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/vr/ - Retro Games


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3134256 No.3134256 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3128728

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.3134257

===NEWS===

[04-11] kLazer - 3d laser beam
http://forum.zdoom.org/viewtopic.php?p=896568#p896568

[04-10] The /newstuff Chronicles #491 and #492
https://www.doomworld.com/php/topstory.php?id=4565
https://www.doomworld.com/php/topstory.php?id=4567

[04-10] Gun Godz v1.0 released
>>3129623
http://www.mediafire.com/download/u5j7esu7q56xz7f/GunGodz1.0.zip

[04-08] Durex Waste Disposal updated
>>3122797
https://www.dropbox.com/s/u1ja3syodz63t7n/CLOSETV3.wad

[04-07] 3DO Doom overclocked
https://youtu.be/dfNBQU2xjAI

[04-07] Anon mod release: gachigasms.wad
>>3121301
http://www.mediafire.com/download/fqbpf73xt3sprl5/gachigasms.wad

[04-06] DUMP 2 Test Build 2
>>3119065
https://www.dropbox.com/s/io1py7ymv6kd9vr/DUMP-2-test2.pk3

[04-05] Anon mod release: Liebenberg Arms Bushland Pistol
http://www.mediafire.com/download/6s0f6m8757as1my/LiebenbergArmsBushlandPistol.wad

[04-04] Anon map release: wheresmyshotgun.wad (updated)
>>3115529
https://drive.google.com/file/d/0B4mwJRa7e5VpM1RKWlNTTVRyUDQ/view

[04-04] DTWID Lost Episodes (E1-E6) released
https://www.doomworld.com/vb/post/1130238

[04-02] Japanese Doom Community Project v1.0 released
https://www.doomworld.com/vb/post/1583715

[04-01] Anon map release: Pyramid Complex (nyan.bsp, for Quake 2)
>>3108059
http://quakeulf.suxos.org/3d/nyan.zip

[04-01] John Carmack To Be Honoured With BAFTA Fellowship
http://www.bafta.org/press/press-releases/john-carmack-to-be-honoured-with-bafta-fellowship

[04-01] DooD (April Fool's mod)
https://youtu.be/tpeoS9TfRtI
https://www.doomworld.com/vb/post/1582841

[03-31] Anon map release: WAD COLLECTED map03
>>3105343
http://temp-host.com/download.php?file=lt02uz

[03-29] Nihility: Infinite Teeth
https://www.doomworld.com/vb/wads-mods/85591-

[03-28] Anon map release: rnfwip.wad
>>3096295
https://drive.google.com/file/d/0B4mwJRa7e5VpdXBxTVJZeUtCQ3c/view

===

To submit news, please reply to this post.

>> No.3134259

Reposting my last Dark Arena (GBA) post because I feel compelled to put some work into the sprites since they're a bit small for PC. And I want other people to know about the game so maybe a computer person can see it and actually get all of the graphics out.

>>3134050
>>3134096
Well there's a link to a WAD with textures and sprites in the thread http://www.mediafire.com/download/uv9bqx5ixunq9c4/DARNATEX.wad

I don't know if it's everything though and the lack of a custom palette tells me that these were converting to Doom's palette. They're slightly different.

https://www.sendspace.com/file/frk027 Here's a dump of the sounds in one big wav and the palette in two formats. There's some cheesy explosions, a bad robolady announcer, guns, powerup sounds, and reverberated monsters.

>> No.3134268

This is probably a long shot, but oh well:

I remember playing a wad back in the day shortly after Doom was released (yeah I'm that old) that modded two things:

>Pick up sound is Ash's "Groovy"
>Shotgun sounded much more brutal, especially the cocking sound

Does anyone know a wad like this? I really want that shotgun sound.

>> No.3134274

>>3134268
mordeth.wad?

>> No.3134282

>>3134253
oh god what the fuck

>> No.3134293
File: 391 KB, 1280x720, Screenshot_Doom_20160412_151506.png [View same] [iqdb] [saucenao] [google]
3134293

Why the fuck isn't there any ammo?
Why the fuck do I move so slow?
Why the fuck does sprinting last for one second and requires half a minute to recharge?
Why the FUCK were hidden explosive mines considered a good idea?

>> No.3134301

>>3134293
How are you supposed to know to press the left mouse button to fire?

>> No.3134302
File: 565 KB, 1280x720, Screenshot_Doom_20160412_152400.png [View same] [iqdb] [saucenao] [google]
3134302

>>3134293
Who thought it was a good idea to have the voice acting done in a fucking text-to-speech program?

No, seriously. I need to sock 'em in the throat.

>> No.3134307
File: 336 KB, 1280x720, Screenshot_Doom_20160412_152717.png [View same] [iqdb] [saucenao] [google]
3134307

>>3134302
Hmmmmmmmmmmmm.

>> No.3134318

>>3134307
hmmmm

>> No.3134320

Does anyone know where that mod Dakka is located on the web? I thought there was a git repository, but could not find it.

I currently have dakka_z3.0-test3.pk3 which I got from Best-Ever.

>> No.3134329
File: 18 KB, 508x381, ss+(2016-04-12+at+03.33.47).png [View same] [iqdb] [saucenao] [google]
3134329

>>3134307
And crash on the second level. Why the fuck was it using nearly a gigabyte of data?

>> No.3134332

>>3134320
I seem to have the git in my browser history

http://git.jinotra.in/ijon/dakka

>> No.3134336

>>3134329
hey man, the last wolfenstein game was 60 gigabytes, they're damn geniuses for fitting a wolfenstein mod in under a gigabyte

>> No.3134343

>>3134268
that actually could be quite a lot of old wads. first thing i thought of was dickwad2 but that only uses groovy for the chainsaw. you could also try heroes for a louder shotgun sound. i know there are lots of others, but i cannot recall their names off the top of my head. it was a thing in the mid nineties to replace sound effects just because you could.

https://www.doomworld.com/idgames/levels/doom2/d-f/dickwad2
https://www.doomworld.com/idgames/levels/doom/megawads/heroes

>> No.3134361

>>3134268

I think that Army of Darkness TC wad had this. The SSG reload did sound really super meaty.

>> No.3134362 [DELETED] 
File: 61 KB, 458x320, Sprite-sheet-resize-1.png [View same] [iqdb] [saucenao] [google]
3134362

>>3134259
The Dark Arena weapons from DARNATEX.WAD scaled up a bit, had to cut the edges out again so it's not perfect but to be honest they didn't seem all that perfect to begin with.

That's what makes them great.

>> No.3134367
File: 61 KB, 458x320, Sprite-sheet-resize-1.png [View same] [iqdb] [saucenao] [google]
3134367

>>3134259
The Dark Arena weapons from DARNATEX.WAD scaled up a bit, had to cut the edges out again so it's not perfect but to be honest they didn't seem all that perfect to begin with.

That's what makes them great.

>> No.3134387

>>3134332
Thanks anon.

>>3134329
If you got it from the git repository, there is a lot of data in a hidden directory labeled ".git" which contains records of all of the revisions made to the repository, which takes up a bit of space.

All of the actual game data that would go into a .pk3 file is about 250MB.

And I just ran git pull a couple minutes ago, so this is current info.

If you're just appending the directory to the gzdoom -file switch, don't. Make a pk3 instead. That's what the _zip.bat file is for.

Protip for linux users:
mv _zip.bat zip.sh
chmod +x zip.sh
sed -i 's|@echo off|#!/bin/bash|g' zip.sh
sed -i 's/tools\\7z//g' zip.sh

Now you can run ./zip.sh and it will make the pk3 for you. As long as you have 7zip installed. Old ass versions of Debian/Ubuntu may need 7z in that last line to be p7zip

>> No.3134394

>>3134387
fucked up the last line of that script.
7za is symlinked to 7z (or it should be, if distro maintainers make good packages), so this works
sed -i 's/tools\\//g'

>> No.3134405
File: 4 KB, 76x86, Untitled-1.png [View same] [iqdb] [saucenao] [google]
3134405

I saw a potions thread on /x/ last night, maybe someone can help me get good at art.

>> No.3134417

>>3134387
I'm not talking filesizes.
I'm talking the mod was using 1gb of data and memory.

>> No.3134436
File: 482 KB, 800x500, 1EjU3v0.png [View same] [iqdb] [saucenao] [google]
3134436

I'm curious about something.

Without using GIS, can you identify this mod?

>> No.3134445

>>3134274
>>3134361
Thanks anons, but these weren't it.

>>3134343
Heroes had the sound I was looking for! Thank you man!!

>> No.3134447

>>3134436
too-much-hud.pk3

>> No.3134467

>>3134436
No Fingerless Glove Meter?

>> No.3134478

>>3134436
The HUD looks like the one Combined_Arms uses
It's obviously not C_A though. I shouldn't need to have to say that.

>> No.3134503

>>3134436
I'm seeing Freedoom assets, CA's hud, a bunch of new weapons on the ammo display, and a money counter.I have no idea, but it's probably something very generic.

>> No.3134508

>>3134436
Hardcore Doom Wars

>> No.3134510
File: 497 KB, 350x239, ABESHIIII.gif [View same] [iqdb] [saucenao] [google]
3134510

>>3134436
What the christ?

>> No.3134517

>>3134436

I'm fairly sure I've played that recently but I can't seem to put my finger on it.

Wasnt great.

>> No.3134519

>>3134436
demonsteele 2

>> No.3134524

>>3134436

Alright, I just went through the MESS that is my GZDooM folder and I've found it. "HXRTC Project"

>> No.3134531

>>3134524
>check thread
>realistic aiming inertia
i too move my hands like lubed ice

anyone else get a compulsion to explode mass from their skull after reading bad features

>> No.3134532

>"hi i'm a dumbass"

best mod edits ever?

>> No.3134537

>>3134417
>I'm talking the mod was using 1gb of data and memory.
That's an engine problem. There's no "level of detail" adjustment at all, it goes MAXIMUM FUCK and renders every single texture and model at full fidelity. And because BoA has open levels and 3d models (notoriously inefficient in GZDoom) it's a small fucking wonder the thing even runs at all.

The ZDoom devs actually implemented a maximum render distance property for objects like yesterday or something specifically for WD:BoA

>> No.3134551

>>3134537
sounds more like an engine limitation than an engine problem, and that the real problem is that the mod wasn't designed with the engine's limits in mind. semantics, sure, but i think it's important to clearly put the blame on the person that made a doom mod that uses 1gb of ram.

>> No.3134556

>>3134551
elaborated, yes the engine is shit at 3d but everyone with a bit of experience knows this, and who decided to fill it with 3d anyway.

>> No.3134565
File: 434 KB, 1366x768, Screenshot_Doom_20160411_201042.png [View same] [iqdb] [saucenao] [google]
3134565

wish this was the face of the icon of sin cuz goddamn it's intimidating.

>> No.3134593

>>3134565
>intimidating

Dude, he looks sad.
Like "aw man now this guy's gonna shoot at me".

>> No.3134652

>>3134259
What WAS Dark Arena? I played it once and I swear I feel like I played those maps before in doom

Also wasn't there some other GBA FPS about a space station and people in cryo pods you had to save? Made me think of corridor 7

>> No.3134656

>>3134652
A pretty shitty GBA fps that played like a ROTT clone with some occasional cool weapons. Forced pistol start every level. I had it but didn't play it much.

>> No.3134657

>>3134652
Dark Arena was an FPS that was either speculated or confirmed to be based on Jaguar Doom, had DoomWorld members map the levels.

>> No.3134660
File: 21 KB, 500x500, 0118.jpg [View same] [iqdb] [saucenao] [google]
3134660

>>3134652
Oh it was Backtrack

>> No.3134665

>>3134660
wikipedia and ign say this came out on pc as well as gba but i've never seen anything of it on pc

>> No.3134667

>>3134478
>>3134503

C_A's HUD is an edit of HXRTC's, used with permission of course

>> No.3134668
File: 538 KB, 320x240, 1394170410614.gif [View same] [iqdb] [saucenao] [google]
3134668

>>3134259
>Go on youtube to check this out
Wow this looks awesome. Strange for such a small amount of FPS games the GBA had, three of them have female leads. Ecks vs Sever, Medal of honor underground, and this.

>> No.3134676

>>3134436
That's lterally HXRTC.

>> No.3134683

>>3134524
How is it?

>> No.3134686

>>3134665
>>3134660
https://web.archive.org/web/20000303100800/http://telegames.com/btrack.htm

Never seen this game before, and I haven't found a download for it yet.

/doom/, please help me.

>> No.3134690

>>3134686
Did you check Emuparadise?

>> No.3134691
File: 214 KB, 1680x1050, Screenshot_Doom_20160412_181143.png [View same] [iqdb] [saucenao] [google]
3134691

BUT WHAT DOES IT MEAN?

>> No.3134701

>>3134690
They have the GBA ROM and an unrelated Atari game.

>> No.3134704

>>3134701
Oh, I thought you were talking about the GBA version. In that case I don't know.

>> No.3134917

>>3134691
It's not the DOOM you know anymore.

>> No.3134962

>>3134691
.wad?

>> No.3134980

>>3134268
I think you might be looking for this
https://www.doomworld.com/idgames/combos/dmn2_15a

This was made in 1996, so you will have to run the deh file with the wad file.

Also, have a retro Doom Website that was probably one of my favorites back then

http://www.sonic.net/~mortlgrn/doom.html

>> No.3134994
File: 176 KB, 900x1200, romero.jpg [View same] [iqdb] [saucenao] [google]
3134994

Reminder that Romero-senpai loves Brutal Doom

>> No.3134998

>>3134962
The one I'm working on.

>> No.3135007

>>3134994
Nah, he just thinks it's amusing as a pretty obvious most-extreme version of the game.

What's sad is he actually prefers fucking Doomsday of all things

>> No.3135009

>>3135007
Doomsday is just graphically updated Vanilla - iirc it supports the the most graphic features of all ports, while not touching the core gameplay.

>> No.3135013

>>3135009
Also wall brightmaps and glowmaps. I want them in GZDoom so much -_-.

>> No.3135016

>>3135007
He said that he moved to Zandronum on Twitter, and that it's a much nicer engine.

>> No.3135025 [DELETED] 
File: 584 KB, 1080x1101, 1459832816511.jpg [View same] [iqdb] [saucenao] [google]
3135025

>>3135013
>-_-

oh wow didnt know it was 2007 again

>> No.3135027

>>3135025
what do you mean by that?

