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/vr/ - Retro Games


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2875387 No.2875387 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2867617

Mostly Doom, but all retro FPS 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

Doom Thread Archives
>>/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

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? (v6b)
https://i.warosu.org/data/vr/img/0028/06/1448271860636.png

http://vrdoom.booru.org/index.php?page=post&s=view&id=148
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 ##
Make a Boom map for Doom 1.
>>/vr/post/2811741 Announcement/Rules

>> No.2875390

===NEWS===

[12-25] Trailblazer update
https://youtu.be/BNbpeH31h-k

[12-24] Combined Arms WIP6
>>2873756
https://dl.dropboxusercontent.com/u/8380892/Combined_ArmsWIP6.pk3

[12-23] Freedoom v0.10.1
https://github.com/freedoom/freedoom/releases/tag/v0.10.1

[12-22] Anon map release: gravity (for /vr/E1)
>>2870887
https://drive.google.com/file/d/0B8xWmOI7IYl3eWczZGhvM0J4MzA/view?usp=sharing

[12-22] Anon map release: helloworld.wad
>>2869621
https://mega.nz/#!4kEDTJzY!uGMjJfBS-_BV9-3Kz33bgN-nJ7e-lOQxGs5xlYzg4IQ

[12-21] Painkiller mod: monsters only version
>>2867495
http://temp-host.com/download.php?file=bp24wf

[12-20] Several new versions of Beautiful Doom (6.0.9.2, 3, 4, 5...)
https://www.doomworld.com/vb/wads-mods/72811-beautiful-doom-is-back-6-0-9-5-dec-20-2015/

[12-18] Freedoom will (eventually) become vanilla-compatible.
https://www.doomworld.com/vb/freedoom/85134-freedoom-1-0-will-be-vanilla-compatible/

[12-15] Turok being re-released on the 17th
https://youtu.be/i9Op9wNphq4

[12-14] Romero recorded some footage of the SMB3 demo the Id guys did back in their Softdisk days.
https://vimeo.com/148909578

[12-13] 32in24-15 happened.
https://www.doomworld.com/vb/wads-mods/85065-32in24-15-dwango-unchained/

[12-11] Thanks for the shout-out, @doom_txt!
https://twitter.com/doom_txt/status/675011657949646849

[12-10] GBA DM updated
http://www.best-ever.org/download?file=gba_dm_remakev4f.wad

[12-10] Legends of Game Design 1997 interview with Romero (starts around 25:00)
https://youtu.be/8fqYpWAIL3Y

[12-10] CACOWARDS 22
Sunlust / Erkattäññe / Skulldash / Swift Death / Breach / Valiant
50 Shades of Graytall / Sheer Poison / dead.wire / Return to Hadron
MP: Don't Be A Bitch Remastered / ChaosCore CTF
Mod: DoomRL Arsenal
Jokewad: Selfie Doom
Mordeth: ChaosCore CTF
Mapper: dannebubinga
EspiLA: fraggle
https://www.doomworld.com/22years/

===

To submit news, please reply to this post.

>> No.2875408
File: 67 KB, 500x500, viejas.jpg [View same] [iqdb] [saucenao] [google]
2875408

aguante viejas locas

>> No.2875464
File: 37 KB, 320x200, astrodoom3_6[1].jpg [View same] [iqdb] [saucenao] [google]
2875464

Posting again because I never got an answer, but where should I start with Wolfendoom?

I tried Astrostein, it's prologue level specifically, but I can't get music. I then realize these are from the late 90's, so I guess that's why.

>> No.2875492

Is Sunlust a good wad or is it like Hellbound where the maps look good but can become tedious or something pretty similar to it?

>> No.2875507
File: 593 KB, 1600x900, Screenshot_Doom_20151225_202645.png [View same] [iqdb] [saucenao] [google]
2875507

Unfortunately I wanted to post a video to celebrate the fact that I've finished Doom 1's Bestiary, but my net's shit-tier when there's more than 2 people on it, apparently. Have this screenshot instead (It's a Cyberdemon becoming an Asplode Elemental.)

>> No.2875526

>>2873756
Is there anyway to force the Star Wars scream to play when you die? I've only gotten it once

>> No.2875530

>>2875526
You mean the fucking Wilhelm Scream, man?
If Trailblazer uses the fucking Wilhelm Scream, then it's losing any dangling support I had for it.

>> No.2875545
File: 2.28 MB, 1600x843, doom_guy_invasion_by_tacihon-d87ytvg.png [View same] [iqdb] [saucenao] [google]
2875545

How do I play PSX Doom maps with Smooth Doom

>> No.2875548

https://www.youtube.com/watch?v=nVqYo2FTzLA

Term's new Demonsteele vid
>>2875408
Sabelo guacho

>> No.2875549

>>2875408
lel

>> No.2875552

>>2875545
Just load the PSX Doom files first before Smooth Doom in a frontend launcher

>> No.2875558

Anybody know any good recent FPS games, hopefully free, that are kinda like Quake and Doom?
As in "recent", I mean past 5 years or so, and Indie games are welcome.

>> No.2875562

>>2875387
wait so what exactly do these floating eye things do in the first game

>> No.2875564

>>2875562
Nothing, they're decorations

>> No.2875596
File: 805 KB, 1600x900, Screenshot_Doom_20151225_183948.png [View same] [iqdb] [saucenao] [google]
2875596

I speedmapped up a holiday DM match for anyone feeling holly and/or jolly today.
Server: /vr/ jingles all the way to hell
Map DL: https://www.mediafire.com/#myfiles

>> No.2875598

>>2875596
Whoops. Fucked up DL link. Cat was in the way and distracting me.

http://www.mediafire.com/download/i5g0r1sodkuruql/vinterRunderland.wad

>> No.2875617
File: 835 KB, 799x615, bob ross an erotic novel.png [View same] [iqdb] [saucenao] [google]
2875617

I like how the E3 footage for DOOM '16 has been out for almost half a year, and no one has noticed the erotic novel with Bob Ross on it near the hand scanning station.

>> No.2875636

any tips on making custom sprites?
I would like to take a series of photos irl and convert them into an actual animation

>> No.2875651

>>2875636
Doom has no real lighting, so light your sprites mainly as though a light were shining down on them, not so much from either side.
Sacrifice detail for readability.
Don't bite off more than you can chew. Work within your means.

>> No.2875693
File: 387 KB, 500x253, hudface.gif [View same] [iqdb] [saucenao] [google]
2875693

>>2875332
Post more pix

>>2875530
>I am this upset over a sound designer injoke

>> No.2875705
File: 1.12 MB, 1280x1024, Screenshot_Doom_20151226_020117.png [View same] [iqdb] [saucenao] [google]
2875705

Already posted this on the mod thread but i can't express how happy i am for that mod.

Quake II was my first FPS and having all its content on Doom's amazing levelsets is wonderful

>> No.2875710

>>2875332
Neat! Looking forward to seeing it when it's finished.

>> No.2875717
File: 6 KB, 199x181, 1437110847101.png [View same] [iqdb] [saucenao] [google]
2875717

>>2875705
I just realised that after dbthanatos releases his Quake 4 mod, all four Quake games will have been converted into doom mods.

>> No.2875721
File: 51 KB, 320x242, 1911-rachel-alpha.png [View same] [iqdb] [saucenao] [google]
2875721

>>2875636
http://forum.zdoom.org/viewtopic.php?f=39&t=43178

>> No.2875748

>>2875717
Dunno what the popularity of Q4 was, but I actually liked it. Didn't play the multiplayer at all, but single player was worth a play through. About on par with Prey, maaaaybe a bit worse.

>> No.2875770

>>2875748
I really enjoyed it.

that whole scene where the ship lands and you just seamlessly walk up into it? That was honestly one of the coolest things I'd ever seen in an FPS at that time.

>> No.2875773

>>2875748
Agreed. The humans were but a little too Haloish for my taste, and the age of the graphics show up a few times, but those aside I think it's a pretty great game. Everything about the game seems to get drastically better after Kane gets Stroggified.

Not to mention that fucking theme. Holy SHIT.

>> No.2875823
File: 104 KB, 400x400, quake2.png [View same] [iqdb] [saucenao] [google]
2875823

>>2875705
Link to Quake mods

>> No.2875831

>>2875526

Wait, I don't have the wilhelm scream in combined_arms

>> No.2875838

>>2875545
http://forum.zdoom.org/viewtopic.php?f=19&t=46732

This is smooth doom made to work with PSX doom so no Meat hooks as archviles and fixed glitchy hud

Be sure to use the "PC" File

>> No.2875863
File: 1.31 MB, 3000x3000, zero_by_neonthehedgehog1-d4ipl7s.png [View same] [iqdb] [saucenao] [google]
2875863

Did anybody else think that was Zero for a moment there?

>> No.2875906

>>2875748
The MP is kinda neat, buttsliding is fun.
They had to patch the fuck out of it tho. UT3 had the same problem.
>>2875773
>after Kane gets Stroggified.
That scene was great.

>> No.2875908

>>2875863
I never really understood the decoration, its an eye over a candle, what is the eye for?

>> No.2875916

>>2875908

For Hell to surveillance things.

>> No.2875990
File: 84 KB, 466x492, 1234567890.png [View same] [iqdb] [saucenao] [google]
2875990

>>2875908
The eye is for looking at people and demons in disapproval.

>> No.2876001

and in the category "doom runs on everything", here comes a new challenger
http://hackaday.com/2015/12/24/hacking-the-leapfrog-tv-to-play-doom/

>> No.2876061

>>2875831
i expect he is using Freedoom 0.10+ which has it as DSPDIEHI, along with replacing DSSLOP with something really dull.

https://github.com/freedoom/freedoom/commit/9b369d481015d016f5dd3b4dd4421430590510fc
https://github.com/freedoom/freedoom/commit/ceb23e93f3c7424ad821a9c66e121d5e2ff7b4f6

>> No.2876074

>>2875908

DON'T YOU UNDERSTAND

THA'S THE DOOMINATI!

>> No.2876102

>>2876061

This is awful.

>> No.2876181
File: 129 KB, 801x601, blood_shotgun reload#2.jpg [View same] [iqdb] [saucenao] [google]
2876181

>>2875651
>>2875721
thx, it´s really helping me

we need to see more of this shit >>2875332

>> No.2876201

Is the cutoff for /vr/ e1 boom project still the end of the year? Looks like it's gonna be pretty empty at this rate.

>> No.2876204

>>2876201
What maps have we gotten done?

I'm the detailfag who can't map worth shit, but I figure I could give it a shot if we REALLY needed a map.

I forgot, did we have an asset .wad, or will we amalgam all of that into the finished .wad?

>> No.2876206

>>2876201
I'm ok with extending it but only if people will actually use the extended time.

AFAIK, the only completed map so far, Mainframe, is mine, so without more than that I'd rather just can the project and save the map for later personally. Of course my first preference would still be for more maps and a release though.

>> No.2876210

Doom and Quake are on sale. Should I get them?

Do they work right out of the box or do I need source ports to get them to work right?

Never beat Quake.

>> No.2876215

>>2876210
Both are great and can be augmented greatly with sourceports.
However consider that none of the money will actually go to any of the original devs, so only get them on Steam if all you want is the convenience and the recorded playtime.

>> No.2876218

>>2876215
>none of the money will actually go to any of the original devs,

This kind of morality only exists in gaming. No one questions buying a bluray for a movie where all of the cast and crew are dead.

>> No.2876219

>>2876218
I have a fundamental problem with the film industry and pirate all my movies anyway, so it's all the same to me. If anything the videogame industry is better because often your money will go directly to the developer, especially with small indie titles.

>> No.2876230

>>2876206
I'm still adding to Buttghost_kdivr, someone else posted some screens of a nice looking map that they said was for the project but I haven't seen anything from them since and there's that other guy doing the gravity map. There was also someone talking about wanting to take E1M8. I could do another map, too - I've got an idea that wouldn't fit into my current one that I was saving for if an E2 ever happened.

Also, I need a name for my map. Butt Ghost is just my ZDoom/Related forums username.

>> No.2876238

>>2876230
Gravity is mine too. Sorry to break the illusion. Feel free to do another map! As for names for yours, I'm not sure. There's no central obvious landmark.Maybe Loading Facility for the crates and truck and elevator?

>> No.2876250

>>2875748
I liked both the single player and multiplayer. The former was about as average as quake 2 but with more imagination and variation. Multiplayer was pretty much a goofy version of Q3, which means it was certainly really fun but not something you'd play for years. Loved shooting rockets through portals, killing people with the wonderful gauntlet, and the nailgun in general.

>> No.2876257

>>2876218

In some cases, the families of said cast members get the royalties. Also all the id software OGs swore off to never see a dime if they ever left the company.

Plus they sincerely don't give two shit about it.

>> No.2876274

>>2876230
>nice looking map
you obviously don't mean >>2859317 but i am still here and hope to get something finished by dec.31.

>> No.2876278

>>2876218
people still buy BRs (for any other reason than uploading the ripps?)

>> No.2876285

Petersen ~ Romero > Willits' sister >> McGee >>>>> Willits

>> No.2876294

>>2876285
Ranking based on what?

>> No.2876298

>>2876294
Level-design proficiency.

>> No.2876315
File: 93 KB, 640x480, 1451136493.png [View same] [iqdb] [saucenao] [google]
2876315

>>2875562
>>2875908
'TIS NO MAN! 'TIS A REMORSELESS EATIN' MACHINE!

>> No.2876319

>>2875492
Sunlust is nothing like Hellbound. The Slaughter's usually in really tight quarters + it's much harder. I played it on HMP and thought it was much more difficult than Hellbound, but also a lot more fun. I actually finished it. I'm probably never going to finish Hellbound.

>> No.2876320

>Monsters can't telefrag other monsters

I'm surprised I've managed to go so long without knowing this, I wanted to make a trap where the player is baited into wasting ammo killing a bunch of defenseless pinkies that would've just been telefragged by other tougher enemies anyway when you flip a switch.

>> No.2876321

>>2876320
>>Monsters can't telefrag other monsters
except on map30 and with appropriate compat options set

>> No.2876328

>>2875492
Sunlust has tight gameplay to go with it's beautiful maps.

>> No.2876341

Anyone have Nash's Gore Mod?

>> No.2876360

>>2876218
collectors still buy physical copies of things

>> No.2876439

>>2876320
play the last level of epic2 in -complevel 2 or chocolate-doom

>> No.2876451

>>2876285
>>2876298
Are you kidding me.

