has felt like a chore. I know I'm only half way through but wow what a first 50%. The level design feels kinda like an amalgamation of Doom and Doom II, but at the same time it brings its own freshness to the table and is entirely its own beast. It seems to be larger levels like Doom II, but they're also more intricately designed and more atmospheric a la Doom 1 in places. I've heard people bitch about how many chaingunners it has but I think it's great. It still manages to be very free flowing gameplay despite that. The large amount of chaingunners and zombiemen mean that I can also use my chaingun a lot more (resulting in a bit less of the typical standard shotgun gameplay that usually makes the most of Doom) and dominating + mowing down scores of them feels really fucking good.

I do wish however that it threw more enemies at you because its monsters closets and traps so far have been really underwhelming. I guess that's what happens when you've been playing all those unofficial slaughterwads. Having a "trap" in an open area that merely consists of 4 mancubuses and a couple of revenants surrounding you is really not a big deal. Still fun gameplay though.

Yeah I'm loving this wad. Plutonia is still my favourite so far out of the originals, even if it's not as consistently good, but I can easily see this snagging 2nd place provided there's not a drop in quality. I'll be surprised if there is however considering how good it's been so far. People always seem to be shitting on this wad and I don't understand it. Seems really splendid to me in so far.

>> No.2614253

>NIY's third boss
WHO THOUGHT MAKING INVISIBLE SLENDERMAN A BOSS WAS A GOOD IDEA

>> No.2614261

>>2614253
stand in corner, use spear or gun whenever you hear spoopy noises

>> No.2614304

>>2614253
>having trouble with a boss that does literally nothing if you attack him
acquire proficiency

>> No.2614465

>>2614140
Yeah. I've always far preferred TNT over Doom 2, and most of Doom 1.

Only level that fully sucks is map22, which thankfully can be skipped through an exploit. map27 also has one section that sucks, but rest of it is good.

>> No.2614518

Where is that level with the 3D Gemoerty and teleport doors?

>> No.2614540

>>>/wsg/723174

One of the original things I wrote down when I started work on Shihong and decided she was going to be more punchy is "GIVE HER A NOT-WARLOCK PUNCH".
I have no clue how I'm going to make this even better for the Just Frame variation.

>> No.2614551

>>2614540
What's the music in the background?

>> No.2614556

>>2613739
what's the point of posting this?

>> No.2614567

>>2614551

http://sithuayemusic.bandcamp.com/track/particles-collide-feat-plini

Pretty cool stuff.

>> No.2614568

>>2613386
stupid, infeasible idea.

The only way you could add something like that is as a minor story element. Have a subtle whisper effects you hear every now and then, subtle voices every now and then, and they increase subtly in audibility and frequency as you progress. Ideally you would only hear them during otherwise quiet exploration phases.

That's the only way to implement this, also "little girl who enjoy killing demons and gives increase to damage" what the fuck?

>> No.2614591

>>2614568
it really doesn't seem that hard.
everything can be used as a trigger for one of the voices (demon/boss enters your fov, dies, gibs; you pick up a medikit, take damage (all forms), picks up armor, weapon(slot dependent)...)
also, if a psyco/murderloli bothers you, prffahaha go back to reddit

>> No.2614610
File: 111 KB, 650x650, 1438657811164.jpg [View same] [iqdb] [saucenao] [google]
2614610

Well, I did it /doomg/. I sat down and beat the entirety of Ultimate Doom for the first time. Perfect hatred was absolute bananas but made up for it with the telefrag of the Cyberdemon. Hell Beneath, however, was all sorts of goddamn retarded and I'm not playing that map again even for money.

I'll start up Doom II later. But all in all, Doom is actually really fucking fun. Looking forward to the other things that were in the pastebin download, too.

>> No.2614649
File: 63 KB, 1017x786, 1439643624627.jpg [View same] [iqdb] [saucenao] [google]
2614649

>>2612560
Hexen is my favorite game of all time.

>> No.2614685
File: 38 KB, 620x368, aliens-3.jpg [View same] [iqdb] [saucenao] [google]
2614685

>>2613707
Late to this, but play sink's Aliens wad with an ambient music pack and DarkDoom or DarkDoom Lite.

>> No.2614753

>>2613861
vanilla has a fixed size save buffer and will crash when trying to save on maps with too many actors

>> No.2614770

>>2614568
>infeasible
I'm not one of those 'IDEA GUIZ' who suggest stupid impossible-to-code ideas. I usually only talk about stuff when I have at least some idea of how I'd handle it.

There'd be a bunch of various triggers, and would call an ACS. The ACS has a chance of either aborting itself, or selecting any of the souls who have something to say for that specific trigger.
Each thing said by each soul will probably be in word form, because voice acting isn't feasible, and each soul would have its own location for its own words, complete with its own color.

So let's say that you get bitten by a pinkie demon. This triggers the 'hit by demon' event. The green voice in the lower-right of your crosshair, being a scientist with medical training, says something like:
>Multiple lacerations. I recommend you patch it up with some gauze, sutures, and a dash of alcohol to cut down on infection. I'll walk you through it.
But if the event doesn't select Green, it might select, say, Red instead. Red being a moderately compassionate veteran type.
>Don't worry, son. Just keep going, that's all you can do. We're counting on you.
Pink, being an innocent child most of the time, would give you a gem of wisdom now and then:
>You have to bait their hungry mouth!

Certain events can be more complex, requiring you to have the correct souls. If you had both Red and let's say, Yellow, the traumatized marine who died horribly (and has a special phobia of archviles), then the 'taking damage' event could be
>(Yellow) Oh god, oh GOD, I don't want to die again, I DON'T WANT TO DIE-
>(Red) Get a hold of yourself, soldier! Just let the man work!

>> No.2614772

>>2614770
But keep in mind that this won't be *every* time you get hurt, or *every* time you pick up an item, or *every* time you run into a mob for the first time. It wouldn't simply spam your game. For common events, like damage, ammo acquisition, or seeing a monster, it's maybe a 5% chance of an event popping up. For more uncommon events, like getting a weapon for the first time, finding a secret, or killing a boss, it's closer to a 15-20% chance of an event popping up.


Then again, even though I know how I'd do this, I most likely would not. Because it'd be too much work for Doom: People Yelling At You.

Oh, and I forgot to mention White/Black, which shows up only when you loot a godsphere. It talks to you during the godsphere duration, begging you to accept their power. About how it would help you slay the ruler of hell, and how with its greatness, you could ascend the throne of hell and COMMAND the legion to return to their home. When it wears off, the voice vanishes and one of the other voices ask where you went. I was toying with the idea of making it so that you can only consume X amount of godspheres per playthrough before you finally accept the demon, gaining something special in trade for half of your maximum health, and from then on you can hear it without a godsphere.

>> No.2614776

>>2613861
Just disable the vanilla savegame limit in setup.

>> No.2614792

>>2613123
Should be GO 2 IT

>> No.2614794

>>2612467
AMC TC is pretty nice and there is a fair amount of variety in the weapons and characters you can play as.

It's not particularly balanced though, but fun.

>> No.2614816

>>2614140
>Man, TNT is underrated as fuck.
>I decided to load it up today since I haven't played it in 15 fucking years (time flies, I can't believe I'm so old) and wow. Blazed through 15 levels straight, loving every second. Every map so far has been good at the very least.

i am happy to hear you are having a good time replaying tnt. however, it's the first time you've played it for 15 years, so for you, aside from maybe a few vague memories, the wad is basically new, so you have that new player excitement.

in contrast i know the wad well and have replayed all the maps many times over the past decade or so. thus, i judge by, when i run the game with -iwad tnt, which maps i usually -warp to.