>> No.3135034

>>3135027
I was mainly joking but an emoticon like that isn't used seriously as much these days like back in 2007 when it was. Also, 4chan has a thing against outdated emoticons/emoticons in general.

>> No.3135047

>>3135034
4chan hated them back then too, because they were anime faces.

>> No.3135053
File: 200 KB, 640x530, tPE070M.png [View same] [iqdb] [saucenao] [google]
3135053

>>3135047

>> No.3135054

>>3135034
we should cast aside our hatred and embrace emoticons because they're faster than maintaining a 1,000+ reaction image folder :P

that took two keyboard presses, it's nuts

>> No.3135056
File: 31 KB, 202x682, MdG67rT.png [View same] [iqdb] [saucenao] [google]
3135056

>>3135054

>> No.3135062

>>3135056
you might call it... queer

it's okay, i've masturbated to penises on purpose multiple times, so i can say that

>> No.3135064

>>3135054
If everyone still had 56k modems, I'd agree with you considering how long it would take to upload and view images, but that's not the case.

>> No.3135065
File: 244 KB, 272x418, [SPAGHET ME UP].png [View same] [iqdb] [saucenao] [google]
3135065

Where in the name of fuck is this thread going.

>> No.3135070 [DELETED] 

>>3135064
more about navigating on your own computer to find them than it is loading them online :^p

>> No.3135073

>>3135065
an /a/spie got butthurt

>> No.3135078
File: 105 KB, 484x512, 7vS8qGu.jpg [View same] [iqdb] [saucenao] [google]
3135078

>>3135070
>>3135073

>> No.3135089

You know what to do.

>> No.3135092

pull the trigger doomguy

>> No.3135102
File: 44 KB, 524x1165, 6.png [View same] [iqdb] [saucenao] [google]
3135102

But it was too late

>> No.3135107

>>3135102
>that first panel
every time

>> No.3135136

>>3135034
I think hating on emoticons is outdated in itself..
Like.. since 2012

Back on topic
>>3135102
The Walkie Talkie has eyebrows

>> No.3135171

reposting on this thread because I'm bad and didn't notice this thread:

>>3133904
believe me, I've noticed that.

I mean when I took my year break from doom it wasn't exactly all that great when I left but holy crap, it feels like there's maybe two actually somewhat decent zandronum modders anymore

and excluding weeaboo simulator since that has 90% of its presence on zdoom and /vr/, has there been a single decent mod released on the zandronum forums in the past year? even *one*?

how has the zandronum community gotten so terrible?

>> No.3135173
File: 10 KB, 302x304, jetpack.png [View same] [iqdb] [saucenao] [google]
3135173

Is this a convincing enough jetpack?

>> No.3135174

>>3135173
can't unsee metal penises on the bottom

but i suppose it's fine

>> No.3135178

>>3135174
you'd like that, wouldn't you.

>> No.3135184

Is there a comprehensive explanation of how COLORMAP works anywhere? How it's sectioned, and how the palette cycles through, and all that?

>> No.3135193
File: 10 KB, 341x317, no dicks.png [View same] [iqdb] [saucenao] [google]
3135193

>>3135174

There, no dicks

>> No.3135195

>>3135193
looks really good!

>> No.3135214

>>3134994
he looks almost like a chick

a very manly, based chick

>> No.3135216

>>3135193

: - I

>> No.3135218
File: 68 KB, 249x225, 111.png [View same] [iqdb] [saucenao] [google]
3135218

So, a while ago i thoguht about making a Borderland-esque weapon mod with BDL2 resources, but after trying my hand at it I realised that ripping out all the parts with any respectable frame count (16-20 per part for Fire+reload+aim+aimfire animations) would be way more than I could handle.

So some time later I got a few ideas regarding gameplay mechanics I want to implement (I think I got how to make a weapon with variable firerate for instance), and here's what I thoguht: What if I rip only 2-3 frames per part (fire animation), amke it a bit more fluid via offsets, and make reloading look like it was done in Deus Ex (just lowering weapon, playing reload sound, then rising it back up), or would that look way too cheap?

If I use GLOOME engine, which can have multiple flash-like states for weapon sprite composition (actually that feature was requested by me), I'd be able to compose guns within DECORATE, which will make them truly differ in appearance.

>> No.3135226
File: 801 KB, 600x800, file.png [View same] [iqdb] [saucenao] [google]
3135226

They look like such dorks here

>> No.3135228

>>3134686
I found a demo on a Russian website and I'm waiting on an email back from the dev team regarding a full iso.

http://www.ag.ru/games/backtrack/demos/31981

>> No.3135229

>>3135226
That's because they *are* dorks

>> No.3135230

>>3135226

Dorks that helped change the fucking world of video games and pop culture.

>> No.3135231

>>3135226
They are dorks.

>> No.3135235

>>3135193
Kek, you actually made it better. Good job, in all honesty.

>> No.3135236

>>3135226
I've always wondered if that's the same BATTLE AXE they smashed down the door with.

>> No.3135239

>>3135226
>Cunt destroyers

>> No.3135291

>>3135226
This picture makes me think of Wayne's World

>> No.3135345

>>3135291
there used to be some shitty wad in 1996 or something that had the "party on wayne, party on garth" clip... It also had the "game over man, game over!" clip from aliens when some monster died... It was obnoxious as hell and really stands out in my memory.

Can't find it now though.

>> No.3135351
File: 55 KB, 244x500, Weap_spl.png [View same] [iqdb] [saucenao] [google]
3135351

>>3135228
>>3134660
So I know what format the graphics are in, it's 16 bits per pixel RGB 5 6 5, but for some reason TiledGGD's 16bit version doesn't display the graphics right. I suspect it has something to do with not being able to pick 5 6 5. Tile Molester brings up the graphics with the right colours, but I don't know how to change the tile size or remove the tile function all together to just display it like a normal bitmap.

This one I did using Irfanview but I have to enter the dimensions on raw import each time, I can't just scroll through raw data with it.

Any suggestions?

>> No.3135370
File: 23 KB, 92x480, fuck.png [View same] [iqdb] [saucenao] [google]
3135370

>>3135351
lmao I loaded the whole thing into Irfanview and saved it again as raw bitmap data and now I can go through it with TiledGGD because Irfanview saved it as 24 bits per pixel and TiledGGD can view that fine.

It can't skip / offset per pixel with that though.

>> No.3135371

Are there any decent exploration/adventure WADs?

>> No.3135376

>>3135371
phocas island

>> No.3135429
File: 140 KB, 1000x429, Backtrack-Weapons.png [View same] [iqdb] [saucenao] [google]
3135429

>>3135351
Alright, got the weapons from the PC version of Backtrack or sometimes Back Track ripped.

There's monsters and stuff as well and I'm not looking forward to ripping those manually, but I have found that everything has a little blue pixel at the start and end of a graphic. If I'm lucky then someone can use that to automate this.

>> No.3135430

>>3135429

That's a nice sword

>> No.3135472
File: 18 KB, 391x361, haelin.png [View same] [iqdb] [saucenao] [google]
3135472

>>3135430

>> No.3135475
File: 802 KB, 1920x1080, Screen Shot 2016-04-12 at 9.24.37 PM.png [View same] [iqdb] [saucenao] [google]
3135475

Right now I'm mixing Brutal Doom with the Goldeneye levels for the ultimate edgelord experience. What are some other good .wads where I can mostly kill people instead of demons and shit.

I really hope someone makes more 007 mods, Tommorow Never Dies and TWINE would be awesome Doom mods.

>> No.3135492 [DELETED] 

>>3135475
http://www.acolumbinesite.com/eric/doom.html

>> No.3135496

>>3135492

fuck right off.

>> No.3135517

>>3135492
Jump up your mom's asshole.

>> No.3135526
File: 2.86 MB, 960x540, gzdoom 2015-02-09 18-37-30-28.webm [View same] [iqdb] [saucenao] [google]
3135526

>>3135218
I know the pain of animation frames all too well. ALL too well. I've seen people do some nifty tricks in decorate to make animations more fluid without actually adding any more sprites to their wad. They use offsets and some other shit I haven't quite gotten to work yet, but I'm determined. They work great for weapon sprites just for that extra oomf of fluidity of motion. Take for example this webm. I never made any new sprites for a reloading animation, nor any extra punching sprites, offsets did all the extra work.

>> No.3135528

>>3135226
>tfw they'll never ever ever get back together.

>> No.3135531

>>3135526
FIX YOUR FRAMERATE

>> No.3135534
File: 25 KB, 301x319, Backtrack-Items.png [View same] [iqdb] [saucenao] [google]
3135534

>>3135429
Backtrack or sometimes Back Track items.

In case anyone wonders why I repeatedly included Backtrack and Back Track, it's for searching on the archive.

>> No.3135540
File: 16 KB, 167x120, gunmotion.gif [View same] [iqdb] [saucenao] [google]
3135540

>>3135531
gimme a break, it's an old webm and the only example I could pull up.

>> No.3135558
File: 9 KB, 167x120, alternate.gif [View same] [iqdb] [saucenao] [google]
3135558

>>3135540
Remove some frames from the kickback and it'll look less jittery as well as add some momentum.

Also I adjusted the back of the gun in the apex of the kickback so that it shrinks vertically in the sprite which gives the impression of it tilting, as well as kept it centred, as well as removed a little tag (not a price tag sort of tag, but tag as in an outcropping, like a skin tag) that was on the glove that seemed to jitter around a lot.

I think it's snappier this way.

>> No.3135582
File: 12 KB, 167x120, alternate-2.gif [View same] [iqdb] [saucenao] [google]
3135582

>>3135558
I began to fixate on the shape of the right wrist as well. Animation is hard.

>> No.3135592 [DELETED] 
File: 11 KB, 167x120, alternate-3.gif [View same] [iqdb] [saucenao] [google]
3135592

>>3135582
I'm going to be working on this all night if I don't arbitrarily stop myself here.

>> No.3135595

>>3135226
Carmack literally took up rocket science as a hobby after getting bored with making money hand over fist at id and then when OR came around he got interested and singlehandedly skipped ahead VR about a generation and a half out of his garage just because how much it sucked bothered him. He's a total dork.

https://www.youtube.com/watch?v=GVDXXfbz3QE

>> No.3135597

>>3135558
>>3135582
>>3135592

It already kinda looks like that ingame. Man I need to stop posting old gifs. I could probably use your help on some future weaponry. Plus I keep feeling tempted to start from scratch and do angled weapons instead of centered.

>> No.3135598
File: 12 KB, 167x120, alternate-3.gif [View same] [iqdb] [saucenao] [google]
3135598

>>3135582
I'm going to be working on this all night if I don't arbitrarily stop myself here.

Also forgot that I can go faster than 0.1 second frames. 1 tic should be 0.0285 so speeding up the apex so that it has more of a bounce and then a slow re-alignment should be within the confines of the engine.

>>3135597
Please keep it centred. Your sprites are really cool and a breath of fresh air.

>> No.3135601
File: 404 KB, 587x644, ARE THESE EVEN WORDS.png [View same] [iqdb] [saucenao] [google]
3135601

>>3135595

>> No.3135604
File: 535 KB, 1920x1080, Screenshot_Doom_20160327_181507.png [View same] [iqdb] [saucenao] [google]
3135604

>>3135598
Alright you've convinced me, centered stays! Seriously, add me on steam shorty1k or friend me on zdoom forums, you give perfect and prompt advice.

>> No.3135608

>>3135604
I don't use Steam, but I friended you on the ZDoom forum. I'm not actually sure what that does.

It's not going to email me every time you post, right?

>> No.3135609
File: 710 KB, 382x165, coonan.gif [View same] [iqdb] [saucenao] [google]
3135609

>>3135598
The animation looks good, but the slide isn't recoiling.

>> No.3135613

>>3135601
That's easy to understand, though. I just can't rephrase it without spending a paragraph doing so.

>> No.3135614

>>3135609
No, no, I already closed Photoshop. I refuse.

>> No.3135616

>>3135613
It's easy to understand, bunt who even says things like 'pleasantly recursive?'

Carmack is the biggest dork.

>> No.3135617

>>3135616
Fractal enthusiasts? Linguists? ...Doom modders? Help me out here anon, who would say this more than once in their life? I have to know.

>> No.3135618

>>3135616
He said exactly what he meant and meant exactly what he said; the fact that he managed to fit such complete ideas into 140 characters should be a tribute to the English language.

>> No.3135620

>>3135613
"Heh, my vision code's tracking its own data from last run."

same message communicated

>> No.3135624

>>3135618
He kind of cheated the 140 character limit by removing some vowels we wouldn't notice. He tweets like he programs.

>> No.3135625

>>3135620
That skimps on the meaning of "recursive", though.

>> No.3135626
File: 380 KB, 1280x1707, 1911 shiny.jpg [View same] [iqdb] [saucenao] [google]
3135626

>>3135614
Just saying, makes it look like a toy or prop.

>> No.3135628
File: 2.25 MB, 960x540, gzdoom 2016-04-13 01-44-34-887.webm [View same] [iqdb] [saucenao] [google]
3135628

>>3135609
I might do this later. I haven't touched the Brenten pistol sprite in like 2 years. Sped it up in my decorate for fun though. I like using it more than the chaingun, which is long overdue for a replacement.

>>3135608
No. Fuck, I didn't get anything and it's probably because my zdoom forums account is Sprite Noob

>> No.3135634

>>3135193
There's something I can't unsee but I won't tell you what it is because that looks good.

>> No.3135635

>>3135634

is it the : - | face?

>> No.3135636

>>3135634
A skull?

>> No.3135637

>>3135628
That's the one I friended.

>>3135635
No, it's the penis.

>> No.3135640

>>3135637
I'm trying to see a penis in that and I can't

only the robotic face of fear

>> No.3135643
File: 1.83 MB, 960x540, gzdoom 2016-03-04 18-08-23-666.webm [View same] [iqdb] [saucenao] [google]
3135643

>>3135637
Oh ok, shoot me a message quickly then. I guess it doesn't say jack shit otherwise.

>> No.3135751
File: 42 KB, 889x683, temp.png [View same] [iqdb] [saucenao] [google]
3135751

This color remap tool in slade is pretty fucking nice. Wish I'd known about it earlier.

He's not going to be red, but it makes fixing up screwy color ranges a breeze.

>> No.3135763

>>3135751
What's this tool and where can I get it?

