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/vr/ - Retro Games


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2644191 No.2644191 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2635305
(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.2644193

===NEWS===

[08-27] The Lazy Motherfuckers Quake Pack
https://archive.moe/vr/post/2642869
https://mega.nz/#!8MlzHK5A!_dDotjEfkUhYPdkGhn2ZWtVaruEt0R75noIcxJkHwyo

[08-26] Vanillic Acid v1.1
https://archive.moe/vr/post/2639586
https://mega.co.nz/#!Z05ykKLb!Wun5pFmw3z3tbV_HniyvxuCLPK0SkvIblNK6rW722TY

[08-25] Hellscape: a reimagining of Doom2's hell maps, by Chris Lutz (wip)
http://www.doomworld.com/vb/wads-mods/74292-doom-ii-hellscape/

[08-25] Jedi Knight II Touch is free for limited time.
http://www.amazon.com/Beloko-Games-JK2-Touch/dp/B0143INHXG/

[08-23] Anon mod release: MBF HUD for ZDoom
https://archive.moe/vr/post/2633498
https://www.dropbox.com/s/svntk74s5ypn229/mbfhud-20150823.pk3

[08-23] Anon map release: Toxic Base
https://archive.moe/vr/post/2632192
https://www.dropbox.com/s/hn911ts1b9pyfj7/Toxic%20Base.wad

[08-22] Going Down bugfix update
http://www.doomworld.com/vb/post/1412093

[08-22] Simple Mutators: no hitscanners, toned down revenant fire, and more
http://forum.zdoom.org/viewtopic.php?t=48978

[08-19] Don't Be A Bitch Remastered: 33 T/LMS maps updated for better DM play. Designed for Eon Weapons
http://www.doomworld.com/idgames/?id=18189

[08-19] Demonsteele: Sun Shihong beta test
https://archive.moe/vr/post/2624117
https://www.dropbox.com/s/fo9nh88xs48xv7u/te13-DemonSteele.pk3
https://www.dropbox.com/s/xi94i3p550grunh/ssh.pk3 (load both, plus mapset)

[08-18] /vr/doom community wad: Famous monuments, landmarks, or places of interest
https://archive.moe/vr/post/2619435 - Announcement
https://archive.moe/vr/post/2619669 - Rules

[08-16] RIP, Ty Halderman, /idgames maintainer, Boom co-author, TeamTNT leader
http://www.doomworld.com/vb/post/1409629
http://www.doomworld.com/vb/doomworld-news/74184-idgames-maintainer-ty-halderman-passes-away-at-69/

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

===

To submit news, please reply to this post.

>> No.2644207

>>2644193

http://www.doomworld.com/php/topstory.php?id=4478

/newstuff chronicles #479

>> No.2644214

I wonder if real shadows will ever be a thing in gzdoom or related engines. Playing Darkplaces made me realize how nice they are even in (or especially in) a low poly environment.

>> No.2644215
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2644215

>>2644206
I have a bad habit of posting right after new threads happen in the old thread. Picture stays related.

>> No.2644259

>>2644214
Brad "(G)ZDoom mods should each be made into their own source port, also DONATE NOW" Harding implemented them into Doom Retro.

To his credit I believe that it's something in Doom Retro that hasn't already been done previously and better by other ports or mods. I believe that's the only thing, though, and he got someone to walk him through adapting it from another game over at stackexchange.

>> No.2644262
File: 170 KB, 800x600, 92671-Blood_(1997)(Monolith)-4.jpg [View same] [iqdb] [saucenao] [google]
2644262

>>2644214
Quake shadows, probably never. Build Engine like shadows though? Totaly possible with a little ACS and Decorate Magic.

>> No.2644287

>>2644262
Ophelia? Noooooooooooooooooooo-OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Show yourself! SHOW YOURSELF!

>> No.2644297

>>2644207
that happened quickly.
iirc they were saying, in the previous newstuff thread, the next wouldn't happen for ages.
not that i'm complaining. just caught me off guard.

>> No.2644301

>>2644262
THAT FUCKER'S CHEATING YOU DON'T GET LIFE LEECH IN EPISODE 1 TBH

>> No.2644302
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2644302

>> No.2644310
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2644310

>>2644302

>> No.2644324

>>2644259
Wait there's actual shadowcasting in doom retro?
>>2644262
>Quake shadows, probably never. Build Engine like shadows though? Totaly possible with a little ACS and Decorate Magic.
Shadows for sprites aren't that important, but for 3d models and level architecture I mean.

>> No.2644337

>>2644324
>Wait there's actual shadowcasting in doom retro?
I don't know enough about the differences between shadows to tell you if there's actual shadowcasting, and I only ever played Doom Retro prior to shadows being added I think, but it "has shadows." Whether those qualify as "actual shadowcasting" and how Doom Retro determines the angle to display the shadow in a port with only sector lighting and not directional lighting like GZDoom, I have no idea.

>> No.2644352

>>2644337
>http://www.redblobgames.com/articles/visibility/
Drag the little ball around. That is "real shadowcasting".

>> No.2644471
File: 391 KB, 1600x900, Screenshot_Doom_20150827_170642.png [View same] [iqdb] [saucenao] [google]
2644471

How's the /vr/ famous locations mod coming fellas?

I made my first skybox. Always just changed the sky texture before.

>> No.2644528

>>2644471
I kind of lost inspiration since my concept would inevitably play like shit, but got a huge burst of inspiration for another project.

I think I'll start over with the map and choose haunted house/winchester mansion as my them instead. This time all those doors to nothing will lead to something..

>> No.2644550

>>2644337
>I only ever played Doom Retro prior to shadows being added I think, but it "has shadows."
It puts a little squished version of the current sprite frame down on the ground. It's not "real" by any stretch.

>> No.2644565

>>2644528
You were doing the crybaby bridge or japanese suicide forest one??

>> No.2644603

>>2644565

No, that was me.

>>2644471

I've been sketching out different layouts and trying to dissect other maps for inspiration. It's really frustrating, trying to figure out how mappers managed to get a layout that not only flows naturally, but loops in on itself, and yet still manages to have enough room to decorate and still look convincingly enough like an actual place.
When I was mapping on my last project, I was just kind of forcing myself to do things room by room and then slot things in afterwards, and that process bit me in the ass hard.

>> No.2644610

>>2644603
>room by room
Literally how romero mapped. He put out some mapping "rules" a while back. Might want to look into those.

>> No.2644680
File: 456 KB, 1280x720, Screenshot_Doom_20150827_210840.png [View same] [iqdb] [saucenao] [google]
2644680

???

>> No.2644708

>>2644680

What WAD?

>> No.2644718

>>2644708
Epic 2 i think
>>2644680
such is life when combining mods

>> No.2644731

>>2644708
Epic 2 with WW Nazis

>>2644718
But Nazis was designed with Epic 2 in mind...

>> No.2644738

>>2644731
Try to swap the load order and/or check your skins folder

>> No.2644818
File: 1.50 MB, 1680x1050, Screenshot_Doom_20150827_191737.png [View same] [iqdb] [saucenao] [google]
2644818

>>2644680
Did you get Epic 2 from Doomworld idgames?
If you got it from Best-Ever or somewhere, they have versions that have fixes for mod compatibility on Zandro or some dumb shit.

I can confirm the ww-nazis-v2 and epic2.pk3 work fine on GZDoom g2.1.pre-1231-g5a7afad - 2015-08-12 build. Didn't matter which was loaded first.

>> No.2644831

>>2644818
I was using epic2fix.wad
I'll try epic2.pk3

>> No.2644832

To the fellow modders here: how do you keep motivated? Real life has been taking a steady shit on me and I haven't been up to the task of working either of my projects.

>> No.2644842

>>2644831
Whoops, I meant to say ww-nazis-v2.pk3.
Epic 2 is still epic2.wad.
http://www.doomworld.com/idgames/levels/doom2/megawads/epic2.zip

>> No.2644936

Gameplay mods mustn't be my thing. Every time I've tried one, I'm like "oh cool" for the first hour or so. Then I get burned out, and simply return to unmodded doom.

>> No.2644954

>>2644936

That's fine. Gameplay mods aren't for everyone, and Doom by itself is still unbelievably strong.

>> No.2644974

>>2644936
Well, what kind of mod would you have figured would have appealed to you? Something with realism, something that's spaced out and weird, something intricate?

I mean, it may not just be your thing at all, but not all mods are for everyone.

>>2644954
That is true, the core gameplay is still bulletproof.

>> No.2645084
File: 459 KB, 807x1400, 1426730211613.jpg [View same] [iqdb] [saucenao] [google]
2645084

I don't suppose you lot have a upload of Powerslave EX around? Unfortunately I didn't grab it before it was kill

>> No.2645087

>>2644936

You'll find one eventually.

Even if it's just Smooth Doom or something like it. I wind up using QStyleZX and Hideous Destructor a lot, or DoomRL and Russian Overkill for slaughter maps.

>> No.2645091

>>2645084

One second. I think I still have it sitting on my Mega.
https://mega.co.nz/#!A8B0XQLR!i4MwWxIGlBxHD0uTiwZcWSJxDO_sdoTWkI7GIMz4Bsk

No idea if it's missing anything. I had it on my backlog when I realized it got ded.

>> No.2645095

Are there people who actually reach the exit, check their kill/secret count, and then backtrack through the entire map just to get everything they missed? I don't see the fun in that.

>> No.2645097

>>2645095

I do for secrets if it's a mapset I'm particular enjoying or I'm really hurting on health/ammo.

I never go back for kills/items. I generally try to kill everything I see, but I'm not anal about it.

>> No.2645101

>>2645095
I only did it for secrets when I was playing the originals.
I don't do it nowadays. I usually warp to the secret levels as a result

>> No.2645102

>>2645087
I can't even enjoy Smooth Doom. A lot of the monster animations look unnatural to me.

>> No.2645123

>>2644259
Doom retro looks so fucking good. Color pallate and all

>> No.2645130

>>2644259
>(G)ZDoom mods should each be made into their own source port
wait what

>> No.2645140

>>2645087
>QStyleZX
Where do I get this?

>> No.2645141

>>2645123

I'm seriously thinking of ditching gzDoom for casual playing and just doing Doom Retro the maps allow.

>> No.2645145

>>2645140
http://zorasoft.net/doom.html

Literally, just google it.

Compared to modern mods, it has nothing of value. I like it just because it's a generic monster and weapon randomizer that stays vaguely Doom/Quake-like and ramps the difficulty up ever so slightly to be playable in just about every type of wad.

>> No.2645170
File: 73 KB, 640x480, Screenshot_Doom_20150827_175216.png [View same] [iqdb] [saucenao] [google]
2645170

Plutonia virgin here.

Took me about 6 hours overall, but I finally managed to conquer this fucking level with no save/load.

I'm terrible at this.

Am I accurate in thinking that if you try to shoot BFG from around the corner and then duck behind cover right after firing the shot then it doesn't seem to do any damage? I've wasted a ton of shots and felt really tense at the end; all the adrenaline over the idea that one of those three final Cyberdemons will wreck my shit with just a single rocket.

To say nothing of situations like being on 15% HP, haphazardly and hilariously failing to evade a Revenant agitation ball, and then it hits... and I'm on 7% HP.

Nothing beats the feeling of reaching a Megasphere when you've health in the lower double digits declining fast from all the fire around you, though.

I've also managed to kill myself with a Rocket Launcher on 4 consecutive tries. Figures.

>> No.2645219

>>2645170
>Am I accurate in thinking that if you try to shoot BFG from around the corner and then duck behind cover right after firing the shot then it doesn't seem to do any damage?

read this http://www.gamers.org/docs/FAQ/bfgfaq/#3E

>> No.2645238

>>2644832
well for a start i endeavoured to avoid real life as much as possible

>> No.2645242

>>2645141
I've already done it. No regrets.
Might even ditch gzdoom all together. If I want mods I'll just stick zandro compatible ones for multiplayer

Anyone know how to get retro dooms color scheme into other source ports? Should loading the retro doom wad work?

>> No.2645251

>>2645095
depends how well i know the map, if it's something i've played and maxed hundreds of times already maybe i'll not bother, but maps that are new to me i will obsessively try to find everything because i feel like i failed the map if i miss stuff.

however i'm not above turning on the map cheat or resorting to a map editor if i find myself searching for frustratingly long times post-level.

this compulsion is enabled by source ports which give running totals of kills/items/secrets on the hud. it'd be much more annoying if you only found you missed things after pressing the exit switch. i'd probably be less inclined to do it if i had to do a save/exit/reload dance every time to check.

>> No.2645256

>>2645170
>if you try to shoot BFG from around the corner and then duck behind cover right after firing the shot then it doesn't seem to do any damage
yeah the rays (from which most of the damage comes) do not trigger until about half a second after the ball bursts

>> No.2645264

>>2645123
>Doom retro looks so fucking good. Color pallate and all
may i request a bunch of screenshots showing it off? everything i know about doom retro is mostly negative reaction to the creator's presentation, self-promotion, and implied denigration of other source ports

>> No.2645282

>>2645091
Holy shit thanks anon

Is this all patched up and everything? Just downloading it now

>> No.2645287

>>2645256
Not just that, but there can't be any walls in between the player and the monsters as this happens.

>> No.2645291

>>2644832
It's the other way around for me, I immerse myself in modding to be able to stand real life. Modding doom gives me fun, purpose, mental stimulation.

>> No.2645295

>>2645291

It used to be that way for me but my job's been dragging me down that hard.

retail a shit

But to get away from stupid blogging shit, do you guys ever find yourself recycling code and assets from your own past mods and stuff?

>> No.2645340
File: 23 KB, 640x400, SPLASH.png [View same] [iqdb] [saucenao] [google]
2645340

>>2645242
>Should loading the retro doom wad work?

Nope. It just contains a DeHackEd patch to change some text strings, an upscaled status bar graphic, and bullshit like this splash screen.

Strangely enough, this splash screen image has its own dedicated palette lump.

The modified color palette you seen in game is created by the source port's "Tint Tables." The code for this is located in i_tinttab.c. It takes the colors defined in the IWAD's PLAYPAL, and then modifies the palette as the graphics are drawn.

The fake-shadows are in the source as well, as part of v_video.c. Tint tables also handle translucency, needed for the shadows.
Guess Harding actually did some real work on this; from what I had heard he had essentially ripped off Crispy Doom.

Chocolate Doom can't do the transparency stuff, and they can't just copy code from Boom or MBF, which did have it.

tl;dr Nope.

>> No.2645342

On the vague topic of source ports, why isn't there one for Wipeout?

OpenW'O"

>> No.2645346

>>2645102
Have you tried the basics yet? (Brutal Doom, Beautiful Doom, Particle Fire Enhancer Mod, and Polished Skull)

>> No.2645349
File: 1.47 MB, 1920x1080, Screenshot_Doom_20130410_111322.png [View same] [iqdb] [saucenao] [google]
2645349

>>2645295
>retail a shit
I did telemarketing 4 months straight once and never recovered (j/k)

>But to get away from stupid blogging shit, do you guys ever find yourself recycling code and assets from your own past mods and stuff?
Not really. I haven't worked long enough with enough experience that anything that counts as my "past" is worth using. Anyway until recently virtually all my knowledge lay in (mis)use of architecture for the sake of architecture and cool but inefficient ACS, but now I've finally branched into decorate for another project. Decorate is fucking scary let me tell you.

>> No.2645350

>>2645295
>do you guys ever find yourself recycling code and assets from your own past mods and stuff?
It helps for rapid prototyping. I usually replace all the reused stuff by the time I'm done.

>> No.2645352

>>2645342
Because those games do not have their source code open Hence the name SOURCE port

Sometimes, an open source game engine recreation, or "reimplementation" can be created. For example, OpenRA, for Command & Conquer: Red Alert. Doom64EX and PowerslaveEX also.

But that can't be done unless the original is reverse-engineered which can, but not always, be against the law and thoroughly documented so developers have the resources and knowledge to recreate it.

>> No.2645385

>>2645340
where have i seen that font before? what is it called? i don't think he made that himself

>> No.2645394

>>2644471
dead as fuck since theme is too restricting

>> No.2645402

>>2645394
It's not even that restricting. You just need to loosely base your map on a real location. Have a recognizable area in there and build the map around that.

I guess challenges are too... challenging?

>> No.2645409

>>2645385
Don't know, but I agree, it looks familiar.
It's looks like a bitmap version of Eurostile Condensed (its not though.) Also kind of looks like Yusuke Kamiyamane's fonts, but this one looks more grotesque than humanist like his sans-serifs are.

I'll let you know if I figure it out.

And its not Chicago, either.

>> No.2645412
File: 52 KB, 640x480, 1440747647.png [View same] [iqdb] [saucenao] [google]
2645412

>>2645170
this is so cute. i really wish i could have watched.

you are not terrible. you are far from terrible. you spent 6 hours beating the map and eventually prevailed! you are amazing, don't let anyone tell you different.

keep practising, keep challenging yourself, and you're well on the way to becoming a great player.

--

also here is a thing you can use to gauge BFG damage.

http://temp-host.com/download.php?file=zo15sd

if you run it in prboom-plus like this:

prboom-plus cybkill.wad -trace_thingshealth 0 1 -warp 1

and make sure the fullscreen HUD is visible (see picture) then you can see how much damage you've done to the monster (thing 1) with each shot.

there is a large cache of extra plasma cells and an invulnerability if you need/want it. there's also a rocket launcher so you can reset the map easily.

hope this helps. have fun.

>> No.2645430

>>2645385
>>2645409

Holy shit, he actually might have made it himself.
The font is used on his site, of course in woff format. Took it out of the sites css style sheet. Opened it up with Fontforge and behold
Font name: Retro
Copyright: BradHarding

Converted it to Truetype if you want it: https://www.dropbox.com/s/u31327jgugvgtob/retro.ttf?dl=0

However, there is the possibility he stole it and removed the original copyright info and glyphs he didn't need. Metadata says the file was first created Fri July 30, 2010 12:09:53 AM PST. DOOM RETRO wasn't released until December 10, 2013. I'm skeptical he was kicking this around for over 3 years. Chocolate Doom started in 2005, so who knows.

>> No.2645447

I wish more source ports utilised an auto-compatibility system, like what (G)ZDoom does.

>> No.2645526

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

so apparently there's a full game based on unloved?