>often
09 31 32 15 17 18

>sometimes
01 02 05 06 11 12 13 19 20 21 23 27

>hardly ever
03 04 07 08 10 14 16 22 24 25 26 28 29 30

in summary i find there are half a dozen great maps that i usually gravitate to when i feel like a bit of tnt. there are a further dozen decent maps which i am fairly likely to continue with. the rest, nearly half the wad, i can only be bothered with on very rare occasions. thus for me tnt is very variably hit or miss, an impression which i believe is the same as the majority viewpoint on the wad.

>> No.2614824

>>2614816
>>hardly ever
>10 14 16 26 28 29

But those maps are actually pretty good.

>> No.2614835

>>2614824
in your opinion

>> No.2614841

>>2614816
>you only like it now cause you haven't played in 15 years
>I know the wad more, and consider it hit and miss
>my opinion is more agreed upon than yours

Wow. What exactly is your problem?

Not him, but I've replayed TNT quite a lot, ever since I first had it 11 years ago, and I still enjoy it quite a lot, outside of map22.

>> No.2614842

>>2614835
You can't use that defense when you felt like you needed to say
>an impression which i believe is the same as the majority viewpoint on the wad.

>> No.2614848

>>2614841
it is impossible to answer you when you rewrite what i say, so i can't reply to you.

>>2614842
i said that i believe tnt has a reputation of being a mixed bag. given that, i find my impression of it to agree with that reputation.

unless i have tnt's reputation completely wrong i don't think my statement that you quoted is invalid.

>> No.2614852

>>2614842
also, >>2614824 presented his opinion as fact. i presented my opinion, then in the last line of my post, suggested that it agreed with what i believe is the wad's common reputation (which i referred to as the majority viewpoint). nowhere did i claim my opinion was exactly the same as the majority's, and that any other opinion was wrong. i used the phrase "i believe" deliberately.

>> No.2614856

>>2614848
Its about you invalidating that guys opinion, stating your own, and then using a statement like that to validate yourself.

>> No.2614861

>>2614852
Using "I believe" does not make it any better.

>> No.2614873

>>2614856
no, it's about the guy who replied to me stating his opinion, which is that several maps i listed as those i didn't like were actually good, but presenting it as fact. if he had said actually i think these were pretty good i would not have felt it necessary to correct him.

>>2614861
it does. it changes the whole nuance of the statement. it's the difference between an assertion - "this is true" - not for debate - and "this is what i believe is true" - a position held or assumption made, but which the speaker would be corrected if other facts came to light.

i am sorry if this wasn't picked up the first time around but i believe i have now clarified it fully.

>> No.2614893

>>2614873
>no, it's about the guy who replied to me stating his opinion
I was never talking about >>2614824
I was talking about the guy you initially replied to in the first place >>2614140

>however, it's the first time you've played it for 15 years, so for you, aside from maybe a few vague memories, the wad is basically new, so you have that new player excitement.
>in contrast i know the wad well and have replayed all the maps many times over the past decade or so.
Is rude and unnecessary, and lead me to believe you wanted to invent a reason to invalidate his opinion.

>an impression which i believe is the same as the majority viewpoint on the wad.
And this Is not a matter on if its a fact or belief. What it is, is also rude and uncessary. It lead me to believe you made such statement to validate your own opinion.

>> No.2614907

>>2614893
>Is rude and unnecessary, and lead me to believe you wanted to invent a reason to invalidate his opinion.

hmm you are right. i expressed myself very badly. i certainly didn't intend to invalidate his opinion, merely to provide contrast (and also to write down a list of which maps i like/dislike in tnt, which is something i have wanted to sort out in my head for a while, with the recurring topic of tnt's perceived quality)

thank you for setting me straight.

to >>2614140 : sorry for the misunderstanding and any offense taken, it was not intentional, i did not mean to belittle you or your opinion in any way.

also apologies to everyone i argued with. i will try to do better in future.

>> No.2614949

Does Doom 64 have different levels?

>> No.2614956

>>2614949
Yes. It doesn't share any assets with the original game.

>> No.2614957

>>2614949
Completely new game, so yes.

>> No.2614959

>>2614949
its the real doom 3

>> No.2614960

>>2614956
>>2614957
Will I poo myself if I play it? Looks really spooky.
>>2614959
Your mum is the real doom 3

>> No.2614962

>>2614960
I don't know, maybe? Personally I think Doom 64 is one of the most frightening games I've ever played, yet it retains the fast combat Doom is known for. Needless to say it's a great game.

https://www.youtube.com/watch?v=1IE1NmyrbWA

>> No.2614963

>>2614770
voice acting is totally doable if you can contact the right people
back in the day you had a few [loli] VA around on /b/ sometimes

>> No.2614964

>>2614770
>>2614963
Why not use fiver or whatever and get someone who's alright rather than just some random twat off 4chan who thinks they can voice act.

>> No.2614965

>>2614962
It's worth noting the music is even spookier when you're actually playing the game.

>> No.2615001

Are the midi composers in the doom community huge fans of progressive metal and power metal? James Paddock's midis in particular often remind me of Dream Theater and Symphony X.

Maybe Scythe using Symphony X midis influenced the community in itself, heh.

>> No.2615008

>>2615001
On the subject of MIDI music.

I have a Roland synth, and I can export music I compose on it as stero mix wav, multi track wav blahblah and MIDI.

If I export it as MIDI and play it on my PC it's all done on MIDI piano for some reason.

Any idea what program I can use to change the MIDI instruments?

The timing and everything is as it should be, it's just I need to change the instruments.

>> No.2615024

>>2610768
This is really interesting thanks anon.

>> No.2615057

>>2611960
It looks cool but it seems like it'd fuck you over in the few levels you spawn with enemies already facing the player.

>> No.2615058

>>2611375
I'd say get the remakes if they wanna play coop at some point. Last time I tried playing Revolutions online the game was lagging like crazy even if you and everyone else had like 50 ping.

>> No.2615081

>>2614649
I'm thinking of voicing Korax myself for >>2613786
Shouldn't sound too bad if I find the right voice filter.

>> No.2615127

>>2615008
You could use OpenModPlugTracker to open up your made midi, and then add and replace the notes/tracks with the requierd instrument.
But it's a pretty lengthy process.

>> No.2615141

>>2615127
Nah mate worked it out but thanks.

Dled some free audio thing called LMMS. Downloaded a soundfont, imported the MIDI and can choose instruments via that.

>> No.2615145

>>2612593
heh, I got a shirt with that imp sprite on it.
Where does the sprite originally come from?

>> No.2615182

>>2614556
whats the point of your entire life?

>> No.2615195

Anyone here played maps from D!Zone and Maximum Doom?

Definitely shows why 1994 and 1995 arent exactly the most fondly remembered years in Doom. Sure we had some occasional decent stuff, but most of it generally was crap.

>> No.2615279
File: 7 KB, 476x178, MAP30 error.png [View same] [iqdb] [saucenao] [google]
2615279

Anyone knows where may be the problem in this ACS script?
http://pastebin.com/RuR6R6rN

It's Hexen's MAP30 BEHAVIOR, which gives an error when trying to reinsert it.
The error is in line 167 and I can't find any solution.

>> No.2615283

>>2615279
Oh, wait... for some reason there were two "script 10". I suppose nothing strange would happen if I rename the second one to "script 11", right? No other script in this file has that number and nothing seems to call it.
Sorry if it sounds stupid, I started fiddling with ACS yesterday.

>> No.2615293
File: 23 KB, 216x317, 453453455.jpg [View same] [iqdb] [saucenao] [google]
2615293

>Level 12,13,14

These are long levels tbh, I need a break.

>> No.2615297
File: 137 KB, 288x334, url.jpg [View same] [iqdb] [saucenao] [google]
2615297

Hey guys, I'm new here.
Is there a best of list for Quake mods? Played the shit out of it and I was wondering if there were more missions than the base game that I should check out.

Didn't see anything apart from Doom related stuff in the sticky, sorry if I overlooked anything.