>> No.3135767

>>3135763

it's in SLADE

>> No.3135775

>>3135751
Put.. Put your dick in it

>> No.3135778
File: 196 KB, 600x400, fistShake.png [View same] [iqdb] [saucenao] [google]
3135778

>>3135763
Shift+Select the meshes you want and right click, go to graphics, then color remap.
It's pretty dope. SLADE in general is pretty dope.

Also for my birthday I got SNES Doom, and a preorder of new doom. Comes with a spooky skeleton figure. Completely unrelated, but I'm a bit hyped, and it was one of the few SNES games I wanted that I didn't have.

>> No.3135789
File: 53 KB, 700x400, 1448561267215.jpg [View same] [iqdb] [saucenao] [google]
3135789

>>3135775
Like a hotdog down a hallway with teeth.

>> No.3135803
File: 67 KB, 800x399, darkarena_heroine.jpg [View same] [iqdb] [saucenao] [google]
3135803

>>3134668
Dark Arena Girl is super rad.

There's some more art on https://web.archive.org/web/20030414030616/http://graphic-state.com/press/n_da.htm

>> No.3135804

>>3135751

That thing is like a cross between a fiend and a vore

>> No.3135815

>>3135804
you like that don't you

>> No.3135820

>>3135804
And a Shambler, with the head-mouth.

>> No.3135825

>>3135193
cant unsee metal vaginas on the bottom

>> No.3135828
File: 22 KB, 240x160, cruis-n-velocity-gba-screenshot-mars.png [View same] [iqdb] [saucenao] [google]
3135828

There's a racing game on the GBA that uses a modified Doom engine.

https://en.wikipedia.org/wiki/Cruis'n_Velocity

Here's a screenshot of the Mars level.

>> No.3135831

>>3135828
https://www.youtube.com/watch?v=ZiP4CF0GNus

nyoom.wad

>> No.3135832

>>3135828
It's funny because Doom 1 and 2 on GBA do not use idTech 1, rather than a custom made(different for each game) engines.

>> No.3135835
File: 19 KB, 96x56, jE6QC8G.gif [View same] [iqdb] [saucenao] [google]
3135835

>>3135828
>>3135831
I kinda wish the doom cart mod was still in production or finished

>> No.3135837

>>3135832
SNES Doom doesn't either. I was pretty sure that the GBA ones did, but I guess I was wrong.

>> No.3135841

>>3135831
I was kinda expecting a random "No more visplanes", don't ask me why

>> No.3135842

Does anyone have those webms of the SS13 mod? Like where the guy pushes the person out of the airlock?

>> No.3135846

>>3135832
Maybe Wikipedia is wrong, wouldn't be surprising.

>> No.3135847

>>3134293
>>3134302
>>3134307
so... you're not liking blade of agony?

>> No.3135851

>>3135171
"weeaboo simulator"?

>> No.3135856

>>3135842
look through old doom threads here on /vr/

>> No.3135857

>>3135856

I forgot how many threads it goes back.

>> No.3135859

>>3135851
demonsteele

and as much as i love it, it's very difficult to justify its compatibility with zandronum

>> No.3135861

>>3135859
easier to spam taunts with 20 other people on zandronum

>> No.3135862

>>3135846
Doom 1 GBA is a port of Jaguar version, while still written by Carmack, the engine is significantly different.
Doom 2 GBA port runs on Southpaw Engine

>> No.3135864

>>3135862
Meant about Dark Arena and Cruis'n Velocity.

>> No.3135887
File: 2.99 MB, 640x400, 1451169910863.webm [View same] [iqdb] [saucenao] [google]
3135887

>> No.3135891

Why'd they release Doom 1/2 on GBA of all consoles? NDS would make much more sense and you'd get pretty decent accuracy to the PC origiginal. Touch controls might even be interesting.

>> No.3135894

>>3135887

Thanks famalam

>> No.3135895

>>3135887
add in a honking noise and this is perfect

>> No.3135901

>>3135891
Because there was no NDS in 2002

>> No.3135904
File: 8 KB, 64x176, Dark Arena.gba.png [View same] [iqdb] [saucenao] [google]
3135904

>>3135803
There are hands in here somewhere...

>> No.3135908

>>3135894
seriously you need to learn to use the search function, a reply to the video was the second post that came up, the first was your post >>3135842

>> No.3135919
File: 66 KB, 256x400, Dark Arena some textures.png [View same] [iqdb] [saucenao] [google]
3135919

>>3135904
Okay this part looks a lot more manageable, but wow now isn't a good hour even though I'm more awake than any other time in the last 12 hours.

>> No.3135924
File: 123 KB, 216x216, cyberrunner.gif [View same] [iqdb] [saucenao] [google]
3135924

>>3135803
These renders almost look like something from Daz3d. Not a bad thing, shit it means we could remake it from scratch if need be. Correct me if I'm wrong, but wasn't Cyberrunner made this way?

>> No.3135929

>>3135376
Played it, and really liked it. Any others? Also anything else similar to Monster Hunter Ltd? I liked exploring the map in that one.

>> No.3135932

>>3135924
all i know without spending time going through archives is that it's 3d

>> No.3135963

Are there any good platforming wads? Doesn't need to be just platforming, but ya know, I'd like a bit.

>> No.3135980

>>3135963
http://forum.zdoom.org/viewtopic.php?f=19&t=35135

>> No.3136024

>>3135980
This is fucking incredible. Any others?

>> No.3136039

>>3136024
Adventures of Square is pretty great. I like it even more than Golden Souls.
http://adventuresofsquare.com/downloads.php

There's also an early version of Golden Souls 2 which has way better level design than the first.
https://www.doomworld.com/vb/wads-mods/71479-doom-the-golden-souls-2-gs2-portable/

And I guess Hocus Pocus is worth a mention too.
http://forum.zdoom.org/viewtopic.php?t=45804

>> No.3136045

>>3135980
Oh my god this is adorable. Thanks for linking it.

>> No.3136134

https://www.youtube.com/watch?v=Oddo7p12ZjY

Why do so many people want to add smg and assault rifles to Doom? The Chaingun already fills that roll.

>> No.3136148

>>3136134
What a horrible mishmash of a mod that is.

>> No.3136156

>>3135887
>Chubbs
>200 / 0
>Help -

Poor guy.

>> No.3136164

>>3136134
Dem conflicting graphic styles/audio

>> No.3136186

>>3136134
Because they're CoD and Halo kiddies who weren't even born when Doom was released, and all they can think to do is make everything in doom more like CoD and Halo.

Also, whoever made that just did not give the slightest fuck about cohesive design, did they? What a fucking mess.

>> No.3136198

>>3136134

Isn't that pump action shotgun from STALKER?

>> No.3136270

>>3136198
looks like it.

don't know if it's the fau-3d effect pushing it into uncanny valley but do the animations look terrible to anyone else? i know they're not easy to do really well but you can tell real fast when they look wrong.

>> No.3136280 [DELETED] 

>>3134256
>doom babbies
:^)

>> No.3136294
File: 542 KB, 1856x660, DarkArena_Textures.png [View same] [iqdb] [saucenao] [google]
3136294

>>3135919
Got a bit of sleep, here's Dark Arena's textures. It uses a Doom-ish palette for textures which you can find here as well as a big WAV of all the sounds cut out from the ROM. https://www.sendspace.com/file/frk027

>> No.3136316

>>3135009
>Doomsday is just graphically updated Vanilla - iirc it supports the the most graphic features of all ports, while not touching the core gameplay.

Not quite true. It has plenty of its own quirks that are different to vanilla, has a mapping format, and IIRC, uses its own demo format. The main reason it doesn't have support for common mapping formats like boom is because they refuse to use any code from other ports.

>> No.3136317

>>3134980
>http://www.sonic.net/~mortlgrn/doom.html
Hey, I remember that website. It was the very first place on the internet that I discovered doom wads and mods back in the late 90's.

>> No.3136339

>>3136270

The animations are stiff. I won't fault them for that though. Animations are really hard, and this is just some fan mod.

>>3136134

Interesting how if you add 3D models Doom looks a lot like Quake.

Speaking of, has anyone added quake monsters to doom?

>> No.3136353

Gonna replay doom.

what are some nice mods that don't change the core game? just spiff it up a bit.

>> No.3136357

>>3136353
Smooth Doom

>> No.3136360

>>3136357
Im gonna make a mod named
Smooth Broom
Just you wait.

>> No.3136362

>>3136360
Smooth Broom: Another One Bites the Dust

The Bewitching Gameplay Mod of the Decade

>> No.3136363

>>3136353
SD like the guy above said, and perhaps some music mod.

>> No.3136365
File: 880 KB, 1920x1080, Screenshot_Doom_20160305_161147.png [View same] [iqdb] [saucenao] [google]
3136365

>>3136339
>Speaking of, has anyone added quake monsters to doom?
"HorrorMovieGuy" has made a complete rip of the entire Quake (plus expansion) for gzdoom. It's very good.

There are at least two Q2 mods around too, one of which is shown here on BTSX E1

>> No.3136376 [DELETED] 

>>3136294
And here are the Dark Arena textures split into individual PNGs to the best of my ability. Some stuff is a little vague on if it should be one or two textures but there's only a few like that and anyone with the skills to map with these has the skills to split or merge any PNGs they want. I included the Doom-like palette in 3 formats; ACT is the one that's just raw data like Doom's PLAYPAL.

Something to note, the gamma looks bumped up on the palette to compensate for the GBA's no backlight.

>> No.3136380 [DELETED] 

>>3136294
And here are the Dark Arena textures split into individual PNGs to the best of my ability. Some stuff is a little vague on if it should be one or two textures but there's only a few like that and anyone with the skills to map with these has the skills to split or merge any PNGs they want. I included the Doom-like palette in 3 formats; ACT is the one that's just raw data like Doom's PLAYPAL.

https://www.sendspace.com/file/5lsvhr

Something to note, the gamma looks bumped up on the palette to compensate for the GBA's no backlight.

>> No.3136385

>>3136039
Holy shit Hocus Pocus Doom is great. I loved Hocus Pocus as a kid and this is just the best thing. I hope he finishes the other two episodes at some point.

>> No.3136386
File: 2.71 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
3136386

>>3136362
No, it'll make you clean up the gibs left behind by your fellow spess marines.
look up Viscera Cleanup Detail

Actually I was thinking of taking all of the extra death anims from Brootal Dum, and then reimplementing them from scratch without the spaghetti code, so they would depend on weapons rather than where you hit enemies. Maybe make headshots detectable through Nash's ACS script, but without any extra damage - just so it would trigger a special animation., then make it into a "framework"-kind of mod, when you can just attach special damage types to weapons so they could invoke apropriate death scenes. That would've been named "BrooM".

Then make a few compatibility patches like Colorful Broom and Smooth Broom.

>> No.3136389

>>3136385
I hope he just drops the damn thing and goes back to working on Curse of Darkness.

>> No.3136405

>>3136389
That looks cool too. He might continue work on it after Hocus Pocus Doom? His last post about HPD was only about a month ago.

>> No.3136407

>>3136294
Dark Arena textures split into individual PNGs to the best of my ability. Mappers may want to split or merge one or two.

I included the textures with the original "bright for unlit GBA screen" palette and the textures with a contrast-adjusted palette, as well as each palette in ACT / raw bitmap.

https://www.sendspace.com/file/vf82gq

>> No.3136414

>>3136407
Those textures sure look nice. Hope someone decides to use them.

>> No.3136417

>>3136414
I hope so too, because after all the posts I've remade with slightly different archives I think I finally have everything included that someone would need.

>> No.3136430

Is there anything similar to an horde mode .wad?

>> No.3136449

>>3136430
stronghold?

>> No.3136450

>>3136430
stronghold or boss battle

>> No.3136460

>>3136449
>>3136450
Thanks

>> No.3136473 [DELETED] 
File: 105 KB, 398x503, trash.jpg [View same] [iqdb] [saucenao] [google]
3136473

>BTSX
>Any of the TWIDs

>> No.3136498
File: 139 KB, 647x521, Smith & Wesson M76.jpg [View same] [iqdb] [saucenao] [google]
3136498

>>3136134
>Why do so many people want to add smg and assault rifles to Doom?
Because guns are cool? Not speaking for the video you posted by the way.
Also when modding Doom, you can make weapons do various things and fit various niches and purposes. Assault rifles are just very useful.

The alpha of Doom had an SMG, which looked kind of old fashioned, and it fit in with the shotgun and rifle, which is kind of old fashioned looking too, hell, it still fits in the finished version, aesthetically. It looked like some old Cold War era subgun made from stamped steel, firing from an open bolt, it has a rugged old military look that I think fits well.
Also it makes more sense for it to share ammo with the pistol that way.

>> No.3136502

>>3136134
>complete mishmash of visual design
>complete mishmash of audio design
>lots of bad choices for both
The sound where he loads shells into the shotguns is REALLY grating and misplaced.

>> No.3136504
File: 70 KB, 576x367, Ua1mT6F.png [View same] [iqdb] [saucenao] [google]
3136504

The same gun

>> No.3136517 [SPOILER] 
File: 1.04 MB, 3840x2160, 1460565272429.jpg [View same] [iqdb] [saucenao] [google]
3136517

Hello, I am the DOOM 4 Arch-vile.

>> No.3136519

>>3136498
Also the assault gun in Doom 3 was one of the most useful weapons, even if it did sound like a playing card hitting a bike wheel.

>> No.3136524 [SPOILER] 
File: 1006 KB, 3840x2160, 1460565440228.jpg [View same] [iqdb] [saucenao] [google]
3136524

I have a weird head, but I think it's kinda cool.

>> No.3136528

>>3136517
>>3136524

Put...put your dick in it.

>> No.3136530
File: 38 KB, 480x270, Iveseenthisbefore.jpg [View same] [iqdb] [saucenao] [google]
3136530

>>3136524
?

>> No.3136531

>>3136524
Looks like they're trying to turn Archviles into demonic priests or something.

>> No.3136536

>>3136531

Almost looks like a fallen angel too going by the half halo around its head and the wings. I dig it.

>> No.3136539

>>3136517
>>3136524
pretty sure that's the summoner

>> No.3136541

>>3136517
>>3136524
Is that you, mighty lord Tzeentch?

And I can live with it, especially since arcvhile seems to have gone the route of summoner instead of resurrectioner.

>> No.3136553

>>3136517
>>3136524
seen this yesterday, looks gigeresque as fuck.

not sure that's the archvile, though.