Just finished playing Quake. And Romero's maps are by far the worst.

The definit ranking is
Ep1 (Willits+Mcgee) > Ep3 (Willits+McGee) > Ep4 (Petersen) > Ep2 (Romero)

Romero's levels lack the experimentation through which the 3d engine actually stands out.

>> No.2876458
File: 364 KB, 680x765, mepe5.jpg [View same] [iqdb] [saucenao] [google]
2876458

The bottom one isn't filtered I just fucked up while resizing it.

>> No.2876467
File: 367 KB, 640x720, mepe6.jpg [View same] [iqdb] [saucenao] [google]
2876467

>>2876458
And here's what's going on with the map that I should be working on.

>> No.2876471

>>2876451
Ep4 > Ep1 > Ep3 > Ep2
Fixed it for you.

>> No.2876476
File: 771 KB, 1920x1080, ad_spasm0001.jpg [View same] [iqdb] [saucenao] [google]
2876476

Speaking of Quake, why aren't you guys playing Arcane Dimensions?

>> No.2876486

>>2876471
Can we stop this "it's hard therefore it's good" meme?

>> No.2876490

>>2876476
Oh shit nigga this finally came out
time to play the shit out of hits bitch nyyiiigaaaaa

>> No.2876492

>>2876451
>>2876471
>liking Ep4 even slightly
Literally why
It's all long empty corridors full of spawns
Literally the opposite of fun

>> No.2876503

>>2876492
The crazy water teleports and teleports that bring you a mini-representation of the intial area in the early levels are pretty interesting.

The levels are more open than in other episodes so there's less stress over accidentally fragging yourself.

>> No.2876512
File: 211 KB, 529x259, xmas2014[1].png [View same] [iqdb] [saucenao] [google]
2876512

https://www.youtube.com/watch?v=e-dz5tfbUyo

>> No.2876515

>>2876492
Long empty corridors full of spawns is litriolly the opposite of fun.

>> No.2876519

>>2876512
That was hilarious. Can't believe I've never seen this before.

>> No.2876556

>>2876451
>And Romero's maps are by far the worst.
So, Ebon Fortress is worse than Grisly Grotto. Cool story, bro.

Also, full version of E2M6: Dismal Oubliette (the one found in beta3, or the one cobbled together from final E2M6 and E2M10) is literally the best vanilla level in Quake.

I think I know what's getting on your nerves though. Romero's levels are linear (despite being highly vertical), very tightly controlled, and are about "getting" it and proceeding using every possible advantage you can think of. I don't think you like

Willits is literally "let's make a map with a LOT OF CYCLES so that it would be AWESOME FOR DEATHMATCH TOO, also, let's spray useless gimmicks all around, like flying stones and wind tunnels and whatever". Lots of windows, lots of absolutely useless space, impotent enemy placement. I mean, okay, there are some nifty moments like that "bump the flickering lamp combining jump with the velocity you have after ascending the ramp", but for the most part it's just derivative schlock. That's also what I have to say about his levels in Raven.wad (his sister did three levels there - and her levels had some really cool Romero-type leveldesign). Also, there are FAR better examples of Willits-type level-design, say, maps of System Shock 1 or Levelord's maps from Duke.

>Romero's levels lack the experimentation through which the 3d engine actually stands out.
Lolwut? His levels are literally the most vertical in the entirety of Quake.

>> No.2876569

>>2876492
I like the more open areas.
The architecture gets far more creative and interesting, quick thinking and ambushes are more common, and you get more chances to pull of some fancy shit, if you're a better player.
Not to mention the far greater variation in enemy types in just one level.

>> No.2876574

>>2876569
Sounds like you'd rather just be playing an arena shooter m8
Navigating the later levels just isn't as much fun to me. Ep4 just lacks that special, perfect mix of combat and exploration that makes the rest of the game so enjoyable.

>> No.2876575

>>2876556
>I don't think you like all that "control competition" between level-designer and yourself all that much. I suppose, it is more to your liking, when level-designer just, you know, shares something awshum and fun, and lets you explore it at your leisure. Well, regardless of whether that true in your case or not, for me it's exactly the opposite. I love being pitted against level-designer - and I don't like open meandering levels, especially if they don't have good (or, at least, memorable) encounter design.

Also, come to think of it, Romero's levels from Q a not all that much different from how 'Souls/Bborne levels works when you first run through them. Well, obvious genre differences aside.

>> No.2876580

>>2875617
oh god the textures captain

>> No.2876583

>>2876574
Where on earth did you find exploration in McGee's and Romero's levels?

Also, McGee ('s levels) is just shittier version of Romero, smaller, more cramped, more monotonous and way too fucking edgy for its own good.

>> No.2876585

>>2876583
>way too fucking edgy for its own good
[Citation Needed]

>> No.2876587

>>2876583
>way too fucking edgy for its own good
What does this even mean
You're not making any sense senpai

>> No.2876592

>>2876587
Yeah, grammar slippage. I mean those fucking traps, or that fucking shambler that spawns once you get the gold key on E1M6. I mean, yes, there is quad you can get from the secret nearby (if you haven't already used it). But if you go there on Nightmare without it - you are just fucked. It's as if he didn't even bother to playtest his own level.

Romero's levels (in Quake, at least) just don't have that kind of crap.

>> No.2876596

>>2876592
I always get the quad before going there on Nightmare. I always assumed that anybody bothering to play on nightmare would already have a good understanding of the map and know how to beat it with the tools at hand.

>> No.2876602

Man, who gives a shit.

>> No.2876607

>>2876596
Except it's not like one would need to UNLOCK Nightmare having previously beaten the game on a lower difficulty (like in certain other games). If you know (or find yourself) how to start the game on Nightmare, you can very well just do it and start playing on it.

Again, Romero's levels, being very similar in terms on controlledness and linearity, just don't have this kind of crap. Despite him generally being a dick. There always is a fair chance to turn the things to your advantage.

>> No.2876618

>>2876556
>Lolwut? His levels are literally the most vertical in the entirety of Quake.

You don't understand me.
Romero's levels could be ported to Doom. That makes them boring, his levels are not experimenting with the 3d engine or even trying to make anything out of it other than a plain shooter. Willits and McGee on the other hand go all out to play with the engine and produce levels that would've actually surprised you back in the day. And all those gimmicks are only located on single levels. No one is forcing you to revisit them. The game doesn't center around them so they can't be considered detrimental to the experience.

And my rating was based on episodes overall. Just turns out the good levels Romero designed didn't offset the bad ones.

>> No.2876624

>>2876618
>Willits and McGee on the other hand go all out to play with the engine and produce levels that would've actually surprised you back in the day.
And yet their levels are the least fun to play now, whilst Romero's remain timeless.

>> No.2876634

>>2876618
>Romero's levels could be ported to Doom.
No, they couldn't. They are deliberately multi-leveled and interconnected (despite the linear progression set through them set out for you).

Willits' E1M2, however, could. Except, what he didn't understand, is that in Doom, one didn't SWIM, one just skimmed over the liquids with exactly the same speed, taking or not taking (depending on the type of liquid) damage from them. So, in Doom, pathways, surrounded by liquids, made sense. In E1M2. Yeah, how would you like the entire level having "bottom half" that doesn't contain anything except two or three boxes of ammo, and in which your speed of movement reduces twofolds. Fun. Fun everywhere.

That being said, Romero also did a similarly shitty level, which was mindlessly "ported from Doom", E3M1. Except it was, as all of his levels, vertical, multi-leveled, interconnected, and had several very cool Quad-rampage-stretches in it. Also being one of the hardest levels in the game due to scarcity of ammo and numerous troopers with blasters.

>> No.2876637

>>2876634
>(despite the linear progression set out for you through them).

>> No.2876642

>>2876634
>several very cool Quad-rampage-stretches in it

I think only Petersen did those correctly.

His levels are lengthy, have plenty of enemies so powerups motivate the player to push forward without exactly knowing what location is next. All previous episodes didn't use them to their full gameplay advantage mostly due to cramped levels and enemies that are too far off from each other.

>> No.2876659

>>2876642
What I meant is that there are certain places in some levels, where you can find the Quad - and right after that, the level suddenly goes into being super-linear with lots of enemies crammed into the prescribed path. So, the idea is, you get the Quad - and you just start running forward, with maximum possible speed, glancing left and right, and trying to kill the biggest possible amount of enemies and cover as much ground as possible until Quad runs out. And that part of levels is made in such a way, so that to accomodate this situation (you just madly running forwards spewing ammo left and right) specifically. Petersen actually didn't do that sort of thing in his levels all that much (well, his E4M8: Nameless City had this kind of episode) actually, his levels weren't all that linear period. Romero, however, is another story.

Petersen did another unusual thing though. I think, he was the only level-designer of 4, who placed at least a third Quads specifically to allow the player to conserve on ammo.

>> No.2876660

>>2876583
D-don't talk of m-my spiritual level design master like that!

>>2876642
Quad rampages are a ton of fun in McGee's levels too.

>> No.2876663

>>2876659
>And that part of level was made
>at least a third of his Quads

>> No.2876683
File: 450 KB, 800x1242, tumblr_nzwol0hPZI1s3uhtzo1_1280.png [View same] [iqdb] [saucenao] [google]
2876683

I don't know or care who the hell this Ultimecia individual is (I'm aware FF8 exists), but fuck him.

I just saw this on tumblr and I thought I might share it in the /vr/ general.

So who is going to step up and fix them?

>> No.2876694

>>2876492
You know, it's a difficult question, about Petersen. But I'll try to explain. The short answer is, that he tried to make that 4th Q episode into his own game. The long one

Well. First of all, the guy was ridiculously inventive. Suffice to say, that he was the only one both in Doom-s and Quake, the levels by whom contained secrets designed specifically with rocket/grenade-jump in mind (in case of Quake he was pretty much the only person in the team, who knew about the possibility of a grenade-jump before the release of the game), and the only one who had buttons serving merely the role of LIGHT SWITCHES in both Doom2 and Quake. He had the levels in Doom 1, which straight-out deconstructed what it meant to be a "Doom level" (both E2M9 and E3M9). He had the levels made specifically to play around with how the auto-aim in Doom was implemented (Downtown, Icon of Sin). He made the only level in Doom that made you seriously conserve the ammo and utilize your fist outside of berserk stretches (E2M2). The list can go on and on. The point is, he tried to utilize the possibilities of game mechanics in ways that didn't occur to others at id, and he made some very memorable encounters in his levels.

Second. He had his own thing going on in terms of aesthetics. First of all, the theme of illusions was a big thing. Stained glass windows as illusions or hidden pathways, a big part of hallway serving as a giant elevator, a part of staircase serving as a sliding door, a statue cosplaying a Fiend - and a dormant Fiend beside it cosplaying a statue while your attention was caught by the Shambler a bit further down the hall. A teleporter just above you head that LOOKED like you could just about touch it - but that actually required you to use the Pentagram and to grenade-propel yourself into it. Fiends indistinguishable from Azure walls, Shamblers hiding in pitch blackness, two brushes of parallel bars that LOOKED like you could run across them like you did in Doom,..

>> No.2876716

>>2876592
>I mean those fucking traps

Traps in Ep1 are numerous but they are placed sensibly and I as a player am always aware of them being somewhere. Other episodes skip the sensible part by making the traps less numerous and the traps simply become a killing mechanic rather than keeping a player alert.

>> No.2876720

>>2876683
It could also just be from them trying to stretch the sprite vertically to match the height of the new Revenant.

>> No.2876728

>>2876716
I meant McGee's traps in E3. The pressure-plates in Willits' E1M5 are actually ones of the coolest traps in the entire game.

Again, Romero's traps are either tightly controlled (i.e. you are either given more health than you'll use from the trap immediately before the trap) or give you the fair chance to react and to circumvent them. Petersen's traps require you to think and to "get it" before you can progress.

>> No.2876730

>>2876716
As for E1M6, I mentioned it specifically because of that shambler encounter.

>> No.2876735

>>2876720
Ya. I've had this happen myself when fucking with sprites.

>> No.2876740

>>2876694
... but actually required you to stop, think, and then slowly and surely zig-zag-jump your way across them from the very first try. Secrets-within-secrets-within-secrets. Fake "secrets" that served as pointers that there is something very iffy here, and that a real secret can be somewhere around here. In his levels, things not necessarily were what they looked like, or what they used to be in the levels made by others. In the beginning of Azure Agony, the game outright LIES to you: when you spawn into the room, you see, above you, the same giant "well's mouth" as the one in the beginning of E4M2, through which you entered the level, and through that "well's mouth" the sky; however, in reality, there is an invisible room, overlapping with the opening of the "well", connected to the outer rim of that "mouth" - and inside that room - a shambler, overlooking the next room. That theme of illusions is closely connected to the theme of suffering. Each level has a specific way of slowly grinding on your nerves. The teleporters in E4M2 mash you to the ground just enough so that you'll lose a couple of HP on every landing. Enemies spawn from thin air repeatedly on your head in E4M3. Pitch black passages with fiends in E4M4. Jumping puzzles in E4M5 and that acid pool that you just need to touch in order to go into one of the wings of the level. Ammo scarcity in E4M5. Azure walls of E4M7, making spawns indiscernible. All those are little, but noticeable things, just like thouse Downtown zombies slowly chipping your health away while being just beyond the range of your autoaim in Doom2...

>> No.2876769 [DELETED] 
File: 5 KB, 232x214, xxx.png [View same] [iqdb] [saucenao] [google]
2876769

for some stupid reason no .wads work for me
I've tried chocolate doom, prboom and this - zandronum and no wads work, they just show the load screen and then they play Doom2 iwad
I've never had this problem and I've got no idea why it's so fucky, any tips?

>> No.2876775

>>2876769
This may sound silly, but you DID try dragging both DTWID.deh and DTWID.wad onto the .exe of your source port of choice, right?

>> No.2876782
File: 5 KB, 232x214, xxx.png [View same] [iqdb] [saucenao] [google]
2876782

reposting questions cause I accidentally deleted it:
no .wads work for me for some reason no matter which source port I use, only the wad specific loadscreen works but nothing else
>>2876775
yes, I indeed tried that, it yields the same results

>> No.2876793

>>2876782
Wait, are you dragging Doom2.wad onto GZDoom at the same time as the other .wads? If so, don't do that, it's the source of your problem. Only drag the custom .wads onto GZDoom, a menu will pop up afterwards asking you which IWAD you wish to use.