>> No.2645557

Are there any mods like Scalliano's 667 Shuffle, but doesn't include custom weapons? I'm enjoying The Trailblazer, but would like to use it against custom enemies, but 667 shuffle replaces the default weapons and ammo pickups.

>> No.2645570
File: 929 KB, 1920x1080, gzdoom 2015-08-17 22-44-02.png [View same] [iqdb] [saucenao] [google]
2645570

Is it possible to make more weapon states than fire/alfire/reload/zoom without resorting to ACS calls?

>> No.2645581
File: 1.01 MB, 1006x1052, gog.png [View same] [iqdb] [saucenao] [google]
2645581

Well waddaya know

>> No.2645589

>>2645581
is there something in particular in your picture or are you just pointing out it's for sale there?

>> No.2645591
File: 1.01 MB, 1107x687, Capture.png [View same] [iqdb] [saucenao] [google]
2645591

>>2645589
Nigger Doom just got added to GOG
It wasn't on there before
Just thought it might be interesting
but whatever bro

>> No.2645594

>>2645581
we knew that already but it didn't make it to the news post for some reason
>>2645591
calm your tits, he was asking if you were just pointing out that's on gog

>> No.2645598

>>2645591
this was discussed for half the previous thread. assumed you knew, in which case, why post that screenshot, unless there's some new information in it?

>> No.2645603

>>2645598
Well shit son maybe I wasn't here for the previous thread
So sorry for such an embarrassing post.

>> No.2645608

>>2645594
>we knew that already but it didn't make it to the news post for some reason

i don't think the news post links to items for sale, because some people objected to it being used as free advertising. this was, as i recall, why the Doom/Quake/etc Touch links disappeared when they stopped being free to download.

if this attitude has changed and people think the GOG stuff should go in the news post, i am sure it can be rectified by next thread.

>> No.2645613

>>2645608
Nah I think commercial stuff shouldn't generally end up in the news post, unless say a doom community member made a commercial TC or something.

>> No.2645614

>>2645603
fair enough, it was a misunderstanding.

>> No.2645752
File: 2.92 MB, 320x240, quirk1fda240.webm [View same] [iqdb] [saucenao] [google]
2645752

Quirk.wad (v2, three maps) - https://archive.moe/vr/thread/2581686/#2589084

demos here:

http://temp-host.com/download.php?file=pr46gr

map01:

i've done this before (https://archive.moe/vr/thread/2561093/#2563875)), this is the fixed version which addresses pretty much all my complaints. thank you in particular for replacing the central lift with a staircase, it makes navigating the map much more fluid.

however i note it's still possible to lock yourself out of one of the secrets.

>> No.2645756
File: 2.96 MB, 320x240, quirk2fda408.webm [View same] [iqdb] [saucenao] [google]
2645756

>>2645752

map02:

felt like another episode starter rather than a continuation. still, everything i liked about the first map is still true for this one. i don't think i spotted any bugs or areas needing improvement.

somehow i completely missed the shotgun on the balcony at the start and wasted time pistolling things. some skeletons made for some fun being chased around the dark places, but in the end weren't much trouble.

i spotted the secret on the automap, but thought it was part of a trap. (map spoiler: there are three lines that look like closed doors on the automap, i figured they would all open as part of the red key trap, when only two of them did)

>> No.2645760
File: 2.88 MB, 320x240, quirk3fda223.webm [View same] [iqdb] [saucenao] [google]
2645760

>>2645756

map03:

very small, barely more than a single large room. one difference from previous was the lack of an immediately available "everyday" weapon upgrade.

the archvile released up on the ledge can't do much besides resurrect things while you throw rockets up there, using the alcove with the switch that released it, for cover; the revenant released on the far side of the main area can be dispatched easily without leaving said alcove. it might be worth having the switch also release some other monster to chase you out of the safe zone.

again the one secret area is very visible on the automap. as the author noted at the time, there is a very obvious shortcut to the exit.

>> No.2645828

>>2645526

Based on? Dude that's Unloved. It's made by the same dude.

He even said that once he was done with the indie version he was going to work in Unloved 2 again

>> No.2645837

Any new boom maps? Names please!

>> No.2645843

>>2645295
Don't worry everybody gets that hump. I have to find a new place to live in about 3 weeks and it's driving me mad. Try looking for another job, even if it's the same just a change up of companies can keep you going for another few years yet.

I always re-use stuff if it wasn't used - I recycled a level from an old mod into a new one and it fit far better into the new one.

>> No.2645930

>>2645340
Thank you for explaining that to me. A lot.
Maybe someday someone will make a pk3 to emulate what retro doom does in zdoom

>> No.2646000

>>2645282

As I said, no idea.

I haven't even gotten to it yet. I still have to finish Blood and Shadow Warrior.

>> No.2646005
File: 320 KB, 620x351, Yestrday2.png [View same] [iqdb] [saucenao] [google]
2646005

>>2645291

Modding is the only creative outlet I can stand.

Drawing is too much effort, I'm supposedly an excellent writer, but I can't stand writing anything and meticulously shit over my own work before it gets anywhere.

Doom is different. I can make a completed project and feel happy by the end of it. I mean I still get slightly autistic about texture aligning and making sure rooms make some kind of sense, but that's just me I guess. My favorite levels are ones that either go full abstract or full realism and make some kind of sense. Guess it's why I liked Duke Nukem and Shadow Warrior's levels as a kid, but some Doom mappers just go all out there with surreal stuff and I love it. I want to learn how to do that myself.

>> No.2646013

How well do texture packs cooperate with vanilla Doom?

If I wanted to map with say, cc4tex, I could just combine and clean out the excess with my map when I'm done, and it should work from there, right?

Stock Doom textures feel extremely limiting to me.

>> No.2646017

>>2645130
iirc, the doom retro guy has a moto where he thinks that EVERY doom mod should be its own thing [as in its own IWAD]

>> No.2646049
File: 2.88 MB, 320x240, VanillicAcidV1p2fda.webm [View same] [iqdb] [saucenao] [google]
2646049

>>2644206
>>2644215
doom2 complevel demo: http://temp-host.com/download.php?file=ud61qx

it doesn't seem like you've fixed anything mentioned by >>2640105 i'm afraid.

- two imps in the early teleport still didn't. you're still using single-use lines; you've been told how to fix this but haven't for some reason?
- the arachnotron teleported, and got stuck in a crate. so much for that being "fixed"
- once the wall's gone up there's no way back
- a sergeant took so long to teleport the wall had gone up, leaving him unkillable

it seems like you've spent more time writing hilarious messages on the automap than fixing bugs. sorry if i sound harsh, but it's frustrating.

>> No.2646063

>>2646049

No, no need to apologize, because I totally understand. It's just that I didn't experience any of those issues on my end played across multiple ports, multiple times, and was actively reading those comments while trying to fix it. It's as frustrating for me to spend time fucking with it and hear everything's not fixed, as it is for you to play it and not experience any fixes.

The automap thing was about five seconds to make a single A, and another five to copy-paste-set copy-paste-bigger-set and then another five for a exclamation mark. I'm not good at vanilla teleporting functions and I don't have a magic eye to watch the enemies not warp in for some people, while they warp in just fine for me. Especially when the arachnatron physically has no way of taking two steps without crossing a teleport linedef to it's proper location. I made a map prior to this with UDMF and I honestly want to go back to it because of just how much easier it is to use. No wacky outside-the-map sectors just to get an enemy to teleport in that don't work reliably.

There's also not suppose to be a way back once the wall goes up. You're considered done with the level at that point. You can get back in, but not out. I know that's not "vanilla" in terms of old school Doom, but if it's really a stick in the ass, I can add another switch behind the revenants to drop the walls back down. It's just at this point, I'm left wanting to move on rather than fiddling with these mistakes. Thanks for all your testing.

>> No.2646067

>>2646005
I can recommend sculpting if you want to try something creative other than drawing. It sounds odd, but trust me in that it's incredibly fun and relaxing even if you're not really any good.
>I can't stand writing anything and meticulously shit over my own work before it gets anywhere.
That's what editors are for. You probably need someone to tell you whats good or not and to bite your knuckles and keep working. Even you would like to be writing that is.

>>2646005
>My favorite levels are ones that either go full abstract or full realism and make some kind of sense.
Agreed. Quake 1 had 10/10 "full abstract" level design that just refuses to feel dated, disregarding the graphics and palette.

"Full realism" levels should be gameified in such a way that it's not apparent but makes it play well. DXHR might be a decent example of that.

>> No.2646070

>>2646067
if you even*

>> No.2646087

>>2646063
all right fair enough.
>It's just that I didn't experience any of those issues on my end played across multiple ports, multiple times
perhaps all the ports you tried it in have the boom fix for single line teleporters. in vanilla, a teleporter line is used up even if the monster crossing it doesn't teleport. why wouldn't it teleport? see below.

>I don't have a magic eye to watch the enemies not warp in for some people
you do. you play the demo, and watch it on the automap, with iddt*2.

>Especially when the arachnatron physically has no way of taking two steps without crossing a teleport linedef to it's proper location
the arachnotron doesn't teleport because something else got there first and is occupying its destination point. so it cheerfully walks off into a different part of the holding area and wanders onto other lines. this is why monster teleporter lines need to be repeatable - once released the monster to be teleported needs to be able to retry the teleport until it succeeds.

>There's also not suppose to be a way back once the wall goes up. You're considered done with the level at that point.
fair enough, that's mappers choice, i respect that. but if you do it i think it must be ensured things don't teleport behind the wall after it has rendered the area inaccessible.

>It's just at this point, I'm left wanting to move on rather than fiddling with these mistakes.
all right, i hear that. may i fix it myself in your stead? i believe i can redesign the monster teleporters to act correctly.

>Thanks for all your testing.
no problem, thanks for making the map in the first place. it's very good, it just needs some technical attention... i hope my explanations make some sense even if you've been put off non-zdoom mapping for life :)

>> No.2646114

>>2646087

Ah, cool points. I'm not experienced with replays/demos and the like, so I didn't know I could do that.

I would actually love it if you were able to fix the monster teleports and I could inspect how you did it! That would help me a lot more than playing a game of cat and mouse with hackneyed self solutions.


And I want to love Vanilla more, but I'm spoiled by UDMF for having opened Pandora's Box once. Having items teleport, entire sectors morph on a whim, things spawn in entirely on their own accord based off a script, etc - it's just too much freedom to not be tempted. It's also because of it, and playing with Vanilla Doom, that I hold some insane respect for people who did the stuff they did before Boom, zDoom, UDMF, ACS, etc - and all that stuff was available to them. I remember Cyberdreams kinda fondly from all the way back then for being original and interesting on all levels: visual, gameplay, and technical.

>> No.2646119

>>2646070

I do and don't want to write. I have ideas that sound cool on paper to me, and then a day later I'm left tearing them up. Then I find a way to recondition it to be more suitable, then I think it's shit again. Then I have characters I want to introduce, but then they don't hold any relevance to the central story. I have a lot I want to convey about a particular scene, culture, or person - but then I'm stuck on how to do it because no one respects sidetracked info-wanks.

And by full realism, I didn't necessarily always mean full on BUILD style maps - I more meant, if you're gonna have a room full of UAC Crates, put in some loading doors, cranes, lifts, etc. It's fair to stack them maze like for the purpose of a game, but it's odd when they're sitting in a room with no real purpose. Same goes with every terminal, window, light, etc.

>> No.2646127
File: 18 KB, 640x480, 1440780992.png [View same] [iqdb] [saucenao] [google]
2646127

>>2646087 (me)
>the arachnotron doesn't teleport because something else got there first and is occupying its destination point
let me just illustrate this, you see here on the bottom right the arachnotron just crossing a teleporter line, it's not teleporting because there is a small red triangle on its destination point (at the top left), probably an imp or something.

>>2646114
>I would actually love it if you were able to fix the monster teleports and I could inspect how you did it!
okay cool i'll try to get that done in the next couple of hours or so. thanks.

>> No.2646137

>>2646127
>okay cool i'll try to get that done in the next couple of hours or so. thanks.

No rush at all.

I know I could make it far more fool proof if I locked every single monster in an individual enclosure, but honestly, I was just getting lazy by that point.

>> No.2646141
File: 1.10 MB, 1920x1080, Screenshot_Doom_20150817_024121.png [View same] [iqdb] [saucenao] [google]
2646141

>>2646119
>but then I'm stuck on how to do it because no one respects sidetracked info-wanks.
Neal stephensons success as a writer is evidence to the contrary (love it myself, as long as the info being wanked is interesting enough). You seem exactly like the kind of person works best with a co-writer to reign you in, which I don't mean in any negative sort of way.

>And by full realism [...]
I also like maps/rooms that make sense on some level at least. I'm way worse about it when it comes to story, monster, weapon etc. design where I just can't deal with shit that doesn't make sense in-setting.

>> No.2646184

>>2645760
Is it possible for you to make your videos a bit faster. so when played at half speed they play at normal doom speed?

>> No.2646250

To be serious for a second, this general is one of the few reasons I come to this site anymore. Y'all are super nice, helpful, and informative people. The general isn't bogged down with dumb memes, trips, or (too much) elitism. And when something is bad or an anon disagrees, they usually lay out their points as to why.

>> No.2646265

Why would slopes show up in GZ Doombuilder and not in Z&? Is there something I'm missing?

>> No.2646283

>>2646250

Glad to have you too, anon.
I know we've got our share of persistent shitposters, but I'm always glad to be among you bros.

>>2646265

If you're using the triangle method where you make a triangle sector and then raise/lower the individual vertices, that's not supported in 2.1.2. You'll need to either jump to Z& 3.0 or use the linedef properties method of slopes.

>> No.2646302
File: 64 KB, 540x405, tumblr_nth2tjoOjz1r5g7jjo1_540[1].jpg [View same] [iqdb] [saucenao] [google]
2646302

Ey Mike, I know you're reading these threads, here's a suggestion.

You're working on a beach map for HDoom and that's what's going to be in the next update (oops), would you consider introducing a room similar to this?

Since you're using GZDoom elements you might as well try a bit of colored lightning, it shouldn't be hard to do. KUTGW!

>> No.2646381
File: 38 KB, 640x480, 1440790030.png [View same] [iqdb] [saucenao] [google]
2646381

>>2646137
i'm nearly done i think. just trying to deal with a recalcitrant sergeant who refuses to move or attack after teleporting onto a rotated crate. if shot it unsticks him but before that he is no use whatsoever.

>> No.2646431

>>2646283
>If you're using the triangle method where you make a triangle sector and then raise/lower the individual vertices, that's not supported in 2.1.2. You'll need to either jump to Z& 3.0 or use the linedef properties method of slopes.

Was using the sector bit. Set angle and steepness and all

>> No.2646471

Anyone else here watching this right now?
https://www.youtube.com/watch?v=pR-7fRIZZn4

>> No.2646512

>>2646250
This is by far the healthist "general" thread on the site as far as I know. I've ventured into the "amateur game dev general" on /vg/ and it's absolutely horrible.

Anyway I think the mods here deserve as much if not more credit than us posters ourselves. They've been doing a splendid job of deleting and banning shitposters.

>> No.2646519

>>2646184
probably, what i'm currently doing is

framerate = (number of tics in the demo) / (time in seconds, i.e. 120)

which scales the thing so it is exactly two minutes long

>> No.2646571

>>2646137
>>2646381 (me)

all right here we go, verified maxable in both doom2 and boom complevels. can't guarantee bug-free but i hope it's better than it was.

http://s000.tinyupload.com/?file_id=00311709098858106345

demos in the zip. i'm sure there's something really obvious i forgot to do, but let's hope not.

>> No.2646574
File: 195 KB, 1000x1000, ask73.jpg [View same] [iqdb] [saucenao] [google]
2646574

Don't mind me, just testing if I am ban

>> No.2646583

>>2646574
what kinda measly breakfast is that

>> No.2646590
File: 1.57 MB, 854x480, glory kill mancubus.webm [View same] [iqdb] [saucenao] [google]
2646590

https://www.youtube.com/watch?v=P8qfIY4RqWs
E3 conversation about the 'glory kills' just in case you're interested.

tl;dr
>to kill quickly in close combat
>still focusing on speed
>time limits to glory kills
>health and ammo supplies dropped as a reward

>> No.2646619

>>2646590
Sounds alright to me.

>> No.2646634

>>2646590

Eeegh.

The idea that they're "still focusing on speed" and that they're to finish off an enemy already dead strikes me as mutually exclusive. If they're slumped over and stunned, either finish them with a shotgun blast or play a done-to-death animation for some extra goodies.
The fact that they're dropping extra goodies means that the player is being encouraged to spent time to specifically do this, rather than just run along and gun.

>> No.2646646

>>2646017
>>2645130
Why is that bad though? What's the actual functional difference between a mod and a sourceport for people to play Doom with differences from vanilla? Wouldn't the sourceport be capable of more streamlining in-engine than a mod could?

>> No.2646654

>>2646590
>remove drops
>keep weapon wheel but remove time slowdown
>remove glory kills
And we have true next Doom.

>> No.2646660

>>2646646
>Why is that bad though?

Because not every mod needs to be a TC, much less its own damn source port.

>What's the actual functional difference between a mod and a sourceport for people to play Doom with differences from vanilla?

I don't even know where to begin with this. I honestly cannot tell if you are being serious.

>> No.2646667

>>2646654
>>remove drops
won't work unless you rework every single area in the game to have stuff
>>keep weapon wheel but remove time slowdown
now console players look for cover while first learning how to play the game, and this bad habit remains after they get muscle memory
>remove glory kills
i honestly don't mind them, except the chainsaw ones, they were a fair bit longer iirc
however i can understand why people don't like them

>> No.2646669

>>2646634
mods will fix it.

>> No.2646671

>>2646590
is it me or does everything look like it's covered in ash

>> No.2646672
File: 10 KB, 204x136, 1364913871833.gif [View same] [iqdb] [saucenao] [google]
2646672

>>2646646

I'm going to be polite and assume you are either tired or not thinking very clearly at the moment. Let me tell you why that's basically completely unfounded

A source port is intended to play a game on an engine or platform it was not originally intended to, with additional functionality that others may use to build upon. The purpose of a source port is to expand upon the original while staying true to what made it good.
A mod is not that. A mod is a modification that adjusts features or includes new features, that may or may not at all be in line with what the original was intended to do. The purpose of a mod is to change the original and adjust things in a way the user desires.
The two simply couldn't be more different.