>> No.3136560

>>3136504
I always knew my fist was a gun

>> No.3136563

>>3136560
*takes the demons to the gun show*

>> No.3136568
File: 24 KB, 550x422, 9ee7bc09a97b9631c45cf0ae17919141.jpg [View same] [iqdb] [saucenao] [google]
3136568

>>3136519
I like it, but it was too similar to the chaingun, similar rate of fire, same magazine capacity.

I'd have made the chaingun work on one continuous belt, without reloading, because it's belt-fed and you can do that. I'd have the reload animation play exactly once, when you first pick it up. Also it should have fired twice as fast to justify the gatling design, and to make it further distinct from the SMG and cooler.

The SMG, I would have made it fire in three round bursts, purely to make it more distinct from the chaingun. And given it a beefier sound. It has a cool reload.

>> No.3136570
File: 73 KB, 500x678, hulkjesus.jpg [View same] [iqdb] [saucenao] [google]
3136570

>>3136563
I'd BI some tickets to that

TRI to stop me

>> No.3136573

>>3136568
I think if they went back to Doom 3 again they'd probably wanna change a bunch of stuff. I remember hearing the expansion by the guys that did the No Rest for the Living Doom 2 episode was apparently better then Doom 3 itself.

>> No.3136601

>>3136573
>I remember hearing the expansion by the guys that did the No Rest for the Living Doom 2 episode was apparently better then Doom 3 itself.
If you mean Resurrection of Evil then no, it's definitely worse than the base game.
No Rest for the Living however is excellent.

>> No.3136603
File: 1.32 MB, 1024x480, PREY 2016-04-13 16-03-55-940.webm [View same] [iqdb] [saucenao] [google]
3136603

I've just finished prey and goddamn i'm so sad we are not getting a sequel. Honestly that "guardians of the galaxy" theme was not bad at all. Hopefully we will get the sequel in our lifetime.

I also like how it got cancelled because it did not pass quality standards and Fallout 4/Brink somehow did.

>> No.3136604

>>3136601
Really? It was terrible? I heard it was great.
Guess who I heard it from was an idiot.

>> No.3136609

>>3136603
not retro, but I absolutely love this fucking game.

>> No.3136610

>>3136604
It's not terrible, but it does nothing new and has some annoying sequences. It's still very much Doom 3, just not quite as polished.

>> No.3136619
File: 701 KB, 1024x480, PREY 2016-04-13 15-34-20-946 2.webm [View same] [iqdb] [saucenao] [google]
3136619

>>3136609
It's the only thread on 4chan where people discuss classic shooters without bullshit like 2 weapons limit, hitscan only weapons, health regen and qte cutscenes.

Although Prey had some kind of regenerating health and stupid death system, it's way too good to hate it for it.

>> No.3136624

>>3136619
You could ignore the death minigame and just use quicksave/quickload if you wanted.

>> No.3136628

>>3136603
>>3136619
never played this but holy SHIT it looks exactly like Doom 3.

>> No.3136657 [DELETED] 

>>3135828
>>3135832
>>3135846
>>3135862
fuck off back to /v/, ports aren't retro. GBA will never be retro.

>> No.3136665

>>3136657
are you a genuine fucking imbecile in real life as well?

>> No.3136668

>>3136665
I see mods delete GBA threads all the time. It doesn't matter if it's a port or remake or not, they get deleted for not being retro.

>> No.3136683 [DELETED] 

>>3136668
Alright, report the post about the Doom engine in a Doom thread and have a mod delete it instead of throwing a tantrum, because no matter how many times you tell me to fuck off to /v/ I still won't care about your simple-minded opinion.

>> No.3136686

>>3136665
>>3136683
Stop responding.

>> No.3136692

Dunno if anyone saw this but I thought it's pretty cool: https://www.youtube.com/watch?v=V8Q16Jwb3zY

>inb4 not retro

>> No.3136697

>>3136517
>>3136524
Woah, that's cool.
Matches up with the Arch-vile's description of him being a higher rank of the Imp.
Wonder how he's changed since then though, since most enemies have gotten slightly revamped since then.
Especially if he's been changed to suit the updated Imp design more.
Probably just gave him lighter/paler skin, maybe even more orange, like the Imps, and gave him glowing eyes.

>> No.3136703

>>3136692
Pretty cool

>> No.3136704 [SPOILER] 
File: 336 KB, 1101x800, 1460571598860.png [View same] [iqdb] [saucenao] [google]
3136704

I have found the perfect use for the hitler painting textures

>> No.3136705

>>3136628
Same engine. It plays way, way better. I'd recommend at least one playthrough.

>> No.3136706

>>3136553
Where did you see this?
I'm struggling to find any sites that still offer really good DOOM leaks.
Even that Russian site is pretty much ded in terms of new content, too.

>> No.3136710
File: 129 KB, 1038x770, doom_baron_of_hell_painting_by_xous54-d9qlt9p.png.jpg [View same] [iqdb] [saucenao] [google]
3136710

>>3136704
fucking lol

>> No.3136718
File: 17 KB, 300x221, FührerPromo.jpg [View same] [iqdb] [saucenao] [google]
3136718

>>3136704
Now that's my cyanide

>> No.3136729

>>3135526
Which wad is this from/

>> No.3136732

>>3136704
fucking lol

>> No.3136749

>>3136729
It's a mod an anon here is working on. Called NEVEREVER.wad

>> No.3136765

>>3136729
NEVEREVER.wad

That map is a 1:1 port of a Perfect Dark multiplayer map which is a main influence for Lydia.

>> No.3136783

>>3136365
Have you got a download link perchance?

>> No.3136784

>>3136704
I am unable to see how you got from the hitler textures to there. Good job.

>> No.3136786

>>3136601
I wouldn't say that Resurrection Of Evil was outright terrible, but it certainly had some deficiencies.
For one, there's NO chainsaw, and that's unforgivable, the Doom 3 chainsaw was olev

>> No.3136823

`Just finished TNT map08: Metal. Jesus Christ what a bullshit final room. All those hitscanners and all that open space. Fuck that shit.

>> No.3136852

>>3136704
You cheeky cunt.

>> No.3136890

>>3136783
>http://forum.zdoom.org/viewtopic.php?t=37369
That's the Quake 1 one.

>> No.3136909
File: 2.52 MB, 640x400, scheme.webm [View same] [iqdb] [saucenao] [google]
3136909

>>3135887
>bot needs to be dragged
>player doesn't

>> No.3136942

>>3136823
i don't care for it but more because it's tedious rather than bullshit.. the room is so large you can just run away and hitscan inaccuracy takes away most damage. or when they appear on ledges you can run right up to the ledge and hide beneath it

>> No.3136964

>>3136909
If that's you senpai, I recently realized just how cool your project can turn out due to the server database stuff recently (i think?) added to zandronum.

>> No.3136990

I'm actually playing Doom 1 all the way through for the first time. This extra episode is a lot harder than the base game. God damn

>> No.3137002

>>3136990
Yeah it's famous for it. It has been argued that you should play Doom E1-E3 then Doom2 then Doom E4, that's the order they were made in.

>> No.3137006
File: 163 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
3137006

>>3137002
Been stuck here. I may just start doom 2.

>> No.3137026

>>3137006
i would say, if you haven't found the soulsphere in the lava, you could dive for it (since it's pretty much right behind where you came in to that area), but with 1% health you would likely die as soon as hitting the surface anyway. you might have to resort to an earlier save, or just pistol start the map - e4m1 tends to leave you with so little health/ammo that reverting to 50 bullets at the start of e4m2 is hardly a downside

>> No.3137029

>>3136964
Yeah, I've really been anxious to test it out and see how stable it actually is, especially because it's a Z& feature which has been in since like 1.3 yet I don't hear much about its actual use. The holy grail would be something like GLOOME's player input handling, but good luck ever seeing that backported.

I have stuff like basic character setup, antag/job preferences and the like working, but what I wouldn't fucking do for a way to intercept the actual messagemode functionality.

>> No.3137032

>>3137026
I have saves before, just took that one. I got the super charge in the lava.

>> No.3137068

>>3135841
kek

>> No.3137112

>>3137029
>especially because it's a Z& feature which has been in since like 1.3 yet I don't hear much about its actual use.
I have no idea why I haven't heard about it myself. It opens up a whole world of possibilites for gameplay mods that I didn't know existed.

>The holy grail would be something like GLOOME's player input handling, but good luck ever seeing that backported.
Am I confused or did you change subjects with this sentence?

If so, you can kind of hackily solve that by making pukename keybinds in keyconf to launch ACS scripts with keys at least.

>> No.3137164

>>3137112
Yeah, the reason I thought it was relevant is that something like DB strings is relatively useless without the ability to get them from the user, and the native way of doing it isn't exactly great. I've got a couple of workarounds, and I figured it'd be possible to at least mimic string-grabbing by doing some terrible hacks.

What I meant by GLOOME is that it supposedly has an ACS function to grab text input from the player, which is sort of critical for a lot of stuff (like the entire chat/radio system).

>> No.3137191
File: 445 KB, 1366x768, Screenshot_Doom_20160413_164307.png [View same] [iqdb] [saucenao] [google]
3137191

was the SSG supposed to look this shrunk into the center in the original PSX version or did I fuck up somewhere

>> No.3137208

>>3137164
>Yeah, the reason I thought it was relevant is that something like DB strings is relatively useless without the ability to get them from the user, and the native way of doing it isn't exactly great.
I haven't checked out how the database data is accessed so I can't comment on that.
>What I meant by GLOOME is that it supposedly has an ACS function to grab text input from the player, which is sort of critical for a lot of stuff (like the entire chat/radio system).
Oh, now I see. There's no hack to access chat message strings from ACS is there? If there was I could see some kind of system where each player is their own team and messages typed into (private) team chat could be broadcast to nearby players as an ACS string. Some guy who's working on a GZDoom MMO showed a video where he spawned monsters by typing in commands into some kind of text interface while in-game and claimed it worked something like when you put strings into options menu fields like player names, but he refused to share how he did it and later got banned for trolling. Still marginally active on youtube though. Guy seems to have a pretty impressive system in place actually.

>> No.3137225
File: 317 KB, 651x597, 1359608594399.png [View same] [iqdb] [saucenao] [google]
3137225

>>3136890
>the floating swords
oh god why

>> No.3137227

>>3137225
They're from one of the expansions I think

>> No.3137234
File: 1.04 MB, 1920x1080, Screenshot_Doom_20160412_053738.png [View same] [iqdb] [saucenao] [google]
3137234

Been catching up with an old friend and playing some Doom 1 and 2 in brutal doom co-op on UV. Doom 2 is ridiculous on UV, both of us got creamed a few times on Tricks and Traps and the Pit. Good fun though. Might play through 1 with roguelike arms and monsters but i'd have to tone it down for 2 to have a chance I think.

Reelism's also fun but not sure if I want to go through the commandline shuffle to get it working in co-op

>> No.3137237

>>3137191
That's not even the correct sprite.

>> No.3137276

>>3137208
>There's no hack to access chat message strings from ACS is there?

Nope, as far as I know the messagemode system is isolated. The closest I've gotten to user strings is hacking together an insane packet handler with RequestScriptPuke args, but all that does is emulate GetUserCVarString.
I'm thinking of something like a script that pops up a single MENUDEF text field, checks for valid input, then sends the string to the server, but that's pure theory based off the wiki and I haven't actually gotten around to testing it in practice.

I really need to set GDCC up properly with Zand

>> No.3137359

>>3134565
what hud is that?

>> No.3137376

Why have we been so dead around this time the past few days?
Feels empty as shit in here.

>> No.3137381

>>3137376
Ded thred for ded game ;)

>> No.3137382

>>3134467
underrated post

>> No.3137413

>>3137376
>last post was less than ten minutes ago
>why are we so dead ;_;

Never change.

>> No.3137456

>>3137413

I get the feeling those people are used to how fast generals on other boards go.

>> No.3137476
File: 89 KB, 640x480, 1460588022.png [View same] [iqdb] [saucenao] [google]
3137476

>>3137376
i'm still here playing maps from the dark ages. this is from heroes.wad e1m7, which would be a good map if it weren't so obfuscated

>> No.3137489

>>3137381
haha just like the unreal thread not long ago

that was thread was literally condensed downs!

>> No.3137494

>Keycards are scratchcards, bethesda ltieralyl has you playing lottery.

I mean, okay. it's to be expected- but why something as boring as that? Why not make a shitload of 3d time-stables cubes that blink in the respective colours, and then have those stuck into a specific machine after doing a 4-block combination code- lights flashing the closer you are to completing it.Just 4 blocks with 4 possible positions each.

>> No.3137504

>>3137494
what

>> No.3137597
File: 1.65 MB, 800x3848, 1405272990521.png [View same] [iqdb] [saucenao] [google]
3137597

The link in this image no longer works. Is there an updated one?

>> No.3137606

>>3137597
Also, that iD link for the official engine requires a login now

>> No.3137641

>>3135214
wasn't that one of the earliest penny arcade comics?

>> No.3137652

>>3135929
Doxylamine Moon Overdose and Comatose: Overdose 2 Might tickle your fancy, but be warned, you'll probably need to use GLboom+

>> No.3137754

>>3137359
Looks like Ultimate Doom Visor. Be warned, you may require to customize it first.

>> No.3137924

>>3137227
I'm aware.

I also know by heart they weren't THIS fucking insufferable then.

>>3137237
that's Final Doom's SSG, famtasia 2000

>> No.3138085

>>3136890
Maybe I'm a retard but uh

why not just play Quake?

>> No.3138095

>>3138085

The novelty of playing Quake in DOOM?

>> No.3138101

>>3138095
It was ruined for me when I picked up a key and it didn't make the Quake key noise.

>> No.3138124

>>3138095
You mean playing something LIKE Quake in Doom.

There's still the issue of maps, even if he's recreated the weapons, enemies and sort-of powerups.

>> No.3138158

>>3136890
Jeez, playing this makes me realize just how much better Quake's enemy ai was. Added to the fact they should be way faster, suddenly the whole game feels way less threatening.

>> No.3138162

>>3138158
Well Quake was just Doom with a different aesthetic, real 3D and improved everything. If Doom sourceports weren't a thing, no one would be giving any shits about Doom these days.

