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/vr/ - Retro Games


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3094530 No.3094530[DELETED]  [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3088752

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/vPbiw4NR

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

>> No.3094532

===NEWS===

[03-26] Gun Godz 0.8
>>3092904
http://www.mediafire.com/download/68jk6od0sz16t0v/GunGodz_0.8.pk3

[03-26] Anon map release: bluebase.wad
>>3091128
https://drive.google.com/file/d/0B4mwJRa7e5VpSVZfcEQ3RUtObWs/view

[03-26] Guncaster update
http://forum.zdoom.org/viewtopic.php?p=895331#p895331

[03-25] Anon map release: Durex Waste Disposal
>>3087796
https://www.dropbox.com/s/zl37cs00ew3eads/CLOSETV2.wad

[03-24] Anon map release: Homecoming.wad (two maps)
>>3087352
https://mega.nz/#!w4cV1agJ!w_d_zfvOoE6F9XKCln5bmoWWvJJjuFewfhc3R1xOBaY

[03-24] Anon map release: map02 (title still unknown)
>>3087259
http://temp-host.com/download.php?file=lm04de

[03-24] Mutiny Community Project, alpha 1
https://www.doomworld.com/vb/post/1577910

[03-24] Anon remix release: Perfected Hatred
>>3086146
https://youtu.be/QOzrI3HFDjg

[03-22] No Sleep For The Dead v1.0, by janvknn (dodead, class_ep)
https://www.doomworld.com/vb/wads-mods/53924-

[03-21] TNOTMWOFOLBTIDIDWTSOCSNTITNOTM final, on /idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/map_name

[03-20] Doom2 Nightmare speedrun in 23:06, by Zero-Master
https://youtu.be/GPhVDe0Vj-s

[03-20] DUMP 2 Test Build (60+ maps)
>>3078794
https://www.dropbox.com/s/tt5ey6ngh4ai3wh/DUMP-2-test0.pk3

[03-20] Defecation Foundation updated
>>3078627
https://www.dropbox.com/s/y4dg1f6sluy8yz9/Defecation%20Foundation.wad

[03-20] The UAC Fucked Up Yet Again updated
>>3078225
http://www.mediafire.com/download/atixtqd84686ptc/TheUACFuckedUpYetAgain.wad

[03-20] Anon mod release: TennisGun.pk3
>>3077575 >>3077598
https://www.dropbox.com/s/gqwe24q1skoe6da/tennisgun.pk3

[03-20] Refinery 03 (/vr/E1 submission) updated
>>3077303
https://drive.google.com/open?id=0B4A_W_qt7N94VkdjOEFxNWRIZTA

===

To submit news, please reply to this post.

>> No.3094543 [SPOILER] 
File: 256 KB, 658x604, 1459109236711.gif [View same] [iqdb] [saucenao] [google]
3094543

hey guys how's it going?

>> No.3094549

>>3094126
Aw, thank you. I hope to get it ready soon.

I still need to figure out how to trigger the "THE END" screen at the push of a button like how it is in the game before I can release it.

>> No.3094554
File: 788 KB, 1920x1080, WAD COLLECTED at 2016.03.27 22-11-21.739 [R2561].jpg [View same] [iqdb] [saucenao] [google]
3094554

Reposting the question of how to activate a poly-object from somewhere else, eg a button.

>> No.3094558

So what are the best ways to play doom online now that Zandronum is completely overrun with complex/brutal doom clusterfucks?

>> No.3094564

>>3094543
Thanks Doc.

>> No.3094569

>For me, Slaughter is when I have to deal with a horde of enemies without any visible "strategic" way to counter them present, and that serve no other purpose than waste player's time.

That's kind of how I feel about it, like, there isn't anything fun by throwing horde after horde at the player, not to me anyway.

>I sign off any "horde" enemy composition as bad design. You make a good encounter by combining abilities of various enemies with a terrain layout in a new way, not by placing a few dozen more.
Eh, I don't think hordes have to be bad, you can make it fun and interesting enough, and you have to provide a lot of area and cover to use.

Like, a swarm of imps and zombies, then a handful of pinkies, totalling like 40 dudes, that's manageable if there's enough space, cover, or somewhere to retreat, also, infighting will rapidly speed up the process of killing them. Alternately, the schtick can be that you're meant to turn them towards a big monster like a spidermind.

>> No.3094582
File: 460 KB, 1920x1018, howtoremotepolydoor.png [View same] [iqdb] [saucenao] [google]
3094582

>>3094554
You use the exact same method as you would for a regular door. Except now you use action number 7 Polyobj Door Swing or action number 8 Polyobj Door Slide, and apply that on the switch linedef.

>> No.3094594

>>3094569
I remember Going Down did that to you. Tossed a mastermind on one end of some stairs and a fuckton of revenants on the top end. You had to get them to infight so you could thin out the revenant horde from the masterminds chaingun.

>> No.3094635

>>3094594
I liked Going Down, because it was actually very creative and I liked how each level was kind of a floor of the building, but it loses a bunch of points with me for the huge amounts of enemies.

>> No.3094639

Any reason why a crusher might work in zdoom but not in prboom?

>> No.3094654

>>3094639
Is the map made for ZDoom or PrBoom?

>> No.3094664

>>3094654
It's a boom map.
I used a general crusher so it was fast and silent.
For now I've changed it to just silent.

>> No.3094668
File: 2.99 MB, 480x270, 2016-03-27-2315-14.webm [View same] [iqdb] [saucenao] [google]
3094668

>>3094582
Thanks famalam.

>> No.3094679

>>3094664
i'm sorry to tell you that walk-activated generalised crushers do not work in boom. they simply forgot to add the code for them. this is one of the more notorious boom bugs. it can't be fixed without breaking demo sync.

>> No.3094681 [DELETED] 

RIP GMOTA

>> No.3094682

What are some weapon mods with a flamethrower?

>> No.3094685
File: 338 KB, 900x760, methinks thy claim tis erronious.png [View same] [iqdb] [saucenao] [google]
3094685

>>3094681

Just lemme finish up this goddamn 64kb mod

>> No.3094686

>>3094682
shut up and bleed, doomrla

>> No.3094690
File: 56 KB, 186x215, GMAS.png [View same] [iqdb] [saucenao] [google]
3094690

>>3094682
Weapons Resource Wad has a decent one. I just made some awesome molotov cocktails using bits from it.

ALMOST WORKING BREAKABLE GAS MASK:
https://www.dropbox.com/s/jhvvgi786me9vug/GASMASK6.pk3?dl=0

Can anyone tell my why it breaks on the first hit? It's supposed to give you a dummy GasMaskDamageTracker everytime you take damage while wearing it (give gasmaskammo), and it's supposed to be destroyed when you take 12 hits. Any mind checking it out for me? I'm new to ACS.

>> No.3094704
File: 113 KB, 328x232, grumpyface11.png [View same] [iqdb] [saucenao] [google]
3094704

>takes the time to make original music but still has missing textures
Maybe I'm being pretentious to you guys or whatever, but seeing missing textures in other people's wads just annoys the ever-living shit out of me. I see just one missing or weird texture and I don't want to play anymore.

>> No.3094714
File: 6 KB, 44x124, lydia_scubawalk_big.gif [View same] [iqdb] [saucenao] [google]
3094714

Did the wetsuit forward walk cycle.

>>3094690
Terminus is helping me do a code where if Lydia is wearing her sunglasses, they show up on her mug too. This would be really cool for your mod to show on the mug too!

>> No.3094716

>>3094714
happy feet

>> No.3094729

>>3094704
M-maybe it was a texture you weren't meant to see? A map not intended for jumping. That, or just lazy missing a texture from raising/lowering ceiling/floor, which map analysis doesn't get.

>> No.3094734

>>3094714
I would do that, but I'm not using the mug. Using a minimal HUD with just health, armor, and current ammo.

The way I'm doing the gasmask thing is putting
InInventory gasmaskcrack1, 1
{
drawimage "CRK1A0", 160, 200, centerbottom;
}
for each item. So each crack in the glass is a separate item and the mask itself is an item. I wish somebody had told me this earlier because it took a whole fucking day of searching to figure out. But the same thing would work for your sunglasses.


ANYWAY here's where I'm at with the gasmask. It works as intended until you take 12 hits, then it crashes the game. I'm now at standstill with it for a while. If anyone can troubleshoot this I would give you a thing. Maybe a sprite or drawing or something.

https://www.dropbox.com/s/mhyh5obg7y7a20r/GASMASK7.pk3?dl=0

>> No.3094737

>>3094734
The InInventory thing goes in SBARINFO by the way.

>> No.3094739
File: 278 KB, 1280x720, cubed.png [View same] [iqdb] [saucenao] [google]
3094739

Here's something silly I made in a couple of hours. You're in a big grid of rooms holding all sorts of things. Find keys, get out alive.
Props to whoever can 100% it.

https://drive.google.com/file/d/0B4mwJRa7e5VpaTJXaWtJMzd5UFk/view?usp=sharing

>> No.3094741

>>3094704
>see missing texture
>eh it's fine
>see many many more
>want to stop
The only time when I see garbillions of missing textures is the only time I really quit playing around with said map pack, unless it's a parody map pack in which I give it the "w/e" thought

>> No.3094750

>>3094716
that's not falco

>> No.3094754

>>3094734
>>3094714

I decided to download this file and check it out.
There is a far more efficient way to do this. Give me a bit of time and I'll throw it over.

>> No.3094757

>>3094739
Oh boy, you made my idea into a map. I'll give feedback once done, but good music already.

>> No.3094765

>>3094741
When that happens, make sure you're not playing it in the wrong Doom. I tried to play Romero's new map in Doom 2 and had the same issue.

>> No.3094768

>>3094754
Cool, I appreciate any help I can get.

>> No.3094771
File: 1.52 MB, 720x360, more recyled old code because I'm lazy.webm [View same] [iqdb] [saucenao] [google]
3094771

I'm gonna need to add some more oomph to a lot of these effects but I think mechanically this ammo type is nearly done.

>> No.3094775

>>3094765
for me it is usually "oh i forgot to load cc4-tex", but same thing

>> No.3094778

>>3094765
very rarely does it happen though, but after going through so much it comes down to the thought "hell no I'm not going back through all that again"

>> No.3094780

>>3094739
>>3094757
Couldn't 100%, heck, once the archviles were lose, I was doomed. No automap is annoying, though I guess that helps with the feel of the infinite rooms that are actually looping by teleports. However, the lack of automap wanted me to draw it down. I did eventually finish it with invulnerability. Still, neat idea, quite hard though.

>> No.3094790
File: 535 KB, 1920x1080, Screenshot_Doom_20160327_181507.png [View same] [iqdb] [saucenao] [google]
3094790

>>3094739
Jesus christ this map. Felt really good when I found the godmode powerup right next to the archvile room, I took all of those fuckers out with my plasma rifle and chainsaw, every last cunt. Neat fucking map.

>> No.3094793

>playing Reverie
>MAP15
>all those chaingunners and sergeants
>chaingunners as you go up elevators
>chaingunners as you open doors
>someone thought this was fun

>> No.3094810

>>3094780
>>3094790
Glad you had fun, I'm not sure there's enough ammo to kill all the monsters currently.