Creating entirely new source ports for every single mod is simply not a feasible task and completely goes against what both mods and source ports are intended to do, especially in a community built entirely around mixing and matching different bits and pieces of different things.
If you want to create an completely standalone thing, that's another story entirely--and for that, you'd use Gloome, so even then you already have an existing source port to use.

>> No.2646674

>>2646667
No but seriously they are playing the game with a controller that tell us that the game is slow period.
Glory kills plus tons of animations that you don't have to watch but they are still happening because you need to wait them out so the ammo can be dropped will slow the game down to a crawl I would say it will be slower than Doom3.

>> No.2646682

>>2646669

I'm still not 100% on that, but either way I'm willing to wait and see what we've got when it comes out. I've been wrong before.

>> No.2646696

>>2646634
the enemies drop stuff even when not glory killed, i'm fairly sure

i think the idea is that you fight shit, see a demon stunned, rush towards him while avoiding other projectiles/enemies, get a quick release with a glory kill, and back to the action
i think if they implement it well it could be fun
>>2646669
we'll have to see how potent the mod tools are
i don't think we'll get a full sdk because they want to kickstart the whole bethesda.net interplatform mod thing

>> No.2646724

>>2646646
>Wouldn't the sourceport be capable of more streamlining in-engine than a mod could?

yes you can hard-code gameplay features into a custom engine but then the engine needs to be maintained forever, ported to new hardware/operating systems, etc. otherwise it bitrots and becomes unusable over time.

actual example: caverns of darkness
http://doomwiki.org/wiki/Caverns_of_Darkness

it's a lot of duplication of effort, best to have one engine maintained by a group than lots of engines that are never updated and always need stupid hacks to keep them working

you're right it's potentially more efficient to hardcode a mod into an engine though but the flexible scriptable approach generally wins out eventually.

>> No.2646730

>>2646696
>i don't think we'll get a full sdk because they want to kickstart the whole bethesda.net interplatform mod thing
Yeah, but I'm assuming modders will find work around and what-have-you.

>> No.2646765

>>2646730
it wouldn't surprise me if they put in a thing to refuse to run mods that weren't cryptographically signed by bethesda.net

hopefully some clever bastard in siberia will figure out how to hack around that, but who knows

>> No.2646786
File: 158 KB, 256x302, 1346126235755.png [View same] [iqdb] [saucenao] [google]
2646786

>>2645349
>Decorate is fucking scary let me tell you.
Really? It's even simpler than ACS.

>> No.2646804

>>2645349
>Decorate is fucking scary let me tell you.
Only if you're doing very complex things.

It's very easy to do basic or even slightly advanced things, it's a very clear and simple language to code in.

>> No.2646836

>>2646786
But it's also more restricted. Storing and using variables, getting and passing along actor information and many other things are very straightforward in ACS but force you to make a rube goldberg device of custiminventory items, state jumps, CallACS and shit in decorate.

>>2646804
Absolutely, but I'm pretty much writing an entire monster AI at this point. Well not pathfinding and shit, but lots of complex decision-making.

>> No.2646854

>>2645264
just heard about this doom retro and played it a bit.

whats wrong with the creater's presentation, self-promotion? website and port Work well. how is that denigrating other prts ? i see he asks for donation IF you like it, but that's ok isn't it?

>> No.2646858

>>2646854
https://archive.moe/vr/thread/2048215/#2048703

>> No.2646878

>>2646858
>https://archive.moe/vr/thread/2048215/#2048703

>release v1.0 on the 20th anniversary of Doom to ride on wave of attention and nostalgia

so? i'm guessing he likes doom. seems as good a date as any

>give port a title that suggests a level of canonicity

think reading into it to much

>always refer to the port's name in ALL CAPS

aren't you supposed to write Doom as "DOOM" or "DooM" anyways?

>self-describe as "classic, refined" source port that is a "meticulously crafted expression in restrained design"

works well for me

>throw shade at a ton of other experienced programmers by claiming that it has "a certain level of attention to detail that isn’t necessarily present in other source ports"

how the fuck is this bad? looks like there IS some details not in other ports/mods

>make a ton of little bullshit changes, some of which make the game harder to enjoy

subjective

>almost zero in-game options, you need to edit a CFG file in 20-fucking-14 to remap your fucking keys

haven't played original doom in years, but isn't the options menu the same? has console, anyway

>turn the music down to 0? that mutes the sound effects too because sound code is haaaard

chocolate doom does this! googled about it. it's coz of the Sdl library

>don't forget to "like" the official facebook page and retweet the official twitter

lol, there's a twitter/fb for everything

>> No.2646913
File: 349 KB, 800x800, 1409881639118.jpg [View same] [iqdb] [saucenao] [google]
2646913

>>2646854
I think it's disliked because for one, it's called retro but doesn't really keep gameplay and stuff vanilla, it adds a bunch of hard coded effects and features for seemingly no reason, yet it can't use any advanced coding languages, any OpenGL features, or anything like that.

Just about everything that DoomRetro does can be replicated and/or done better with a ZDoom mod while having much more compatibility with most content.

If it had been a private project for a guy to cut his teeth on coding it would have made sense, but releasing it to the public when it literally doesn't have anything to offer, and then asking for donations, that's just extremely perplexing.

The port -works-, but it kind of just fails to give you any reason to use it over Vanilla/Chocolate, Boom, or ZDoom.

>> No.2646935

>>2646913

i think it's called "retro" coz it's meant to give a retro feel, and i think it does. And i like the effects it adds: the shadows, the blood on the floor, the water goes up and down. the "reason" as you say is because it looks cool.
some people don't care about scripting, and opengl is too blurry imo.
and i'm yet to see zdoom mods that can do what this port can do, and as well
why not release it the public? i like it! looks like lots of other peeps do to! he's not demanding money theres just a button on the website

>> No.2646939

DOOM 4 STORY:

After the events of the horrific DOOM incident, and the death of the Mother Demon, It was said that doomguy was so much of a badass that he stayed in hell to ensure that no demon would ever rise up again.

...That was a lie. Although the mother demon had been killed, The Doom Marine failed in his objectives to terminate the demon threat. Despite the hard-tried battles and the monstrous encounters, the Mother Demon seemed to be the only one logically to be at the lead. Unfortunately, she was found to be only one of seven overseers of hell, Lo, for despite the end of the insidious icon of sin- who seemed to be the absolute source of the demonic invasion, there was more behind the picture. The doom marine had attracted the seven's attention after the death of the Icon. The UAC managed to close the gateways, but they knew it wouldn't last. The rest were coming.

Over the next several years, the UAC attempted to quell any outcropping of demons, as they still leaked out from time to time. But eventually, it was for naught. They had begun to break back into this reality countless years later.

After being loaded with the top technology and cybernetics the UAC corporation could provide to revive the biggest badass to have ever lived, the marine was more than enough of in a bloodlusted rage that he quite easilly rended some of our staff into a fine chunky salsa.

God help us.

>> No.2646947

>>2646935
>and opengl is too blurry imo.

Have you considered turning off filters?

>> No.2646948

>>2646939
Maybe I should add this:

Due to the demonic invasion, UAC has become an imperium-of-man-except-ran-by-bumbling-idiot-scientists-but-is-acctually-a-very-nice-corporation focused on this threat, and also pretty much controls the world now, which acctually did some wonders for the place

>> No.2646953

>Doom is part of the 40k universe
>Doomguy was the first human to interact with chaos
>When the Emperor was born he was a sum of all of humanities previous shamans, gurus, and legendary men
>Doomguy was one of these men
>Legends of Doomguy were mostly a thing of myths at this point
>These legends inspired the name Space Marine

>> No.2646956
File: 133 KB, 250x360, Alien_vs_Predator_(Jaguar_game).jpg [View same] [iqdb] [saucenao] [google]
2646956

Has anyone made a total conversion of this? I don't want to buy a Jaguar just to play it.

>> No.2646959

>>2646935
>And i like the effects it adds: the shadows, the blood on the floor, the water goes up and down. the "reason" as you say is because it looks cool.

"and i like it" is not really valid reason to use against "and i don't like it", especially when you dismiss those as "subjective"

>> No.2646962

>>2646956
It's not very good

>> No.2646963
File: 102 KB, 600x330, leaked story.png [View same] [iqdb] [saucenao] [google]
2646963

>>2646939
I think making it a sequel would be a bad idea. The original story was presented so poorly that it hardly even counts.
However for Doom 4 I really hope that they keep some of the things from doom 3, especially the Martians.

>> No.2646967

anybody know where i can get some ut99 map packs similar to the ones done by epic?

>> No.2646971

>>2646959
well, i like it, and you don't like it. i guess both are valid and "subjective"

>> No.2646975

>>2646783

>> No.2646981

>Doom 4
>No more levels, instead plays like an open world 3D Metroidvania
>2 worlds, one being the martian base, the other being a very catholic rendition of hell
>the demons we see in the trailer are the martian base demons, they are much less grotesque and more human like that the ones in hell
>hell's demons are lovecraftian abominations of chaos as well as various mythical beasts from history

>> No.2646983

>>2646939
>>2646963
They've confirmed it's not a sequel, it's an origin story.

>> No.2646990
File: 84 KB, 570x418, pizza with sausage.jpg [View same] [iqdb] [saucenao] [google]
2646990

>>2646935
>i think it's called "retro" coz it's meant to give a retro feel and i think it does
I disagree with that point.

>And i like the effects it adds: the shadows, the blood on the floor, the water goes up and down. the "reason" as you say is because it looks cool.
Those are cool effects, sure, but it's not like you couldn't do that with some Decorate and ACS with ZDoom, then you wouldn't need an entirely new port.

>some people don't care about scripting
That's kind of irrelevant, given that they aren't going to writing or changing anything in the scripts themselves (the general idea is this at least). If someone recreates the features of Retro as a mod for ZDoom, the end effect for the user would be the same, at least in terms of visual effects.

>and opengl is too blurry imo.
That's because blur filters are on by default when running ZDoom in OpenGL, you can turn them off in the options and it'll be pixelized like proper, just with much more colors available.

>and i'm yet to see zdoom mods that can do what this port can do
But what does Retro do that you can't do in ZDoom? I'm genuinely curious about that.

>why not release it the public? i like it! looks like lots of other peeps do to!
I'm not saying he should be forbidden from doing it, I just think it's kind of an uphill battle to compete with existing ports that can do what Retro does.

>> No.2647000

>Doom 4
>You are indeed a cyborg, also genetically bred to be capable of having a constant 24/7 berserk stim in your body. Explains the weird pickup shit.
>You were in development in secret shortly after the reports that all troops sent in were horrifically maimed, and that multiple bases had gone dark.
>Now the base on Mars itself is reporting the same thing as the phobos base.
>No time to test you. You're activated. You have to go on the job immediately
>You, due to weird hell shit, somehow manage to run into the doom marine several times, but he cannot see you or interact with you in any way. The UAC's using you to get a grasp on what the fuck's going on over there.
>The doom marine somehow gets through and into hell unscathed...
>You however, feel your thoughts rendered aside as if some force bores its way into your brain.
>Looks like you'll be joining them soon.

>> No.2647005

>>2646983
So it's... a prequel?

>> No.2647014

>>2646990
> I disagree with that point.
great
> Those are cool effects, sure, but it's not like you couldn't do that with some Decorate and ACS with ZDoom, then you wouldn't need an entirely new port.
okay
> That's kind of irrelevant, given that they aren't going to writing or changing anything in the scripts themselves (the general idea is this at least). If someone recreates the features of Retro as a mod for ZDoom, the end effect for the user would be the same, at least in terms of visual effects.
>That's because blur filters are on by default when running ZDoom in OpenGL, you can turn them off in the options and it'll be pixelized like proper, just with much more colors available.
> But what does Retro do that you can't do in ZDoom? I'm genuinely curious about that.
if someone can get zdoom too look exactly like doom retro does then great. lube up and join the graf zahl circle jerk. but i think retrodoom has a combo of features, some small that work well together. all the water effects, the blood (which looks a lot better than say brutal doom's), the shadows, lights, transparency. and an 8-bit palette is part of the retro charm.
> I'm not saying he should be forbidden from doing it, I just think it's kind of an uphill battle to compete with existing ports that can do what Retro does.
why do you think he is "competing"? i don't think he is. more people might play zdoom, and might be more advanced, but that dont mean other ports cant exist. and lots do and offer similar stuff.

>> No.2647016

>>2647005
Origin story. Retelling. Reboot.

>> No.2647024

>>2647014
>lube up and join the graf zahl circle jerk.
Boy, aren't you a barrel of sunshine?

>> No.2647034

When the fuck will we get a sequel to the doom comic in Doom 64 style?

And you thought he was psychotic before? Look at him now!

>> No.2647048

>>2647034
No thank you.
The Doom comic was a joke that went too far, canonising it would be silly.

>> No.2647054

idk if someone here's said so already but the apparent release date for doomrla 1.0 is 9/19

>> No.2647063

>>2647054
>apparent
Tentative.

>> No.2647064

>>2647063
thanks nerd

>> No.2647065

>>2646939
ReBOOT there is no After the events.

>> No.2647069

>>2647048

>someone still remembers

no anon, thank YOU

>> No.2647072

>>2647024
jejeje
we'll assume youre the biscuit in the middle then!

>> No.2647086

>>2647014
>lube up and join the graf zahl circle jerk
I don't like Grafh Zahl, he's a chump (as evidenced by him not shitcanning ednerd), but fact remains that ZDoom is the best option available for modding (though this will probably be superseded by Gloom eventually).

I just think there is little point with Retro as a port, it does nothing that others can't do better. You want oldschool, there's Chocolate Doom, you want oldschool with some extras, there's PrBoom, you want fancy effects, there's ZDoom/GZDoom

>> No.2647098

>>2647014
>why do you think he is "competing"?
Because he thinks people should donate to him, which indicates he thinks people in general should support his project, thinking it might be able to compete with other sourceports.

>> No.2647127

>>2647098
>Because he thinks people should donate to him, which indicates he thinks people in general should support his project, thinking it might be able to compete with other sourceports.

wtf? he doesn't say people "should" donate and support him, it says on the page: If you enjoy DOOM RETRO, and would like to assist with its continued development, please consider offering your support by way of a donation.

notice "IF you enjoy", "WOULD LIKE TO assist"?
looks like your having trouble reading.

>> No.2647131

>>2647086
>I don't like Grafh Zahl, he's a chump (as evidenced by him not shitcanning ednerd), but fact remains that ZDoom is the best option available for modding (though this will probably be superseded by Gloom eventually).

is that that edward850 guy?

>I just think there is little point with Retro as a port, it does nothing that others can't do better. You want oldschool, there's Chocolate Doom, you want oldschool with some extras, there's PrBoom, you want fancy effects, there's ZDoom/GZDoom

agree to disagree then

>> No.2647148

>>2647086
>(though this will probably be superseded by Gloom eventually).
Once the option of the new renderer is fully available (i don't think it is yet at least) there's very little gzdoom can do that gloom can't already. And man does that Todo list make me giddy just looking at it..

>> No.2647159
File: 24 KB, 491x171, ednerd-gets-btfo.png [View same] [iqdb] [saucenao] [google]
2647159

>>2647131
>is that that edward850 guy?
Yes, the fact that ZDoom has absolutely ABYSMAL multiplayer support, that Edward is responsible for ZDooms multiplayer development, and that Grafh doesn't boot him and get someone to develop REAL multiplayer support, instead of the P2P garbage Edward thinks is acceptable.

https://www.youtube.com/watch?v=y7x2Vn2qhCA
(this video isn't staged for comedy, it ACTUALLY is this bad)

ZDoom is a good port, but it's impossible for the layman to play in multiplayer, especially with any kind of consistency and reliability, and because of the cunts who are in charge, that won't change.

The reason Skulltag existed, and the reason Zandronum exists now, is because ZDoom, as good as it is, cannot be played in multiplayer, despite what that faggot Edward claims.

>> No.2647165

>>2647159
The real problem with him isn't the bad netcode, it's the shitty attitude he often displays - especially to community newcomers. He is often quick to answer technical questions though.

Anyway what is randi up to? I see graf bitch about him between the lines often, and he barely ever posts anything himself.

>> No.2647179

>>2647165
>The real problem with him isn't the bad netcode
I beg to differ, especially if he totes it as the best when it is in fact the worst.

It seriously would be easier to set up a server with Dwango today than the fucking Voodoo you have to cook up to get that inflexible Rube Goldberg machine of a netcode to even play.

>> No.2647192

>>2647179
>I beg to differ, especially if he totes it as the best when it is in fact the worst.
But it's a form of ignorance I can just ignore without it affecting me. Souring the mood on the forums however does. I certainly see your point though.

>It seriously would be easier to set up a server with Dwango today than the fucking Voodoo you have to cook up to get that inflexible Rube Goldberg machine of a netcode to even play.
Honestly I haven't even tried, zandy+doomseeker works flawlessly for all my (tiny)needs so I've never found a reason to try anything else.

>> No.2647207

>>2647192
>zandy+doomseeker works flawlessly
It does, and it has to, because ZDoom doesn't.

>> No.2647215

>>2644610
When designing levels for Doom, John Romero came up with several rules, among them:

Always changing floor height when I wanted to change floor textures.
Using special border textures between different wall segments and doorways.
Being strict about texture alignment.
Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas.
Making sure that if a player could see outside that they should be able to somehow get there.
Being strict about designing several secret areas on every level.
Making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level.
Creating easily recognizable landmarks in several places for easier navigation.

>> No.2647217

>>2647207

Zandronum does what ZDon't.

>> No.2647224

>>2647179
touts*

>> No.2647281
File: 34 KB, 500x305, 1366517114201.jpg [View same] [iqdb] [saucenao] [google]
2647281

>>2647217
AND ANON GOES FOR THE LOW BLOW

>> No.2647308

>Zdoom
>Netplay

>> No.2647317

And then people say I'm crazy for thinking Zandro 3.0 will be a landmark in Doom's history

>> No.2647321

>>2647317
You're not crazy, just stupid. People have gone nuts every time Zandronum (and previously Skulltag) updates its ZDoom base. It always ends up being a disappointment and nobody plays anything other than the established Zandronum mods anyway. You can't update bad taste.

