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2680514 No.2680514 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2673153
(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
http://pastebin.com/aiEgdB3K

## /VR/DOOM COMMUNITY PROJECT ##
Famous monuments, landmarks, or places of interest
https://archive.moe/vr/post/2619435 - Announcement
https://archive.moe/vr/post/2619669 - Rules

>> No.2680515

===NEWS===

[09-14] Icar2015: a 11-map set for Icarus, by Eternal
http://www.doomworld.com/vb/wads-mods/74589-icar2015/

[09-13] Strange Aeons v3.5
>>2679170
http://forum.zdoom.org/viewtopic.php?t=49369

[09-12] Anon mod release: Mugshot / Ammo display HUD
>>2676321
https://dl.dropboxusercontent.com/u/48332341/dumbhud.pk3

[09-11] Reelism X3 released, right on schedule!
http://www.thekinsie.com/reelism/

[09-10] The /newstuff Chronicles #481
http://www.doomworld.com/php/topstory.php?id=4487

[09-08] Hocus Doom update
http://forum.zdoom.org/viewtopic.php?p=858445#p858445

[09-05] Anon mod release: arrow.wad (conspicuous automap player arrow)
>>2663984
https://www.dropbox.com/s/pinkzcnlfe6wd6m/arrow.wad

[09-05] DoomRLA: "release date set for 19th" - Yholl
>>2661090

[09-04] The /newstuff Chronicles #480
http://www.doomworld.com/php/topstory.php?id=4483

[09-03] Danimator: a GUI tool for creating DECORATE offset animations
http://forum.zdoom.org/viewtopic.php?t=49494

[09-02] The /vr/ Steam group admin asks anons to try Discord for voice chat.
>>2658514
https://discord.gg/0UcBfIOPKz8Tsx66

[09-02] Doomero is making a Doom 3 TC for GZDoom
https://www.youtube.com/watch?v=S6UviHCc7mM

[08-31] Portals in Vanilla Doom via BSP hacking
http://www.doomworld.com/vb/post/1415687

[08-31] Anon map release: Secret Nazi Moon Base v3a/b
>>2653316

[08-29] GZDoom-GPL - GPL'ed GZDoom for indies
http://forum.zdoom.org/viewtopic.php?t=49451

[08-27] The /newstuff Chronicles #479
http://www.doomworld.com/php/topstory.php?id=4478

[08-27] Doom has appeared on GOG.

[08-27] Anon map release: Vanillic Acid v1.2 / v1.3
https://archive.moe/vr/post/2644206
https://archive.moe/vr/post/2646571

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

===

To submit news, please reply to this post.

>> No.2680519

>>2680471
>>2680509

Ok so it's me again, do any of you have idea of where this fucking sound comes from:

https://i.pantsu.cat/hodtdp.ogg

>> No.2680523 [SPOILER] 
File: 8 KB, 130x250, 1442232927141.gif [View same] [iqdb] [saucenao] [google]
2680523

>> No.2680530
File: 2.98 MB, 640x360, sanic.webm [View same] [iqdb] [saucenao] [google]
2680530

Who /jumpmaze/ here?

>> No.2680561

>>2680530
Now make a version that plays itself.

>> No.2680564

>>2680530
been watching this for 20 minutes, post more

>> No.2680570

>>2680530
holy shit

Nice work. Would love to see more.

>> No.2680606

>>2680519
that's just one of those squeaker things you get inside children's toys or dog toys.

i'm pretty sure there was a character on kids tv years ago who talked in those sounds, maybe sweep from sooty&co?

>> No.2680675

>>2680530
Now I miss Cyberrunner.

>> No.2680709

>>2680519
Sounds like it's set to play your default Gnome notification sound, if you're using Gnome.

>> No.2680713

>>2680606
>>2680709
I actually seeked help on the IRC, and marrub told me those were gloome sound effects that "somehow" found their way in GplGZdoom. Fixed it easily.

>> No.2680741

>>2679076
So I looked at your mod and had no idea what I was looking at, or how to go about implimenting this information.

Then I tried in on a server and it did exactly what I was looking for, so, thanks!

>> No.2680903

What is your favorite HL mod?

>the only zombie mod you need tier
They Hunger
>god tier
Half-Quake Sunrise
>that fucking heli on hard tier
Paranoia
>backtracking tier
Cry of Fear
>great tier
Point of View
Azure Sheep
G-man Invasion
Afraid of Monsters DC
Half-Life: Decay
Half-Life: Invasion
Someplace Else
>wait what what tier
Ispitatel: 4 Classic
>bro tier
Sven Co-op
>pretty good tier
Half-Quake Amen
Poke646
Sweet Half-Life
>ok tier
USS Darkstar
Life's End
Deliverance
Heart of Evil NE
Afraid of Monsters
Flat-Life
Mistake
Half-Quake
Case Closed
>iranian detainee tier
Escape from Womera
Prisoner
>czech tier
Dead Sector
Force of Evil
Blbej Den
>talking gordon freeman tier
Todesangst 2
>meh tier
Scientist Hunt
The Dark Secret
>bad tier
They Hunger with HD patch
>space-buddhists-against-hitler bad tier
Buddhist Wars
Sector 6

>Freeman tier
Bill Freeman (X.E.T.)
Jordan Freeman (Timefall)

>rip tier
all dead multiplayer mods

>> No.2680953

>>2680903

I never really understood the Half-Quake series. Were they supposed to give you the aesthetic/overall feel of Quake or what?

>> No.2680967

>>2680530

Are you going to post the same webbum with the same caption every time?

>>2680519

It's GLOOME's default secret sound. You'll have to replace DSSECRET in zdoom.pk3

>> No.2680969

>>2680953
I don't think it's ever adressed in the games but it's been a long time since I've played them

>> No.2681096

oh hey the colors have come back on /idgames

>> No.2681119

>>2680967
>It's GLOOME's default secret sound
Why would you do that? That's really jarring.

>> No.2681136

>>2681119
because the one from zdoom is ripped out of quake

>> No.2681159

>>2681096

I mean, it's not like it should've stayed that way, the best way to respect Ty is to move on.

Speaking of /idgames themes that should've been a thing already, what about Plutonia, or TNT?

>> No.2681182
File: 1.02 MB, 1499x969, e17d5d7b32e05b989241ea4c0f38cbc8.png [View same] [iqdb] [saucenao] [google]
2681182

who is the girl on the pillow?

>> No.2681183 [SPOILER] 
File: 234 KB, 900x600, 1442261341144.png [View same] [iqdb] [saucenao] [google]
2681183

>>2681119
Because almost all the default ZDoom sounds are commercial stuff.

>>2681182
Swan Fox. Pic related. You may want to bleach your eyes.

>> No.2681190

>>2681183
ahahaha well played alice

thanks

>> No.2681204

What retro 3D fps would you guys recommend, aside from quakes and unreal?

>> No.2681206

>>2681204
daikatana
r/ing the HDDs pic

>> No.2681209

>>2681204
cybermage the awakening

>> No.2681216

>>2681204
Half-Life
SoF

>> No.2681237

>>2681204
Descent 1 and 2 are good for something different.

I'm guessing 2.5D shooters such as DooM and Duke Nukem are out based on your phrasing and examples, but if not, I'd recommend Blood.

>> No.2681241

>>2681204
SHOGO isn't really an FPS but god damn if it wasn't a blast.

>> No.2681243

>>2681241
>SHOGO isn't really an FPS
but it is anon

>> No.2681247
File: 192 KB, 854x746, fuck you james.png [View same] [iqdb] [saucenao] [google]
2681247

I gotta wake up early tomorrow for work but my family decided to be a bunch of fucking loud cunts that woke me up like 3 times.

I have decided to channel my anger into a quick doom map, will post it here before I go to bed again.

dont give a fuck about texture alignment and other shit. I am expecting to put around 3 hours into it

>> No.2681248

>>2681241
>isn't really an FPS
Why would you say that?
Sure, there is a third-person camera mode you can activate, and the mechs can transform into vehicles, but its still first-person, and you shoot things.

>> No.2681257

>>2681247
>I have decided to channel my anger into a quick doom map
that's very mature of you, thank you very much. good luck. target engine/complevel?

>> No.2681260

>>2681248
>Sure, there is a third-person camera mode you can activate, and the mechs can transform into vehicles,
This is what I was referring to, really.
Though in retrospect that's kind of silly, so oops.

>> No.2681264

>>2681257
Boom comp just because I want more linedef options, otherwise I would just go vanila.
map is going to be simple and ugly, I just want you to kill shit on it, so expect weapons and armor coming fast to you as well as strong monsters.

also have some metal
https://www.youtube.com/watch?v=80Hyz4pOXtE

>> No.2681320

whatever happened to the quake guy who was going to post his 18-map mod? I was looking forward to playing it

>> No.2681346
File: 318 KB, 794x515, bonfire of feels.jpg [View same] [iqdb] [saucenao] [google]
2681346

>that feel when toaster is such a bag of shit it can't even hold 30fps in Unreal

>> No.2681350

>>2681346
post speccy

>> No.2681353
File: 22 KB, 576x390, speccy.png [View same] [iqdb] [saucenao] [google]
2681353

>>2681350
This is it idling in Firefox with only 2 tabs open, my motherboard usually gets close to 80 degrees when playing anything.

>> No.2681356

>>2681353
Jesus, when did you get this PC?

>> No.2681375

>>2681356
2009.

>> No.2681391

>>2681346
Are you using the DX10 or GL Renders?
if so check the UseAA=True and set it to False in your config file

>> No.2681479

Why does FraggleScript even exist?

>> No.2681619

>decide to try using SLADE instead of Notepad++ to work on my mod like someone recommended to me
>Immediately have problems with it crashing, not able to open multiple files at once, and generally being a confusing pain in the ass
It'd probably work eventually once I get used to it, but it's the whole 'get used to it' part that I don't feel like doing.

>> No.2681636
File: 102 KB, 640x480, IMG_20150914_175141.jpg [View same] [iqdb] [saucenao] [google]
2681636

Got a bunch of Doom shit today. plushies and shirts.

>> No.2681639

>>2681636
Nice.

Have you snuggled with a space marine today, /doom/?

>> No.2681673

Whoops, didn't see new thread go up;

>>2681671

I've been looking for the guy who created this specific remix but I can't find this anywhere on youtube or...well anywhere else. I grabbed this from a sound thread back when embedded sound files used to be allowed but I never found the source.

https://a.pomf.cat/cjzkmq.mp3

Anyone have any clues?

>> No.2681681

>>2681375
Damn son.
We're pretty poor but I still managed to build myself a PC recently, literally cost $300 camping on ebay for slightly used items

>> No.2681696

https://gifs.com/gif/y0jQRV

>> No.2681705

https://www.youtube.com/watch?v=EZ_p3qCVcAA

Why do I get this song stuck in my head so often

>> No.2681719

>>2681673

I can't offer any help, sorry.
Though I will say I should not have opened that link with headphones on.

>> No.2681795

Can Zandronum not support custom HUD faces or something?
I've been looking at this one WAD for a BJ skin, and although everything in the S_SKIN checks out, including swapping out sounds, and custom sprite work, the HUD face is blank instead of BJ's mug. Can't figure out what's going on there.

>> No.2681842

>>2681705

>android games getting sequels every six months these days
>while doom will never get an orchestra featuring their best songs while the original team sits at the front row listening to them

>> No.2681851

>>2681795

It can.

>> No.2681862
File: 7 KB, 60x70, comm.gif [View same] [iqdb] [saucenao] [google]
2681862

>>2680514
why does he swing his arm around like that? This has to be the best doom related walking animation ever made just for the arm swinging

>> No.2681868

>>2681842
Good fucking luck getting those guys together again. You'd have a better chance of organizing a Police reunion.

>> No.2681901

>>2681862
Strife-era weapon technology uses a complicated d20-based system.
He has to prepare to roll them in combat, obviously.

>> No.2681904

>>2681851
Perhaps it's the wad itself?

Someone give this a spin and tell me if the BJ HUD face works for you, in Zandronum
http://www.doomlegends.com/emporium/files/diskmast.zip

>> No.2681916 [DELETED] 
File: 38 KB, 650x650, 03818.gif [View same] [iqdb] [saucenao] [google]
2681916

>>2681901

>> No.2681923

>>2681264
i guess you went back to sleep.
that's probably for the best.
hope you get the map finished sometime, nonetheless.

>> No.2681924

>>2681916
Get out

>> No.2681926 [SPOILER] 
File: 26 KB, 146x120, 1442291004491.gif [View same] [iqdb] [saucenao] [google]
2681926

>> No.2681930

>>2681926

I wish I could erase that hand from Doom modding history.

>> No.2681939

>>2681862

Strife's trooper sprites are actually edited zombiemen/shotgunguys.

No, really.

>> No.2681943

>>2681930
Along with the hand from Action Doom's knife

>> No.2681964
File: 370 KB, 640x480, Screenshot_Nocturne in Yellow_20150914_222600.png [View same] [iqdb] [saucenao] [google]
2681964

>tfw finally finishing nocturne in yellow after +3 weeks of procrastinating and fucking around with non-Doom related shit

man, I don't really give a shit how late I am to the (albeit dead) party, it just feels so damn fucking good to get a mod/wad/game scratched off my bucket list after such a long time. That was some atmospheric shit right there. Appropriately difficult and pretty moody/creepy, too.