>> No.3094831

>>3094793
Yeah, I don't get why Reverie was so liked

>> No.3094832
File: 1.77 MB, 320x240, cubed.webm [View same] [iqdb] [saucenao] [google]
3094832

>>3094739
well, i started a recording but you used one of my absolutely most hated mapping traits, which is a disabled automap. so i was already put off, and the map itself turned out to be a maze of identical square rooms containing various things either good or bad. i blundered on for a while trying to ignore the automapless blindness but when i found a room with about 50 archviles i paused for a while, looked around in iddt, then decided not to continue. puzzle maps aren't my thing, and the map isn't first attempt friendly, it's more a map that would have to be learned and planned before a serious attempt could be made.

http://temp-host.com/download.php?file=rl31oc

>> No.3094839

What's the easiest way to record a Webm from Doom? I tried that Dxtory shit, but it was way too complicated, gave me a 1.2gb AVI file, and then I couldn't even find an easy way to convert it. Also, that shit ain't free.

>> No.3094845

>>3094839
I use Open Broadcaster Software, and then convert the recorded shit with webm for retards.

>> No.3094859

>>3094832
Cool, that reminds me of that movie The Cube.

>> No.3094869
File: 351 KB, 346x349, 1457591768434.png [View same] [iqdb] [saucenao] [google]
3094869

Am I the only one who hates those hanging vine textures?

Seriously I can't see fucking shit with those, why does anyone think it's a good idea?

>> No.3094870

>>3094739
I liked that automap was disabled. It forced me to make my own map which I wish more games did.
I drew up a fairly comprehensive one too, as I even found the border where it loops vertically (or north/south wise, whatever you wanna call it).
Without giving away where it is, it makes the enemy encounter in the room north of the border easy to break because you can just open the door, shoot the fuckers, and quickly backpeddle to where the south half of the hallway causes the door to instantly become closed and all the enemies behind it to have a hard time tracking you past the border.
All in all, really fun map.

>> No.3094873
File: 294 KB, 1920x1080, Screenshot_Doom_20160327_184142.png [View same] [iqdb] [saucenao] [google]
3094873

>>3094869

>> No.3094875

>>3094832
It's definitely the most gimmicky bullshit map I've made thus far, but I do enjoy making all these different types of maps. Maybe one day I'll try my hand at a slaughtermap.

>> No.3094876
File: 152 KB, 625x424, 5853580+_5dc69cdd57d3b6f94383e2ea54798fa8.png [View same] [iqdb] [saucenao] [google]
3094876

>>3094873
Gonna fucking strangle you with those, anon

>> No.3094889

>>3094558
>completely overrun

by the time you've made this post for the umpteenth time, you could've figured out how to create your own server and tell us to join

the other two alternatives are useless and you know it. one of them caters to an extremely niche audience and the other...well, all i'm going to say is that we're in 2016 and a closed-source port of doom is an insult to the principles of doom.

>> No.3094967

>>3094558
>Start playing on a empty server
>people start joining in
It doesn't take much but good fucking luck finding other places to play doom online with, let alone anything that supports decorate or doesn't require assloads of time to setup

>> No.3095025
File: 1.29 MB, 720x360, firebombs.webm [View same] [iqdb] [saucenao] [google]
3095025

>>3094771

There, making it a little snazzier and BEEFIER

Watch where you point this fucking thing.

>> No.3095037

>>3094869
>>3094873
>>3094876
i think the problem is excess, a few vines (or any middle texture) can be great for atmosphere or whatever but when you have tons of the things that constantly block your view then that's annoying

>> No.3095050

>>3095025
still under 64kb or whatever the limit was?

>> No.3095052

>>3095050

17kb right now, but I still got a lot of fiddling to do.

>> No.3095062

What's the best method for making a trick wall, one you can walk through and monsters can shoot through?

>> No.3095073

>>3095062
middle texture on a two-sided line
you know like the thing with the spectres behind it in the cave in map28 the spirit world

>> No.3095082
File: 389 KB, 720x360, more effects.webm [View same] [iqdb] [saucenao] [google]
3095082

>>3095025

MORE FUCKING VISUAL EFFECTS

>> No.3095161

>>3094530
Just starting getting into pwads, just played scythe and scythe 2.

What should I try next? I hear Terry.wad is pretty good

>> No.3095164
File: 499 KB, 278x297, chicken head.gif [View same] [iqdb] [saucenao] [google]
3095164

>>3094714
Maybe you should make the head bob slightly up or down just one pixel, every other frame. If the head remains too static like that it looks like a chicken.

>> No.3095184
File: 4 KB, 136x248, Lydia_scuba_diagforward.gif [View same] [iqdb] [saucenao] [google]
3095184

Working on the next rotation.

>>3095164
Tried it before with her coat sprite and it looked like she had a limp, which drove me insane. More freedom is allowed with moving the sprite around in SLADE when you're putting them all together.

>> No.3095187

>>3095161
>I hear Terry.wad is pretty good
You heard wrong.

>> No.3095264
File: 2.16 MB, 300x240, 1434911513415.gif [View same] [iqdb] [saucenao] [google]
3095264

>>3095161

>I hear Terry.wad is good

What sick fucker told you that

>> No.3095276

>>3095082
Is it alright to ask what you use to record, anon? >>3092943

>> No.3095287

>>3095276

Dxtory.

>> No.3095324
File: 7 KB, 70x124, Lydia_scuba_diagforward_large.gif [View same] [iqdb] [saucenao] [google]
3095324

And that's it for the night I suppose. Shame I don't have more spare time to finish another rotation tonight.

>> No.3095326

Anyone know how I can play a looping sound as long as a player has an item? I have this activate when the mask is put on:

Script "GasMaskBreathe" (void)
{
While (CheckActorInventory(1000, "Gasmaskammo"))
PlaySound (1000, "gasmask/gmbreathing", 0, 0.7, 1, 15);
Delay(1);
}

But it says "Runaway script terminated" and continues playing the sound endlessly.

>> No.3095341

>>3095326
you forgot the brackets, dork

>> No.3095354
File: 473 KB, 283x600, JLZz9.gif [View same] [iqdb] [saucenao] [google]
3095354

>>3095187
>>3095264

Probably the same guy who recommends pic related.

>> No.3095358

>>3095341
So it should be:

PlaySound (1000, "gasmask/gmbreathing, [0], [0.7], [1], [15])
?

>> No.3095363
File: 37 KB, 398x550, womansmoke.jpg [View same] [iqdb] [saucenao] [google]
3095363

>>3095324
I would say that the head bob makes it look like she's limping. I'd make it a two frames forward two back sort of loop. instead of the 3 frames forward one back you have now. Otherwise looks nice.

How do you plan on doing the stealth? Is it possible to check the light levels and sneak splintercell/thief style? pic unrelated

>> No.3095365

>>3094489
>Well how do YOU define slaughtermap? "Has over 500 enemies"?
>None of Scythe's maps could not count as slaughter in any stretch of the imagination, especially compared to the likes of Eternal Slumber Party or HolyHell. They play completely differently.
>They are not slaughtermaps. Slaughtermaps are not just "a lot of enemies"--which none of Scythe's maps even have, by the way.

You're accusing me of thinking it means "Has over 500 enemies" or "a lot of enemies", despite this not applying to scythe maps, then you say only stuff like Eternal Slumber Party and Holy Hell counts, which literally are "Has over 500 enemies" and "a lot of enemies". You are not making any sense whatsoever.

Also
http://doomwiki.org/wiki/Doom_community_jargon#S
>Slaughtermap - A map focused around challenging gameplay in the form of overwhelming hordes of monsters, most notably mid-tier monsters. Most slaughtermaps are made for Doom 2 due to the larger monster roster.

Map26 and Map30 of Scythe fit that description perfectly well.

>> No.3095367

>>3095363
SneakyDoom would be my guess. I'm going to see how hard it is to shove into my post-apoc thing.

>> No.3095372

>>3095363
man you really do like pale alt-chicks don't you

>> No.3095374

>>3095365
>Map26 and Map30 of Scythe fit that description perfectly well.
>overwhelming hordes of monsters

hardly

>> No.3095380

>>3094832
A game based off cube would be so awesome.

>> No.3095386

>>3095374
https://www.youtube.com/watch?v=HmQO_qQTpf8

stop shitposting

>> No.3095394

>>3095386
disagreeing with you is not shitposting

sorry, that is not overwhelming in the slightest, and if that small amount of enemies counts as a "slaughtermap" then i'll eat my hat

>> No.3095401

>>3095394
>thinks slaughtmermap is defined only by thousands of monsters

>> No.3095409

>>3095394
>disagreeing with you is not shitposting
It is when you clearly don't know what a horde is.

>> No.3095410

>>3095401
you appear to be getting extremely defensive over someone not agreeing with you

>> No.3095412

>>3095386
I dunno, dude, that seems extremely feasible to do. Even easy.
Hardly "overwhelming".

>> No.3095418

>>3095412
>its easy, so its not a slaughtermap

>> No.3095424
File: 71 KB, 1038x804, ss+(2016-03-27+at+10.19.53).png [View same] [iqdb] [saucenao] [google]
3095424

>>3095363
Yea, that's exactly why I don't move the head in slade either. I need to stick to strictly four frames for every rotation, much like vanilla doomguy does for several reasons. The biggest being that if I do more frames for one rotation, I'm forced to do them for every other one, which is too much bullshit to deal with. That's why I put extra effort into static animations.

The light levels thing is already in sneakydoom, which is incorperated already. Stealth I think I'm going to scale the damage factor back across the board since it's not fun currently, but I might do headshots to make up the difference. My dream goal is ai akin to Goldeneye, so really I might do less with stealth and merely use the ai from it so that enemies react a little smarter than vanilla doom.

>> No.3095426

>>3095386
>>3095401
>>3095418

Wow. So this is seriously what we've come to.
People are legitimately getting angry over someone stating the fact that Scythe is not a slaughtermap.

Wow.

>> No.3095429

>>3095426
>Scythe is not a slaughtermap.

No one ever said the whole megawad was a slaughtermap.

>> No.3095430

>>3095418
Not what I said, but I guess you don't care for discussion, you just want to greentext.

>> No.3095438

>>3095401
That's exactly the definition you gave
"Overwhelming hordes of monsters"

If that's the (very narrow) definition of slaughtermaps you want to use
then none of Scythe's maps qualify by virtue of not having the numbers for it

>> No.3095441

>>3095438
But the definition never states that an overwhelming horde equates to 2000+ monsters at once.

>> No.3095445

What was the first slaughtermap in the doom community? Seeing all these disagreements makes me wonder if maps like 4squares, Punisher or Go 2 It even qualify anymore.

>> No.3095447

>>3095287
Thanks!

>> No.3095452

>>3095441

if that was the scenario, then we get into the extremely prickly differentiation of a user's skill
it appears the term in question here is "overwhelming", and i can see why.
simply, what is overwhelming to one person is very easily manageable by another.

scythe's map26 contains numerous wide open areas not filled with monsters for ease of maneuverability and strategic placement, with the only questionable locale being the revenant hallway. it is incredibly easy to dodge monsters and monster fire, formulate strategies and paths, and continue onwards
while one could say bears many slaughter-esque elements, it really lacks the cramped locales, sheer numbers, and ammo management properties of dedicated slaughtermaps

frankly, if anyone had trouble with the map, i would not say because it's slaughter

>> No.3095475

>>3095452
Well okay then, fair enough. What would be a good term to define map26 of scythe? HR-esque?