>> No.2647323

>>2647321
>You can't update bad taste.

You can exterminate it though

>> No.2647336

>>2647321
>People have gone nuts every time Zandronum (and previously Skulltag) updates its ZDoom base. It always ends up being a disappointment

because those weren't 'big' jumps in code. 3.0 is straight up jumping to the stable 2.7.1 base of zdoom instead of focusing on the 2.6 one, and 4.0 is potentially going to be up-to-date with the latest SVN of zdoom

I can see people switching from whatever they're playing right now to Reelism. Let's be honest for a minute, Reelism appeals a good chunk of the zandronum audience, and as soon as it's playable a lot of people are going to switch

>> No.2647340

>>2647321
>People have gone nuts every time Zandronum (and previously Skulltag) updates its ZDoom base. It always ends up being a disappointment and nobody plays anything other than the established Zandronum mods anyway.

You're not crazy, just stupid.
It doesn't "end up being a disappointment" because we know exactly where it's going to jump. This time it's a straight up jump to the latest code.

Also the "established Zandronum mods" always changes based on fotm. A few years ago it was constantly GvH and jumpmaze. One year ago it was Samsara and burtl. Now it's complex and chillax. The fotm always changes around.

>> No.2647381

>>2647323
People have been trying for years. The plebs want to eat shit and they'll be damned if they let anyone change that. When Samsara addons relied on an outdated version of Samsara, BE banned that version, hoping to be rid of them. The addon developers just updated their shit so it worked with the current version and the plebbery carried on.

>>2647336
That's IF it even works. A lot of ZDoom mods that should be compatible with Zandronum by now still aren't because they were made for a singleplayer experience, which doesn't always translate perfectly into Zandronum's MP. But who knows, if people want it badly enough they'll make a knockoff version like they did for ww-nazis, or maybe Kinsie himself will ensure Zandro compatibility, if that's something he's interested in.

>>2647340
We knew where it was going to jump before, too. People went crazy for 2.5.0 even though it was a single year of changes that didn't really bring a whole lot from 2.3.1. People are going crazy for 2.7.1 even though that's two years old and the majority of ZDoom mods are made for devbuilds. I can't remember the last time I played a mod specifically made for a "stable" version of ZDoom.

>Also the "established Zandronum mods" always changes based on fotm.
Hardly. People have been playing the same shit for years now. AOW2, Zombie Horde, Samsara addons, Complex Doom (before Complex came around it was Hard Doom), GvH, RGA2. Brutal Doom was never exceptionally popular on Zandronum or Skulltag. Push was flavor of the month. Icon of Party was flavor of the month. WhoDunIt was flavor of the month, although it had a better run than most.

>> No.2647394

>>2647381
>and the majority of ZDoom mods are made for devbuilds.
>I can't remember the last time I played a mod specifically made for a "stable" version of ZDoom.

Mention a single mod from that bunch that isn't niche.

>> No.2647421

>>2647394
Psychic, Terrorists!, Russian Overkill, The Space Pirate, Colorful Hell, DoomRL Arsenal, GMOTA, Project MSX, Re-Exhumed, I can keep going but you only asked for one.

Nobody targets stable ZDoom because there's little reason to when the devbuilds are easy to download and frequently more stable/bugfree than the actual stable releases. It's common enough that zdoom forums has a sticky in the projects forum proclaiming loudly that "2.7.1 IS NOT THE LATEST ZDOOM VERSION".

>> No.2647439

>>2647421
>Psychic
>GMOTA
>Project MSX

Okay, confirmed, you're an idiot.

>> No.2647446

>>2647321
>People have gone nuts every time Zandronum (and previously Skulltag) updates its ZDoom base. It always ends up being a disappointment
Just because you're not thrilled with it doesn't mean others aren't, dumbass.
I was more than happy to get more features and I'll be even more happy to get even more features.

>>2647421
Half of those are barely "devbuild" material.
MSX is so not-devbuild that it doesn't even use the fucking ZDoom reload key.

>> No.2647450

>>2647439
They didn't target stable versions at the time of their active development. Perhaps GMOTA does now but I doubt it would if GZDoom 2.0 hadn't split the userbase. That also fails to refute the rest of the mods listed or the fact that there has to be a sticky telling people about devbuilds. But no, keep on namecalling without citing any sources, because that really makes you look like you know what you're talking about.

>> No.2647458

>>2647450
>because that really makes you look like you know what you're talking about.

friend, the fact that you're seriously trying to push gmota as "didn't target stable versions"...gmota, the mod that got zandronum compatibility last update...is a bigger indication that you have no idea what you're talking about.
you may want to pick a better thing to argue about last time.

>> No.2647504

I don't see why you guys are arguing so intensely over this. Or at least that one guy is.

I used a newer version of GZdoom for GMOTA because at the time I couldn't be assed to make my own reload and zoom keys.

Of course then I spent a bunch of extra time to make it Zandronum friendly with the last update. Though I'm not happy with how it performs online still. Shit still breaks, and my stupid HUD doesn't like the item crash charges online

>> No.2647507

>>2647421
>Psychic, Terrorists!, Re-Exhumed, Russian Overkill, Project MSX, The Space Pirate

Old hats; the first two are rarely played, I just discovered the third one thanks to your post; and while you need a development build, you don't need THE absolute latest one to play the rest, unlike other mods

>Colorful Hell

nobody outside of /vr/ actively plays it

>DoomRL Arsenal

You can write an essay about it if you want, but DRLA is niche. Roguelikes are niche themselves, how a Doom mod of one of them isn't going to be?

>GMOTA

See >>2647504.

There's one zDoom mod though (that somehow you forgot to mention), that is actively being played by a (very) large group of people, and 'niche' is probably the last adjective one may assign to it. Smooth Doom.

Hey, at least you didn't mention Hideous Destructor

>> No.2647530

>>2647504
>because at the time I couldn't be assed to make my own reload and zoom keys.
Not gonna lie. Once Zandro gets the Reload/Zoom keys, I'm going to abuse the fuck out of those.

>> No.2647553

>>2647446
Again, you'll note that I specified *targeting* stable ZDoom. Whether it works in stable now is beside the point. But I'll refute you anyway, because I can.
>Half of those are barely "devbuild" material.
DoomRL Arsenal - big text in the OP saying that you need a devbuild.
Terrorists! - OP says it was tested with a "not-quite-up-to-date GZDoom devbuild", and that if you experience problems to try a newer devbuild.
Russian Overkill - OP suggests using a devbuild if the mod doesn't work.
Colorful Hell - OP says you will need a devbuild.
Re-Exhumed - Don't even have to check, this one uses the camera roll feature which didn't exist prior to GZDoom 2.0
That's more than half already. TSP doesn't mention requiring a devbuild, but having a separate version for Zandronum I would assume they go all-out with the ZDoom one.

And I'm not unhappy that Zandronum is making progress, if you thought I was. I'm very glad that it is. I'm just saying that if you think it's going to be a "landmark in Doom's history", you're a naive idiot. The source release was a landmark, we wouldn't even be here without it. Boom was a landmark, as it continues to be a mapping standard to this day. Skulltag implementing unlagged was a landmark, finally allowing people with high ping to compete with low ping players on a relatively even playing field. A Zandronum update that just brings it up to par with newer ZDoom versions is not a landmark.

>>2647458
GMOTA is literally the only argument you've got, and it required devbuilds all the way up to when GZDoom 2.0 happened and Kegan decided he'd stick to 1.8.10 compatibility because splitting the userbase is a shitty thing to do.

You guys do realize we're arguing over the stupidest, most trivial of things, right? Like, really, I've seen some dumb arguments in my time here, but "people do/don't make mods targeted for stable zdoom" has to be one of the dumbest topics I've ever had the pleasure of arguing about here.

>> No.2647571

>>2646878
This
There is literally nothing wrong with that
>if you promote your work on social media you're a sell out
Give me a break

>> No.2647574

>>2647553

>A Zandronum update that just brings it up to par with newer ZDoom versions is not a landmark.

It's going to be a landmark once people start recommending the port with the zdoom mods that will appeal to broader audiences and has an actual multiplayer userbase over the sourceport that is getting attention because of a few mods that only a few people can actually run on their PCs

And trust me, it's going to happen.

>> No.2647575

>>2647553
>You guys do realize we're arguing over the stupidest, most trivial of things, right?

So then why are you fucking arguing over it?
"Zandronum updates are always a disappointment" is a retarded argument, if you don't like it being argued then don't bring it up.

>> No.2647578

>>2647317

You're a retard for thinking a source port update is going to be a landmark.

>>2647321

You're a retard for saying all Zandronum updates are a disappointment.

Can we shut the fuck up now?

>> No.2647582

>>2647578

You're crazy for thinking that people are genuinely getting angry over this.

>> No.2647585

>>2647381
The flavors of the month you mentioned are all false
Push isn't played that often because Nocturne in Jelly put that and Demonsteele in hiatus, Icon of Party was updated to stop being a damn mess and no one plays the update because Grandvoid is stupid and keeps hosting old shit that NO ONE plays, and WDI is still being updated.

>> No.2647589

>>2647048
>>2647069

Except it`s pretty much claimed that he has started going batshit insane from the hell episodes.

>> No.2647593

>>2646302
Might be in the next update, I'm messing around with a whole bunch of different hdoom stuff before I finally get to work on the spider demoness. Hoping to mess about with some new h-anims too.

And yeah, It's very possible - I do want a stylish pool room/setup.

>> No.2647594

>>2647582
CONFUSION MAKES ME ANGRY

>> No.2647607

>>2647585
>Push isn't played that often because Nocturne in Jelly put that and Demonsteele in hiatus

Let's be real for a second. Push has over 64 maps and Terminus can call it a day if he wants. Demonsteele, on the other hand, has a completely new character in need of development, and there's a large bunch of people ready to bugtest the shit out of her on multiplayer

Push is ded, anon.

>>2647589

Still not canon, though.

>> No.2647618
File: 663 KB, 1280x720, z_OpHC2QMYfEljQFV5Ln80rQy-RyokV8zGDKKRWS5UU.png [View same] [iqdb] [saucenao] [google]
2647618

>>2647607

That's a shame, I was having fun playing it yesterday and was looking forward to adding these new maps people sent me.

You're not entirely wrong, though, I'm looking forward to finishing Push and giving it a complete v1.

>> No.2647627

>>2647618
thanks, doc

>> No.2647634

>>2647507
The age-old "No those ones don't count!!!" /v/ defense. A classic every time.

>Old hats; the first two are rarely played
Age/current popularity is barely relevant, these are big mods from big names in the community. How do you even measure something like how much a mod is played by a singleplayer community anyway? Considering all the hype around PowerslaveEX I'd hardly call a GZDoom TC of the game niche.

>while you need a development build, you don't need THE absolute latest one to play the rest
Which, for the third time, is not the point. They need or were made for a devbuild and not a stable version.

>nobody outside of /vr/ actively plays it
Again, how do you know that? How do you know that there are people here actively playing it? Am I arguing with an NSA agent?

>Roguelikes are niche themselves, how a Doom mod of one of them isn't going to be?
How exactly is a 2014 Cacoward runner-up with a 157-page ZDF thread niche in any possible way? And unlike HD (whose thread currently sports a fairly impressive 260 pages, collected over 8 years), DRLA only dates back to 2013, so those 157 pages happened pretty quickly. Roguelikes may be niche, but weapon and monster randomizers happen to be very, very popular. DRLA lacks most of the roguelike cruelty that normally prevents the genre from gaining mainstream attention.

>>2647574
What, you think G/ZDoom is going anywhere? Where would Zandronum get their updates from then? They've got enough on their hands maintaining the netcode, they can't develop the port the way Randi/Graf can at the same time. And this really shouldn't be a big revelation, but source port developers do what they do out of passion, not for fame or money. Except Brad Harding, I guess, but he's a special case. Graf Zahl in particular has shown on countless occasions that he doesn't give a damn about the userbase.

>>2647575
I can't stop now! People are wrong on the Internet!

>> No.2647646

>>2647607
>Push is ded, anon.
Nig, i'd call push dead when the thing becomes near unplayable due to stupid shit, like what happened to Samsara or when literally nobody plays it, which doesn't happen because you could call up some chumps over IRC and play and have a nice party, i've seen Push hitting a high playercount recently.

There is one sad fact though, anything after v0.6 has been mostly maps being made by the same few people because most of the mappers disappeared or simply didn't delivered and i am being legit serious, see the maplist and the the author list before and after map 43, you will see that there is less and less mappers

>> No.2647647

>>2647634
>And unlike HD (whose thread currently sports a fairly impressive 260 pages, collected over 8 years)

and twenty five peoples playing it! don't forget about that!

>> No.2647649

>>2647647

Pffft!

>> No.2647654
File: 93 KB, 640x640, 10611193_323809627790413_1975716052_n.jpg [View same] [iqdb] [saucenao] [google]
2647654

>>2647647

TWENTY
FIVE
AND
STRONG

Just kidding Hideousbros, we love you.

>> No.2647670

>>2647647
Make it twenty-six, i am blazing through HD in software renderer mode

>> No.2647690
File: 160 KB, 800x600, Screenshot_Doom_20150829_000241.png [View same] [iqdb] [saucenao] [google]
2647690

>>2647670
proff, that's as far as i can aim up

>> No.2647694
File: 42 KB, 100x178, 1407467128353.gif [View same] [iqdb] [saucenao] [google]
2647694

>>2647690
i mean proof*. Fuck i'm drunk

>> No.2647714
File: 325 KB, 370x330, 1440823890158.gif [View same] [iqdb] [saucenao] [google]
2647714

>>2647694
I'm getting there myself. My ability to type and form coherent sentences never really fades though. The content of my words gets a lot more abrasive, however. This is literally why my brother doesn't have a facebook. MySpace got him into too much trouble when he was loaded.

>> No.2647718

>>2647714
I mean drunk as in i'm fucking stupid i feel drunk.
Fuck it, i'm going to say i'm both stupid and drunk and call it a night. Good bye.

>> No.2647720

>>2647718
Good night. Sleep tight. Don't let the lost souls bite.

>> No.2647723
File: 79 KB, 1308x1544, nazi_moonbase.wad_MAP01.png [View same] [iqdb] [saucenao] [google]
2647723

>>2644471
I have a draft of my one (Secret Nazi Moon Base) up.

https://mega.nz/#!r8EHmSQD!yyvRwckBpOjWUoU9upnMnOFckYt571JR8LJakb4_rWA

It doesn't use any Boom features so in theory it should run in Chocolate if that's your fancy.

Some things to be aware of:
>The texturing is far from perfect and there are a bunch of misaligns in the main room. This is a draft.
>It's intended to be Map15 but is Map01 because that's how I started it and I don't know how to change that.
>There is a normal & secret exit.
>It's my first map, so it looks 1994.

>> No.2647730

>>2647723
http://www.mediafire.com/download/61lewjo5c0hch5b/lunrTex.zip
Some textures I made for my lunar map, in case you want them. If you add them to pnames and texture2 lump should be able to overwrite without any issue. just keep the names the same for the lumps, and don't convert them to doom gfx or it'll palletize them poorly (and since we're doing Z& compatibility it doesn't matter anyway)

Lol, I made mine map15 too though.

>> No.2647734

>>2647723
>>2647730
I mean it should be Map31. Stupid brain.

>> No.2647740
File: 930 KB, 1920x1080, 2280_2015-08-29_00002.png [View same] [iqdb] [saucenao] [google]
2647740

Someone suggest me a better hud mod

>> No.2647745

>>2647740
NC HUD

>> No.2647770
File: 165 KB, 523x279, 1440786000721.png [View same] [iqdb] [saucenao] [google]
2647770

>>2644191
AOSOTH IS THE BEST DOOM GIRL

>> No.2647773

>>2647740
MBF HUD

>> No.2647784

>>2647127
yes to be fair he's softened a lot of the language over time, as he's interacted more with other port devs and the rest of doomworld

>> No.2647785
File: 118 KB, 396x615, 1391145749419-2.png [View same] [iqdb] [saucenao] [google]
2647785

>>2647770

Hell Dame is the only one of the HDoom girls I like.
Which is interesting because she's the one that inspired HDoom to get going.

>> No.2647796

>>2647785
>hell dame

is that her real name

>> No.2647803

>>2647796

I doubt it. I just use it because Dame is the femme version of Knight.

>> No.2647816

>>2645591
>Doom
>Bethesda classic
This cuts real deep man.

>> No.2647820

>>2645591
Proper Doom 2 or the censored-for-Germans Doom 2 from the BFG edition?

>> No.2647836
File: 69 KB, 640x480, 1440830612.png [View same] [iqdb] [saucenao] [google]
2647836

>>2647723
http://temp-host.com/download.php?file=pj91pk

zip contains the map moved to map31 slot and a first try demo which dies twice and does not finish.

this map is pretty hard. so many hitscanners, not much health. i died once pretty early. started again, more cautious this time, got a lot further. archviles started resurrecting ghost nazis, oh dear. i was forced into ammo conservation mode around the yellow key, lost too much health, eventually got pinged by another ghost nazi. didn't feel like doing it again, so stopped. final time 12:16, total 14:42

>> No.2647837

>>2647820
Proper. Better Dosbox setup than Steam, too.

>> No.2647865
File: 260 KB, 1600x900, Screenshot_Doom_20150829_002945.png [View same] [iqdb] [saucenao] [google]
2647865

>>2647836
Pretty decent map, fun wise. Things that stick out to me though:
Not enough ammo. I only found about 50% of the secrets, but didn't have enough ammo the kill the cyberdemon. Didn't prevent me from beating the level, but I didn't like leaving him alive and didn't feel like beating him to death with my fisticuffs. Also the 3rd arch vile seems to be stuck, and can be easily avoided altogether.

Breddy good though. Beat it in around 13 minutes as well. Don't remember the exact time, but it was a good length.

>> No.2647868

>>2646671
>is it me or does everything look like it's covered in ash
>this is taking place in hell
>"IS IT ME"
Probably, you chain smoker, you.

>> No.2647869

>>2647865
>>2647836
Oh. Another thing is that it didn't seem like a moon base at all. But I liked the swastika map layout.

>> No.2647870

So I haven't played doom since I had dos and decided to give it a shot, downloaded brutal doom because it sounded like the most up to date doom.