>> No.2876798

>>2876740
The third and the fourth things are, actually, well, again closely connected. The third is, well, I mentioned before that Petersen's levels require you to "get it" before you can progress relatively painlessly. That is actually a general rule and the main mark of his levels. They, the big parts of them, are designed specifically, so that to break the "flow", to make you stop, and to think, and to make you devise the way to progress. That aforementioned "brush of bars" moment from E4M2, that impossible jump in E4M8, the way infighting is utilized in E4M6 and the way you lure the spawns into the underwater traps, which allows you to kill them off just via lobbing a couple of grenades into that trap, the way traps in E4M5 are rigged and the way you deduce how to access the secret level from that E4M5 level, etc. The fourth thing, closely connected to the third, is that notifications to the player are utilized very actively, even telling you about weapons you forgot on the level, and giving you hints on what that particular button opened.

What I think all the aforementioned four things tie into, is... Well, actually, I think that looks suspiciously like gnosticism (and I don't care if that's in any way connected to Petersen being a Mormon). Like, escaping from the illusory material reality which only causes suffering through Knowledge/Revelation. Like, that's what I make of what I experienced in Q1's E4.

I may be right or I may be wrong concerning my speculations, but, the main point I think, is that ep4 is a very interesting and unusual experience, which is very much a thing of its own, which is the pinnacle of Petersen's FPS work, and... And, frankly, I can't remember anything which struck quite the same chord with me in all the FPS genre (well, that part of it I'm acquainted with anyway).

So, yeah, that was my attempt at explaining just why I consider ep4 being any good.

>> No.2876801

>>2876793
nope, I just drag the .wad(in this case DTWID) on gzdoom or zandronum, I've also tried dragging both the .deh and .wad file on the .exe and it still didn't work

>> No.2876814

>>2876801
Do you have an Ultimate Doom (Doom 1) IWAD? I just tried mounting DTWID onto Doom 2 and only got the title screen changed, and then had the regular Doom 2 maps, but mounting it on Ultimate Doom gave me the DTWID levels. I'm pretty sure that's your issue.

>> No.2876819

>>2876798
Thanks for writing this all out. Your insight seems pretty deep.

Did you have any ideas of contacting him directly over all of this?

>> No.2876821
File: 27 KB, 318x307, 1439260457219.jpg [View same] [iqdb] [saucenao] [google]
2876821

What are some good urban themed map packs?

>> No.2876823

>>2876814
>it works
thank you anon, looks like I'm retarded
also, will all doom 1 .wads work with the shareware version? they should right?

>> No.2876828

>>2876821

If you can deal with the possibility of not finishing an entire wad in a whole sitting, try Hellbound.

Also Vanilla Sky, Urban Slaughter and most of SgtMark's levels.

>>2876823
>they should right?

They shouldn't. Why would you even play pwads with the shareware version anyway?

>> No.2876832

>>2876823
>will all doom 1 .wads work with the shareware version? they should right?
I've never bothered actually looking into that, but I recommend getting the Ultimate Doom IWAD seeing as most mods that can be used with Doom 1 have Ultimate Doom in mind when being made.

The very first Pastebin link in the OP has a link to all the full .iwads

>> No.2876838

>>2876832
>>2876828
thank you for spoonfeeding me, I'm tired and for some stupid fucking reason I thought that I could use that as an excuse to get spoonfed
now to figure out which option makes it so zandronum doesn't make the walls aim diagonally when sprinting next to them

>> No.2876839
File: 148 KB, 1280x800, grab.png [View same] [iqdb] [saucenao] [google]
2876839

Whoever's having the discussion on Quake map design, I love you guys, you don't see anything even remotely similar to that passion for good game design in modern shooters.

Anyhow, I'd like to put some of the more advanced aspects of this thing on hold and try to work towards something more directly playable to tide over anyone who's following the project. I'm thinking of three options:

- Thunderdome (team vs. team small-scale arena combat, lots of focus on melee and occasional laser weapons)
- Wizard (station crew has to murder the wizard, but the wizard has dank powers and also has to murder the crew)
- Nuclear Emergency (the most complicated option of the three but the most intricate gamemode as well, team of nuclear operatives have to infiltrate, arm an on-board nuclear device, and evacuate safely)

Listed in order of complexity. I think most SS13 fans would be sated with the first option, but I think the Doom community expects something a bit more original at this point, so it'd be nice to know what people want to see.

>> No.2876845

>>2876838
>now to figure out which option makes it so zandronum doesn't make the walls aim diagonally when sprinting next to them

When in Zandronum, Press ESC > Options > Set video mode > Change "Renderer" to use OpenGL, then see if it fixes your problem.

>> No.2876846

>>2876845
it didn't, sadly, it was the first thing I've tried

>> No.2876847

>>2876819
I might one day. But, first, I think, I'll read his "Call of Cthulhu" corebook and "Ask Sandyman" Q/A. If, after that, I'll have any unanswered questions, then yeah, why not.

>> No.2876850

>>2876839

>wizard

Only if you add that cloon curse too.

https://soundcloud.com/stephanosrex/honk-honk-butt

>> No.2876851

>>2876847
Whatever you do, make sure you get the answers before the 20th anniversary :)

>> No.2876853

>>2876845
it seems as if changing the resolution to highest avialable fixed the problem, still thank you for your help anon

>> No.2876858

>>2876850
Wizard is one of those gamemodes that inevitably always turns out to be shit when you play it in SS13 proper, but would probably be extremely fun on an engine that actually supports robust combat.

>> No.2876867
File: 32 KB, 541x120, cyberrunner.png [View same] [iqdb] [saucenao] [google]
2876867

whatever happened to this mod? I thought it was kickass

>> No.2876869
File: 694 KB, 1440x2560, Snapchat-4259870146268659615.jpg [View same] [iqdb] [saucenao] [google]
2876869

Hey everyone it's here, look forward to more pictures in a few hours, it's as if time has never even touched this box and everything is in 100% perfect condition

>> No.2876876

>>2876720
>>2876735

You've had the top row of pixels double by scaling sprites by 100000000x?

>> No.2876878

>>2876867

One of the devs quit doom.

>> No.2876879

>>2876867
>>2876878

Dead, just like cyberpunk shootout, Metrood, and the space pirate

>> No.2876886

>>2876869
If you decide to unwrap the comic book (if it's wrapped at all) consider making high-res scans of it to finally replace the low quality one that's floating around the net.

>> No.2876897

>>2876061
>along with replacing DSSLOP with something really dull.

I like the new xdeath sound better. The old one sounded like someone blowing their nose while vomiting. Gotta admit that the Wilhelm scream was a stupid addition though.

>> No.2876909

doom metal vol4 is pretty good
anybody else using it? I was expecting forced thrash metal but instead it's just a bit more actiony remixes of the original songs

>> No.2876938

>>2876683
I'm surprised no one noticed that fuckup with all of the doom sprites from TSR before. I noticed it years ago when I wanted to make an avatar for Steam and it has irked me ever since. I always notice when people use their rips because of those ugly stretched pixels at the top. Like in this pic for example >>2875990

>> No.2876983

>>2876683
sorry, but what am I supposed to be looking for?

>> No.2876990

>>2876983
tl;dr: some nerd fucked up ripping sprites from doom and wanted credit for his rips, instead of the original artists
bethesda, rather than using the original sprites from Doom, which they have the rights and resources to, instead went scouring on the internet for a sprite sheet, which just so happened to be this badly done one

it's a fuckup on top of a fuckup

>> No.2876992

>>2876990
oh, so I understood it then
still thank you anon!

>> No.2877000
File: 1.02 MB, 1920x1080, Screenshot_Doom_20150817_221211.png [View same] [iqdb] [saucenao] [google]
2877000

>>2876821
mufuggen "Monster Hunter Ltd."
They're just two maps, but very pretty and well designed. I shill them here often so sorry 'bout thay everyone else

>> No.2877031

>>2876867
as i understand it the whole concept became techincally infeasible due to inherent limitations of the doom engine.. it's impossible to make a map big enough to allow the player to reach the speeds the mod design required, if you go too fast you end up going backwards, etc.

>> No.2877038

>>2876683
weird sense of deja vu. was this brought up in a thread here recently?

>> No.2877042

>>2877038
Yup.
>>2873887

>> No.2877047

>>2877042
fair enough, i am not going mad. thank you.

>> No.2877051

>>2876839
Yo, about visual effects we discussed last time. I'm feeling like trying my hand at some of them - which are you in greatest need of right now?

Status effects like eye damage or drugs sound particularly fun to muck around with.

>> No.2877064

Hey guys, i want to get into Quake more, any resources where i can download and get the best out of it?

>> No.2877068

>>2876867
>>2877031
I think that the way movement prediction works in multiplayer was a huge limitation on it too. There were just too many technical obstacles to do anything further with it.

>> No.2877069
File: 2.99 MB, 640x400, wrasslin.webm [View same] [iqdb] [saucenao] [google]
2877069

>>2877051
I think eye damage would be the highest on the list. Basically, in the original game there's about a dozen conditions, but I'm trying to keep it to a low number for now to avoid feature creep.

If you're interested in something else to try throwing together, there's also drugs (one is a basic "space weed" type of thing, the other one is basically acid and I'm already working on a dank script for the latter), poisonous gas, suffocation/blackouts, and stuns/tasing. You don't have to do all of them, by any means, but they're the basic options. They're also fairly generic, so anyone who needs that type of effect can use them.

Thanks for the interest, man, I'm flattered you'd help. Have some wrasslin'. Very early implementation so it's extremely hackish, but I'm trying to go above and beyond and make unarmed combat actually fun.

>> No.2877089

Is this SS13 mod real? Because, wow. Creator anon, you are awesome.

>> No.2877104

>>2877089
Thank you, anon, I'm happy you like it. It's my pet project which has been popping up in various Doom threads for a long time - it used to be vaporware because the multiplayer source ports didn't support what I required to make it work, but essentially everything I need for the core features should be in Zand 3.0.

>> No.2877107

>>2877064
You can buy either on Steam or GoG, it's currently on sale.

However if you don't want to spend money you can always just acquire it for "free" here:
http://www.old-games.ru/game/download/get.php?fileid=249&modal=1

After you have acquired it, install Quakespasm source port, adjust controls, settings and start playing. There's not much else to it. There should be an image explaining other mods but Quakespasm is as vanilla as it gets.

>> No.2877109

>>2877107
Awesome, thank you man<3

>> No.2877117

>>2877069
>webm
That's absolutely hilarious and I'm really looking forward to playing it.

I'll try my hand at some effects next week.

>> No.2877120

>>2877104
Nice. Well, carry on anon. I used to be a huge SS13 fan back when /tg/ started playing it, but it's been a long time and it's not the best engine. A doom port would be wonderful.

>> No.2877130

>>2877120
Space Station 13 is one of those games that's sadly hampered down by overengineering as well as being crippled by its engine. I'm trying to condense what makes the game fun to play down to the basics, then work from there, instead of trying to port over the more complex features right away and getting stuck.

The early versions will probably be more akin to something like an online team-based version of System Shock 1, but I don't particularly see that as a bad thing. It'll still have plenty of SS13-related gameplay elements, though (jobs, the gamemodes, items/weaponry, etc.).

>> No.2877145
File: 484 KB, 245x213, 1390477412652.gif [View same] [iqdb] [saucenao] [google]
2877145

>>2877130
>an online team-based version of System Shock 1

>> No.2877249
File: 1.48 MB, 1280x720, Doom 2015 - SSG.webm [View same] [iqdb] [saucenao] [google]
2877249

>>2876869
I would kiss you if I could

>> No.2877276
File: 211 KB, 1280x720, tumblr_nzzjnumch71rcn5zto4_1280.jpg [View same] [iqdb] [saucenao] [google]
2877276

>>2876869
Alright guys I'm back, gonna upload more pics now (straight from my tumblr :V) Then I'll upload the innards of a few pages from the Book of id. Does anyone know if it even has high res scans on the internet? If not I'd like to contribute to that.

>> No.2877280
File: 273 KB, 1280x720, tumblr_nzzjnumch71rcn5zto1_1280.jpg [View same] [iqdb] [saucenao] [google]
2877280

>>2877276

>> No.2877281

Secret areas that the player can unintentionally lock themselves out of: bad level design or not?

>> No.2877285
File: 356 KB, 720x1280, tumblr_nzzjnumch71rcn5zto5_1280.jpg [View same] [iqdb] [saucenao] [google]
2877285

>>2877280

>> No.2877289
File: 282 KB, 720x1280, tumblr_nzzjnumch71rcn5zto7_1280.jpg [View same] [iqdb] [saucenao] [google]
2877289

>>2877285

>> No.2877293
File: 253 KB, 720x1280, tumblr_nzzjnumch71rcn5zto6_1280.jpg [View same] [iqdb] [saucenao] [google]
2877293

>>2877289

>> No.2877294
File: 77 KB, 1078x808, lel#32.jpg [View same] [iqdb] [saucenao] [google]
2877294

>>2877285
>>2877289
> dick status: MUH!!!

>> No.2877295
File: 170 KB, 720x1280, tumblr_nzzjnumch71rcn5zto8_1280.jpg [View same] [iqdb] [saucenao] [google]
2877295

>>2877293

>> No.2877297
File: 234 KB, 720x1280, tumblr_nzzjnumch71rcn5zto9_1280.jpg [View same] [iqdb] [saucenao] [google]
2877297

>>2877295

>> No.2877302 [SPOILER] 
File: 316 KB, 720x1280, 1451178821020.jpg [View same] [iqdb] [saucenao] [google]
2877302

>>2877297
And finally the Holy Grail

>> No.2877308

>>2875823
Zdoom forums, thread name should be Another Quake II mod

>> No.2877317

>>2877276
>>2877280
>>2877285
>>2877289
>>2877293
>>2877295
>>2877297
>>2877302

Rad.
As.
FUCK.

>> No.2877323
File: 71 KB, 380x475, opening-lever.jpg [View same] [iqdb] [saucenao] [google]
2877323

>>2877249
>ok, he's gonna open it up
>wait, why isn't he flicking the opening lever? It's right there!
>oh god, it opened anyway, that's not good
That bothered me so much, break action guns aren't held close by friction, they lock closed. What it tells me is that this gun is broken and incredibly dangerous to shoot.