>> No.3095476

>>3095438
>>3095441
Slaughtermaps should be about a high number of monsters not about "overwhelming horde". Any horde can me manageable if there's enough space and ammo, even more with the correct arsenal.

In fact the slaughtermap term I think is more fitting for easy maps with hordes of monsters but big spaces and mass-killing weapons.

I don't know what is the problem though with a map being or not in the category anyways. Does some people seem the term as a derogatory term implying laziness in the author as to increase difficulty he just mass copypasted the same monster?

>> No.3095489
File: 38 KB, 805x657, 1404153365154.png [View same] [iqdb] [saucenao] [google]
3095489

>>3095476

I suspect it's because of backlash, and now we're seeing backlash against the backlash.
For a while, there's been a variety of people on numerous Doom community forums thoroughly against "slaughtershit".
I've been seeing the bar as to what constitutes a slaughtermap being lowered bit by bit by bit over years, and sometimes it's a little strange what people will call a slaughtermap just because there's a big ol' pack of enemies.

Not that I really have a care either way, myself. If someone doesn't like a mapset I enjoy, meh.

>> No.3095494

Would Sunlust count as a slaughter megawad, or only a couple of maps in it? I'm confused.

>> No.3095521

>>3094230 (me)
>I've always been of the opinion that Sunder styled slaughtermaps are too spammy and drag on, and Scythe/SoD styled slaughtermaps are actually decent fun.

I'll switch Scythe with Resurgence? But I dunno. Speed of Doom and Resurgence aren't entirely slaughter, having plenty of maps more akin to Plutonia. I dunno.

Guess I'll just say I don't like purely slaughter mapsets?

>> No.3095543

>>3095372
Not sure who you think I am, but that's the first one I think I've posted.

>> No.3095548

Anyone remember that old UAC t-shirt that you got with pre-ordering Doom 3? I need to find a picture of it.

Anyone happen to have it and can photograph it?

>> No.3095557

>>3095424
>My dream goal is ai akin to Goldeneye
Patrol routes and all?

>> No.3095565

What is the best way to get into monster spriting/creating? I'm thinking about just making alternate versions of existing monsters.

>> No.3095571

>>3095565
Unless you're an artist, don't bother. Nobody wants to see recolored sprites, that's all they have on Realm667.

>> No.3095576
File: 51 KB, 200x212, GMASZ0.png [View same] [iqdb] [saucenao] [google]
3095576

Gasmask version 9!
Donning and doffing the gas mask is now animated!

(give gasmaskpickup to test it)

Still crashes the game when it's destroyed (no idea why please god help), and the breathing loop isn't working right either.

https://www.dropbox.com/s/neukprxbp90lapv/GASMASK9.pk3?dl=0

>> No.3095580

>>3095565
>I'm thinking about just making alternate versions of existing monsters.

You might as well just look at realm667. Its full of alternate versions.

>> No.3095586
File: 1.29 MB, 1680x1050, Screenshot_Doom_20160323_192743.png [View same] [iqdb] [saucenao] [google]
3095586

Hello guys, new player Doom here, played a bit on vanilla Doom and some recommended WAD, yet i don't see the appeal and actually feel that a lot of newer FPS are waaaay better, why do you poeple keep playing this outdated game?

>> No.3095596

>>3095586
Because by some guy's wife's kid Doom sucks so I'm spiting him

>> No.3095603

>>3095586
Some new Doom player isn't just going to play 50shades.wad. Come up with some better bait.

>> No.3095604

>>3095571
>>3095580
What kind of alternate versions? Are they good or bad?

>> No.3095612

>>3095604
It varies, really.

>> No.3095618

>>3095604
They're bad in the sense that their made by people with absolutely zero artistic skill, and it's obvious. They do shit like put an imp body on a arachnotron's legs and shit, it's retarded. BUT if you want to fuck with it, it's pretty easy. You use DECORATE to define the monster's AI and whatnot, and you can basically just replace the sprites with whatever you want. Not to toot my own horn, but I actually make a slight living off of freelance illustration, and I don't want to start spriting monsters because it's a tedious bitch. I did rip a monster out of HacX the other day and remove it's gun to turn it into a melee mutant though, and even just doing that took a good couple of hours.

>> No.3095623

>>3095603
>Come up with some better bait.

if you're looking for good bait, you're definitely in the wrong thread.

>> No.3095631
File: 323 KB, 624x957, [screams internally].png [View same] [iqdb] [saucenao] [google]
3095631

So, what's this LegenDoom mod people were discussing last thread?

I've been skimming over these threads ever since DemonSteele was a thing and the last thing I actually played was Reelism 3, on top of checking out 32in24-15's maps and MIDIs

>> No.3095642

>>3095631
Adds a Diablo/Borderlands/Fallout 4-like element to the game where random enemies can drop stronger weapons with unique properties, ranging from shit like a chainsaw that creates explosions to a chaingun that does more damage the more you kill with it.

It's a nice supplement to gameplay, at the very least.

>> No.3095653
File: 41 KB, 929x242, zdoom fears no man.png [View same] [iqdb] [saucenao] [google]
3095653

>>3095642
Sounds sorta similar to DoomRL Arsenal, but I'd imagine with less item management. Maps designed for vanilla as well as OBLIGE aside, how is the mod on its own?

Also, how far back is Z& compared to GZDoom now? Running either of these mods over LAN might be interesting but I'd hate to deal with the latter's shitty netcode.

>I share a country with this man

>> No.3095658

>>3095653
>Maps designed for vanilla as well as OBLIGE aside, how is the mod on its own?
I've been playing through Doom 2 with it, it's definitely a fun little twist without changing too much.

>> No.3095659

>>3095586
I dont actually play doom, I just mod for it. I've played more than enough doom over the years, and vanilla doesn't interest me any more. I prefer to create my own maps and mods, importing custom weapons, sounds, enemies, and creating my own world. Mostly because its easy as fuck to do and a lot of fun.

>> No.3095685
File: 976 KB, 300x172, GaryBellsy.gif [View same] [iqdb] [saucenao] [google]
3095685

>>3095653
>i love desync!

>> No.3095686

Why did the Zombie men have green hair?

>> No.3095692
File: 201 KB, 675x427, Nigel Thornberry and his friends Vin Diesel and Whoopi Goldberg who is undergoing chemo.png [View same] [iqdb] [saucenao] [google]
3095692

>>3095686
The former marines must have been punks or something. Fortunately, Doomguy knows better.

>> No.3095708

>>3095659
I'm actually in the same boat. I tired of Doom after a few weeks (still lasted longer than a lot of other games for me), but I'm doing a total conversion.

>> No.3095729

>>3095576
Bumping for help on this. Just need to keep it from crashing the game when you take 12 hits while wearing the gasmask.

>> No.3095730

When did you guys start playing doom?

I've been playing since around 1997 or 1998. I was 5-6 years old.

>> No.3095739

>>3095730
Quake 2 was the first PC game I ever owned, but Quake was the first I played. I don't think I played doom until the early 2000s or something.

>> No.3095752

>>3095730
The shareware version shortly after it was released, didn't get full version till a couple of years later.

>> No.3095785

Really wish PrBoom+ offered the option for Chocolate/Crispy styled resolution scaling. Would love to play some boom mapsets in 320x200 or 640x400 aspect ratio corrected to 4:3. 320x240 and 640x480 modes noticably distort the statusbar and text unless I play with "not adjusted" mode, But doing that then makes them look squashed.

>> No.3095789

>>3095730
I first played it on a rented sega saturn, probably about 1997 or 1998.
I played in on computer not long after, then had a break playing other better games, then returned a couple years later to play the TNT and Plutonia wads, then had about a 10 year break and came back to it briefly, and then started modding.

>> No.3095790 [DELETED] 

>doom shitter babbies

>> No.3095792 [DELETED] 

>>3095730
inb4 loads and loads of doom babby lies

>> No.3095794
File: 5 KB, 986x160, doombabbies.png [View same] [iqdb] [saucenao] [google]
3095794

>>3095790
yo. can we help you?

>> No.3095812 [DELETED] 

>>3095794
yeah

kill urself

>> No.3095815

>>3095812
no

>> No.3095823

>>3095812
only if you promise never to shit up a doom thread again.

seriously what's the point? if you dont like doom, fine, but no need to waste posts in a doom thread. just shift+click on the doom thread in your catalog and it will disappear forever. Try that next time before posting.

>> No.3095826 [DELETED] 

>>3095823
>only if you promise never to shit up a doom thread again.
k i promise :^)
kill urself now

>> No.3095828
File: 11 KB, 447x335, 1450145293338.jpg [View same] [iqdb] [saucenao] [google]
3095828

>>3095794
>>3095815
>>3095823

stop feeding the troll

it's 2/10 bait, stop biting

>> No.3095830

>>3095828
not like he'll stop showing up

>> No.3095847

whats the show fps command in zdoom for console pls?

>> No.3095853

>>3095847
vid_fps 1

>> No.3095886

>>3095830
He will if no one replies.

>> No.3095887

>>3095886
nah, that's happened before, didn't stop shit

>> No.3095912
File: 2.44 MB, 1920x1080, Screenshot_Doom_20160327_231047.png [View same] [iqdb] [saucenao] [google]
3095912

Still have the crashing issue. Here's my ACS:
http://pastebin.com/6Vc455vm
and here's the PK3:
https://www.dropbox.com/s/qj1jaosedag80lv/GASMASK11.pk3?dl=0

>> No.3095930
File: 747 KB, 1920x1080, WAD COLLECTED at 2016.03.28 08-24-27.162 [R2561].jpg [View same] [iqdb] [saucenao] [google]
3095930

How high can you jump in zDoom? Is it unified across all sourceports that allow jumping? Pic related is the reason why, I made a shitty maze that I want the player to see over the walls off, but not to jump on the walls to just run straight at the intended target (will be key).

>> No.3095936

>>3095930
56 units in zdoom
64 units in prboom+ if you actually enabled jumping in it
dunno about the others

>> No.3095957

>>3095739
>tfw GOG version of Q2 won't run on my computer

>> No.3095959

>>3095957
Did you seriously pay for a game that old?

>> No.3095961

>>3095959
Who cares?

>> No.3095967
File: 53 KB, 960x540, 11210213_10206545664269079_205760282_n.jpg [View same] [iqdb] [saucenao] [google]
3095967

>>3095961
Nobody. Nobody cares.

>> No.3095979

I honestly hate how the term "Slaughtermap" is used. Some people say anything similar to Go 2 It falls into the category, then theres some people who say only Sunder and Holy Hell clones are true slaughtermaps. It makes things too confusing.

>> No.3095983

>>3095979
Who cares? If map just has shittons of enemies in it all massed together, I'll probably just not play it at all and call it a day.

>> No.3095985

>>3095979
Eh, the only true slaughtermap is nuts. Let's just leave it at that.

>>3095983
This

>> No.3095991

>>3095983
>Who cares?

Well, I brought it up specifically because I noticed there was an argument over slaughtermaps earlier in the thread. So I'm sure some people do.

>> No.3095994
File: 384 KB, 915x1024, CacoDemon_Side_zpslgpmwyxx.jpg [View same] [iqdb] [saucenao] [google]
3095994

That Cakeodemon looks like it shit itself...