What possessed someone to make such an abomination? I just want to play the old doom without much fuzz.

>> No.2647872
File: 3.68 MB, 1543x4500, SO YOU WANNA PLAY SOME FUCKING DOOM HUH.png [View same] [iqdb] [saucenao] [google]
2647872

>>2647870
You'll find that Brutal Doom is pretty controversial due to spaghetti coding, the author's reputation for being rude and the obnoxious fanbase surrounding it.
If you want to play Old-style DOOM with a bit of extra flavor to it, download Smooth Doom.
You could also take a look at some of the things in pic related.

>> No.2647873

>>2647870
>downloaded brutal doom because it sounded like the most up to date doom.

I have no idea where to even begin with the amount of "wrong" in this.

If you want to play the old Doom without much fuzz(?), then you probably want either Smooth Doom, Perkristian's hi-res sounds, or just Chocolate Doom/PRBoom+.

>> No.2647874

>>2647870
^ That. Up there. Brutal Doom is okay, but it's not updated doom, it's a different more stupid doom. Stupid fun at times, but if you want doom that ain't it.

>> No.2647886

>>2647868
that's not what i meant but i don't know how else to explain it

every ground / rock surface looks homogeneous and monochromatic, it didn't look like there was any texture to it. it's probably just the video, low res/bitrate to get it small enough to post on 4chan causing it all to blur together.

>> No.2647898

>>2647886
looking at it again it might also be bright light flashes from fire passing overhead, giving the ground the same hue

>> No.2647904

>>2644191
This place seems to be the best to answer my question, since I'm sitting on a load of 388 mb's worth of this stuff, but does anyone have any clue how I can get custom maps/map-packs to run on the Dark Forces? Are there any easy-to-use launchers like there are for DOOM with ZDL and what-not that I can use to just pick and choose which ones I want to use?

I've tried running them the way people have described using DOSbox, but it comes up with errors because they're outdated or something.

>> No.2647907

>>2647886
>>2647898
it's not just you
when someone made those edits of the hell pics the ground was gray as fuck, without many details
they're shooting for 1080p 60fps on consoles, that may have something to do with it

>> No.2647910

>>2647904
>Are there any easy-to-use launchers like there are for DOOM with ZDL and what-not that I can use to just pick and choose which ones I want to use?
Nnnnnnnnnnnope. Dark Forces is unsupported beyond unsupported, unfortunately.

>> No.2647914 [DELETED] 

>>2647874
>faggot detected

Yea, it kinda is. Just because your piss-flavored drink makes you sour about it, doesn't mean it's not.

>more stupid doom

Seeing as its added a reload feature, a kick, alt fire on specific weapons, sped up the enemies, increased their accuracy, and added new attacks/dodges, and made it all-around more difficult, I'm failing to see where your pig-headed insult aimed at degrading the mod and those who like it, fits into it exactly.

>> No.2647916

>>2647910
Wow, that's really really stupid.

Is it even possible to get those old Dark Forces maps running on a modern PC? I'm running Windows 7 on a quad core.

>> No.2647919

>>2647874
I wouldn't call BD a more stupid doom.

>> No.2647921 [DELETED] 

>>2647914
Man you get salty as shit about different opinions.
Never take your trip off.

>> No.2647923 [DELETED] 

>>2647921
Oh I won't, because then if you see it floating around, you might just have the common sense to shut your stupid arrogant fucking mouth about shit your salty about, like Brutal Doom. Because we all know how salty you kids are about mods that make things better.

>> No.2647925

>>2647919
well, it's all relative I guess...

>> No.2647926 [DELETED] 

>>>2647921
>Oh I won't, because then if you see it floating around, you might just have the common sense to shut your stupid arrogant fucking mouth about shit your salty about, like Brutal Doom. Because we all know how salty you kids are about mods that change things.

>> No.2647927 [DELETED] 

>>2647923
If that anon filtered you, he won't see that reply even if you take your trip off, dumbass.

>> No.2647928 [DELETED] 
File: 64 KB, 846x846, 1439758946397.jpg [View same] [iqdb] [saucenao] [google]
2647928

>>2647914
fuk u m8, ill fukkin rek u u fukkin twat. say it to my face ill pop u 1 good cunt

>> No.2647930 [DELETED] 

>>2647926
>>2647923

Ahahahahahahahahahahahahahaha

Good

job

>> No.2647931 [DELETED] 

>>2647926
Go home skeleton man, you're drunk.

>> No.2647932

>>2647907
all right. thank you for the reassurance.
>>2647914
you seem to have again mistaken /vr/ for some other board.
we don't talk to each other like that, here.

>> No.2647934 [DELETED] 

>>2647930
>implying I can see his deleted post

goober

>> No.2647936

>>2647836
>>2647865
Thanks for the feedback. I'll get around to making the secrets more obvious with decoration and I'll try to fix up the 3rd archie. Maybe I'll move them all to secret spots so their movement into the map isn't obvious. Or would that be too sneaky? Or I could just cut them altogether - on my playthroughs they never rezzed that many monsters (certainly no ghost ones, that didn't even occur to me) and I have monster closets opening up anyway.

I'll also add in a bit more health and ammo. The map does have functioning difficulty levels though, and does drop the monster count significantly (numbers are HNTR/HMP/UV). However if the ammo is insufficient to make UV-max anything but a pain in the arse (like having to bezerk a cyberdemon) then that's a problem.

Arch-Viles: 3/3/3
Barons of Hell: 0/1/3
Cacodemons: 2/4/6
Cyberdemons: 1/1/1
Demons: 4/9/18
Hell Knights: 2/2/1
Imps: 2/4/6
Lost Souls: 0/1/2
Mancubi: 2/2/2
Pain Elementals: 1/1/1
Revenants: 3/3/5
Spectres: 3/7/11
Wolfenstein SS: 33/66/126

>> No.2647937 [DELETED] 

>>2647934
it's identical to the one that's not deleted (yet).

>> No.2647941 [DELETED] 

>>2647934
He accidentally took off his trip in the same post where he said "oh I won't [take off my trip].

>> No.2647942 [DELETED] 

>>2647934
>not having 4chanx

>> No.2647943 [DELETED] 

>>2647937
i can't possibly imagine why he could have taken his trip off and then needed to put it back on, especially in a conversation between an anon and a tripfag

it is a mystery

>> No.2647945 [DELETED] 

>>2647932
Every single time I see Brutal Doom brought up, it's always the same piss-ants that I see complaining about it.

I swear, they come straight from the fucking Zandronum/ZDoom forums, where they're still ass-pained about some guy who made a few dumb comments. Get over it, he didn't rape your mother.

>> No.2647948 [DELETED] 

>>2647937
>>2647941
It's 4:30 am, fucki you.

>> No.2647949 [DELETED] 

>>2647914

Nah, it isn't. Just because your trip makes you think your opinion is more valid than the others, doesn't change the fact that you're wrong.
Brutal Doom is about as Doom as Trailblazer is, or Terrorists! is, or as Reelism is.
It's a mod. It changes the game. It's not a supplement or a replacement for the original.

Stop being such a fucking baby because we don't enjoy it as much as you.

>> No.2647951

>>2647936
The first one (arch vile) rezzed an entire room for me, and the 2nd rezzed 3 monsters (which might be why I ran out of ammo at the end). If I were you I wouldn't make the secrets more obvious, I would just plant some extra ammo around in corners/behind pillars/whatever. Secrets shouldn't be a requirement.

I thought the health/armor was about right though, but if you think it needed a boost then go for it. Maybe just in secrets? I dunno.

>> No.2647957

>>2647951
Thanks, I'll chuck in some extra ammo.

I know secrets shouldn't be a requirement but I don't want the map to be one of those "run across every wall while mashing the action button to find secrets" type maps. I think there should be some clue.

Which ones did you find?

>> No.2647958 [DELETED] 
File: 63 KB, 466x379, theJoke.jpg [View same] [iqdb] [saucenao] [google]
2647958

>>2647948
It's 1:30. This fucking retard can't even tell time lol. Everyone laugh at the slow kid. Don't you have a short bus to catch? ZING.

hey look i can be stupid too

>> No.2647963

>>2647957
The one in the first room, and 2 in the tech maze thing that were at dead ends (a super shotgun, and a soulsphere).

>> No.2647970 [DELETED] 

>>2647949
>Just because your trip makes you think your opinion is more valid than the others

Lol, the first line in and you're already resorting to strawman. Glad to know we've got a high caliber arguer here.

>Brutal Doom is about as Doom as Trailblazer is, or Terrorists! is, or as Reelism is.

...Oh, that's it? No, please, go on. I could sit here all day listening to you rattle off mods I couldn't give a shit about, because they aren't Brutal Doom, but it's fun listening to you think you have a point.

>It's a mod. It changes the game. It's not a supplement or a replacement for the original.

Holy shit you're insecure. Lol, okay then, well, tell me when this reality phases into the next and Brutal Doom "replaces" the original, because unless that happens, it hasn't. Sorry you're desperately trying to fetishistic-ally hate on a mod because of how you "perceive" it as "replacing" the game. Holy fucking shit.

>Stop being such a fucking baby because we don't enjoy it as much as you.

How about you quit being such a cunty little man-baby who's deathly afraid of his own paranoid delusions, you literal cry baby?

>> No.2647973 [DELETED] 

>>2647958
Well, at least one of you was so pathetic you made me laugh. At least there's that going for this thread.

>> No.2647978 [DELETED] 

>>2647970
>Lol, the first line in and you're already resorting to strawman.

First line in was a direct rephrase of yours, so eat your own shit and cry about how it tastes more.

>entire rest of post is desperately backpedaling

Nah, get bent.

>> No.2647979 [DELETED] 

>>2647958
>I can be stupid too
You really didn't have to tell us this, we know.

>> No.2647984 [DELETED] 

>>2647970
Epic post. You sound like the kind of guy I could anally inject a beer with.

>>2647979
Thanks anon. It's nice to be noticed.

>> No.2647985
File: 608 KB, 1776x1000, Screenshot_Doom_20150828_222821.png [View same] [iqdb] [saucenao] [google]
2647985

I tried seeing if skins worked properly on a zand 3.0 testing server and the results were kind of funny.

>> No.2647986 [DELETED] 

>>2647978
>First line in was a direct rephrase of yours, so eat your own shit and cry about how it tastes more.

Actually it wasn't, that was the first "sentence" in, dumb-fuck, nice to know I'm arguing with a literal cry baby and a retard though, makes me laugh all the more.

>>entire rest of post is desperately backpedaling
>Nah, get bent.

Nah, learn what the fuck "backpedaling" is, retard.

>> No.2647990 [DELETED] 

>>2647984
You sound like the kind of guy I can filter, oh hey!

>> No.2647995 [DELETED] 
File: 177 KB, 1121x753, 9a4c2a8c90.jpg [View same] [iqdb] [saucenao] [google]
2647995

>>2647986

Hey, you've gone from backpedaling to just blatant dumbshittery, so that's a change in direction.
It doesn't take too long for you to get so anally devastated about different opinions that you just start flinging refuse everywhere and can safely be ignored for clean-up.

Carry on, lads, my job here is done. I'll let the 12-year-old get in the last word so he feels cool on the internet.

>> No.2647996

>>2647963
Ok. The other secrets are:
In the acid room, the wall just to the left of the first switch is a door leading to a secret room with a radsuit in it.
In the acid room, the acid waterfall is a door leading to a room with a blue switch.
This blue switch raises the deeply recessed wall in the acid room, leading to a long acid path that takes you to the secret exit (another tagged secret).
Entering the sacrifice room temporarily raises a secret door that the mancubus is facing. In the secret room are night vision goggles.

Nothing major (except the secret exit).

>> No.2647997 [DELETED] 

>>2647970
>Lol, okay then, well, tell me when this reality phases into the next and Brutal Doom "replaces" the original, because unless that happens, it hasn't.
The entire discussion stared because an anon thought it was an update to the original, without gameplay changes

>> No.2647998 [DELETED] 

>>2647997
Tripfag is a retard, news at 11.
Ignore him.

>> No.2648000 [DELETED] 

>>2647986
The conversation literally started with someone looking to replace the old doom with an updated one. How about you learn to follow a simple fucking conversation.

And you've got no leg to stand on when citing logical fallacies because everything you've posted (that wasn't a poorly thought out insult) is a prime example of nonsense.

>> No.2648005

>>2647996
I thought I tried the waterfall at least. Maybe I just missed the linedef.

Reminds me that the room and sound-tunnel leading to the demon teleport room wasn't tagged as hidden, though. Something else you might want to consider.

>> No.2648018

>>2646049
May I ask the process you use to record your demos and eventually bring them into .webm format? I don't know a thing about making webms, but it would be helpful for quickly showing others an overview of their map being played like you have done.

>> No.2648024

>>2648018
Not him, but if you record with OBS, or Fraps, there is an application called WebMForRetards (or WebMConverter) that you can use to convert recorded videos. It's stupid simple to use.

>> No.2648032
File: 197 KB, 1280x720, Screenshot_Doom_20150829_045738.png [View same] [iqdb] [saucenao] [google]
2648032

Been playing a lot of oooooold weapon mods as of late, Dehacked stuff and some early Decorate stuff.

It's really kind of mind-blowing to think that this sort of stuff was considered really amazing and revolutionary at the time.

>> No.2648036

>>2648032
I still fire up ww-xm from time to time. It's a surprisingly well-balanced and enjoyable mod, considering it comes from a time before DECORATE weapons.

>> No.2648053

>>2647916
Well it must be possible because it's on steam.

>> No.2648079

>>2647916
GoG and steam version work fine.

>> No.2648081
File: 490 KB, 500x313, 1382266021329.gif [View same] [iqdb] [saucenao] [google]
2648081

holy shit nash is back and now he's putting out a new gzdoom fork of his own

what the fuck

>> No.2648084

http://forum.zdoom.org/viewtopic.php?f=19&t=49451

Looks like Gloome's getting some competition?
Interesting.

>> No.2648089

>>2648081
GIVE
A LINK

YOU
FUCKING
FAGGOT

>> No.2648094

>>2648089
http://forum.zdoom.org/viewtopic.php?f=19&t=49451

does he even know gloome is a thing

also I still haven't forgiven him from the dropbox deletion he did when he rq'd

>> No.2648096

>>2648084
>>2648094
Oh shit I raged for nothing

>> No.2648114

>>2648096
I'm much more perplexed since he said he'd be gone until 2016 at the earliest as well as the fact that what he made pretty much already exists

>> No.2648132

>>2648094
>also I still haven't forgiven him from the dropbox deletion he did when he rq'd
wot the deuce happened? why did he rage quit?

also i'd assume he was already working on this when gloome released. based on his description this is supposed to stick more closely to gzdoom in features, where gloome will just kinda do it's own thing. also, if nash's version is based on the more recent versions of gzdoom that don't play nice with older versions of opengl, that might be something worth considering.

>> No.2648140

>>2648132
>wot the deuce happened? why did he rage quit?
There was a thread about using hardware shaders for neat things and he made a comment that came of as arrogant whether intended or not. Some people called him out on it, and he made a new thread "explaining himself". Cue more bad attitude from himself and edward (both recieved warnings) as well as graf and even randi IIRC. Then he made a post in the "what did you last do thread" saying he was sick of the community, would never relase his weather system open source, and nuked his drop box folder of every mod and utility he'd ever uploaded to punish the community he felt wasn't appreciating him. Before that I'd looked up to the guy, but that was such a fucking dick move.

>also i'd assume he was already working on this when gloome released. based on his description this is supposed to stick more closely to gzdoom in features,
But he specifically named indie game development as a reason for using it over regular gzdoom, which gloomes planned features and direction would be much more suited for.
> if nash's version is based on the more recent versions of gzdoom that don't play nice with older versions of opengl, that might be something worth considering.
But AFAIK gloome is supposed to support the new renderer too in the future.

>> No.2648142

>>2648132
>>2648140
also instead of being banned he conferred with wildweasel and decided to take a leave from the forums until next year

>> No.2648159

>>2648140
man, shame about all that then. same as you, i thought nash was a p cool guy, but that sounds like an obnoxiously arrogant attitude.

>But he specifically named indie game development as a reason for using it over regular gzdoom, which gloomes planned features and direction would be much more suited for.

i just take it as different ways of being indie-friendly. gloome does have a lot of useful features for sure, but gzdoom-gpl would have it's own advantage of, if it does stick very closely to the latest gzdoom in features, that everything is already accurately documented on the zdoom wiki, as opposed to "this might be in, this might not" for working with gloome. different strokes and all that.

>But AFAIK gloome is supposed to support the new renderer too in the future.

huh, didn't know this. i thought one of the big reasons for being based on the older version of gzdoom in the first place was to stick with the older, more widely compatible renderer.

>> No.2648176

>>2648159
From the gloome to-do:
>redo vid_renderer to switch opengl versions (between 1.8.10 and 2.x renderers)
Under the lowest immediate priority/hardest to achieve category though.

>> No.2648307

I don't understand why GZDoom can't be GPL friendly. Is it because of Graf?

>> No.2648319

>>2648307
No, because for example the software renderer has bits of BUILD engine code and some other things. I believe randi is a bigger obstacle than graf as far as licenses go in general.

>> No.2648321

>>2648307
assuming he's not just being lazy, i'd assume he's dedicating most of his energy to that scripting branch. i remember there was a big hullabaloo about it a while back and p much nothing since.

>> No.2648324

>>2648307
Three things, evidently.
>software renderer
>OPL synth
>FMOD
I think the latter two could be phased out of mainline GZDoom without much fuss, as OpenAL has been implemented for some time and most if not all of its problems have been worked out by now. The software renderer has to be there as a fallback in case something goes wrong with the GL one, though.

>> No.2648414

>>2644471
Still fiddling with a lot of layout, so it looks like shit, but it's coming along nicely.
I guess original anon made it thanksgiving on purpose.

>> No.2648423
File: 50 KB, 906x610, PjKXr5f.png [View same] [iqdb] [saucenao] [google]
2648423

Meanwhile on ZDoom...

>> No.2648468

>>2644471
guy who was thinking of three-kingdoms era shit here, i've ultimately decided on the great wall after letting some ideas bang around in my head for a bit. still wanna try to put it in a winter setting for the sake of making it interesting. now i'm just trying to think of some good ideas for general level flow and engagements. i've got a rough outline in my head, but i'd like to have a better handle on what i specifically want to do before i actually start mapping for srs. i've also been compiling some appropriate textures & assets for the map, so at least there's that much to show for it.