>> No.2877331

>>2877323

Well DooM takes place in the future, so I'd figure that the SSG behaving like that would be some kind of technological improvement or something.

On the other hand, >realism in DooM

>> No.2877341

>>2877331
>realism in DooM
Of course, as long as it doesn't negatively impact the game.

>> No.2877367

>>2877331
It's probably just laziness and ignorance.

I mean, it wouldn't even be difficult to add an animation where he flicks the lever with his thumb first.

>realism
Depends, it's fine if it's not at the cost of gameplay.

>> No.2877374

>>2877297
I suppose that's from the second issue Cyberdemon casting, not the first edition. Shame - but even then, the Cyberdemon sculpt is extremely rare.

IIRC, the cyberdemon sculpt from the 1st casting was never released publicly and only a few copies remain in circulation.

>> No.2877382
File: 170 KB, 499x670, 1363712498453.jpg [View same] [iqdb] [saucenao] [google]
2877382

>>2877302

>> No.2877395

>>2877367
>>2877341

What I meant before was >having realism in DooM

>> No.2877401
File: 509 KB, 400x400, sawnoff.gif [View same] [iqdb] [saucenao] [google]
2877401

>>2877323
even blood did it the correct way

>> No.2877398

>>2877395
If you're gonna have a reload animation, why not have it done proper?

>> No.2877415

>>2876938
Maybe that's because everybody who actually knew a thing about doom ripped sprites directly from IWADs?

>> No.2877556

>>2877302

>holy
>

>> No.2877721

>>2877302
plz scan the doom comic, I don't think there are any proper high resolutions scans anywhere on the internet.

>> No.2877724

>>2877721
Don't Doomworld have hires scans?

>> No.2877746
File: 356 KB, 861x614, HD4K.png [View same] [iqdb] [saucenao] [google]
2877746

>>2877724
Nigga, the scans on Doomworld are as much as HD as this shit.

>> No.2877751

>>2877746
It's only the Doom comic, what would a higher res bring you? It's not immaculately detailed.

>> No.2877793
File: 77 KB, 640x360, Screenshot_Doom_20151227_141109.png [View same] [iqdb] [saucenao] [google]
2877793

It's beatable now + the start of the next level is included.

https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad

I've got some stuff to add to the last few areas but haven't got the time right now.

>> No.2877819

>>2877751
whether it's "immaculately detailed" or not, the only known scan of it is some low resolution jpeg-artifacted garbage.

>> No.2877973

>>2877302
wow, an actual paper copy.

>> No.2878090
File: 465 KB, 1280x720, Screenshot_Doom_20151227_053256.png [View same] [iqdb] [saucenao] [google]
2878090

>>2875332

>> No.2878091

>>2878090
Looks like a stage selection hub.

>> No.2878093

>>2878090
Looks cool
turn your goddamn filters off

>> No.2878097

>doing things
>elevator
>at the bottom of it 5 shotgunners
>ded
any tips agaisnt shotgunners? if:
>I can't take cover
>I don't have minigun ammo

>> No.2878113

>>2878090
Groovy.

>>2878097
Duck?

>> No.2878121

>>2878113
that would be cheating though

>> No.2878150
File: 157 KB, 453x462, 1416033035613.jpg [View same] [iqdb] [saucenao] [google]
2878150

>>2878121
>that would be cheating

>> No.2878151
File: 71 KB, 634x475, 1448888787016.jpg [View same] [iqdb] [saucenao] [google]
2878151

>>2878150
it would be though

>> No.2878154
File: 297 KB, 500x385, violence-on-tv.png [View same] [iqdb] [saucenao] [google]
2878154

>>2878151
If you say so.

>> No.2878156

>>2878151
if that's the case than so is dodging to the left or right, and literally ducking doesn't help against hitscan anyway

>> No.2878176

>>2878156
>if that's the case than so is dodging to the left or right
put the crack pipe down Socrates.

>> No.2878221

Doom the way ID did is fucking amazing.
It totally is better than DOOM 2, which is garbage map wise in my opinion.

>> No.2878254 [DELETED] 
File: 588 KB, 1600x1236, Duke Nukem1.jpg [View same] [iqdb] [saucenao] [google]
2878254

I know it's a long shot but anybody here got DN3D on PS3?

Just looking to play some co-operative out of pure bordem.

I prefer to be bored with people.

>> No.2878273
File: 80 KB, 450x800, barondeath.jpg [View same] [iqdb] [saucenao] [google]
2878273

>>2877721
I'm planning on it! Along with the book of id!

>> No.2878280 [DELETED] 
File: 59 KB, 490x519, Duke Nukem3.jpg [View same] [iqdb] [saucenao] [google]
2878280

>>2878254
Y'know what fuck it.

Okay so DN3D is on sale on the PSN store it's normally 9.99 but thanks to the flash sale it's 5.99

Go pick it up, then just go to multiplayer and search for a hollywood holocaust co-op game.

I guarantee you the community is so dead my game will be the only game to be found.

>> No.2878289

>>2878254
>>2878280
I would play with you if I had in on the PS3, sadly I only have it on PC. Good luck finding a mate.

>> No.2878357

am I the only one here who really dislikes the hell levels in doom? Not visuals wise but they just suck most of the times, no matter if custom or original

>> No.2878392

>>2878357
I'm not a huge fan either.

>> No.2878443
File: 85 KB, 670x906, 1431745883208.jpg [View same] [iqdb] [saucenao] [google]
2878443

I downloaded Quake 2 from Steam. Never played it before.

Tried running it - I got the resolution working with a hacked exe but there's still mouse acceleration and shit FOV. Any source ports or alternatives I can use similar to Darkplaces?

>> No.2878449

>>2878443
You can fix mouse acceleration and fov with console commands.

>> No.2878453

>>2878449
When I change FOV in console above 90, it makes my weapon disappear.

>> No.2878541
File: 154 KB, 848x1200, doom.jpg [View same] [iqdb] [saucenao] [google]
2878541

>>2878357
it really depends, most levels in helll just contain demons in thight corridors, which sucks balls imo

the best ones are doom 2 episode 3 and doom 1 episode 1, doom 2 episode 1 is also great.

>>2878443
> steam
I prefer GoG

http://www.gog.com/game/quake_ii_quad_damage

>> No.2878561
File: 336 KB, 1366x768, Screenshot_Doom_PuebloOfPain.png [View same] [iqdb] [saucenao] [google]
2878561

>> No.2878590

>>2878097
>>>at the bottom of it 5 shotgunners
position yourself so you can kill more than one of them with each shotgun shot.

position yourself in such a way that only one or two of them has uninterrupted line of sight to you.

>> No.2878610
File: 1.01 MB, 1024x768, file.png [View same] [iqdb] [saucenao] [google]
2878610

So, of all Quake ports I liked Tenebrae the most. The effects looked better than Darkplaces and all that. Now I remember there being a set of textures and bumpmaps tailored specifically for this port (they weren't really HD, but used most of Tenebraes features) but I cant find them anywhere now. Can anybody help me out?

Also are there any good weapon mods (that dont come with custom maps) for Q?

>> No.2878620

>>2878610
I'd love to know how to get Tenebrae working. Every time I start it up it just gets stuck on the start screen and/or crashes.

>> No.2878640

>>2878610
Any port that makes Quake shiny and bright as fuck needs to instantly go in the trash.
GL Rendering is fine, but Quake is supposed to be dark and moody.

>> No.2878646

When I try to run a devbuild of zdoom (http://devbuilds.drdteam.org/zdoom/)), the explorer window I opened it from freezes, three zdoom processes appear in Task Manager, and nothing else happens. What should I do?

I'd use a stable release, but the HUD I use requires a dev release.

>> No.2878683
File: 345 KB, 1600x1200, Screenshot_Doom_20151227_202740.png [View same] [iqdb] [saucenao] [google]
2878683

Look at this beautiful mission start right here!
Do you guys ever save scum when you're getting fed up with a map?

>> No.2878734

>>2878683
heh 19 rockets, no launcher, no other ammo. this is another nice mess you've got me into, stanley
(that's dtwid e3m5 isn't it?)

>> No.2878735

>>2878683
>>2878734 me
also yeah sometimes. but in your situation there i would kill myself and restart with 50 bullets.

>> No.2878758

>>2878734
Yes, it is indeed e3m5! I somehow got through that mission and then got really fucked by something I forgot, so now I'm taking a break from that and playing hellbound.
Regarding the savescumming, I really hate to do it, but when I'm replaying a mission for the 5th time and always getting to the last 10% of the map then loosing, it can make me mad.

>> No.2878764
File: 476 KB, 800x800, 1450738203674.jpg [View same] [iqdb] [saucenao] [google]
2878764

Guys could I ask you to dump your doom pics? I have around 2 and I really do need more. Thanks in advance, even if nobody posts anything.

>> No.2878780

>>2878443
I'd use Yamagi for the most vanilla experience.

>> No.2878784 [SPOILER] 
File: 256 KB, 658x604, 1451248579547.gif [View same] [iqdb] [saucenao] [google]
2878784

>>2878764

>> No.2878793
File: 1.02 MB, 960x540, 1435606546926.gif [View same] [iqdb] [saucenao] [google]
2878793

>>2878764

>> No.2878805

>>2878793
>>2878784
thanks anon

>> No.2878845
File: 154 KB, 1366x768, Screenshot_Doom_URBAN2.png [View same] [iqdb] [saucenao] [google]
2878845

>> No.2878850
File: 235 KB, 1366x768, Screenshot_Doom_20151227_180259.png [View same] [iqdb] [saucenao] [google]
2878850

>>2878845

>> No.2878851

>>2878850
>tfw your concerete is set on fire

>> No.2878881

>>2878845
>>2878850
that looks nice

>> No.2878889

>>2878683
if a map is long and difficult, i'll break it down into segments and learn how each fight works. then i'll try to beat it properly in one segment.

>> No.2878897
File: 255 KB, 1366x768, Screenshot_Doom_20151227_181129.png [View same] [iqdb] [saucenao] [google]
2878897

The author was a level designer for Epic Games.

https://www.doomworld.com/idgames/levels/doom2/d-f/diabolos

http://liandri.beyondunreal.com/Elliot_'Myscha'_Cannon

>> No.2878927
File: 3.87 MB, 519x283, THE AGITATION.gif [View same] [iqdb] [saucenao] [google]
2878927

>>2878764

>> No.2878936

>>2878764
Just use the image database in the OP.

>> No.2878959
File: 1.37 MB, 400x225, 1443052709390.gif [View same] [iqdb] [saucenao] [google]
2878959

>>2878764

>> No.2878985

>>2878959
the best one so far

>> No.2878990

Arcane dimensions for Quake 1 is released and it's amazing

>> No.2879031

>>2878990
>>2875390
http://quakeone.com/forums/quake-mod-releases/works-progress/11494-arcane-dimensions.html

>> No.2879048

>>2879031
yes!

>> No.2879091

So I looked up Doom 4 music on youtube and found this:
https://www.youtube.com/watch?v=4HJykIOAd2I

>> No.2879102
File: 245 KB, 400x400, doom64.png [View same] [iqdb] [saucenao] [google]
2879102

Any .pk3 that replaces the monsters and weapons with Doom 64 weapons and monsters only?

>> No.2879145

>>2879102
https://mega.nz/#!IYchzRDS!K1WcpE6Y8J1NsLlrEruYZGLGacbm0ePK6ugjeQyehNI

My fixed version of Doom64Stuff, has most of the monsters replaced (except for Doom II ones)

Also includes a fixed Chaingun

>> No.2879161

Now my calculator can play bdoom!

>> No.2879178

>>2879091
How is this important?
It's literally a shitty AMV in game form.

>> No.2879180
File: 1.90 MB, 1920x1080, Screenshot_Doom_20151228_005800.png [View same] [iqdb] [saucenao] [google]
2879180

>>2877069
Here's some WIP!

The hazy stuff in the edges are two overlays that rotate smoothly in opposite directions by use of shaders so it appears to flicker and writhe chaotically. It looks pretty cool even though the base image may need some contrast adjustment. Then a bunch of offset camera textures with the player himself as the camera, and a totally black overlay that pulses ever so slightly in (low) opacity.

>> No.2879182
File: 1.45 MB, 1920x1080, Screenshot_Doom_20151228_012719.png [View same] [iqdb] [saucenao] [google]
2879182

>>2879180
wrong file

>> No.2879189
File: 56 KB, 128x128, doomGrinSpooky.gif [View same] [iqdb] [saucenao] [google]
2879189

>>2878764

>> No.2879190

Are there any good wads based on The Doom Bible?

>> No.2879194
File: 2.74 MB, 2711x4093, OneDoomedSpaceMarineHigherRes.jpg [View same] [iqdb] [saucenao] [google]
2879194

>>2879190
No
>>2878764

>> No.2879205

>>2879190

Nope.
It's a bloody curse, at this point.

>> No.2879217
File: 171 KB, 640x480, pXL5Amg.png [View same] [iqdb] [saucenao] [google]
2879217

>>2878764
I don't know where this is from, but it's badass

>> No.2879224

>>2879217

Looks like the intermission to rebirth.wad

>> No.2879316

https://www.youtube.com/watch?v=TIA-2GQdQM8

>> No.2879340

God damn Arcane Dimensions is incredible, it's reminding me why I should play Quake more.
Might actually be the best SP mod I've ever played desu

>> No.2879348
File: 806 KB, 2560x1440, 2015-12-28_00001.jpg [View same] [iqdb] [saucenao] [google]
2879348

>>2879340
And here's the pic I forgot

>> No.2879452

>>2877793
I broke the level. Not exactly sure how, but a sector didn't change height and so I couldn't proceed. Here's the demo:
https://drive.google.com/file/d/0B8xWmOI7IYl3M09rRjZmUmtHWFE/view?usp=sharing

>> No.2879465

>>2879348
What port are you using?

>> No.2879468
File: 49 KB, 1024x770, BiKz7-BCUAAr6F9.jpg [View same] [iqdb] [saucenao] [google]
2879468

>>2879145
Thanks but I can't get it to work with PSX Doom. lots of graphical errors like huge monsters and animation problems. I'm trying to do this https://www.youtube.com/watch?v=bUkS5FD0a0c

>> No.2879528

>>2879452
There's a mis-tagged action because I changed the sector in the tube to rise alongside the last imp tube in that room, because from where it was being triggered previously you could outrun the floor raising and break it that way. I did this at the last second and didn't realize I broke it. It's fixed now.
https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad

>> No.2879598

>>2879348
That does look really fucking nice. Almost reminds me of a thief FM, but with better (generally) architecture.