>> No.2615318

>>2615297
check the quaddicted site and custom gamer on youtube

retro jam 3 is bretty gud

>> No.2615337

>>2615283
It'll be alright if it's an OPEN or ENTER script, otherwise there'd be nothing that calls it.

>> No.2615386
File: 40 KB, 1366x768, Screenshot_Hexen_20150816_181140.png [View same] [iqdb] [saucenao] [google]
2615386

>>2615337
Alright, I've just done the entire Heseriarch's Seminary just in case (the map in question is Griffin Chapel, one of the maps in that hub) and I didn't see anything wrong.

I also had an issue with MAPINFO: it didn't display special characters in the automap's map name. For example, instead of "Vestíbulo del aviento" it displayed "Vest abulo del aviento". The solution turned out to be as simple as exporting MAPINFO, saving it in ANSI and reinserting it.

For now my only problem is the text in the corner of the minimap: monsters, items and secrets. I remember reading in the ZDoom forums that I'd have to add something in the ZDoom source code, compile it myself and add those lines in the language file, but damn me if that doesn't sound difficult (even though it probably isn't).

>> No.2615389

>>2612702
thanks brah

>> No.2615432
File: 719 KB, 195x150, 1429900905170.gif [View same] [iqdb] [saucenao] [google]
2615432

What gameplay changes would you make to vanilla Doom? I'd make the following changes:

>Remove input lag from all guns
>Allow weapons to be changed much faster like it is in Quake or Blood
>Make pistol and chaingun sound better and give them both distinctive sounds
>Have full free look and no auto-aim
>Allow rockets/plasma etc to be fired much more closely to wall edges/corners without exploding
>Have jump and crouch
>Make enemy hitbox smaller and more precise so that it exactly matches the sprite shape

That's it. Perfection.

>> No.2615441

>>2615432
so quake?

on my end I would just make chaingun slightly more powerful, and would make barons and pinkies more than meatshields

>> No.2615457

>>2615432
Basically the same things you've said.
Making pistol fire faster and making bullets more plentiful sounds good too.
I would also:
>Reduce some monsters HP by a noticeable amount. Lost souls in particular
>Maybe make Barons of Hell more dangerous somehow, too.
>Changing the plasma gun sprite doesn't sound like a terrible idea
>Smoother animations, I guess. Those are already modded in tho

About
>>Have full free look and no auto-aim
>Have jump and crouch
I mean we already have those in the form of sourceports. And you would need to change the whole game to accomodate this.

>> No.2615465

>>2615386
>The solution turned out to be as simple as exporting MAPINFO, saving it in ANSI and reinserting it.
Perhaps an issue with doom expecting another accent character? At least you found a way anyway.
>For now my only problem is the text in the corner of the minimap: monsters, items and secrets. I remember reading in the ZDoom forums that I'd have to add something in the ZDoom source code, compile it myself and add those lines in the language file, but damn me if that doesn't sound difficult (even though it probably isn't).
If you don't wish to do that you could remake the feature yourself with SBARINFO. I think there's an option in zdoom to disable drawing the monsters, items and secrets lines, if you do that and make a custom SBARAINFO that displays those value using this function: http://zdoom.org/wiki/DrawNumber it should work I think. But it'd maybe make it incompatible with mods altering that lump.

>> No.2615478

>>2615432
I like most of those ideas, except for jumping. I think jumping in general is pretty silly (outside of quake et al.) and would prefer climbing, like in thief or ss2.

I'd also enjoy faster projectile speeds for the players' rockets and plasma projectiles, and removing the BFG projectile in favor of just the hitscan rays - preferrably as a spray of non-penetrating railgun beams.

>> No.2615493

>>2615432
>Seperate sounds for the pistol and chaingun
>Shotgun shoots 8 pellets with SSG still at 20
>Shotgun sound isn't a modified explosion sound anymore
>Faster weapon swapping
>Pinkies hurt a little bit more or have a tiny bit more range on their bites

>> No.2615502

>>2615465
That would make the translation pack overly complicated, though. It already requires the user to replace files in ZDoom's .pk3 and run a PWAD for each IWAD.

I'm still going to try it because I want to learn some Doom modding and at least translate that part for personal use, though. Thanks.

>> No.2615513

>>2614753

Thanks for an informative answer. In reality I was playing with the vanilla DOOM.EXE through Dosbox because I wanted the laggy, crash-prone, authentic experience of the olden days. Now that I know there is nothing to prevent that particular issue, I'll just move back to prplus I guess.

>> No.2615526

>>2610813
Jumping and crouching actually break the game though

I don't come here and complain about but it's still true

>> No.2615530

>>2615526
Is there any IWAD that uses crouching?
All I know is Hexen uses jumping.

>> No.2615557

is there doom64 ex for linux yet?

>> No.2615558

>>2615526
What about freelook?

>> No.2615561

>>2615558
Freelook can make some levels considerably easier. In some ways it can even encourage more cover based gameplay.

>> No.2615562

I've just found a bug in Hexen, playing it without PWADs in ZDoom.

In Castle of Grief (MAP22, first map of the fourth hub) you have to find and place four clock gears.
I first placed the three I had already found, and then got the fourth (the one that needs you to activate four switches around the castle's perimeter). When I placed it in the final slot the clock didn't start moving and neither did appear the platform to Gibbet.
I tried restarting the map and placing the gears in another order, and it worked well.

Has this been documented before?

>> No.2615569

>>2615561
I finished Doom 1 and I'm halfway through 2 using freelock, should I turn it off? I know it makes the ending of Doom 2 piss easy.

>> No.2615576

>>2615569
Do as you wish. It doesn't matter that much, except in the City levels and the Icon of Sin.
Playing without it is a noticeably different experience though.

>> No.2615592

>>2615557
Yeah, it works fine.
Compile it yourself from the Sourceforge SVN.

svn checkout svn://svn.code.sf.net/p/doom64ex/code/trunk doom64ex-code

Still gotta make those two files from the N64 ROM, but the tool to do that is in the svn repo as well.

>> No.2615593
File: 67 KB, 500x325, lmyzklQlle1qd1egho1_500.jpg [View same] [iqdb] [saucenao] [google]
2615593

>>2614540
http://i.4cdn.org/wsg/1439747674620.webm

I fear I might have overdone it slightly.

>> No.2615594

>>2615592

https://github.com/MP2E/kexplus

what about this one?

>> No.2615604

>>2615594
damnit. i was able to make the wad in windows but not linux:

ERROR: Couldn't read file Content/PALPLAY3.ACT

>> No.2615605
File: 1.04 MB, 1680x1050, Screenshot_2015-08-16_11-04-16.png [View same] [iqdb] [saucenao] [google]
2615605

>>2615594
I haven't tried it.
I will in a moment thought.

But I can confirm the Sourceforge code works. Pic related.

>> No.2615613

>>2615569
Nah, freelook is generally a better experience. Turn it off for map30 though. Keep in mind hexen, heretic and strife all utilized vertical look up/down and did so for a reason.

>> No.2615616
File: 794 KB, 1680x1050, Screenshot_2015-08-16_11-08-49.png [View same] [iqdb] [saucenao] [google]
2615616

>>2615594
>>2615605
Okay, compiled it.

Works fine, but this git repo doesn't seem to have wadgen with it, so unless you already have doom64.wad and doomsnd.sf2 made, you will have to get the tool from the Sourceforge SVN.

>> No.2615625

>>2615593
Hey, how would using railgun effects with offsets work instead of little squiggly butterflies work for the electric effect (assuming that's what you're going for)? Too much clutter/performance drop?

>> No.2615627

>>2615616
Actually MP2E has all those tools split up into other repos:
https://github.com/MP2E?tab=repositories

d64bsp, dlight, blam, and wadgen are in here.

>> No.2615636

>>2615562
>Has this been documented before?
apparently not

http://doomwiki.org/wiki/Hub_4:_Castle_of_Grief_%28map%29

>Your first mission is to activate the clock in the clockhouse. To do this you need four clock gears; the order in which you acquire them is not important.