>> No.2648539

>>2648423

In case there's someone wondering, this picture comes from a self-aware mod, with lots of credits being given and is completely ironic.

>> No.2648680

Haha wow romero is moving to ireland, coincidentally the same country where adrian owns a five star hotel

>> No.2648687

>>2648680

They're totally gonna bro it up over there.

>> No.2648701

>>2648687
They've met at the hotel on a previous trip. I guess they'd have to have some kinship since they both left ID with drama, other than making doom together of course. I know adrian and sandy are bros still for a fact in any case.

>> No.2648748

>>2648084
Kinda neat. Not sure it's necessary though. Not sure why an indie would want 100% compatibility with GZDoom. But who knows.

>> No.2648775

>>2648748
It's only benefit over gloome is the 2.x renderer AFAIK. And some of the more obscure new decorate functions maybe.

>> No.2648908

>>2648018
okay. i start off by playing the map and recording a demo as usual. this is nothing new, it's what speed runners do all the time. it's what the demos forum at doomworld is for, there's a massive demo archive at http://doomedsda.us/ , and so on.

at this point i must explain i play doom with a custom engine, a variant of prboom i've heavily modified. (why? why not? i like to program.) prboom had a function that called the screenshot code after every frame. this was far too slow (especially with libpng in the mix), so i simplified it: after drawing the screen into the internal frame buffer, dump the contents of the frame buffer to a file descriptor. combine this with -timedemo and i write out the entire demo in pure uncompressed video.

because this results in absolutely huge files i arrange via shell redirection to write the frame buffers into a pipe, which has ffmpeg on the other end. ffmpeg reads the frames as they are drawn, and encodes them to a webm. thus i turn a demo into a webm in one (admittedly rather long) shell command.

--

now i expect why you asked was because you want to replicate the process for yourself.

there is prboom-plus: it has a video recording feature, which once set up, can turn demos into videos with a simple command line option. but first you have to get it working by customising the commands in prboom-plus.cfg. i think this is the most common method used by the people at doomworld's demos forum who post their speedruns on youtube.

then there is what >>2648024 suggested; i think this is the "standard" method on 4chan, for which you can probably get the most support here. in particular it doesn't require any programming, or having to custom build your own engine :)

have fun.

>> No.2648920 [SPOILER] 
File: 1.72 MB, 1920x1200, 1440870677646.png [View same] [iqdb] [saucenao] [google]
2648920

>Map 11 with Hideous Destructor
>Didn't read anything about monsters behavior for maximum surprise
>Be at blue keycard's room, when suddenly archvile.
>He goes into the wall and dissapears WTF, well f*ck him then...

>go on with the map
>Red door, zombies and babuin down, the only thing left is the hell knight with the invincibility.
>I fire my shotgun, I miss, and hit the invincibility, that explodes
>HOLY SHIT IS THAT THE FUCKING ARCHVILE???
>arch-vile starts roasting the crap out of the hell knight
>hell knight ded. archvile gone
>what the shit just happened???

>Prepare to make the jump onto the backpack platform
>Suddenly I'm fucking surrounded by partial invisibilities
>They protect me against a shit-ton of lost souls.
>WTF is that a fucking fire???
>two archviles igniting the crap out of each other while partial invisibilities fire red ballz against each other, and zombies be budda-budda against each other
>WTF!!!! Who do I shoot?????
>I eat manly lead by shotgunner. death overcomes me, and camera hits the ground
>I can see how an arch-vile resurrects me, and I start firing my UAC rifle against something I can't see.
>Suddenly, silence, I see myself patrolling the place, from the camera on the ground with my fellow companions. Pic related.
>No Anon, you are the demons.
>And then Anon was a zombie. or am I? which arch-vile resurrected me?

It has such an steep steep learning curve, and the pace is way more slow than anything I ever played, but damn, the complexity of the mechanics of everything in hideous destructor render such cool situations sometimes... I'm f*cking LOVING HD.

>> No.2648942

>>2648920

Those filters are vomit, but yes, HD is fucking fantastic.

It's fun to go into it blind, because it resurrects the feeling I had from Doom as a kid. Terrified of fucking everything and not understanding enemy mechanics rather than playing playing rocket dodgeball like it's a cakewalk and romping through UV without a scratch.

>> No.2648957

>>2648908
>there is prboom-plus: it has a video recording feature, which once set up, can turn demos into videos with a simple command line option. but first you have to get it working by customising the commands in prboom-plus.cfg. i think this is the most common method used by the people at doomworld's demos forum who post their speedruns on youtube.

I still can't figure out how to use -viddump. I've downloaded every file it asks but it doesn't even start converting stuff in the first place

This is why I secretly hate using command line stuff unless it is properly documented

>> No.2648967

>>2648942

That's it.

There are still weapons I don't know how to use, and seen screenshots with weapons I didn't know they existed.

When i see the mainpage I can see they update this thing every week, and they have been working on it for about 7 years!

Dude that's great.

The only thing I regret is that monsters are limited to original monsters. When I play gameplay mods, it always comes to a point where I want more monsters. (Doom RPG + Doom Roguelike was great with this)

But for now, I enjoy reliving the original levels, but like it was 1998 again.

>> No.2648973

>>2648920
The fuck is with that Archvile?

>> No.2648974

>>2648967

>The only thing I regret is that monsters are limited to original monsters.

There's enough variation on the trash mobs that I don't mind. Somewhere, someone had a cross-over that added more monsters, but I like it the way it is.

It really does revitalize that 1998 feeling, at least if you've been playing vidya since then and have gotten good at shoot'n games. Going back to Doom with that experience makes you a demigod, but mix in HD and suddenly you're a lone, scared marine against the entirety of hell.

>> No.2648976

>>2648957
>This is why I secretly hate using command line stuff unless it is properly documented

But it is documented:
https://svn.prboom.org/repos/branches/prboom-plus-24/prboom2/doc/prboom-plus-usage.txt

Go to Line 339 : "VIDEO CAPTURE"

>> No.2648979

I really need to beat Doom I and II with HD. I got through a big chunk of once of the Scythe megawads with it.

>> No.2648982

>>2648973

There are two archviles, that bad one that fleed, and the good one, result of destructing an invincibility orb. They started fighting each other, summoning partial invisibilities and respawning monsters, becoming friends or foes of mine.

I'm stuck there btw. I just can't go on without being fried. I need to make a plan...

>> No.2648990

guys, what kind of scripting Zandronum uses, UDMF or Doom in Hexen Format? i have been using GZDB for gzdoom maps only, but i want to give a try to zandronum

>> No.2648991

>>2648974
>Somewhere, someone had a cross-over that added more monsters

OMG where? You had my attention...

>> No.2648993

>>2648976

>You will need the following

>oggenc2
http://www.rarewares.org/ogg-oggenc.php
>x264
http://x264.nl/
>mkvmerge
http://www.bunkus.org/videotools/mkvtoolnix/

I've literally tried dozens of combinations of each fucking version of those programs for DAYS, and they all refuse to work together and kept throwing errors. Shit was driving me crazy and I just simply gave up.

If someone can find a correct combination PLEASE hook a brother up. There's so many great demos in DSDA that deserve the attention.

>> No.2649002

>>2648993
Have you tries not using any of those and replacing cap_* commands with ffmpeg?

>> No.2649013

>>2649002

If I had a reaction image expressing my inner frustration over the amount of times I've tried that too, I would post it.

>> No.2649068

>>2648990
You appear to have gotten things mixed up.

Zandronum's scripting is ACS/Decorate. UDMF and Doom in Hexen are map types, not scripts. Zandro supports both of them, though.

>> No.2649078

>>2649068
ah yes, sorry about that, thank you!

>> No.2649105

>>2649013
was there anything in the files video_stdout.txt, video_stderr.txt, sound_stdout.txt, sound_stderr.txt, mux_stdout.txt, mux_stderr.txt ?

i just got it to work by copypasting the ffmpeg command versions from the usage.txt >>2648976 and customising them a bit

cap_soundcommand "ffmpeg -f s16le -ar %s -ac 2 -i pipe:0 -acodec libvorbis -aq 5 temp1.ogg"
cap_videocommand "ffmpeg -f rawvideo -pix_fmt rgb24 -s %wx%h -r 35 -i pipe:0 -vcodec libvpx -b:v 200k temp2.webm"
cap_muxcommand "ffmpeg -i temp1.ogg -i temp2.webm -vcodec copy -acodec copy %f.webm"
cap_tempfile1 "temp1.ogg"
cap_tempfile2 "temp2.webm"
cap_remove_tempfiles 1

>>>/wsg/739016

it will be annoying editing the bit rate all the time.

>> No.2649115

>>2649105

it's been a long time since I've touched -viddump, let me check again if something is up

>> No.2649135

I'm coming to the realization no one is really interested in the type of projects I want to work on. I won't stop just because of that, but it's a somewhat sad feeling only two other people or something would even care when if/when I release anything final.

>> No.2649141

>>2649135
Just release it, fgt. Over time more and more people will get wind of it and play it and eventually you'll have 5 people who are interested in your project.

>> No.2649143

>>2649135

It's a sad thing, bro. But all creators have to balance between making what they want and audience appeal.

>> No.2649145

>>2649135
What is your project

>> No.2649149

>>2649141
of course I will when it's done.

>> No.2649170

>>2649143
Yeah I know. I'm modding because I love doing it, but being able to share enthusiasm and exchange ideas about your work with others is always nice.

>>2649145
I don't want to attach attention whoring and whining to my name anon. I've not posted around here in a long time though.

>> No.2649195

>>2649170
right, so what you're saying is, you want to have a whinge, but for your venting not to get back to you later? okay i can respect that, but it's hard to commiserate over an unknown subject.

>> No.2649201

>>2649105
>>2649115

...and here we go again

This is what stdout had to say
http://pastebin.com/uAm7Q8pv

>> No.2649208

>>2649201

forgot to paste my .bat file
http://pastebin.com/57AzyA4N

I must've done something wrong.

>> No.2649227

>>2649208
>prboom-plus -timedemo BT01-009 -viddump

shouldn't that have a filename on the end after -viddump ?

>> No.2649228

>>2649201
that's not really helpful as it's only prboom stdout, there's supposed to be a bunch of other files dumped from the stdout/stderr of the subprocesses
>was there anything in the files video_stdout.txt, video_stderr.txt, sound_stdout.txt, sound_stderr.txt, mux_stdout.txt, mux_stderr.txt ?

>> No.2649242

>>2649227
answering myself: yes it should
// NSM
if ((p = M_CheckParm("-viddump")) && (p < myargc-1))
{
I_CapturePrep(myargv[p + 1]);
}

>> No.2649262

>>2649228
>there's supposed to be a bunch of other files dumped from the stdout/stderr of the subprocesses

there's nothing else, trust me

>>2649227

>shouldn't that have a filename on the end after -viddump ?

It won't make that much of a difference, I think. I added "aaa.webm" at the end of the .bat file and again, only stdout

http://pastebin.com/AN6DfFXq

>> No.2649271
File: 85 KB, 539x960, paxrev.jpg [View same] [iqdb] [saucenao] [google]
2649271

GF took this pic at PAX. Life size revanant sculpt at the Doom/Bethesda booth.

Looks pretty fucking boss if'n you ask me.

>> No.2649281

>>2649262
>I_CapturePrep: opening pipe "oggenc2 -r -R 22050 -q 5 - -o output.ogg"
>I_CapturePrep: sound pipe failed

aha so something's changed. it's not finding oggenc, apparently. can you adjust the command to point to the full path of the program? i don't know how this stuff works on windows

>> No.2649285

>>2649271
>MY GIRLFRIEND

nice, it looks so happy, like it's skipping through the meadows on a fine spring morning

>> No.2649296

>>2649262
to emphasise: i guarantee you it will not do *anything* if you don't supply a filename.

>> No.2649304

>>2649271

Yeah, the Revenant is really the only Doom 4 monster that's stood out so far.

>> No.2649317
File: 278 KB, 1280x720, thou art a fiendish fright.jpg [View same] [iqdb] [saucenao] [google]
2649317

>>2649271
Please tell her to ask about the beta and mod tools.

>> No.2649318

>>2649285
>Waaaaah normies
just didn't want to claim I took it or anything, just stuck at home on my computer instead
Yeah though. I guess the scale is accurate too. It's nearly twice the height of a normal human. If I remember right doom 3's revs were kinda weak in that department.

Hoping for more Doom 4 shit out of PAX, but I dunno what else they could show that they haven't already.
>>2649304
I think they know that too, what with the revenant powerup in mp.

>> No.2649320
File: 1.20 MB, 1280x720, DOOM - E3 2015 Teaser.webm [View same] [iqdb] [saucenao] [google]
2649320

>>2649317
Aight.

>> No.2649327

>>2649304
I love their take on the cacodemon myself. Only the eye could be better, should have an expressive pupil that changes in size and makes frowny faces with the sliding armor plate above it as it's "eyebrows".

>> No.2649330

>>2649170
>I don't want to attach attention whoring and whining to my name anon. I've not posted around here in a long time though.
Are you the ProjectILE /tg/.wad guy?

>> No.2649337

>>2649330
No. And if I were I wouldn't admit it. Where can I find projectilLE anyway? What he's posted about it sounds cool.

>> No.2649342
File: 43 KB, 600x484, welp--.jpg [View same] [iqdb] [saucenao] [google]
2649342

>recently playing dodgeball doom as of 3 minutes ago
>nigger, fag, eat a dick ensues on the chat
>mfw

are all of the denizens of zand 6 year olds who are like superminecraft kid or are there some growns ups lurking?

>> No.2649348

>>2649337
so, you're scroton then?

>> No.2649352

>>2649342
online game chats are almost universally full of dumbasses

the same rules apply. find a group of people to bro up with or hang with or whatever.

>> No.2649360

>>2649348
>scroton
>still alive

>> No.2649383

>>2649281

But I thought I wasn't supposed to be using any of those three programs and just ffmpeg?

See, this is where I always shit the bed, because I might be using the wrong versions from each file. For reference, I downloaded each of those three things directly from their websites, and these are the zip names

>oggenc2
oggenc2.87-1.3.5-generic.zip

>x264
x264-r2597-e86f3a1.exe

>mkvmerge
mkvtoolnix-32bit-8.3.0.zip

As you may know already, I'm using Windows, and also each file (ffmpeg, oggenc, etc.) is inside the prboom-plus folder

>> No.2649395

>>2649383

I almost forgot, ffmpeg.exe comes from

>ffmpeg-2.7.2.tar

not that it matters, I guess?

>> No.2649401

>>2649383
>But I thought I wasn't supposed to be using any of those three programs and just ffmpeg?
you'll be using whichever ones are configured to be used in the cap_* entries in prboom-plus.cfg

>> No.2649406

>>2649401

...huh.

I knew it. I just...

Give me the Donkey of the Day already.

>> No.2649410

>>2649406
Just use Fraps, nerd :^)

>> No.2649416

>>2649410

Fffffuck no, if someone took the effort to program a sourceport (and not any sourceport) to directly dump videos from demos, I gotta respect that effort and use that utility instead.

Also, it's free :^)

>> No.2649425

>>2649416

I was gifted a copy of Fraps by my incredibly generous friend Cesar Aracena.

>> No.2649428

>>2649425

good4u

>> No.2649429

>>2649425

I was gifted a copy of Fraps by my incredibly generous friend kickasstorrents

>> No.2649430

>>2649425
>by my incredibly generous friend Cesar Aracena.
What a coincidence, my copy of Fraps was paid for by Cesar, too! He's such a nice guy!

>> No.2649434

>>2649425
>>2649430
hah hah hah oh wow. i thought the name was randomly generated.
i wonder if cesar was the original cracker or if it's just a fakename

>> No.2649442
File: 985 KB, 1680x1050, testvidshow.png [View same] [iqdb] [saucenao] [google]
2649442

>>2649281
I just successfully created an mp4 of Doom II's demo2 using prboom-plus (2.5.1.3, figured it would be more stable than svn) -viddump.
The format isn't ideal, so I'm going to try to get it to produce a webm instead.

Was just trying to see if it would work at all, so I used the default settings, but changed "oggenc2" to "oggenc."

So I am confirming the following settings work (for me, at least):
cap_soundcommand "oggenc -r -R %s -q 5 - -o output.ogg"
cap_videocommand "x264 -o output.mp4 --crf 22 --muxer mp4 --demuxer ra$
cap_muxcommand "mkvmerge -o %f output.mp4 output.ogg"
cap_tempfile1 "output.ogg"
cap_tempfile2 "output.mp4"
cap_remove_tempfiles 1

However, I'm using Arch Linux.
Packages:
>oggenc
vorbis-tools (1.4.0-5)
>x264
x264 (2:148.20150725-1)
libx264-10bit (2:148.20150725-1)
>mkvmerge
mkvtoolnix (8.3.0-1)

I'll fiddle around and report back if anything works.

>> No.2649447

Also, last time I tried using Fraps over GlBoom and nothing happened, so :^^^^^^)))))

>> No.2649470

>Doom 4 canceled
>Platinum games picks up the IP
>Game is a sequel to Doom 2
>Doomguy is trapped in hell, finds a portal into the multiverse of chaos
>Becomes a fighter in an inter dimensional gladiator style tournament
>30 different legendary warriors from different planets and dimensions are summoned
>if they die in battle their planets are destroyed
>if they win their planets are spared
>New weapons upgrades system, armor upgrades. etc
>Inbetween gladiator battles you are sent to purge worlds of demons and xenos for extra upgrade cash

Weapon roster/FInal Upgraded formes
>Super Shotgun/The God Killer (8 barreled incendiary rounds)
>Dual Pistols/Bonnie and Cyanide
(Full Auto, ability to throw one, shoot it and have an explosion 5x larger than any other weapon)
>Chainsaw/Xenocutter
(Ability to charge large slices, ability to open one locked door per level, longer range)
>Shotgun/The Terminator (Shoots a tracking round as an alt fire, all
>BFG-9000/Micheal's Sword (Opens a black hole that sucks up to 10 enemies of any size in before exploding.)
>Plasma Rifle/AR-666(New Holy Water flamethrower attachment, explosive tracer rounds)
>The Unmaker/The Judas Kiss (Shoots Lost Souls)

>> No.2649489

>>2649470
why dont you just make a wad with this stuff?