>> No.2879660

>>2879528
Broke it again.
https://drive.google.com/file/d/0B8xWmOI7IYl3eU1TcDk1VnlkNHM/view?usp=sharing

Getting the mega-armour secret in the big blue key area after raising the bridge leaves the player in an inescapable area (unless I'm missing something).

I was really enjoying the map until that point too!

>> No.2879687

>>2879660
I didn't realize a player could slip through there, it's supposed to be unreachable if you miss it and raise the bridge first. Yes, I realize how evil that is.
Fixed, dropbox dl updated.

>> No.2879693

>>2879687
I thought straferunning across the pillar was the intended solution. I'll get around to testing it again later - I'm a little Doomed out at the moment.

>> No.2879725
File: 1.17 MB, 1126x1560, file.png [View same] [iqdb] [saucenao] [google]
2879725

A few bugs in Combined Arms:

1) Kick stun ability is too strong - can kickstun anything
2) Damage done with axe and RL altfire does not get attributed to the Excalibat charge.

>> No.2879798
File: 491 KB, 314x177, witchcraft.gif [View same] [iqdb] [saucenao] [google]
2879798

>>2879348
>it's Q1
>my eyes aren't bleeding

>> No.2879812

>>2879798
I mean, compared to standard doom Q1 looks pretty nice.

>> No.2879849

>>2879693
I just tested it with prboom+ (which I don't do very often due to hardware conflicts with the port that make playing it kinda painful) and just found out that SR Lower Wait Raise doesn't seem to work tagless in boom. The lift connected to the bridge is also missing it's action. I went through and re-tagged all the lifts so now theres *another* new version at that dropbox link.

>> No.2879861

>>2879849
I don't think any actions work without tags in Boom or Doom except D actions like doors, unless I'm misunderstanding what you mean.

>> No.2879932

How to network vanilla Doom running on a physical DOS machine with something else (be it either vanilla Doom ran in Dosbox, or a vanilla compatible source port)?

>> No.2879940

>>2879812
If you run it in 320x200 just like vanilla Doom, it looks quite similar (or even worse due to how monotonous the pallettes are).

PS Will the gook's fetish for designated street sign captchas ever end?

>> No.2879970

>>2879465
Quakespasm with -heapsize set to 256000 as is required for the mod to run correctly.

>> No.2879996
File: 2 KB, 640x480, 1451293686.png [View same] [iqdb] [saucenao] [google]
2879996

>> No.2880058
File: 84 KB, 640x480, 1451296999.png [View same] [iqdb] [saucenao] [google]
2880058

finally managed sunlust 6

>> No.2880116
File: 311 KB, 898x1282, doomguy.jpg [View same] [iqdb] [saucenao] [google]
2880116

Anybody has any draw requests? Please keep in mind that there is a 95% chance I won't deliver, because I'll not feel satysfied with how it ended up, but I'll do my best.

>> No.2880140

>>2880116
how about doomguy cleaning his double barreled shotgun from deamon & zombie guts?
but his armor has been damaged, like his helmet has a crack, his clothing is partially ripped to pieces & his breast piece has some holes?

>> No.2880141

>>2880116
Corvus blasting holes in the balrog on the bridge to moria

>> No.2880185

>>2879932
Bump. How to connect vanilla Doom on a physical DOS machine with either vanilla on Dosbox (which tunnels IPX in TCP/IP) or with a vanilla-compatible source port (which more than likely uses just TCP/IP)?

>> No.2880189
File: 328 KB, 1366x768, gravity.jpg [View same] [iqdb] [saucenao] [google]
2880189

New map for the /vr/ project: Antigravity Testing Facility.

https://drive.google.com/file/d/0B8xWmOI7IYl3Y04wcmVtaG9McVU/view?usp=sharing

It's a small map playing around with fake floors. The screenshot is from an earlier version but not much has changed in that room beyond the ceiling.

>> No.2880197
File: 61 KB, 916x852, doomguy2 – kopie.jpg [View same] [iqdb] [saucenao] [google]
2880197

>>2880116
Done, it really doesn't looks like something from somebody who is taking requests, but I at least want to deliver. Feedback would be really appreciated.
>>2880141
I really have tons of practice in front of me and right now I have not even the slightest idea on how to draw anything that isn't human, I'll try to draw it, but I almost certainly wont deliver, sorry anon, but also thank you for giving me stuff to practice.

>> No.2880201

>>2880197
>>2880140
wrong qoute in my last post

>> No.2880226
File: 811 KB, 1920x1080, 1437703651-7-doom-quakecon-2015.jpg [View same] [iqdb] [saucenao] [google]
2880226

>>2880197
very nice, thank you!

> kopie
bist du Deutscher?

looks really nice, some kind of dead zombie or imp, or even some parts of them beside him would fit the picture imo

you should do something with the background, maybe taking this space station as a reference?

>> No.2880236

>>2880226
I made the backround lines just so it's understandable as what's his position, if the postition wasn't clear to the viewer.
Yeah, if I'm going to draw more pictures like this for /doom/ I'll make sure to add some more details, it's just I wanted to take a little brake from practicing and draw something for fun.
As to the backround, I'm as you probably noticed really bad at colouring and digital straight lines, so I cannot play with the backround much, yet.
Thank you for the feedback.

Also, I'm Czech. Hah.

>> No.2880238

>>2879725

I should probably nerf the kick a little, or maybe slow the kick fire rate.

and damn it I knew I forgot something, the axe's primary fire is needs to get get the ability to gather bat charge, but there's not a chance in hell I'm gonna make all of those little bombs gather charge, it'd be a mess, if you haven't noticed ripper weapons can't gather bat charge, or the bat iteself.

Also how's charging the bat feel to you right now? Do you think it takes too long or is it reasonable?

>> No.2880240
File: 352 KB, 4685x2457, Time well spent.png [View same] [iqdb] [saucenao] [google]
2880240

Oh and while it's still on my mind, I've been mulling over some ways to scale back Blaz's ranged attacks in GMOTA without completely making them useless. I have a few ideas in mind:

>make crash charges WAY more rare (also remove crash expanders and replace them with something else, up to 9 item crashes back to back what in the fuck was I thinking)

>When firing or charging the Blazter in any state, make Blaz move a little slower, not to a snail's pace or anything but enough of a speed penalty that it can be felt and making dodging a little harder, might do the same for subweapon attacks

>remove subweapon's ability to gather sword mana, that way you can still spam them and kill shit all you want but you might potentially screw yourself when you get into a tight spot and have no sword juice

This is all shit that I've been thinking about though, mind you.

Also I'm gonna add that directional recoil to charged buster shots that way you can throw yourself around in the air with your arm cannon because that's fucking rad.

>> No.2880253

>>2880236
lel, I did not know that "kopie" is the same word in czech and german

I would like to learn to draw too, but I have so many things running simultaniously...

Well, in 50 years, when I´m retiered, I´ll start doing things like that, maybe.

Keep on the good work!

>> No.2880260

>>2880253
Thanks anon, I hope you'll find the time to draw!

>> No.2880280

So SUAB with Sunlust. Good idea?

>> No.2880301

>>2880280
No.

>> No.2880319

http://dazombiekiller.tumblr.com/post/136112884716/anti-brutal-technology-mark-ii

NSFW because titlepic, but full of keks

>> No.2880323

>>2880280
Never played SUAB, but from what I've heard, it makes things more difficult. And Sunlust is packed full of high tier enemies that are probably replaced by SUAB with something bullshit, so I wouldn't recommend it.
If you're going to use gameplay mods with Sunlust at all (You dirty, filthy doomer) you're going to want something that makes you more powerful, not less, because the difficulty is already agonizing as is.

>> No.2880330

>>2880280

Sunlust gets insanely hard near the end, but for the start/mid way, playing it with mods is fine.
Prepare for pallette mess up tho

>> No.2880341

>>2880280
if you like dying over and over again
i am dying over and over again playing it vanilla

>> No.2880350

>>2880319
How are you warping the revenant face? Hardware shader?

Didn't know you had a blog, that's nice.

>> No.2880362

>>2880350
Preanimated. It's just a cropped version of that "AAAAAAAA" gif.

And yeah, it's rarely used, and was recently reset, but I have a blog.

>> No.2880365
File: 716 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google]
2880365

>>2880350

This is the gif Zombie's talking about

>> No.2880368

>>2880319
oh, is there a new version out?

>> No.2880369

>>2880368
Of HDoom? Not yet

>> No.2880375

>>2880362
>>2880365
>Preanimated. It's just a cropped version of that "AAAAAAAA" gif.
Oh, okay. Funny (dis?)feature in any case.

>> No.2880397

>>2880319
ABSOLUTELY
AGITATING

>> No.2880434

>>2880189
Neat, I've been checking the progress on this map and it's great. Not too difficult but the bridges makes me, at least, stay on edge.

Anyway, the first door you can go through can stay closed forever, if a monster or you try to close it from the other side and you stay in the first room.

>> No.2880470
File: 45 KB, 820x296, 1448207863658.jpg [View same] [iqdb] [saucenao] [google]
2880470

>>2880319
> still no gay sex with zombies

>> No.2880508

So, I started playing the Arcane Realms Quake mod and I cant figure out what does Tome of Power do - it does not appear to do anything at all.

>> No.2880517

>>2880508

I assume you mean on ad_swampy in Arcane Dimensions? It's a key item, you have to bring eight of them somewhere to beat the level. Let me know if you can find all eight of them, because I sure as fuck can't. Great level apart from that obnoxious prop hunt tho

>> No.2880520

>>2880185
Why no replies? I thought this was a Doom thread. How about advice how to get shit to work rather than just spamming pictures and whatnot?

>> No.2880525

>>2880470
God, I still get a sensible chuckle from that pic every time.

>> No.2880534

>>2880319
I don't understand the appeal of H-Doom.
It's not good enough top fap to it, so why do people play it?

>> No.2880535

>>2880301
>>2880323
>>2880330
>>2880341
Now I want to see how bullshit it gets. At least it will be insanely pretty.

>> No.2880551

>>2880534
>Not good enough to fap
That just means you have awful taste

>> No.2880554

>>2880551
Well, I haven't seen much from the mod, but if you can provide a pic/gif that isn't fanart I'll decide, cause I had some trouble finding gameplay from it.

>> No.2880559

>>2880554
http://dazombiekiller.tumblr.com/post/136098595168/fancy-fades-and-transitions-are-now-a-thing

Doesn't show any H-CG, but here

>> No.2880560 [DELETED] 
File: 10 KB, 272x216, somemong.png [View same] [iqdb] [saucenao] [google]
2880560

Anyone want to share any funny Terry style wads?

>> No.2880568

>>2880559
Oh well, the art is really good, but that's not the main catch, right? Where can I find the H-CG then?

>> No.2880571

>>2880568
Throughout the blog, I don't think there's much in the files for the current public release.

http://hdoomguy.tumblr.com/tagged/official-art

>> No.2880573

>>2880571
cheers!

>> No.2880580

Man, both the last 20 levels of DOOM 2 and Quake 1 single player left me pretty cold. Wat do?

Also, any mods that add decent Quake campaigns that aren't all about "yeah you think you're hot shit huh faggot well here's a maze full of spawns and shotgun ammo to put you in your place"? In other words, are there Quake campaigns not solely about throwing frustrating fights up in my business?

>> No.2880594

>>2880580
You should play Quack's expansions (SPECIALLY Sourge of Armagon). They are way better than the original campaign.

>> No.2880601

>>2880580

The first half of Scourge of Armagon is okay, the second half is uneven, still worth checking out. Dissolution of Eternity sucks. Fanmade campaigns ymmv, but I like Nehahra, Travail, Unforgiven, Arcanum, Otranto. Map Jams 1, 2 and 6 on Quaddicted are nice. The Arcane Dimensions pack that just came out is kind of cool.

>> No.2880620

Are there any mods/maps for Quake that aren't all doom and gloom?

>> No.2880625

>>2880620

Babe, Quake is a game where you're a space(?) marine who travels dimensions of evil magic to massacre godawful demons. It's doom and gloom from the word go.

If you want something a little less brown, try something ikwhite/ikblue themed. mapjam 2 on quaddicted.

>> No.2880626

>>2880554
took me 5 secs on YT

> https://www.youtube.com/watch?v=ecH7FAmhBQA

>> No.2880641

>>2880520
sorry, i would like to help you if i could but i neither have a physical DOS machine nor use vanilla aside from occasional testing nor play multiplayer.

i imagine most here also suffer at least one of these three unfortunances, which prevent their ability to assist you.

but here is your reply, at least so you know you're not being ignored completely. once again, my apologies.

>> No.2880649

>>2880560
They don't exist

>> No.2880661
File: 9 KB, 219x93, 1315366921143.jpg [View same] [iqdb] [saucenao] [google]
2880661

>playing h2hxmas and Nordhell for christmas
>I'm too bad at the game to get past the second and third levels respectively

Fuck revenants and archviles

>> No.2880664

Trying out Quake 1

What Source port should I use?

Using Dark places right now. I can't seem to save my config and have to set it each time which is annoying.

>> No.2880669

>>2880520
You should ask on Doomworld if you want to reach a wider audience. Pretty much everyone here who plays MP (a minority) use Zandronum.

>> No.2880673

>>2880664
darkplaces is good
config.cfg is probably set to read only

>> No.2880675

>>2880661
yeah i noticed h2h-xmas map02 is really hard for some reason but there are hidey holes with large caches of ammunition inside the T-shaped pillars, run for them when the monsters come out.

>> No.2880684

Is there any way to turn off all the translucencies in zdoom? I can only find the option for turning off on lost souls.

>> No.2880692

>>2880675 me
oh yeah and remember to clear them of monsters at first. also if you run over the lift in the southwest corner of the room it opens a pillar which gives you an extra berserk box which is a good health recharge.

>> No.2880703

>>2880684
"r_drawtrans 0" in the console mate

>> No.2880713

>>2880520
Good luck setting up IPX on a modern PC, and getting DOSBox to use it, and getting the computers to see each other.

