[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 433 KB, 900x600, 1473629189729.png [View same] [iqdb] [saucenao] [google]
3490293 No.3490293 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3483273

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/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi..
sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

== /VR/DOOM COMMUNITY ==

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

THREAD ARCHIVES
https://desuarchive.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

>> No.3490294

[09-11] Anon map release: exit.wad (boom compatible, requires cc4-tex)
https://drive.google.com/file/d/0B4mwJRa7e5VpMEgzT2wyOXQ3Z2M/view?usp=sharing

[09-10] Vinesauce mapping contest: 150 submissions were made
https://twitter.com/joel_vinesauce/status/774307787643969536

[09-09] Proper HUD Scaling
http://forum.zdoom.org/viewtopic.php?t=53440

[09-09] Interloper by Notlea
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/intrlpr

[09-09] Anon's first map for vinesauce contest
https://www.mediafire.com/folder/veq59tsw8t74a/Vinesauce%20Doom%20Wad%20Contest%202016

[09-08] Anon's map after staying home sick one day, unfinished
https://drive.google.com/open?id=0Bxqvxak6WzStTjVjTjQ0RXlxSHM

[09-08] You are at a bar and an archvile slaps your girlfriends ass
https://drive.google.com/open?id=0Bxqvxak6WzStUnk2WmxwS21UalE

[9-06]Anon mapset testbuild
>>3477687

[9-06]Eternal's new mapset, Endpoint
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/endpoint

[9-05]Weird Disc with random Doom maps found on a flea market
>>3476172

[9-03]Shadow Warrior now free on GOG, with all the expansions and shit
https://www.gog.com/game/shadow_warrior_complete

[9-02]Lights & Brightmaps for Freedoom
https://www.doomworld.com/vb/freedoom/90527-lights-brightmaps/

[8-29]Vinesauce Mapping Contest Rules
https://vinesauce.com/vinetalk/viewtopic.php?f=19&t=118438

[8-24] Func Map Jam 7 - Back to Base
https://www.quaddicted.com/reviews/mapjam7.html

[08-21] GZDoom Shaders Galore
- Retro Shader updates http://forum.zdoom.org/viewtopic.php?t=53250
- Lazy Palette Shader http://forum.zdoom.org/viewtopic.php?t=53252
- PSX Vertex Jiggler: >>3442719

[08-19] Anon mod: Unstealth >>3437946
https://dl.dropboxusercontent.com/u/25843724/unstealth.wad

[08-19] Anon Release: Cute looking first map >>3435876
https://mega.nz/#!5I9DFbxY!jJLRdnfnYv4hVKUkmztjwsrt6caF97FHnhCPMO8SbJQ

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.

>> No.3490295

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

>> No.3490298

FREE HISSY 2016

>*This thread has been locked and Post Hell'd

>> No.3490304

>>3490298
they can't do this...

>> No.3490316
File: 407 KB, 478x482, 1462352740792.gif [View same] [iqdb] [saucenao] [google]
3490316

>>3490295
>the planes go through the ground

>> No.3490319

>>3490304

believe it or not, discussing a cacodemon plushie in doomworld is an insta-lock

>> No.3490321

>>3490319
>discussing a cacodemon plushie in doomworld is an insta-lock
Why did Doomworld turn so shit so fast?

>> No.3490324

>>3490321
That shit goes back to like 10 years ago, if not longer.

>> No.3490325

something is smelly here

>> No.3490327

>>3490325

It wasn't me.

>> No.3490330

>>3490295
ow

>> No.3490338
File: 221 KB, 800x600, Screenshot_Doom_20160911_164514.png [View same] [iqdb] [saucenao] [google]
3490338

Crunk.

>> No.3490342

>>3490338
cute

>> No.3490346

>>3490321
if you love dead memes so much i suggest there are better sites for you to patronize

>> No.3490356

>>3490346
/doom/ still loves the agitating skeleton meme.

>> No.3490361

>>3490321
Yeah. That sounds terrible.

Good thing that >>3490298 is a liar.

>> No.3490368

>>3490356
yes, i was talking about doomworld.

4chan is definitely an appropriate site for dead meme lovers.

>> No.3490371

>>3490361

>Good thing that >>3490298 is a liar.

Okay big man, go ahead and make a thread about Hissy right now.

Ask who owns Hissy right now and see what happens.

>> No.3490380

>>3490324
Oh, I know. I'm just saying that it went to shit really fast 10 or so years ago.

>> No.3490393

>>3490371
Can't. I've been around long enough that I would be expected to know the answer already. Asking would be suspicious.

>> No.3490394

>>3490371
I don't even have an account there. All it took was a quick look in Post Hell to completely disprove your shit.

>> No.3490429
File: 459 KB, 1600x900, Screenshot_Doom_20160911_153851.png [View same] [iqdb] [saucenao] [google]
3490429

Hey so I'm playing Hideous Destructor and everytime I use the scope, this shit tends to happen making it impossible to use the scope. Any ideas on how to fix it? Using GZDoom

>> No.3490436

>>3490429
Try a different devbuild, probably something busted in the build you got.

>> No.3490440

>>3490436
Devbuild? I only recently got into DOOM, pls forgive me.

>> No.3490450

>>3490440
Devbuild is an unstable release of GZDoom with the newest features.

The one you're using is seven days old, maybe the issue has been solved since then.

http://devbuilds.drdteam.org/gzdoom/

Just grab the top one.

>> No.3490452

>>3490450
Oh thank you friend.

>> No.3490456

>>3490429
>>3490450
Nah even using the latest devbuild it's still not fixed. RIP

>> No.3490457
File: 1.80 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
3490457

>Invaded by Dark Spirit Ettin the Masher

>> No.3490459

Why is Doom 2's level design so shit. After the Tricks and Traps map, it goes to shit and just spams Barons of Hell and Eternal Pains. What gives?

>> No.3490470

>>3490459
>Why is Doom 2's level design so shit.
Because you touch yourself at night.

>> No.3490483

>>3490459
Romero was too busy partying, everyone else had to rush to fill in.

>> No.3490494

>>3490293
What game is doomguy playing in that picture?

>> No.3490502

>>3490494
Earth Defence Force

>> No.3490504

>>3490494
EDF, Insect Armaggeddon, specifically. Super fun game, by the way

>> No.3490516

>>3490504
Got the first one for ~10 dollars on the 360 ten years ago. I don't think a newer version is worth the 40 or whatever they're selling it at.

>> No.3490518

>>3490516
Its worth it if you missed out on the original, but its still fun to play with your mates

>> No.3490526

>>3490516
2017 isn't the first one.

and im sure EDF4 will go on sale.

>> No.3490539

https://steamdb.info/app/324810/ Toxikk is free, probably related to our collective interests as a retro gameplay-influenced arena shooter. Going F2P soon.

>> No.3490541

>>3490526
The first 3D shoot-em-up one that I'm aware of. There was an EDF on the SNES iirc too. Side scroller. Dunno if it's the same series.

>> No.3490543

>>3490539
>steamdb
what is this

>> No.3490546

>>3490371
Quasar has had Hissy since 2014

>> No.3490549

>>3490541
Fair enough, I'm uncertain myself.

But ya, EDF4 just came out on Steam, so of course it's high price.

It's not as weird as Dariusburst being $50. A shmup going for $50 seems so weird.

>> No.3490553

>>3490543
It's it

>> No.3490558

>>3490543
Steam's database. You can see things like apps and what packages they're in, if they're region free. Nothing sketchy at all.
Toxikk will be free officially tomorrow, this isn't some weird exploit, you're just accessing the download before they put it up on the Steam store.

>> No.3490564

>>3490539
>free after being having a price for early access

I'm not complaining, but it's kinda weird. Then again, isn't it supposed to be a free demo?

Also, it's kinda funny that they promised that it wouldn't be F2P (that is, if there won't be a free demo and the game itself is free), but then again, maybe they mean F2P like how Chex Quest is F2P. No pointless micro-transactions that hinder gameplay.

>> No.3490570

>>3490564
Yes, it's not "free to play" because that usually implies microtransaction.

You're either free, or paid. no in-game advantages of being paid, you just get more server control like map voting and a server browser.

They said it'd be free a long ass time ago, im pretty sure i saw them point it out on the hub.

>> No.3490571

>>3490564

Some games do F2P right. Hopefully it does it like TF2 rather than the norm.

>> No.3490586
File: 18 KB, 320x200, BangBang-Pal.png [View same] [iqdb] [saucenao] [google]
3490586

Whew that's a difficult angle to resolve.

None of this turned out well but the gun looks cool, maybe too busy for a 320x200 sprite. Can't even figure out what it is from this angle, it was really designed to be seen from the side in third-person.

>> No.3490590

>>3490571
See above your post.
0 microtransactions.

Also, I love TF2, but I wouldn't consider it f2p done right. Having weapon drops is something I don't like, also having to currently keep adding new weapons breaks balance.

Toxikk's "free" version is probably bad too, I don't think it'll make the company much money. I wish them well though for being so good hearted

Toxikk isn't retro, thanks for spreading awareness, but we shouldn't derail the thread for it

>> No.3490690

>>3490558
Oh neat. Well I'll just wait til tomorrow anyway.

>> No.3490840

>grenades are next
uh oh
puu sh/
r8bKv/537784c1c2.webm

>> No.3490842

>>3490840
Nigga just use mixtape.moe

>> No.3490971
File: 4 KB, 552x512, Blade-Pal.png [View same] [iqdb] [saucenao] [google]
3490971

RedLetterMedia's got me thinking about Blade.

Blade is cool.

>> No.3490974
File: 44 KB, 178x152, 1464337201983.png [View same] [iqdb] [saucenao] [google]
3490974

https://www.youtube.com/watch?v=jftk8RdE1B0
>someone re-made the entirety of Blood in New Vegas

>> No.3490975

>>3490971
>First thought was just making Blade
>It wasn't making playable Rich Evans
For shame.

>>3490974
Yes, and we're still not gonna see the Blood source code for quite some time.

>> No.3490982

>>3490975
Chubbs with distorted FUUUUUCK clips

>> No.3491008

http://notepoll.com/p/what-should-the-name-of-the-booty-project-be

vote for The Space Pirate

>> No.3491026

>>3491008
>not voting for Daikatana 3: Crowd Funding the Third Reich

it's like you want the jews to win

>> No.3491028

>>3491026
Most of us outgrew your phase.

>> No.3491080

>>3491008
starlight corsairs is infinitely better

>> No.3491103

>>3491008
Starlight Corsairs is the best one
Give it a real name and not some meme shit

>> No.3491109

So. What do you guys use for hosting your WADs that you made? I have them on my personal site with a mediafire download link as a backup.

>> No.3491115

>>3491008
>Not just keeping it as "Booty Project"
For fuck's sakes, Term, you've had stupider names for mods

>> No.3491117

>>3491115
We had to convince him to change it from Space Harambe.

>> No.3491118
File: 40 KB, 620x424, Captain_harlock.jpg [View same] [iqdb] [saucenao] [google]
3491118

>>3491008
I voted for Red Arcadia since I'm a whore for Captain Harlock.
Starlight Corsairs is okay too I guess.

>> No.3491119

>>3491115
booty project makes zero sense, though.

i mean, booty's all right, but there is no "project"

>> No.3491120

>>3491115
Nah.

The Booty is okay, but ditch the Project, unless the suit is like a prototype or an experiment or something.

The Booty Saga?
The Booty Chronicles?

>> No.3491124 [DELETED] 
File: 47 KB, 960x720, cute girl crying.jpg [View same] [iqdb] [saucenao] [google]
3491124

>tfw Doombabby guy will never retrun

>> No.3491128

>>3491119
the project is itself

like the blair witch project, or the housing projects

>> No.3491132

>>3491128
The Blair Witch Project was an actual in-universe thing, though, because the kids were trying to record footage to prove the stories.

>> No.3491136

>>3491008

>The Booty Project still winning

vox populi, vox dei my man

>> No.3491148

>>3491118
My nigga.

I voted for Red Arcadia, too.

>> No.3491149

>>3491117
Well you play as a woman so she'd be a space haram bae.

>> No.3491150

>>3491149
GET THE FUCK OUT

>> No.3491151
File: 52 KB, 480x269, _480_poster.jpg [View same] [iqdb] [saucenao] [google]
3491151

>>3491149

>> No.3491154 [DELETED] 

Jani-kun stop monitoring the Doom thread and do your fucking job.

>>3485084
>>3486443

>> No.3491158 [DELETED] 

>>3491154
report them, you dumbass

though deus ex is allowed, so your whining would probably mean nothing

>> No.3491159
File: 681 KB, 546x698, 1436898443690.png [View same] [iqdb] [saucenao] [google]
3491159

>>3491008

>Kegan's a nerd

alright. Who's the fucking wiseguy

>> No.3491163 [DELETED] 

>>3491158
>though deus ex is allowed

>Release date(s)
June 17, 2000

Like hell it is.

>> No.3491169 [DELETED] 

>>3491163
Read it and weep, boyo. :^)

>> No.3491173

Does anyone know where they got the theme for Dr Light's lab in Megaman 8 bit deathmatch? It's such a nice catchy tune but I have no idea what megaman game it came from

>> No.3491209

>>3491173
I think it's an 8-bit cover of this.
https://www.youtube.com/watch?v=eNg5oBw5mnk

>> No.3491212

>>3491209

Well I'll be damned, it is. Thanks anon!

It's a really nice melody.

>> No.3491218

>>3491173
Mega Man Powered Up

It's actually pretty good for what it is

>> No.3491226 [DELETED] 
File: 296 KB, 580x435, redlettermedia_bad_end.jpg [View same] [iqdb] [saucenao] [google]
3491226

>>3490982
The pain sounds would be hilarious.