>> No.2681973

>>2681964

Same.
I've got a whole massive backlog of wads and mods I keep on wanting to play but haven't gotten to, and when I finally free up some time and finish one, it's a great feeling.

>> No.2682030

>>2681939
source?

>> No.2682031

>>2681353
Thats really not a good sign if you're motherboard is overheating.

>> No.2682037

I like that chocolate doesn't force the savegame limit.

>> No.2682054

>>2682037
yet it still crashes if you open the options menu with too high a mouse sensitivity.

there's no consistency over which bugs are eligible for fixes and which are to be kept no matter how annoying they are.

>> No.2682105

>>2682054
Savegame limit is optional because its virtually impossible to actually make a map perfectly within it, unless you make a small map with little monsters in it. A lot of vanilla mapsets and even Final Doom never took this limit into account because outside of saving, the maps worked perfectly fine. Allowing it to be disabled means people who like to use saves don't have to use an advanced port solely for that purpose.

Sensitivity crashing the options menu can be avoided entirely just by keeping it within 30.

>> No.2682109

why does the incubus look like a fucking jew

>> No.2682132

>>2682109
oy vey, remember the 6 billion demons

>> No.2682158

>>2682132
i wonder how many demons i've killed personally. must be in the tens of thousands. but they always come back to life when i replay the map, so whatever. can't keep a good demon down, i say.

>> No.2682169

>>2680514
I know i'm extremely late to the party, but holy FUCK i'm having so much fun with scythe. Any other recommendations for similar?

>> No.2682171

>>2682169
Scythe 2 (if you haven't already)
Demonfear
Speed of Doom
Resurgence
Unholy Realms

>> No.2682173

>>2681636
thats so autistic of you, but i would still be your best friend

>> No.2682174

>>2681705
I don't quite get this song, how does it fit the overall theme for the levels that use it?

>> No.2682175

>>2682171
thanks anon, so scythe 2 isn't another Plutonia 2 case?

>> No.2682176

>>2681705
>>2682174
the opening sounds like something off the azumanga daioh soundtrack

>> No.2682183

>>2681204
Turok 1 & 2 are great.

>> No.2682193

Been on a Heretic kick, but no one plays Heretic servers

>> No.2682197

>>2682175
its even more agitation + ratatatatatatatata

>> No.2682208
File: 204 KB, 960x717, le soda doge.jpg [View same] [iqdb] [saucenao] [google]
2682208

What would you say is your greatest Doom achievement?

For me, it would probably be completing Deus Vult II MAP23 from a pistol start on UV -fast (90% kills, and without the shortcut secret exit)

>> No.2682212

>>2682208
still probably blastem2-0918. i've not got it under 10 minutes before or since.

>> No.2682214

>>2682175
What do you mean?

>> No.2682252

>>2682214
Sounds like he's >implying that Plutonia 2 paled in comparison to the original.

Question: when playing online, what is your favourite gametype to play?

>> No.2682259

>>2682252
>Question: when playing online, what is your favourite gametype to play?
free-for-all, certainly with 3+ players, preferably more, within reason, depending on map size. respawning health/ammo is good, spawn pickups and weapon drops are not. also, odamex for engine preference.

>> No.2682261

>>2682259
alternatively, co-op (not survival) with health/ammo respawn, nightmare / monster respawn, again at with at least 3+ or preferably 5+ players

>> No.2682263

>>2682252

I like survival with a handful of mates on Zandro.
We all jump on a VOIP service, start yammering about bullshit and strategize pickups on the fly.

>> No.2682268

>>2682263
this is good if you're playing with sensible, trustworthy partners. however the types of clowns, trolls, griefers, and other idiots that inhabit most servers make it infeasible.

>> No.2682514

>>2681930
>>2681943
Those hands don't look good on anything, but people still use them all the time. wtf

>> No.2682537

>>2681696
One thing I wish more maps did, was have keys that are not necessary for finishing the map, but unlock a secret or sidepath full of goodies.

>> No.2682546

>>2682537
A few of the original maps did that. You'd think it would be a popular thing to imitate, even if it's seen as a cliche...

>> No.2682554

>>2682546
It was mainly Doom 1 that did it.

>> No.2682571

I keep getting int overflows trying to play Grezzo 2 English. It happens with various Doom Wads as well. I've tried turning graphics down, software/opengl with no change.

Any ideas on how I can fix it?

>> No.2682583

>>2681639
I didn't like the cacodemon they offer so I am making my own
I can show it once it's done if you want but it will propably take 2 days or so cause I am exhausted after work

>> No.2682618

On the subject of snuggles, what ever happened to that Doom Debauchery guy?

>> No.2682621

>>2682618
care to explain some backstory?
couldn't google

>> No.2682626

>>2682618
debauched into hell, presumably now in heaven

>> No.2682632

https://twitter.com/doom_txt/status/643295652865273856

What channel was this in?

>> No.2682634
File: 75 KB, 415x310, doomcomputer.png [View same] [iqdb] [saucenao] [google]
2682634

ACT 2
http://vrdoom
.
x
1
0
.mx/idgameschallenge/

FRIDAY AT 7PM EDT, WE PLAY 15 MAPS SQUISHED TOGETHER

CHECK THE SITE FOR DEBAILS

https://discord.gg/0UcBfIOPKz8Tsx66
http://steamcommunity.com/groups/vrDOOM

>> No.2682636

>>2682632

NBC

>> No.2682650
File: 11 KB, 505x216, doom_txt you bastard.png [View same] [iqdb] [saucenao] [google]
2682650

>>2682632

>> No.2682651
File: 464 KB, 590x750, just.png [View same] [iqdb] [saucenao] [google]
2682651

Making some dank maps for you lads, so in your collective opinions, what is the optimal ratio of monsters to space in a level?

>> No.2682654 [DELETED] 

>>2682650
breaking: doom_txt dindu nuffin, term is the hack that stole the joke and reposted it elsewhere for additional internet meme points

>> No.2682663

>>2682651
1 per blockmap square? i dunno

>> No.2682674

>>2682651
you know how when you charge into Doom2 map18 and let everything out and run around while it all kills each other? that's good, that's a nice monster density. although maybe a bit easy.

>> No.2682707

>>2682654
here we go again

>> No.2682720

>>2682632
The one with all the elitist vanilla douchebags

>> No.2682740

>>2682720
i see what you did there

>> No.2682805

>>2682621
there was some wad where you could do things with imps, a few months back
some guy made a few webms of those wads

>maximum file size allowed is 4mb
oh well

>> No.2682831

>>2682663
>>2682674

Thanks for the input! Maps incoming eta 3 days

>> No.2682847

>>2682214
>>2682252
what this anon said

>> No.2682848

>>2682651
Why did I laugh so hard at this image anons?

>> No.2682851

>>2682720
I can't say i'm an elitist, if people enjoy their gameplay mods good on them. But for some reason, I just can't play anything other than vanilla maybe because of nostalgia reasons, and if i wanted better graphics or different guns I'd go play a modern game

>> No.2682853

I have been playing Hideous Destructor for a month and a half and now no other doom feels challenging to me. Wat do?

>> No.2682873

>>2682853
play plutonia on nightmare using only audio with spiky thing up bum and take a shot everytime you hear a chaingunner

>> No.2682875

>>2682873

True

>> No.2682878

>>2682873
>with spiky thing up bum
this part is the most important obviously

>> No.2682890

>>2682853
Do like Espi did and play one-handed

>> No.2682896

>>2682890
Wasn't really a self-imposed challenge though.

>> No.2682918

>>2682805
oh that

>> No.2682921
File: 610 KB, 625x899, rob the doomguy.png [View same] [iqdb] [saucenao] [google]
2682921

I made a crappy photoshop

>> No.2682945
File: 1.59 MB, 1366x768, Screenshot_Doom_20150719_140658.png [View same] [iqdb] [saucenao] [google]
2682945

bump

>> No.2682951
File: 606 KB, 625x899, rob the doomguy.png [View same] [iqdb] [saucenao] [google]
2682951

>>2682921
Your shops are weak as a baby's fart

>> No.2682952

>>2682945
I feel like a goddamn nooblet for asking this but what mods are you using there kind sir

>> No.2682953

>>2682921
>>2682951
i was going to say it needed the dogs face changing too but connection error connection error connection error connection error connection error connection error

>> No.2682958

>>2682952
brutal doom with ultimate brutal arsenal & doom nukem vizor

>> No.2682960

>>2682952
Well to start he's using the best hud replacement.

>> No.2682974

>>2682960
nah

>> No.2683003

>>2682974
ok

>> No.2683016

Can anyone recommend some invasion maps which are compatible with ZDoom/Zandronum.

>> No.2683023

>>2683016

Pretty much all invasion mapsets are compatible with Zandro. ZDoom, I can't think of any outside of the base Stronghold.
I like TUTNT Invasion and Armageddon Invasion.

>> No.2683042

>>2683023
>TUTNT Invasion
Can't find this one, is this some sort of abbreviation? Also it seems that there is barely any decent library of Invasion wads, or maybe that just me being shit at googling things.

>> No.2683045

>>2683042
it stands for "The Ultimate Torment and Torture".

>> No.2683048

what mod adds a variety of different enemies?

>> No.2683051

>>2683048
I like FKER.

>> No.2683075

is there something for project msx that removes the fucking helmet from the edge of the screen and just has a regular ass hud? this shit is really fucking annoying.

>> No.2683089

>>2683075
I'd like an ass HUD now that you mention it

>> No.2683092

>>2683089
id like you to serious please.

>> No.2683132
File: 288 KB, 1027x641, Batman Doom.png [View same] [iqdb] [saucenao] [google]
2683132

What is the most nifty mod and why is it batman doom?

Seriously somebody needs to make another super hero doom mod like spider-man doom or something.

You could easily just make it where you play as superior spider-man going around killing all the crooks.

>> No.2683154

>>2683132
Spiderman requires too much verticality, I think, and the engine doesn't suit verticality very well

>> No.2683170
File: 24 KB, 250x379, Punisher.jpg [View same] [iqdb] [saucenao] [google]
2683170

>>2683132
>>2683154
Why not the Punisher instead?

He'd be a pretty good fit for doom like action in a city setting.

Just have him slaughter some mobsters.

>> No.2683174

>>2683170
The Punisher is perfect.

The gun that shoots knives is, of course, required.

>> No.2683232

>>2683075
use project brutality instead

>> No.2683238

>>2683075
god, ugh, don't play pmsx

>> No.2683242

>>2683238
>>2683232
What's with the sudden hate for PMSX? I recall it being one of the favorites a while ago.

>> No.2683251

>>2683242
when was that

>> No.2683262

>>2683251
I dunno, maybe a year? Around the time Cyberrunner hype was dying down due to ded project.

>> No.2683263

>>2683242
i don't hate it, i just think project brutality is better. and it doesn't have the annoying hud

>> No.2683267

>>2683262
To append, it made it into the recommended wads for So You Wanna Play Some Doom.

>> No.2683306

>>2683242

Project MSX is great. I dunno why a helmet HUD would cause a problem, especially considering the infinity shitzillion more hideous HUD mods out there, such as the Doom alpha HUD or >>2682945 this horrifying abomination.

>> No.2683328

>>2680675
Shame it stopped development. Why didn't they keep going?

>> No.2683347

>>2683328
the speed allowed you to break the rendere, I think
Mhmm, maybe GLOOME could survive this

>> No.2683352 [DELETED] 

https://www.youtube.com/watch?v=CZn6rqPzJ9c

>> No.2683353

>>2683306
>>2682945 has some ceavats but it's not a bad design. Helmet huds are overdone though.

>> No.2683356

>>2683352
The autism.
It hurts.

>> No.2683359

>>2683242
because project babbality is the flavor of the month

>> No.2683376

>>2683174

FWOCKA FWOCKA FWOCKA

>> No.2683462

>>2683376
>FRANKA FRANKA FRANKA
ftfy

>> No.2683505

>>2683075
go to console, type fov 120, hud stops being a problem

>> No.2683513
File: 115 KB, 900x600, 1441733251956.jpg [View same] [iqdb] [saucenao] [google]
2683513

How hard would it be to make a Trump mod for Duke 3D?

>> No.2683516

>>2683505

And then the shitty FOV starts being a problem in its place.

>> No.2683518

So what's the hip new wad the /vr/oomers are playing?

>> No.2683523

>>2683516
>fov 120
>shitty
Meh. I guess i can't please everyone.

>> No.2683530

>>2683523
fish people pls go

>> No.2683550
File: 10 KB, 300x300, url.jpg [View same] [iqdb] [saucenao] [google]
2683550

>three days left until DRLA 1.0

>> No.2683563

>>2683550
>three

Rest of the 15th, 16th, 17th, 18th, 19th.
Four and a half.

>> No.2683598

>>2683352

Related: https://www.youtube.com/watch?v=Xr8AKtGs3cg

Too tired to see the whole thing, but I suspect it's filled with keks galore.