>> No.2880723

>>2880703
thanks mate

>> No.2880725

>>2880703
>trans
TUMBLR LEAVE REEEEEEEEEEEEEE

>> No.2880754
File: 2.52 MB, 320x240, xm02-328.webm [View same] [iqdb] [saucenao] [google]
2880754

>>2880692 me
here's a demo i just made

http://temp-host.com/download.php?file=hc83oh

>> No.2880893

>>2880713
I managed to network vanilla Quake on a DOS machine with GLQuake on an XP machine using IPX.

As for Doom, the problem seems to be that vanilla Doom uses IPX exclusively, while Dosbox tunnels IPX within TCP/IP, and source ports (even Chocolate Doom, unfortunately, even though it aims to be as vanilla-compatible as possible) seem to use exclusively TCP/IP.

Though, I heard of programs such as tcpsetup and iFrag, which supposedly enable vanilla Doom to communicate via TCP/IP using a DOS packet driver. That might offer a chance to network vanilla Doom with Chocolate Doom. Anyone had any experience with these programs?

>> No.2880920

>>2880893
well iFrag is still available at http://www.doomworld.com/classicdoom/utils/multi.php and there's a FAQ at http://www.gamers.org/dhs/helpdocs/inetdoom.html so go nuts I guess

>> No.2880939
File: 269 KB, 319x498, touchplatetriggered.png [View same] [iqdb] [saucenao] [google]
2880939

Got the 3d Realms collection in the Steam sale (apparently only available until the end of the year) and wondering if there's a way to play WinROTT through Steam like I could with ZDoom. I kinda prefer it vanilla with that pixelicious draw distance but it looking a little nicer could be a good thing, too.

Fricking good game all things considered - the fact it's the Wolf 3d engine stretched to its absolute limits blows the mind.

>> No.2880945

>>2880939
>(apparently only available until the end of the year)
Shit, really? Where'd you get that info? Starting to feel even more glad that I picked it up during last summer sale.

>> No.2880963
File: 656 KB, 827x474, ssg.png [View same] [iqdb] [saucenao] [google]
2880963

>>2877323
i think this is supposed to be some kind of locking mechanism

>> No.2880980
File: 58 KB, 604x397, a flock of harold.jpg [View same] [iqdb] [saucenao] [google]
2880980

So I just got the two DOOM posters I ordered before Christmas.
Was super excited, since they looked good from the pictures.
I ordered them on Etsy, since it's literally the only place to get them now.
Turns out they're absolute shit.
The DOOM 1 poster is pretty good, but the DOOM II poster is pretty fucking awful.
It literally looks like a poorly scaled JPEG in poster form.
Like, you get four or three feet away and it already looks like a blurry shitfest.
I can't believe this thing had a 5 star rating.
Now I've blown 33 bucks on something I'm not even going to attempt hanging up.
Fuck.

>> No.2880993

>>2880980
Does the doomm 1 poster get you a lot of pussy? My wolfenstein poster does.

>> No.2881014

>>2880980
You should've just taken an image of the doom posters an gotten it printed at kinkos, or fedex or whatever the hell they are now. >>2879194

>> No.2881036

>>2880945
http://steamcommunity.com/app/358410/discussions/0/492379159716683261/ Over here, apparently due to the Duke rights issue. Which still blows. 3d Realms MADE that shit.

>> No.2881037

>>2881036
t-thanks gearbox

>> No.2881063
File: 348 KB, 1449x1262, 213612.jpg [View same] [iqdb] [saucenao] [google]
2881063

>>2876720
Tried to rescale it in several ways, and several sizes, and replicating this anomaly was impossible. id clearly fucked up.

>> No.2881072

>>2881036
Heh, fucking Gearbox. Duke Nukem Forever should've honestly been canceled, or put on hold indefinitely until they could actually get enough money to make it properly.

>> No.2881093

>>2881063

I never understood the point off crediting sprite rippers. Sure, they took the time to extract the sprites from games (in Doom's case all they had to do was open up one of the many editing programs available for the game and extract the sprites to a folder), but it's not like they created the sprites.

>> No.2881096

>>2881093
What is in question here is not the sprite ripper's super hard original donutsteel work that has been disrespected, but id/Bethesda's total lack of attention and care for the game.

>> No.2881118

>>2880980
>It literally looks like a poorly scaled JPEG in poster form.
lmao, i bet that is literally exactly what it is

>> No.2881128

>>2881096
ZionMax doesn't give a shit about anything that doesn't make them money

>> No.2881132

>>2881096
Nobody is going to give a shit about them using a sprite rip.

Just like the only people that care that Doom 4 isn't even remotely like Doom are the people here.

>> No.2881179

>>2880963
yeah, he still does not use the lever to open the shotgun

>> No.2881185

>>2880993
> wolf 3D poster
show me

>> No.2881212

>>2881132
and all the other community forums. yeah you can forget the mainstream. that's a lost cause. but it always has been.

>> No.2881234

>>2879996
l-lewd

>> No.2881240

>>2879849
https://drive.google.com/file/d/0B8xWmOI7IYl3dVZnQ2pGd0Z0QmM/view?usp=sharing
As you can tell from the 32 minute demo (PrBoom+, complevel 9, UV), it's a long level. That being said, it doesn't get boring (at least it didn't for me) and the tension keeps up until the end. I'm not sure how I feel about the end - it's strange to end on an empty maze after the hordes of enemies beforehand, but on the other hand you don't realise it's empty until after you've been through it.

One thing you could do would be to place inaccessible monsters in the maze - in closets for example - but activate them so the player can hear their idle sounds. You could use a linedef to kill them (with crushers, or crushers and barrels or whatever) just before the player exits so they still get 100% kills. Just a thought anyway.

Also, I noticed a very minor bit of flat bleeding. Probably a nodebuilder issue. Try changing ZenNode from -n1 to -n2.

As a minor aesthetic point, I've noticed you don't change the ceiling flat for doors. By convention E1 uses FLAT20 for door ceilings. Still though, I suppose that could be fixed later. It's hardly a pressing issue.

Overall, I think it's fun to play and it looks great too. Great map!

>> No.2881243

>>2881185
there's a wolf 3d poster in TOTAL!

>> No.2881249

Are there any 'advanced' ports worth checking out other than the gzdoom family?

>> No.2881296

>>2881179
maybe it just requires fuckhueg spacemarine strength to open at all

>> No.2881298

>>2881249
doomsday

>> No.2881327

>>2881298
Right, it has some bretty gud lighting code.
What about "3DGE"?

>> No.2881338

>>2881327
3DGE is...weird.
It's aiming to have similar power to GZDoom and is GPL compatible, but just isn't comfy to use or mod for at all.

>> No.2881342

>>2881338
How does it (and doomsday for that matter) compare in modding power?

>> No.2881350

>>2881342

I'm not familiar with Doomsday modding, but I don't think it's extremely powerful.

3DGE modding, though, is relatively similar in scale of ZDoom power; its catch is that it uses an entirely different language--DDF, which is a waaaayyyyy dramatically expanded and updated version of Dehacked.
Decorate may be a bastard child of Flash Actionscript, but I'd still take it over Dehacked anyday. Improved or no, once I went to ZDoom I never looked back.

>> No.2881370

>>2881350
Yeah, DDF is powerful, but 3dge isn't modder-friendly at all. And it's the only port that has a console, but doesn't offer a way to summon actors in-game.

>> No.2881372

>>2881350
Is actor behaviour still tied to frames and states in DDF?

Just curious, seems GZD is the engine of choice for the type of mods I'm interested in. Getting increasingly impatient waiting for the mythical scripting branch to become official and well documented though.

>> No.2881375
File: 95 KB, 1024x779, doom_imp_by_elgama-d4m1xyu.jpg [View same] [iqdb] [saucenao] [google]
2881375

>>2881370
hi spook

>> No.2881383 [DELETED] 

>>2881375
[Spoiler]Shit, I was found out![/spoiler]

>> No.2881386

>>2881375
Shit, I was found out!

>> No.2881390

>>2881383
>>2881386

wow good job spok

- portal ;)

>> No.2881464

>>2881096
The issue is more that internet doom autists care about a few pixels.

Literally no one gives a fuck, except the person who took the time to make that image, who I'm laughing at.

>> No.2881519

>>2881464
You should go see a doctor.
you have minor signs of serious brain damage

>> No.2881548

>>2876990
>we need to make some promotional art using the original sprites, how do we do it?
>we could open up the original data files using a clunky editor we don't have or know how to use and convert the original sprite to a data format that can be manipulated the way we want it
>or we could just google search it and have exactly what we want in ten seconds without having to use any programs other than a web browser and photoshop
I'm all for shitting on Doom 4, but this is pretty weak stuff you've got here.

>> No.2881561
File: 1.98 MB, 400x225, 1386749825884.gif [View same] [iqdb] [saucenao] [google]
2881561

>SUAB2 thread on zdoom forums
>Queen of 3DGE arrives to defend her kingdom yet again, like clockwork

>> No.2881562

>>2881548
>we could open up the original data files using a clunky editor we don't have or know how to use

If they don't know below-basic-tier .wad manipulation, that seriously contrasts with their statement of how they're big fans of Doom and love the fan community.

>> No.2881565

>>2881548
Not that I really care all that much, but you'd think they'd source from the original data files just to make sure all their legal bases are covered. Big corporations are usually pretty cautious about things like that. As for them not knowing how to use an editor...they're a game company full of programmers and other technically minded people. You'd think they could figure it out. It's not rocket science.

>> No.2881573

>>2881548
>we could open up the original data files using a clunky editor we don't have or know how to use
THEY OWN THE FUCKING FILES
THEY DON'T EVEN NEED TO MESS WITH "CLUNKY" LEL EDITORS

>> No.2881591

>>2880980
pics?

>> No.2881621

Doomone with brutal doom v20 in gzdoom, this is a good way to raplay doom?

>> No.2881628

Isn't the revenant in-game taller than it's hitbox? Maybe that's why in tje Doom 4 poster it's taller than the sprites in the WADs

>> No.2881630

>>2881621
no

one does not simply rAplay doom

>> No.2881639

>>2881621
>this is a good way to rapelay doom?
yes

>> No.2881641

>>2881548
>SlumpED
>XWE
>Slade
>clunky

Shit, the least they could have done is to go into the game and take a screenshot.

>> No.2881646
File: 455 KB, 900x1200, 1449943766642.png [View same] [iqdb] [saucenao] [google]
2881646

>>2881639
What would a rapelay version of doom be like?
Would you be assaulting Imp-tan while she was trying to get a ride on an elevator?

>> No.2881653

>>2881639
>>2881646
You'd be getting pushed in front of a subway, then you'd be keeping your rapelay degeneracy out of my Doom.

>> No.2881659
File: 8 KB, 204x267, 1450902922365.jpg [View same] [iqdb] [saucenao] [google]
2881659

>>2881653
You shouldn't take things so seriously anon.
It's just a game, y'know.

>> No.2881661 [DELETED] 

>>2881653
That rapelay game was a classic, kkkk...
But guys, doomone is a good wad? And Brutal Doom?

>> No.2881668

>>2881661
Stop with the shitposting please

>> No.2881680 [DELETED] 

>>2881668
Ok, but this autistic kind of reception will only scare anyone interested in this game!

>> No.2881713

>>2880980
>but the DOOM II poster is pretty fucking awful.
>It literally looks like a poorly scaled JPEG in poster form.
>Like, you get four or three feet away and it already looks like a blurry shitfest.
>I can't believe this thing had a 5 star rating.

LOL. Boy, you just fucking wait until you find the watermark in the Ultimate DOOM poster that almost nobody bothers to fix

>> No.2881715

>>2881680

holy shit the salt

>> No.2881753

>>2881715
/vr/ in general has been pretty salty lately.

>> No.2881852

>>2881562
This assumes the developers and promotional artists are the same people, or that *everyone* on the team is a diehard Doom fan that knows the ins and outs of the modding community.That's unlikely. Id software has 200+ employees and all the less important names on that list of employees are constantly changing, as with any other AAA development team.

>> No.2881880

>>2881653
You know Rapelay was about roleplaying, not actual sexual assault, right?

>> No.2881883

>>2881880
I'm sure you know a lot on that subject, anon.

>> No.2881885
File: 2.26 MB, 1606x2425, UltimateDoomPoster.jpg [View same] [iqdb] [saucenao] [google]
2881885

>>2881713
Watermark? You mean that artifact line that runs through the M? It's fixed on this one.

>> No.2881893

>>2881885

In THAT one, yes, but not in the Etsy one.

>> No.2881897

>>2881653
>my Doom
So it's YOUR'S now, is it?

That aside, it's obviously a fucking joke based on someones bad spelling, take it down a notch.

>>2881883
Dude, you know need to play it to know that it had lots of dumb controversy around it and lots of sensationalist rumor mongering.
Have you seen the gameplay footage? The girls take the lead a lot of the time.

>> No.2881908

>>2881897
hahahah someone defending the sacred honor of rapelay hahahahaha

>> No.2881920

>>2881908
I'm not, it's not even good, I'm saying you're literally upset over nothing.

>> No.2881939

>>2881885
What about the fold mark in the middle of the whole picture? At about the height of the muzzle flash.

>> No.2881949

>>2881939
I can't see it

>> No.2881967

>>2880434
Fixed with some generalised linedefs.
New link: https://drive.google.com/file/d/0B8xWmOI7IYl3WTBERFJsUlFpRVE/view?usp=sharing

>> No.2881968
File: 1.21 MB, 1606x2425, doomfolds.jpg [View same] [iqdb] [saucenao] [google]
2881968

>>2881949
Found a couple others after looking a little harder.

>> No.2881972
File: 13 KB, 400x400, doom_and_duke_nukem_3d_tribute_by_marinant-d62ekn8.png [View same] [iqdb] [saucenao] [google]
2881972

UHUHUHUH, WUT A MESS

>> No.2881976

>>2881968
Found another fold going horizontally through the Doom logo a little above the Doomguy's head.

>> No.2881989

>>2881240
I'm probably going to change the final area a bit, for now I just wanted the map to be beatable.
Could you point out where the flat bleeding is? I've probably mentioned this before, but I'm only able to test with Software ZDoom and GLBoom+. Software PRBoom+ has a major disagreement with my PC for whatever reason - various graphics are fucked and all the sounds are crackles.

>> No.2882015

>>2881989
Does that mean you haven't been able to watch my demos? That's a problem because I don't remember now exactly where it is.