>> No.3491252

>>3491008
There's Booty
There's Dakka

BootyDakka

>> No.3491269

>>3491252
what implications are you making here

>> No.3491274

>>3491269
just a possible new name for it

>> No.3491275

>>3491252
>GENTLEMEN, READY
>drops pants
>TAKE AIM
>bends over
>FIIIIIIRE
>PPHHBBBBBBBBBBBBBBBBRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT

>> No.3491279
File: 71 KB, 846x846, 1464630125594.jpg [View same] [iqdb] [saucenao] [google]
3491279

>>3491275

>> No.3491323

Can I find the "SECRET FOUND" sound anywhere? I wanna use it as notification tone.

>> No.3491326

>>3491323
(g)zdoom.pk3/sounds/dssecret.flac

>> No.3491330

>>3491323
>Not using the Quake 3 hitsound

Nobody suspects a thing

>> No.3491334
File: 359 KB, 1161x670, Doomguy goes to a party.jpg [View same] [iqdb] [saucenao] [google]
3491334

>>3491326
Thanks, my dude.
Also, would people here want a link of a source port of Exhumed? Most people on here probably have it already.

>>3491330
I'm getting both now, thanks for the idea.

>> No.3491336

>>3491323
>Not DSRADIO

>> No.3491460

Is project MSX REAAAALY good? or am i beung ruse cruised in the faq?

it looks like it has everything you and i hate

-aim down sights
-sprint
-crouching/jumping
-reloading
-non mimimalist hud
-REGEN FUCKING SHIELDS HOW IS THIS GOOD CRIST
-able to just carry around medkits

what the hell?

>> No.3491462

>>3491460

Anon. I want you to load up project MSX, select your fists, and use the charge attack.

Then come back and tell us what you think of it.

>> No.3491525

>>3491460

I should probably be playing my game instead of responding to a hour-old shitpost but

>-aim down sights

ADS is fine as long as your accuracy when not doing so is good enough for most purposes. Or if it's a "realistic" mod, I guess.

>-sprint

Isn't your normal speed like as fast as DOOM's running speed?

>-crouching/jumping

I don't see the problem, unless you're playing a map not designed for such things. Regardless, you should probably be putting the blame on ZDoom having jumping/crouching as a usable feature.

>-reloading

...Really? There is no problem with such an addition if it fits the pace you want to go for.

>-non mimimalist hud

I find this to be a matter of opinion. The HUD gets across all the information you need and doesn't obstruct the screen too much, which is enough for me.

>-REGEN FUCKING SHIELDS HOW IS THIS GOOD CRIST

Again, it's fine if it fits the pace.

>> No.3491528
File: 119 KB, 640x480, 1473677184.png [View same] [iqdb] [saucenao] [google]
3491528

exit.wad first attempt in 7:00

http://temp-host.com/download.php?file=yv66gg
>>>/wsg/1295865

yeah this could be an early-to-mid scythe map so job done i guess

the window in the house adjacent to the water can be jumped through, it doesn't help much but i had to try it to see if it was possible nevertheless.

i am a big fan of teleporting monsters so all that was great

the only mid-tier monsters (above chaingunners) are two revenants, i suggest changing one to something else just for variety. also similar suggestion for three chaingunners at the end.

>> No.3491531

Apologies in advance since this is technically past 1999, but I'm trying to get a console friend into DOOM. Naturally, I'm thinking about getting him the BFG Edition not so much for DOOM 3 but the first two. However, I get the impression the BFG port isn't exactly liked around here. Is there anything wrong with it other than the Wolfenstein level censorship (thanks, germanfags)? Only thing I noticed during my playthrough of E1 was that the audio was a tad different.

>> No.3491537

>>3491525
>shitpost
Is anything that you don't agree with a shitpost?

>> No.3491541

>>3491531

>The red crosses on the Stimpack, Medikit and Berserk pack have all been changed to a pill, due to the Red Cross being dicks.
>No cheat codes.
>The Nightmare! difficulty is nerfed; monsters aren't faster anymore. They retain the faster reaction speeds though.
>DOOM II's title screen was removed for God knows what reason, and was replaced with the intermission picture.
>A few sounds are played back slower than they should. Namely, all of the super shotgun sounds other than the firing sound.
>Also a matter of opinion, but the random sound pitches can be displeasing.

That's pretty much all the noteworthy problems I could find on the Doom Wiki page, aside for the Wolfenstein content censorship.

>>3491537

Well, I probably shouldn't have used that word yeah. But what I was trying to get at was that you probably should provide argument if you're going to say that all those features are bad, especially if you're going to claim that everyone hates them.

>> No.3491546

>>3491531
is the wolfenstein censorship shit really because of germany?
why would germans be against killing nazis?

>> No.3491549

>>3491546
Nazi imagery is prohibited in that country.

>> No.3491550

>>3491546
blanket ban on nazi imagery, regardless of portrayal as good or bad

(presumably)

>> No.3491551

>>3491549
>>3491550

More specifically, it's prohibited outside of educational or "artistic" media if I remember correctly.

>> No.3491552
File: 163 KB, 537x506, 1467862068366.png [View same] [iqdb] [saucenao] [google]
3491552

>>3491549
>>3491550
That sounds pretty Nazi like.

>> No.3491554

>>3491551
Basically it has to have educational or historical context, which is how Downfall came about. That's covered under historical

>> No.3491561

>>3491537
not him but use of specific types of language, weasel words, implications that subjective claims are truth, suggested to me the post was not made in good faith.

>> No.3491563

>>3491525
>Again, it's fine if it fits the pace.
This is weird, all these years I've been seeing nothing but dislike for regen shields but all of sudden MSX is defended for it.

>> No.3491568
File: 28 KB, 500x569, 1472135695148.jpg [View same] [iqdb] [saucenao] [google]
3491568

>>3491531
Mate, just pirate the first two Doom IWADs and get a source port of your choosing if you want to play Doom 1 & 2 and save yourself from any further bullshit.

If it's any more incentive, nobody from the original development team works at id Software anymore. Instead you'd be giving your money to Zenimax, or worse, Todd Howard.

>> No.3491574

>>3491531
i personally consider the bfg edition doom/doom2 iwads an insult to the community, as on top of not fixing any of the existing bugs in v1.9 they introduced several more, for which source port maintainers were forced to scramble out workarounds. but i expect your friend won't care about any of this.

>> No.3491576

>>3491563

Regen shields is fine as long as health is static (and the shields aren't too high in HP). Regen health is terrible. That's just my opinion though.

>> No.3491604

https://www.doomworld.com/vb/source-ports/70804-comprehensive-doom95-guide-for-newer-windows/

Doomworld Purists are back at it again.

>> No.3491605
File: 64 KB, 248x287, ahahaha faggot.png [View same] [iqdb] [saucenao] [google]
3491605

>>3491604

>First of all, let's address the elephant in the room. Why would anyone use Doom95 instead of a source port, it's 2014 right? Wrong, there are many reasons, I've compiled a list:

>1) You recently had a brain aneurysm and forgot about source ports. What a shame.

>> No.3491609
File: 21 KB, 197x226, 1469168391595.png [View same] [iqdb] [saucenao] [google]
3491609

>>3491604
>There are people on Doomworld who won't try out all kinds of neat shit because some require ZDoom-derived source ports to play

>> No.3491614

>>3491604
not only is that two years old but as evidenced by the brain aneurysm comment it is clearly not intended as a serious advocation of using doom 95 over source ports. it's just one guy who's worked all this out for his own curiosity and is sharing his findings for the interest of others. quit stirring.

>> No.3491617

>>3491614
don't be harsh, some people here have aspergers and can't detect when someone is being sarcastic, so they might think that the doomworld guy is being serious.

>> No.3491618

>>3491614
We're laughing at the absurdity of the concept, pull the stick out of your ass.

>> No.3491619

>>3491604

I'm more interested in the palette wad he links at the bottom of the post.

I'd like to play with it to confirm whether it really does make DOOM look more like it did back in the day, but I have never played DOOM on a CRT monitor and I don't have one on hand to compare.

>> No.3491625

>>3491619
The palette is essentially playing Doom with an adjusted gamma, just makes it darker.

>> No.3491629

>>3491625
>>3491619
You can read about it here. He spent 2 years adjusting the gamma, might as well try it.

https://www.doomworld.com/vb/wads-mods/55685-final-version-contrast-wad-improved-doom-palette-and-color-map/

>> No.3491634

>>3491625
>>3491629

Guess I'll toss it in my autoload or something and see the difference it makes for myself later.

>> No.3491646

>>3491629
links broken, archive.org gives nothing

>> No.3491652

>>3491646

The pal_plus file linked at the bottom of the thread in >>3491604's is the final version, I believe.

>> No.3491659

>>3491531
Unless you want to play the BFG edition of Doom 3 (which is quite ok on console), then don't bother.

If you want to play OG Doom on console, get the Classic Complete port instead, it has Final Doom and the Master Levels, as well as No Rest For The Living, it does not censor the Wolfenstein content either.

You move with the left stick, and you turn with the right stick (already making it superior to all the 4th gen console ports), the DPad is used to select weapons and this works quite well.

>> No.3491661

>>3491659

Wait, the Classic Complete pack doesn't censor the Wolfenstein content? I was under the impression that the games were basically the same as the BFG Edition versions.

>> No.3491671

>>3491661
It still censors the medkits because of the Red Cross, but the Wolfenstein levels are still there and the SS troopers are there too.

I'm assuming Classic Complete isn't distributed in Germany, or, a different version was distributed in Germany.

>> No.3491728

>>3491334
Postem if you got them. I'm sure it would help someone

>> No.3491771
File: 42 KB, 302x207, rpgheader.gif [View same] [iqdb] [saucenao] [google]
3491771

Doom I / II / Wolfenstein RPG; can the great doomguys here provide legit, clean, English, later version number downloads of these?

It's painfully difficult to get a hold on these. Either it's non-English or an early version that runs incorrectly on my dumbphone.

>> No.3491787
File: 1.73 MB, 1920x1080, Screenshot_Hexen_20160912_160936.png [View same] [iqdb] [saucenao] [google]
3491787

So, I added i-frames for this, its hard to show off but when the player "rolls" any incoming projectiles will pass through the player.

On another note, deflecting attack was too risky for too little reward, so when you deflect a projectile it gets a damage boost. Some kind of karma, eh?

If things keep going this smoothly I might be able to have something playable in the next couple of weeks!

>> No.3491791

>>3491787
giant armor when

>> No.3491841
File: 196 KB, 640x640, G3A4.jpg [View same] [iqdb] [saucenao] [google]
3491841

Does anyone have any centered battle rifle sprites? Like, anything with a detachable 20rd magazine, a G3, FAL, or anything.

Specifically centered.

>> No.3491865

>>3491568
Piss off, anon.

>> No.3491867

>>3491841
Roguelike arsenal has one for the High Power Battle Rifle. Try that maybe?

>>3491865
don't mind.

>> No.3491872
File: 25 KB, 433x380, 1401393427408.jpg [View same] [iqdb] [saucenao] [google]
3491872

>http://zdoom.org/wiki/creating_new_sprite_graphics
I'm still trying to wrap my head around the mirroring section.

>> No.3491883

>>3491872
usually you denote the frame and rotation, like xxxxA1 which is frame A and the front rotation.

but if you add another frame and rotation after it, like xxxxA1B1, the sprite is mirrored horizontally for B1.

so for A1 it's viewed normally, but for B1 it's flipped horizontally (left is right / right is left).

>> No.3491908

>>3491865
Just trying to help.

>> No.3491909
File: 2.90 MB, 320x240, exit.wad-316.webm [View same] [iqdb] [saucenao] [google]
3491909

>>3491528
i did this again. unfortunately the first run goes out of sync (it was recorded with some of the movement code commented out, and i had forgotten to restore it).

>> No.3491915

>>3491909
and i forgot the .lmp
http://temp-host.com/download.php?file=ih93ji

>> No.3491921

>>3491136
>>3491120

How about PlunderGirl?

>> No.3491930

we gotta train a neural network on duke nukem's voice

we can make him say any stupid shit we want

https://deepmind.com/blog/wavenet-generative-model-raw-audio/

>> No.3491936

How do I configure GZDoom to run Doom like default? I only found freelook, what else is changed? Why the fuck it's not on default by default anyway?

>> No.3491940

>>3491883
Oh no I know that, it's just the frame saving stuff at the bottom. I think I get it now though.

>> No.3491946

>>3491609
but zdoom mods aren't doom

they are indie games made in a weird game-maker engine that happen to steal a lot of shit from doom

>> No.3491948

>>3491936
Because freelook isn't how Doom was run.

Disable freelook, use mouse to turn and move forward and backward, go to compatability options and set it to Doom (Strict), under display options disable rocket trails

That will get you close to how Doom ran by default.

>> No.3491949

>>3491946
that is a horrible exaggeration but i laughed anyway.

>> No.3491953
File: 27 KB, 436x467, 1463033448397.jpg [View same] [iqdb] [saucenao] [google]
3491953

>Wonder why my framerate in GZdoom has been crap for some time now
>Use vid_fps
>Framerate is constantly 35/36
>I accidentally left Rendering Interpolation off this entire time

>> No.3491960

>>3491936
If you want it to be accurate to how Doom ran but with OpenGL, try PrBoom.

http://prboom.sourceforge.net/

>> No.3491962

>>3490549
Why is that? There's more to do in that Darius than most AAA games plus playing for score will keep you on it a long time.

>> No.3491971

>>3491962
because schmups are not the most popular genre and dariusburst is seven years old

>> No.3491973

>>3491960
>PrBoom
>not PrBoom+

for what purpose?

>> No.3491980
File: 119 KB, 886x340, animorphic cinematic 40x9 experience.jpg [View same] [iqdb] [saucenao] [google]
3491980

http://forum.zdoom.org/viewtopic.php?f=34&t=53494&p=939096

This ought to be cool for displays that wrap around your head.

Did curved TVs die off? I saw the biggest forced interest in it for maybe 3 months and then it was just gone from what I've experienced of general consumer electronics advertisements.