>With all four clock gears enter the clockhouse and open the shutters on the wall. Insert the four clock gears to their corresponding places. When all four have been placed the clock begins working

>> No.2615642

>>2615625

It's less a clutter/performance drop and more that Zandro doesn't have a lot of variation in its railgun flags yet. I may be able to play with that come 3.0, but while we're on 2.1.2 I can't.

>> No.2615647

>>2615432
Make hitscans not hitscans.

>> No.2615650

>>2615513
YER USED ME, SKINNER! YER USED ME!

>> No.2615653

>>2615642
Okay, that makes a lot of sense. How about an actor that shoots a bunch of lightning-textured flat plane model with PITCHFROMMOMENTUM (assuming zandro supports it) at various angles with speed 1 then?

>> No.2615664

>>2615558
Leave it off. Maps are all based around not having freelook. It is essentially cheating.

Also make sure you run the game on Doom (Strict) in the compat options.

>> No.2615669
File: 56 KB, 485x409, 1421146554715.png [View same] [iqdb] [saucenao] [google]
2615669

>>2615664
Does that mean I have to play through Doom 1 and 2 again with it off?

>> No.2615673

>>2615669
Yes.

It shouldn't take long since you've already beaten the levels so you know the layouts.

>> No.2615675

>>2615653

Might be interesting, I'll have to try that.
I've been wanting to take a look at flat plane models for a while, especially with the advent of this new special attack. I really want to crack the ground or sky if she punches up or down, but I'm not entirely sure where to begin.
Well, that's what Google's for, I guess.

>> No.2615679

>>2615673
Well I've got 15 levels to go with Doom 2, I'll do the next 15 with freelook off.

What about TNT and Plutonia? Actually should I just have freelook off for every wad or what?

>> No.2615680

Greetings, mortal. Are you ready to die?

>> No.2615685

>>2615675
>crack the sky
how would that even work

>> No.2615707

>>2615569
you've RUINED THE GAME FOREVER.

might as well finish now you've started.

then prostrate yourself in front of the photo of id software from 1993, and disembowel yourself while screaming "I HAVE FAILED YOUUUUU"

or just play it again without freelook.

whatever you like really.

>> No.2615715

>>2615530
I know Wolfenstein the blade of agony does at the very least.

You need to crouch on the Egyptian Pyramid level to crawl through these small secret tunnels.

>> No.2615721
File: 11 KB, 257x325, 1438337001521.jpg [View same] [iqdb] [saucenao] [google]
2615721

>>2615707
Right so freelook off, Doom Strict.

Is the zandronum SP alright or should I get another sourceport?

Also some other anon said that freelook causes weird stretching, I turned it off and the stretching is still there tbh.

>> No.2615723

>>2615679
if it's made for doom (vanilla or limit removing) it shouldn't be played with freelook. this includes tnt, plutonia and everything else from before 1998. this also applies to things that use boom features.

however if it's made for zdoom you can likely assume freelook is fine unless the mapinfo disables it.

the previous remarks also apply to jumping, crouching, flight, swimming, anything else zdoom adds that's not in the originals. obviously.

>> No.2615727

>>2615715
yeah if it's a Tormentor wad you can assume it's full newschool

>> No.2615728

>>2615679
Play how you want, it only affects you.

>> No.2615732

>>2615721
If you're using Zandronum for SP you may as well play in ZDoom or GZDoom (with jumping, crouching and freelook disabled). Zandronum uses an old version of ZDoom.

If you ever get to play other official games, remember Heretic allows freelook and Hexen allows both freelook and jumping (in fact, jumping is necessary).

>> No.2615734

>>2615728
Can I play with my willy?

>> No.2615735

It really fucking rustles me that people here care this much about freelook.
Play the game how you want to and not give a shit what the other autists think man.


Also I'm not sure what you're smoking freelook barely makes icon of sin easier, on the starting platform the angle doesn't allow for you to do diddly dick to him and on the 2nd platform it's a little easier but still kind of fucked. It's only until the 3rd platform you can pull off perfect shots.

So yes it makes it easier, but not by a large margin.

>> No.2615737

>>2615721
>Is the zandronum SP alright or should I get another sourceport?
Yeah I guess. It's good enough for Doomworld stalwart Scifista42 when he's not recording FDAs.

>> No.2615741 [SPOILER] 
File: 71 KB, 500x500, 1439751105932.jpg [View same] [iqdb] [saucenao] [google]
2615741

>>2615685

It's nanomachines, it ain't gotta explain etc.

>> No.2615752

>>2615735
It really "fucking rustles" me that people don't care, or don't even know, that they're essentially cheating.

If he knows it's a mild form of cheating and still does it, that's his decision, but it must be an informed one and that's what we're explaining to him.

>> No.2615756

>>2615732
>>2615737
Oh wow playing Doom 1 on zdoom is loads different, feels like how it did when I was young.

Dunno if I prefer it or not though just different. Might finish Doom 2 then see.

>> No.2615761

>>2615752
>that they're essentially cheating.
>it's a mild form of cheating

Understatement of the century.

>> No.2615771

>>2615735
I'm sure that they're just fucking with you.

>> No.2615783

Play Doom with or without freelook, I don't give a damn.

Just don't fucking use it on ZDoom, it just looks fugly.

>> No.2615784
File: 58 KB, 470x531, keanu.jpg [View same] [iqdb] [saucenao] [google]
2615784

How do I do TNT secret map Pharaoh? I've humped plenty of walls and I'm stuck. I hate looking at youtube vids or asking for help but fuck.

>> No.2615785

>>2615756
Was being an idiot, resolution was low that's why it felt like it did when I was young.

But for some reason I have an urge to buy a Win98 PC now just to run Doom on hmm.

>> No.2615787

>>2615675
>I really want to crack the ground or sky if she punches up or down, but I'm not entirely sure where to begin.
Well you could take the blood model from brutal doom, use this
>https://www.ibm.com/developerworks/community/blogs/code-rally/resource/BLOGS_UPLOADED_IMAGES/vortex.png or something scaled-to-fit as it's texture, then spawn an actor upon punching that shoots a hitscan straight up with the vortex as it's bullet puff.

>> No.2615789

>>2615761
not him but it's not that 'mild' tbh.

it's mild in doom and doom 2. not mild in fan community map packs. not at all.

>> No.2615796

>>2615787
oops

>> No.2615817

>>2615735
>So yes it makes it easier, but not by a large margin.

it's a huge margin.

in vanilla i must fire off a moving platform at exactly the right time. i must do this several times as the lift goes up and down. in the time taken for the lift to rise initially and then during the process, a couple of dozen monsters may be spawned, so the whole time monsters behind and around me shower me with fire, not to mention being crowded by rocket-unfriendly flying things like lost souls.

with freelook all i have to do is lower two lifts to get up to the switch then take careful aim and fire four or five rockets from a stationary position. in the time it takes, about two or three monsters will spawn. i might have to bfg one or two if i'm unlucky with what they are.

it's a massive difference, and far, far harder when played as originally designed. don't pretend it isn't.

>> No.2615827

>>2615784
okay here's the thing: it's broken. there's meant to be a yellow key in that room with the sarcophagus that crushes you if you walk in it.

i suggest you either use a console command to give yourself a yellow key, or alternatively the map can still be exited (and both exits can be reached) by using speedrunning tricks. essentially you strafejump off the ledge onto one of the big thrones and press a switch in the floor of the throne. but you miss most of the map this way of course.

>> No.2615831

>>2615784
>>2615827 (me)
see also
http://doomwiki.org/wiki/MAP31:_Pharaoh_%28TNT:_Evilution%29#Bugs

>> No.2615838

http://www.doomworld.com/vb/post/1409629

Unverified, but horrible if it's true.
Rest in peace.

>> No.2615839

>>2615827
>>2615831
ahhhh fuck that. humped so many walls my dick is broken.

thanks though. what's the command to give the yellow key?