Anyone know of any tutorials out there (or can provide one) on how to get webms out of demos?

>> No.2882021

>>2882015
I can watch demos through GLBoom+, but GL ports tend to hide stuff like flat bleeding in my experience.

>> No.2882023

>>2878221

DTWID isn't that great. D2TWID has a lot more to offer IMO.

>> No.2882030
File: 110 KB, 466x492, 1432348900205.png [View same] [iqdb] [saucenao] [google]
2882030

>Decide to give Hunter's Moon a go
>Everything moves faster
>But *you* move slower
>And your weapons aren't as powerful

For what purpose? And what's the deal with the hellknights and their huge feet?

>> No.2882034

>>2882021
Well, I wouldn't worry too much, it was only a tiny bleed line and only looking in a certain angle from one flat. If I were you I'd just rebuild the nodes with the n2 flag and trust in that to fix it. Better than rebuilding the geometry.

>> No.2882045

>>2882030
>And what's the deal with the hellknights and their huge feet?

The creator has a foot fetish. Probably a furry too.

>> No.2882082

>>2882045
>>2882030

It's pretty depressing to see the only good 3D gameplay mod around being ruined by shitty design decisions.

>> No.2882087

>>2882045
>>2882030
I think it's just the Doom 3 model squashed to be thinner.

>> No.2882090

>>2882087

No dude, look at the guy's avatar on the GZDoom forums.

He's a foot fetishist.

>> No.2882096
File: 3 KB, 210x230, 1321162932101.png [View same] [iqdb] [saucenao] [google]
2882096

>>2882090
Oh, ok. Yeah, I guess that settles it.

>> No.2882125

>>2882023
I actually agree. I really liked DTWID, but most of the levels felt like they weren't deliberately made with their slots in mind. And some levels were largely generic.

D2TWID had a lot more unique and memorable levels. And for the most part, didn't feel random with the map order.

>> No.2882194
File: 238 KB, 256x256, 91LIMAY.gif [View same] [iqdb] [saucenao] [google]
2882194

>>2882090
You think this is fetishy?

>> No.2882203

>>2881972
that looks really great

I want it

>> No.2882209

>>2882194
You haven't been exposed to much of -that part- of the internet yet, huh?
Because that sort of thing is pretty standard for weirdass furry foot fetishists.

>> No.2882215

>>2882082
>It's pretty depressing to see the only good 3D gameplay mod around being ruined by shitty design decisions.
>only good 3d gameplay mod
Hey! Don't forget about Quake Stuff Ultra.

>> No.2882219

>>2882194
He also sometimes posts that same model with different poses on the spriting carnival thread I think. The feet are always huge, and there's always a subtle focus to them, and he treats it as his sort of "fursona". Trust me guy, I know these types of people. They make subtle(some times not so subtle) nods to their fetishes in everything they do.

>> No.2882228

>>2882209
conversely I think you've spent *too long* on "that part" of the internet and now you see it everywhere you go

>> No.2882229
File: 2.86 MB, 2732x1536, Highres_Screenshot2.jpg [View same] [iqdb] [saucenao] [google]
2882229

>>2882219
One of his other mods is basically Crush Fetish for Unreal Tournament 3: http://www.moddb.com/mods/oversizer-device/images/commando-stinger-minigun1#imagebox

>> No.2882230

>>2882194

Man now I wish I had screencapped his Zandro signature talking about how proud he was of his feet.

>> No.2882239

>>2882219
>They make subtle(some times not so subtle) nods to their fetishes in everything they do.
I have fetishes and they've never been hinted at in anything creative I've done, doom related or not. But I guess some people are too obsessed with their fetishes to realize what's appropriate or not..

It's a shame about the models since his maps look pretty fucking gorgeous.

>> No.2882243

>>2882228
I'm typically a degenerate furry apologist but this is a pretty clear cut case of fetishism.
https://www.youtube.com/watch?v=IZx_u0AtV9A

>> No.2882248 [SPOILER] 
File: 34 KB, 864x412, 1451383577684.png [View same] [iqdb] [saucenao] [google]
2882248

Six holes are better than one? The jokes write themselves. (Hdoom)

>> No.2882257

We're back fuckers

>> No.2882282
File: 4 KB, 86x118, 1433012737751.jpg [View same] [iqdb] [saucenao] [google]
2882282

>>2882257
Finally..

>> No.2882336
File: 2 KB, 640x480, 1451400814.png [View same] [iqdb] [saucenao] [google]
2882336

why do i keep dying with my face in a corpse

>> No.2882343
File: 24 KB, 320x200, Ubermann.png [View same] [iqdb] [saucenao] [google]
2882343

Anyone have a link to a scientist npc sprite? I wanted to rip Dr. Übermann from Fate of Atlantis but all the links to the mod tools are dead.

I could use the "informant" from Blake Stone but the Wolf3D style is just too primitive for Doom.

>> No.2882406

Hey /doom/, redpill me on soundfonts. What's the most authentic one? Where can I obtain it?

>> No.2882431

>>2882406
This soundfront is pretty good, from my experience: https://www.youtube.com/watch?v=1tmN1a3cDMg

Download link in description

>> No.2882437
File: 84 KB, 1920x1080, zandronum 2015-12-29 11-15-06-70.jpg [View same] [iqdb] [saucenao] [google]
2882437

So i've been working on my first map just for funzies, and I'm pretty pleased with the map layout, and now I'm doing a texture overhaul. A lot of stuff was shoddily done or visually uniteresting. This however I just cant figure out how to fix, arrow keys dont move the texture and mousewheel moves it up and down. I'm using doomseeker, thanks in advance.

>> No.2882442

>>2882437
In vanilla you can't move floor and ceiling textures around, their orientation is fixed to the map grid. Solution: simply move the teleporter 32 units or until it fits the texture.

In UDMF format you can align (and even scale) floor and ceiling textures however.

>> No.2882450

>>2882442
Ah that explains it. Thanks a lot man.

>> No.2882503

Scrub here, I somehow managed to fuck up my doomseeker texture thing, and now its only displaying all textures that are 64*64, and I have no idea how to get it back to just all textures.

>> No.2882535
File: 46 KB, 537x517, offsets.png [View same] [iqdb] [saucenao] [google]
2882535

>>2882503

Do you by any chance mean Doom Builder?

If you're making your map in UDMF format, you can go to sector properties to manually set offsets for floor and ceiling textures, as well as scale. You can also readjust them in the 3D view, but as anon said, only if you're using UDMF.

>> No.2882536

What do I need to get if I want to play BLOOD?

>> No.2882541

>>2882536
d-dosbox .___.

>> No.2882552

>>2882541
so no way to get it running at a modern resolution I take it?

>> No.2882557
File: 163 KB, 985x811, revenant_by_emortal982-d65kwck.jpg [View same] [iqdb] [saucenao] [google]
2882557

Anyone here with knowledge of ACS libraries? Right now I have everything in one acs file and I'd like to split it up into several more managable files while allowing functions and variable to be shared between them.

>> No.2882559

>>2882336
How could it be any different if while still alive you were knee-deep in the dead.

>> No.2882573
File: 680 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
2882573

>>2882535
I do my bad. I mean its sorting textures by 64*64 and none of the other textures show up. I cant find anything on how to sort by texture size. I just want my door_trak ;_;7

>> No.2882578

>>2882573
You're trying to use wall textures for floors. Can't do that in vanilla!

>> No.2882587

>>2882573

Those are the woes of working with the vanilla Doom format. I don't recommend it unless you're explicitly trying to retain compatibility with the original executable.

Once you're ready to break dem limits, grab the latest GZDoom Builder and start exploring the wonders of UDMF.

>> No.2882607

>>2882578
>>2882587

Very, VERY interesting. I may just have to try out this UDMF thing

>> No.2882627

>>2882587
>retain compatibility with the original executable.
this is a harmful misrepresentation

>> No.2882635

>>2882627
What.

>> No.2882637

>>2882607
For reference wall/ceiling "textures" are called "flats" while wall textures are called.. "wall textures" or simply textures.

They can be used mostly interchangably in modern map formats/source ports but things like patches, bullet holes, dynamic light glows and other things don't work for both.

>> No.2882642

>>2882635
"do not work with non-UDMF map format unless you specifically care about compatibility with the original DOS executable" is an extremely harmful statement

>> No.2882659

>>2882642
Why.

>> No.2882661

>>2882627
>>2882642

Explain why so I know not to say it again instead of just being cheeky. The only three formats in real use are Doom, Hexen, and UDMF, and from what I know there's essentially no reason to use an older format unless you're deliberately attempting to retain compatibility.

>> No.2882674

>>2882587
fag

>> No.2882683

So is Blood insanely hard or am I awful?

Playing on Lightly Broiled and getting my ass kicked by the first level.

>> No.2882684

>>2882642
>>2882674

You must be the 'purists' I hear about, but I'll bite, since I think I know what the former anon is referencing. Are you referring to niche sourceports that don't support UDMF like EDGE/Eternity/whatever? In that case, it's a valid argument, but for the most part I don't see the point in deliberately restricting yourself to the older map formats. It'd be like cutting features in a Zandronum project to remain compatible with Legacy.

If you want to limit yourself and make Doom-format maps (Boom extensions or not), go right ahead, but that doesn't mean it's optimal when you're running a source port like (G)ZDoom that supports the extended format.

>> No.2882686

>>2882684

put more effort in it, for fuck's sake

>> No.2882689

>>2882683

It's pretty fucking tough

>> No.2882690
File: 161 KB, 726x1000, tumblr_nq30b01xiY1urhd3lo1_1280.jpg [View same] [iqdb] [saucenao] [google]
2882690

>>2882683
>So is Blood insanely hard
>or am I awful?
Yes.

>> No.2882691

>>2882683
Iiiit's pretty difficult, actually.

>> No.2882702

>>2882684
>>2882661
>>2882587

You make it sound like making a vanilla-compatible map is useful only if you have the original executable in mind. If someone believes this, they will just jump to the most advanced mapping format like UDMF. That's good if you want advanced features but it limits it to specific source ports. Every source port today can run a vanilla-compatible map.

You should only use more advanced mapping formats if you actually intend on using the advanced features they provide. Otherwise, it's best to shoot for vanilla-compatibility (or Boom compatible) for accessibility. You should use the format that suits your needs and nothing more.

>> No.2882708

>>2882659
encouraging new mappers to switch to a format that locks them into one engine is harmful.

my advice instead would be to learn the pros and cons of the map formats and make an informed decision.

>> No.2882717

>>2882702

I think you read into it the wrong way. If I didn't make it clear before, I'm perfectly fine with people making vanilla-compatible maps in order to be playable on every source port, and I love playing classic WADs, but at the same time I think people should try playing around with the more advanced functionality in order to see what the different ports are capable of. That's why I said when he was -ready-. Ideally you'd progress through the formats as you grow more skilled as a mapper.

>You should use the format that suits your needs and nothing more.
I agree, and if he needs that damn teleporter to be non-grid aligned, then he needs a format that allows for manual texture offsets. If he only needs standard Doom-format stuff and is willing to jump through the hoops to make things work, everything's all good.

No format elitism intended, man, just trying to encourage people to experiment and see what works for them. Apologies if I came across as trying to shill only the extended ones.

>> No.2882740

>>2882684
>Are you referring to niche sourceports that don't support UDMF like EDGE/Eternity/whatever?
Literally nothing supports UDMF except ZDoom-based ports. Well actually apparently Vavoom does *waves arms in excitement*

>> No.2882745

>>2882740

Yeah, looking back it wasn't a good idea to recommend it for compatibility reasons. I wasn't aware that only the ZDoom family supported UDMF so far, so that's my mistake, I apologize. Teleporter anon, Doom or Hexen should suffice, just bump over the flat by 32u.

That's sort of bizarre, though, since the format was sold as being universal and all-encompassing. Still, it does have its worth if you're trying to make something based on ZDoom, so if you want to do GZDoom/Zandronum stuff later on, UDMF is still the best bet there, I'd say.

>> No.2882753

>>2882683
Basically, as the devs tested the game, they kept getting good at it, and felt it was too easy, so they ramped up the difficulty to make it more challenging.

It's just like Mr. Iwata said, rest his soul.

>> No.2882840

How come Doug Church is so relatively overlooked as a pioneer of early 3D first person perspective in general? His early builds of ultima underworld supposedly inspired carmack to make Wolf3d

>> No.2882961

>>2882840
dunno

>> No.2883006

>>2882683
Yeah, Blood is hard. I would advise avoiding skills 4 and 5 if you've never played Blood before.

>> No.2883071

Anyone else excited about Ashes TC?
It's one of the most interesting projects to come up in a long time imho. It has a lot of character and feels just a high quality game from the Build era.

>http://forum.zdoom.org/viewtopic.php?f=19&t=47573

>> No.2883080

>>2883071
I'm excited for that project too, I hope they can complete it. Whenever I see an ambitious project like this, I get worried that they might not finish it.

>> No.2883087

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

>> No.2883180
File: 135 KB, 1387x622, before after.png [View same] [iqdb] [saucenao] [google]
2883180

Whenever I create a new sector in slade, the 3d view gets fucked up. If I save and restart slade it goes back to normal.
Googled but didn't find anything, what do?

>> No.2883182

>>2883180
Try using a better map editor.

>> No.2883239
File: 17 KB, 857x177, ss+(2015-12-29+at+06.22.21).png [View same] [iqdb] [saucenao] [google]
2883239

>>2882557

You'll want to #include them together, like so.

>> No.2883242

>>2882661
>unless you're deliberately attempting to retain compatibility.

You realize this is a pretty fucking big reason and that the PRBoom+ mapping scene is larger than anything else in Doom, right?

>> No.2883253

>>2883239
So for example weeaboo.c and CommonFuncs.h can both run functions and access variables declared in the other?
Does CommonFuncs.h have to #include weaboo.c in return or does it compile anyway?

>> No.2883254

>>2883242

Yes, I realize that. I had other things in mind while making that post, I already cleared things up. Chill.

>> No.2883258

Why did they change the music in FreeDoom? I kinda liked the remix of The Healer Stalks that they had: https://www.youtube.com/watch?v=E6FjPxxmSbE

>> No.2883260

>>2883253
#include basically just copypastes one file into another in ACS.

>> No.2883265

>>2883260
Ah, I see. Thanks a million mate. 3k lines is a bit too much to scroll through :P

>> No.2883275

>>2883254

My mistake, sorry.