>> No.3138168
File: 721 KB, 360x270, 1442103983619.gif [View same] [iqdb] [saucenao] [google]
3138168

>>3138162
>/vr/ - games no one gives any shits about

>> No.3138170

>>3138162
Still though, I'd love to play something for Doom that beefs the fuck out of the enemy ai. Quake's enemies felt so much more unpredictable, but Doom had a way better aesthetic in my opinion.

>> No.3138172

>>3138170
Brutal Doom

>> No.3138179

>>3138170
I could get behind this. Really, I just want any game to focus on AI again. Everything is so tightly scripted these days.

>> No.3138184

>>3138172
I know BD is a dirty word around here, but you actually do bring up a good point. Chaingunners were especially threatening.

>> No.3138208

>>3138170
Deep Space Hell

>> No.3138210

>>3138208
Never heard of this and my google skills seem to be failing me. You've perked my interest.

>> No.3138228

>>3138162
>If Doom sourceports weren't a thing, no one would be giving any shits about Doom these days.
>>>/out/

>> No.3138243

>>3138228

I wonder how many confused newfags have posted threads on that board asking why they were directed there.

>> No.3138272

>>3138243
Poor little shit probably thinks Modern Warfare 2 is retro.

>> No.3138273

>>3137597
all you need is the vanilla quake folder and dosbox

>> No.3138276

>>3138273
Why would you do that when good sourceports exist? Fuck dosbox.

>> No.3138278

>>3138273
Why use DosBox when you can just use Quakespasm?

>> No.3138283

>>3138276
>>3138278
It plays just like quake did back in the day.

>> No.3138289

>>3138283
Suit yourself.

>> No.3138290
File: 2.44 MB, 640x360, soulLauncher.webm [View same] [iqdb] [saucenao] [google]
3138290

I've got one more weapon to do, and no decent ideas for it. It fires souls, and is pretty much a faster version of the starting weapon.

It might fire them a little slower than this in the end.

>> No.3138294

>>3138283
So does Quakespasm.

Quake's source ports are generally pretty faithful and not as full of odd little author-wanted-X-to-act-like-Y as Doom's are.

>> No.3138301

>>3138162
Unreal was just Jazz Jackrabbit with a different aesthetic, real 3D and improved everything.

>> No.3138302

>>3138294
I say for Doom there's basically GZDoom for your fancy shit, Chocolate Doom for the closest DOS experience, PRBoom+ for the closest feel to one of the first limit removing source ports and Zandronum for multiplayer. So really only a small amount of Doom source ports matter as of now.

>> No.3138310

>>3138290
Reminds me of the ranged weapon you use in GMOTA.

>> No.3138312

>>3138290
It could be a soul sphere? collect souls and shoot em out?

Or maybe like a canoptic jar, holding the remains of some ancient evil spirits, and you open the jar to release them?

>> No.3138313

>>3138310

The Blazter?

>> No.3138317

>>3138313
I don't know it's actual name, but it was like an gauntlet kind of thing that you shot red orbs with and you could shoot charge shots and exploding orbs if you used energy.

>> No.3138338
File: 496 KB, 491x750, srry.png [View same] [iqdb] [saucenao] [google]
3138338

>>3138312
As is, when a former human, or former human "grotesque" dies you can collect their souls if you get to them fast enough. Also you can pick up soul prisms that hold a bunch of souls.

Something that releases souls is kinda neat though.

>> No.3138343

>>3138290
My idea: an open palm with several runestones (or shards of soulstones or whatever you have there) floating above it. Runestones ignite at random, and send forth the souls.

>> No.3138364
File: 520 KB, 640x478, Rekkr.webm [View same] [iqdb] [saucenao] [google]
3138364

>>3138343
Needs to be a wield-able weapon. some sort of launcher thing I think. Maybe made of bones? Made of swords? I dunno... Sword bones?

I want to keep the runes only attributed to the rocket launcher replacement. Since they're ammo for it.

>> No.3138370

>>3138290
looking good!
can't unsee the zeroes as honeycomb cereal

>> No.3138382

>>3138370
Thanks!
You're not the first person to notice them. Unless you're the same person who noticed them before.

>> No.3138392

>>3138364
A pitchfork (or a trident, but that was used before in Blasphemer I think) with intricate carvings on the metal spike thingies. Spikes ignite in order, sending forth the blasts of energy.

Also about the 0 - sinece no one expects "o" there, and no other number uses such elements, I think it would be better to simply remove the additional elements from it for the sake of readability.

>> No.3138396

Did Doom ever have something like Quake's Quoth, i.e. a mod that doubled as a modder's resource of new monsters, items and other things that gained enough popularity that plenty of mappers used it?

>> No.3138398

>>3138396

Realm667 and Weapon Resource Wad.

>> No.3138405

>>3138396
Sort of. There's the Realm667 repository which has a lot of pre-made monsters, weapons etc. and they get pretty well used, often enough that people are already sick of them

>> No.3138421

>>3138392
Trident doesn't really fit with the theme... I dunno. Maybe I'll come up with something tomorrow. A pole-arm isn't a bad idea though. A glave or some-such. Or not. Maybe a cannon. Maybe a ... whip. Or a wolfs head on a stick. Or a boot.

>> No.3138428

>>3138396
Does cc4-tex count?
Besides that all I can think of is Skulltag.

>> No.3138470

>>3138421
Or a Morningstar mace. That can be used for smackening when it runs out of ammo.

>> No.3138483
File: 1.71 MB, 720x360, This took longer than necessary to make.webm [View same] [iqdb] [saucenao] [google]
3138483

That's another powerup down

>> No.3138486
File: 49 KB, 255x450, Newpowerup.jpg [View same] [iqdb] [saucenao] [google]
3138486

>>3138483
When does the 64kb thing end?

>> No.3138487

>>3138470
>That can be used for smackening when it runs out of ammo.
Can't do that. Dehacked won't allow for it. Morningstars are cool though. Maybe something can work out of that. Might be too close to hexens spinny spikey death stick. Might try drawing up some concepts tomorrow at work

>> No.3138496
File: 1.61 MB, 320x185, IDKFA.gif [View same] [iqdb] [saucenao] [google]
3138496

>>3138486

The end of this month, I need to really crunch down now because I got a fair amount of shit to do.

+add the SSG-tier upgrade items
+add berserk upgrade
+add WSL laser upgrades (chainsaw)
+add roller skates (blur sphere)
+implement some slightly new attacks for enemies

the idea for the SSG is there's a pool of special items that upgrade your shit in some way, but only one can be carried at a time.

I could do with some other items though, all I've got planned right now is:

+Blast shell generator, slowly regen shells over time
+kinetic fist upgrade, punching now throws an orb out that travels a longer distance
+super blast gun, upgrades the blast shot into a SSG tier weapon, some orbs break off into cluster bombs

I feel like I should at least add two more goodies to that.

>> No.3138503

>>3138487
heretics... i mean. I thought heretic when i typed it, but hexen came out...

>> No.3138514

>>3138496
God damn, I didn't realize (what was) this barrel gun gimmick is a full 9 weapon + powerups replacement. I mean I think I noticed, but it didn't actually click how not-simple it actually is.

>> No.3138520
File: 7 KB, 200x200, morningstar.gif [View same] [iqdb] [saucenao] [google]
3138520

>>3138487
I strongly dislike Hexen's mace stick.
I meant something like a propper BALL with spikees, like pic related

>> No.3138552
File: 1.66 MB, 720x360, There's a bunch of crap here.webm [View same] [iqdb] [saucenao] [google]
3138552

>>3138514

yeah I went overboard (like I usually do), the barrel gun is a retarded swiss army knife that's a little too complex for its own good.

I'm not sure if I should keep the current switching mechanic or go to a more traditional scroll setup, rigfht now you have to press dedicated keys to switch between the four ammo types.

>> No.3138560
File: 2.02 MB, 1280x910, megamen.png [View same] [iqdb] [saucenao] [google]
3138560

hey guys, can we play too?

https://www.youtube.com/watch?v=r03QrqZoCEY

>> No.3138561

>>3138552
>that angry as fuck magazine in the green orb
Shit still makes me laugh.

>> No.3138564

>>3138560
I remember play that years ago. Good fun.

>> No.3138567

>>3138564
its been updated many times. check it out in its current build.

its got boss battles. big ones.

>> No.3138568

Quake 2 is so comfy

>> No.3138570

>>3138568
I could just use the GoG version and run it through KMQuake2 for no problems, right?

>> No.3138571

>>3138560
I strongly dislike all the solid bright colors in textures and stuff. Hurts my eyes..

>> No.3138573

>>3138570
That's what I'm doing atm

>> No.3138574
File: 55 KB, 1920x1080, 1427533016942.png [View same] [iqdb] [saucenao] [google]
3138574

>>3138571
well, you know, 8-bit.

>> No.3138578

>>3138573
I've always wanted to give Quake 2 another go at some point. I use to play it when I was younger.

>> No.3138581

>>3138574
I know. I have nothing against vibrant colors and such, But since "8-bit" doesent mean "true to NES limitations", they could've done much more with textures and presentation.
Example: adventures of Squere looks miles ahead of MM8BDM

>> No.3138584

>>3138581
>adventures of Squere
i disagree

https://www.youtube.com/watch?v=Ybsq_DP9Iho

>> No.3138586

>>3136353
http://forum.zdoom.org/viewtopic.php?f=19&t=50517&p=879838&hilit=small+projectile+small+projectile+based#p879838

This makes projectile enemies a lot more fun to fight against.

NOTE: DO NOT PLAY IN UV-FAST, ITS TOO EXTREME [But not impossible]

>> No.3138592

>>3135526
made me splurge.
wtf is this gorgeous mod?

>> No.3138593

>>3138584
It is visualy much more manageable and pleasing than mmdm, due to how characters and various parts of environment stand out against each other. In MM8BDM everything just blends together into a horrible mess for me.

>> No.3138598

>>3138593
I can see where you are coming from, BUT I can also attest to some of the levels being absolutely beautiful and well thought out.

Oil man for instance.
https://www.youtube.com/watch?v=8_scxFdh7vk

>> No.3138602

>>3138581
The first level of Square gave me a headache partway through playing it, it's way too bright. the rest of the levels mostly hold back on this, thankfully.

>> No.3138604

>>3138578
Me too. Been playing it start to finish every couple of years since then.

>> No.3138606

>>3138598
Is there a single-player campain for the mod?

>> No.3138607

>>3138606
yes, but ghat damn is it HARD. im stuck at the second wily castle.

>> No.3138612

>>3138607
Can you link please?

>> No.3138614

>>3138612

cutstuff net/mm8bdm/

>> No.3138615

>>3138604
By the way, can you tell the GoG installer where to put the game? Or does it automatically put it in a GoG folder?

>> No.3138616

>>3138581
adventures of square has different sector brightness, mm8bdm doesn't and its just for the sake of maximum OCD-tier software compatibility, in the case of 8bdm, if a map had low sector brightness, another played's colors (do note that depending on the weapon you have the colors of your playerskin change) would look different than they should and this apatently bothers the community over there. Valid point but holy shit, it hurts your eyes in big. The only solution i have is to lower down the brightness to a tolerable level.

>> No.3138617

>>3138615
I wasn't able to change it. Maybe you could by tinkering with the reg files.

>> No.3138619

>>3138617
That's annoying, but whatever I guess.

>> No.3138620

>>3138615
It's in the options menu before installation

>> No.3138623

>>3138290
What about some kind of enchanted lantern?

>> No.3138702

>>3138570
kmquake2 isn't faithful though - I know for sure it adds a bunch of dumb shit like jetpacks

yamagi quake 2 is faithful in pretty much every way but fixes a ton of bugs, use that

>> No.3138726

Are there any mods out there that are oriented towards RIP AND TEAR? I've been having a lot of fun in vanilla trying to punch things to death but pretty much anything but a pinkie or a pair of imps can be a real pain in the ass; Berserk is great for the damage dealt but when most of the enemies in the game can't be stunlocked and dish out enough melee damage to kill you in a few seconds it can get obnoxious in a hurry.

>> No.3138737

>>3138726
Demonsteele
GMOTA

>> No.3138740

>>3138726
Project MSX's punches can go a long way, and they feel great.

>> No.3138743
File: 904 KB, 1920x1080, Screenshot_Doom_20141118_081155.png [View same] [iqdb] [saucenao] [google]
3138743

>>3138726
Wrath of Cronos, playing as Warrior

It's a blast with Going Down

>> No.3138783
File: 190 KB, 1360x768, Screenshot_Doom_20160414_141120.png [View same] [iqdb] [saucenao] [google]
3138783

TNT, map 10, got the red key but can't lower these bars?

>> No.3138784

>>3138783
probably need to hit a switch somewhere that only the red key can activate.

>> No.3138794

>>3138783
go back round to the start and where you found the blue armour on a pedestal next to a button that raises a staircase, there is also a red door there, go through it, the bars will lower

>> No.3138801

>>3138794
Reeee, forgot about that. Sometimes the leveldesign is just a bit convoluted, especially since after that I basically just get to the red bars anyway and just have 2 kills left to make before Exit.

>> No.3138831

Hating Plutonia so far. Chain Gunners are turbo cunts the lot of them.

>> No.3138835

>>3138831
Plutonia was made to be as hard as possible, so you should expect chaingunner spam. Groups of those fuckers are worse then groups of hell barons, mancubus and revenents.

>> No.3138838

>>3138831
I always found Plutonia Revisted to be a superior set of levels. I definitely recommend it if you want the Plutonia experience except with well executed gameplay.
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/prcp

>> No.3138843

>>3138835
>Plutonia was made to be as hard as possible,

Which means bullshit traps and chain gunners everywhere.

HOW WAS I SUPPOSED TO KNOW THE CEILING WOULD CRUSH ME RANDOMLY

REEEE

>> No.3138845

>>3138843
It's aesthetics are also not very nice. Not a fan of the vines and sandstone.

>> No.3138846

what did you expect when the second room of the entire wad has a chaingunner on a balcony with an archvile behind it in a small closet

>> No.3138848

>>3138846
A hammer, nails, salt, and my genitals.

>> No.3138858

>>3138273
What folder? That entire MEGA is deleted

>> No.3138864

How does QUAKE off GoG work? Can I run it in Dosbox or other things?

>> No.3138875

>>3138864
You can install it then just move the ID1 folder to a folder with Quakespasm in it. Then you're good to go.
You can move the hipnotic and rogue folders as well.