>> No.2615843

>>2615838
Oh damn, that's sad.
RIP.

>> No.2615845
File: 59 KB, 455x451, 1370015222193.png [View same] [iqdb] [saucenao] [google]
2615845

>>2615838
Oh, damn. If this is true, we've lost a good man.
RIP Ty.

We should definitely check if it's true, though. Ty was kind of a private person, but did he leave any kind of address, family, anything?

>> No.2615846

>>2615839
in prboom you type TNTKEYYC
in zdoom, i can't remember, "give yellowcard" or some such?
in vanilla there is not unfortunately a way to give yourself just one key (or even just all keys, there's only idkfa)

>> No.2615848

>>2615838
Oh my god.
RIP Ty if it's true.

>> No.2615849

>>2615838
http://doom.wikia.com/wiki/Ty_Halderman

>Ty Halderman was the maintainer

>> No.2615853

>>2615838
sorry to hear it.

"Essential Pillar Of The Community" indeed.

>> No.2615854

>>2615838

Well, shit.
I'm maintaining cautiousness until further information, but this doesn't bode well.

>> No.2615857

>>2615849

the fact that they were quick enough to change it on the bastard wiki makes me a bit annoyed

>> No.2615858

>>2614129
It's been that way. At least for me.

>> No.2615863

>>2615853
at least he lived to see himself win the lifetime achievement cacoward. let's be honest there's very few people who deserve one of those.

>>2615854
yes it never boded well that after he disappeared suddenly in, what was it, april or so, we never heard anything after that. i think if he was just recoverably ill he would have got a message out somehow that he would be back eventually but the longer the silence went on the less likely good news seemed to be.

>> No.2615869

>>2615838

There's a handful from the big ranks who knew about Ty going to the hospital a few months ago. They could probably confirm this if it were true.

Until then, it's such a horrible feeling. Longtime maintainer of /idgames, such an underrated position. >>2610730

>> No.2615870 [DELETED] 

>>2615857
>>2615849 probably changed it himself, there's some clown who edits the wikia and then comes here to get e-hifives or rage reaction faces. it's probably the same guy.

>> No.2615872

>>2615870
>>2615857

It's been there since June.
I hate the wikia as much as the next guy, but at least do a little cursory checking before reacting.

>> No.2615873

>>2615870
What, fuck off. I was just posting it because it because it may or may not be proof.

>> No.2615878

>>2615869
it was more than just "a few from the big ranks", it was even in /vr/doom news posts that he was in hospital.

>> No.2615881

>>2615872
>It's been there since June.
oh, my mistake. post deleted.

>> No.2615883

>>2615878

Yeah but they were the first ones to say it on Doomworld, that's why it got there.

I think it had to be either Ralphis or Quasar, I can't remember.

>> No.2615886

The ugliest part will now be reading the top of the thread and people speculating about something fatal happening to Ty, now that we know the (partially unconfirmed) conclusion.

>> No.2615891

it was mordeth

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

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

cue the "get well soon" messages from that point on.

man, this is so fucked.

>> No.2615893

>>2615886

As long as people maintain a healthy skepticism in the face of unconfirmed information, I don't see anything wrong with it.
Ty being dead would be a massive blow to the community, it's not unreasonable to assume some nerds who hate him for some dumb reason would jump on his previous hospitalization and sensationalize that.

>> No.2615905

>>2615891
Why would someone say he's dead? What

>> No.2615913

>>2615905

What I was saying is that someone got in physical contact with relatives of Ty, and that's how the community knew about (what was at the time) his condition.

Perhaps they're trying to contact that person again to double-check just in case.

>> No.2615916

are there any good wads that have monsters and guns from other games like hexen etc.?

>> No.2615953
File: 225 KB, 500x738, 200% Mad.png [View same] [iqdb] [saucenao] [google]
2615953

I'M A BAD MAN!
HOW BAD?
REAL BAD!

>> No.2615957

>>2615752
So why do you care he's cheating autismo?

It's not like it's an online game, not like it affects you in any way shape or form.

>> No.2615981

Was Ty the last member of TeamTNT who still had contact with the Doom community?

>> No.2615985

>>2615858
Shit you know what, you're right, it already is. However, in Zandronum, I wish I could use the mouse in the menus, much like ZDoom and GZDoom, seeing as I have two monitors and can drag the mouse onto my second monitor and use it as normal. I can only use my mouse after the first time that I alt+tab out of Zandro, after that I have to alt+enter to go into windowed mode, and THEN alt tab out. My cursor simply does not display the second time that i alt tab out in fullscreen.

>> No.2615998

>>2615957
I don't see why I should reply to some insult spewer who apparently can't read, but here we go anyway.

If he decides to cheat and is fine with that, I don't care either. But he doesn't know whether what he's doing is cheating, so he came here to ask, and we (I and others) answered. Now he knows and can choose whether to carry on or restart within his own conscience.

Got it yet?

>> No.2616035
File: 195 KB, 700x1068, feel bad.jpg [View same] [iqdb] [saucenao] [google]
2616035

>>2615838
oh my god no :(

>> No.2616040
File: 125 KB, 480x455, suicide booth.gif [View same] [iqdb] [saucenao] [google]
2616040

>Frequently reminisce about Doom
>See news on the new thing
>No mod support
>No map editor
>Washed out colors

>> No.2616041

>>2616040
or you could take an example from stalker fans, and make your own "sequel" in ue4

>> No.2616048

>>2616040
>>No mod support
We don't really know yet
>No map editor
Nigger what are you smoking, they showed it at E3.
It may be limited but it still exists.
>Washed out colors
Filter may exist, but a lot of it is really colored lightning and things, which the originals lacked. New Doom looks like Doom 64, color-wise.

>> No.2616049

>>2615985
yeah, using the mouse for menu navigation would be way more efficient, especially when there's WADs with a shit ton of stuff in the options.

>> No.2616058

>>2615734
Sure, no need to ask me though.

>> No.2616068

News post is up on Doomworld. It's official.

Thank you Ty.

>> No.2616081

>>2616048
>New Doom looks like Doom 64, color-wise.
So... it looks like shit?

>> No.2616083

>>2616068
RIP

>> No.2616091

>>2616081
I like how it looks, personally.
The inconsistent artstyle and software lightning of the original are charming but I don't think they would've been able to successfuly reproduce it in today's market.

>> No.2616116
File: 15 KB, 480x360, 0 (1).jpg [View same] [iqdb] [saucenao] [google]
2616116

>>2616048
>New Doom looks like Doom 64, color-wise.
I want some of what you're smoking.
>>2616081
Doom 64 had some really nice and dramatic use of colour. Doom 4 looks far more bland and unexciting.

>> No.2616120

>>2616116
That pic really looks like the first demo they showed, to me.

>> No.2616126

>>2616048
>We don't really know yet

Actually we do. I was at QuakeCon and in the Q&A they specifically said that the Snapmap doesn't replace traditional modding, and that they're totally going to get their tools out for people to use.

>> No.2616132

>>2616126
The problem is that in the interview with PC gamer they said otherwise, or at least it sounded like it.

>> No.2616135
File: 760 KB, 3456x2109, 3bK7n76.jpg [View same] [iqdb] [saucenao] [google]
2616135

>>2616120
I can see some similarity, but it's much less stylish.

>> No.2616138

>>2616126
they can't seem to keep the message consistent.
>[08-03] Doom Will Not Get Mod Support In Addition To Snapmap
>https://youtu.be/lgUB8aH9eZI?t=11m5s
>http://www.pcgamer.com/doom-will-not-get-mod-support-in-addition-to-snapmap/

>> No.2616142

>>2616135
Huh, I really like the finer details on those monsters. Pretty horrifying.

>> No.2616153

>>2616091
I hope that despite the grim nature and reality and all odds we get a sequel or some successor to Bulletstorm.