>> No.2683638

>>2683563
like your dick

>> No.2683647

>>2683638

I'm sorry, anon, but I only have one penis.

>> No.2683658

>>2683647
>Half a penis
Don't get me wrong, that was a nice try at a comeback against that guy, but you put that mental image in my head and now I'm not sure who was burned worse.

>> No.2683672

>>2683647
>>2683658

I dont even know what he meant with that comeback.

>> No.2683675

>>2683672
Neither does your mum.

>> No.2683692
File: 33 KB, 225x220, 123d750a347a07bd32c41d9a284c75026162716a.png [View same] [iqdb] [saucenao] [google]
2683692

Anyone here get migraines after playing doom? Playing on Zdoom and got a fucking horrid migraine today.

>> No.2683698

>>2683692
Could be motion sickness. Try to turn off interpolation and cap your framerate.

>> No.2683701

>>2683518
doom2.wad

>> No.2683703

>>2683692
Zdoom and freelook? yeah it's pretty sickening.
try GZdoom, you shouldn't have that stretching issue anymore

>> No.2683706

>>2683692
also try adjusting brightness and fov

>> No.2683734

>>2683698
>>2683703
>>2683706
thanks guys

>> No.2683737

>>2683352
>>2683356
>>2683598
I was legitimately expecting that video to be ironically kek-worthy. I didn't really think it to be this terrible.

>> No.2683809
File: 355 KB, 800x600, Screenshot_Doom_20150714_042455.png [View same] [iqdb] [saucenao] [google]
2683809

>>2683048
omgwpns adds some really cool stuff, its mostly recolors but their new attacks compensate.
For example, you have red imps which are melee only but like to jump around, or a green cacodemon that replaces the pain elemental, which spawns mini cacos that alsos hoot or a Giga Lost-soul that replaces the cyberdemon.

>> No.2683830

https://www.patreon.com/cacobro

caco bro has a patreon. not sure how to feel about this

>> No.2683848

>>2680515
Doomworld now has SSL
https://www.doomworld.com/vb/
http://www.doomworld.com/vb/post/1420875

>> No.2683896

>>2683830
water is wet, fire is hot, doom is fun, artist has patreon
this is nothing new or surprising

>> No.2683898

>>2683830
>not sure how to feel about this

What's the confusion? Getting paid to do something you like is nice.
If you like his shit, toss him a few bucks. If you don't care, it doesn't affect you in the slightest.
Archie a shit, though.

>> No.2684054
File: 266 KB, 1075x1518, 1396595859291.jpg [View same] [iqdb] [saucenao] [google]
2684054

>>2683170
Oh shit yeah, that'd be a good excuse to cram in gratuitous amounts of weaponry, like four different handguns in one level, six rifles, two different submachineguns, all just as opportunities, and for fun, you can get by with not finding all weapons perfectly fine.

Also with comic book like graphics, I feel like 90's Punisher would be fun. Pic unrelated

>> No.2684061

>>2684054
Too many guns is no fun.

>> No.2684064

>>2684054
What >>2684061 said.

>> No.2684159
File: 263 KB, 981x1532, 1408190446779.jpg [View same] [iqdb] [saucenao] [google]
2684159

>>2684061
I disagree, you just have to make them fun or distinct, and then spread them out across the game.
The old Punisher Armory series has a lot of tidbits and trivia on weapons (though not always correct), but also various fun gadgets and devices. I just think it'd be fun to incorporate various things from there.

You can make it so you have a number of weapons each stage, or that it's divided up in a couple of maps in short episodes each (maybe 2 to 5 levels each episode), and you have a new inventory each time.

Like in one episode, the shotgun is just a basic pump shotgun, something like in Duke 3D or Doom, you start with it, or find it early, and can find shells here and there.
In the next episode, the available shotgun is a sawed off double-barrel, and you'll take it off a thug you kill, shells are only found occasionally, but in decent pools when you do.

Or an SMG, in one episode, it's an Uzi or a converted Tec-9 which you take from a high tier thug once you defeat him, in another, your SMG is a MAC-10 with a silencer, it's quiet, and you start with it, coming with a decent ammo pool, sharing the ammo with Punisher's iconic 1911 pistols.
Or a big Magnum handgun, like a Deagle in one ep, and a big .45-70 revolver with a scope in the next one.

Like a bit in Goldeneye, there's a common set of ammunition types, but you don't always find the same guns in all missions, this adds a bit of variety and flavor, like in one mission the available assault rifle is an AK, in a later one it's an M16 or AC-556

The BFG tier weapons could be things like an M60 machinegun you have to take from a big bad and armored mob enforcer who's looking to take you for a bounty, an M72 LAW rocket launcher, and a 40mm multi grenadelauncher, and then various hand grenade weapons like stun grenades, frag grenades, and molotovs, depending on episode.

>> No.2684163

>>2684159
What I mean by 'too many guns' is 'oh god I don't have enough buttons for this literal armory I'm lugging around'.

A game where there are different weaponsets for each episode, though... That has potential. So in episode 1 all 'chaingun tier' weapons are, say, M4s, while the shotgun-tier weapon is a double barrel. In the next episode, all chaingun-tier weapons are instaed an actual slow, sluggish gatling MG, while the shotgun-tier is a jackhammer.

>> No.2684171

>>2684159
tbh I'd prefer a crossed wad you're meleed, you have a chance to insta-die

>> No.2684181

>>2684163
>'oh god I don't have enough buttons for this literal armory I'm lugging around'.
Yeah, you obviously wouldn't have all that shit available at one time, that'd be like NeoDoom.
I mean, if you wanted to, you could give yourself everything with cheats, but otherwise you wouldn't have it all.

>>2684171
If I want turbo edge I'll go watch old shitty Italian exploitation flicks.
No thank you.

>> No.2684182

>>2684159
Too bad a punisher wad will never ever happen because nobody here ever makes anything cool like that. You'd have to take the idea to someone who actually cares.

Which is bullshit I know but that's just how it is.

>> No.2684206
File: 145 KB, 640x566, bulldog.jpg [View same] [iqdb] [saucenao] [google]
2684206

>>2684163
>an actual slow, sluggish gatling MG
What, like an old hand-cranked Civil War era gun? Those brass monsters are heavy as shit and you basically need another guy to assist loading. Though there were some large drums later on.

I mean, a burst of .45-70 would hurt like a motherfucker, but this is hardly a practical or mobile package.
Maybe you could find one in some mob-boss's collection, and you use it as a static machinegun to fight a horde of bad guys.

>>2684182
I can dream =(

>> No.2684208

>>2684206
I said 'sluggish' to get across the idea that it's heavy and slow to wind up.

>> No.2684221

>>2684208
Oh, like a Terminator 2 style minigun? I suppose that could be done, as a BFG weapon or mounted weapon.

Though it really only takes a brief moment for something like an M134 to reach full speed. Actual 4000-6000rpm would probably not even be able to be done with Decorate, so something closer to about 1000rpm would be the better option (and a bit more realistic in terms of handling).

>> No.2684341

I NEED A HELL KNIGHT, I'M HOLDING OUT FOR A HELL KNIGHT
'TIL THE MORNING LIGHT
HE'S GOTTA BE SURE
AND IT'S GOTTA BE SOON
AND HE'S GOTTA BE LARGER THAN LIFE

>> No.2684342

>>2684182
>because nobody here ever makes anything cool like that

I think my mods are cool. :(

>> No.2684345

>>2684163
>What I mean by 'too many guns' is 'oh god I don't have enough buttons for this literal armory I'm lugging around'.

Here's a thought experiment. Which is better? Too many guns, or a carryable weapon limit?
Yeah, both are shitty, but if you only had a choice of these two.

>> No.2684350
File: 604 KB, 1247x1500, metal.jpg [View same] [iqdb] [saucenao] [google]
2684350

>>2684341
Barons and Knights are the best monsters.
Cacofags can go to hell.

>> No.2684353

>>2684345
In my experience developing a mod with way too many guns, it's kind of an unpleasant choice between "arbitrarily cutting off your options in each scenario" and "having to spend a good ten seconds or so trying to find the right weapon in your arsenal while shit's kicking off". Both have different pros and cons... but as far as Doom goes, a weapon carry limit just goes against the spirit of the whole thing, doesn't it?

>> No.2684360

>>2684353
How about limiting guns to certain areas?

In between areas/episodes, you loose your arsenal and collect a new one.

It would be like trying a new weapon mod each time.

>> No.2684362

>>2684342
which ones are yours?

>> No.2684363

>>2684360
A lot of levelsets, even Boom ones, do this by having a level ending that kills both the player and an Icon of Sin at the same time, resulting in a reset inventory at the start of the next level.

I wanted to do something similar for a levelset mod that involved Inventory Reset Fields that you could occasionally find secret ways around...

>> No.2684369

>>2684360
Shit, what's the name of that one megawad... Some of the levels used a crafty trick to kill the player and end the level in the same instant, forcing a pistol start on the next level

I think it was a Doom 1 wad since I vaguely recall it throwing a spider mastermind at me in the first episode

>> No.2684378

>>2684369
scythe, scythe 2, both do this, speed of doom, there are lots

>> No.2684407
File: 178 KB, 978x1528, 1408189488807.jpg [View same] [iqdb] [saucenao] [google]
2684407

>>2684345
I can deal with carry weapon limits, getting a limited arsenal means you have to think about what to do with what. I only like this in more realistic themed games, it wouldn't be all that fun with Doom. For a Punisher TC, I'd have a limit of 6 or 7, really, Punisher is a lot about the weapons and gadgets, Melee, Handgun, SMG, Shotgun, Rifle, Grenade, BFG (rocket/grenade launchers and belt-fed machineguns)

Nothing less than four though (I don't like the CoD style, or like in that horrible Goldeneye remake where you can only carry 3 guns at once, I mean, what the fuck was that? Bond carried like 10 guns per level on average in the N64 game), you want to have room for fun.
Far Cry 3 did it alright, you can carry one weapon at the start, but then you work yourself up to better gear to carry more, up to four (and you can also get gear to carry more ammo, more grenades, more items in general), and as you become stronger and stronger, you can use them more efficiently.

Incidentally, Far Cry 3 does regenerating health in the right way, your health regens, but only in increments, you start with one bar, you can take SOME punishment, but not for long, and it rebuilds slowly. As you proceed in levels and missions, you can unlock more bars, and faster regeneration (and better resilience towards different sorts of damage), it's partial however, if you lose a bar, it won't regenerate by itself, you have to patch yourself up to restore it.

There was a game based on Riddick which had sort of a similar partial-regen, you could regen a damaged block, but an empty block would have to be healed manually, you start with few, and get more as you advance in the game.

>> No.2684409

>>2684378
>>2684369
>>2684363
Relatedly, for ZDoom/Zandro oriented mods, Here's a library I made for >>2682634 to reset inventory every time a player enters the map.

#library "idgames"
#include "zcommon.acs"

script 666 ENTER
{
ClearInventory();
GiveInventory("Fist", 1);
GiveInventory("Pistol", 1);
GiveInventory("Clip", 30);
SetActorProperty(0, APROP_Health, 100);
TakeInventory("ArmorBonus", 200);
}

>> No.2684428

>>2684409
Keep in mind you can also use text names for scripts now, to lessen the chance of inadvertantly conflicting with another mod's script 666

script "ResetMyShit" ENTER
{

>> No.2684430

I'm gonna make a gigantic ass of myself:
I can't get +offend to work in GZDoom for Brutal doom .20

Sorry, I know you all probably really hate me for mentioning that mod, but I really want to get it working.

>> No.2684434

>>2684430
quite reasonable question, you're not coming in here going "this is the best mod, why aren't you playing it".
anyway.
you need a key bound to "brutaltaunt" i think.
it should be in the key binding menu right at the bottom (you may need to scroll).

>> No.2684464

>>2684434
Thanks!
That did it!
Doesn't work in classic, but, classic is pretty much just classic with retooled gore.

>> No.2684472

>>2684428
Not in Z& (until 3.0 at least.)

>> No.2684482

>>2684464
>>2684430
>Sorry, I know you all probably really hate me for mentioning that mod

Why in the world would you think that? I think it's stupid, but you're welcome to play and enjoy what you want. If you like it, then you like it.

The short of the matter is that the way +offend works is by puking script 302, giving the item Taunting to the player. All of the Brutal weapons have an A_JumpIfInventory("Taunting",1,"Taunt") check in them, which respectively jumps to the Offend animation.
In the classic weapons, none of them have this check, so they don't react to giving the item and they don't do anything.

If the keybind continues to not work in the future, you can bypass this by going into the console and bind x "give Taunting", where x is the keyboard key of your choice (or is x, whatever).

>> No.2684492

Reelism X3 now has a bugfix update available.