>> No.3491993

>>3491973
Boom to came to mind because it's what some purists use according to Doomworld, and I've heard of GLBoom, so I searched for GLBoom and PrBoom is what came up. That's the only reason I linked that and not PrBoom+.

https://sourceforge.net/projects/prboom-plus/

>> No.3491994
File: 103 KB, 1280x480, 1473701478.png [View same] [iqdb] [saucenao] [google]
3491994

>>3491980
nice...

>> No.3492000

>>3491994
that's prboom+ btw

>> No.3492009

>>3491993
I see. Yeah, regular PrBoom hasn't been updated in nearly 8 years. PrBoom+ basically replaced it, and is still actively maintained.

>> No.3492029
File: 1.98 MB, 500x270, 9ern3rW.gif [View same] [iqdb] [saucenao] [google]
3492029

>>3491980
>>3491994
>just finished making HUD support 16:9, 16:10, and 4:3
>now have to support this shit

>> No.3492030
File: 76 KB, 1162x850, 1400047701772.png [View same] [iqdb] [saucenao] [google]
3492030

Just tired playing Quake for the first time. I regret not having played it sooner.

>> No.3492059

>>3492029
Responsive UI design now needed for zdoom huds. Lol

>> No.3492086
File: 907 KB, 500x394, 1394086535499.gif [View same] [iqdb] [saucenao] [google]
3492086

whoever came up with the chaingunners in Duke 3d needs to get their shit kicked in

>> No.3492094

>>3492086
randy pitchford

he's been sabotaging it from the start

>> No.3492109

>>3492094
i bed randy pitchford was responsible for duke 64

>> No.3492162

>>3491460
>ppl who sperg when gameplay mods aren't just vanilla

>> No.3492172

>>3491948
> Because freelook isn't how Doom was run.
No fucking shit, I meant why the fuck the doom defaults are not set by default in gzdoom with things like freelook on.
> use mouse to turn and move forward and backward
That's retarded autistic bullshit, even back then normal people played with mouse doing mouse shit and keyboard doing keyboard shit.
>>3491960
Isn't there something more popular, something that'll support every wad and shit?

>> No.3492179

>>3492172
>the doom defaults are not set by default
What Doom defaults? Controls?

>> No.3492194

>>3492179
No, stuff like absense of freelook, retarded graphical shits like rocket trails and such.
I still have no idea how to turn the fucking item pick-up anouncement ("PARTIAL INVISIBILITY", "MEGA SPHERE" - thanks, you fuckturd, I couldn't guess myself) that's meant for online off.

>> No.3492205

>>3492194
>fucking item pick-up anouncement
That sounds like Zandronum, not GZDoom. Zandronum not really meant for an authentic Doom experience.

>> No.3492206

>>3492194
Absence of freelook is the Doom default, don't worry about that.

It's been a while since I played vanilla, but are you sure items didn't always have pickup messages? You can disable messages under Options -> HUD Options -> Show Messages

>> No.3492208

>>3492205
I thought Zandronum ditched the Skulltag announcer.

>> No.3492214

>>3492208
I'll admit, I last used Zandronum a while back, they might have removed the announcer since then.

>> No.3492216

>>3492194
>>3492208
>>3492214
You can turn the announcer off in options -> player setup.

>> No.3492231

>>3492205
You're right, I couldn't get gzdoom to work this time.
>>3492216
Thanks.

Is auto-aim on in vanilla?

>> No.3492250

>>3492231
Yeah.

>> No.3492256

>>3492231
of course it is. otherwise, how would you shoot the imps on the ledge in e1m1?

>> No.3492280

>>3492256
I meant more like horizontal aid when you shoot from plazma and it inclines to like 45 degrees to hit some cunts.

>> No.3492294
File: 76 KB, 640x480, 1473712633.png [View same] [iqdb] [saucenao] [google]
3492294

>>3492280
can't tell how that's different from what i said. the gun autoaims up at the imps on the ledge.

>> No.3492296

>>3492294
That's vertical autoaim.

>> No.3492303

>>3492296
oh, apologies. i see what i did. i associated the word "incline" with a vertical slope, because that's how i'm used to it being used, although a dictionary suggested it is also applicable to a horizontal slope, and because i took 45 degrees literally rather than a massive exaggeration.

>> No.3492319

>>3492303
Not that massive though.

>> No.3492325

>>3492319
the angle in the source is 2^26. a full rotation 360 degrees is 2^32, so 2^26 is 360/64 = 5.625 degrees.

http://doomwiki.org/wiki/Angle

>> No.3492341
File: 2.95 MB, 200x200, 1473428554348.gif [View same] [iqdb] [saucenao] [google]
3492341

Can you give me a good Doom II megawad on NRFTL's level of quality?

>> No.3492361

>>3492341
hmm. nrftl is really nice, and keeps it up all the way through. hard to think of a 32 map wad that doesn't have a few that let it down.

>> No.3492362

Anyone else feel like the doom community has become oversaturated with 32-36 level megawads?

I mean, I'm fine with the stuff that have a (loose) story. Or at the very least, have continuous play feel like there's progression in either the settings or difficulty. But theres also a lot of stuff where I idclev through the levels, and then go "meh". Usually this applies to community chest or 1024 type sets, where it feels more like a collection of standalone maps bundled together, rather than a proper campaign.

>> No.3492364

>>3492362
It's probably because it's easier to make a map for some community project than to release one on it's own. Most people just look for megawads or at least episode length stuff.

>> No.3492367

>>3492362
i think you'd have more fun playing them than idcleving through them

>> No.3492368

>>3492362
i wouldn't say oversaturated but megawad fatigue is something i have experienced. i solve it by having lots of wads available, playing a map at a time from pistol start, and randomly choosing the next map so i'm not doing the same wad all the time.

>> No.3492372

>>3492367
My point was that a lot of megawads do not make me feel motivated to actually properly play through them, though.

>> No.3492375

>>3492364
this is true, unless your name already has a good reputation, hardly anyone will even bother to look at your single /idgames submission, but it you give it to a high profile community project you're bound to get some players.

>> No.3492376
File: 77 KB, 500x500, 10153471.jpg [View same] [iqdb] [saucenao] [google]
3492376

>>3490293
what is doom and quake's "native" or "default" res? tryna find a monitor that can do 320x240 because my current one only goes as low as 640x480. Anything lower and it gets centered. pic related is my monitor; Philips 109B20

>> No.3492379

>>3492372
so unless the very first rendered scene of the map grabs you, you won't play it?

>> No.3492384

>>3492376
i dont see whats stopping you from running those games at 640x480.

>> No.3492387

>>3492376
doom's "native" resolution is 320x200. but it is not a widescreen aspect ratio, it runs in a mode where the pixels are stretched vertically to a 4:3 aspect.

http://doomwiki.org/wiki/Aspect_ratio

>> No.3492392

>>3492379
I still play some individual maps (hence the idclev). I just end up not doing a full playthrough due to lack of motivation or interest.

>> No.3492395

>>3492392
exactly. you idclev, then if the first thing you see doesn't grab you, you move on. or am i misunderstanding?

>> No.3492401
File: 295 KB, 1693x1184, unf.png [View same] [iqdb] [saucenao] [google]
3492401

So is it pronounced

ark-vile

or

arch-vile

>> No.3492404
File: 1.42 MB, 768x432, You were slain by Black Phantom Chaos Serpent.webm [View same] [iqdb] [saucenao] [google]
3492404

In this .webm you can see a few things:

>HUD updated with stamina bar, also now animates similarly to Dark Souls
>At 00:09 I demonstrate the effectiveness of i-frames, which for the moment persist throughout the entire dodge sequence
>Black phantom enemies deal way more damage (probably too much) and are more aggressive, they also have more health

>> No.3492407

>>3492395
I don't look at that starting room and immediately skip. I either play through half the map and get bored, or I play the whole thing. But I don't do it in chronological order, some maps i never even idclev/warp to in the first place.

>> No.3492416

>>3492401
I think ark is correct but I say arch anyway.

>> No.3492417

>>3492401
arsh-ville

>> No.3492418

>>3492404
Lookin good anon, keep it up

>> No.3492432

>>3492401
i think it's arch, as in archbishop, or archenemy

>> No.3492460

>>3492384
I want to play the games in their native/default res out of curiosity and boredom.

>>3492387
ok thanks wasn't aware of this.

>> No.3492469

>>3492432
in that case it would be pronounced ark

>> No.3492474

>>3492401
Ark-

It's derived from the term Archos-, the prefix meaning "highest of", which is the same place we get the word "Archon" from. So you pronounce it with a hard k, much as you would Archon or arch-enemy or etc.

The arch, the structure, is unrelated.

>> No.3492481

>>3492401
>>3492469
>>3492474

Now I'm curious. Anyone happen to know how id pronounced it? It's possible that they meant for it to be pronounced "Arch", without knowing that it's the incorrect pronunciation.

>> No.3492482

>>3492460
i think then your best bet then is to use Chocolate Doom, at 1600x1200.

1600x1200 is the smallest resolution to which 320x200 can be scaled to 4:3 by integer multiplication, and Chocolate Doom will do this for you.

>> No.3492490

>>3492469
i dispute this. archbishop is certainly not pronounced arkbishop in England. one hears the term on the news fairly frequently, as the head of the Church of England is the Archbishop of Canterbury.

>> No.3492506
File: 40 KB, 1064x256, huds.png [View same] [iqdb] [saucenao] [google]
3492506

Quick question:

Which one is better? left or right?

>> No.3492507

>>3492506
I like the right better

>> No.3492510

>>3492482
Thank you, any WAD I should check out while I'm at it?

>> No.3492512

>>3492506
red: right
blue: left
green: right

>> No.3492513

>>3492506
right one is easier to follow, definitely this one

>> No.3492514

>>3492506

The right seems more clear.

>>3492510

The Minor Sprite Fixing Project comes to mind. It fixes subtle errors in the sprites and their offsets, making the game look better without dramatically changing the appearance.
It also adds proper right-facing rotations for the player sprite and the zombies, rather than the vanilla behavior of mirroring the left-facing sprites.

>> No.3492515

>>3492507
>>3492512
All right, cheers. I can always tweak the blue

>>3492513
>>3492514
Thats what I was feeling. The brighter colours are more readable.

>> No.3492570
File: 319 KB, 777x434, Untitled-1.png [View same] [iqdb] [saucenao] [google]
3492570

I added a darker boarder to the ones on the left and I still like the ones on the right

>> No.3492575

>>3492570

Try the dark borders of the left bars, with the vibrant colors on the right bars.

>> No.3492593

>>3492490
people mispronounce common terms constantly, though
as a greek, let me tell you about how to pronounce gyro...

>> No.3492598

>>3491609
This is prob a pretty legit statement. Is there some sort of source for figuring out the best zdoom type content?

>> No.3492612

>>3492593
http://vocaroo.com/i/s17gFw2Y2SMj

>> No.3492616

>>3492514
can I achieve the same thing with svnDAUM? it's the only DOSbox fork I am able to use my actual MIDI card with.

>> No.3492629

>>3492616

If you mean using the WAD with vanilla DOOM, yes but you'll need to use the DeuSF utility or manually add the project's sprites (and replace the sprites the project edited) with SLADE or some other similar WAD editing utility.

I have never used DeuSF so I can't help with you there if you encounter any problems, and unless I'm missing something replacing the sprites with SLADE is a tedious experience.

>> No.3492787
File: 268 KB, 1024x768, Screenshot_Doom_20160912_181759.png [View same] [iqdb] [saucenao] [google]
3492787

>>3492404
>tfw never got bonfires working or parry/blocking
i hope you have much more success than i ever had

>> No.3492793

>>3492787
you had no success because you have no poise

>> No.3492861 [DELETED] 

>>3492404>>3492787
Nobody cares about your autistic rpg, stop posting.

>> No.3492872

>>3492376
Most early 90s games run at a fixed resolution of 320x200

>> No.3492875

>>3492404
>>3492787
These are super cool!

>> No.3492881

>>3492787
Nice penguins.

>> No.3492948

I used to follow the Doom community religiously with new maps/daily updates for source ports and such... and then I had to go without a computer or internet access for a while.

I've browsed the news section, but just wondering if there's a better place to look overall for a comprehensive list of new wads/etc

>> No.3492996

> when you consider rjing because there's nothing fucking left
> can't actually rj
> find out the trigger was under some items and only one square, you can get the item without triggering

>> No.3493024

Are there any Doom fans that don't bother with the modding scene and just play Doom I and II over and over?

>> No.3493027

>>3493024
Is that what they call insanity

>> No.3493028

>>3493024
The speedrunners?

>> No.3493072

>>3493024
yes

>> No.3493073

>>3493024

More than you think, probably.
Doomsday and Vavoom has a lot of players.

>> No.3493086

>>3491872
Why mirror sprites when you can make full rotations?
Sprite mirroring is only a thing because of memory constraints back when Doom was in development.
That or they were cutting corners. It sucks that the full zombie rotations will never officially be in the game without the use of addons

>> No.3493097

>>3493086
I feel we were robbed.
If the full rotations were there from the start, all these custom zombiemen and such that the doom community have made would also have full rotations.
Now that we have the lost sprites, we can't expect people to add them to their custom monsters, can we?

>> No.3493110

>>3493086
I don't think we've ever had any explanation, but my belief is that they cut the sprite rotations to make the shareware version fit on three low-density floppy disks, and then forgot to ever add them back in.

In which case, we are still suffering in 2016 over a decision made in 1993 regarding a technology that debuted in 1984

>> No.3493114

>>3493097
>can we
Nope. Unreasonable expectation.
>>3493086
>Why mirror sprites when you can make full rotations?
Time.

>> No.3493123

>>3492376
Pretty much any CRT monitor, including yours. If the image goes small and centered, that means CRT uses different profiles for different resolutions. Go into monitor's options menu and adjust the screen Width/Height to fill the screen.