>> No.3095995
File: 348 KB, 862x1024, CacoDemon_Front_zps2ufv8uqr.jpg [View same] [iqdb] [saucenao] [google]
3095995

... And liked it.

>> No.3095996
File: 3 KB, 128x128, 1452225265019.png [View same] [iqdb] [saucenao] [google]
3095996

>>3095994
>>3095995

The insides better be blue.

>> No.3095998

>>3095991
>I saw an argument earlier
>I'd better keep it going

Wew lad.

Anyway, where the hell does Zdoom store it's crash reports?

>> No.3096004
File: 263 KB, 1768x992, Screenshot_Doom_20160328_092652.png [View same] [iqdb] [saucenao] [google]
3096004

>>3095930
>>3095936
Decided to go with lowering ceiling as well and making it a small bloodfall seethrough gap. Insert enemies, some decorations, the key and other items, and it's an area. But easter now.

>> No.3096007

>>3095957
Have you tried it with different source ports?

>> No.3096009
File: 672 KB, 519x663, cuck.png [View same] [iqdb] [saucenao] [google]
3096009

So in my scheduled googling of doxed doom shitters I discovered why scroton quit doom, it's because his wife and her son made him do it. Reading this I almost felt bad for the c.uck.
https://www.theknot.com/us/kathryn-brewer-and-mike-stoyer-jun-2016
>College was a time of frustrations and growth for both of us. We felt it was best to go our separate ways after our sophomore year of college. Fast forward a few more years and fate brought us back together in the Classic City.
Loving. Every. Laugh.

>> No.3096013

>>3096009
Who?

>> No.3096026

>>3095998
>>I saw an argument earlier
>>I'd better keep it going

Well, not quite. I didn't jump into saying "scythe map26 is/isn't a slaughtermap".

>> No.3096030

>>3096009

You're a dumbass.

>> No.3096034

>>3096009
that isn't even the right guy
I do feel bad for the guy that it is though, bitches and whores

>> No.3096036

>>3095912
you (CheckInventory("Gasmaskammo"))
should be

(CheckInventory("Gasmaskammo") < 1)

you always need an expression in a Checkinventory command. This will check to see if the player has less than 1 gasmask in their inventory. Otherwise the ACS doesn't know how much its checking for.

Also I would split up the checking for the gasmask and the gasmask damagetracker.

Have one
if(have gasmask)
{
do stuff, trigger the gasmask checking script
}
else
{}

and then have a separate script with the gasmaks damage checker in a constant loop like this:

script NEXTFREE (void)
{
while (true)
{
if (CheckActorInventory(1000, "GasMaskDamagetracker" > 12))
{
Print(s:"Gas mask broken!");
Delay(1);
ACS_Terminate(terminate this script once broken)
}
else
{}
delay(2); //so the while(true) function doesn't crash)
}
}

Its always best to split up if /else functions into individual items. Keeps things clear. Feel free to create as many looping scripts as you like and run them using ACS_Execute and terminate them when their conditions are met.

This is how I would do your script:
http://pastebin.com/4Y4B37rm

By the way I might steal your gasmask overlay if I ever get it working correctly. I managed to have it work fine with my HUD, just by pasting it into the default HUD code, but there doesn't seem to be an example of the default fullscreen HUD for hexen around, so fullscreen has no icons.

>> No.3096041

>>3096036
That's cool with me. I'm working on some fog/condensation effects for it right now. I'll try out the scripts, thanks man.

>> No.3096049

>>3096030
At least I'm not a c.uck.

>>3096034
There is only like one other Mike Stoyer in the entire US that I could find, and he died in 2007 at age 65, so

>> No.3096054

>>3096036
That didn't work, here's the adjustments I made. It goes to Script 2 after you get hit one time "Gas mask broken!". It should take 12 hits.

http://pastebin.com/e0fEnyPT

It's possible it's the Decorate causing it, but I'm not sure since it keeps jumping straight to the second script.

>> No.3096058

>>3096049
>>3096009
go smoke a pond of cocks lmao

>> No.3096060

>>3096049
>There is only like one other Mike Stoyer in the entire US that I could find

You're not looking very hard then because googling the name brings up sites that want to sell me info on like twenty of them.

>> No.3096079
File: 2.71 MB, 640x480, cubed-027.webm [View same] [iqdb] [saucenao] [google]
3096079

>>3094832
right, not attempting max, just wanted to solve this thing.

first, orient yourself using convenient floor compass, then go;
east to a room with sky floor;
south to chaingun/bullets;
east to pool of nukage;
south to yellow key and four barons of hell;
north back to nukage;
west back to chaingun/bullets;
west to red key and sergeants (this room requires any key);
north to start/compass room;
north to fake blue key room;
north to exit.

http://temp-host.com/download.php?file=bv80rq

>> No.3096086
File: 13 KB, 452x677, 2.png [View same] [iqdb] [saucenao] [google]
3096086

is there a way to make it so that SHTFA0 and SHTFB0 appear on two different frames when you fire the shotgun?

SHTFA0 more specifically, SHTGB0 stays where it is anyways

>> No.3096102

>>3095686
>>3095692
i believe i heard it was a palette conversion error that they thought was good and decided to keep

>> No.3096108
File: 2.20 MB, 950x534, Desktop 03.28.2016 - 04.40.14.148.DVR.webm [View same] [iqdb] [saucenao] [google]
3096108

Every fucking pickup.

>> No.3096113

>>3096079
I actually managed to get 100% kills
-Get the plasma, shotgun and chaingun
-Take out the revenant room with the plasma
-Take the blue key from the revenant room
-Open bfg room using blue key
-Kill mastermind
-Use the cells in the bfg and mastermind rooms to kill everything else, using the invulnerability for the cyberdemon
I did get lost a bit while fighting the archviles which gave a bit of a minotaur in the labyrinth feel with all the sounds of doors in the distance.

>> No.3096115

>>3096054
make sure you only trigger the first script once, if its continuously getting triggered it will cause the mask to break straight away.

so when you take damage it triggers one of the scripts?

Really you should have 1 script for checking it you have the gas mask on, a second script that checks if you've taken damage (the one your pain state will trigger) and a third script to check how much damage the mask has taken.

I would add a new script that adds one gasmask tracker every time you take pain, and have it separate from the others.
Keep separate functions in separate scripts to avoid any bleed between functions.

something like this:
http://pastebin.com/wrhiGR5w

I renamed "Damagecheck" to "havegasmask" and created a sepate "Damagecheck" script that should run from your pain state

also dont forget that SetActorState forces the actor into that state, so your first script actually forces the player into their pain state. Not sure if thats intended.

If you have their pain state triggering the damagechecker script, it will keep triggering itself, so go for one or the other.

>> No.3096119

>>3096108

Is that a one off map or an episode? Name? I appreciate the architecture

>> No.3096123
File: 1.95 MB, 950x534, Desktop 03.28.2016 - 04.57.38.153.webm [View same] [iqdb] [saucenao] [google]
3096123

>>3096119
Pandemonium, one of the maps in the last third of the Scourge of Armagon expansion pack.

Starts out fun but by this point every pickup spawns enemies. Every key spawns enemies. Every weapon spawns enemies. When you first approach this silver key, the platform shoots up and two Vores spawn behind you, then once you kill them and the flying kidneys to lower the key again, you get a Shambler.

>> No.3096130

>>3096123
I mean its supposed to be a challenge. how would you prefer they brought in the enemies? through monster closets? through linear level design where you constantly fight through enemies to get where you're going?
Or would you prefer a mix of all of the above? I can imagine anything ad nasum gets old.

>> No.3096134

>>3096123

I was partway through SoA, playing in VR when I hit a map that's fucked by Darkplaces. An enemy doesn't spawn that you need to kill in order to proceed. I quite liked Abyss of Pandemonium, the (un?)official third mission pack though, quality maps in there and some genuinely cool new enemies and bosses.

>> No.3096135

>>3096115
It forces Pain State 2 only if they have the Gas Mask on, because that state doles out the screen cracks randomly. I think it might actually be an issue with the Decorate too, I may have made an endless loop:

http://pastebin.com/CbxG67hV

>> No.3096138

>>3096086
anyone

>> No.3096141

>>3096138

TEXTURES might be your answer.

>> No.3096142
File: 2.93 MB, 800x450, Desktop 03.28.2016 - 05.06.10.154.webm [View same] [iqdb] [saucenao] [google]
3096142

>>3096123
Actually no wait, my mistake, the level is Limbo. Looked at the wrong savefile.

>>3096130
I'm sure it's supposed to be a challenge, and I don't know how much of it is due to playing on Hard, but at some point it gets a little bit silly where you can reliably count on basically every single door having something behind it ready to rape your face (and sometimes backpedaling leads to dying to something that spawned behind you anyway).

How would I prefer they were brought in? I dunno, I'm not a mapmaker at least not beyond making penises in a box, but shit.

>>3096134
Try looking up. I started playing through in Darkplaces originally except noticed a number of enemy glitches like you mentioned- DP sometimes fails to 'activate' and drop down enemies that have spawned near a ceiling or wall, meaning you might miss them if you're not looking up. I've noticed it with the nail-scorpions in Armagon as well as the various spiders in Arcane Dimensions.

>> No.3096150
File: 1.76 MB, 1000x563, Desktop 03.23.2016 - 04.00.41.62.webm [View same] [iqdb] [saucenao] [google]
3096150

>>3096142
Shamblers, however, are at least somewhat interesting to fight (although not quite as towering and imposing when they're around every corner, as cool as they are in general). You also get to deal with shit like this.

>> No.3096151
File: 356 KB, 1280x1920, 1459156486.jpg [View same] [iqdb] [saucenao] [google]
3096151

>>3096138
haven't a clue. not really sure what you mean. the weapon states and the flash states are independent so you can set the time of the flash and it will hang around long after the gun has finished animating, for example. i did this by elongating the times of S_SGUNFLASH{1,2}

>> No.3096154

>>3095887
you'd miss me if i was gone. dont lie.

>> No.3096156

>>3096150

reee.jpg

>> No.3096164
File: 136 KB, 500x500, THE ANNIHILATOR.gif [View same] [iqdb] [saucenao] [google]
3096164

>>3096138
>>3096151
aight I guess, I actually sorta went in expecting no easy answer heh

I'll figure it out eventually by tinkering ticrates over, thanks regardless kind anons.

>> No.3096202

>>3096150
outplayed

>> No.3096207

>>3096135
Ok so If you have a gaskmask, you go to a "gasmaskon" state. That state runs the script that gives your gasmask damage. I dont think that should be so. Remove the ACS_NamedExecute( "GasMaskDamage", 0, 0 , 0, 0) from the GasmaskON state.

and make your pain state execute the "GasMaskDamage" script instead of the "DamageChecker"

>> No.3096210

>>3096108
>>3096123
>>3096142

Jesus, you'll never get around to playing Beyond Belief at the rate you're going.

When was the last time you played vanilla anyway? Gold key in E1M3, SNG in E1M4, red armor and silver key in E3M6, yellow armor in E4M3, SNG in E4M4, bunch of other shit. If enemies don't spawn in when you pick something up, they spawn due to a switch being shot or pressed, and the latter happens a lot more often. And yes, there are usually threats behind a colored/locked door in vanilla. You should have developed an instinct for these things by now.