Code Fixes:
- Removed A_SetSpeed stuff from a secret morph for 1.8.10 compatibility (thanks Anon!)
- Fixed a bug where Barkblasts don't work if an enemy is touching you (Thanks Mak0rz!)
- One of the Quantum Gun's side-effects now vanishes after a while (Thanks Beed28!)
- Readded ZDoom network options menu to the... options menu (Thanks Edward850!)
- Added options for disabling reflective floors and dynamic lights to Reelism Options

Map Fixes:
- Reel Stadium: Fixed a lack of multiplayer starts
- Reel Stadium: Fixed reversed sign floating above the cash register in the gift shop (thanks Anon!)
- JRPGVille: Minor bug fixes to the ruins just before the boss area
- Secret: Various bug fixes, geometry tweaks and gasping at my terrible old level design
- Fort Firestorm: Fixed a bug where two bits of barbed wire at the starting base couldn't be flown over (Thanks Horse Mans!)
- Fort Firestorm: Made the waterfall path slightly less horrific to traverse. It's still a bit of a mess, mind, but it's easier now.
- Planet Eioneus: Fixed bosses cheerfully letting themselves fall off the edge to an easy demise (thanks Anon!)

>> No.2684493

>>2684492
>Added options for disabling reflective floors and dynamic lights to Reelism Options

Thank you kindly.

>> No.2684501

>>2684492
Based Kins
I wonder if this works in Zan's dev build

>> No.2684516

>>2684482
Oh, neat, thanks.

I also noticed there is a "oneliner" bind, but that also had no effect in either mode.
Any ideas?

>> No.2684521

>>2684501

The 4.0, likely yes.
The 3.0, hell no.

>> No.2684525

>>2684521
do you think they'll call it Z4ndronum???

>> No.2684537

>>2684521
I just checked and this works on 3.0
Reelism server when

>> No.2684542

>>2684482
>Why in the world would you think that?
It's a contentious mod and a lot of people really seem to hate it.
I like vanilla doom1 and 2 but brutal is fun too.

The pirate mod I saw before actually looked like fun and I might try that, as dated as it was.

>> No.2684545

>>2684516

It works in very much the same way, but with a very strange twist.

Oneliner activates script 305, which gives the "OneLiner" item Why aren't these in a single script?, but the difference is...none of the weapons have a check for them.
In fact, the item itself doesn't do anything. The decorate entry for it is Actor oneliner: Inventory { inventory.maxamount 1 }, and it does nothing, activates nothing, and triggers nothing.

It's not that the bind has no effect, it's that the effect does nothing.

>> No.2684547

>>2684545
I'm guessing it's for future releases then.

>> No.2684554

>>2684542
well yes its risky asking for opinions, but asking for help/support is fine and if someone flames you for doing it that makes them the asshole not you

>> No.2684560

>>2684537

Well, that's a pleasant surprise.
I'd probably dig through the code in order to start optimizing it for Zandronum, but I have Shihong to work on.
I'll need to throw up a local 3.0 server to test and see how well it does with a mate or two.

>> No.2684596

>>2684545
>Why aren't these in a single script?
My guess would have been that he's using ACS_Execute which only takes 3 arguments, so he'd have to remember which integer he's using for each bind, but he's already having to remember script numbers so... I dunno.

>> No.2684607

>>2684560
I have a real problem with something you've mentioned on your tumblr, Term:

The immortal should obviously have eighty kazillion swords sticking out of its back like a pincushion, term.

>> No.2684631

>>2682634
IF YOU DOWNLOADED THIS WAD DO IT AGAIN
I HAD TO DELETE A BUNCH OF SHIT

http://vrdoom
.
x
1
0
.mx/idgameschallenge/

>> No.2684637

>>2684631
or, don't download it until the time of the event, since you're not supposed to practise the maps?

sort it out man you're subverting your own event

>> No.2684642

>>2684631
>CHALLENG
is this a deliberate typographical error

>> No.2684645

>>2684637
I just thought some people would like to have it beforehand so they can just jump right into the server. Sorry.

>> No.2684652
File: 38 KB, 523x305, kdAhy[1].png [View same] [iqdb] [saucenao] [google]
2684652

>>2684642
Sounds like your browser doesn't seem to be displaying the SVG right. Are you on a Mac or Smartphone? Because those don't have the Impact Condensed font.

>> No.2684656

>>2684645
don't apologise, now you made me feel guilty for mentioning it!! argh

also High/Low 2 is a great map. Quadruple Threat is pretty good

>>2684652
on linux, don't have the font installed, didn't realise the problem was my end (didn't realise it was an SVG). sorry for the noise and thanks for your patience.

>> No.2684659

>>2684656
No problem borough. Let's not get into an endless apologization cycle. Honest mistakes all around. (You have a good point about the not practicing thing.)

>> No.2684681

>>2684607

That would be rad as hell. I'm all for it.

>> No.2684686
File: 32 KB, 900x400, CPC8ZpwWwAETdTk.jpg [View same] [iqdb] [saucenao] [google]
2684686

Lost Souls in Quake.

>> No.2684692

>>2682175
I've always had the impression that Scythe 2 was more popular than 1.

>> No.2684696

Is Golden Souls 2 done yet? How much is in the beta?

>> No.2684705

>>2684686
Holy fuck that's rad.
All I can recommend is that you move the eyes down just a little bit.
They look like they're riding up on the brow, rather than fitting into the crevice, where they should be.

>> No.2684708

>>2684692
i think it is, in general. it's prettier and more varied. this makes it appeal to more people than the less-detailed, smaller original.

>> No.2684709

>>2684705
I'm not the guy who made it.
That would be...
https://twitter.com/SimsOCallaghan
Sorry, should have posted that in the first place.

>> No.2684748

>>2684686
>Perfect texture resolution
>Great use of color palette
>Just enough polygons to fit Quake
This man did a great job

>> No.2684842

How do I make GZDoom do borderless window?

>> No.2684851

>>2684492
the only bug i encountered so far was getting stuck in certain area in other maps so i had to use no clip.

that is all so far

>> No.2684963

>>2684842
i'm afraid i don't know.
but, the question seems to have come up a few times recently.
perhaps some kind person could answer definitively.

>> No.2685028

>>2684842
Modern versions of Windows can sometimes force programs to take up the whole screen - with the borders going offscreen and appearing above the taskbar - if the window has the same dimensions as your screen resolutions. If that doesn't work, you can use the Borderless Gaming program. https://github.com/Codeusa/Borderless-Gaming/releases

Gnome and most other Linux window managers already use a borderless-window-like method for displaying fullscreen programs.

>> No.2685119

>>2680903
>Azure Sheep
>corridor shooting with a noisy bitch that has 3 lines she repeats constantly, all of which have to do with you being a dumb
no thankz

>> No.2685124

>>2681182
so when are Terminus and Alice88 gonna meet up and gamakatsu in their patsu~

>> No.2685136

>>2685124
I've seen people mention alice and term together before, is there anything that would precipitate it or is it just that she draws fanart of his mods and happens to be female?

>> No.2685203

>>2685136
i do it because i'm shipping trash and they have good chemistry

aside from that, there's no more basis for it than x kegan

>> No.2685261
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
2685261

>>2685203

>there are people shipping you with other people

>> No.2685263

why is term so shippable

>> No.2685270

>>2685261
you've made it term
you're a real e-celeb now

>> No.2685272

>>2685270

I'm not Term. I'm some nerd who made a mod that hasn't properly worked on it in months.

>> No.2685291

>>2685272
you've made it kegan
you're a real e-celeb now

>> No.2685310
File: 41 KB, 640x426, 19.jpg [View same] [iqdb] [saucenao] [google]
2685310

>>2685203
>shipping
>shipping real people
Nigga what the fuck is wrong with you.

>> No.2685315
File: 835 KB, 1098x1632, 268769_xopachi_cacodemon.png [View same] [iqdb] [saucenao] [google]
2685315

>find someone's depiction of cacodemon as a sexy grill
>shit this looks good
>never drew her again

why xopachi man

>> No.2685324

>>2685315
Just look up red busty cyclopses
Because that's all that is man

>> No.2685326
File: 575 KB, 1000x1258, robotjoe_1404878732386.jpg [View same] [iqdb] [saucenao] [google]
2685326

>>2685315
RobotJoe drew her a few times if that's any consolation.

>> No.2685331

>>2685326
Eww, his style doesn't lend well to girls. But it's a nice thought regardless. Though I heard from a friend who dealt with him that XP is a bit of an ass himself, so I dunno.

>> No.2685334

>>2685331
His last pic was better, but it's more NSFW.

>> No.2685341

>>2685334
Whose? Robotjoe or Xopachi? The only thing I remember from the latter was her commenting about Wawa, and apparently having a speech impediment.

>> No.2685342

>>2685136
alice88 tweeted "I think I have a crush on him"

>> No.2685343

>>2685341
http://rule34.paheal.net/post/view/1689040

>> No.2685349

>>2685343
Oh, cute.

>> No.2685375
File: 703 B, 1366x768, deerbg.png [View same] [iqdb] [saucenao] [google]
2685375

oh deer

>> No.2685386

>>2685375
what does it mean

>> No.2685387

>>2685386
Nothing, it's just a cool ASCII deer I made, I thought /vr/ would like it.

>> No.2685389

Is it possible for a monster to detect it's been shot at (i.e. a player clicks on them) using DECORATE? I'd like to use A_FastChase to simulate reactive dodging, a la the Skaarj from Unreal, but from what little I know the only way to do it would be for it to have already been hit by the attack, making it useless for dodging stuff like rockets.

>> No.2685392
File: 3 KB, 640x420, 1404769174280.png [View same] [iqdb] [saucenao] [google]
2685392

>>2685375
Its a skeleton now

>> No.2685402

>>2685389
I think the dark bishops in Hexen have a projectile-dodging function, you might wanna look at their code.

>> No.2685414

Noob question here.

So, I messed around with Doom when I was much younger, but I was never any good at it. I'm revisiting it and I've been trying real hard to get good, working my way through doom 1 and 2 on each difficulty level. I was doing ok until I got to ultraviolence.

Is it just me, or is ammo really tight if you're going for 100% kills on UV? I feel like I have to really take advantage of infighting and get all the secrets to stand a chance, and even then it seems like I'm always a few missed shots away from empty. There's so many imps and zombies in some of the maps that there's just not enough ammo to kill them all. Should I be using my chainsaw on imps to save ammo?

>> No.2685416

>>2685414
Are you lining up enemies for shotgun blasts?

>> No.2685443

>>2685402
They have a random chance of "blurring" when their movement state loops, and a high chance to blur if they enter their pain state. Any pre-emptive dodging would be coincidence, sadly..

>> No.2685449

>>2685414
Try to take advantage of the berserk fist.
In case you didn't know, the increased punch damage persists even after the red filter is gone.
Unless you're in danger of projectiles, always use the chainsaw or berserk fist on pinky demons.

>> No.2685451

>>2685414
every weapon has its purpose, imps you can chainsaw, you can take out a group of former humans if you line em up with a shotgun.

>> No.2685598

>>2685449
I didn't know that about berserk packs. They're a lot more useful that I thought.

>> No.2685601

>>2685414
>Is it just me, or is ammo really tight if you're going for 100% kills on UV?
depends what levels you are playing, i mean, Doom E1 is stuffed so full of shotgunners on UV it's very difficult to not run around with 100 shells all the time. which map are you finding most troublesome? can you post a recording of your playing?

>> No.2685606

>>2685598
it is only useful throughout the entire level

>> No.2685636

>>2685606
that's quite a big "only" !

>> No.2685648

>>2685636
yes indeed

>> No.2685674

>>2685606
Was that intentional? Have the game's programmers ever commented on this?

It seems weird to me that every other powerup is time-limited, but the berserk is not.

>> No.2685717

>>2685674
I think they intended for it to last only as long as the screen was red, but due to an error it wound up lasting the whole stage instead. But I guess people liked punching zombies and imps into pudding so they left it in.

>> No.2685719

>>2685717
>But I guess people liked punching zombies and imps into pudding so they left it in.
Where by "people" you mean "Carmack"...

>> No.2685726

>>2685719
i got the impression he never played it after it was finished. pretty sure romero once incredulously said "you think carmack ever plays doom?" in an interview, maybe it was in masters of doom, i dunno.

>> No.2685773

>>2685726
I'm getting a genuine hunch the last time he had genuinely shown interest in any of the Doom games known as of late, was the VR port he did for Doom BFG. That and SnapMap.

Right up until he left the company, that is.

>> No.2685776

>>2685389
You can do it in a hacky way, by making all the players projectile weapons shoot out an invisible tracer as the first thing in the fire state that does no damage and has a special damage type which sends enemies into a dodge state upon being hit by it.

>> No.2685781
File: 83 KB, 768x896, stimpacktan.jpg [View same] [iqdb] [saucenao] [google]
2685781

>>2685719
>>2685726
Yeah I think the gratuitous violence thing feels more like a Romero thing than a Carmack thing. Either way, helps let Tyson runs be a thing.

>> No.2685785

>>2685776
that's pretty elegant, i think.

>> No.2685805
File: 740 KB, 1608x931, ss+(2015-09-17+at+06.21.06).png [View same] [iqdb] [saucenao] [google]
2685805

>>>/wsg/757724

>> No.2685850

>>2685776
That would make the monster behaviour incompatible with gameplay mods, right? Damn.. It's a really good idea though, thanks.

>> No.2685891

>>2685601
In particular I've had trouble on Tricks and Traps, The Pit, and Refueling Base in Doom 2. I ended up coming into Map 11 with only a chainsaw.