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

>> No.2616160

>>2616142
I like it too but I think the caco should've been bigger.

>> No.2616165

>>2616142
I think the cacodemon looks hungover but the design is fantastic.
I have no idea what is up with the zombies though. I like gun wielding possessed copses more than twisted/augmented monsters.

>> No.2616167

>>2616068
Just because they made a news post doesnt make it "official" you know

>> No.2616172

>>2616165
I love how the caco has both vestigial arms and legs.

>> No.2616176

What if Ty was in hell right now,fighting against the demons

>> No.2616179

>>2616167

I'm positive they debated on whether or not they should put something on the News section for quite a while; also, Linguica is online, he owns Doomworld and they should've told him about it.

Sure, there's a lot of stuff that has no place in being there, but Ty's death should be (and I apologize) a no brainer.

>> No.2616187

>>2616179

also, doublepost, but fraggle and Quasar had just started leaving their condolences, they skipped the Doom general thread and waited until the news post was made.

>> No.2616192

>>2616165
the new caco looks good in my opinion when it's opening its mouth

>> No.2616241
File: 25 KB, 500x375, tumblr_inline_nj9x6bg1VN1r0zz7o.jpg [View same] [iqdb] [saucenao] [google]
2616241

>>2616135
>>2616172
That cacodemon skipped Everything Day.

>> No.2616251

>>2616241
more like EVERY DAY IS MASSETER DAY

>> No.2616252

>>2616241
>That cacodemon skipped Everything Day.

The laugh I desperately needed this afternoon

>> No.2616273
File: 776 KB, 1024x768, there_is_only_despair.png [View same] [iqdb] [saucenao] [google]
2616273

There is only despair.

>> No.2616280

>>2616273
how are you even alive

>> No.2616294

>>2616241
In only 12 weeks, you too can go from a Slackodemon to a Gains Elemental.

>> No.2616302
File: 9 KB, 196x132, gain elemental.gif [View same] [iqdb] [saucenao] [google]
2616302

>>2616241

>> No.2616321

>>2616179
Yes, it was debated. Scepticism is a good habit on the Internet, but it's reasonable to believe the post is genuine. The fact is not verified by the New Orleans contact yet, but everything seems to fit together with the information available, even the bits that weren't made public. Who'd even joke about this. RIP Ty Halderman. -dew

>> No.2616328
File: 2.11 MB, 620x388, shiiet.webm [View same] [iqdb] [saucenao] [google]
2616328

>>2616280
It's possible to get that far on Deus Vult 2 + HD, but you really need to abuse game. Saves, freelook, jumping, all dirty tricks.

>> No.2616336

>>2616135
>That shotgun
mmm, good to see they're atleast somewhat sticking to the old weapon design and not shoehorning in those stupid looking "Futuristic" weapons like doom 3 did. Seriously some of the guns in doom 3 just looked awful.

>> No.2616345
File: 49 KB, 1024x768, CHgHucNUEAAcCvW.jpg [View same] [iqdb] [saucenao] [google]
2616345

>>2616336
They still balls it up somewhat, they sawed the stock off too.
The regular shotty looks like garbage though.

>> No.2616350

>>2616336
Eh, other than the fugly machinegun they all looked pretty cool. Their sub-par sound design was a bigger issue. A game from that era which had fucking flawless weapons though was F.E.A.R.

>> No.2616361

>>2616345
Dear Game Developers,

Hire people who know how guns work.

Sincerely,
People Who Know How Guns Work

>> No.2616362 [DELETED] 

>>2616350
Eh, you think you know your shit but you're really a tryhard faggot that sucks at video games.

>> No.2616370

>>2616336
>>2616350
The sounds were a bigger issue for me, yeah.
Reznor leaving was a shame. The sounds he made were a lot better.
>>2616361
The Doom 3 guns were pretty bad at times. The shotgun in particular.
>>2616362
Rude.

>> No.2616372

>>2616362
Hi /v/, you must be lost.

>> No.2616375

Is there a wad compatible with Zandronum that could display my speed, and that would also be safe to put in my skins folder, assuming it wouldn't interfere with anything else?

>> No.2616376
File: 70 KB, 632x757, 1359DXHR_conceptart_Pistol.jpg [View same] [iqdb] [saucenao] [google]
2616376

>>2616361
The dx:hr devs did. Even the implausible guns (assault rifle, fucking side swing tround revolver) seem to be designed by someone who knows exactly how they're supposed to work, but decided to make them crazy for the rule of cool anyway.

>> No.2616378
File: 656 KB, 600x338, kZaxcwT.webm [View same] [iqdb] [saucenao] [google]
2616378

>>2616361
And fuck it. Porn.

>> No.2616380

>>2616361
Dear People Who Know How Guns Work,

We don't really care. It's a video game.

Sincerely,
Game Developers

>> No.2616382
File: 32 KB, 320x240, Cacodemon_encounter.png [View same] [iqdb] [saucenao] [google]
2616382

Why are Cacodemons so lovable?

>> No.2616384

>>2616376
The one major flaw of HR in that regard is that you can't get more nonlethal ammo. So on a nonlethal playthrough you end up stuck with only a few certain guns and can't give love to the attention to detail.

>> No.2616386

>>2616384
a major flaw of HR is that the best weapon is available right at beginning and plentiful through whole game

I am talking about pistol

also takedowns make game too easy

>> No.2616390
File: 278 KB, 1162x594, 1423092392237.jpg [View same] [iqdb] [saucenao] [google]
2616390

>>2616382
Why does Kurashiki keep letting them get bullied?

>> No.2616392

>>2616382
>>2616390

PREPARE TO GET BULLIED, NERDS

>> No.2616394

>>2616345
lmao

doom 3 doomguy felt like such a clunky fatass

he moved like a fatass and his guns were all slow and clunky too

metallic clunky tbh

the way he pumped that shotgun was hilarious

so slow and uncaring about the situation

like as if he had been eating too many burgers and all the blood had gone to his stomach so his brain process was all slow

doom 3 doomguy felt like a fat muted redneck lost in space smh

>> No.2616403

>>2616386
Yeah the pistol with armor piercing and laser kills absolutely everything in one headshot and has infinite range and accuracy. I wish enemies/guards were way more plentiful and dangerous, so there'd be more incentive to hide corpses and shit.
>>2616384
I have to replay it run-and-gun style some time.

>> No.2616404

>>2616380
Amen

>> No.2616405
File: 106 KB, 386x580, 1421394520090.jpg [View same] [iqdb] [saucenao] [google]
2616405

>>2616394
>Paul Blart: Space Cop

>> No.2616419
File: 1.65 MB, 800x3848, so_you_wanna_play_some_quake.png [View same] [iqdb] [saucenao] [google]
2616419

>>2615297
https://www.quaddicted.com/reviews/?filtered=mustplay

Do what it says with Quake Injector. It's useful.

>> No.2616438

>>2616361
I don't think devs have to necessarily detail every aspect of a gun and make a weapon that would actually work in real life (though that would be cool).

I just kind of want them to get basic things down, showing magazines with bullets in them, and actual feed lips, grips that would actually make ergonomic sense, etc.

If they're depicting a real weapon, I think it's nice if they at least depict it realistically enough, such as not showing a single-action pistol shooting in double-action, for instance.

>> No.2616450

>>2616438
>make a weapon that would actually work in real life (though that would be cool).
I'm like this with energy weapons too even. I'd love to see scram cannons, linear particle accelerators and shit like that rather than the endless copies of doom's plasma rifle we see in most games.

The fun thing is that weapons that strive to look plausible are almost invariably cooler than pure make-believe ones, so the criticism for the latter has more merit than just "gun autism" so to speak.

>> No.2616494

>>2616419
I think that infographic you have might be a tad out of date.