For LCD that would be 1280x960 (fits both 320x240 and 640x480 - most popular resolutions of 90's games), or 1280x1024 which are more popular monitors, and use letterboxing so it won't stretch the image.

>> No.3493127

>>3492401
"Arhvail"

>> No.3493142

>>3492401
It is pronounced fiery asshole.

>> No.3493152
File: 214 KB, 800x600, Screenshot_Doom_20160912_202512.png [View same] [iqdb] [saucenao] [google]
3493152

I'm like 24 maps in, and I still goddamn love Bloodstain, fucking good mapset with nice aesthetics and pleasantly challenging encounters.

>> No.3493154

>retards on /v/ have been arguing all day about whether Doom is 2D or 3D

>> No.3493167
File: 4 KB, 86x118, just plutonia my shit up.jpg [View same] [iqdb] [saucenao] [google]
3493167

>>3493154
Not the first time. I recall one time somebody used GZDoom to prove Doom was 3D by jumping on top of monsters.

>> No.3493170

>>3493152
I agree Bloodstain is one of those really good "pleasent" mapsets that feel nice to play. They're quite hard to do well.

>> No.3493171
File: 24 KB, 450x348, 8d8.jpg [View same] [iqdb] [saucenao] [google]
3493171

>>3493154
/v/ here.

>> No.3493173

>>3493167
while that is stupid, that line of thinking does work

go fire a projectile over a monster in vanilla or chocolate doom. try to pick up an item more than 8 units below you. bam, proof that the game is 3D.

>> No.3493189

>>3493154
Are they arguing over whether its a raycaster too?

>> No.3493191

>>3493173
That's not how that works. Doom is only as 3D as Fallout 2 is.
The Z axis is only simulated through clever visual tricks and some neat programming.

>> No.3493201

>>3493191
then why can you walk under projectiles and not climb up steep ledges?

>> No.3493210

>>3493201
Because those objects in the world have data that says whether or not they can "reach" the player. But that's different from having true 3D space.

Imagine if during certain frames of a koopa shell, it would clip through mario on a layer behind or in front of him. That would give the ILLUSION of 3D depth without the need for 3D space. All isometric games use this basic property, along with clever sprites, to simulate 3D space.

Doom basically does the same thing from a completely different perspective - in actuality you're playing a top-down shooter with cleverly rendered sprites to give the appearance of 3D space. The elevation of objects in the gameworld is just a way of delineating which lines act as walls and which don't, with the added benefit of being able to make some projectiles act as if they have height in certain situations.

>> No.3493212

>>3493191
... rendering the world is 'clever visual tricks'? having Z coordinates in every thing's position data, having floor and ceiling heights defined for every sector (that change, at that) that control where you can move, being able to walk above items and not pick them up, being able to shoot rockets and bullets over enemies' heads, the game knowing whether you (or any other thing for that matter) is in midair, and having gravity is 'some neat programming'?

the only two limitations in doom's 3D physics is that two things on the blockmap cannot be directly above or below each other, and that was almost certainly because, as you see in heretic (which lifted that restriction), enemies that directly modify their height can clip themselves into other things and get stuck. besides that, the world is very definitely 3D.

>> No.3493216

>>3493212
the only limitation*

I thought I had a second one but then I didn't

>> No.3493223

>>3493212
Again, the game has Z-Axis data but it's only used to tell the game how to scale sprites in relation to the player and whether or not the player can interact with certain objects/lines. The game does not have the ability to draw sectors or place objects on top of one another because it doesn't have a true Z-axis space, and that was one of the biggest innovations between Doom and Quake.

>> No.3493229

>>3493223
okay, so here's an experiment
shoot a cacodemon on the ground, notice how it skids to a stop
shoot a cacodemon in the air, notice how it floats away
boy it's almost as if its Z position exists and means something!

or here's another experiment
have a monster behind a door (ie. floor height = ceiling height), notice how it can't see you
now open the door, and notice how the enemy now sees you
man it's almost as if Z height exists or something

or if you want to divorce the player from it entirely, go get two monsters to infight, and when they're on opposite sides of a raising floor, have it rise by 128 units
notice how they suddenly aren't shooting at each other, hm, maybe it's because the floor that just rose UP is in the way, hmmm

and again, heretic lifted the restriction that stopped things from being directly above each other, and aside from that it still uses doom's physics verbatim, which seems to suggest that doom actually is a 3D engine, just with a few restrictions.

fucking crazy ain't it

>> No.3493234
File: 829 KB, 720x360, I'm not quite there yet.webm [View same] [iqdb] [saucenao] [google]
3493234

Damn it, this still isn't right.

I suck at fancy particle effects in doom

>> No.3493238

>>3493234
It's getting there. Just needs a bit more work.

>> No.3493240

>>3493234
KEGAN WHERE'S MY FUCKING UPDATE?

>> No.3493241
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google]
3493241

>>3493240

I'm working on it, can't you see it right there? Visual crap always holds me up and I want to get this right the first time.

>> No.3493243

>>3493234
Flame projectiles are okay, but some flames need to stay on the screen.

>> No.3493245

>>3493223
It was not an innovation between doom and quake unless you mean strictly within id's games. Descent was full 3D and Duke3D allowed sector over sector as long as you didn't see them at the same time.

>> No.3493248

>>3493241
IT'S BEEN ALMOST TWO YEARS, YOU INDECISIVE TURKEYFUCKING COCKSNORTER

>> No.3493249
File: 591 KB, 472x524, Fuck son.gif [View same] [iqdb] [saucenao] [google]
3493249

>>3493248

Working on it.

>> No.3493251

>>3493249
WORK HARDER YOU TRIPLE JEW SPINNING IN A BACON CHAIR

i'm just giving you shit, m8, do your best and all that

>> No.3493252

>>3493251

I think I remember you, and that's what I'm doing. I'm doin this for you guys.

Well and myself because I want GMOTA to be better. But I want to make the best thing I can for you guys.

>> No.3493262

>>3493234
i'd say the projectiles aren't "flamey" enough, but maybe that's just me

>> No.3493270
File: 606 KB, 720x360, that'll do I think.webm [View same] [iqdb] [saucenao] [google]
3493270

>>3493262

Well they're not projetciles, they're just extra little visual particle effects, the main attack is going to be a melee strike that'll erupt into a clusterfuck of hellfire and heat if you successfully hit something with it.

Also I think I'm happy with this

>> No.3493276

>>3493270
ah.
it really looks like you're shooting them, maybe you should mess with their trajectory somehow?
like, have them follow your swing more?

oh and yeah, they look a lot better that way

>> No.3493279

>>3493154
It's 2D rendering used to create a functionally three dimensional environment with volume, the method used being raycasting.

Though the original games didn't feature slopes, they could just as well have been added (the choice was to not include them, to make the game simpler)

>> No.3493282

>>3493276

That might require a lot of MATH. Something I'm really bad at, as long the general idea people get from this is some cosmetic fire particles, then I think I'll be okay.

Visual shit is hard.

But at least I'm not going to these lengths for particles

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

>> No.3493283

>>3493270
Can you send the fire sword sprites in an archive? Im at work now, and have no clients (as well as a PC with Photoshop as main instrument of work). I might think something up in regars to special effects.

>> No.3493287

>>3493282
try messing with exp (exponential) a little?

>> No.3493297

>>3493283

Fuck it, what do I have to lose? The animation itself is like, 6 frames

https://my.mixtape.moe/yjnqhn.rar

>> No.3493298

>>3493270
Question what changes will happen to the blaster

>> No.3493306

>>3493298

Primary fire is gonna consume ammunition, fairly low ammo cap, range and power will be increased a little to compensate.

You won't be able to freely switch between big and normal cannon modes now.

Charge attacks will be two separate upgrades you find, one will be the wave cannon from Super R-Type, the other is gonna be an overcharged Hyper Mode like R-Type 3 the third lightning, that's where the cannon goes big and shits out fury. After doing either charge attack the cannon will be put into a cooldown state where you can't shoot for awhile.

Getting rid of the turret sphere and dart mode, hitting zoom will most likely just throw out the grappling chain like with the sword.

Subshots will probably get buffed here and there, those will also consume ammo, but unlike the subweapons, if you run out, you're out. You can restock by picking up new gems that'll replace rockets or picking up subshot pickups.

TL;DR it's gonna get buffed but it's gonna have harsher limitations in the form of ammo and a cooldown system for some of the bigger attacks

>> No.3493313

>>3493306
Cool

>> No.3493316

>>3493313

Well that's one person that's cool with the changes I got planned. That's a plus

>> No.3493345

>>3493270
Okay WTF.

I looked at the sprites, and tried to place them where they should belong on screen while in animation, by looking at your vid...

You already have fire particles, you doofus!

Right when your sword activates its flaming abilities, particles appear and puff out, in what I guess is a A_GunFlash, with FLASH state.

Now take them and spread them across the sword trajectory as it goes via the very same Flash state invoked during the swing. Make several flash states (you can randomly jump into them from the 0 frame of the initial one with set degree of randomness) with particles arranged differently (TEXTURES lump is your friend).

Voila.

>> No.3493354

>>3493345
Particles in the world, not sprites overlayed onto the sword.

>> No.3493358
File: 172 KB, 800x600, Screenshot_Doom_20160913_105120.png [View same] [iqdb] [saucenao] [google]
3493358

These aesthetics man.

Cyberdemon is a complete bitch without any cover, but thankfully, the automated turret gun items can be used as a functional diversion to distract him long enough that I can run the fuck away and find a more advantageous position.

Also the turret guns are really good and useful at providing cover fire, put one up on a ledge when you know you're gonna get hit with a swarm of monsters and the volume of fire it puts out is good at mowing down small mooks and stunlocking bigger ones (except the cyberdemon, of course, he'll flinch once then obliterate it with one rocket, like he's swatting a fly).

I'm so happy someone finally ported Immoral Conduct to ZDoom proper.

>> No.3493359 [DELETED] 

>>3493358
When will you understand that nobody gives a fuck about the autism-fest that is doom rpg? Nobody even reads your posts you retarded fucking cocksucker.

>> No.3493362
File: 24 KB, 95x109, file.png [View same] [iqdb] [saucenao] [google]
3493362

>>3493354
I meant the one running up the blade when you activate it. They are clearly atop of the weapon sprite

>> No.3493363
File: 56 KB, 626x348, 1464991572230.png [View same] [iqdb] [saucenao] [google]
3493363

>>3493359
>Immoral Conduct
>Doom RPG

>> No.3493364

>>3493359
Well I'm reading them, though it's not particularly interesting information

>> No.3493365

>>3493362

That's part of the power up animation, thanks to shivers. But I wanted to try using a_gunflash states to begin with.

why I decided to not use a_gunflash states is beyond me

>> No.3493367
File: 39 KB, 302x77, _vr_-_DOOM_THREAD_-_Retro_Games_-_4chan_-_2016-09-13_04.22.05.png [View same] [iqdb] [saucenao] [google]
3493367

>>3493359
>doom rpg
????????

>> No.3493372
File: 493 KB, 1133x637, 1473039117374.png [View same] [iqdb] [saucenao] [google]
3493372

>>3493359
>doom rpg

>> No.3493374
File: 313 KB, 4685x2457, 1407539845579.jpg [View same] [iqdb] [saucenao] [google]
3493374

>>3493359

>> No.3493375
File: 53 KB, 326x169, file.png [View same] [iqdb] [saucenao] [google]
3493375

>>3493365
Oh, ok. Recreated trajectory (wouldve been easier with code but whatever)

>> No.3493380

>>3493375
it's a flaming cheddar cheese sword

>> No.3493407

Is there a short up-to-speed guide for heretic? I dont know what all those items do, like sand clocks and rings. There's no inventary right?

>> No.3493412

>>3493407
Wrong, there is an "inventary", and you can carry items until you use them. You can only carry 1 item of the type in the next level, so if you got more than one there's absolutely no reason not to use them.

Wiki.

Sand clocks are time bomb, ring - invincibility, mask - Ghost mode (like invisibility but more useful since projectiles fly through you), urn - full HP, uses itself automatically if you die on medium difficulty and below, flask - part HP uses itself auto if you dying on easy, Chaos Device - sends you to beginning of the level, tome of power, torch and wings should be obvious.

>> No.3493417
File: 82 KB, 800x434, flat,800x800,070,f.jpg [View same] [iqdb] [saucenao] [google]
3493417

>>3493359
>Doom RPG

>> No.3493420

>>3493412
Can't find an item activation key. Is there crouching/jumping?

>> No.3493423

>>3493420

Playing vanilla? Try Enter.

No jumping or crouching.

>> No.3493425

>>3493420
No. But there is flying upwards/downwards (PageUp/Insert or Page Down - dont remember). Inventory - default [ and ] scrolls the list, Enter - use item.

>> No.3493436
File: 374 KB, 800x600, Screenshot_Doom_20160913_120545.png [View same] [iqdb] [saucenao] [google]
3493436

This place reeks of iron, and I can feel my boots sticking to the floor when I walk.

>> No.3493437

if reelism is just a meme, why do i enjoy it so much?

>> No.3493439

>>3493437
cause you're a meme man.

>> No.3493450

>>3493437
Keep it reel

>> No.3493452

>>3493436
I can smell it from here.

>> No.3493456

>>3493437
what a weird thing to say.

>> No.3493462
File: 986 KB, 350x197, 1431806393221.gif [View same] [iqdb] [saucenao] [google]
3493462

hey /doom/
it's my birthday today

>> No.3493463
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google]
3493463

>>3493462

Happy birthday.

have a boner

>> No.3493464
File: 91 KB, 540x540, 1473424058456.jpg [View same] [iqdb] [saucenao] [google]
3493464

>>3493462
Happy birthday.

>> No.3493465
File: 331 KB, 800x600, Screenshot_Doom_20160913_120802.png [View same] [iqdb] [saucenao] [google]
3493465

Thankyfully, arch-viles are vulnerable to grenade shrapnel.

>>3493452
Honestly, I think a person would start dry-heaving from how powerful the smell of blood would be in a place like this.