>> No.3138885

>>3138875
Alright. Don't really want to give Bethesda money, I'll acquire them

>> No.3138932
File: 333 KB, 1920x1080, Screenshot_Doom_20160414_100511.png [View same] [iqdb] [saucenao] [google]
3138932

Switched to PSX TC version since it's easier.

Still get ambushed by Chaingunners.

If you have the wrong weapon equipped, and make one mistake it's pretty much a death sentence.

>> No.3138935

>>3138864
KMQuakeis highly recommended

>> No.3138937

>>3138935
kmquake doesn't even exist

we're talking about quake 1 here

>> No.3138938

>>3138932
At least everything is more moody?

>> No.3138940

>>3138937
Oh sorry I had a brainfart
Then Quakespasm is gud

>> No.3138943

>>3138940
You should either use Quakespasm or the port it forked from FitzQuake.

>> No.3138947

Anyone got hot Doom gossip?

>> No.3138950

>>3138947
Shoot the cyberdemon till it dies. Don't tell anyone.

>> No.3138952
File: 984 KB, 922x704, sonic and tails venture into plutonia.png [View same] [iqdb] [saucenao] [google]
3138952

>>3138947
John Carmack banged my mom ;_;

>> No.3138954

>>3138179
AFAIK there hasn't been an fps with a remarkably good AI since F.E.A.R, and even there it was buried somewhat by the the level design and slo mo gameplay.

Reading about what was happening under the hood is extremely fascinating though.

>> No.3138956

>>3138947
Bethesdoom is probably going to be shit.

>> No.3138957

>>3138954
FEAR was the cancerest of the cancerest

>> No.3138961
File: 585 KB, 1920x1080, Screenshot_Doom_20160414_102435.png [View same] [iqdb] [saucenao] [google]
3138961

>>3138932

>Former Commandos have goatees AND blood

Used to think it was just blood.

>In the Future according to Doom, soldiers will come equipped with chain guns, shot guns, or semi-automatic rifles

>> No.3138964
File: 21 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
3138964

Hexen once you pass the first two shitty hubs is an absolutely flawless game. Possibly the best FPS experience I ever had.

>> No.3138968

>>3138964
Getting through the first couple shitty areas is a pretty big negative though. But I guess you could always level skip.

>> No.3138972

>>3138961
They're actually the private UAC security team.

>> No.3138973

>>3138954
F.E.A.R. ai was simply scripted through and through. There are special cover points and routes assigned, so when player reaches point A, mobs are instructed to move in "route X" and take cover in point "Y", with some randomization.

>> No.3138975

survey: would you prefer it if doom2 had added super shotgun zombies instead of chaingunners?

>> No.3138983

>>3138975
noooooooope

I can imagine it already

>turn corner
>die instantly
>%o was splattered by a super shotgunner.

>> No.3138990

What are the most difficult FPS games? Vanilla and medium difficulty, for the sake of comparability.

My big five in no particular order:

>Blood
>Quake middle two episodes
>Thy Flesh Consumed
>Rise of the Triad
>Perfect Dark

I also remember Wolfenstein 3D as being very difficulty. But it might be just my memory, the fact the I only played it as a stupid kid, or the vintage controls.

>> No.3138992

>>3138964
Yep, probably my favorite doom clone. Terminator Future Shock has stolen my heart recently though. Pity I couldn't get past the satellite dish stage due to a glitch. damn fences wouldn't go down even after destroying the computer

>>3138975
I could mod this up for you...

>> No.3138993

>>3138973
No, it wasn't. That's the thing, all that shit was happening dynamically.
>https://www.youtube.com/watch?v=rf2T_j-FlDE

>> No.3138994

>>3138990
Oh crap I just realized PD isn't retro.

Scratch that then and replace it with Shadow Warrior then. Fucking coolies.

>> No.3138995

>>3138990
Blood is definitely the hardest retro FPS on normal difficulty. Fuck those cultists, man.

>> No.3138996

>>3138975
bignope.png

>> No.3138998

>>3138990
Blood, Terminator: Future Shock, Shadow Warrior, Deathkings of Dark Citadel (the official Hexen expansion) Realms of the haunting is pretty hard without a walkthrough. The combination of tricky puzzles and not much health.

>> No.3139005

>>3138993
P.S. Watch from 19:30. It's an interesting lecture for laymen as well as programmers i'd say

>> No.3139013

>>3138990
Wolfenstein:

>95% of enemies are hitscan
>no mouse look
>no ingame map
>no spread projectiles
>general dearth of ammunition

Nah fuck that shit

>> No.3139016

>>3139013
Which enemies weren't hitscan in W3D? Even bosses were.

>> No.3139018

>>3139013
It hated not having a map. No idea where the fuck I am half the time and everything looks the same.

>> No.3139020

>>3139016
Dogs.

>> No.3139023
File: 17 KB, 320x280, 2213132-hitler_ghost.png [View same] [iqdb] [saucenao] [google]
3139023

>>3139016

>> No.3139035

>>3138606
>It's basically Q3A-like bot matches plus boss battles.

>> No.3139040

>>3138975
>>3138983
>>3138831

This wad replaces chaingunnners with super shotgun guys for doom 2 / plutonia etc.

http://www.mediafire.com/download/0ha6xri3dcdh529/SSGGUNNER.wad

Enjoy!

>> No.3139050

>>3139040
why thank you hitler

>> No.3139051

>>3139013
*95% of the enemies used firearms
corrected for you there buddy. Hitscan is just a way of handling firearms. You still can't dodge bullets irl

Wolf3D It was pretty phenomenal for 1992. I found it pretty easy to navigate without a map. just remember where you are and where you've been. Not really hard. If I could navigate it at age 10, surely you should be ok without a map?

>> No.3139053

>>3139013
>no mouse look
You don't need to look up and down but it does support mouse turning. And its mouse movement is super comfy - I only use mouse to move unless I need to run forward for too long. If I need to strafe I can use the right mouse button. Since most enemies don't use projectiles, I won't need to circlestrafe often, anyway.
I hope you aren't using the crappy web browser version, though.

>> No.3139054

>>3138947

I'm 99% sure this dude (https://www.doomworld.com/vb/post/1588275)) got loser'd for that post, but there's not a single notice that says so, not even his most recent posts have it. Here's an example of a post that has said notice. (https://www.doomworld.com/vb/post/1588459))

Something tells me he got loser'd for mocking people being so uptight about Doom's copyrights, which isn't that much of a surprise coming from doomworld

>> No.3139070

>>3139051
I used to make a map on pencil and paper back in the day, it was kinda fun.

>> No.3139071

>>3139054

nvm found the rest in post hell

>> No.3139095
File: 25 KB, 640x400, shadowcaster02.png [View same] [iqdb] [saucenao] [google]
3139095

Is ShadowCaster the first FPSRPG?

>> No.3139105

>>3139095
Ultima Underworld

>> No.3139106

>>3138990

Episode 4 is easily the hardest in Quake for me. Episodes 2 and 3 make explosive weapons available much sooner than Episode 4 and all the tight spaces makes the grenade launcher abusable as fuck.

>> No.3139119

https://www.youtube.com/watch?v=44lhqrsUTlo

>> No.3139127

>>3139054
>>3139071
>Vorpal
sad to see that happen to such a talented oldschool mapper

>> No.3139134

>>3139040
>This wad replaces chaingunnners with super shotgun guys for doom 2 / plutonia etc.

...Why would I want that?

>> No.3139136

>>3139119

Never liked that track. It's kinda goofy and even up beat. The best are the atmospheric or the metal tracks.

>> No.3139140

>>3139136

https://www.youtube.com/watch?v=Bv3biyYpiC8

This one too. Sounds like something out of Loony Tunes.

>> No.3139141

>>3139134
there is always grumbling here about chaingunners, saying they should be removed from the game and such.

so i thought, well, supposing that we take it as given that id would add a new higher-tier zombie enemy for doom2, what if instead of a chaingunner it was a super shotgun zombie?

then, the fellow you replied to, made a mod to do this.

>> No.3139147

>>3139140
It's like something from Castlevania

>> No.3139150
File: 383 KB, 600x600, 1452304361620.png [View same] [iqdb] [saucenao] [google]
3139150

>>3139141
There was already zombiemen that had bloody rocket launchers and plasma guns in other WADs.

>> No.3139158

>>3139141

Probably the best approach would likely just to balance them more. Make them slower. Maybe give them the same HP as Shot gunners. They have IMP tier HP if I remember meaning they can often survive shotgun blasts.

I think Doom PSX makes them slower (along with a rest of the enemies), so try that.

>> No.3139159

>>3139141
What about chaingunners who shoot little chaingunners who shoot littler chaingunners etc etc until it crashes the game?

>> No.3139161

>>3139141

They're only a real issue in ambushes. So a Super Shotgunner in the same ambush would be as hard, or harder.

>> No.3139163

>>3138737
>>3138740
>>3138743
Thanks.

>> No.3139172

>>3139159
Is that even possible?

>> No.3139173

>>3139159
You should get Fractal doom. Revenants that shoot mini-revenants riding rockets and wearing top hats.

>> No.3139180

>>3139172
Yes, and it wouldn't even be very hard.

>> No.3139185

bfg zombie that moves as fast as the player

when

>> No.3139187

>>3139185
Sounds a bit OP fampai

>> No.3139220

>>3139158
they have 70 hp vs imps' 60, making them *more* likely to survive a shotgun blast

>> No.3139225

>>3139220

Give them HP right between shotgunner and Imp then. Make them slower and inaccurate.

>> No.3139241

>>3139173
i'm pretty sure he was referencing that

>> No.3139243

How do you feel about the name "Slaughterday" for wad?

>> No.3139249

>>3139243
Dull

>> No.3139250

>>3139243
Cute name. I'd never play it cause I hate slaughtermaps though.

>> No.3139251

>>3139249
mm

>> No.3139261

>>3139150
i can deal with chaingunners, mostly, outside of situations like the blue key on hell revealed 23. but those plasma marines from scythe 2, ugh, can't handle them at all

>> No.3139264

>>3139243
if you had a weird accent, it would rhyme with saturday

>> No.3139271

>>3139264
the church of slaughterday saints

>> No.3139275
File: 860 KB, 1280x1024, 4b31e289bf2d4383.jpg [View same] [iqdb] [saucenao] [google]
3139275

>>3139264
I thought it's a tribute to Caturday

>2016
>still no Catnarok themed megawad
>or is there

>> No.3139276

https://www.youtube.com/watch?v=Ch6d5zS9cdc

I mean honestly Hack Modules look like the biggest possible game breaker for the multiplayer imo, more so than loadouts.

>> No.3139279

>>3139261
Well that's because those plasma marines are utter bullshit in every way possible.

>> No.3139281

>>3138994
N64 launched before 1999, Perfect Dark should be fine for discussion

If anything it's PC games that get fucked the most by the cut-off date

>> No.3139283

>>3139051
>You still can't dodge bullets irl
Yeah, but that doesn't make for a fun video game.

>> No.3139285

https://www.youtube.com/watch?v=Z-8CI1XbGPk

So I've been making some additions to an old Battletech mod by WildWeasel. Stuff like 16:9 hud support, some improved weapon effects, modified a few old scripts and added some new ones, a couple balance tweaks, etc. Was wondering if anyone had any suggestions for what else I should change/add.

>> No.3139290

>>3139285
Oh man that looks sick.
Is the eurobeat included?
Can you drift in the mech suit?

>> No.3139291

>>3139285
Looks friggin awesome tbqh

>> No.3139296
File: 236 KB, 1096x1298, boom.jpg [View same] [iqdb] [saucenao] [google]
3139296

>>3139054
Thank god for parody law or I wouldn't have my favorite T-Shirt.

>> No.3139298

>>3139296
I'd love to get my hands on a Doom t-shirt.

>> No.3139301

>>3139298
Bethesda sells them

>> No.3139303

>>3139290
Sorry, eurobeat is not included. I just had it on in the background as I like killing demons while listening to it. Using the jumpjets to jump around corners is probably the closest you will get to drifting.

>> No.3139304

>>3139134
Hell if I know. I just did it because some anons were grumbling about chain-gunners.

The fact those SSG gunners can do 85 damage in one shot should hopefully let the appreciate just how soft regular chaingunners are.

>> No.3139305

>>3139285
Can you turn your head inside the cockpit?
That mite b cool

>> No.3139306
File: 338 KB, 1920x1080, ss+(2016-04-14+at+01.06.49).jpg [View same] [iqdb] [saucenao] [google]
3139306

>Set Sector color to Red 200
>It's fucking green
wut.

>> No.3139310
File: 46 KB, 600x703, 1450955096117.jpg [View same] [iqdb] [saucenao] [google]
3139310

>>3139303
>There will never be an Initial D(oom) mod

>> No.3139313

>>3139306
maybe the numbers are only out of 100 and it overflowed

>> No.3139315

>>3139285
Very sexy. Release it please.

>> No.3139327

>>3139313
Naw, already tried that. I've tried tons of different values and it refuses to turn red.

>> No.3139328

>>3139310
I feel your pain.

>>3139315
I plan to, after I polish it some more.

>> No.3139334
File: 19 KB, 75x75, 1382936074379.gif [View same] [iqdb] [saucenao] [google]
3139334

>>3139285
>Giant Mech just wanted to fit in the library and read a book.
Someone draw this.

>> No.3139336

>>3139306
wouldn't happen to be doom builder's method of conveying when you have a sector highlighted?

>> No.3139338

>>3139306
Try it in Hex

>> No.3139341

So I'm playing Doom 2 and I get the feeling I'm not supposed to fight most of the enemies in these maps. I run out of ammo very quickly.

Am I right? Is the intended play style to dodge many of them?

>> No.3139349

>>3139341
No, the intended play style is to not miss. Don't waste shotgun shells on single low-tier enemies, instead line them up.

>> No.3139350
File: 62 KB, 144x190, howdoi.png [View same] [iqdb] [saucenao] [google]
3139350

How do I play the 2 expansions using QuakeSpasm?

>> No.3139353

>>3139350
Use KMQuake or something.

>> No.3139356

>>3139336
no, it's like that ingame too.

>>3139338
Hexadecimal or Hexen map format? I'm newish.

>> No.3139359

>>3139305
Unfortunately the cockpit is just a static image, so head turning in the cockpit would need left and right cockpit images. Maybe if the cockpit were a 3d model, but I have no modeling skills to do that.

>> No.3139364

>>3139356
Hexadecimal

Did you tag the sector you're turning red as 1?