>> No.2685906

>>2685891
Did you kill the cyberdemon in Refueling Base? Just run around him.

>> No.2685910

>>2685906
see >>2685414 - he's going for 100% kills.

>> No.2685926

>>2682175
not at all

i think its way better overall but it has some cheap moments. its actually my favourite megawad ever by far so far

>> No.2685927

>>2685891
I was gonna shit on you for having trouble with doom 2 but I guess it's respectable that you're doing a no save + reload when you die run

>> No.2685940

>>2681868
The Police played a reunion tour, though.

>> No.2686091

>that feel when the only zdoom mod you've ever played this year is Smooth Doom and you're growing a little bit tired of it already

all I did this year was play old 2003 wads in PrBoom+ and leveltest a few vanilla wads in Chocorenderlimits. I mean, college plays a big part on that too. I barely touched zdoom this year.

>> No.2686104

>>2685028
Tried it, window is off-center, sinking into the bottom left corner. What do?

>> No.2686105

>the slots are rolling...
>hyperpower!
>my tank is fight
that was... beautiful

>> No.2686139

Any good Doom64 conversions for ZDoom?

>> No.2686148

>>2686139
Doom 64 ex

>> No.2686157

>>2686139
Not to Zdoom - there's various little engine features like vertex colouring that'd be lost in the process. I think one of the Zdoom devs started work on Doom 64 support at one point, but it's not exactly a high priority.

Someone started porting the Doom64 actors to Zdoom using the Doom64ex source code as a reference, dunno if that ever got finished, though.

>> No.2686168

>>2686105

Nah bro, it's all about The Son Of A Bitch

>> No.2686208

>>2685850
Yeah, it would. I already figured you were making a gameplay mod so didn't think it would need to be flexible for compatibility with other mods. I'm sure you could do it with ACS as well that would retain compatibility with other weapon mods, but I can't think of a way to do it right now.

>> No.2686214

>>2684545
>>2684547
>>2684596

You are all wrong. The weapons does not check for the OneLiner inventory, but the player does, and jumps to a state where Doomguy speaks.
Nothing happens because the audio files were removed from the mod, and you must load them separately. You can load them into your skins folder (it won't cause bugs because it's just sounds).

Mark did this because too many people were spamming these one-liners online. Keeping this as a separated file allows you to choose if you want to hear the Doomguys speaking or not.

http://www.moddb.com/mods/brutal-doom/addons/optional-doomguy-taunts-and-footstep-sounds

>> No.2686221

>>2685805
i'm not sure what's going on here

>> No.2686238
File: 2.86 MB, 640x360, gzdoom 2015-09-17 12-09-50-889.webm [View same] [iqdb] [saucenao] [google]
2686238

>>2686221
nothing at all
i'm making a mgq 'weapon' mod
i hope kegan doesn't mind me outright stealing his sword, it's really satisfying to use

>> No.2686263 [DELETED] 

So what did people end up thinking of The Trailblazer? I haven't been paying much attention to doom lately, and only just recently realized it was out.
I played a bit, and maybe it's just me, but it seems kinda meh, the weapons don't have quite the same beefyness as I was hoping they would. It feels like something that would benefit having custom monsters too. Would be nice if there was a version of scalliano 667 shuffle WITHOUT weapons.

>> No.2686284

>>2686214
>The weapons does not check for the OneLiner inventory, but the player does, and jumps to a state where Doomguy speaks.

Fucking hell, this is an even worse way of handling it.
At least the weapons aren't constantly shifting states every time the player pushes a button.

>> No.2686287

>>2686263

I'm generally not a fan of super-OP weapon/gameplay mods, especially ones that don't change the monsters to accommodate it.

>> No.2686348
File: 75 KB, 550x449, 1430606533511.jpg [View same] [iqdb] [saucenao] [google]
2686348

Does anyone else here really dislike Doom 1 ? The lack of super shotgun, the low tier enemies, Command center. It just really bothers me, but then again I don't mind the Doom 2 city levels, so I guess i'm subject to some pretty unpopular opinions

>> No.2686349
File: 8 KB, 400x400, vr-doom.png [View same] [iqdb] [saucenao] [google]
2686349

Was bored. Made QR code.

>> No.2686356

>>2685414
Tips:
>Really capitalize on your ammo, If you have a few pinkys, just use the chainsaw. Never use the rocket launcher or BFG unless you're going to be killing mass hordes or need to kill a high priority high health enemy with it (archvile)
>they give you a bezerk pack for a reason, try to think of why it's been placed at that location.
>Use chaingun on hitscan enemies (shotgunners zombies chaingunners)
>learn to strafe run well
>line up numerous enemies with your shotgun blasts.

It's all about ammo management

>> No.2686359

>>2686356
sorry one last thing, and one of the most important things

Try to NEVER kill one enemy at a time. Always aim to kill numerous with one shot

>> No.2686367

>>2686348
I think the SSG balances out the spongier enemies, and the absence of it isn't a problem against the weaker roster.

I always did think the shotgun had way too much ammo in D1. 100 is just plain excessive without an SSG. Yeah, I get that it's the weakest weapon next to the starting weps, but only barely below the chaingun. Not enough to warrant a near unending ammo supply.

It's like the task of actually using all 200 shotshells as Douk in Samsara when the only thing that uses it is the pump shotty.

>> No.2686383

>>2686349
cool. curiosity compels me to ask: what was the enciphered code before you put the logo on it?

>> No.2686391

>>2686383
http://www.scandit.com/2012/05/01/how-to-personalize-your-own-qr-code-a-step-by-step-guide/

tl;dr, those spots are redundant.

>> No.2686416
File: 7 KB, 813x274, 1442514287.png [View same] [iqdb] [saucenao] [google]
2686416

>>2686391
no i wanted to decode it but it turns out there's a website to do it and there's enough redundant information in the image to still read it despite the splat in the middle

http://zxing.org/w/decode?u=https%3A%2F%2Fi.4cdn.org%2Fvr%2F1442512754354.png

>> No.2686434

Anyone who complains about Scythe-map 28: Run from it. Sucks at strafe running

Like me ;_;

>> No.2686453

>>2686434
i don't think i've ever managed to beat it on UV either

>> No.2686464

>>2686453
im on try 25, I almost feel like just giving up. Christ....

>> No.2686480

>>2686453
>>2686464
>>2686434
HOLY FUCK I JUST DID IT

>> No.2686494

>>2686480
congratulations! what was your time?

>> No.2686502

>>2686494
oh shit, is there a way to go check again on zdoom?

>> No.2686504

>>2686494
well the red voodoo doll stuff didn't even happen if that helps

>> No.2686512
File: 2.43 MB, 320x240, 1442517492.webm [View same] [iqdb] [saucenao] [google]
2686512

>>2686504
heh well yes or you wouldn't have beaten it!

this is what happened to me when i tried it again just now. failed again, as usual.

>> No.2686513

>>2686512
A few tips (and i think these are very well the reason why I was able to do it)
>Leap gap on bridge to blue key
>kill lost souls and imp before you start timer from that beginning room (first step starts timer)
>Hug close left on first lowering platform before two pinkies
>hug right on second lowering platform with agitated skele

>> No.2686540
File: 18 KB, 622x290, decorate.png [View same] [iqdb] [saucenao] [google]
2686540

so i'm doing a pk3 where i'm trying to change the sprites of the light amplificator visor with some custom ones, the sprites are in the sprites folder , but the sprites show fucked up in the game, the custom message and everything else works, what i'm doing wrong?

will post how it shows up on the game on the next post

>> No.2686542
File: 714 KB, 800x600, Screenshot_Doom_20150917_144249.png [View same] [iqdb] [saucenao] [google]
2686542

>>2686540

>> No.2686554

>>2686540
Fix the sprite offsets.

>> No.2686576

>>2686554
thank you, i missed that part, it's working now!

>> No.2686604

Any tips for maps with mass hordes of demons like Scythe map 30 ?

>> No.2686614

>>2686604
I haven't played that map in particular but I can provide a few general tips.
Try not to get backed into a corner, stay on the move. Let the monsters kill each other if you can allow it.

>> No.2686618

>>2686614
so infighting is a must I take it. I'm just wondering if I should kill kill kill, or try and take objectives (switches) just killing necessary monsters

>> No.2686635

>>2686604
>>2686618

Let them infight as much as you can. Not only it is recommended but it's also encouraged, because there's not much ammo compared to Fear

>> No.2686652

>>2686214
>Mark did this because too many people were spamming these one-liners online.

So there's an ACS script that activates a Jump in the playerpawn that jumps to a new state that plays a sound on the server for everyone to hear? There are at least twelve other more efficient ways to do this, but I'm going to bypass those and just point out that if this was disabled because the sound playing annoyed other people, then LocalAmbientSound in the ACS script (instead of all the weird roundabout jumps) would have taken care of this perfectly fine.

But, Markcode will be Markcode.

>> No.2686705
File: 85 KB, 600x841, tumblr_nuqo40v8j31qbj64co1_1280.jpg [View same] [iqdb] [saucenao] [google]
2686705

reposting

>> No.2686767
File: 396 KB, 1440x900, player was crunchy and tasted great with ketchup.png [View same] [iqdb] [saucenao] [google]
2686767

Accessories to Murder is shaping up nicely as a total gameplay overhaul. When did they add the monsters? They were stock the last time I tried it.

>> No.2686775

>>2686767

last time I played it was an embarrassing mismatch of themes, though.

mechanical monsters, pure demons and then freaking tanks

>> No.2686782

>>2685392
Doom atari 2600 wad when?

>> No.2686786

>>2686767
anything with "Taggart" in it fails instantly IMO

>> No.2686821 [DELETED] 

>>2686705
>attrbituing peace, love and understanding to a violent video game

Someone better call Sarkeesian!

>> No.2686864

>>2684686
Very nice.

>> No.2686886

Is it possible to get those neat lighting effects from sprites that Zandronum/skulltag had in regular gzdoom?

>> No.2686893
File: 232 KB, 800x600, Screenshot_Doom_20141224_211448.png [View same] [iqdb] [saucenao] [google]
2686893

>>2686767
I love it, but there's a few things I always do with it:

>use NC-Hud with standard Doomguy face (because FUCK the helmet hud)
>remove that stupid pause in shooting the rifle in full-auto every other round which WildWeasel for some reason thinks gives the illusion of a rate of fire between 3 tics and 4 tics (it doesn't in any way)
>remove/dampen the spiral trajectory of the rockets, it makes the least enjoyable weapon in the arsenal really annoying to use and given that you actually NEED to use the rockets at times, it'd be preferable if I didn't hate them

>>2686775
It's a bit better now, the Duke 3D tanks were goofy as hell, and frankly INCREDIBLY irritating dicks, they could really hurt you badly. They're swapped out for armored troopers now, they aren't quite as aggressive, and not nearly as fast, but they're people sized now, and can fit into smaller spaces, and they do explode when killed.

>>2686786
What a silly kneejerk reaction.

>> No.2686895

>>2686886
Add these lines to your [Global.Autoload] section of your .ini:
Path=.\lights.pk3
Path=.\brightmaps.pk3

>> No.2686896

>>2686895
Thank you!

>> No.2686918

Are there any good heretic weapon mods? Something like the heretic equivalent of Smooth Doom. I love the game but it's the weapons are just Doom weapons but with less satisfying animations and sounds. Any mods that change that up while keeping the same damage values and stuff?

>> No.2686958

BREAKING NEWS
DRLA WORKS WITH ZAN 3.0,BOTH ON SP AND MP
AND IT WORKS PERFECTLY

>> No.2686961

>>2686958
yay

>> No.2686967

>>2686958

I hope you're talking about DRLA 1.0.

>> No.2686992

>>2686967

It isn't even out yet, anon.
I can guarantee 1.0 won't work.

>> No.2686995

>>2686958

define 'works'

>> No.2687006

>>2686958
>perfectly
The monsterpack still doesn't work, anon. Don't lie.

>> No.2687018

>>2686893
Could you please upload your version?
I hate the spiralling of the rockets somewhat fierce, and I think it'd be better if they just fired straight up instead of doing that retarded circling animation each time.

>NCHUD
Yes.

>> No.2687061

>>2687018
It really isn't that hard to edit yourself, just open the mod in Slade and find the decorate files for the weapons.

I personally changed the rifle to have 30rd mags, to hit harder, fires in full-auto proper (rather than WW's strange alternating rate of fire which doesn't work), semi-auto only when looking down the sights and gave it a better sound.

I completely took out the dual pistols from the later versions because they're awkward as fuck to use and I hate how they're done, I hate the pistols having separate triggers, that just makes it awkward as fuck to rapid fire with them, Immoral Conduct did it right the first time a decade ago, I don't get why it had to be changed to something like THAT. The second pistol pickup just won't spawn, you just get more ammo. I have never seen dual pistols done this awkwardly in Decorate, I don't get why it has to be this shit with ACS hacks and whatever the hell, it's different, sure, but it's not actually GOOD.

Also made the pistol be more accurate than a smoothbore musket, and given a bigger magazine.

It's really not hard at all to do this, Decorate is a VERY simple and easy to understand coding language and editing some values is really not hard at all.