>> No.3493467

>>3493462
if you're over 21 and it's not a multiple of 10 or 25, why do you even care?

>> No.3493469

>>3493465

So what're the weapons like in that mod? I'm assuming that bayonet is the fist replacement

>> No.3493470
File: 207 KB, 800x600, Screenshot_Doom_20160913_120919.png [View same] [iqdb] [saucenao] [google]
3493470

>>3493465
One of these poor marines 'gifted' me his revolver, how generous of him!

I'm just gonna assume he kept it in a holster which protected it from being completely soaked in blood and rusted to hell.

>>3493462
Happy b'day.

>> No.3493471

>>3493467
>if you're over 21
I turn 20 actually

>> No.3493472

>>3493467

Not him but every birthday should be something worth being happy about. It means you've been on this earth for another year, and not everyone can say that. Stop to think for a moment, we might have lost a few posters here without ever truly knowing about it.

>> No.3493479

>>3493436
>>3493452
>>3493465
it's why you never take your helmet off

>> No.3493481

>>3493471
okay that will seem significant
>>3493472
when you're as old as i am you will realise each birthday is another milestone on your inexorable decline towards mental and physical incapacity. birthdays are only to be looked forward to when you are still growing.

>> No.3493489
File: 121 KB, 800x600, Screenshot_Doom_20160913_121217.png [View same] [iqdb] [saucenao] [google]
3493489

BANG! You're dead!

>>3493469
Some are alright, some are really quite good.
The graphics are quite dated, and inconsistent, because it's actually like 14-15 years old and there were considerably less standards back then, many weapons are centered, many are angled, something which we today would regard as unsightly.

The bayonet isn't the fist replacement, it's the secondary attack for the Infantry Rifle, I've found it to be a handy pigsticker for pinkies.
The fist replacement is a knife, which is silent, secondary allows you to throw one of the knifes you have (these can also be picked up)

I really am in love with the grenade launcher:
>rapid to fire, you can easily deploy five 40mm grenades in a brief moment
>powerful, the grenades hit hard, usually destroying a revenant in a direct hit
>the grenades bounce, in a good way, because you can use that to angle in grenades in places which otherwise you couldn't, say, in an alcove where you know there's monsters but they haven't spotted you
>the secondary fires off a teargas grenade, at the cost of two grenade ammo from your pool
>the teargas grenade is just fucking excellent, it spews out a cloud of gas which does constant hits/damage, over an area, what it doesn't kill (against all odds) it'll stunlock, it's almost overpowered for the low cost of using it (it doesn't really work on the cyber or spider though)

Uzis are what they are.

Regular pump shotgun is kind of basic, secondary quick throws a hand grenade. You can pick up a kit which will convert it to (what Cory Whittle originally called) "Slasher Shotgun", or Flak Shotgun, instead of lead shot, it chucks out a volley of bouncing, ripping shrapnel, it's like the shrapnel effect of the hand grenade but directed from a gunbarrel. The secondary of the Flak Shotgun lobs out a shell like an impact grenade, spraying shrapnel all around it on impact.

>> No.3493505
File: 194 KB, 800x600, Screenshot_Doom_20160913_121405.png [View same] [iqdb] [saucenao] [google]
3493505

I figure someone would come wandering with a saw in this abattoir, and he brought a friend too!

>>3493489
Given that your regular pump shotgun can be replaced by an unconventional weapon (which can be dangerous to use in close quarters because the flak can tear you up), you can find a second pump shotgun, a sawed off shotgun with a six round magazine tube, the secondary which allows you to throw illuminating/marking flares, this can be useful for fighting in the dark.

There's some redundancy in the mod though, for instance, the minigun is just too unweildy to use, it takes too long to spin up and the rifle ammo is better used in your rifles, I'd rather be rid of it but you get a lot of ammo when picking it up, the slowness makes it too risky when fighting anything which shoots at you, because they will be faster than you.

The double barrel shotgun is in, but I don't find myself drawn to it, because the other shotguns do it's job better, typically.

You start with a 1911 pistol, which you can put a silencer on, that can be useful, but one of the weapon selections is dual wielding it (no suppressors though), which feels less useful given that you can usually get the Uzi fast enough, this was probably just put in because it's cool.

There's a Beretta 93 pistol, which feels like it also was just put in because it's cool, it's hard to find it, marine corpses will spawn it sometimes.
The revolver is the same way, but at least it hurts a bit more and feels cool to use.

The handgrenades are really good, but I feel it would be better if you could throw them with a hotkey, rather than having to select them manually. The more enclosed the space is where the grenade explodes, the more damage the shrapnel does, almost to the point of absurdity.

The M16 is pretty good, though it shoots a bit slow. The grenade launcher can be useful (load with secondary, then press secondary again to fire), but it has a bit of a strange, almost stiff arc.

>> No.3493507
File: 21 KB, 858x150, vr.png [View same] [iqdb] [saucenao] [google]
3493507

>>3493481
>>3493489

woah that tone changed quickly

>> No.3493510

>>3493481
you are a strange little man and you have my pity.

>> No.3493514

>>3493423
>>3493425
That's weird, cause I can't find a way to activate a floor drop segment in m1e6 Cathedral, where you're supposed to get on the tomb. Some guy I found on youtube also jumps. Am I supposed to move the barrels? How?

>> No.3493520
File: 196 KB, 800x600, Screenshot_Doom_20160913_121415.png [View same] [iqdb] [saucenao] [google]
3493520

Ow! My arm!

>>3493505
A 'weapon' you get with each backpack pickup is a portable automated turret, primary fire deploys it, it sits in place, and stands watch, anything that gets in it's range gets fired upon, this can be phenomenally useful when deployed correctly.

The secondary deploys some kind of healer bot, I don't really use it that much, but it resurrects dead monsters to fight for you. It feels weird to me but some might like it.

Monsters are much harder, which I like.
Zombies are often meaner, the zombie with the M16 does a lot of damage if you let him, and sometimes he will drop a grenade on death, very dangerous (but this can also be to your benefit), shotgunners hurt more, really, all bullets hurt more.

Specters are faster, stronger and hurt more than regular pinkies.
Lost souls are now stealth monsters.

Big ammo pickups, and big health pickups (soulsphere replacement) can be picked up partially, leaving an open box for you to pick up more from if you already reach full health or carry of that item, so you can come back to that later without having to waste it all. This is a feature which I very much like.

>> No.3493531

>>3493514
IIRC there is a path behind semitransparent wall to the place where you can run-jump to it.

>> No.3493532

So, does anyone have a list of WADS that go great with Demonsteele. The vanilla maps unfortunitly don't really mesh that well with Demonsteele from what I've played.

>> No.3493540
File: 86 KB, 385x634, screenshot_in_phone_BREW.gif [View same] [iqdb] [saucenao] [google]
3493540

>>3491771
To answer my own post, I've finally tracked down some good copies of Doom RPG I & II:
> http://rugame.mobi/game/817/
> http://rugame.mobi/game/27723/

Their copies of Wolfenstein RPG are only in Russian so I'll try find it elsewhere.

>> No.3493542

>>3493532
It scales well with more enemies so try a slaughtermap.

Standard stuff like Scythe/Hell Revealed/Alien Vendetta also work well.

>> No.3493543

>>3491787
this is very interesting. i always thought that hexen setting was good for a dark-soul-style game.
the big problem i guess is monster animations, and staggering

>> No.3493554

>>3493540
How does one go playing these?

>> No.3493556

Heretic is pretty dope, you just have to get through the first campaign. I'll recommend playing it on nightmare.

>> No.3493558

>>3493556
It's okay. I just think it's a bit bland.

>> No.3493560

>>3493363
>>3493367
>>3493372
>>3493374
>>3493417
What was it?

>> No.3493561

>>3493560

>When will you understand that nobody gives a fuck about the autism-fest that is doom rpg? Nobody even reads your posts you retarded fucking cocksucker.

So either bait or a very easily angered anon.

>> No.3493562

>>3493558
IMO it has better map design (visual included), but suffers from lack of texture variation.

>> No.3493564

>>3493558
Well hence the difficulty suggestion.

>> No.3493565
File: 533 KB, 400x1200, jeff-lewis-full.png [View same] [iqdb] [saucenao] [google]
3493565

>>3493561
ok. thanks.

>> No.3493568

>>3493565
Jesus he's fucking ugly. Could his nose and mouth be any bigger? It looks like a shop already.

>> No.3493582

>>3493558
It's okay for a back in the day doom mod, not much more.

>> No.3493604

>>3492787
Hey, I see you're using my quick bonfire mockup map! Bonfires were actually quite simple to get working. It required having map respawning enabled and all levels have to be part of a hub. Once the player respawned they were teleported to the last bonfire they pressed "use" on.

Parrying was rather hacky, during the parrying animation there are several calls to A_RadiusGive, monsters in their attacking state will check if they have the item received by A_RadiusGive, and if they do, they enter their parried state.

>> No.3493620

>>3493558
Let's be honest with ourselves here: it's shit. The only good thing about Heretic is that it made Hexen possible. I'm just saying what we are all thinking here.

>> No.3493626

>>3493620
Uh no, I think it has more interesting level design than Doom 1 and 2 and a more haunting atmosphere. It also has an inventory system and an a common powerup item that changes all of your weapons properties, like turning your crossbow (shotgun) into a large-spread, supershotgun equivalent.

The problem I think is that there's nothing as satisfying in that game as the ssg or bfg, the powered-up firemace which would be the bfg equivalent doesn't even work on ghosts (read: some of the most common enemies on later maps) or bosses.

>> No.3493632

>>3493620
Hexen's just Heretic but way more convoluted. And don't even get me started on Hexen 2.

>> No.3493651

>>3493554
Use either any feature-phone from 2004 onwards; Nokia or Sony Ericsson are best, or get a j2me emulator for your platform; I'm playing on original hardware so I don't know what to use on PC/Android, but I am aware that there's a j2me emulator for PSP.

Doom RPG I is bloody great. A real must-play.

>> No.3493701

>>3493437
How can mirrors be real if our eyes aren't real?

>> No.3493702

>>3493462
Happy birthday, anon.

>> No.3493713
File: 102 KB, 800x600, Screenshot_Doom_20160913_164555.png [View same] [iqdb] [saucenao] [google]
3493713

>>3493520
>shadowy dark trees against a glowing red sky
A E S T H E T I C

>> No.3493715

>>3493713
What even is this wad? I like it's usage of deep reds against deep blacks.

>> No.3493717

>>3493715
i think it's >>3493152

>> No.3493718
File: 213 KB, 800x600, Screenshot_Doom_20160913_164756.png [View same] [iqdb] [saucenao] [google]
3493718

>>3493715
Bloodstain, it makes good use of fairly regular textures to create good visuals, and the level design is pretty tight, offering challenge which is reasonable, but seldom overwhelming.

It doesn't much get into the dark and red aesthetic until the later portions of it, going through a number of themes before that, but it does so rather well.

So far I've loved just about every map, I heartily recommend it.

>> No.3493750
File: 1011 KB, 500x394, 1471238213458.gif [View same] [iqdb] [saucenao] [google]
3493750

>Halo: CE runs perfectly fine
>Project MSX stutters to hell

>> No.3493753

>>3493718
I'll give it a look for sure.

>> No.3493761
File: 137 KB, 1010x568, thicc-lipps.jpg [View same] [iqdb] [saucenao] [google]
3493761

>>3493568
HNNNNGGGH BIGGGGGERRRRR

>> No.3493764

>>3493750
Try using an older build. Project MSX is so old you might be able to use the older renderer which might be kinder to your system.

Perhaps 1.9.1 http://gzdoom.drdteam.org/page.php?page=download

GZDoom 1.8.4 might be near the oldest one that can run it http://gzdoom.drdteam.org/archive/bin/

>> No.3493767

Script error, "samsara-v0.355-beta.pk3:cvarinfo.txt" line 68:
cvar 'samsara_cl_printpickup' already exists

Remove 'samsara_cl_printpickup' and all other conflicting cvars from your ini and restart Zandronum to continue.

Which ini? I completely deleted the Z& ini, and still get this message.

>> No.3493769

>>3493767
zandronum-%yourusername%.ini

If you run Zandronum from Program Files then it won't be the actual file in the directory because of how Windows treats Program Files directories, the real ini will be in C:\Users\you\AppData\Local\VirtualStore and then go to Zandronum's directory.

Never should anyone install things to Program Files, it makes things so complicated.

>> No.3493770

>>3493767
whenever there's a "cvar" issue, there's a duplicate somewhere

>> No.3493772

is graf not making anymore non(x64) builds? last one was on the 3rd

>> No.3493773

>>3493772
http://forum.drdteam.org/viewtopic.php?f=22&t=7146

>Blzut's automated building setup is currently broken for ZDoom/GZDoom builds (some issue with configuring a DX SDK I think). Eruanna volunteered to cover up in the mean time but she doesn't have an automated set up and doing both 32bit and 64bit builds would be twice as much work.

>> No.3493779

>>3493773
>shit broke down

ok then

>> No.3493780

>>3493769
I deleted that ini too... It's not installed to program files.

It works if I join the server through the console, but not through doomseeker.

>> No.3493785

>>3493780
Is there another ini in the Doomseeker directory?

>> No.3493790

>>3493785
No. And in the appdata doomseeker folder the only ini is for Doomseekers irc...

>> No.3493793

>>3493764
>http://gzdoom.drdteam.org/archive/bin/
not even 1.8.4 helps, its probably just my shitty CPU

>> No.3493794

>>3493790
Looks like your best chance is to just uninstall/remove all your zandronum and doomseeker related stuff and reinstall it.

>> No.3493797

>>3493794
Ah well. Thanks.

>> No.3493805
File: 477 KB, 1366x768, Screenshot_Doom_20160912_022427.png [View same] [iqdb] [saucenao] [google]
3493805

I love everything in this screenshot.