>> No.3139365

>>3139341

Super shot gun everything at close range. Are you trying to use the SS at long range? Most of the shells miss.

Everything in Doom 1, 2 can be beaten with pistol start.

>> No.3139370

>>3139359
What about parallax? Cut it into different pieces, extend the sides, and have them shift a bit when looking.

>> No.3139371

>>3139350
just put

-game hipnotic

in scourge of armagons exe path file (D:/shit/Quake/Quakespasm.exe -game hipnotic)

do the same but with

-game rogue

for DoE

>> No.3139372

>>3139353
I will fight you

>> No.3139375

>>3139365
You can also beat the game just melee. That doesn't mean it's efficient

>> No.3139378

>>3139341
if anything Doom/2 are overendowed with ammunition, playing sequentially you end up with full ammo/health and leaving behind most of the maps resources by the sixth map or so. this is part of the reason why veteran players tend to pistol start everything (along with the knowledge that most maps, official or third party, were made and tested from pistol starts)

>> No.3139380

>>3139372
Oh wait for some reason I read Quake 2. My bad.
kame hame ha

>> No.3139383

>>3139370
>>3139359
Alright I just woke up from an accidental nap and I just now read that it's for looking around inside of a cockpit as the pilot, not just the thing tilting a bit.

But maybe it'll still work?

Can you use a camera in a room in the map that has a cockpit as a HUD?

>> No.3139385

>>3139375
That is an interesting but ultimately irrelevant point, quite strawmanlike too.

>> No.3139386

>>3139370
That's certainly possible. Would definitely move the hud over to acs then as it would be easier there than in sbarinfo.

>> No.3139390

>>3139364
So I should do it via ACS script instead?

And yes, I did tag it as 1.

>> No.3139392

>>3139375
It's incredibly efficient, you don't use any ammo.

>> No.3139393

>>3139385
"Can be beaten" just doesn't mean anything. Yeah, it can, but that doesn't mean it's fun or the players skill is up to it

>> No.3139395
File: 349 KB, 1238x1223, 1459325817233.jpg [View same] [iqdb] [saucenao] [google]
3139395

damn, these threads are so chill. how do you guys manage that.

>> No.3139396

>>3139393
git gud

>> No.3139398

>>3139341
Which map(s) are you having most trouble with?, perhaps we can suggest some tips. E.g. there was a guy a few threads ago starved of ammo on trying to pistol start map29 because he was unaware of the hidden-but-not-a-secret plasma gun.

>> No.3139405

>>3139398
I think I'm fine now. Was pretty much with just a chainsaw but got through and resupplied quite well.

>> No.3139406

>>3139393
>Yeah, it can, but that doesn't mean it's fun or the players skill is up to it
That was never the question until you made it so. The question was "Is there enough ammo to fight every enemy? Are you supposed to just dodge them?" And the answer is yes, there is enough ammo. There's even enough ammo to do it from a pistol start.

>> No.3139413

>>3139383
Using a camera in a room in a map wouldn't work for a gameplay mod.

>> No.3139414

>>3139395
It's great ain't it? This is becoming one of my home generals very quickly.

>> No.3139416

Is Master's of Doom worth reading? Does it have a lot of backstory on the games development and such or just two life stories? I like Carmack and Romero and such, but I'm more interested in the games development

>> No.3139420

>>3139395
>damn, these threads are so chill.

Oh, we have our nerds. But most of us are here to have fun, generally speaking.

>> No.3139424

>>3139276
good god those guns look hideous, then they slap stupid fucking paintjobs on them. not even any point talking about the armor

>> No.3139425
File: 222 KB, 1920x1080, wtf.png [View same] [iqdb] [saucenao] [google]
3139425

Using the color picker revealed the problem. This version of GZDoom Builder has fucked up labeling.

>> No.3139427

>>3139276
I was in the closed beta, all the game really needs is

1. Haste is the default move speed

2. No load outs/modules

3. Full MP mod tools and server browser

>> No.3139431

>>3139425
haha,w hoops.

>> No.3139432

>>3139425
Seems like blue is sector tag
>>3139424
Have you ever tried any non-vanilla doom mp? It's fucking same about armor.

>> No.3139434
File: 2.55 MB, 300x241, 1392171515153.gif [View same] [iqdb] [saucenao] [google]
3139434

>>3139276
>Hover over the embed button
>See some shitty orange armored alien that looks straight out of Mass Effect

I'm not even going to bother.

>> No.3139438

>>3139432
Oh yeah, modshit got mad about liking new doom, hah.

>> No.3139441

>>3139434
You change pieces of your armor. Helmet, legs, torso, etc.

>> No.3139454

>Play GZdoom
>Wow these invisible pinkies are really easy to see
>Play Chocolate doom
>Wow I cannot fucking see these assholes

>> No.3139459
File: 376 KB, 960x540, gzdoom 2016-04-14 13-53-03-589.webm [View same] [iqdb] [saucenao] [google]
3139459

>>3139432
Oddly blue seems to be some sort of brightness scale.

>> No.3139478
File: 17 KB, 512x201, specular.gif [View same] [iqdb] [saucenao] [google]
3139478

>>3139459
the falloff on gl lights always bothered me, like it closes off too fast at the edges. a smoother tapering would be much more aesthetically pleasing and ambient. unfortunately the only way to do it in gzdoom is to stack multiple lights at different sizes and values, unless there's a new feature i haven't heard of.

>> No.3139485

>>3139276
>https://youtu.be/Ch6d5zS9cdc?t=87

that guy does NOT like Fresh Prince that much.

>> No.3139486
File: 291 KB, 1280x1600, gitgudscrub.jpg [View same] [iqdb] [saucenao] [google]
3139486

>>3139013

>> No.3139489

>>3139454
You get the real spooky 90s Doom experience.

>> No.3139490

>>3139395
We're old

>> No.3139491

>>3139424
nah, they're fine.

>> No.3139501

>>3139141
The only time chaingunners or hitscanners legit bothered me was with PSX Doom TC, where in Doom 2, it was frequently too dark to see anything, (even with a flashlight, it didn't help as much as you'd think), but of course, the enemies have perfect nightvision, so they'll see (and shoot at) you at any distance.

>>3139283
Says you.

>>3139416
Yes.

>> No.3139503
File: 28 KB, 601x258, 2016-04-14 13_20_10-.png [View same] [iqdb] [saucenao] [google]
3139503

Man, Saving Time is one hell of a drug, huh

http://terminusest13.tumblr.com/post/142801230816/man-bethesdas-really-been-pushing-their

>> No.3139505

>>3139503
I know that term's prolly not here but........


its not the 15th yet you dingus but we still love you <3

>> No.3139507

>>3139503
What am I supposed to infer from this tweet?

>> No.3139509

>>3139507
They're coming to his house to break his legs and force him to play the new game

>> No.3139510

>>3139505
>>3139503

I am.
Oops.
That's pretty embarrassing of me.

>> No.3139512

>>3139510

DRAMA ALERT: TERMINUS EXPOSED (TERM ADMITS BEING DUMB) (THE REASON HE CAN'T MAP????) *GONE SEXUAL*

>> No.3139514

>>3139512

>"10 REASONS TERMINUSEST13 MIGHT BE THE DUMBEST DOOM MODDER EVER."
>"(NUMBER 5 WILL SHOCK YOU)"

>> No.3139517
File: 137 KB, 430x429, tumblr_nn42fbLMLr1tkah1uo1_500.png [View same] [iqdb] [saucenao] [google]
3139517

>>3139512

>> No.3139519

>>3139413
ACS can alter level geometry, and put actors in places, so the idea is: Make a 3D room (since ZDoom has limited RoR capabilities) at almost maximum/minimum height at the edge of a map where it won't interfere with any map. Alter the room's contents with ACS in a desired way, then wiring it up to HUD.

>>3139285

>> No.3139523

>>3139512
MODDERS HATE HIM. LOCAL DECORATE FANATIC DISCOVERED A REVOLUTIONARY WAY TO HAVE TUMBLR LIKE DOOM.

CLICK HERE TO FIND OUT MORE

>> No.3139524

>>3139519

ACS can alter level geometry, yes, but it can't make new geometry.

>> No.3139525

>>3139503
>Dumbo can't into calendar.
>Shitposts about DOOM
pls.

>> No.3139526
File: 19 KB, 661x506, ss+(2016-04-14+at+02.35.54).png [View same] [iqdb] [saucenao] [google]
3139526

>>3139478
WOW, I was using 1.4, and even 2.3 STILL has this labeling mismatch.

>> No.3139528

>>3139519
>Make a 3D room (since ZDoom has limited RoR capabilities) at almost maximum/minimum height at the edge of a map where it won't interfere with any map

How do you propose to do this in ACS?

>> No.3139532

>>3139524
Im certain I saw a mod that did, but that was a year or so ago so I dont remember what mod was that. It was on Zandronum multiplayer server I randomly hoped on.

>> No.3139535

>>3139532

I would be incredibly interested in seeing this mod, but there are definitely no functions to actually make new geometry.

http://zdoom.org/wiki/Category:Action_specials

>> No.3139537

>>3139413
>>3139359
Hmm... How about making it a small cube model (just pasting images of cockpit as sides of a cube, or somehow else - won't be too different from camera-in-a-room), then warping it around player's view point all the time with interpolation?

>> No.3139541

>>3139519
The way I see it, you ask to create a sector purely from ACS.

If that was possible, we would have been already bombarded by procedurally generated map .wads without the need of OBHACK.

>> No.3139569

>>3139512
THIS WEABOO IS GETTING INCREDIBLY HOT MOD OF DUM

AND BASICALLY, YOU'RE A MEME

CLICK HERE TO CLICK HERE TO CLICK HERE TO CLICK HERE

>> No.3139571
File: 470 KB, 960x540, gzdoom 2016-04-14 15-00-08-766.webm [View same] [iqdb] [saucenao] [google]
3139571

Holy shit what a neat effect. Looks like the room is bleeding.

>> No.3139581

>>3139571
ooh, atmospheric.

>> No.3139582

>>3139571
did you import the walls from the 53rd precinct

>> No.3139592
File: 316 KB, 1920x1080, Screenshot_Doom_20160414_151441.png [View same] [iqdb] [saucenao] [google]
3139592

>>3139582
No, I'm just screwing around with those Dark Arena textures anon recently dumped.

>> No.3139605

>>3139592
You're using my latest version with the contrast-fixed palette right? >>3136407

My first dump, and the old dump up on DoomWorld, uses the bright gamma palette. Also the old DoomWorld version was haphazardly shoved into the Doom palette, whereas mine is truecolour PNG. *smug*

>> No.3139608

could someone please recommend a BOOM wad please?

I find slaughter maps a bit too hard, such as the NEO DEATH (ndfga or something?) but still want some Boom fun. Maps like 1enemy keep crashing, for some reason.

Any recent releases would be great

thanks!

>> No.3139609

>>3139371
That's not really working. I should mention I'm using the GOG version of Quake 1.

>> No.3139614

>>3139609
I recommend you to stop using any of their launchers and grab a decent port mentioned higher in this thread.

>> No.3139615

>>3139592
Also Dynamo has some resources from videogames as well http://forum.zdoom.org/viewtopic.php?f=37&t=50106 like Eradicator and Cybermage, with all the enemies and such I believe.

>> No.3139616

>>3139605
Yea, but I did a quick doom pallet conversion, so they look a bit shit because of that. I just wanted to see how they'd look with the classic pallet since they seemed pretty close.

>> No.3139620

>>3139608

Doomcore V?

>> No.3139621

>>3139616
I've got an idea for pushing it into Doom's palette, I think I can just edit the Dark Arena palette to use Doom colours. If it doesn't work out I'll let you know in this thread.

>> No.3139625

is it me or are smooth dooms monsters, like, fucking insufferable thundercunts

even more than the vanilla ones

>> No.3139629

>>3139615
>Eradicator
How did I not know about this game? Looks fucking awesome.

>> No.3139643

Doom 2 is cool and you guys are just negative nancies.

>> No.3139648

>>3139643
i come here to have fun, not to be attacked

>> No.3139649

>>3139643

I don't think anyone is disputing that Doom 2 is cool. The SSG, better bestiary, a cool soundtrack, etc.
The problem is the level design.

>> No.3139653

>>3139643
Doom 2 has better nuts-and-bolts but holy shit the level design is awful compared to Doom.

>> No.3139663

>>3139643
Doom 2 is good, it's just that the levels start dropping pretty harshly in quality after Map 11, never quite reaching the high it had before.

Until Map 12, the level design is objectively quite good. The best part of Doom 2 was always the assets themselves for the community to use.

>> No.3139671

>>3139663
>objectively quite good
lol

>> No.3139694

>>3139671
Refueling Base is a great map, don't be a fag.

>> No.3139703

>>3136386
brutal broom

>> No.3139706
File: 16 KB, 144x136, scubamug_double_animated.gif [View same] [iqdb] [saucenao] [google]
3139706

>>3139621
That'd be awesome. Really the only reason I care about Doom's palette is that I might want to do a map if Term ever does a Dump 3. I never had the time to contribute to dump 2 (shit, I wasn't even aware of it till way late) and I regret not being part of it.

>> No.3139708
File: 246 KB, 453x399, letdown2.png [View same] [iqdb] [saucenao] [google]
3139708

>>3139136
I like that track...

>> No.3139715

>>3139140
But it's perfectly melancholic and tense

>> No.3139718

>>3139706
Didn't work out, looked really bad for the colours not quite in the Doom palette, like the yellow to green morphing range.. The textures just have to be recoloured.

DUMP 2's OP doesn't specify that the textures can't be truecolour PNG, just that they have to work in software renderer Zandronum. Should be fine.

>> No.3139721

>>3139490
>We're old
This is it really. /a/ and /co/ and /v/ are just full of shitposting teens who think they're being funny. Meanwhile /vr/ is mostly full of us mid-to-upper 20 year-olds or even older. We just like to talk and share.

>> No.3139724

>>3139512

THE VIDEO TERM DOESNT WANT YOU TO SEE!!!!!!!!!!!!!

https://youtu.be/QmH7AnZb-uk

>> No.3139729

>>3139721
Speak for yourself, I refuse to identify as mid-upper 20.. Actually, mid20s. Yeah, that's me I guess.

Most of us at least were born when doom was released right?