>> No.2883294

>>2883258
>Why
because no doom remakes

>> No.2883303

>>2883242
>the PRBoom+ mapping scene is larger than anything else in Doom
i don't think this can be true. it's probably true in the specific case of content production but in general it seems doubtful

>> No.2883310

>>2883275
It's fine, I could have made myself clearer. I'm pretty happy with UDMF at the moment because it lets me set up a bunch of neat shit with the custom sector fields, so I'm probably a bit overexcited. It'd be fun to try and do a couple of PRBoom compatible maps after working with a ton of limit-removing stuff.

>> No.2883313
File: 518 KB, 800x600, blood_shotgun reload.jpg [View same] [iqdb] [saucenao] [google]
2883313

>>2882536
the gog version

and no, there isn´t any source-port out

>> No.2883315

>>2883310
your terminology is confusing
"limit-removing" is usually understood to mean vanilla (no boom or above) game features but ignoring/breaking vanilla rendering limits

>> No.2883317

>>2883087
really nice

>> No.2883321

>>2883315
My understanding was that "limit-removing" refers to any port which breaks arbitrary limitations of the original 1.9/1.10 code, be they game, audio, rendering-related. In that case, if limit-removing is strictly in reference to rendering, what term would you apply to the other port categories?

>> No.2883379
File: 35 KB, 1191x227, scripts.png [View same] [iqdb] [saucenao] [google]
2883379

>>2883260
I still can't figure out how to make it compile. "Verbmode" is defined in main.acs, so I thought #including objects.acs into it should work.

>> No.2883389

>>2883379
I don't know anything about this game but I am a programmer.

If verbmode is defined in main.acs and objects.acs needs access to it, then you would need to #include main into objects, not the other way around like you seem to have it.

Normally you don't include source files into each other though, there are usually .h header files that have definitions of things, or you have some other problem that's indirectly causing your error (when you're compiling a program, always fix the first error first, then try recompiling).

>> No.2883396

>>2883379
>"Verbmode" is defined in main.acs, so I thought #including objects.acs into it should work.

You're half right.
Remember, #include basically just copy/pastes one file into another on ACS. So you have to #include it before where Verbmode is defined, or else it's trying to access verbmode before it's defined.

>> No.2883404

>>2883396
>So you have to #include it before where Verbmode is defined
Pardon, #include AFTER where verbmode is defined.

>> No.2883410
File: 137 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google]
2883410

So I finally finished my first wad, I've spent a decent chunk of time on this bad boy. Hope some you guys enjoy it, any feedback is appreciated.

https://www.dropbox.com/s/e8zaqura8kqhjzo/Wait%20what.wad?dl=0

I've replayed it roughly ninety million times so I think i caught all the ugly texture shit, enjoy you nerds.

>> No.2883419

>>2883379
>>2883389
>>2883396

Aren't you supposed to #import it instead of #include due to how the ACS preprocessor works? Going off the ZDoom wiki.

>> No.2883421

>>2883419

For Hexen, yes.
For everything else, no.

>> No.2883424

>>2883389
I'm starting to realize the wackiness of my architecture and how little I really know about programming. Haven't written even a "hello world" outside of ACS.
>Normally you don't include source files into each other though, there are usually .h header files that have definitions of things
I'll probably have to rearange pretty much everything for the source to be comprehensible. You wouldn't happen to have a link to guide/tutorial for these things would you?

>>2883404
That did the trick!

Thanks for the help and patience to both of you.

>> No.2883425

>>2883389
>I don't know anything about this game but I am a programmer.
zdoom coding is very different from proper coding
in this case, yes, you would want to #include objects.acs into main.acs

>> No.2883429

>>2883421
Cheers, been looking to get that cleared up.

>> No.2883463

>>2883294
So in other words they're trying to distance themselves from the original game cosmetically as much as possible? I guess I can understand that, but I hope someone makes an addon for the original music.

>> No.2883468

>>2883463
>but I hope someone makes an addon for the original music.
You can just copy-paste the original music into a wad and load it on top of freedoom.

>> No.2883475

>>2883468
Yeah, I guess I could get off my lazy bum and do that. Besides, I already know how to use Slade (not like it's really difficult though)

>> No.2883489

>>2883425
Huh, I assumed that whatever scripting language this is was based off how C did things, but I'll take your word for it! :)

>>2883424
I don't know anything about the specific scripting system you're using so I don't know what would be helpful in that regard, but if you're just looking for basic general programming tutorials in order to learn more about programming I can give you some links.

>> No.2883497

>>2883489
>but if you're just looking for basic general programming tutorials in order to learn more about programming I can give you some links.
Yes, this. I want to at least try to be conscious of the "proper way" to do things. And also for learning programming for real of course (it's a lot of fun so far)

>> No.2883507

>>2883489
>Huh, I assumed that whatever scripting language this is was based off how C did things
sort of
ACS is an early primitive offshoot of early C, designed first and foremost only for level manipulation and editing, and was not supposed to be used for anything more than that

suffice to say, the community said "fuck that" and expanded on it
while C is still the basic format of things, there isn't really a lot of correlation between the two
GDCC-ACC especially proves this, which takes C code and converts it to ACS format so the engine can read it
it requires a special converter just so the engine can read it

>> No.2883552

>>2883497
The best way to learn the proper way to do things is just to talk to a lot of programmers, especially when you're having problems. It's a lot of little pieces of wisdom that often aren't collected in a central place. stackoverflow is a great site, as is anything else on stackexchange. I used the gamedev.net forums way back in the day, I think they're still pretty active.

A lot of people recommend Python as a first language because it's pretty easy to work with:
https://docs.python.org/2/tutorial/

If you're interested in learning C++, this was one of the first tutorials I used waaaaay back in the day:
http://www.cprogramming.com/tutorial/c++-tutorial.html

Remember you can (and should) Google "python tutorial" or whatever you're interested in learning, since there are lots and lots of resources out there and the best way to learn will involve piecing information together from a lot of different sources. I mainly learned by just jumping in and getting my hands dirty, and going to forums and IRC channels to ask questions whenever I had problems.

>> No.2883554

>>2883552
>If you're interested in learning C++, this was one of the first tutorials I used waaaaay back in the day:
>http://www.cprogramming.com/tutorial/c++-tutorial.html
Honestly don't use this.

>> No.2883612

Sup fgts.

I just put together a proof-of-concept thing--not a full level, just a test of an idea I had.

Basically, it's a teeny script that flashes the floor texture of whatever sector you tell it to, and then does a Ceiling_CrushRaiseAndStay on that sector.
It's probably better explained with video, but I don't have anything installed for recording this shit on, so I'll just shove the .wad itself out there.

This is UDMF, using Doom 2, for those who give a shit.

https://infotomb.com/qbq7j

>> No.2883614

>>2883612
I should clarify:

This being a test of the concept, it's just a button that activates the crushers themselves. You'll start with the crushers behind you, facing the button.

>> No.2883637

>>2883410
cool mindfuck twist

>> No.2883641

>>2883637
danke

>> No.2883670
File: 434 KB, 1280x720, Screenshot_Doom_20151229_220541.png [View same] [iqdb] [saucenao] [google]
2883670

>>2883410
Pretty ugly, but it had some fun fights and was a decent length.

>> No.2883682

>>2883670
Like overall? I tried mang I got no aesthetic sense. Any advice? Thanks for playing g

>> No.2883697
File: 172 KB, 1280x720, Screenshot_Doom_20151229_224508.png [View same] [iqdb] [saucenao] [google]
2883697

>>2883682
Your texture alignment could use some work for starters. Also you shouldn't use so many random/ clashing textures in a single room.

>> No.2883721

>>2883682
I'm a different anon, but I just finished it myself. Some areas (like the one pictured in >>2883670) suffer from repeating textures.
I'm no expert, but the best advice I can offer is to break it up a little with more interesting geometry.
The ending got me pretty good, but seemed a little sudden. I did get the impression this was intentional, though.
Overall I enjoyed it, a good first map for sure.
There were some misaligned textures in the room to the left of the fake start.

>> No.2883723

>>2883697
Yeah I tried my best to fix most of it. Its pretty hard to do.

And I probably should of mentioned the idea was that its a base that getting pulled into hell. I cant really argue that its clashing but to me personally I really like that part aesthetically.

>> No.2883734

>>2883721
Yeah I found breaking up the geometry really helps a lot.

Also the first fake start? Or the second?The second one was the first incarnation of the start, and I grabbed it from an old save. I thought I fixed all the texture alignment issues, very possible I missed some tho

>> No.2883749

>>2883410
It has the sort of aesthetic I associate with 90s wads, but it's got good gameplay. Making levels look good is relatively easy to learn, compared to making levels play well.

>> No.2883750

>>2883071
Cool! Can't wait to see the finished product!

>revolvers are more reliable and easier to maintain than automatics
lol ok

>> No.2883759

>>2883750
/k/ommando here, yes they are. Revolvers, being made of fewer parts, are easier to take apart and thus easier to clean. Further, because those parts are often significantly less delicate, they don't break as easily, and because there are fewer parts to break, there's fewer chances to break something (and thus fewer chances to break the gun).

>> No.2883781

What's this minimal version of UDV?

https://www.youtube.com/watch?v=GgDHJv51xT0

>> No.2883824
File: 240 KB, 1000x861, Colt-1903-3.jpg [View same] [iqdb] [saucenao] [google]
2883824

>>2883759
Lol nope.

Anyone can take apart an automatic to it's basic parts for cleaning, it's easy as pie.
For a revolver, beyond taking out the cylinder, most people wouldn't know what the fuck to do, especially with the lockwork, that shit is NOT for the layman to muck with. Or disassembling the cylinder itself, have fun with that if you don't know what you're doing.

Reliability just about equals out, but clearing a malfunction with an automatic is typically the matter of a second, while clearing a malfunction with a revolver simply won't be happening in a firefight.

In a post-apocalyptic setting, a revolver would have the advantages of being purely mechanical, and thus it doesn't have to worry about if the power of the ammunition is enough to cycle it, you cycle it manually, so you could use meek and dirty blackpowder handloads and it wouldn't matter, the other would be that revolvers don't use magazines, you only use the bullets, finding or making magazines might not be the easiest in this setting. And I guess it's easy to collect the spent casings for reloads.

An automatic however, is faster to shoot and reload, can hold WAY more rounds, easier to handle, can be suppressed, etc.

>> No.2883828
File: 154 KB, 640x480, revolver-lockwork.jpg [View same] [iqdb] [saucenao] [google]
2883828

>>2883824
>>2883759
For comparison

>> No.2883852

>>2883824
>>2883828
I've been out-/k/-ed.

I bow to your wisdom, Strelok.

>> No.2883858

>>2881296
>marine on the ground died because he couldn't reload the shotgun

>> No.2883883

>>2883749
Kinda makes sense its my first wad, and I've only ever really played vanilla doom. Glad you enjoyed, thanks for everyone who played and thanks for all the feedback. Hope the next one improves.

>> No.2883910

>>2883883
Tip for the hall with the bloody marble texture at the end and the blue lights on the walls:

Make that wall at the end into a separate room, so that you see more of it as you get closer. That adds to the effect, and makes it look less like a lazy decision.

>> No.2883995

>>2882683
I had no problems on the normal difficulty but I was using BloodCM so my opinion doesn't mean shit

>> No.2884008
File: 228 KB, 1920x1080, New Bitmap Image (3) (1).jpg [View same] [iqdb] [saucenao] [google]
2884008

painkiller anon here i was bored the other day and i ended up making this simple map just a big room with a cyber demon on steroids think YOU can beat him. i hope so . if so post how hard is it.
http://temp-host.com/download.php?file=qe66td

>> No.2884035

>>2884008
by the way this is a Doom 1 wad if you're curious

>> No.2884302

Someone direct me to a SNDINFO tutorial for retards please

>> No.2884315

>>2884302
sound/name SONDNAME

name file SONDNAME

put A_PlaySound("sound/name") in the decorate

ta da

>> No.2884318

Did vanilla Doom died...?

>> No.2884324

>>2884315
thanks bro

>> No.2884327

>>2884318
what do you mean

>> No.2884329
File: 1.49 MB, 375x375, 1435243490344.gif [View same] [iqdb] [saucenao] [google]
2884329

>>2875390
oh wow I didn't expect this. I should have updated it with the feedback I got. I might do this still.

Still interested in demos if you got em, always fun to see someone play something you made.

>> No.2884353

>>2884008
i died once, tried again, died again, didn't feel like carrying on.

http://temp-host.com/download.php?file=oi13oh

the teleporting around is annoying, every time the pain chance is activated the thing might reappear anywhere and fire a superfast BFG that i don't see coming. i lack the patience to whittle down 12000 hit points of this behaviour.

>> No.2884383

>>2882683
Its tough, but if you play smart you can make it through.

At least the level design is great so navigating a level is never hard.

Most of the difficulty in Blood is dealing with the enemies, many of whom will kill you very quickly if you're not in cover or a safe distance from you.

watch bloodite drakans lets play on blood, he has some good tactics, and knows all the secrets.

>>2882536
download the DOS version. Extract in DOS BOX, then play in DOS BOX. very easy

>>2884302
right here:
http://zdoom.org/wiki/SNDINFO

>> No.2884525

>>2882683
once you get used to it it becomes super easy (mainly because your weapons are all overpowered). Seems very hard at fist, just get the hang of it

>> No.2884632

Are there any advanced or otherwise high-profile Zandronum mods in the works that don't have project threads on the zdoom forums?

>> No.2884735

NEW THREAD

>>2884727
>>2884727
>>2884727

>> No.2885485
File: 555 KB, 435x435, vrdoom151230.png [View same] [iqdb] [saucenao] [google]
2885485

/vr/doom anti-linkrot archive. extraction: convert png to bytestream to obtain .tar.xz

% convert vrdoom151230.png rgb: | unxz --single-stream | tar -tf-
vrdoom151230/
vrdoom151230/2884008-e2m8.wad
vrdoom151230/WaitWhat.wad
vrdoom151230/gravity.wad
vrdoom151230/buttghost_kdivr.wad
vrdoom151230/xm02-328.lmp
vrdoom151230/helloworld-fda-2.lmp
vrdoom151230/helloworld.wad
vrdoom151230/helloworld-fda.lmp
vrdoom151230/map10-1102.lmp