>> No.3096218

>>3096135
>>3096207
Also your pain state should be the one triggering the cracks

something like this
http://pastebin.com/RZgP2T4N

I'm not sure you even need the GasMaskOn state.

The gasmask is triggered like a powerup, how do you trigger the "damagecheck" script?

>> No.3096220
File: 84 KB, 900x750, GL_TEXTUREMODE_NEAREST.gif [View same] [iqdb] [saucenao] [google]
3096220

>>3096156
FUCKING RANGERS GET OUT OF MY SLIPGATE
RAAAAAAAAAAAAA

>> No.3096227

>>3096207
>>3096218
So here's what happens.

1. At the pain state, it executes the script to see if you're wearing the mask. If not, nothing happens.
If you are wearing it, it goes to a new player state that deals out a random screen crack item/effect, and a GasMaskDamage item.

2. It checks to see if you have 12 GasMaskDamage items yet. If not, nothing happens. If you do, it's SUPPOSED to remove the mask, and take all of the cracks and damage tokens.

>> No.3096228

>>3096207
>>3096218
The reason the pain state doesn't give you a GasMaskDamage token automatically, is because it should only be taking damage WHILE you wear it.

>> No.3096232

>>3096210
>Jesus, you'll never get around to playing Beyond Belief at the rate you're going.
Fuck you, I'm a busy guy! I've got bills 'n shit to pay!

no I don't, I'm just getting mad at vidya gam

>When was the last time you played vanilla anyway?
A while. Maybe I'm looking at it through rose colored armor, I dunno.

>You should have developed an instinct for these things by now.
Yes, Daddy.

>> No.3096234

>>3096218
And it's not triggered like a powerup because you're supposed to be able to take it on and off at will. You didn't try it, did you?

It used dummy items and SBARINFO to draw the mask and cracks on screen.

>> No.3096248

>>3096234
I couldn't try it because there was no map and I couldn't open the .pk3 in doombuilder to make a map with a gasmask to test it out. I tried loading it all into a WAD file but it didn't really work.

>>3096227
>>3096228
well keep trying, sometimes these things just take endless playtesting and fault finding. I think you understand better than me your own code, maybe try to work through logically to see what's going wrong. Playtest, note what has gone wrong and try to find the source of the problem. Eventually you'll crack it and it will be the best feeling in the world!

>> No.3096262

>>3096248
.......
Just open it in Zdoom or GZdoom or something and use "give gasmaskpickup". I thought I mentioned that.

>> No.3096295
File: 231 KB, 1280x720, rnfwip.png [View same] [iqdb] [saucenao] [google]
3096295

I got too stuck on this second map to the point where I'm going to just scrap it, but I am going to release the first one. The unfinished small part of the second map I built is still in there along with the music. I'll probably just re use it for something else.

https://drive.google.com/file/d/0B4mwJRa7e5VpdXBxTVJZeUtCQ3c/view?usp=sharing

>> No.3096301
File: 1.07 MB, 1600x900, quake006.png [View same] [iqdb] [saucenao] [google]
3096301

Some more screenshots from my upcoming gimmicky Quake 2 map.

>> No.3096303
File: 1.38 MB, 1600x900, quake008.png [View same] [iqdb] [saucenao] [google]
3096303

>>3096301
Some of these areas have changed slightly now with lighting/objects/etc.

>> No.3096306
File: 794 KB, 1600x900, quake007.png [View same] [iqdb] [saucenao] [google]
3096306

>>3096303

>> No.3096342

A few days ago I had a nightmare dream.

I was playing "Deus Vult 9" (that's what the title image said) and I killed several arch-viles with the pistol and pistoled several imps and other demons too (I'm not that good with the pistol, but in dreams you can be). But a while later, the police came and arrested me for murdering all those poor demons. They told me I'd probably get a life sentence. Then I woke up.

>> No.3096345

>>3096342
That's what you get for playing doom after midnight.

>> No.3096359

What do the grunts in Quake 2 say when they spot you?

"Runner"?

>> No.3096383
File: 36 KB, 323x279, 98374.jpg [View same] [iqdb] [saucenao] [google]
3096383

>smooth doom causes every single enemy to enter a forced xdeath animation when hit by a BFG shot or a rocket causing it to spam gore and gib actors fucking everywhere
>this turns any and all slaughtermaps into a fucking sluggish piece of shit

there's an option to disable the blood splats but not this? the fuck?

none of the options in the submenu work as far as i'm noticing, am i gonna have to dive into the pk3 itself or anything?? because if so then fucking groan man

>> No.3096387

>>3095426
Allow me to remind you where you are

>> No.3096393

>>3096342
Shoulda shot the police, bro, they were probably demons.

>> No.3096401

>>3096262
Well I tried it out but there was no overlay or breathing sounds... tried it in zdoom and gzdoom both very recent versions

>> No.3096402

>>3096383
Outside of the weapons, I personally never liked Smooth Doom. A lot of the smooth animations on the monsters look odd to me, like for example, the imp looks like they're tiptoeing really fast.

>> No.3096419
File: 826 KB, 1920x1080, Screenshot_Doom_20160328_201039.png [View same] [iqdb] [saucenao] [google]
3096419

Why LegenDoom is better than DRLA

>> No.3096424

>>3096079
>auto-switch on

>> No.3096426

>>3096424
Boom demo, it can't be helped.

>> No.3096430

>>3096424
Not every source port has an option to disable it.

>> No.3096482

>>3096402
>the imps
i find it baffling how this is easily the most common complaint to come up regarding 'shitty monster animations' as if implying everything else followed in the same caliber when it doesn't

>> No.3096489
File: 29 KB, 320x200, Blood_5.png [View same] [iqdb] [saucenao] [google]
3096489

>>3096402
>is called smooth doom
>monster animations are actually fast and jerky

>> No.3096492
File: 154 KB, 1440x900, MERLIJNHUD.jpg [View same] [iqdb] [saucenao] [google]
3096492

>> No.3096498

>>3096402
I don't see a problem with it.

My only complaint with it is the lack of Doom 64 Plasma gun skin.

Actually is there a mod that has that? Cuz I really like the 64 Plasma gun

>> No.3096502

>>3096482
The fireball throwing from knights/barons looks pretty bad, too.

>> No.3096516

>>3096489
the goal of the mod is 'smooth' as in 'has more frames', irrc

they look pretty good imho

>> No.3096519

>>3096516
well it turned out having more frames just made things look more jumpy. It should be renamed Jerky Doom

>> No.3096524
File: 317 KB, 651x597, 1359608594399.png [View same] [iqdb] [saucenao] [google]
3096524

>finding about the IDCHOPPERS cheatcode just now
>20 years after the release of the game
this shit is fucking me over

>> No.3096526

>>3096524
>...doesn't suck - GM

>>3096519
eh, most of the animations still look fine

>> No.3096576

>>3096498
LegenDoom uses it for its Epic-class plasma rifle variants

>> No.3096613
File: 29 KB, 306x306, image.jpg [View same] [iqdb] [saucenao] [google]
3096613

Today I decided to take the gore of Brutal Doom to a whole new level! Through these two years of development, some gib sprites from Nashgore still remained, so, I decided to make whole new sprites to replace them. Where to find the material? Making fake wax pieces of gore myself and taking pics of it? No, but searching the internet for REAL gore, and trying to turn pieces of these pictures of REAL DEAD PEOPLE into sprites. In this demostrative video you can see 3 pieces of REAL GORE: These pinky brain pieces at 00:07 were taken from a picture of a guy wich got his head ran over by a bus, and his brain splattered all over the street. The eye globe at 00:10 is taken from a guy that got his face shoot by a shotgun at point blank. These generic meat pieces flying at 01:10 are from a pic of a guy butchered by the mexican cartels. I’m not going to remake ALL sprites using real gore because it takes a lot of time, and it takes hours searching for pictures with the gore in an useable condidtion and angle to be used, but if anybody knows where I can find a clear picture of exposed human entrails, please send the link via PM

>> No.3096616

>>3096613

Xaser claims he owns a copy of the Binary thread but he still has yet to post it.

>> No.3096620
File: 425 KB, 730x550, DOOM_Cacodemon_TheisMøllerJakobsen.jpg [View same] [iqdb] [saucenao] [google]
3096620

>>3096613
Is this pasta?

>> No.3096623

>>3096620
It's something Mark did once.

Because he has no tact.

>> No.3096625

>>3096620
yes, when SgtMarkIV wanted to use real gore for BrutalDoom, but now he's delegated it to a mod after people understandably freaked out

>> No.3096626

>>3096620
smug tomato

>> No.3096630
File: 998 KB, 1000x1430, serious_sam_bfe_by_jennyisdrawing-d9l6d0a.jpg [View same] [iqdb] [saucenao] [google]
3096630

>>3096613
Didn't Serious Sam 3 also do something like this? I read something somewhere about how the team used pictures of skinned animals or something. Wish I could remember

>> No.3096631

>>3096620
That's the description for Mark's realgore addon for an outdated version of Brutal Doom. Because he's edgy enough to use actual pictures of dead people in a video game mod.

>> No.3096634

>>3096613
The worst part isn't how he apparently didn't understand why this was bad, but that the way he presented it made it look like he was so proud of himself for doing it.

>> No.3096635

>>3096630
i'm pretty sure dead space also boasted about something like that.

>> No.3096636

>>3096630
It used real pics of animal guts and gore, basically.

Also while I'm not the biggest fan of Brutal Doom, I think that would actually be a neat idea of executed properly. As long as it's done with animal gore like in SS3 ofc.

>> No.3096639

>>3096631
>actual pictures of dead people

I know it's pixels on a screen, but this really creeps me out for some reason.

>> No.3096640

>>3096635

Before the misinfo starts spreading, the DS devs took on the task of going to recent car crashes to take a glimpse of actual dead people.

they never introduced actual graphic content, they merely used the experience they got to *achieve* the look of the gore in the game

>> No.3096641

>>3096489
Pretty much.

>> No.3096643

>>3096635
>>3096636
the difference being that those games were made by actual professional people who extensively worked on the gore effects to make them fit into the overall aesthetic of the games

mark is a fine guy in this day and age, but he used to be an honest to god fucking edgelord back in the days

>> No.3096645
File: 594 KB, 1280x800, atmos.png [View same] [iqdb] [saucenao] [google]
3096645

>>3096248
>>3096228
>>3096227

>tfw other people are as autistic about proper gas masks as I am

Warms my heart. Pic related is what I've got myself, I have an internals/breathing system with a few different air/particle types implemented at a decently functioning level. It still needs to handle general area atmosphere better and work in MP, but it's fun to fuck around with. It also needs more non-placeholder visuals.

>> No.3096660

>>3096150
Now that's fucking cheap

>> No.3096692

>>3096303
thought this was quake 2 for a second.

>> No.3096694

>>3096692
but it is quake 2

>> No.3096716

>>3095543
http://desustorage.org/vr/thread/3033918/#q3039738

thought you were this dude

>> No.3096728

>>3096419
Because it keeps shit simple.

>> No.3096737

>>3096728
>>3096419
Yeah this is what I thought too. When I saw people hyped for it and they linked the release, at first I was like "That's it?" in mild dissapointment. Then I was like "Oh shit, that's it" in excitement.

>> No.3096819

>>3096728
It's honestly kinda ridiculous how far video games - and Doom mods, of all things - will stray from "keep it simple, stupid". What is Doom if not simple?