>> No.2649492

>>2649470
so that outer limits episode or a wider scale

i can dig it

>> No.2649494

>>2649470
>Gameplay is first person, a mix of Anarchy Reigns, Devil May Cry and Vanquish

>> No.2649505

Ok, we're making quite a bit of progress now. Thanks for helping and spoonfeeding my sorry ass along the way, and apologies for the troubles.

What do I need to change in >>2649105 so that the end result doesn't look like shit? I changed the video format to MP4 and "libvpx" to "libx264", and this was the result. No music because lolportmidi

http://a.uguu.se/sjlvjt_aaa.mp4

I don't mind having the output file as something other than WEBM by the way, since I'm going to cut only the important parts in webm anyway

>> No.2649517
File: 83 KB, 680x680, 2cc.jpg [View same] [iqdb] [saucenao] [google]
2649517

>>2649470
>>not naming the pistols Phobos and Deimos

>> No.2649568

>>2649271
I dig it.
>>2649318
>Hoping for more Doom 4 shit out of PAX, but I dunno what else they could show that they haven't already.
Announcing the beta, maybe?
>I think they know that too, what with the revenant powerup in mp.
You can turn into other demons too

>> No.2649610

Not DooM related, but is there any way to get some better control movement in the Marathon trilogy? I've tried the sourceports of all 3 games on the main website but the mouse just feels so...loose. Anything I can do about it?

>> No.2649616

>>2649470
Wasn't Doom 64 Doom II's sequel?

>> No.2649624

>>2649610
Sounds like mouse acceleration or "smoothing". It's absolutely disgusting.

>> No.2649627

Has alice88 ever released any wads? Saw on her twitter she was in doombuilder...

>> No.2649628

>>2649624
Yea that's the word, but there was something else about the mouse control that just felt off, I'm sure what it was. The whole thing just felt weird.

>> No.2649630

>>2649627

kusok.wad

>> No.2649636

>>2649616
I think it's best if you don't consider any DOOM games having any continuity beyond the first two games.

>> No.2649638

>>2649627
A good handful, but none of them are hosted in a single repository.
You kind of just have to dig around.

>> No.2649642

>>2649628
Other than acceleration there's only the actual sensitivity that can be at fault, unless there's a hardcoded input delay for some unimaginable reason.

>> No.2649645

>>2649517
FUCKYEAH
U
C
K
Y
E
A
H

>> No.2649647

>>2649470
Is any of this possible with WAD editing

>> No.2649650

>>2649647
Yes, all of it actually.

>> No.2649654

>>2648081
>holy shit nash is back

So, it's okay to use the codes he made again?

>> No.2649658

>>2649650
>Gun that shoots lost souls
>Grappling
>this
>(Full Auto, ability to throw one, shoot it and have an explosion 5x larger than any other weapon)

>> No.2649660

>>2649636
I don't know what you mean, Doom 64 was great, and a continuation of the story. It wasn't some strange reboot like Doom 3/4, it takes place after the Icon of Sin was destroyed and Doomguy made it back out of Hell. (It was implied he wasn't stuck there in the ending text of Doom 2)
Anyway if you'd prefer it to just be the first two games, go ahead.

>> No.2649663

>>2649654
He never forbade use AFAIK
but there's always the risk of him doing so if he has a bad day again, so I'd steal and rewrite if I were you just as a precauting. Speaking of which, you don't happen to have the ACS headshot thing on had do you?

>> No.2649672

>>2649658
I'm not quite sure what you're trying to say.

>> No.2649676

>>2649663
Yes, I do
https://dl.dropboxusercontent.com/u/42338465/nashblud.rar

>> No.2649685

>>2649676
Thanks m8e. I want to adapt it for a locational damage on a boss.

>> No.2649717

Should I bother playing Final Doom?

>> No.2649718

Idea for a Doom WAD
>you're a treasure hunter
>Find a massive underground Nazi complex lost to history
>Accidentally the whole thing and find the Die Glocke
>Massive Nazi base found in Hell
>Nazis are super advanced via working together with Demons
>Focus on puzzles
>Fuck Nazis
>Fuck demons

>> No.2649724

>>2649718
then how about you make it smart guy?
mapping for doom is easy as fuck, get on it.

>> No.2649725

>>2649718
So it's like Indiana Jones, but with Demons being manifested directly?

I'd play it.

>> No.2649737

>>2649717
Yes. It's better than doom 2 at least.

>> No.2649743
File: 242 KB, 283x368, chuder.png [View same] [iqdb] [saucenao] [google]
2649743

>>2649718

>Fuck demons

But HDoom already exists.

>> No.2649746

>>2649743
Where's HWolfenstein though?

>> No.2649749

>>2649724
Not him but I had a cool WAD idea for doom as well, but I tried doombuilder and shit made no sense.

>> No.2649786

>>2649749
>I tried doombuilder and shit made no sense
if doom builder is too complicated for you then abandon all hope

>> No.2649813

>>2649749

Doombuilder is really simple. Select Linedef mode, right-click, form shapes.

Have you considered looking at tutorials? There's quite a bit on YouTube.

>> No.2649834

>>2649627
>>2649638
She put her kusok.wad onto /idgames
http://www.doomworld.com/idgames/levels/doom2/Ports/j-l/kusok.zip

>> No.2649842

Anybody playing Quake 3?
When I play my second monitor becomes extremely bright. I would like to shitpost while playing so does anyone know a fix?

>> No.2649858

>>2649842
Are you using the default executable?

>> No.2649860

>>2649858
Yes

>> No.2649870

>>2649860
Switch to a sourceport like say, ioquake3 and see if it fixes it

>> No.2649896

>>2649870
That did it thanks!

>> No.2649975

>>2649749

I was able to shit out decent stuff in Doombuilder with no training in about a day.

>> No.2649978

>>2649746

You do realize there's an entire category of Nazi Porn right? HDoom is filling a niche that was already quite well plugged for HWolfenstein, thus the lack therein.

>> No.2650004
File: 492 KB, 632x435, 1437599743735.png [View same] [iqdb] [saucenao] [google]
2650004

>>2649718
>focus on puzzles

you lost me

>> No.2650006
File: 26 KB, 775x591, 1437488062893.png [View same] [iqdb] [saucenao] [google]
2650006

G U Y S

I'm looking for a mod, it was a very fast paced gameplay mod where you get money to spend on upgrades, it had a big focus on dodging (I specifically remember one upgrade that made it harder for enemies to target you while sprinting or something like that), armor and health bonuses where replaced with money (gold and jewelry), you had a knife melee attack, the Rocket Launcher replacement was some sort of double barreled shotgun with explosive red shells; the shotgun replacement used green ones.

There were no hitscan weapons, only projectiles, and the pinkies where replaced by giant black dogs. The mod added MGS Peace Walker sounds to its menus.

Does anyone know what mod it is?

>> No.2650010

>>2650006

Uhhhh...Cold Hard Cash?

>> No.2650014

>>2650006
Sounds like Black Warrior.

>> No.2650036

>>2650006
>>2650010
>>2650014
I found it, it's called "Crossfire".

>> No.2650060

>>2649978
I wasn't really being serious but okay

>> No.2650065

>>2649786
>>2649813
>>2649975
All I could do was make some lines that turned into a box with questions marks on it. There was a bunch of stuff it asked me for earlier and I didn't know what any of that meant, and when I tried the buttons at the top all they did was make more lines.
I guess I'm just stupid or something.

>> No.2650075

>>2650065

Come back later, then watch some tutorials. You might surprise yourself

>> No.2650087

>>2650065
>I guess I'm just stupid or something.
yes

>> No.2650139

>>2650065
>I guess I'm just stupid or something.
nah, just an impatient child

>> No.2650230

So Mike Matei of Cinemassacre is streaming Doom 2. Come watch him fail horribly.
https://www.youtube.com/watch?v=pR-7fRIZZn4

>> No.2650232

If a Baron of Hell hit you in the face with one of its energy shots, do you think you would die instantly? If not, what would it feel like?

>> No.2650242

>>2650232

Yes.
Fire.

>> No.2650245

>>2650232
It'd feel like my skin is melting off.

>> No.2650246

>>2650230
kek taking a supersphere with 200% hp already

>> No.2650248

>>2650230
Wow, This guy is bad.

>> No.2650267
File: 140 KB, 543x400, 1440134094444.png [View same] [iqdb] [saucenao] [google]
2650267

>>2650230
>BGF Edition
>Using the keyboard
>Playing on the second easiest difficulty
>Not even knowing all the secrets on map 1
>Actually dying on map 2
These people shouldn't be allowed to even touch video games, yet somehow they make a living playing them.

>> No.2650272

This brings back memories of when I was a talentless kid way back when and was lost as hell in the Industrial Zone. If you didn't know the tricks trying to get the red key was a nightmare.

>> No.2650291

>>2650267
10 bucks he doesn't go to secret map

>> No.2650298

>>2650267
>>Using the keyboard

Theres nothing inherently wrong with that. Plenty of speedrunners are keyboard only users.

>> No.2650301

>>2650230
every time he uses the super shotgun on a former human I die a little inside.

>> No.2650302

>>2650298
>Plenty of speedrunners are keyboard only users
Difference being they don't do it while complaining about how its too hard to strafe and wishing they had a controller to do it instead.

>> No.2650307

>>2650232
it would feel exactly the same as being shot or being burned by an imp or whatever else because doom does not have separate damage types.

>> No.2650314

before i go archive spelunking allow me to ask:

does anyone have a wad named Pitiless Power Plant?

it was a fairly large techy map for zdoom, quite well interconnected. it had a 3d floor at one point, i think it was the author's first map or so.

i think it was posted here earlier this year, maybe around march or february? not sure.

>> No.2650348

>>2650302
WASD for back//forward/strafe and arrow keys for turning(and looking up in heretic) makes keyboard play quite nice on a lap top for example. I don't understand people who don't rebind controls or particularly those who whine about defaults.

>> No.2650357

true or false. its possible to autorun in vanilla?

>> No.2650360

>>2650357
False I think. Capslock might've done it though... Maybe in Doom95. I don't remember

>> No.2650362

>>2650357
through a glitch

http://doomwiki.org/wiki/Autorun

>> No.2650369

>>2650314 (me)
>does anyone have a wad named Pitiless Power Plant?

found it:

https://archive.moe/vr/thread/2306262/#2312894
https://mega.co.nz/#!gBlFwYwB!fK4T1Gv6Fty985-jWOM0Zsz5dAvMjwPpZGdb3tB_mIM

>> No.2650380

>>2650360
>>2650362
Yeah, joyb_speed set to 29 does this.

>> No.2650442

>>2650267
Apparently it was the first time he played it since release


He has no right to claim it's one of his favorite games if he never ever touched it for 20+ years

>> No.2650450

Had a friend beat e1m1 in 8 seconds today, if only he did it in vanilla.

>> No.2650473

>>2650442
He needs to practice the fuck up and try again.

Using mouseturning and WASD with strafing would help him a lot (and wouldn't even be incorrect for the original game).
He also needs to git gud, at least gud enough to play on Hurt Me Plenty.

I like the guy, but clearly it's not one of his favorite games if he hasn't played it since release. Doom 1 on the SNES is quite a different affair.

I don't even mind BFG Edition, fuck, that's alright, it's not 100% correct but it's pretty much the same game and it works.

>> No.2650476

>>2647723
New version: https://mega.nz/#!bhMEAbbb!pa69GP9TmJOLQt6dP2LW9uclIeFCFx7C9rYYZ5UVZTI

Note: this version uses Boom features (specifically, silent teleports).

I've added more ammo, fixed a couple of bugs that went unnoticed, and replaced the archies with more SS teleporting straight in. That should accomplish roughly the same thing without the whole ghost monsters problem.

>> No.2650484

>>2650476
>Note: this version uses Boom features (specifically, silent teleports).
then you don't need to make changes to avoid ghost monsters.

the map now needs Boom compatibility, and Boom compatibility unconditionally fixes ghost monsters.

so you can put the archviles back if you like.

>> No.2650486

>>2650484
Ah crap, I forgot that. Well, I've already built the new rooms and deleted the old ones, so I'll stick with the new method. At least this one is more predictable anyway.

>> No.2650490 [DELETED] 

>>2650484
>Boom compatibility unconditionally fixes ghost monsters
as does ZDoom unless your map is on a pre-approved list.

the map is likely to end up in a .pk3 (not .wad) eventually, as it's a G/ZDoom project, so it's not like vanilla or boom is going to be able to run your map at all.

>>2650486
Sorry, you've kind of wasted your time there.

>> No.2650492

>>2650484
>Boom compatibility unconditionally fixes ghost monsters
as does ZDoom unless your map is on a pre-approved list.

>>2650486
Sorry, you've kind of wasted your time there. The map is likely to end up in a .pk3 (not .wad) eventually, as it's a G/ZDoom project, so it's not like vanilla or boom is going to be able to run your map at all.

>> No.2650494 [SPOILER] 
File: 180 KB, 1152x864, 1440933314317.png [View same] [iqdb] [saucenao] [google]
2650494

>>2650442

>Apparently it was the first time he played it since release
>claims to love Doom and he hasn't even tried the shareware episode

Hmmm, where I've seen that before?

>> No.2650497

>>2650494
Oh he has definitely played Doom 1, on the SNES.

A gimped port, sure, but it's still Doom.

He just needs to git sum gud before streaming again.

>> No.2650498

So, I do a lot of 3d modelling and used to do doom spritings, it has been awhile since I have had to put models in doom, so I forget the coding it needs, but I could do some requests for low poly doom models or etc.

>> No.2650502

>>2650498

Revae?

>> No.2650504

>>2650494
>Hmmm, where I've seen that before?
No idea, why don't you tell us?

>> No.2650507

>>2650498
I'd love an arm holding a plain/realistic sword if that can be arranged. I'd love to try my hand at animation it for first person view.

>> No.2650509
File: 66 KB, 816x219, LeaderT2Mk5Rifle.jpg [View same] [iqdb] [saucenao] [google]
2650509

>>2650498
Sure, do a Leader T2 rifle, it's relatively blocky in looks.

Fit for centered view, roughly same angle as the shotgun or the alpha or beta rifles.

>> No.2650512
File: 10 KB, 251x198, 1281269102237s.jpg [View same] [iqdb] [saucenao] [google]
2650512

>>2650498
>I could do some requests for low poly doom models or etc.

How low poly would a Laser Cheese monster be?

>> No.2650513

>>2650502
Not sure if you think I'm someone with that name, or naming a monster or something. It's been awhile since I've done doom stuff, I sorta moved to a half life project so Im a tad unfamiliar.

>>2650507
That can be done.

>>2650509
Alright.

>> No.2650514

>>2650509
>Fit for centered view
That's easy to do yourself with offsets in MODELDEFS though. You can also steal weapons from soldier of fortune 1 or two which are compatible with gzdoom.

(not the modeling guy here)

>> No.2650520

>>2650492
True, but if the project falls through it would be nice to have general compatibility for any other use I could put the map to.

Besides, my original intention for the archies was to have them rez SS troopers all over the map, but they never did that anyway. They preferred to just run back to the player and flame them. This way achieves my original intention.

Anyway, if anyone wants to give the new version a try, I'd appreciate any more feedback.

>> No.2650534

>>2650497
>Oh he has definitely played Doom 1, on the SNES.
Is that what he meant by saying he played Doom on release and beat it? Was it really the fucking SNES port?

>> No.2650552
File: 588 KB, 1022x600, Duke Nukem 64 Death Row.png [View same] [iqdb] [saucenao] [google]
2650552

So I downloaded this mod here
http://www.moddb.com/mods/dn64

For Eduke and applied all the recommended settings.

I'm having a nostalgia meltdown right now, having grown up with duke 64 i fucking love this mod and how faithful it is.

>> No.2650563

>>2650552
The same guy has been working on Total Meltdown (the PS1 version of DN3D) mod for PC

Personaly I think DN64 is hit or miss. Some of the new stuff is terrible (like the new locations in Hollywood Holocaust...) but some other stuff are interesting. in any case, the grenade launcher is awesome and worth the whole game alone

>> No.2650565

>>2650036
hey! it looks great!

>> No.2650636

>>2650552
I played through it just the other day. It's really fun to replay Duke Nukem with slightly different things and levels, makes it feel a bit new while still being pure DN.

>>2650563
A full Total Meltdown TC? Isn't it basically the same as DN3D but with a bonus episode instead of The birth? Might as well just port the levels.

>> No.2650653
File: 2.97 MB, 320x240, nazi_moonbase_1.webm [View same] [iqdb] [saucenao] [google]
2650653

>>2650520
>Anyway, if anyone wants to give the new version a try, I'd appreciate any more feedback.
here's a recording

>> No.2650658
File: 2.89 MB, 320x240, nazi_moonbase_2.webm [View same] [iqdb] [saucenao] [google]
2650658

>>2650653
i noticed you fixed the width of the radsuit secret so it's actually accessible

>> No.2650660
File: 2.92 MB, 320x240, nazi_moonbase_3.webm [View same] [iqdb] [saucenao] [google]
2650660

>>2650658
the light goggles secret isn't marked as a secret area

>> No.2650665
File: 1.90 MB, 320x240, nazi_moonbase_4.webm [View same] [iqdb] [saucenao] [google]
2650665

>>2650660
ammo situation is much better

still lots of hitscanners sapping health, no projectile ballet. one must be cautious

final cyberdemon battle is interesting, you must constantly be aware of the locations of the pillars, so you don't get rocket splashed

anyway pretty good, albeit quite 1994-ish

>> No.2650685

>>2650665
Thanks for the test run.

As far as the hitscanner situation goes, I've kind of shot myself in the foot there, as the theme of the level dictates a lot of SS use. Thematically I was trying to keep the swastika totally Map31 like and deviate from that in the side rooms.

I suppose I could replace the SS troopers with imps in the acid room and keep the theme though. In the comp room they're less of a problem since you can corner hug. Also I could replace the SS backup that teleports in with imps or cacos (less of them obviously). Or maybe revenants since you could dodge the rockets around the pillars. What do you think?