Also
>Implying old folks can't shitpost
Just look at any gathering of people. Heck, look at the plenty ukrainian parliament fights on youtube (or other parliaments I guess) :'^)

>> No.3139740

>>3139718
Doesn't the software renderer in Z& just desaturate truecolors to make them compatible like Zdoom does? Gonna have to investigate this.

>> No.3139742

>>3139694
i am not disparaging your assertion. i am laughing at the inherently silly phrase "objectively quite good"

>> No.3139745

>>3139740

Yup. You can still use truecolor stuff, though.

>> No.3139753
File: 293 KB, 1920x1080, Screenshot_Doom_20160414_162133.png [View same] [iqdb] [saucenao] [google]
3139753

>>3139745
Oh dear god. At least the movie posters still look good. Fuck me though...

>> No.3139758

>>3139141
DSH just straight up replaced their hitscan with bolt projectiles Granted they interpolate to lead shots, and sometimes don't, and sometimes only partially, so they are still kind of pain at long range but at least you can do something to maybe not get hit. Of course each projectile actually deals more damage, so it's a bit unbalanced when they're up close and pop out in a trap, but they can do more damage during infighting. I do question the decision to replace some of them with the flak launcher thing guys though, since while neat in some situations at range they suck at dealing any damage to the player and they deal too much in close quarters and even though "they should only spawn on maps where the rocket launcher is already" getting 3 rockets early on breaks a lot of maps.

>> No.3139789

>>3139724
OH SHIT

>> No.3139790

>>3139359
>>3139370
>>3139537
He could just use sprites that are kept billboarded and warped with the player, couldn't he? The only issue is that the changes shown in the cockpit would all have to be done in a manner much more tedious than sbarinfo.

Maybe you could have a specific key to look to the side, that changes your angle in the cockpit in set increments, that shift the cockpit sprites in sbarinfo. You'd only have to do however many increments you enabled, rather than a fluid cockpit with mouselook. You'd also have to put in that during this the mech would fire at the crosshair of the hud, not the angle the player is facing.

>> No.3139798

>>3139724
holy shit you could not possibly have made that camera more obnoxious

>> No.3139806

>>3139141
It wouldn't be so bad if they were either less accurate or they weren't hitscan.

>> No.3139809

>>3139798
its all part of the joke after all

>> No.3139813

>>3139753
I wonder why the top of the texture repeats

>> No.3139819
File: 362 KB, 1920x1080, Screenshot_Doom_20160414_163321.png [View same] [iqdb] [saucenao] [google]
3139819

>>3139813
Dunno. Doesn't do it in Zdoom. Also doesn't render my voxels. There's so much I don't know about Z& since I honestly barely use it.

>> No.3139820

>>3139724
>portalfreak
should've known

>> No.3139826

>>3139819
How high is the wall? Is it a power of two?

>> No.3139838

>>3139592
friggin neat

>> No.3139845

>>3139813
non power-of-two resolution?

>> No.3139846
File: 140 KB, 1347x160, DarkArena_Hard_EndingPan2.png [View same] [iqdb] [saucenao] [google]
3139846

Assemble Dark Arena's Hard Ending enemy panorama. The slashers spooked me a bit.

>> No.3139885

>>3139820
spook is that you?

>> No.3139895

>>3139885
who?

>> No.3139929

>>3139790
>He could just use sprites that are kept billboarded and warped with the player, couldn't he?
That shit doesn't actually work unless you play at 35fps because (g)zdooms warp interpolation is fucking retarded. Doesn't warp correctly with angle differences or z axis movement like walking up steps or jumping

>> No.3139947

>>3139929
Isn't that just for models though?

>> No.3139983

So do I just make a QuakeInjector folder and put it into my Quake folder or can I put it anywhere?

>> No.3140029

>>3139285
>>3139328
can't wait for a finished version, although really we need more /m/ related Doom mods, would be killer to have a Gundam or Super Robot Wars style mod

>>3139729
born in 1990 here, although Doom wasn't my first FPS, that would probably go to Chex Quest, Hexen, or Perfect Dark

>> No.3140056

Sorry if this is a dumb question. I just started getting into modded Doom, and one thing I'm confused about is what are WADs rules about gameplay differences from vanilla Doom like jumping and crouching? Should I be using those features? I guess that most wads were made for those actions in mind, but I look in the readmes that come with most, and they don't say anything about if jumping is allowed, etc. I'd like to play custom levels as intended.

>> No.3140058

>>3140056
assume not unless it was made for zdoom

>> No.3140087

>being millennial
>making my first run through Doom/Doom 2
>decided to use Chocolate Doom + keyboard control

Holy fucking shit it's hard, the passage from mouselook to arrowlook + alt strafing is traumatic.

Was the reverse transition that hard too, oldfag?

>> No.3140107

>>3140087
For me it was more a daily PC skills thing

I got a SNES before a PC and the first time I used a mouse for Doom was during my first interactions with a PC. So I found it uncomfortable as I wasn't used to even use a mouse for general use. In contrast to a keyboard that was like a joystick only that it had a lot of extra buttons

Later, when I had more affinity with the PC and mouse I though it made a lot of sense to use it

>> No.3140115

>>3139285

Ladies and gentlemen I give you the real comfy doom.

>> No.3140131

>>3139285
This is truly the most beautiful thing that I've seen in months.

>> No.3140160

>>3140056
If you can only reach a spot from the point you're currently at with the use of jumping or crouching, then don't actually do this, the exception being if the map is explicitly stated to be done for this.

>> No.3140162

>>3140087
Just so you know, you don't have to artificially limit yourself to keyboard only, Doom was always made for mouse-turning.

>> No.3140174

Can someone upload their Moon Base Alpha .wad? The link is dead in the pastebin.

>> No.3140179

I'd love to get into Doom mapping, but I don't really have much artistic ability in terms of making new textures or modelling. Are there resources to help me out with that?

>> No.3140183

I just started playing UAC ultra, why is it so good ? The atmosphere is great, it's tough without being stupid (I play on HMP since I'm a wussy and didn't know what to expect), I'd just like to see a couple less archviles but eh. It's nothing special yet I'm liking it a lot for some reason. Any wads that just feel great like that for some reason you can't quite grasp ?

>> No.3140226

>>3140174

There was a Moon Base Alpha WAD?

>> No.3140228

>>3140183
It's got some of the most amazing pacing in any Doom levelset I've ever seen and the overly constant theme and the low-key soundtrack helps the player get easily absorbed into it.

>> No.3140246

>>3139983
Anywhere, the engine configuration tab will take care of everything.

>> No.3140286

>>3139285
that was pretty cool, but i think jumping should generate heat (looks like it puts a strain on the system) and have some kind of reception punch, because that's always cool
the flamer also looks pretty bad
i wish you could see the tip of a few of the weapons when they fire
and lastly, it's more of a silly touch than anything, but i like when you can get out of your mech with just a (las)handgun and a knife

>> No.3140295

>>3140087
sometimes i like to just play these old shooters keyboard only
it's pretty comfy

>> No.3140302

>>3140179
some of the cchests usually have a resource wad that has custom textures you can borrow

>> No.3140358

>>3140226
http://pastebin.com/5sKRiJzS

>> No.3140360

>>3138952
mmm

>> No.3140372

>>3136823
Metal is among the couple bad TNT maps.

>> No.3140378

>>3140286
Alright, I've made it so jumpjets now generate heat when in use. That should make heat management even more important for getting out of bad spots quickly.
I'm not sure what you mean by reception punch, but I did decide to give the mech a built in chainsaw that's used with altfire.
I guess I could give you the ability to get out of the mech, but why would you ever do that?
Have any tips for making the flamer look better?

>> No.3140391

>>3140378
Ask DAKKA guy - his flamethrower is the best of all Doom mods i've seen (BD included)

>> No.3140392

>>3140378
>I'm not sure what you mean by reception punch
basically, use the speed generated by the jumpjets to make a devastating punch in someone's face

>I guess I could give you the ability to get out of the mech, but why would you ever do that?
i don't really know, but it was a thing in front mission.
maybe for stealthy assaults?

>Have any tips for making the flamer look better?
look at what FlyingDildoMan did for BDSE [mancubus arm altfire] (i think it was on this board), it's probably one of the best flamers around

>> No.3140395

>>3138990
Episode 4 of Quake is harder than e2 and 3. Vores are used quite liberally in half of its maps. Then theres its annoying episode exclusive monster, Spawns, which are also used quite liberally.

>> No.3140490

>>3140378

When you hop out of the mech. Make the player smaller than a normal Doomguy, give him a jet pack and a semi wimpy sidearm until either a set amount of time passes or they find a power up to recover their mech

>> No.3140495

>>3140490
make him a tiny man in a space marine sized robot

>> No.3140516
File: 2.44 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
3140516

>>3140490
>>3140495
Inside the mech there's a rat-size version of the same mech.

Or a very tiny alient.

>> No.3140520

>>3140495

That's how I would do it I made a mecha mod. I'd base it heavily off of metal warriors with different mechs with their own unique abilities and weapons

>> No.3140564

>>3139643
Doom 2's level design isn't as refined as Doom 1's was.

>> No.3140572
File: 34 KB, 435x591, Anymods.png [View same] [iqdb] [saucenao] [google]
3140572

Tell me there's a Quake mod that allows me to use the sweet weapon these guys use

>> No.3140574

>>3140572
Well there's Quake's first official expansion which added a laser cannon.

>> No.3140576

>>3140574
It's not the same ;-;

>> No.3140582

>>3140572
scourge of armagon has the automatic triple-barreled version of it and it kicks as much ass as you'd expect

>> No.3140583

>>3140576
But it's like their weapon, but it also shoots two more blasts at once.

>> No.3140632

>>3139285
zandronum + online compatible please

>> No.3140635
File: 57 KB, 500x388, tumblr_n0hre8rCkE1r7ikamo1_500.jpg [View same] [iqdb] [saucenao] [google]
3140635

>want to talk about d44m open beta
>realize no retro, decide to go to /v/
>theres a thread about the beta
>literally everyone's just complaining about it

>> No.3140639

>>3140635
your first mistake was assuming /v/ knows how to have fun

>> No.3140648

>>3140635
Check /vg/. They're dumb as hell but sometimes they actually enjoy the games they talk about.

>> No.3140654

>>3140635
I'll wait till it actually comes out to pass judgement. I honestly would be fine with a reskin of Doom 1/2 with modern graphics and shit, but I'm not D44M's main audience I think.

>> No.3140656
File: 18 KB, 276x230, 1456995698987.jpg [View same] [iqdb] [saucenao] [google]
3140656

>>3140648
>They're dumb as hell

>> No.3140660

>>3140572
you could try Quake 2's hyperblaster

>> No.3140665
File: 40 KB, 500x369, 1379100690142.jpg [View same] [iqdb] [saucenao] [google]
3140665

>>3140635
The MP is pretty average yet enjoyable. It at least gave me a hint at how the weapons may feel like in SP, which is promising; the plasma gun feels like shit though. Also advanced visual options being greyed out is kinda stupid.

>> No.3140680

>>3140635
people have criticisms of a bad game, news at 11

>> No.3140694
File: 43 KB, 777x508, A taste.jpg [View same] [iqdb] [saucenao] [google]
3140694

Latest Dark Arena rips.

Every gun sprite (not cropped so you know where they go on the screen and with the HUD hacked out to expose all of the sprite); every sound split into individual files with file names pulled from the ROM; textures in brightness level 2, brightness level 1 (lowest), and a custom brightness level that's a bit between both and possibly the most versatile; a few splashes; HUD status bar, keys, singular portrait, and fonts.

I'm timestamping the archives now to check if I've made one outdated by finding something new.

https://www.sendspace.com/file/o3q2av

>> No.3140702

Could someone help me figure out how to edit the autoexec.cfg that's linked in the pastebin? I want to make the "simple arrow" cursor the default cursor in GZDoom and ZDoom.

There's a line in the .cfg

>vid_cursor "none"

I tried replacing the "none" with "simple arrow" and it didn't work. I'm kind of computer retarded, so sorry if I'm a moron.

>> No.3140704
File: 281 KB, 1000x675, 1388296072150.jpg [View same] [iqdb] [saucenao] [google]
3140704

>>3140520
so Super Robot Wars then, just in an FPS format

>>3140632
fully agree(can't imagine it'd be that hard to make compatible with Zandronum though)

>>3140635
having played the MP beta myself, it's pretty fun, but at the same time I think the long term appeal is going to be in the Single Player Campaign(much like with Wolfenstein 2009) and the Map Maker

>>3140286
>i wish you could see the tip of a few of the weapons when they fire
I agree, your active weapon should have more of a visual indication of being active

>> No.3140719

>>3140704
that cover is utterly clusterfucky in every sense imaginable

I dig

>> No.3140754
File: 110 KB, 724x483, depression[1].jpg [View same] [iqdb] [saucenao] [google]
3140754

>TODAY I WILL MAKE A MAP
>fiddle about for a bit
>four hours later and I haven't made a brush in the whole time

>> No.3140770

>>3140635
>>literally everyone's just complaining about it
And? It's fucking horrible and made worse by the fact that the lore is actually pretty damn good and actually feels like something that belongs in the Doom universe.

>> No.3140793
File: 57 KB, 500x450, 13813874743784.jpg [View same] [iqdb] [saucenao] [google]
3140793

>>3140770

i agree with the lore being kickass tho

>> No.3140796

>>3140635
they are blowing every little thing out of proportion but at the same time it's not all that great

>> No.3140798
File: 561 KB, 1920x1080, Screenshot_Doom_20160415_024445.png [View same] [iqdb] [saucenao] [google]
3140798

This level got me. Reveal Revnants behind glass. I panic. Then notice I'm safe. Meanwhile I don't notice the one to my right that hits me.

>> No.3140813
File: 838 KB, 1920x1080, quakespasm-sdl2 2016-04-15 02-51-30-24.png [View same] [iqdb] [saucenao] [google]
3140813

>playing dissolvoluteration of eternity
>finally get a grenade launcher after collecting eighty something grenades over X maps
>it helpfully gives me the standard GL as well as the MIRV launcher
>experimenting around and not paying attention
>look up

WHAT THE FUCK ARE THOSE

>> No.3140819

NEW THREAD

>>3140816
>>3140816
>>3140816

>> No.3140825

>>3140813
they're swords

and they're gonna cut you up

>> No.3141151

>>3140704
>Even if this were real it would never be translated

>> No.3142568

>>3140635
I don't think the mutliplayer is all that good due to how high the time to kill is but I think the mechanics can make a good single player shooter