>> No.3493807

>>3493540
I played this game back in the day and it was a boatload of fun. It's like a single character might and magic game. Only thing similar to it I have played was The Quest.

>> No.3493810

>>3493805
Are those fucking Evangelion Angel death beams?

>> No.3493813

>>3493805
That gun is way too fucking big.
looks nice tho

>> No.3493816
File: 1.21 MB, 2560x1920, 20160907_003844.jpg [View same] [iqdb] [saucenao] [google]
3493816

>>3493123
pic related is what happens with any resolution lower than 640x480 on my CRT. Even if I zoom it in, there are still big black borders but if I stretch the image it looks blurry.

>> No.3493820
File: 2.08 MB, 1920x1080, left 640x480 - right 320x240.png [View same] [iqdb] [saucenao] [google]
3493820

>>3493123
woops meant to upload this one.

>> No.3493828

>>3493761
Nice, but could be bigger.

>> No.3493831
File: 277 KB, 800x600, Screenshot_Doom_20160913_194858.png [View same] [iqdb] [saucenao] [google]
3493831

Ah, I see your problem, your computer is full with corpses.

>> No.3493832

>>3493805
term, did you take that from RO?

>> No.3493845

>>3493820
Dont turn your desktop to 320x200, let the game do it, then adjust width and height in the monitor settings (with the hardware buttons that are on your monitor)

>> No.3493854
File: 35 KB, 576x768, ddd.jpg [View same] [iqdb] [saucenao] [google]
3493854

>>3493462
happy doomsday

>> No.3493856

>>3493805
New gun for Demonsteele?

>> No.3493858

>>3493832
Not term and not from RO.

>> No.3493859

>>3493845
doesn't that mean it's upscaling though? kinda defeats the purpose.

>> No.3493863

Sup /doom/.
I've got a question. Could you link me to a bunch of Clan HQ maps? I'm really in the mood to play some, and most of them have this strangely comfy feel to them.

>> No.3493864

Has anybody finished doom on nightmare nodamage with all secrets, killed enemies (at least once) etc?

>> No.3493865

>>3493859
No.
Upscaling is stretching image into different resolution. CRT's stretch image without change in resolution.

Why do you think CRT-fag general exists?

>> No.3493867

>>3493864
>nodamage
>hitscanners

Pick one.

>> No.3493868

>>3493864
in the process of doing it for Quake. taking a break and just beat the third chapter last Thursday.

>had some fag in another thread saying quake is easy but dodges the fact that I'm doing a 100% no hit run

>> No.3493870

>>3493865
alright, gonna try it thanks.

>> No.3493889

a little update for my Angst Rahz Revenge Doom TC.

https://www.youtube.com/watch?v=BE8DAj-rX0Y

>> No.3493905

>>3493889
Looks pretty good!
Good luck with the TC. I'm sure Angst will work a lot better on the Doom engine.

>> No.3493914

Quick question for everyone here

How do you pronounce Wad?
http://www.strawpoll.me/11218588

>> No.3493920

>>3493914

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

>> No.3493921
File: 27 KB, 386x530, 1453767113552.jpg [View same] [iqdb] [saucenao] [google]
3493921

>>3493920
Okay, what wad are you working on, buddy?

>> No.3493935

>>3493914
failpoll

>> No.3493949

>>3493935
What makes you think that?
I think its fine

>> No.3493952

>>3493949
Both words are often bronounced the same, even if in case of "god" it is wrong, due to modern dialect differences.

>> No.3493953

>>3493914
>http://www.strawpoll.me/11218588

Wad is a real word. Like a wad of gum.

>> No.3493956

>>3493952


Where in the world are you from that "god" and "sad" are pronounced so that they rhyme?

>> No.3493964

>Vinesauce map entry might not have made it in

Well nice. Thank you for running such a transparent contest, you Swedish dimwit.

>> No.3493969

>>3493964
Hahahaha you wasted your time.

>> No.3493970

>>3493863
http://www.wad-archive.com/wad/MAG-HQ

>> No.3493972 [SPOILER] 
File: 13 KB, 320x200, 1473795643042.png [View same] [iqdb] [saucenao] [google]
3493972

>>3493921
Do you really want to know?

>> No.3493973

>>3493970
Thank you!

>> No.3493974

>>3493969
A finished map is a finished map. It just sucks that apparently no one cares about what made it in.

>> No.3493992

>>3493805
what map?

>> No.3493995

>>3493992
it's from BTSX_E2, not sure which one exactly.

>> No.3494000

>>3493905
by now i'm working on the ammo and custom class stuff, but i need to finish the enemies and start working on maps and story.

>> No.3494041
File: 200 KB, 800x600, Screenshot_Doom_20160913_220718.png [View same] [iqdb] [saucenao] [google]
3494041

>>3493831
Fighting a baron in a tight, dark hallway with a bunch of shit to get stuck on is kind of intense.

>> No.3494051
File: 161 KB, 800x600, Screenshot_Doom_20160913_223101.png [View same] [iqdb] [saucenao] [google]
3494051

>>3494041
Really, this entire map is the most intense Bloodstain has gotten yet, which is fair, because I'm late in the game now.
I think that without the doodads and tactical appliances that Immoral Conduct provides, this could be a lot harder, but then again, there's no BFG in that mod, something which I think Bloodstain counts on you to use, the Arch-Vile mass-resurrection encounter at the end would probably not simply be doable without a BFG in the stock game, but it's not impossible with Immoral Conduct's weapons, it's just really tricky and hard, it forces me to fall back and re-asses the encounters the more difficult they become, sometimes I'm only able to fall back so far, and I have to be really quick thinking.

I know I'm sucking this megawad's dick a lot, but really, I love this.
I'm sure the exit full of meathooks and hanging corpses is totally safe for me, by the way.

>> No.3494192
File: 80 KB, 562x511, 1473541799418.png [View same] [iqdb] [saucenao] [google]
3494192

>>3491930
>training a neural network on Douk's voice to read the navy seal's copypasta

>> No.3494382
File: 41 KB, 466x249, 1441682380206.png [View same] [iqdb] [saucenao] [google]
3494382

>>3493282
holy fuck that's an awful lot of particles for particles sake

i mean i get that it's a work in progress but why is the player constantly sweating out sheets of particles

also it's really distressing to see such an over-designed background/foreground featuring a player that has totally anemic movements and attacks

>> No.3494401
File: 6 KB, 200x200, wad.jpg [View same] [iqdb] [saucenao] [google]
3494401

>>3493914

>> No.3494407
File: 3 KB, 420x414, 1463506882772.png [View same] [iqdb] [saucenao] [google]
3494407

>>3491930

FUND IT

>> No.3494409

>>3490293
are there any wads with an emphasis on long rage fights?

>> No.3494429

>>3494382
The background is the only nice part about it

>> No.3494465

Terminus should upload a video on his youtube showing his progress on GMOTA's overhaul.

>> No.3494473

>>3494465

I'm not sure if you're trying to be funny, or if you really don't know who made GMOTA.

>> No.3494479

>>3494473
Oh wait, was it SgtMark?

>> No.3494480
File: 286 KB, 640x326, Duke-Nukem-3D-20th-Anniversary-World-Tour[1].png [View same] [iqdb] [saucenao] [google]
3494480

I was away from /vr/ when it was announced: what do you guys think about the DN3D re-re-release? Cash grab? Worth it for the new episode?

>> No.3494485

>>3494480
bazinga

>> No.3494484

>>3494465
You mean Mordeth

>> No.3494501

>>3494480
>no Duke It Out in DC, no Lifes a Beach, no Nuclear Winter
>took down the one that had expansions
complete cash grab

>> No.3494505

>>3494480
Interested in the levels, and pretty much nothing more.

>> No.3494506

>>3493718
what weapon wad are you running though

>> No.3494510

>>3494506

A ZDoom port of Immoral Conduct, I believe.

>> No.3494543
File: 44 KB, 349x303, 1413772103685.png [View same] [iqdb] [saucenao] [google]
3494543

>>3494510
that's the one, thanks anon

>> No.3494645

>>3494480
New episode is good.
Not $20 good.
Especially not removal-of-everything-else good.

>> No.3494681

>>3491909
>playing with bobbing off

>> No.3494713
File: 1.72 MB, 360x360, 1472750831718.gif [View same] [iqdb] [saucenao] [google]
3494713

>>3494645
Im basically just waiting for someone to rip the new ep and weapons so I can just EDuke it

Also I never really cared for gearbox either way but I really want them to fail now so the duke IP can be given to someone else if possible

>> No.3494721

I want to download doom 2 for free. I've done it before but I'm having trouble finding it now. Help me or fuck you.

>> No.3494724

>>3494721
fuck me.

>> No.3494729

>>3494724

I definitely would if you helped me. I would fuck you until you loved me, faggot.

>> No.3494730
File: 350 KB, 709x535, dfghjkl.png [View same] [iqdb] [saucenao] [google]
3494730

>>3494721
fuck me and ill help you

>> No.3494734

>>3494730

OK. What's your address, love?

>> No.3494736

>>3494734
read the faq pastebin

>> No.3494737

>>3494382

That's what happens when you have a programmer try to be a 1 man army but neglects to practice any other aspect of game design

>> No.3494758

>>3494736

Fuck that noise. Seems like a pain in the ass for something I'll probably play for two hours and then never touch again when the novelty wears off. Thanks though buddy.

>> No.3494761
File: 255 KB, 1078x1600, 1473556656243.jpg [View same] [iqdb] [saucenao] [google]
3494761

>>3494758
alright

>> No.3494768

>>3494761

The novelty of trying to fit that bulge into my mouth would never wear off though.

>> No.3494826

>>3493992
Looks like the hub map from BTSX E2

>> No.3494831
File: 41 KB, 240x348, bcc622ce01a605f08721512b9b4184a0aa49708a.jpg [View same] [iqdb] [saucenao] [google]
3494831

>>3494761
You posted a trap. You are my friend now.

>> No.3494839

>>3490974
That guy is so obnoxious, jesus

>> No.3494872
File: 171 KB, 506x426, 1471352117467.png [View same] [iqdb] [saucenao] [google]
3494872

i wanna make a new map but i'm struggling to find a good starting point
how do you fight artist's block?

>> No.3494895

So why did they remove the expansions from Duke anyway?

>> No.3494908
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google]
3494908

>>3494895

good question, most likely so that they can sell them as DLC

it's like how they removed dick-kickem from gog and steam, they're making it so that if you want to play it you have to get world tour

gearbox are money-grubbing scum

>> No.3494921

>>3494908
Just blame good ole' Rusty Pitchfork.

>> No.3494989

>>3494051

try it with d4d, you will break your monitor screen with the hard ass shotgunners

>> No.3494992

>>3494908
I geniunely believe that they dont even know about the expansions and they're that shitty.
Holding off on them just to sell them as DLC is too much

>> No.3495003

>>3494992
yeah, i don't think that they planned to remove them and sell them as dlcs, but they probably will do it as an afterthought anyway

>>3494645
how is the port overall? as shit as we thought?
oh, and did new lines get added (or old one censored?)

>> No.3495008
File: 529 KB, 720x360, using gunflash states this time.webm [View same] [iqdb] [saucenao] [google]
3495008

Yeah alright I shoulda done this to start with.

>> No.3495009

>>3494480
Gearbox fucked around with the audio and it's overall a worse deal than the Megaton Edition

I'll wait until we can play the new episode in eDuke

>> No.3495010

What's the theme of the new episode.

>> No.3495013

>>3494051
Got a link to the mapset?
The visuals have had me interested for awhile now.

>> No.3495015

>>3495008
Got to do something about that cut off sword sprite.

>> No.3495016

>>3495015

Can't be helped. The only way to fix it would be to go into GMOD and re-shoot the frames, and the odds of shooting frames that match up to the current set are really low.

So I would have to throw out all of the sword frames and do them all over again. I'd like to get this mod done before 2020

>> No.3495019

>>3495016
I was going to say adjust your resolution a bit.

>> No.3495021

>>3495019

to hell with that, I like playing at 1600x900

>> No.3495023
File: 1.73 MB, 295x211, 1457578577713.gif [View same] [iqdb] [saucenao] [google]
3495023

>>3495021
>1600x900

>> No.3495030

>>3495023

I play my games windowed anon, and having a tiny window drives me batshit insane.

>> No.3495036

>>3495030
i'm on a 1920x1080 screen and i play doom in 800x600
sue me

>> No.3495038

>>3495036

Windowed? or fullscreened

>> No.3495039

>>3495038
windowed, of course

>> No.3495059

>>3495021
Personally I play on resolutions where it can be big but it hides sprite cutoff.

Something about it just bothers me and it's like I notice it while playing and can't unnotice it.

>> No.3495070

Requesting gif of revenant running towards the viewer with a 3D effect

>> No.3495078
File: 974 KB, 750x600, perfectlysafescreenshot.gif [View same] [iqdb] [saucenao] [google]
3495078

>>3495070

>> No.3495092

Scythe is pretty fun

>> No.3495124

downloaded autodesk remake for some 3d scan technology, i don't have any toys or stuff though

i know someone tried using doom sprites in some sort of photo to 3d program, but maybe doom 64 sprites will be okay since they're larger

i could 3d scan my rifle but i could just get a professional 3d model of a rifle

think i wasted my time downloading this

>> No.3495127

>>3495124
go to a dollar store and buy cheap chinese toyguns?
go to a scrapyard and start mixmatching junk together?

>> No.3495138
File: 238 KB, 800x600, Screenshot_Doom_20160909_163509.png [View same] [iqdb] [saucenao] [google]
3495138

>>3495013
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/bstain

>> No.3495149
File: 34 KB, 480x360, Olmec.jpg [View same] [iqdb] [saucenao] [google]
3495149

>tfw Olmec from Legends of the Hidden Temple will never narrate walkthroughs for various Doom maps

>> No.3495164

>>3495124
>need 16GB RAM to process local
>have to upload everything otherwise

thanks autodesk

>> No.3495165
File: 48 KB, 1172x609, DEHACKED.png [View same] [iqdb] [saucenao] [google]
3495165

Any reason this "thing" wouldn't attack? Seems like it should, but it just sorta bumps into you annoyingly. Doesn't go for the melee.
Doesn't do anything if I give it a ranged attack either.