>> No.3096829
File: 35 KB, 514x386, fdas.png [View same] [iqdb] [saucenao] [google]
3096829

Help
Whenever I try to play Legendoom this happens
What do?

>> No.3096836

>>3096829
update gzdoom?

>> No.3096845

>>3096836
Oh, huh, right. Thanks

>> No.3096863
File: 18 KB, 65x63, lewd spas.gif [View same] [iqdb] [saucenao] [google]
3096863

Anyone know where I can find a sheet with these hand frames? I'd like to use them for a thing

>> No.3096867

>>3096863
Probably in here somewhere
http://forum.zdoom.org/viewtopic.php?f=37&t=50920

>> No.3096885

>>3096639
>for some reason
that's called humanity, congrats on graduating from standard-issue channer nihilism / misanthropy

>> No.3096939
File: 108 KB, 600x535, 1459008013033.jpg [View same] [iqdb] [saucenao] [google]
3096939

>Playing Scythe 2 for the first time
>Shit's pretty fun
>Get to map 23
>500 Fucking enemies
>Tight space
>Tons of fucking chaingunners, revenants, archviles, even a Spiderdemon in the distance

What the fuck happened? Did they just completely give up on making it fun and decided "FUCK YOU HAVE 500 FUCKING ENEMIES"

I don't care if you give me tons of ammo, this shit just isn't fun

>> No.3096943

So I don't think that it was discussed much if at all before, but what about the "new music" for doom that isn't the menu theme thing we've all heard in the alpha. The following I think is decent. (0:27 if timestamps don't work in embedded vids)
https://youtu.be/ZQj2jfw7ODM?t=27

https://www.youtube.com/watch?v=kNFUAH3V1U4
This is also different, but personally I like it less

>> No.3096949

>>3096863
HDoomguy, is that you?

>> No.3096992

>>3096939
Oh the next map is the same shit

Oh well, it was a fun 20 or so levels, but I ain't putting up with this crap

>> No.3097017
File: 59 KB, 648x528, game 017 grab 002.jpg [View same] [iqdb] [saucenao] [google]
3097017

Anyone ever make an SNES Doom TC?
I think it'd make a good April Fools Day WAD

>> No.3097034

>>3097017
I wonder how you'd do the floors.
Maybe something with a skybox?

>> No.3097047
File: 1.46 MB, 1920x1080, Screenshot_Doom_20160328_200055.png [View same] [iqdb] [saucenao] [google]
3097047

This dirty stove texture came out pretty well. I'm getting increasingly efficient with layer effect tricks for various effects. This applies to the "baked" lighting of the skillet model too, which is just a round shape with some "bevel and emboss"

>> No.3097049

>>3097034
I'd figure you could just replace all the flats with solid colors.

>> No.3097063

>>3096150

i remember this same moment, pissed me off. I still love quake, I think the architecture of the levels is top notch

>> No.3097064

>>3097034
>>3097049
Didn't the alphas have that low detail option which disabled ceilings and floors? Isn't that still in the final game's code?

>> No.3097067

>>3096939
it's the best map of the whole set imo.

>> No.3097098

>>3097049
Yeah but they have this dithered effect to them that you can't just get with a texture.

>> No.3097106

>>3096867
I checked the thread but the host who had the sheets died.

>>3096949
N-no

>> No.3097125

Help me out /vr/

I'm looking for a relatively easier wad with good architecture/level design. Also something that doesn't just throw hundreds of enemies at you later on, I hate that.

>> No.3097158

>>3097017
In that pic the floor and cieling are actually one static image with darker shading towards the middle to create the illusion of distance. Pretty neat but it obviously doesn't look great compared to the original.

>> No.3097162

>>3097125
btsx_e1 but skip the secret level and the last proper level (tough skin river)

>> No.3097164

>>3097162
Already played that

>> No.3097176

>>3097017
http://m.youtube.com/watch?v=FyuKS-Of01E

>> No.3097256

does gzdoom builder's 3D mode give anyone else headaches and have framerate drops at ridiculously low sector counts (13 for me)

>> No.3097302

>>3096645
Nice! looking real good.

I assume you handle the gasmask overlay with SBARINFO?
I'm sure gasmask anon would love to see you code for some inspiration.

Also does firing a weapon set off the plasma? because that should be a thing.

>> No.3097328

>>3097302
Thanks, man, I appreciate it.

Most of all the overlay stuff is being done with SBARINFO at the moment, yes. I'm not fully satisfied with it because if you make the overlay a part of the status bar, it can easily be removed by resizing the screen, which sort of defeats the purpose - it's meant to stay on as long as you're wearing the gasmask item, and there's some scripted sound stuff that requires ACS anyway so at some point it'll likely be fully ported. For now it's pretty decent.

The plasma currently doesn't react with weapon fire, ordinary fire, or anything but collisions with the player - that, and the actual plasma flow consists of invisible actors that handle the dispersion. All the particles are just visual indicators that transfer plasma to whatever they hit.

>> No.3097335

Anyone happen to have some neat ideas for tech-hell or poly-objects? That seems to be my thing recently, but currently a bit uninspired.

>> No.3097393
File: 3.00 MB, 320x240, rnfwip-955-1.webm [View same] [iqdb] [saucenao] [google]
3097393

>>3096295
this is a large island surrounded by an ocean which is for some reason burning to the touch. cue a lot of pillar hopping as i work my way around the edge. note one imp is knocked off a pillar and becomes awkward to shoot - please consider making the pillar monster blocking lines to avoid this irritating "feature" of boom compatibility. eventually i reach a pier which is flooded with demons and imps. this part was quite fun. i was aware i had not fully explored the island but my curiosity led me into the fortress at the end of the pier, which i proceeded to clear out. unfortunately it seemed i was locked in, but reaching the center of the fortress i had seemingly found everything, and exited with 3x100%. however looking back it seems i did miss something, so it was a shame i could not return from the fortress.

first attempt (boom, 6:55)
http://temp-host.com/download.php?file=io35kf

>> No.3097402
File: 3.00 MB, 320x240, rnfwip-955-2.webm [View same] [iqdb] [saucenao] [google]
3097402

>>3097393

>> No.3097407
File: 1.57 MB, 320x240, rnfwip-map02.webm [View same] [iqdb] [saucenao] [google]
3097407

>>3097402
as for map02 i saw some missing/bleeding textures that look like nodebuilding errors. it may help switching nodebuilders or if you are using zennode try adding -n2 to the command line (i've had similar issues and that option helped). otherwise the map thus far is fine and i hope you manage to make it into something later.

http://temp-host.com/download.php?file=hq03gu

>> No.3097410

>>3097098
The dithering isn't essential, the shading is done by the engine itself.

>> No.3097440

>>3097162
E1's secret level The Hard Way is actually pretty easy for what it is, though.

>> No.3097450

>>3097125
MM2 for something classic.

>> No.3097476

>>3094530
>Wrack Starfall kickstarter
>Is a tower defense FPS with rogue-like elements. Help us get it funded for multiplayer and more!
>Defend procedurally generated worlds! It's a new world every time you play Starfall. Construct a deadly maze for your enemies and see what awaits you in the item room before each wave.

And Carnevil has completely lost me. Doesn't help that the original Wrack was painfully mediocre.

>> No.3097543

>>3097476

Wrack is garbage, "roguelike" games are garbage, and tower defense games are hot garbage, and let's not forget the original Wrack had a frenchman in the dev team, which further helps explain why it was so bad.

>> No.3097547

>>3097476
why are so many devs afraid of actually mapping

>> No.3097549

>>3096401
Weird because it works perfectly for me. It's not scaled so you might have to use 1920x1080 resolution. Also, did you actually put it on? "Give GasMaskPickup" gives you the gasmask weapon, you Fire to put it on.

>> No.3097556
File: 114 KB, 720x960, 1458075766339.jpg [View same] [iqdb] [saucenao] [google]
3097556

>>3097476
They forgot to tack on that it has 8-bit retro indie graphics, platforming action, chiptunes, and is also a MOBA. And maybe also online-only because they expect it to be the next big eSport that the kids of today love.

>> No.3097557

>>3096631
Why wouldn't you use real gore? Real paid game developers use pictures of real gore, look at fucking Dead Space.

>> No.3097562

>>3097557
They use it as reference and "learning method", whereas actually using pictures of the deceased is probably a legal messhole (who has the rights to those pictures), as well as "respect/decency".

See
>>3096885
>>3096640

>> No.3097567

>>3097547
Because there's a thought process outside of "HURR DURR MAKE IT RANDOM AND IT'LL BE GREAT!"
Literally randomly generated content is the worst, "stagnate" maps at least has consistency with itself and won't have randomized monsters which also just as bad of a sin as well.

>>3097543
>"roguelike" games are garbage
fucking agreed there
>tower defense games are hot garbage
Depends on if it's bland as fuck, but majority of them don't want to mix it up enough and/or just add in shit to be an asshole with it.

>> No.3097571

>>3097393
>>3097407
Thanks for always making demos and giving feedback, it's really been helping me out. I think I'm going to take a break from mapping for a while and let ideas pile up before I make something again.

>> No.3097580

>>3097567
I'm actually in favour of AI learning to map. I suggested it in a previous thread, take a RNN (recurrent neural network) AI, train it on large sample of maps of a certain map standard (I'd say UDMF), and then have it produce maps. Analyze content. Improve what was broken, enter what is acceptable in the map pool, ditch what is shit, and retrain it with the new map set. Repeat over and over.

It would be similar to RoboRosewater, if you're familiar with that. That's an RNN that is trained on every m:tg card ever made and produces cards of its own of varying qualities. The main problem would be that individual maps are, compared to magic cards, massive and links can be very far-fetched between words/overarching plan. I'm not sure if RNN would ultimately be the best kind of neural net for this. Still would be interesting.

>> No.3097584

>>3097580
And then combine it with AutoDoom for playtesting.
https://www.youtube.com/watch?v=j3CLdqLojoU

>> No.3097620

>>3097562
That's stupid. You can cry "muh morals" all day, but I want everything to look real. If that means using pictures of someone's splattered brains, then that's cool. No sense in not using all the resources at your disposal. I use real gore pictures if I have to do a painting of dead shit.

>> No.3097625

>>3097620
>I want everything to look real
What is with people's obsession with realism in videogames? It doesn't work, it plays terrible.

>> No.3097626

>>3097625

because muh immersion

>> No.3097631

>>3097620
>>3097626

Real gore looks ridiculously out of place in a semi-cartoony environments of Doom, same as 3D modelled monsters and OMFG-SuperHD textures.
if anything, it actually breaks the immersion way more than it gives.

>> No.3097632

>>3097620
Again, there's a difference between actually 1:1 digitzing real gore and just using it as teaching/study reference. I also imagine that it's partially that the dead can't really consent to it, and their families are not likely happy to it too, even if you can't recognize a brain.

>> No.3097637

>>3097631

>>3097626 here, I was talking about video games in general, not DOOM.

>> No.3097646

Why was the music in DOOM's SNES port so fucking GOAT?

>> No.3097651

>>3097637
In videogames just as well. For some reason none of the games that tryhards to be "Super realistic" are fun to play, unless it's a simulator.

See anyone talking about Crysis 3 nowadays? Me neither.