>> No.2687070

>>2684492

Thank you for doing the Right Thing, Kins.

>> No.2687196

>>2687061
>mfw it's as simple as opening up the pk3 in Slade and refining the DECORATE files within the respective folder

Jesus, I should have known better before asking myself. I've been randomly opening pretty much every mod I have throughout the week in Slade just to see what makes them tick myself, I was just contemplating the fact how you edited the rockets to make them non-spiralling so I could mimic it.

I also know by far that I'm supposed to delete the SBARINFO txt file and replace it with the nchud base one. I'm in fact the guy who released the Playstation sound effects and the doom 64 music in ogg format actually[/i]

>> No.2687218

I really hate not having the first idea of these general's culture, so forgive me. I just want to ask if there's a larger, higher quality version of pic related. I'm feeling a bit creative, so I just wanted to make sure I have the best equipment for the job.

>> No.2687220
File: 103 KB, 283x244, rip.png [View same] [iqdb] [saucenao] [google]
2687220

>>2687218
Well now don't I look silly now.

>> No.2687240
File: 176 KB, 256x238, transparent doomguy.png [View same] [iqdb] [saucenao] [google]
2687240

>>2687220
I made one for the first /idgames challenge page. Pretty sure that's the highest resolution we've got though.

>> No.2687242
File: 40 KB, 99x138, doomguyhead.png [View same] [iqdb] [saucenao] [google]
2687242

>>2687240
And here's just the head, in case you wanted to post that over some people and don't want to use the status bar head.

>> No.2687295

>>2687218
>>2687220

Not really. That was the original resolution of the comic scan.
If you want to go even larger, you're going to have to get the original comic and scan it in.

>> No.2687301

>>2687218
culture here is pretty much just "let's post like gentlemen"
for my part you were polite and made a reasonable on-topic request. that's all i ask for.

>>2687240
yes i think unless someone gets hold of a copy of the comic, and scans it at a higher resolution, that's about the best there is.

>> No.2687332
File: 23 KB, 320x200, graytitl.png [View same] [iqdb] [saucenao] [google]
2687332

Opinions on this?

>> No.2687340

>>2687332
make the girl an archvile

>> No.2687343

>>2687301
I am kind of amazed no one has ever found a higher-resolution Doom comic scan, really.

>> No.2687354

>>2687332
the idea is funny but i haven't played any of the maps
>>2687340
heh i assume he means the wad

>> No.2687362

>>2687343
>I am kind of amazed no one has ever found a higher-resolution Doom comic scan, really.

truth be told, it's not like the community desperately needs one

>> No.2687378

>>2687332
>Opinions on this?
in general, i find restriction wads are very hit-or-miss.

-10sectors was impressive, but i didn't care that much for playing it

-2sectors was a bit silly.

-the one monster megawad, i didn't enjoy at all.

-eternal's 2x2 series was all right, not great.

-the various grid restriction wads were pretty good:

-- grid32 had some good and some bad maps in it
-- 32innail was mostly just decent except for one map i played over and over again
-- similarly Moonstone was very good

50shades might be good, at least some talented mappers have contributed to it.

>> No.2687380

>>2687332
>not fifty shades of INFINITELY TALL
this isn't the land I was promised

>> No.2687392

>>2684686
why is this so perfectly Quakelike
been playing a ton of Quake lately, and this fucking nails the look to the letter

>>2686349
nifty

>>2686348
if you like the D2 city levels, I guess you might be able to dislike D1
I think the stage design in D1 is much nicer, but D2's enemy selection really, really helps it in comparison.

SSG is hilariously overpowered. Fucking love that gun though.

>>2686367
I like having the huge 100 shells in D1, but I also absolutely adore the Doom single shotgun and will usually use it instead of the other guns when I can.

on a slightly unrelated note, I'm starting to really enjoy Quake's shotgun
used to find it wholly unsatisfying to use, but something seems to have clicked with me

>>2687332
played a couple of the maps, had a bit of fun
there's some actually nice looking parts, which is impressive

>> No.2687427

>>2687240
Thanks, I might have to run him a few times through that waifu upscaler thing that some Japanese dude made.

>> No.2687447
File: 596 KB, 512x476, doomguy tp(scale)(x2.0).png [View same] [iqdb] [saucenao] [google]
2687447

>>2687427
And this is the first result. Might not be easy to work with.

>> No.2687452
File: 501 KB, 512x476, doomguy tp(noise_scale)(x2.0)(level2).png [View same] [iqdb] [saucenao] [google]
2687452

>>2687447
Now with a lot less noise, much better. Can't say much about the lack of a transparent layer, but here goes.

>> No.2687460
File: 558 KB, 512x476, doomguy tp(noise_scale)(x2.0)(level1).png [View same] [iqdb] [saucenao] [google]
2687460

>>2687452
If anyone was curious, this is what it would look like on the middle setting, low noise.

>> No.2687465

>>2687447
>>2687452
>>2687460

Not a fan of the filtering, but it can't be herped.

>> No.2687473

>>2687465
The filtering is reminiscent of zdoom's shitty default filtering that I hate. A lot.

Which is kind of funny, now that I think about it.

>> No.2687475

>>2687452
that';s not bad actually

>> No.2687478
File: 1.47 MB, 1024x952, doomguy tp(noise_scale)(x2.0)(level2)(noise_scale)(x2.0)(level2).png [View same] [iqdb] [saucenao] [google]
2687478

>>2687475
Let's go deeper.

I'm so sorry.

>> No.2687482

>>2687478
jesus christ just fire up illustrator and make a new vector version

just stop the filters already

>> No.2687483

>>2687478
That takes bravery, anon. A lot of it.

You have huge guts.

>> No.2687484

>>2687482
I would if I could.

>> No.2687493

>>2680515
TNC 482
https://www.doomworld.com/php/topstory.php?id=4489

>> No.2687512

>>2686893
I actually made a bunch of changes to the revolver. Mostly making it into rounds instead of clips, and letting you load them one by one ala the shotgun.

Also, I want anything except for the sledgehammer. Would it be terrible to delete it and the mjolnir overcharge?

>> No.2687523

>>2687478
I can't help but think that Nicholas Cage has made a face like this before.

>> No.2687527

>>2686434
I can actually do that level. only just though.

>> No.2687541

>>2685315
Why is the supercharge in her hair? Why does it look so weird now? Will this be the Caco's design in HDoom?

>> No.2687547

>>2687541
>Why does it look so weird now?
it's got the wrong face, too simplistic a design, looks like a bowling ball. the one in robotjoe's version is better
>Will this be the Caco's design in HDoom?
no, the hdoom version is this weird amputee with big hair
http://danbooru.donmai.us/posts/1866613?tags=doom_%28game%29

>> No.2687574

>>2687547
>the one in robotjoe's version is better

I think they both look bad.

>> No.2687581
File: 1002 KB, 272x198, 1403498862230.gif [View same] [iqdb] [saucenao] [google]
2687581

>>2687547
>amputee

>> No.2687613

>>2680530
>Doom
>jumping
No.

>> No.2687623

100 point question:
I am making a boom compatible map and I cant find sector/line action that does the conveyor belt, can anyone point me in right direction?

>> No.2687627

Doom mappers: do you think there are any enemies who, from the point of view of a mapper, are kind of, well... useless?

Pinky demons, for example, at this point seem to have been relegated to annoying cannon fodder to clog up a pathway because everyone knows how easy it is to melee them, and you can still SSG them as easily. Or Imps, who don't have the pinning power of your hitscanning early game fare, and who also die like flies to anything very easily.

Is there any trend like that?

>> No.2687632

>>2687196
>I was just contemplating the fact how you edited the rockets to make them non-spiralling so I could mimic it.
There's a couple of values in the actor frames for the rockets (the mancubus ones are separate but they work the same way), it should be self-explanatory.

MNSS A 1 bright A_Weave(2, 2, 1.2, 1.2)

Just edit down the value of the A_Weave to your desired levels, zero if need be.

>> No.2687634

>>2687627
Pinkies can be a handful if you simultaneously have to deal with two chaingunners across the room or multiple imps.

>> No.2687636
File: 116 KB, 983x689, example.png [View same] [iqdb] [saucenao] [google]
2687636

>>2687627
on their own half of the rooster is weak. its the combinations you want to use. pinkies and imps you mentioned are weak, but if used correctly they can be a good obstacle.

for example you can have player walk into a room with some imps on far ledge, linedef by the entrance opens the pinky monster closet and pinkies chasing the player walk over a linedef that will close the door behind player and reveal imps on pillars in the room

>> No.2687687

>>2687623
251 -- Scroll Tagged Floor

The floor of the tagged sector scrolls in the direction of the linedef
trigger, 1 unit per frame for each 32 units of linedef trigger length.
Objects resting on the floor do not move.


252 -- Carry Objects on Tagged Floor

Objects on the floor of the tagged sector move in the direction of the
linedef trigger, 1 unit per frame for each 32 units of linedef trigger
length. The floor itself does not scroll.


253 -- Scroll Tagged Floor, Carry Objects

Both the floor of the tagged sector and objects resting on that floor
move in the direction of the linedef trigger, 1 unit per frame for each
32 units of linedef trigger length.

>> No.2687692

>>2687627
Pinkies are good at getting a player to move from a location, also they are a lot more formidable if the player doesn't have the SSG to easily one-shot them in closequarters.

>> No.2687701

Anyone else playing Reelism getting a crash whenever you get killed by a grenade drop from a crate?

>> No.2687723

>>2687627
Barons are doors with health, they're pretty useless

>> No.2687734

>>2687627
Pinkies are excellent bodyguards for a vile. He can target you, you can't target him. They have decent hitbox size and speed and they charge at you without stopping to fire, so it's less probable the vile would outrun them and get hit in the back. Same goes for cacos if you deploy them from a height so they stay above the pigwall, although zdoom with no autoaim will fuck this setup thoroughly unless the pigs close in on the player asap.

>> No.2687740 [DELETED] 

>>2687723
>le doors with health maymay
btsx devs pls go

>> No.2687778 [DELETED] 
File: 455 KB, 3035x2149, jinx-ramen.jpg [View same] [iqdb] [saucenao] [google]
2687778

>>2687627
A lone pinkie isn't hard, and a lone fatso is managable if you have a decent gun, but say there's a fatso on a platform, and a bunch of pinkies running on the floor, chasing you about as the fatass rains hellfire on you from above, that shit can be tricky.

Now, throw in some lost souls or a couple of shotgunners up on ledges, and you're in a fucking pickle, my mate.

Same thing with a lone shotgunner, they can hurt you, but they're easy enough to deal with alone. Now, say you're in a room with like 15 zombiemen, not hard, they're likely to start infighting even and start killing each other rapidly, but they can be a blockade that's really bad for you if you send in some pinkies and have a caco or two pelt you with ball lighting from a cage or through a window going outdoors.

A lot of the monsters can be pushovers when alone, those that don't, like the archies, should be used sparingly, because if you frequently send out groups of those at once, you're just a dick.

>> No.2687784

>>2687778
agreed, few monsters are threatening by themselves, the challenge comes from their synergisation.

>> No.2687786
File: 1.52 MB, 640x360, I COULD RIP JOHN ROMERO IN HALF.gif [View same] [iqdb] [saucenao] [google]
2687786

>>2687723
>>2687740
It's true that it's easy to abuse the Baron as a map maker (Plutonia comes to mind), but they make a decent boss at the right times.

I like that in BTSX, you see Knights way more than Barons, and that Barons ever only show up on occasion.

The Hell Knight fits a great niche of a high powered Imp, without being a slog to fight, and I think it's fantastic for that, but now and then, a place just calls for a big bad red motherfucker.

>> No.2687809

>>2687786
Hell Knights are basically there because they needed something like Imps that require and deal more damage for Doom 2, and Barons had too much health to be easy to throw in.

Barons work well as a mini-boss, but they really are just Imps with more health and damage.. That's why your first experience with them is _two_ of them at E1M8. Actually, you rarely ever fight Barons in Doom 1 by themselves.

>> No.2687825

We need to new enemies.

Not re-skinned enemies.

New.

>> No.2687827
File: 553 KB, 1280x1920, 1442589146.png [View same] [iqdb] [saucenao] [google]
2687827

>>2687809
you are about half right, at least for E2; of the 18 there, 4 are in a group of 4, 6 are in pairs, 8 are by themselves.

E2M4 has a pair in the grey ring with the three staircase builders

E2M5 has a pair on the platform at the start

E2M6 has a pair in two traps on the way back from the yellow key to the real exit. you are likely to meet them together although they are not released simultaneously by crossing the same linedef.

E2M9 has the group of 4

>> No.2687829

>>2687825
get to work then cully

>> No.2687884
File: 2 KB, 100x148, doomguy why.png [View same] [iqdb] [saucenao] [google]
2687884

What are everyone's favourite slaughter maps?

Mine is Deus Vult.

>> No.2687892

>>2687378
I found most of the 2sectors maps to be really good.