>> No.3495168
File: 34 KB, 178x137, Capture.png [View same] [iqdb] [saucenao] [google]
3495168

3D Model Looks Good

>> No.3495171

Is Dook Nuke'em worth playing if I already played Doom?

Same for Wolfenstein.

>> No.3495172
File: 103 KB, 922x2978, 1407523440490.gif [View same] [iqdb] [saucenao] [google]
3495172

>>3495171

absolutely, Douk is fun

>> No.3495181
File: 25 KB, 170x142, hmm.png [View same] [iqdb] [saucenao] [google]
3495181

well fuck it you know who gives a shit anymore

i lost interest like 2 minutes after installing

>> No.3495183
File: 159 KB, 808x648, well.png [View same] [iqdb] [saucenao] [google]
3495183

>>3495181
there it is

there's what i wanted

>> No.3495189
File: 1011 KB, 1401x551, Technology.png [View same] [iqdb] [saucenao] [google]
3495189

>>3495183
the one constant thing it decided to keep from all of these photos

is a flat oval of a curtain

>> No.3495194

>>3495189
well that *is* the only thing that stays remotely consistent if you don't know how to recognize objects

>> No.3495201

>>3495165
I gave it more chase frames to see if maybe that helped for whatever reason, and nope... Doesn't seem to want to attack me.

>> No.3495202

>>3495172
But what does it offer that doom doesn't?

>> No.3495203

>>3495189
Can you get a lightbox going?

>> No.3495206

>>3495194
this thing doesn't know shit about objects

>> No.3495210

>>3495203
probably, i've made a small one. but it's not my gun, it's some photos of a gun i collected years ago because i thought it was cool.

>> No.3495215

>>3495202
A game called Duke Nukem 3D.

>> No.3495218

http://www.123dapp.com/Gallery/catch/page/`/content/all?app=catch this is great they just give you OBJs and JPEG textures, it isn't some proprietary autodesk format

some statues, cats, and food with 3d preview on the page

>> No.3495220

>>3495202
At the time it was more technically fancy with shit like floors over floors and slopes which Mario Maker still doesn't have as well as more environmental shit to play around with. Obviously that's a given since it came out three or so years later.

>> No.3495225

>>3495202
A different game that's fun for different reasons.

If you liked one of them, you owe it to yourself to play the other.

>> No.3495227

>>3495202
good city maps

>> No.3495230

>>3495171
I've been playing through Duke lately.

Duke is really kinda another beast compared to Doom. There's obviously a lot of similarity -- super fast protag, wide enemy and weapon variety, labyrinthine levels, etc. But the fundamentals of Doom is based on using your movement to dodge enemy projectiles, and the tactics end up being enemy prioritization, baiting in-fighting, and knowing what weapons fit what circumstance.

Duke, on the other hand, is much more squishy compared to the Doomguy, and lots of enemies are either hitscan or have super-fast projectiles, so raw movement just won't be enough to handle enemies. But Duke has items, lots of explosives, weird weapons that can temporarily neutralize enemies, and the ability to jump and crouch. So, combat ends up being more about minimizing damage as much as possible through taking cover and hopping around, misdirection, and trying to take down enemies immediately in either one shot or through stunlocking.

It's a lot of fun and pretty much mandatory playing in the FPS canon, but it's certainly weirder than the elegance of Doom's design.

>> No.3495236

>>3495230
that reminds me of the secret duke map in the hell on earth starter pack

playing trough it with trailblazer was a blast

>> No.3495257

>>3495171
>>3495230
As for Wolf 3D, I'm not as sure. It's a serious downgrade coming from Doom. The level design is just a maze of squares and rectangles, and every weapon and enemy being a hitscan means that the game feels like one long reflex tester.

As someone who is really interested in game history and understanding how genres and mechanics change and get reinterpreted over time, it's worth playing to see the ideas that Doom would refine to near-perfection, like secrets, enemy sound design, and a sense of exploration. As someone who plays games to have a good time, I'll play it for probably about 30 minutes and just get bored.

If you play Wolf and find yourself liking it more than you expected, give Blake Stone: Aliens of Gold and Planet Strike a chance. They're basically Wolf+ -- they do everything the original does, but just more and better. There are also some interesting ideas that are sorta before their time, like friendly NPCs who look like enemies that reward you if you don't kill them, and vending machines that take coins to dispense health.

>> No.3495267

Am I the only one who really finds Wolfenstein 3D to be a rather different experience from Doom, and rather nice at that?

>> No.3495268

>>3495202
The ability to have some map structure change midlevel.

They took advantage of this with wall cracks and it was a tech demo showcase in E1M2

>> No.3495270

>>3495267
It's surely different, but what do you like about it?

>> No.3495273

>>3495202
Build engine is much more advanced and allows for things like seamless portals connecting rooms, sector over sector, and destruction. The whole game is much more interactive than doom with levels taking place in more grounded areas. I died a little inside knowing there are people on /vr/ young enough to not have experienced duke3D

>> No.3495283

>>3495270
I always felt it rewarded a slower, more careful approaching over the faster style seen in Doom. I'd even venture to say that it's more like an ancestor of more tactical shooters.

>> No.3495323

>>3495165
>>3495201
I don't know anything about dehacked, but by the looks of it you have the melee state set at 322, when the actual attack is at 321??

>> No.3495324

>>3495323
Accidental extra question mark, sorry.

>> No.3495330
File: 2 KB, 406x155, Untitled.png [View same] [iqdb] [saucenao] [google]
3495330

>Mutiny is released
>readme doesn't mention requiring a Boom compatible port, just limit-removing
>oh cool I can probably play this with Crispy Doom
>get this error

Fuck

>> No.3495331

>>3495323
322's next state is 321

>> No.3495339
File: 220 KB, 800x600, Screenshot_Doom_20160914_085734.png [View same] [iqdb] [saucenao] [google]
3495339

This map is fucking amazing, the visuals are great, the encounters are really cool.

>> No.3495341
File: 94 KB, 1280x960, DOOM20.png [View same] [iqdb] [saucenao] [google]
3495341

>>3495330
Hmm, I deleted the custom sprites for the health pickups and now it works on Crispy. I have played wads with custom health pickup sprites on Crispy so I'm guessing it's an oversight on the Mutiny guys' part.

>> No.3495342
File: 255 KB, 800x600, Screenshot_Doom_20160914_090126.png [View same] [iqdb] [saucenao] [google]
3495342

Really meaty.

>> No.3495347
File: 259 KB, 800x600, Screenshot_Doom_20160914_090553.png [View same] [iqdb] [saucenao] [google]
3495347

And techy.

>> No.3495349

Is there a replacer mod that switches out all the demons for UAC marine equivalents that are otherwise identical in behavior, hitboxes, etc?

>> No.3495351

>>3495330
>Mutiny is released
It looks unfinished to me? https://www.doomworld.com/vb/wads-mods/73615-mutiny-community-project/

>> No.3495352
File: 154 KB, 800x600, Screenshot_Doom_20160914_090632.png [View same] [iqdb] [saucenao] [google]
3495352

I'll come back for that armor.

>> No.3495354

>>3495351
https://www.doomworld.com/vb/wads-mods/90203-release-mutiny-limit-removing/

>> No.3495358

>>3495352
I tried out immoral conduct, I stopped early because of how stupidly strong the Demons are (1.5 times the range and damage, kills you in two chomps) while the melee weapons are awkward and berserk just gets you killed.

>> No.3495360

>>3495354
Oh thanks, Google wasn't helpful it seems.

>> No.3495361
File: 311 KB, 800x600, Screenshot_Doom_20160914_091557.png [View same] [iqdb] [saucenao] [google]
3495361

>>3495358
I've had great success with fighting off demons with berserk, you just gotta keep moving, keep baiting their mouths and backing off , then move in and slice when they recover, never stand still (ideally, you'll want to be in a position where they can't get behind you, like, say, a roomy enough corner to back up into, but not backing so far back that they have you up against the wall). You can do the same with the bayonet (though it can't be 'berserked').

It's a gameplay mod that takes a bit of acclimating, I suppose, and it's far from perfect. Some time I'd like to make a mod that takes a lot of cues and ideas from Immoral Conduct but make it a bit better and with some less redundancy.

>> No.3495368
File: 103 KB, 1280x960, DOOM21.png [View same] [iqdb] [saucenao] [google]
3495368

>>3495330
>>3495341
Apparently just renaming the relevant sprite names to end with "A0" instead of "A1" works just as well. Probably something 40oz should fix.

>> No.3495370
File: 113 KB, 800x600, Screenshot_Doom_20160914_092445.png [View same] [iqdb] [saucenao] [google]
3495370

Now it's getting trippy.

>> No.3495375

>>3495361
I guess I'm just not that much a fan of mods that focus on insta-death, it just so happens this one also has my least favourite custom doom enemy, the SSGguy from skulltag.

>> No.3495380

>>3495220
>>3495268
>>3495273
If it's better and "much more advanced", why is the mod scene of DN3 non-existing compared to Doom?

>> No.3495382

>>3495380

Because while the engine is more advanced, the Build engine is also incredibly unstable and finnicky, moving doors are your greatest threat in DN3D.

That being said it's still very much worth playing through Douk, most of the levels are sprawling and there's lot of fun shit to mess around with, the weapons are all pretty good, shooting aliens is fun, and the soundtrack is solid.

>> No.3495385

>>3495380
Doom mapping is probably a lot more accessible and ZDoom came around for anything more sophisticated

>> No.3495386

>>3495380
duke modding is WAY harder than doom modding

>> No.3495389

>>3495283
yet Wolf 3D has a faster running speed than Doom, and speedrunners take advantage of that.

>> No.3495392

>>3495380
Because DN3D didn't really get a chance to get its foot in the door when motherfuckin' Quake was out at the time.

>> No.3495442

Is quake worth playing if I'm only gonna touch the single player?

>> No.3495443
File: 13 KB, 585x635, HUUUUUH.png [View same] [iqdb] [saucenao] [google]
3495443

>>3495442
...yes?

>> No.3495447
File: 111 KB, 554x606, when you gib the shambler just right.png [View same] [iqdb] [saucenao] [google]
3495447

>>3495442

Definitely. Quake is good for multiplayer but didn't become focused on multiplayer until 3 so the singleplayer is great in 1. It's alright in 2 but not as good.

>> No.3495451

>>3495442
Best singleplayer FPS level designs you're ever going to play famalam.

>> No.3495462

Where does anon play coop maps and tdm/dm in doom?

>> No.3495470
File: 168 KB, 800x600, Screenshot_Doom_20160914_094457.png [View same] [iqdb] [saucenao] [google]
3495470

Well, that's a hole in the middle of the air, like those others.

>>3495375
>I guess I'm just not that much a fan of mods that focus on insta-death
Bullets hurt more, so you gotta make sure to take cover, using crouching can help a lot if you can get behind something.

>SSG guys
Those should actually be really easy to dummy out.

Open the ZDoom patch in Slade, then go to the NME_CPOS Decorate file, one of the actors should be:

ACTOR ChaingunGuyReplacer : RandomSpawner replaces ChaingunGuy
{
DropItem "ICDChaingunGuy", 255, 100
DropItem "UziTrooper", 255, 120
DropItem "SSGSergeant", 255, 54
DropItem "M16Zombie", 255, 63
DropItem "ChainsawZombie", 255, 63
}

Change the line
DropItem "SSGSergeant", 255, 54
to
//DropItem "SSGSergeant", 255, 54
(commenting it out of the code), and the super shotgunner shouldn't spawn anymore.

Something I did to make the Infantry Rifle more useful was to bump up it's damage:

RIFL A 5 A_FireBullets(0,0,2,(random(3,15) * 4),"ICD_Puff",FBF_USEAMMO|FBF_NORANDOM)

To make reflect more that it's a battle rifle, as opposed the assault rifle.

With the M16 I upped the rate of fire, removing the pause after shots (setting those frames to 0 length), as well as setting one frame each after each individual shot to 0, to make it cycle faster (as opposed to the oddly slow cycle rate it always had).

>> No.3495471
File: 2.04 MB, 1230x1115, DoomSourceportCommunities.png [View same] [iqdb] [saucenao] [google]
3495471

>>3495462
Zandronum for the most part, since it's practically outdated GZDoom but with vastly better netcode

If you want a schooling, you go to Odamex and hop on their IRC

>> No.3495473

>>3495471
How old is that chart that it doesn't have Complex Doom on the Zan ''what gets played'' image? It's been the dominating mod for like 3 years.

>> No.3495476

>>3495473
it might even predate /vr/. can't remember.

>> No.3495479

the column for zdoom is a much more recent addition though

>> No.3495483
File: 86 KB, 500x393, a fair price.png [View same] [iqdb] [saucenao] [google]
3495483

>>3495473
>Complex Doom

Oh yeah, that piece of shit. Last time I tried it, it felt like a bloat-ridden mess. Going by Doomseeker, what merits does it even have to warrant shit like it taking up 90% of all Z& servers in Australia?

>>3495476
The ZDoom field has some rather modern entries.

Image could use a small update though, yeah.

>> No.3495485

>>3495483
>Going by Doomseeker, what merits does it even have to warrant shit like it taking up 90% of all Z& servers in Australia?
cause people like it.

>> No.3495492

>>3495368
the iwad supplies STIMA0, a non-rotating stimpak. the pwad supplies a rotating version STIMA{1..8} which doesn't override the one from the iwad. the engine detects both of these and complains there's both non-rotating and rotating versions of the same sprite. what do you do. what do you do.

>> No.3495578

>>3495492

Clearly, what you do is delete STIMA0 from your iwad. What could possibly go wrong?