First Unreal understood this right - it strived to be beautiful without being realistic. Remember the flame effects? They aren't realistic at all, and game could do them properly, but they were beautiful as hell to watch.

>>3097646
Sound chip mostly.

>> No.3097667

I'm not saying to put 1:1 digital gore into Doom or anything, of course that would look ridiculous, but if I were going to do a monster sprite with any decent fidelity, and I wanted its guts to be hanging out, I would get a picture of guts and shrink em down and mess with them until they match the rest of the image. That's what digital artists do. Not to mention, if you're not trying to charge money for it, there's no legal precedence to protect the source material. If I had manage to grab my camera while my girlfriend's mom was coughing up blood before she died in my driveway last month, her family would probably be within their rights to sue me if I used it in a commercial product, but since what we do is by it's nature free fan material, the sources really don't matter unless they were from a commercial source in the first place.

>> No.3097676
File: 2.60 MB, 1920x1080, Screenshot_Doom_20160327_231034.png [View same] [iqdb] [saucenao] [google]
3097676

Also, this shit fucking works now. Turns out it was the dummy item I created fucking everything up. The gasmask uses SBARINFO, so you might need to "-" and "+" your screen around to actually be able to see it. Use "give gasmaskpickup" to test it out if you want. I haven't given it any protective properties yet, it's purely cosmetic atm.

https://www.dropbox.com/s/6f31u4yyqyugsq3/GASMASK%20Final.pk3?dl=0

>> No.3097706

>>3097676
There is still a problem with the ANIMDEFS I just remembered. The mask gets more fog/condensation on it the longer you wear it. I was hoping when you took it off it would reset the ANIMDEF, thus clearing the screen, but it doesn't. Not sure what to do there, except make the breath an item like the cracks.

>> No.3097720
File: 477 KB, 1280x720, quake010.png [View same] [iqdb] [saucenao] [google]
3097720

Another screenshot from my gimmicky Quake 2 map.

This map is getting so big now I've had several MAX_PATCHES-errors already and sadly I am approaching the maximum limit (65000) which means that regardless of what I do for lighting I won't be able to make it any larger if I don't want it fullbright instead of with proper lighting.

>> No.3097736

>>3097543
I liked Diablo tho

>> No.3097737

>>3097720
is there no such thing as limit removing source ports for quake?

>> No.3097740

>>3097737
Probably not for Quake 2, because it's the red-headed stepchild of the Id library.

>> No.3097743

>>3097706
ANIMDEFS work on a completely separate timer from the rest of the game - you can't control when animations in it loop.

Seriously, using ANIMDEFS for this is terrible.

>> No.3097750

>>3097740
does yamagi quake 2 not remove limits?

>> No.3097752

>>3097743
Yup, luckily it's an easy fix.

>> No.3097791
File: 1.01 MB, 2048x3072, ef4.jpg [View same] [iqdb] [saucenao] [google]
3097791

Some shit Unreal engine can do.

It allows to define multi-layered detail textures for any type of material, usually wood, stone,metal, skin, etc. and apply it to all the textures. The closer you get to the surface, the more layers are added, and the surface remains fairly detailed even under extreme magnification, that can not be done by conventional means in the regular gameplay process.

Not present in the original release of Unreal, this feature was introduced via patch a year later.
This technique exists for over 17 years now, yet In many high-profile “modern” games (Like Fallout 4, COD and even some UnrealEngine 3 games not released by Epic) I still see the soapy blur when I get close to a wall. What is it if not lazyness?

Do you know any other games that did same thing? I mean not just detail textures, but multi-layering them so that you wont get a blurry mess, no matter how close you are?

>> No.3097808

>>3097791
I know Source has this feature. Can't think of any more off the top of my head.

>> No.3097818

>>3097667
>Not to mention, if you're not trying to charge money for it, there's no legal precedence to protect the source material.
are you retarded or something? of course copyright applies to stuff even if you're not intending to sell it. I don't know where this stupid misconception comes from.

>> No.3097819

>>3097743
I moved the fogging to the SBARINFO, A script runs when you don the mask that gives you a "fogtoken" every 5 seconds (for testing), but taking away the fogtokens doesn't seem to revert the mask to it's default state. Here's the SBARINFO:

http://pastebin.com/yH4TsUUm

>> No.3097820

>>3097808
But I didn't see any Source game using it.

>> No.3097825

>>3097667
>Not to mention, if you're not trying to charge money for it, there's no legal precedence to protect the source material.
Fair use is easier if you're not charging money for it, but it doesn't mean you're guaranteed fair use. You are being sued for damages to the marketability of the copyrighted product (in general fair use, not this specific instance) so it doesn't matter if you are trying to sell it or not. There is plenty of legal precedence for protecting copyrighted works being used noncommercially.
>If I had manage to grab my camera while my girlfriend's mom was coughing up blood before she died in my driveway last month, her family would probably be within their rights to sue me if I used it in a commercial product, but since what we do is by it's nature free fan material
In this specific instance you would own the copyright to the picture, because that's how photographs work in the US.
If they were suing you for this it likely wouldn't be because you were damaging the marketability of her mother dying, but rather just general damages from your actions (mental anguish, possibly invasion of privacy--unless she was a noteworthy person dying in a public place.) Depending upon where she died (meaning what state because which laws apply, and exactly where which would determine if she had an expectation of privacy) you could even get (minor) criminal charges. None of this would depend upon you actually selling the photograph/using it in a commercial work.
Note that I'm talking about this specific instance, because Mark's thing would have likely only turned up people that died in public places and were already shared with others long before he got ahold of them.
cont.

>> No.3097827

>>3097667
>>3097825
>the sources really don't matter unless they were from a commercial source in the first place.
While you are less likely to get sued if you use noncommercial sources, this is only because generally the authors/copyright holders of noncommercial or unpublished works are less likely to have the money/motivation to take you to court. If it ever did go to court, you are actually less likely to be allowed fair use of a non-commercial or unpublished work than a published commercial one, all other things being equal.

>> No.3097828

>>3097827
Interesting. Either way, the end product should end up so that you can't cite the source.

>> No.3097847

>>3097791
Don't both UT99 and 2k4 make use of that? At least Epic didn't totally forget about it.

>tfw no one talks about Unreal

>> No.3097848

>>3097820
Every game from Episode Two onward uses detail textures. I don't know if they scale the same way, but they're akin to what >>3097791 describes.

>> No.3097861

>>3097828
Assuming you're talking about
>but if I were going to do a monster sprite with any decent fidelity, and I wanted its guts to be hanging out, I would get a picture of guts and shrink em down and mess with them until they match the rest of the image. That's what digital artists do
There is a huge legal difference between using real gore as a reference to draw your own (what most digital artists actually do), and simply modifying the real gore. The first is entirely your own copyrighted work that you can do what you please with, and the second is considered a derivative work which you cannot claim copyright to without the consent of the copyright holder. There is a magical point of enough modifying that it is no longer a derivative work, but what point that is except in cases which are obvious yes or no, this is the kind of thing that can vary from work to work and generally requires it to go to court to have a decision made upon it.
A good example of the first (your own copyrighted work, from a reference) would be Adrian Carmack's pinky demon for Doom, drawn with a Jurassic Park toy Velociraptor as a reference. An example of the second would be most of the baron, imp, pinky, etc. recolors on r667 where you can still see the original quite clearly, despite most of the sprite having been changed. Things like the Cacolich and that one horned Cacodemon that Eriance made, while still having been made with the original Cacodemon as a reference, would be examples of things that probably passed that magical point of enough modification.
cont.

>> No.3097864

>>3097848
>from Episode Two onward
So that's both L4Ds and CS:GO? Not surprising no one's noticed it then.

>> No.3097867

>>3097864
Forgot about Portal 2.

>> No.3097868

>>3097861
I'm aware of the legal shit involved, but I don't care one bit. Yes, using someone else's shit could get you in legal trouble, but usually no one will notice or care.

>> No.3097869

>>3097848
>>3097864
>>3097867

No it's not the same - there's just regular detail textures that still turn into a blurry mess if you get close.

>> No.3097871

>>3097828
>>3097861
>the end product should end up so that you can't cite the source.
If you're not using your own copyrighted work, and the copyright holder hasn't allowed you to use their work, you are actually less likely to be allowed fair use if you haven't cited your sources, and will likely be opening yourself up to more legal trouble and damages if you don't cite the source. For plagiarism you may even have punitive damages awarded against you, which is the legal equivalent of the court saying "fuck you, don't do this" because you were knowingly acting poorly and it wants to prevent others from doing the same, and also make it so that if such a thing is potentially lucrative, then you and/or don't have to get in trouble for it every time but just once in order to make it not lucrative.
For works released under licenses which allow non-commercial (and even commercial) use of the work but require you to cite the original work, if you use them and don't cite the work per the release license then if they take you to court it's the same as if they hadn't allowed any use at all.

>> No.3097880

>>3097861
Following from this; where do things like Doom's weapon sprites fall in legal terms? I know most of them were based on pictures of real-life toys.

>> No.3097884

>>3097868
I guess what I'm saying is, what's the point of doomifying real gore versus just using it as a reference to make your own? It is about the same level of work, and both result in the same quality level in the final product, but one gets people mad at you, is potentially disrespectful of the dead, and opens you to legal issues including not having a copyright over your completed product, whereas the other is something that is done regularly without pissing people off and at the end you have your own copyrighted work that you can do whatever you want with, even commercially.

The only plus for the first is if you actually want to piss people off by doing it and/or gain notoriety/press simply for the fact that it uses real gore.

>> No.3097893

>>3097791

damn that looks unreal

>> No.3097924

>>3097676
Nice! glad you got it working. Definitely be a cool addition to your mod.

>> No.3097927

>>3097884
My point is it's exactly the same. If people want to get mad over something so trivial, that's their problem.

>> No.3097928

>>3097880
Considering they were not just touched up, but heavily edited, and Adrian owned the copyrights for the pictures he took of them anyway, they are probably fine. The transition from 3D to 2D does a lot legally (eg it's different to take a picture of someone else's painting and sell that picture, than to take a picture of someone's sculpture and sell that picture), and then there's the issue that the company might not really be able to claim copyright over the shotgun anyway because it's modeled off of a generic real life shotgun and likely isn't unique enough to be distinct from other toy shotguns. The BFG and Plasma Rifle references were more unique than the shotgun, but both were modeled more heavily than the shotgun and also only used a small portion of the guns to make the sprites (using a small portion of a work is more likely to be allowed than using a large portion of a work, in addition to how much of the new work the old work comprises.)

There's also the fact that use of the images made from the toy guns in Doom would be unlikely to harm the marketability of the toy guns themselves, which is also a consideration when allowing fair use.

That being said, nothing is ever 100% certain except in obvious cases until it actually goes to court and has a decision made upon it.

>> No.3097930

>>3097924
Well, it doesn't QUITE work. Still need to figure out why the fog won't go away. I'll probably have to do a whole nother SBARINFO group or something, I dunno.

>> No.3097937

>>3097928
>modeled more heavily
I meant modified

>> No.3097941

Other then Russian Overkill what are some good gameplay mods that go with slaughtermaps?

>> No.3097943

If playing Doom on PC is comparable to eating cereal in a bowl with milk...

Playing Doom on console (and by console I mean stuff like "Classic Doom" on Xbox, not the 90s ports) is exactly as eating cereal from a cup.