>> No.2687905

>>2687884
31 cybersky, i think
i might be forgetting another one though

>> No.2687908

>>2687884
Dark Tartarus

>> No.2687941

>>2687884
mount erebus
i only play vanilla

>> No.2687996

>>2687574
The supercharge in Robotjoe's version does have the Doomguy looking face, Xopachi's doesn't. Probably to be more like his Japanese animes where the kawaii so desu anime girls have skull hairpins.

>> No.2688012

>>2687740

You're a dumbass.

>> No.2688037
File: 926 KB, 900x1222, 6fe93577d47e7aa9d488db720f6636e4.jpg [View same] [iqdb] [saucenao] [google]
2688037

>>2688012
What's the matter child? Afraid you might have to use up some ammo?

>> No.2688048
File: 39 KB, 500x567, YAY.jpg [View same] [iqdb] [saucenao] [google]
2688048

Hey whats the best source port to play vanilla online coop with my friend ?

>> No.2688072

>>2688037

You're a dumbass who has no clue what you're talking about.

>> No.2688079

>>2688072
Please explain it to me then.

>> No.2688095

I know all the uses for every weapon in the game, and can name numerous situations for each weapon. EXCEPT FOR THE THE PLASMA RIFLE. It's so fucking weak, what is it for?

>> No.2688096

>>2688079

1: An idea you don't like is not a maymay. If there's an opinion that grills you the wrong way (the horror), there are plenty of other ways to whine about it better than calling it "le meme". That's not what a meme is.
2: I have nothing to do with the BTSX crew. Assuming that someone who posts that opinion is part of the BTSX crew is laughable, at best.
3: How the fuck can someone be afraid of using ammo? If you're going to try and seem smart with a mock scenario, at least try something that people actually wouldn't like. Gee, I sure am afraid of firing my guns!

In short, it's a one-two-three punch. You didn't refute it. You looked like a dumbass.

>> No.2688106

>>2688096
Okay, thank you for setting me straight.

>> No.2688113

>>2688095
>It's so fucking weak
wat

>> No.2688114

>>2688096
>Gee, I sure am afraid of firing my guns!
guns are loud and scary :(

>> No.2688119

>>2688095
>what is it for?
not for whatever it is you're using it for, that's for darn sure

>> No.2688124

>>2688096
[BLOWS WHISTLE AND THROWS YELLOW FLAG]
Incorrect argument!
Defense attempted to justify his opinion that Barons are "just doors with health" by attacking the offense directly!

>> No.2688125

>>2688095
>It's so fucking weak
The damage of the plasma rifle is a 5-40, every three tics, which results in an astounding 2625 DPS.
That is a lot of damage.

If it feels weak, it's likely that you're either using it wrong or are unlucky and consistently rolling low numbers.

>> No.2688130

>>2688125
>>2688119
>inb4 it turns out he's been tapping the fire button instead of holding it so he keeps taking one shot, then waits for the recoil frame, then taking one shot...

>> No.2688132

>>2688125
seriously, the rocket has spread blast damage which takes care of mobs faster. The bfg at close range takes cyber demons down in seconds. If you have the bfg there is really NO reason to be using the plasma rifle

>> No.2688135

>>2688132
>>2688125
Addition: Maybe taking down the occasional clutch archvile, but thats about it.

>> No.2688138

>>2688048
odamex

>> No.2688142

>>2688048

If you want pure vanilla, Odamex.
Nobody plays it, too, which means it'll be great for you and a friend alone.

>> No.2688151

>>2688142
thanks anon, you can play .wads like scythe, plutonia,tnt etc too right?

>> No.2688158

>>2688151
TNT and Plutonia, yes
Scythe, I dont think so

>> No.2688198

>>2688158
nah, both scythes work fine on odamex

>> No.2688202

>>2688132
High damage with ammo efficiency is good enough a reason.

>> No.2688213

>>2688132
...except for the situations where you are unable to maximise your damage output because you can't right next to the enemy in question. ie a vile or cyberdemon on a tall pillar.

>> No.2688217

>>2688132
time for a repost: https://archive.moe/vr/thread/2565814/#2569585

>in defence of the plasma gun
the plasma gun is the best "panic weapon" - you have it out in situation where you think there's a trap but you don't know exactly where, and you might need to punch a hole sharpish through a crowd of monsters that suddenly appeared and surrounded you. ssg is too slow, the chaingun too weak, rocket splash will kill you, bfg also too slow and probably wasteful too.

>> No.2688218

>>2688132
It puts out damage really fast, meaning it causes pain a lot, giving you a high chance to make monsters flinch, which is a fucking godsend when it comes to Archies and other nasty fucks.

It also has a pretty fantastic average damage output.

>> No.2688248

>>2688095
What situations are there where you use the pistol over the chaingun?

WHAT USE IS THE GODDAMN PISTOL AFTER YOU FIND THE CHAINGUN?!

>> No.2688270

>>2688248
Sniping.

>> No.2688273

>>2688270
Nope.

Chaingun will snipe just as well as the pistol, and it'll do it faster if you tap it.

This is my one qualm with doom- that while each weapon has its own use in its own place, even the normal shotgun after you get the SSG, the pistol is useless when compared to the chaingun.

>> No.2688282

>>2688248
Shooting switches that you can't hit with your fist

>> No.2688287

>>2688282

I know you're joking, but I really want that feature.

>> No.2688293

>>2688273
I guess this is what Brutal Doom tried to do in turning the pistol into a rifle, and making the chaingun super inaccurate.

>> No.2688296

>>2688273
Had to double-check but you're right. I could've sworn the chaingun had a greater spread.

>> No.2688302

>>2688287
It is a feature, there are linedefs that you can activate by attacking them. Doom 2 uses them in a few places.

>> No.2688309

>>2688287
Also, Marathon lets you punch switches.

>> No.2688310

>>2688296
>>2688293
That's what I tried to do with my own pet project, and it worked.

What I basically want out of the pistol is basically Accessories to Murder's revolver. Hits like god with a sledgehammer, at long range, but limited fire speed. Maybe with a tweaked reload speed where you individually load shells...

>> No.2688315

>>2688302
The problem with shootable switches is they're hard to make clear. I mean, I played through Tricks and Traps so many times but never new how to get that BFG for ages.

I kind of liked how HACX made it clear, but they positioned them so the switches they were used for were pretty much "Instead of just pressing use you press FIRE!!!!!!"

>> No.2688323

>>2688315
>I played through Tricks and Traps so many times but never new how to get that BFG for ages.
that's fair enough because it's meant to be a secret
hopefully you find it by accident while chaingunning pigs. or one of the sergeants opens it for you.

>> No.2688326

>>2688310
I dislike reloading in Doom mods, and avoid it whenever possible. A powerful, slow-firing weapon sounds good on paper.

As long as we're theorycrafting, I think a pistol with super high per-shot damage and no spread would be fun to play with, but at the cost of more ammo per shot. I've never toyed around with weapons before, but I think a 3 or 4-burst pistol with a long delay between shots would be fun to play around with. You trade the option for rapid fire and taking on large groups of enemies for spraying down a single target at a time with a huge amount of firepwer.

>> No.2688332

>>2688326
Is it just me or does everyone want their pistols to be scopeless sniper rifles?

>> No.2688339

>>2688332
What else are you going to make it? The Chaingun is already the rapid fire option.

>> No.2688343

>>2688339

The starting weapon that puts the player at a disadvantage, allowing the mapper to put the pressure on them early?

>> No.2688349

>>2688343
Good point. I mean, the pistol being an inferior chaingun isn't necessarily a bad thing. It would just be nice to not throw a weapon in the trash as soon as you find a new one.

>> No.2688351

>>2688343
the whole point of their conversation is what to do with the pistol to allow it to remain usable once that part of the map is over

>> No.2688350
File: 8 KB, 535x412, unf insinuating a positive response.png [View same] [iqdb] [saucenao] [google]
2688350

>>2688343
See, this guy gets it.

>> No.2688352

>>2688339
in my own pet mod, i gave it an infinite pool of ammo, but it reloads and loses perfect first-shot accuracy. basically the ultimate back-up weapon that sucks to use, but is always available.

>> No.2688357

>>2688352
I was going to post considering giving the pistol infinite ammo, but then that would just overshadow the fists. Maybe if it fired slower to give the fists higher DPS.

>> No.2688358

>>2688273
>>2688293
>>2688310
Personally I'm fond of how MSX approached this issue. The pistol is powerful enough to be of way more use, but it's limited by ammo availability: All the vanilla enemies that drop clips are replaced with troopers who drop assault rifles (the chaingun replacement). Also, the pistol's nine round magazine means you have to be careful about reloading.

>> No.2688359
File: 8 KB, 235x251, why-us1.jpg [View same] [iqdb] [saucenao] [google]
2688359

I've been really kind of hungry for more challenging mods as of late, since a lot of gameplay mods turn you into a deathly killing machine.
I'm not sure if I'm extremely picky, though, or if there's something that's just...missing.

Satanic and Hideous Destructor are great but are completely unlike Doom--the run-and-gun Doom playstyle are not at all going to work there.
Alternatively, there's the mods that throw randomspawners on everything and turn encounters more into luck rather than skill, like Complex Doom or Hard Doom. SUAB does this to items and some props become monsters, so I guess that puts it under the same banner?

What do, /doom/? Is there a mod that can appeal to this sort of niche? Or am I gonna have to make something?

>> No.2688361

>>2688343
there's a difference between e1m1 pistol start & plutonia "face level skellies & knights with puny pistol at map01" pressure

>> No.2688362

>>2688358
MSX still has the issue of reloads, which I feel don't fit in with Doom gameplay.
And it doesn't fix giving the players a handcannon right off the bat.

Maybe if the pistol was just upgraded through a pickup, replacing the chaingun entirely.

>> No.2688364

>>2688357
maybe that, or play around with painchances to give fists a better chance at causing flinching, which kinda makes sense from a lolrealizm perspective anyway. that said, unless i've got a berserk pack, i hardly ever use fists in vanilla anyway, aside from saving ammo against occasional demons.

>> No.2688370

>>2688361
but plutonia map01 does nothing of the sort

>> No.2688381

>>2688357
>overshadow the fists
Fists will always be useful as long as they deal more damage and are affected by berserk.

>> No.2688383

>>2688362
>Maybe if the pistol was just upgraded through a pickup, replacing the chaingun entirely.
I'd like to see someone try that. Don't think I've seen it in any mod... Closest thing I can think of is dual wield upgrades, though I don't recall any major Doom mods using that aside from Accessories to Murder.

>> No.2688389

>>2688383
I think that would be the most logical. Tacticool the shit out of it and make it automatic.

>> No.2688391

>>2688383
That one mod that was in the competition for having no new sprites did duel wielding. I can't believe I forgot the name right now.

>> No.2688394

>>2688383
>Maybe if the pistol was just upgraded through a pickup, replacing the chaingun entirely.

xweapons did that

>> No.2688395

>>2688391
Parkour?

>> No.2688398 [DELETED] 

>>2688142
>Nobody plays it, too

still more played than a push server

>> No.2688405

>>2688398

anon with the low blow

>> No.2688406
File: 17 KB, 640x291, Ruger Blackhawk .357 Maximum.jpg [View same] [iqdb] [saucenao] [google]
2688406

>>2688310
>Maybe with a tweaked reload speed where you individually load shells
So basically a big bad single-action revolver in a big hot cartridge, like .44 Magnum, .357 Maximum, or .454 Casull?

Load each cartridge individually (and eject each casing individually), cocks the hammer before each shot, hits like a freight train and where you point it at, kicks like a mule.

>> No.2688407

>>2688398

Odamax doesn't have anywhere near that many players, anon.

>> No.2688408

>>2688406
Exactly.

I'm planning on swapping the SSG with one for my Holy Doom mod, where the MC is a priest/paladin fellow

>> No.2688410
File: 111 KB, 484x322, Duke Nukem Missing.png [View same] [iqdb] [saucenao] [google]
2688410

I really hate the new fps rule of 2 guns only that every game seems to have these days.

Part of what ruined Duke Nukem Forever for me...

Atleast the PC version let you have 3 guns but it still kinda sucked.

FPS need to atleast allow 4 or at the very least 3 guns at once just enough to where you have an arsenal but it's not overwhelming.

>> No.2688412

>>2688398

That was uncalled for

>> No.2688414

>>2688398
When did Odamex start getting lots of players?

>> No.2688416

>>2688410
i don't think realistically you can hold/fire/reload/have ammo for
more than 2-3 guns at a time.

>> No.2688417

>>2688398

>inb4 someone posts a screenshot of how many servers are up, because that obviously means the irc channel from oda doesn't exist or anything

>> No.2688418

>>2688395
That's the one.

>>2688410
>Atleast the PC version let you have 3 guns but it still kinda sucked.
4 guns. RAGE did that too.

>> No.2688419

>>2688412
>>2688405
>>2688398
we get it, you're bitter, you can stop replying to yourself now

>> No.2688421

>>2688419
>>2688419
>you can stop replying to yourself now

but...that's not the case?

>> No.2688424

>>2688421
sure it's not

>> No.2688425

>>2688410
I don't mind it in Halo for how that game is balanced, but I would prefer more games having limitless inventories.