>> No.2616505 [DELETED] 

>>2615838
>tfw this was a plot/scam set up by Bloodshedder
>he now has full control over /idgames
>he'll delete half the shit and go on a power crazy rampage destroying anything incompatible with BOOM
I'd believe it. He seems insane enough to do it.

>> No.2616516

>>2616505
>destroying anything incompatible with BOOM
The community itself has been doing that on it's own for ages now. I can't remember the last time a major zdoom map was released.

>> No.2616529

>>2616505

Shut the fuck up.

>> No.2616532

>>2616516
pirate doom
the adventures of square

>> No.2616537

>>2616494
Likely, but it at least has the basics outlined, right?

>> No.2616557

>>2616516
I'm new to doom and all that jazz, mostly community wise. Is zdoom looked down on or something?

>> No.2616564
File: 61 KB, 1366x768, Screenshot_Heretic_20150817_015622.png [View same] [iqdb] [saucenao] [google]
2616564

>>2613786
>>2615386
>>2615465
It seems this was added in a recent update but I was using the only official release (from 2013, huh). The same strings work with Heretic and Hexen so I can finally 100% translate them.

Now, porting everything to this version and checking there are no errors is a pain in the ass.

I am seriously thinking of drawing highcase characters for both fonts of Heretic and Hexen. Everything being in lowercase is way too ugly. If I end up making it I'll release it for public use, I suppose.

>> No.2616579

>>2616557
Nah there's a million gameplay mods and TC's for zdoom, just not many large mapsets using it's features.

>> No.2616590

>>2616557
There's a general stigma in the community that gameplay mods should be for ZDoom/Zandro, and maps should be Boom-compatible.
Making maps in ZDoom format will receive a lot of complaints about "ZDoomisms" and whether the map's features "justify" being used in ZDoom.

This is, of course, a gross over-generalization. People have different preferences and different reasons for wanting this stuff.
Some of them are really good (if people want to really seriously pursue mapping, they should be familiar with what the limitations of their engine is and not try and claim their map is "vanilla compatible" when it isn't). Some of them are really stupid (mapsets always be expanded for the widest possible audience and using ZDoom features teaches the mapper bad habits that they'll never break free from).

>> No.2616598

>>2616529
Don't give him attention.

>> No.2616617

>>2616516
Golden Souls
Pirate Doom
Adventures Of Square, that's just in recent years. There was also a Total Conversion not too long ago.

I think people don't do as many ZDoom megawads or mapsets because it's harder to do and requires more work. I'm sure there are more that would but they figure what they're really just adding is a couple of slopes and some ambient noises, and they figure it's not really worth all that effort for that little and they scale things back to Boom for simplicity.

Vanilla or Boom, however, is much simpler, and can then be run in ZDoom, with gameplay mods if you should so wish.

It would be cool to see more ZDoom megawads though.
Or Action Doom 3.

>> No.2616627

>>2616590
I see, I really don't see the issue with something being zdoom only compatible, I'll just go and use zdoom if it's needed.

>> No.2616628

I just finished nido force

is the main character a grill?

>> No.2616630

>>2616590
>gameplay mods should be for ZDoom/Zandro
What else you gonna do them in? Edge? Or with DeHacked?

ZDoom and ZDoom based ports are used for gameplay mods because it's functional, has wide support, and is well documented.

You do a gameplay mod in Edge, and maybe 20 people will play it at the very most.
You do a gameplay mod in ZDoom, and it's pretty much identical to how you would have done it in Edge, maybe 200 people will play it, depending on how good it is and if it catches wind.

>> No.2616634

>>2616617
You know this might be ABSOLUTELY HARAM, but I'm not a fan of the megawad as being the baseline for mapsets. 32 maps is just too much for me, I much prefer shorter ones with a consistent theme and nice pacing like UAC Ultra.

>> No.2616653

>>2616634
I'd be fine with just Doom 1 style episode sizes, long enough, and if you want to add to it, that can be done later.

Back To Saturn X I think lands somewhere in the 20+ somewhere mark, which I think is long enough for the kind of maps they're doing.

>> No.2616673

>>2616628
Yes.

>> No.2616686

>>2616630
>What else you gonna do them in? Edge? Or with DeHacked?

Yes?
What do you think Instadoom was done in?

>> No.2616716

>Doom game made by Platinum games
>Once Doomguy enters hell he slowly becomes more demon like
>COmbat is incredibly fast paced and over the top
>Soundtrack is speed metal

>> No.2616719

It's Doom related. Trust me.
http://www.clickhole.com/article/incredible-lewis-and-clarks-sketches-animals-they--2924

>> No.2616729

>>2610961
I think that ICARUSLIV3S counts, He's been doing mod reviews for a while now.

>> No.2616730

>>2616653
>I'd be fine with just Doom 1 style episode sizes, long enough, and if you want to add to it, that can be done later.
Yes that format is much, much better.

>> No.2616778

>>2616716
I would be okay with this.
Because that isn't terribly different from what Doom already is.

>> No.2616795
File: 41 KB, 500x667, Balloon Guy.jpg [View same] [iqdb] [saucenao] [google]
2616795

>>2616716
>Chainsaw Combos.

>> No.2616807

>>2616716
>>2616795
The only QTE's I like I ones where you mash a single button while tearing something apart with no button change.

I would greatly welcome
>Press X/Square to saw through demon.
It just feels so good to mash a button and tear something in half.

>> No.2616810

>>2616716
so Vanquish: Hell edition?

>> No.2616814

>>2613714
Never claimed the mod would be spooky, you know.

Anyways, With the release of 0.3(c) Ed the bat released a "Zdoom feature" version, and I am debating on incorporating its fixes into the main version and dropping Zandro support (at least, non-3.0 support).

Anyways, before I do it, I must ask: Out of anyone who posts here and actually like Swuab, who of you play it on Zandronum 2.1.2(I believe that's the current released version) ?

>> No.2616816

>>2610957
>>2610974

I think it has something to do with how GZDoom uses spherical projection for the sky texture.

You should try this in software rendering instead of OpenGL and see if you get the same problem.

>> No.2616827

>>2616686
The fact that InstaDoom was done in something as simple as DeHacked is an achievement in and of itself.

My point is, if you want to make a gameplay mod which does advanced things or do dramatic changes, you need Edge or ZDoom, and since nobody plays Edge, and ZDoom does pretty much everything Edge can, if you want to make a gameplay mod, ZDoom is kind of the best option at the moment.

>> No.2616913

Okay, so I downloaded Powerslave EX again to see if I could get it to work right. Even downloaded the original game's files to see if that could have been the issue.

But as soon as I click "anubis.exe", I get "Exception caught in main, see crashlog"

Any ideas as to what the issue is?

>> No.2616959

Why the fuck do people still make EDGE-only mods?
What purpose does that serve? Are they just the Doom community hipsters or something?

>> No.2616960

>>2616814
>Never claimed the mod would be spooky, you know.
The problem is that while you say it's not supposed to be spooky, the SUAB main character is constantly trembling, looks like a neurotic nervous wreck, and is basically a perfect candidate for a spooky scary mod.

>> No.2616973

>>2616960
Yeah I know. If I had my way you'd play as an undead that was more annoyed-scared than scared-scared.

>> No.2616979

>>2616973

I love SUAB; play it all the time. What can we see in the future as far as implemented goals?

>> No.2616982

>>2616979
v0.4 is gonna (at least I'll try to make it so, at least) a new difficulty level, maybe some of the changes from the improved version and some other stuff.

>> No.2617000

>>2616982

Is the newer difficulty just going to be another harder, borderline-impossible hardcore mode or will it actually be something unique?

>> No.2617004

>>2617000
It'll be a mix of the two, to be honest; it'll replace enemies with versions that have some (bastardly) changes to them, but they won't be totally new and unique (Because My creativity is lacking).