>> No.2650691

>>2646590
can I be the usual party pooper? That mancubus fucking sucks both regarding character design and gameplay mechanics. The pinata effect is fucking stupid.

Please don't hate if you like the game (this thread is usually pretty harsh on doom 4 haters for some reason)

>> No.2650695

>>2650685
not him but there's no indication at all that you're on the moon, also, the architecture is really simplistic and the techy-maze part was kind of boring, and so were the main hall's encounters all that SS and distance shooting was boring to me.

On the upside, I liked the cyberdemon encounter and the huge halls gave a wolfenstein feel for those that like it.

>> No.2650819

>>2650442
>He has no right to claim it's one of his favorite games if he never ever touched it for 20+ years

It drives me nuts when I see people claim Doom is there favourite, then it turns out they hardly play it, and know fuck all about the community.

TotalBiscuit is guilty of this, too.

>> No.2650864

>>2650819
I'm gonna assume they played it in their youth, when it was new, then haven't touched it since.

Even if you haven't touched a game in several years, it can still leave an impression on you.

That's not to say that Mike doesn't suck at Doom.

>> No.2650869

>>2650685
i don't think it matters. my comment was more about the amount of health on the level than the monster types. "one must be cautious not to lose too much health, as there is not a great deal available and the map is full of hitscanners"

not every map needs to be a fireball waltz. the odd one being based around shoot-from-cover is fine. my comment merely meant "you can't just charge ahead, you'll run out of health, you have to be cautious" -- i'm not reporting it as a problem and saying "you must fix this"

>> No.2650873

>>2650819
>know fuck all about the community.
I replay Doom all the fucking time and have thousands of hours on it and I know fuckall about the "community" because communities based around games are always, 100% retarded. Checking on these threads every once in a while is as far as I'm willing to go.

>> No.2650895

>>2650873
>because communities based around games are always, 100% retarded
Sort of true, but the thing with the Doom community is that it churns out a steady stream of content, and some of the people who do produce content are very talented, so it doesn't hurt to check in every now and then, if only for the content.

>> No.2650907

>>2650819
i haven't seen Ghostbusters in years and can't instantly remember the size of Egon's twinkie. does that mean i can not claim Ghostbusters is one of my favourite films? i think not
>>2650895
i guess that's what he's doing. letting /vr/ act as a filter

>> No.2650928

>>2650864
>>2650907
Okay, you two make a good point. Sorry.

>> No.2650991

Serious question: Is the first Dark Forces worth playing or should I skip it and start with 2?

>> No.2651030

>>2650991
Worth playing, but some of the levels are kinda mazey, while others are more well thought out. Just keep in mind the level design is a bit hit and miss

>> No.2651052

>>2650658

What wad is that from?

>> No.2651060

Hi doomers.
I was wondering if there was an in-game level editor for Doom. Like the 3D view of doom builder but while in-game.
Please enlighten me :)

>> No.2651061

>>2649317
Apparently nobody running the booth is close enough to the development to know.

I assume everyone working on Doom 4 is still in Dallas... Working on Doom 4

>> No.2651062

>>2651060
>but while in-game.

not even possible

there's a zandronum mod called SectorCraft but one, you can't save the levels and two, it's regarded as a complete joke

>> No.2651078

>>2651052
the answer to that is contained within this very thread.

>> No.2651105

>>2651062
yeah that's what i thought...
thanks for the quick reply anyway :)

>> No.2651115 [DELETED] 

>>2651105

sure thing, fellow doomer

:):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):):)

>> No.2651157

anybody from /doom/ running any multiplayer servers now?

>> No.2651186

All I want from the new DOOM story-wise is for all of the shit that's going on and all of the demonic influence to start getting to Doom Guy, and throughout the game he starts going more and more batshit insane with crazy monologues, in a similar fashion to BJ's in New Order, until he eventually starts getting crazy fucking demon powers too.
The only way it would be okay for the new Doom Guy to have a voice if it'd be him screaming like a fucking maniac while beating the shit out of a room full of demons.

>> No.2651198

>>2650563
>Talking shit about duke burger.

Come eat some fagget.

>> No.2651275

>>2650504
Because mm8bdm people are not classic megaman fans, most of the idiots in that place only want megaman x shit.

>> No.2651282

>>2651275
Considering how hideously eye-searing the bright 8-bit style is, you can hardly blame them. MMX's darker, more detailed style would be much more appropriate for the Doom engine.

>> No.2651327
File: 62 KB, 1265x686, A_Few_Good_Men[1].jpg [View same] [iqdb] [saucenao] [google]
2651327

>>2650504

If you could barely handle a slight jab at the mod and its fanbase, I don't think you would be able to handle the complete truth

>>2651275

Not only that, most of the MM8BDM audience has never played Doom in the first place; and then, when they actually play deathmatch (don't ask), and a slightly above-average Doom deathmatch player joins, he always cleans the house and gets accused and banned for "hacking"...

I wish I could tell you I was making this shit up. I know of at least two people who have experienced this.

>> No.2651438

>>2651327
>If you could barely handle a slight jab at the mod and its fanbase, I don't think you would be able to handle the complete truth
What? In >>2650504 I was just asking a question because >>2650494 was annoyingly cryptic. How can I "not handle a slight jab" when I didn't even recognise what mod the picture was from (hence the question)?

>> No.2651454

>>2651438
>when I didn't even recognise what mod the picture was from

That's...incredibly surprising, anon, but I'll take your word for it.
It's Mega Man 8-Bit Deathmatch.

>> No.2651491

Is there a Doom64 Texture Pack for Doombuilder somewhere? I can't seem to find any.

>> No.2651497

>>2651491
Check the doom 64 TC, might be some in there.

>> No.2651512

>>2651454
Okay yeah I figured that much out. But it didn't really explain the original post. (I'm not familiar with multiplayer stuff at all.) However, I gather from your later post that its community aren't really doomers at all and that was the point. So thanks and sorry for the noise.

>> No.2651535

>>2651454
To be fair, 8BDM's heyday was years ago, so Anon could have easily missed it.

>> No.2651572
File: 275 KB, 800x600, problematique.png [View same] [iqdb] [saucenao] [google]
2651572

How problematic is Demons of Problematique when run with Hideous Destructor? I am thinking about going through the first one and second.

I tried first map of first DoP, found it to be problematic since the Barons throwing green shit outside create that problematic residue that resurrects monsters, making a huge problem out of constantly respawning monsters.
Is the second Demons of Problematique better in this aspect?

>> No.2651593

>>2651572
Scripts break constantly.

The second one is even more prone to breaking
Not to mention the arena battles

>> No.2651594

>>2651572

You could say it's pretty problematique

>> No.2651634 [DELETED] 

https://www.youtube.com/watch?v=in9NgWqb2Ts

Final 30 minutes of UMoria video.

>> No.2651649

>>2651634

You appear to have posted in the wrong place, friend.

>> No.2651653

>>2651649
Yeah, sorry. Post deleted.

>> No.2651660
File: 131 KB, 740x712, ing.png [View same] [iqdb] [saucenao] [google]
2651660

what is some of the most oddly satisfying stuff to do in vanilla doom?

>12 hellknights in a mid size open area
>strafe around the area, procuring two perfect meatshots with the SSG on each of them
>position them all up in a single straight line
>third shot simultaneously rips through at least three of them like a hot chainsaw blade through fucking mayonaisse
>"AAAAUUUUGGGGHHHHHWWWAAAAHHH"

>Berserk
>decide to go Torero on a bunch of lost souls in a large open area
>they fly right at me just as I step aside and punch them in the fucking cheek each time
>take out the pistol while they're at mid-flight
>they become angry and impotent and with no way to defend themselves as they hilariously float backwards like dumbfucks until they retaliate
>walk around them with the rocket launcher equipped
>give myself some space
>attempt to carefully shoot the rockets so as to get them to hit the fuckers as they keep floating backwards
>they propel right into the fucking sky

>> No.2651675
File: 98 KB, 344x470, 2692518.jpg [View same] [iqdb] [saucenao] [google]
2651675

>mfw I'm blocking out a caves section and it looks like a nuclear mushroom cloud

>> No.2651676

What doom mechanics and quirks do you guys *not* like? Personally I dislike the overly slippery movement (just a little would be fine) and the prefire delay on weapons.

>> No.2651687

>>2651676
Agree about those.
I don't like the weapon bob when you run.
I think the weapon switch time is way too slow. It doesn't need to be instant like in Quake, but it does need to be faster.
Pistol and Chaingun, 'nuff said.

>> No.2651720

>>2651687
>weapon bob
It's quite poorly implemented anyway.
>switch time
I'm fine with the slow weapon change since it forces you to make tactical decisions.
>nuff said
What's wrong with the cg?

>> No.2651721

>>2651687
Chaingun was perfected in Doom 64.

>> No.2651750

>>2651720
>What's wrong with the cg?
NHB it's underpowered and feels like it too. it's meant to be a sub machine gun i think, and a single barrel shotgun tier weapon (which it is), but it looks like a big minigun which should be a lot faster and louder. sharing the sound with the pistol doesn't help. pop pop, pop pop, pop pop, pop pop, pop pop.

>> No.2651764

>>2651721
Even the ssg felt more balanced in doom 64 somehow.
>>2651750
That's true, I thought you meant balance-wise. Strangely it feels a *lot* more powerful in smooth doom for some reason.

>> No.2651768

>>2651750

It's not really underpowered, it's actually quite strong and you can turn it into a sniper by tapping.

It's just that it feels really underwhelming to use. The sound effect, slow animation, and reliance on stunning rather than damage cause it to be boring. Replace the sound with the shotgun sound like Chaingunners use and suddenly it's a lot more satisfying.

>> No.2651787

>>2651676
The shotgun shooting 7 pellets instead of 8.
Pistol and Chaingun sharing sounds.
Hell Knights or Barons not being more aggressive than their counterpart

>> No.2651789

>>2651768
>It's not really underpowered
>It's just that it feels really underwhelming to use.
yes, sorry i expressed myself badly. i was trying to say more or less that it's powerful enough if it were a small machine gun (or heaven forbid an automatic rifle). but it's a bigass minigun and as such doesn't seem as powerful as it should be by appearance. compare it with the wolfenstein gatling gun (although that is wolf's top-tier weapon).

however if it were actually more powerful, it would obsolete the plasma gun, which would be stupid.

>> No.2651792

>>2651764
>I thought you
>you
the nhb was for "not him, but"

>> No.2651793

>>2651720
The fact that the chaingun replaces the pistol 100% when you realize tapfiring is much more faster and accurate.

>> No.2651853

Lost souls having too much health.

>> No.2652005

>>2651676
The pistol being ultimately very useless.

I can't really think of anything else.

>> No.2652067

>>2651789
>compare it with the wolfenstein gatling gun (although that is wolf's top-tier weapon).
I suspect this is actually intentional on id's part - they didn't want people to get the chaingun and assume they'd found the ultimate weapon, so they made it significantly wimpier-feeling than its previous incarnation.

Probably also needed to use the same sound as the pistol so the shareware version could fit on a 1.44mb floppy disk.

>> No.2652106

>>2651789
It's made pretty intuitively that you use the Chaingun for mowing down hordes of lesser enemies. Like I wouldn't go with a shotgun against a hitscanner defilade.

I blame Doom 2 for introducing a ton of sponge enemies and the Super Shotgun hence becoming the ultimate weapon for everything.

>> No.2652150

>>2651764
>Even the ssg felt more balanced in doom 64 somehow.
That is so very wrong anon.

They made each shot start up faster and made the shells load into it faster.

It's significantly more powerful in Doom 64 than in normal Doom.
You can get 3 shots in for every Doom 2 SSG blast.

>> No.2652184

>>2652150
well I meant relatively to the cg, pg and rl as they appear in d64 and compared to the power level of the monsters and the sort of map layout the game has.

>> No.2652214

>>2652184
>Chaingun
Fire rate is a little faster. Upgraded.
>Plasma rifle
Downgraded massively and completely pointless. Moreso with the Unmaker, which hurts more even without artifacts.
>Rocket launcher
Stayed the same.

>Monster powerlevels
Most monsters stayed the same.
Lost Souls lost half their HP but became twice as aggressive.
Pain Elementals have the same HP.

>> No.2652314
File: 385 KB, 801x600, 1401127253566.png [View same] [iqdb] [saucenao] [google]
2652314

>>2652214
The Plasma Rifle in Doom 64 was easily the worst incarnation it ever had in any of the games.

Practically the only thing redeeming it from being a utter trash weapon imho is both its design and the buzzing sound that plays upon equipped. Then again, 8 year old me thought any sort of auditive feedback upon equipping any weapon in any game was fucking awesome back then, but that's really where the nice part ends sadly. It has a shit feel to it, no recoil, no kickback, and generally feels weak as all fucking hell compared to, say, the fucking chaingun of all things, and worst of all, they turned the volume of the firing sound down to fucking barely audible, almost as if they wanted to make the explosion sound of the plasma hitting a wall louder than it should be. The exact opposite being the BFG, and meanwhile its firing sound is easily the best I've ever heard, the sound the ball makes when it lands on a wall is fuckall -loud- in comparison to anything. Literally made me jump of my seat back then when I was playing the game for the first time almost 15 years ago and it got quiet all of a sudden.

Doom 64 may have objectively had the best weapon feel out of the entire series, but god damn, did the weapons suffer some fucking balance issues. It may had not been levels of terrible as the joint of shitty metal boxes they tried passing off as guns in Doom 3 which was ripe full off unbalancement too for example, but still.

I'm also pretty disappointed that Doom 4's PR is so heavily reminiscent of it. It's quite literally the only thing I can say that I absolutely truly loathe about the game so far.

>> No.2652324

>>2652314
>Doom 64 may have objectively had the best weapon feel out of the entire series,
nah buddy, quake-style shotgun animations can go fuck themselves

>> No.2652329 [DELETED] 
File: 27 KB, 290x189, 735.gif [View same] [iqdb] [saucenao] [google]
2652329

>mfw doom babies think quake is bad
>mfw doom babies think doom 64 is good
>mfw doom babies suck at doom and think they're good for anything
ahahahahahahaha

>> No.2652334 [DELETED] 

>>2652329
who are you attempting to bait precisely

>> No.2652340 [DELETED] 

>>2652334
98.7% of /vr/oom is filled with doom babies. take from that what you will.

>> No.2652346

>>2647730
Thanks. Is the lunar sky one meant to work as a skybox? I'm assuming not because trying it there's an infinite number of Earths.

As for making an outside view then, should I just have an inaccessible outside sector with a lunar dust flat and black walls and ceiling? How far out would I need to make the sector extend for it to fade off naturally instead of being an abrupt cutoff?

>> No.2652350 [DELETED] 

>>2652329
and the filter grows

>> No.2652357 [DELETED] 

>>2652350
>implying
want a cookie faggot :^)

>> No.2652430

>>2651675

Speaking of which, I'm the guy who did that VanillicAcid map from Doom in Doom format and holy shit, going back to UDMF feels like someone just unshackled me.

Suddenly I can put a Revenant on a conveyor belt outside the level to time like twenty different scripts in just the starting area, including monsters teleporting in, a chaingun dropping down for reinforcement, and level geometry morphing mid-battle. Then at the end, due to agitation, he teleports in as a mock miniboss before the door opens.

>> No.2652436

>>2652324

Saddest part is, Doom 64 actually /had/ the weapon animations in at some point. Along with other monsters in that style. They had to scrap it piece by piece to make room on the cartridge, which only afforded them. I think it was only afforded 8 or 16mb. N64 max was 64mb, but that was extremely rare and added a lot of cost. Some of the big selling Nintendo and Rare games got a 32mb cartridge. I guess Midway didn't think they'd make enough bank to warrant the cost of moving up.

Shame there's no hidden Doom 64 prototype cart floating around somewhere out there in the world, with all the content that got scrapped.

>> No.2652537
File: 377 KB, 700x926, ig0yiphyS1r2to8go5.jpg [View same] [iqdb] [saucenao] [google]
2652537

>>2652436

I mean come on, what the fuck even is that weapon at the top?

>> No.2652557

>>2652346
no. its for making a skybox. alternative to just a sky texyure

>> No.2652589

Is Doom 64 actually good?

>> No.2652607

>>2652589
Its missing some enemies, and is slightly slower paced, but yeah its pretty good.

>> No.2652617

>>2652589

It's a little different, but it's solid. It's my personal Doom 3.

>> No.2652647

>>2652537
Old rocket launcher?

>> No.2652652

>>2652537
a flamethrower?

>> No.2652658

>>2652652

The orange tank on the right side makes me want to say flamethrower. Others say railgun. Even others say it was to emulate Quake's grenade launcher.

I'm stuck on flamethrower because a little orange pill tank like that just screams it.

>> No.2652675

>>2652537

It's the drawing tool from push. Duh

>> No.2652765
File: 135 KB, 1163x539, lost skull.png [View same] [iqdb] [saucenao] [google]
2652765

3D modelling guy here.

I was doing some of the requests, but then I got distracted with this.

>> No.2652775

Why do people hate most of doom 2's maps? I admit that Nirvana, and Icon of Sin are pretty bad. And I can see that The Chasm is an acquired taste kind of map. But otherwise, the maps were pretty decent, IMO.

>> No.2652812

>>2652430
>I'm the guy who did that VanillicAcid map from Doom in Doom format
hello, did you see my fixed version? nobody commented on it.
>and holy shit, going back to UDMF feels like someone just unshackled me.
heh, sorry to hear it! but i understand; complex scripting is your thing.
and as long as people keep making prboom-friendly maps, i'm okay.

>> No.2652903

Is Quake Live allowed in this thread?
When the next patch hits I might host some shit for us to play in but I'd rather not get b& out of ignorance

>> No.2652907

>>2652903
i can't see a problem particularly. it's just basically quake 3 right? not like you'd actually get banned, either, worst thing that would happen would be post deletion

>> No.2652930

>>2652775
I think the consensus is generally that the maps are simply not as fun past the 10th one or so.

>> No.2652994

NEW THREAD

>>2652991
>>2652991
>>2652991

>> No.2653023

>>2652765
I love how it looks like a bucktoothed nerd wizard became a puny little demilich

other liches probably steal his soul money

>> No.2653023,1 [INTERNAL] 


https://www.youtube.com/watch?v=1yZ2qhwmajc