>> No.3495625
File: 46 KB, 672x686, bestever stats.png [View same] [iqdb] [saucenao] [google]
3495625

>>3495471

>> No.3495632
File: 122 KB, 1282x1028, RIP Best-Ever.png [View same] [iqdb] [saucenao] [google]
3495632

>>3495625
RIP in peace BE

>> No.3495637

>>3495632
Did anyone made any backups? Is there a dump somewhere available?

>> No.3495638

>>3495473
>>3495471
Nobody plays GvH anymore, replace it with that.

>> No.3495643

>>3495638
Alright, now who has the PDF

>> No.3495645
File: 31 KB, 252x235, 1416970451730.png [View same] [iqdb] [saucenao] [google]
3495645

>>3495643
*.PSD

Alright time to jump into a pit of Revenants

>> No.3495684

Does the fact that Doom 2016 made revenant from Doom 2 a meme count as an advantage of the game?

>> No.3495685

If you're going to render out of Blender at a small resolution instead of scaling down a larger render, then set your texture's mipmapping to 0.25 or 0.1 instead of the default 1.00 so they won't blur in an attempt to cut down on noise. Also set antialiasing method to Tent and the size to 0.5 for a very slight, very sharp, AA with better edges than the default Mitchell-Netravali at very small resolutions.

>> No.3495686

>>3495685
don't tell me what to do.

you're not my mom.

>> No.3495687

>>3495684
Just seems like pandering to get the old doom crowd to buy their game.

>> No.3495718

>>3495687
But the new revenant didn't become a meme.

>> No.3495719

>>3495718
So?

>> No.3495736

>>3495719
Old one did.

>> No.3495737
File: 1.86 MB, 581x542, 1457067373288.gif [View same] [iqdb] [saucenao] [google]
3495737

>>3495684
Would it be too much to say that /doom/ gave Revenants that push into memedom? The pro strats video on the other hand pretty much built the foundation or at least a part of it

>> No.3495747

>>3495471
What purpose does Odamex serve?

>> No.3495749

>>3495380
There are a lot of map packs for the big 3 build engine games even if Doom has more overall due to being easier to use. Please stop asking such cringeworthy questions

>> No.3495751

>>3495737
Once it spread to the other sites it did. 4chan itself is too niche to attract the attention of game devs.

>> No.3495754
File: 10 KB, 297x92, odamex.png [View same] [iqdb] [saucenao] [google]
3495754

>>3495747
Old school deathmatch, was used in a Doom 2 tourney at Quakecon some time ago.

That's it, really.

>> No.3495785
File: 341 KB, 1080x1888, 1463494068408.png [View same] [iqdb] [saucenao] [google]
3495785

>>3495470
Well damn, now I may be able to actually play this, the SSGguys were ruining things whenever one happened to be behind a slow rising door.

>> No.3495790

>>3495323
>>3495331
I slept on it, and I think it might be because the frames it uses are also used by a monster that drops a shotgun (actually drops health in my case, but whatever)... So I''m trying to use a sprite chain across multiple things, which might be fucking with things in this case. Works fine for simple decorative items...

Worth a shot to change it anyway.

>> No.3495813

>>3495476
term made it I think a year and a half ago

>> No.3495863
File: 84 KB, 300x300, 1459900522723.jpg [View same] [iqdb] [saucenao] [google]
3495863

I am very new to fiddling with any of this, but I only want to change one thing.

How do I go about changing the text that says "Picked up a clip"?

>> No.3495870

>>3495863
for which port?

>> No.3495871

>>3495870
As in sourceport? Gzdoom I guess

>> No.3495875

>>3495863
STRIIIIIIIIINGS.
What are you working in? Decorate, ACS, Dehacked, what you doing?

>> No.3495876
File: 65 KB, 640x480, 1473872283.png [View same] [iqdb] [saucenao] [google]
3495876

>>3495871
all right this should work in anything except vanilla / chocolate doom

put the following in a file named, say, "notaclip.deh"

[STRINGS]
GOTCLIP = Picked up some ammunition.

then run the game with it.

>> No.3495878

>>3495871
if it's just zdoom, then make a wad with a LANGUAGE lump, with this in it:

>[enu default]
>GOTCLIP = "<message here>";

and either edit your zdoom INI to autoload it, or just load it manually

>> No.3495879

>>3495878
except without the > prefix ;)

>> No.3495880

>>3495878
>>3495876
or just use the dehacked since it'll work in nearly anything

doesn't vanilla/chocolate only allow replacement strings to be as long as the original, or shorter?

>> No.3495885
File: 12 KB, 284x276, 1357757245065.jpg [View same] [iqdb] [saucenao] [google]
3495885

>>3495875
I.. have no idea. I just wanna be able to change clips to magazine. I fucking love Doom but that message triggers my /k/ autism every time.

>>3495878
>>3495876
Awesome, you guys are cool

>> No.3495887

>>3495863
>>3495871

What >>3495878 said, pretty much. If you're doing this for the same reason I did it, you may also wish to change the chaingun pickup message and the item tag for it, which is GOTCHAINGUN and TAG_CHAINGUN respectively.

>>3495880

You're correct. I actually tried this same thing in DeHackEd, and had to change my message from "Picked up a magazine" to "Picked up a mag."

>> No.3495890

>>3495880
>or just use the dehacked since it'll work in nearly anything
i would have but i can't remember exactly what numbers to put after the Text directive.
>doesn't vanilla/chocolate only allow replacement strings to be as long as the original, or shorter?
At least for vanilla you have to keep it below a certain length. You can go up to something like the length of the original, rounded up to the next multiple of four, minus one.

>> No.3495895

>>3494480
Fucked up AUDIO that's somehow worse than '96 original, re-recorded voice lines that have better quality, but VA clearly less enthusiastic about it,
NEW ENGINE that is direct EDuke32 ripoff (they even got the dev to be a consultant on it, then screwed him over), with purposefully inserted backward incompatibility.
NEW MAPS made by old greats in the EDuke32 meditor, but with skewd art direction and textures of mismatched sizes.
COLORED LIGHTING out the wazoo.
No other expansions, and rerelease of all other games for PC canceled

>> No.3495973

>>3495895
I just want someone to pull the new maps and re-realease them separately.

>> No.3495980

>>3495895
yeah holy shit the "where is it" rerecording was downright whiny

>> No.3496096

So I finished Bloodstain and I fucking loved every bit of it, has Pipicz done any other mapsets?

>> No.3496103

>>3496096
>Other Files By Author : See BStainfo.txt

>> No.3496129
File: 953 KB, 1127x800, 7702ef6bc0f6fba20156bce9e0d8291e.png [View same] [iqdb] [saucenao] [google]
3496129

im at a loss what to do here

liveNade is spawned by a_grenade weapon that does a A_ThrowGrenade("liveNade", 8, 16, 1)

that works fine and all but the main thing is i need for the player to be able to pick up the live nade off the ground, then throw it again

its still live so that means it will explode in a few seconds after originally throwing it

im not sure what to do to make it so you can pick up the model off the ground

>> No.3496132
File: 196 KB, 800x600, Screenshot_Doom_20160914_100922.png [View same] [iqdb] [saucenao] [google]
3496132

>>3496103
Ah, didn't check the text file.
Seems Bloodstain is his first solo venture, a damn fine one too, hope he makes more some day.

>> No.3496136

>>3496129
Unrelated but are those fingers textures set up correctly? they're freaking me out.

>> No.3496141

>>3496136
yes theyre ported exactly like they are in dod

>> No.3496143

>>3495165
Alright... The monster can't see me either, and doesn't trigger when I touch it. Its' just an arachnotron replacement using revenant frames now... I can't think of why this wouldn't be working.

>> No.3496165

>>3496132
How faithful to the original is this ZDoom port of Immoral Conduct?

>> No.3496178

>>3496143
Okay. Holy shit. Is there something about E1M9 I should know about? any of my monsters - even ones that are just sprite replacements - aren't working on it. And they all work fine on other maps. whats the dealio

>> No.3496194
File: 238 KB, 800x600, Screenshot_Doom_20160914_101224.png [View same] [iqdb] [saucenao] [google]
3496194

>>3496165
Very close, not everything is there, like, helper marines won't spawn (though I don't miss them, honestly, they were just trouble and they got themselves killed quickly), some bounce and smoke behavior is somewhat different, as ZDoom just handles projectiles and stuff differently, but it's passable.
The bayonet is now silent and won't wake up enemies.
The teargas grenade (which I fucking LOVE so much, goddamn I want to marry it), uses two grenades, while I think it used five in the original.

Recoil is a little bit different. Ammo drops are somewhat tweaked
The revolver and the Beretta seems to drop very rarely, I only once or twice found the revolver while playing through Bloodstain, I don't recall if it was that rare in the original.
The enemy marines have a bit of pallette applied to them, so they don't look bright green, like what a friendly marine would look like.

That said, the author actually went through the trouble of making the dynamic lighting look fairly similar to how it looks in the original Edge mod, which I think is pretty cool.

>> No.3496197

>>3496178
>Is there something about E1M9 I should know about?
not to my knowledge, no.

>> No.3496201

>>3496129

Are you new to coding?
What you're asking is feasible but complicated, especially if you want to keep track of how long until it explodes.

>> No.3496204

>>3496178

it's a secret

>> No.3496210
File: 37 KB, 299x400, 1461854198352.jpg [View same] [iqdb] [saucenao] [google]
3496210

>>3496194
Got a link to it?

>> No.3496213

>>3496197
>>3496204
Well shit. Everything works fine in other maps, but on E1M9 my monsters are retarded. They don't see me, only trigger when I fire, and they can't attack. They just bump around like a blind dog...

This vexes me.

>> No.3496221

>>3496201
i guess i would consider myself still new
i work with ACS a lot better though, i thought i could keep track of the grenade timer using a global variable

but i really dont have to a clue how to manage the pickup part

>> No.3496245

I pirated nudoom
I got bored enough to go read a book
I was so bored in fact I found Neal Stephenson refreshingly engaging

>> No.3496264

>>3496245
Thanks for letting us know.

>> No.3496271
File: 136 KB, 800x600, Screenshot_Doom_20160914_132828.png [View same] [iqdb] [saucenao] [google]
3496271

>>3496210
I sure as shit do, Famicom

http://forum.zdoom.org/viewtopic.php?f=19&t=48036

It's a patchfile which you load after the original icd-se.wad, using it for all the assets, the reasoning for this is that Cory Whittle was really anal about people using his stuff, and this is supposed to be compliant with that.
A bit more clunkiness for the sake of honoring the requests for a guy who probably hasn't cared for a decade, but whatever.

Oh yeah, it also doesn't have that hud counter that shows you how many of the monsters are left on the map, but I honestly always thought that was a bit intrusive and immersion breaking.

>> No.3496319

>>3496264
Don't mention it

>> No.3496393
File: 65 KB, 510x350, tZ3LRi[1].png [View same] [iqdb] [saucenao] [google]
3496393

>>3495283
I can see that, but the problem for me is that the "tactics" is really just two things:
1. If you open a door and there's an enemy, close the door.
2. If you turn a corner and there's an enemy, go back behind the corner.

Then just play peekaboo until they're dead. Along with an arsenal that doesn't have any tactical depth (Chaingun > MG > Pistol > Knife), it just gets old fast for me.

>>3495389 implies another point: you move so fucking fast that it seems a little silly to end up just popping back and forth behind walls and doors.

This isn't /vr/, but I think Vlambeer's Gun Godz was a really good way to build on Wolf's qualities and strengths. It still has the boxy corridors, secrets, and mostly hitscan weapons and enemies, but the levels are way shorter and the player is graded on killing every enemy, finding every item, and beating the par time. It essentially converts the simple mechanics into a furious arcade-like experience, and I think that better suits Wolf than long winding mazes.

>> No.3496418

>>3496393
some guy was doing a gun gods TC. he posted regular updates here but not for a while. dunno what became of it

>> No.3496448

>>3496418
>>/vr/thread/S3128728#p3129623

>> No.3496468

>>3496448
oh it was finished, no wonder it stopped getting updates. thanks.

>> No.3496621
File: 2.30 MB, 319x238, strifewalker.gif [View same] [iqdb] [saucenao] [google]
3496621

>>3496213
Apparently it has something to do with using a single sector test map. Works fine now. Dunno why it do that.

In case anyone was curious.

>> No.3496683

>>3496271
Wheres the silenced .45?

>> No.3496770
File: 55 KB, 1600x256, huds2.png [View same] [iqdb] [saucenao] [google]
3496770

Quick update: I've changed the HUD again, now the bars are more of a blend of the first two iterations. I feel this is a nice middle ground and is readable and pleasing to look at.

Also, stamina is now tied to more moves, instead of just blocking and dodging. Parrying and using heavy attacks now drains a bit of stamina. It's also possible to now 'bottom out' your stamina, resulting in a regneration penalty. The penalty lasts two seconds so you won't be able to dodge, block, parry or use heavy attacks until the penalty is lifted. Once it is lifted, stamina regenerates 2x slower until you reach 20%, then stamina regens at the standard rate.

Things are going so smoothly right now, I feel as if there's a playable demo right around the corner, a few things here and there need tweaking, but I'm close. I can feel it.

>> No.3496801

NEW THREAD

>>3496796
>>3496796
>>3496796

>> No.3497338

>>3495751
>4chan itself is too niche

hol up, are we in 2009 again?

>> No.3497741

>>3496683
You use the zoom button (it's a workaround or something)

>> No.3497741,1 [INTERNAL] 

GayZoneDOOM SUCKS AND THE ALL IDIOTS THAT PLAY THIS SHIT ARE FUCKING RETARDEDS FAGGOTS COCKSUCKERS SONS OF THE BITCH, WORK NOTHING OF THIS SHIT. COME ON TO PICK ME AND PICK MY COCK SUCK AND SWALLOW MY CUM, I AM WAITING FOR YOU IN CANADA