And playing Doom on mobile (android/iphone) is exactly as above, just switch the milk with water instead.

>> No.3097945

>>3097941
DAKKA

>> No.3097948
File: 216 KB, 449x367, Iamnotamused.png [View same] [iqdb] [saucenao] [google]
3097948

>gonehomo2.wad
This is not okay.

>> No.3097952

>>3097930
I tested it out but the overlay never really fitted with the screen res (I tried most of the different resolutions) maybe try to force the players res?

Also once the gas mask broke, the cracks stayed on screen while the gas mask overlay disappeared. The breathing also continued after breakage.

>> No.3097958

>bitching about Brutal Doom

Just remember, no-one cares about your mod because you don't use BD's gore system.

>> No.3097959 [SPOILER] 
File: 678 KB, 480x320, 1459208948773.gif [View same] [iqdb] [saucenao] [google]
3097959

>>3097948
I don't see what's wrong with this at all though.

>> No.3097970
File: 532 KB, 720x360, beep beep beep.webm [View same] [iqdb] [saucenao] [google]
3097970

You guys think that's an obvious enough sign that the barrel's about to explode?

>> No.3097973

>>3097970

make the flashing parts a lot brighter, maybe add a red layer

>> No.3097976

>>3097973

I don't think I can brighten them further without making them look like utter dogshit. Working with translation here

>> No.3097980

>>3097976

consider the fact that we're talking about an almost-1-tic frame that serves no other purpose other than inform the player shit's about to go boom

>> No.3097982

>>3097958
>comments on bitching about brutal doom
>bitches about brutal doom
I think you just outplayed yourself

>> No.3097984

>>3097970
Make it flash red

>> No.3097993

>>3097791
>Wheel of Time
I really need to find that game again, damn it..

>> No.3098006
File: 553 KB, 720x360, red flashing instead.webm [View same] [iqdb] [saucenao] [google]
3098006

>>3097973
>>3097980
>>3097984

Trying red now

>> No.3098009

>>3098006
Looks good!

>> No.3098014

>>3098006

perfect

>> No.3098019

>>3098006
Much better.

>> No.3098069

>>3097791
fallout 4 is a disgrace that uses a pretty dated engine covered in duct tape

>> No.3098091

>>3098069
It's not just "dated", it was pretty nonsensical and from the very beginning. The only really good thing about it is the clothes/body/apparel system, the greatness of which can be indirectly traced all the way back to dagerfall.

>> No.3098092

>>3098006
looks good, but i'm not sure about the pacing
maybe make it flash progressively faster until it explodes

>> No.3098102
File: 55 KB, 200x212, GMASZ0.png [View same] [iqdb] [saucenao] [google]
3098102

>>3097952
Bizarre, because not of that happened with me. You must be using one of the old versions.

Here's the most current:
https://www.dropbox.com/s/5bc7ek4pxzsf97n/GASMASK%20Final.pk3?dl=0

>> No.3098113
File: 31 KB, 226x239, image.jpg [View same] [iqdb] [saucenao] [google]
3098113

How would you properly introduce a friend to Doom?
I'd give them the IWADs and Zdoom, and tell them to not use aiming up or down on the mouse.

>> No.3098115

>>3098113
IWADs, a ZDoom port, let them freelook but tell them to disable jumping and crouching.

>> No.3098124
File: 528 KB, 720x360, I guess it&#039;s a trash fire because it looks like GARBAGE.webm [View same] [iqdb] [saucenao] [google]
3098124

>>3098092

I was thinking about that but not sure if I should be stacking more states onto this thing.

Also goddamn this looks awful, I might just work some TEXTURES wizardry (ie: take one of the fire sprites and just mirror it to make it wiggle back and forth)

>> No.3098138

>>3097543
> "roguelike" games are garbage
Look at this pleb

>> No.3098146

>>3098138
I think the quotation marks are important there.

>> No.3098152

>>3098138

Oh yes because all of the hot indie trash games that pop up on Steam every month that use random generation and imbalanced difficulty claiming to be a roguelike are all so much fun.

The phrase roguelike has lost all meaning nowadays and quite frankly it's pretty disgusting seeing it being used as a marketing buzzword by a bunch of faggots trying to promote their mediocre games.

>> No.3098161

>>3098113
I just gave him Zandronum and a bunch of wads I had on an USB. He fucking loves Demonsteele. Now he's a fucking cuh razy metal loving weeb who cut down all the lamps in my home with a katana he bought off craigslist

Thanks Term

>> No.3098175
File: 356 KB, 1680x1050, Screenshot_Doom_20160328_212143.png [View same] [iqdb] [saucenao] [google]
3098175

>ijeuucpixe.wad
Some of these textures are SWEET.
Did you make them?

>> No.3098180
File: 54 KB, 271x336, 1423968090515.jpg [View same] [iqdb] [saucenao] [google]
3098180

>>3098161
You did good, and so has he, may the glorious nippon bless us all

>> No.3098189
File: 751 KB, 720x360, BETTER FIRE.webm [View same] [iqdb] [saucenao] [google]
3098189

>>3098124

FIXED IT

>> No.3098216
File: 201 KB, 354x367, 1453219126621.png [View same] [iqdb] [saucenao] [google]
3098216

>>3097970

no

have a hand poke out holding a sign that says "uh-oh"

>> No.3098217
File: 316 KB, 1377x808, Silos_needed.png [View same] [iqdb] [saucenao] [google]
3098217

Whipped up some quick silos. How did I do? 3D floors up the wazoo

>> No.3098220
File: 63 KB, 600x600, 1456015914850.jpg [View same] [iqdb] [saucenao] [google]
3098220

>>3098216

Don't tempt me.

>> No.3098221

>>3098175
Those are from Hexen, I think.

>> No.3098225

>>3097620
>but I want everything to look real

Then you really wouldn't be playing Doom in the first place.

>> No.3098230
File: 152 KB, 1582x2048, 1450232483564.jpg [View same] [iqdb] [saucenao] [google]
3098230

>>3098220

>> No.3098231

>>3098175
>>3098221

Quake, actually.

>> No.3098251

>>3096716
Nope. Dunno why you'd assume that.

>> No.3098256

>>3098251
felt the style of the pics was similar
i'm usually pretty alright at stalking random people, this is a surprise desu

>> No.3098257

>>3098138
He was more saying games that claim they're roguelike, simply because they have permadeath and/or procedurally generated levels, are garbage.

>> No.3098286

>>3098256
Maybe next time.

>> No.3098287
File: 88 KB, 960x720, DO IT FAGGOT 2.jpg [View same] [iqdb] [saucenao] [google]
3098287

>>3098220

>> No.3098294
File: 45 KB, 333x435, 4NNpIvm.png [View same] [iqdb] [saucenao] [google]
3098294

>> No.3098348
File: 4 KB, 46x13, shota0.png [View same] [iqdb] [saucenao] [google]
3098348

Anyone know anything about sound editing? I have a sound I've cobbled together, but I want it to not sound like it was recorded in a tin box.

sound in question: http://www.mediafire.com/download/nd01acaddbcrgcb/dsdshtgn.wav

>> No.3098356
File: 36 KB, 450x350, tumblr_o3oboklU6a1uwi6g0o1_500.png [View same] [iqdb] [saucenao] [google]
3098356

>>3098348
>shota

>> No.3098367

>>3098348
Jesus christ... is this supposed to be a shotgun firing and then cases bouncing? what the hell are those booming sounds after the shot? some kind of reload?

I'd suggest going to sounddogs.com and finding a better shotgun firing sound. Maybe look at some realm667 shotguns and rip their audio

>> No.3098369
File: 11 KB, 300x462, plasma can.png [View same] [iqdb] [saucenao] [google]
3098369

Think this will suffice for a plasma based "bomb" that takes potshots at monsters?

I kinda want to add a different color up there on the light when its attacking but that'd raise the number of frames this object is gonna have by a shitload, seeing as there's gonna be a set of frames for each state of the battery meter draining down, pixel by pixel

>> No.3098379

>>3098356
beat me to it

>> No.3098429
File: 27 KB, 400x200, shtgd0.png [View same] [iqdb] [saucenao] [google]
3098429

>>3098367
It's a shotgun blast and a reload noise. It's not a conventional shotgun though, so the reload noise makes sense. I'm more curious if anyone knows how to clean up a sound file more than find alternatives. I imagine this is something I'm going to have to do for other sounds as well.

>> No.3098445

>>3098429
well how would you like the sound improved? you can't really remove reverb, you could EQ it slightly, boosting or reducing some of the frequencies, or you could add more effects. Neither of these will really help clean it up, its usually best to start with a clean sound and add efffects instead of the other way around.

>> No.3098465

>>3098445
Fair enough. If there's no way to fix the reverb I'll see if I can find some better sounds for it I suppose.

>> No.3098468
File: 66 KB, 2000x2000, 1454213123565.png [View same] [iqdb] [saucenao] [google]
3098468

>>3098429
that's pretty as fuck

>> No.3098471
File: 8 KB, 150x63, sposo0.png [View same] [iqdb] [saucenao] [google]
3098471

>>3098468
Thanks It'll be better when I paint over it, but for now the goal is to just get everything "done" and then do a polish pass.

Shoulda also help to keep everything from look TOO 3D'd.

>> No.3098495
File: 203 KB, 902x587, ss (2016-03-29 at 12.41.19).png [View same] [iqdb] [saucenao] [google]
3098495

Thought you guys might like to see what I'm preparing for Durex Waste Disposal's final area
It's not ready for testing yet but I hope to have it ready by the end of the week

>> No.3098497

>>3098495
That sure is a penis.

>> No.3098586
File: 2 KB, 76x110, lydia_scuba_side.gif [View same] [iqdb] [saucenao] [google]
3098586

Got home and polished this angle up. Hopefully tomorrow being my day off I can finish the entire spriteset, but that's a lofty ambition.

>> No.3098593

>>3098495
>Durex Waste Disposal area
>Thatsapenis.gif
Release when?

>> No.3098608

>>3098593
>>3094532 contains an earlier version of this level under [3-25] so feel free to fuck around in that for the time being.
I'll definitely have the geometry finished by the end of the week and hopefully item/enemy layouts as well, with eye candy/touch-ups following after that.
Keep in mind that this is my first attempt at a map so any feedback and criticism is more than welcome

>> No.3098612

>>3096939
git gud, casual, map 23 is child's play compared to anything after map 27

>> No.3098635
File: 15 KB, 271x277, 1455211014449.jpg [View same] [iqdb] [saucenao] [google]
3098635

>>3098220

>> No.3098709
File: 32 KB, 500x500, 1455794868936.jpg [View same] [iqdb] [saucenao] [google]
3098709

>>3098220
Come on.
You know you want to.

>> No.3098723

I know that Tom Hall was fired from id, but was John Romero also fired? Sometimes I hear he willingly quit shortly after Quake.

>> No.3098729

>>3098723

Romero was fired because his ego got too big and he got to the point where he was deathmatching on Doom rather than working on shit.

I wouldn't be surprised if he was pissed about Quake becoming another shooter rather than the fantasy melee hack n slash he wanted, damn shame

>> No.3098740

>>3098729
Think I remember he said in an interview that he didn't enjoy working on Quake.

>> No.3098767

>>3096939
>>3096992
You're never going to finish most megawads with that kind of attitude.