>> No.2617029
File: 275 KB, 388x307, seriously fuck you.png [View same] [iqdb] [saucenao] [google]
2617029

>>2616959
>hipster

>> No.2617074
File: 39 KB, 634x471, sad cat 2.jpg [View same] [iqdb] [saucenao] [google]
2617074

>>2615838
>>2616035

>Went to the archives to download a wad
>they're turned black and white

I didn't ask for these feels

>> No.2617085

>>2616716

Only if his high tech armor begins to warp into some sick ass hybrid of Gothic hellish design and UAC tech

>> No.2617101
File: 28 KB, 93x111, wNLQjVP.png [View same] [iqdb] [saucenao] [google]
2617101

>>2617074
There's no way that's a coincidence. Fuck. Guess that confirms it.

R.I.P. Ty. Thank you for everything. You will be missed.

What a shit year this has been in terms of people dying. This is fucking 2009 all over again.

>> No.2617103

>>2617004

Sounds fucking sweet. Any difficulties that actually change the mechanics are always cool.

Looking forward to it spooky.

>> No.2617107

If one wanted to download the entire, up-to-date archives, what would be the easiest way?

>> No.2617139

>>2615838
I know, I know,
>reddit
I found this when I looked up his name.
https://www.reddit.com/r/Doom/comments/24yxar/i_am_ty_halderman_the_archive_maintainer_of/chcu5r6

I can't think of anything appropriate to say, so make of this what you will.

>> No.2617145

>>2617139

Top fucking kek

>> No.2617156

>>2617139
>I know people aren't gonna be happy with this, but my girlfriend is actually my grandmother. Yeah, it's a long story, but we love eachother very much and nothing will separate us.
>Sorry to anyone who may see me very differently now, but it had to be told really. Thanks for asking this, it was hard to keep this secret inside of me for so long.
>She's 81 btw.
what the fuck, ty

>> No.2617158

>>2617139
>shadowbanned
This is reddit at it's redditest

>> No.2617198

>>2617074

I had to delete my cookies to see it. I wasn't prepared.

>> No.2617208
File: 477 KB, 1600x900, Screenshot_Doom_20150817_000656.png [View same] [iqdb] [saucenao] [google]
2617208

Fuck, I forgot how much of a pain Sbarinfo it can be, after 0.4 I'm probably not gonna mess with it again.

>> No.2617217

Hey you stinky weeners.
Some guy is running a Twitch Plays DOOM, and almost no one is in there.
Let's give it a half assed attempt. wwwDOTtwitchDOTtv/ggtwitchplays

>> No.2617226

>>2615838
RIP Ty Halderman. You were a great maintainer, and did some cool stuff with TeamTNT.

>> No.2617252

>>2616328
What does HD stands for?

>> No.2617256

>>2617252
Hideous Destructor

>> No.2617258

>>2617217
>Sarais
lel

>> No.2617261

>>2617256
Thanks!

>> No.2617270

>>2616653
>Back To Saturn X I think lands somewhere in the 20+ somewhere mark, which I think is long enough for the kind of maps they're doing.

Episode 3 is going to be a full 32 levels, though.

>> No.2617294

http://forum.zdoom.org/viewtopic.php?p=824909#p824909

> Right now as far as ticket tagging goes 2.1 is "short term," 3.0 is "long term."

Ahhahahahah....hehe...is he serious?

>> No.2617306
File: 8 KB, 1035x144, Screenshot 2015-08-17 01.02.42.png [View same] [iqdb] [saucenao] [google]
2617306

>>2617294
EDNERD ON SUICIDE WATCH

>> No.2617326

>>2617294
>>2617306

This was, like, half a year ago, dudes.

>> No.2617331

>>2617326
Second page is new posts from today, bruv.

>> No.2617358

>>2617208

Is there an way to make it so the ammo list for weapons is optional on this hud? It just feels so clunky, when everything else rests neatly on the bottom of the screen.

>> No.2617384

>>2617358
Nope, because I can't into that level of sbarinfo.

>> No.2617405

>>2617384
That and not having the ammo list on screen would make it a bit uneven.

>> No.2617451

>>2617384
>>2617405

Fair enough. Figured I would ask while I had the chance.

>> No.2617456

So I was looking through my wad folder and I found a .wad titled NOVA2_D4, but when I went to the NOVAII thread over on DW it only had up to D3 on the main post.

Am I going fucking crazy? Did they put out D4 and then get rid of it or something? I have no idea how I would've gotten a newer or different version of the beta (especially if it doesn't actually exist).

>> No.2617493

>>2617456
Are there any differences in filesize between this D4 and the D3?

>> No.2617506

>>2617493

The zip is 11.8 MB compared to D3's 14.0, but I opened it up in Doom Builder and it's missing map 27 and 28. Also, something interesting: the actual D4 wad has a "date last modified" of 5/31/2015. What the FUCK is on my computer?

>> No.2617656

>>2615838
I had no idea he was that old. I assumed everyone involved in Final Doom was in their 30s at the oldest but he was 59 back then. Wow. Anyway, a great contributor to the community.

>> No.2617681

>>2617656
Final Doom was 19 years ago. He'd have been 49-50.

>> No.2617704

>>2617156
It's weird, but ultimately, I ain't gonna judge them, they were adults, if they were happy that way I think that's fine.

>> No.2617705

>>2617681
I thought I read that he was 79 this year. Must have read that wrong. Still 49-50 is older than I would have thought.

>> No.2617758

>>2617156
>grandmother 10 years older than him

You wot

>> No.2617771

Are there any good quake mods/maps that are TCs - like Doom with Aliens? I don't wanna kill more of the same monsters with the same guns anymore.

>> No.2617813

https://drive.google.com/file/d/0B3wV4QA6-qA2ZTJPRndDOGRKYTg/view?usp=sharing

Zandronum 4.0 alpha, compiled it myself moments ago. Up to date with the current GZDoom development builds, however, do note that it may not be stable. Quoting Torr:

"Took me a bit and the current state is likely still very unstable, but I merged Zandronum with GZDoom's head."

>> No.2617831

>>2617813
Damn, zandy's development has been speeding up exponentially as of late.

>> No.2617832

>>2617813
Does that mean zandronum will be up to date gzdoom wise?

>> No.2617834

>>2617832
The zandronum-zdoom-sync repository will be anyway (which is what the build I posted above is compiled from)

https://bitbucket.org/Torr_Samaho/zandronum-zdoom-sync

>> No.2617836

Anyway tzk, do you think you could spare the time of having a look through some acs/LANGUAGE that does something similar to your ZKVN in the near future? You've a lot more experience than I do and I don't want to relase anything with too much stupidity and glaring errors.

>> No.2617839

>>2617836
Sure, hit me up with a PM on ZDoom or something, I'll respond in a little bit since I gotta go afk

>> No.2617841

>>2617839
It'll be a few days, just thought I'd ask.

>> No.2617842
File: 451 KB, 512x511, 1433273890044.png [View same] [iqdb] [saucenao] [google]
2617842

I fucking hate Slaughtaurs. I absolutely fucking hate them. Every level, slaughtaurs fucking everywhere. Ice shards are fucking worthless and the ultimate staff doesn't work in thin hallways. I either spend 20 minutes popping them to death with the default peashooter (in which case more of the cunts spawn in because it takes SO FUCKING LONG) or I use my lightning bolt which THEY CAN FUCKING BLOCK.

HOLY
FUCK
NO MORE SLAUGHTAURS
STOP BLOCKING
STOP SHOOTING
STOP SPAWNING
STOP FUCKING BREATHING
I WANT THIS EXPANSION TO END

>> No.2617843
File: 11 KB, 367x202, B7X1aKrCMAA8Anb.jpg [View same] [iqdb] [saucenao] [google]
2617843

>>2617842

>> No.2617850

NEW THREAD

>>2617847
>>2617847
>>2617847

>> No.2617853

>>2617842
>playing mage

Mage and cleric really should've had their Flechette effects switched around.

>> No.2619251

>>2617813
Does that mean Zandro will end up using GL 4.0?