>> No.2688426

>>2688424

I would post a picture of me showing how >>2688412 was my only post, but then you would call 'inspect element' shenanigans, and I don't want to waste my time replying to a shitty troll so consider yourself ignored.

>> No.2688427
File: 3.69 MB, 3880x2152, Ruger Super Blackhawk Hunter Anniversary.jpg [View same] [iqdb] [saucenao] [google]
2688427

>>2688408
I really haven't seen a good single-action revolver for Doom, would be kickass with something like a Ruger Super Blackhawk Hunter, in .357 Maximum (even though I don't think they ever made one in that caliber).

>> No.2688430

>>2688427
Well, to be honest I'd need the art. I'm not an artist, I'm a programmer. As-is I'm thinking about just remixing various sprites from various games. Quietus for the holy sword that replaces the chainsaw, for example.

>> No.2688432

>>2688410
I don't know any FPS where you can just pull out any two guns and dual wield them together.

>> No.2688434 [DELETED] 

>>2688426
it's okay, anon, i totally believe you
i too was amazed when odamex surged with players
the complex doom servers have been so dead as of late

>> No.2688435

>>2688426
>consider yourself ignored.
This isn't what I'd call ignoring, anon.

>> No.2688436

>>2688432
Not any gun, but Halo lets you pair up any combination of one-handed weapons.

>> No.2688443
File: 108 KB, 620x496, BW-11-2010_02[1].jpg [View same] [iqdb] [saucenao] [google]
2688443

>>2688432
this does

>> No.2688447

>>2688434

Not that he isn't a dumb faggot, but Complex's activity levels is "five servers perpetually filled at the top of Doomseeker", so it's a slightly imbalanced comparison.
Nothing else is that popular on Zandro at the moment, not even Burtl.

>> No.2688449

>>2688410
>I really hate the new fps rule of 2 guns only that every game seems to have these days.
They've been doing that for a while, it's not really new. But yeah, unless you're making a particularly realistic game, I don't think you should have to have limits like that.

>Part of what ruined Duke Nukem Forever for me...
I agree.
They did release a DLC that allowed you to carry 4 weapons, but that's just too little, too late.
Four I think is a fine minimum for an action game, if it's a game where there's a number of different weapons, so you can mix and match your arsenal to find what fits you, you have room for a good allaround gun, one with a large ammo pool as a reserve, one real big one for bosses and stuff, and then one which you pick because it feels good (Far Cry 3 comes to mind again)

But this is Duke Nukem, I mean, what the shit, you should be able to lug around like seven or eight weapons, Duke Nukem should have a level of realism, but not enough that it would detract from the fun.

>> No.2688462

SO

WHO WANTS TO HELP ME BRAINSTORM A (SINGLEPLAYER ORIENTED VERSION) OF INTERNAL CONFLICT?

Right now, I have these ideas:
All enemies are human or robotic at first- this is the invasion, after all, and you're on the winning side (until Doomguy shows up, of course, and then it's the losing side.)
The player starts off as a Lost Soul, who can simply melee attack. It's enough to kill a few starter civilians, though!
Demons have two resources- Mana and Souls. You gain Mana over time (or in certain situations), while you only gain souls by killing. Mana is used for weapons/powers, while souls allow you to level up.

With souls you can:
>Increase maximum health or mana
>Learn magic abilities
>Metamorph as a new type of demon.
>Increase the power/damage of a certain ability

Each type of demon can learn certain specific powers, and you actually keep your previous powers (though you might not get the chance to learn them if you upgrade too early).

Lost souls can learn to:
>Possess bodies
>Turn Invisible
>Spit a small burst of plasma (shotgun version)
>Charge

Then from there, he can turn into a Demon, an Imp, or if he saves up enough souls, a Living Possession.

Living Possessions allow you to upgrade your latest shell (for half as many souls, but the shell isn't as permenant as your stats), and spend souls to be able to pick up items. It is a dead end, morph-wise, but allows you to use weapons and masquerade as a human. Really opens up the stealth aspect of things.

Demons can learn to:
>Regenerate
>Turn Invisible
>Charge

Imps, meanwhile, can learn how to:
>Throw fireball
>Create a shield that blocks attacks

From there, demons can later turn into a cacodemon or mancubi! Cacodemons later turn into Pain Elementals, whereas mancubi turn into the cyberdemon or Arachnotrons, and eventually Momma Arachnotron.

But Imps can later turn into Hell Barons, Archviles, or Cacodemons. Then throw in another boss creature like, say Korax. Or something. I don't know.

>> No.2688463
File: 78 KB, 1024x743, 45643.jpg [View same] [iqdb] [saucenao] [google]
2688463

>>2681204
Blood II The Chosen. It's more entertaining with Extra Crispy mod.

>> No.2688469

>>2688449
>Duke Nukem should have a level of realism
oh come on he's about as realistic as Arnold's character in Last Action Hero

>> No.2688474
File: 1.58 MB, 2820x1890, Loading_M203.jpg [View same] [iqdb] [saucenao] [google]
2688474

>>2688416
It'd get heavy and cumbersome, but I think you could probably manage to carry four guns, and then ammo for it, if you weren't looking to carry much of anything else (like food, water, radio, etc).

Handgun and like 2-3 mags
Shotgun (preferably a somewhat short one) with a bandolier of shells, about 3 reloads.
Assaultrifle with 5 mags
And then a grenadelauncher with about 4 grenades. Optionally, you could have an underslung grenade launcher on your assault-rifle, to save on some weight and room, be more practical in the long run.

Top it off with a plate carrier, knee-pads, combat boots, and a ballistic mask, you'd not be poorly armed.
It'd all be heavy, but it could be done. I'd bring water if it was particularly hot, don't want to get heatstroke.

>> No.2688478

>>2688474
What about a game where you have one weapon that slides apart and reassembles itself into a new shape, allowing you to use it differently?

So there's a sniper mode, a rapid mode, a shotgun mode, etc.

>> No.2688481
File: 1.25 MB, 1440x900, 1286637991317.png [View same] [iqdb] [saucenao] [google]
2688481

>>2688469
I meant to a point.

If you look at Duke 3D, it has -some- level of realism, it's way more realistic than Doom for instance, but it's still pretty absurd in it's own way.

>>2688478
I guess you can do that with some kind of magic weapon, or some kind of energy weapon which has different ways to put out energy.

>> No.2688484

>>2688469
>>2688449
I don't think the appropriate word is "realism", but more "grounded". He's not as outlandish or fantastic as many other FPS protagonists, he's an average joe using down-to-earth weapons outside of alien tech.

>> No.2688485

>>2688359
Looks like you're gonna have to make it yourself m8, nothing's coming to mind.

>> No.2688490

>>2688432
borderlands 2 does but that game is not retro and it's the only fun part of the game

>> No.2688502

>>2688490
>borderlands 2 does that
*if you pick a specific class and even then when you activate your special ability that has a cooldown

>> No.2688513

>>2688432
i think goldeneye could do it. but only with a cheat code.

>> No.2688525

>>2688474

I carried a m240, a m9, an At-4, and hand grenades on patrol once in Afghanistan. It's doable but holy shit was I wasted after that day.

>> No.2688537

>>2688513
Goldeneye definitely had support for this built into the engine. Xenia dual-wielded an assault rifle with a grenade launcher and if you killed her you could use them the same way. I guess their dual-wield support was implemented in a way that let them do this for any pair of weapons.

>> No.2688546

https://www.youtube.com/watch?v=UJxudJdc88Y

A remix of the Doom 1 intermission music

>> No.2688565
File: 3 KB, 300x285, 1436743258174.png [View same] [iqdb] [saucenao] [google]
2688565

I'm not sure if marrub is actually here, but I've been thinking about things that GLOOME could use. This is basically just a list of feature requests. I admit, some of these are requests from other people that I've seen around on the internet and liked, so here goes:

A wad loader GUI, similarly to ZDL. Similarly to Zdoom, it pops up all of your IWADS, but then there's a side button that lets you add or remove PWADs to the loader. If you add a bunch of different PWADS together, you can assemble it as a 'profile' that you can quickstart. Profiles each have their own config/autoexec whatever, and their own save files.

A hit location system for actors. Basically, allow the ability to add a specially-colored sprite set called the 'hitbox map' (Like pic related), which allows you to change damage factors and death states and such for each part hit. So I can shoot zombies in the nads.

Global ticrate, with a default of 35. Because bullet-time. It's better than slapping A_SetTics to literally every single fucking state there is or a second set of states.

>> No.2688570

>>2688359
weaking cold hard cash so that enemies don't drop any ammo whatsoever and reducing the cash value of powerup replacements comes close, but if "shit i'm outta gun food" isn't the type of difficulty you like then i dunno.

alternatively you can try comfy doom with 2x damage 2x speed on

>> No.2688572

>>2688565
Yes, I usually have a tab open here.
1) Already planned, I made a frontend a while ago and I could probably copy its design.
2) On the todo, I'll add it after I'm done with other projects
3) Already in, but SetTicrate (ACS) dosen't work. Yell at TheZombieKiller for me.

>> No.2688573

>>2688565
>there's a side button that lets you add or remove PWADs to the loader.

this

>> No.2688576

>>2688572
<3

>> No.2688587

>>2688546
sounds like shit at 0:53
still better than dark side of phobos

>> No.2688591

>>2688565
>A hit location system for actors. Basically, allow the ability to add a specially-colored sprite set called the 'hitbox map' (Like pic related), which allows you to change damage factors and death states and such for each part hit. So I can shoot zombies in the nads.

Although its not a terribly elegant solution, there is something like this in Brutal Doom v20. Inside the pk3, BOSSBOX.txt, HEAD_SYS.txt, and DECORATE.leg have Actors and special XDeath states for each specific body parts and the amount of damage incurred to them. Might help to look at if you wanted to implement something like that.

>If you add a bunch of different PWADS together, you can assemble it as a 'profile' that you can quickstart. Profiles each have their own config/autoexec whatever, and their own save files.

There was a source port from quite a while back that had a feature like this, but inside the options menu of the game itself. Was pretty handy. It was either Doom Legacy, SMMU, or Eternity. Maybe they all did.

>> No.2688598
File: 221 KB, 709x681, uzi-pistol.jpg [View same] [iqdb] [saucenao] [google]
2688598

>>2688513
Pretty much any weapon in Goldeneye could be dual wielded, but only if you had it in a "pair", so if you find an Uzi and an Uzi, that's just one weapon and ammo but if you find an Uzi paired with an Uzi, THEN it's dual wielded.
You had to find weapons which were paired, typically dropped by an enemy who carried them in a pair (always a pair of the same guns, with the exception of Xenia, who would carry a P90 and 40mm launcher), though there was the hidden pair of M16 rifles you could find in Caverns.

Now, if you had two guns, in a pair, there was a trick you could do to allow you to wield the next or previous weapon in your inventory, the game would then keep that new pair for the rest of that level.

There's also the cheat codes to give you all guns, where it would also give you a pair of all the guns.

>> No.2688680
File: 533 KB, 644x909, cyberdemon is gonna wreck yo shit.jpg [View same] [iqdb] [saucenao] [google]
2688680

>>2682634
WE'VE BEEN UP FOR A WHILE YO
https://discord.gg/0UcBfIOPKz8Tsx66

>> No.2688696

>>2688565
Not marrub, but an immediate problem I notice with that is that, well, every shot would have to be registered with sprite rotation, what exactly the player sees when it hits from his perspective, and how it'll handle projectiles. Secondly, you'd have to subvert Doom's hitbox based hitreg entirely, and account for people's sprite billboarding preferences.

It's a cool idea, but I think the ability to naturally attach multiple hitboxes without having to clunkily spawning and despawning them every tic would work out better. Save the per-polygon style hitreg to games with polygons.

>> No.2688752

>>2688680
How long is this going to go tonight?

>> No.2688754

>>2688696
It's not that hard, but it would indeed break multiplayer.
I'll definitely consider both options.

>> No.2688763

>>2688752
Until [BE] shuts the server down. (I think that's the full 24 hours?)

>> No.2688767

>>2688696
The best you could do (that I can think of) would be horizontal slices along the hit-box. Or just stack 2 hitboxes for headshots.

Per limb damage in a 2.5D game is asking for a bit much imo.

>> No.2688921

>i'll never find my holy grail doom warhammer miniatures
>missed the re release cause i don't follow anything on social media
why live?

>> No.2688984

>>2688696
I was going to reply with something about how hitscan weapons could save on rotation calculations by doing a thing, but then I realized you still have to rotate the billboard into their "field of view" because you need to calculate the distance in world units to work out the size.

>> No.2689013

Any servers up?

>> No.2689014

So, I want to make a black hole gun that pulls people into it

But I also want it to rotate projectiles toward it, turning more the closer it is to the black hole.

How would I do the second part of that with ACS?

>> No.2689097

>>2689013

You're gonna need to be more specific. There's a whole ton of servers on the different ports.

>> No.2689101

>>2689097
/vr/ servers on Zandro.

>> No.2689134

>>2689101
>>2689013
Ye.

>>2682634
:: [BE] Montreal :: The /vr/DOOM /idgames Challenge
Password: rage!

>> No.2689173

NEW THREAD

>>2689170
>>2689170
>>2689170