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/vr/ - Retro Games


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3821570 No.3821570 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3816220

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/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.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.3821571

=== CURRENT EVENTS ===

[Highway to Hell] Second phase of mapping has started! Ends on Feb 28th
>>/vr/thread/3757618#p3759223

[Til 4-1] QUMP is still going!
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

[Til 3-15] Dropbox will be dropping support of public folders in mid-March

=== NEWS ===

[2-24] MaxEd actually starting progress on DukeBuilder, the absolute madman
https://github.com/m-x-d/Duke-Builder

[2-23] Universal Intermission Screen Mod released; a visual megawad progress tracker
https://forum.zdoom.org/viewtopic.php?f=46&t=55323

[2-22] Freedoom v0.11.1 released, fixes SBARINFO
https://github.com/freedoom/freedoom/releases/tag/v0.11.1

[2-21] TheRailgunner is back, expect progress on The Trooper and X-Weapon
https://forum.zdoom.org/viewtopic.php?f=43&t=55321
https://forum.zdoom.org/viewtopic.php?p=978921#p978921

[2-20] Disjunction released
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/disjunct

[2-18] Intermission E1M9 uploaded
https://www.youtube.com/watch?v=SrlFLXMRQLg

[2-17] Vinesauce Doom Mapping Contest 2016 winners finally announced; WADs released for download
https://vargskelethor.me/winners/
https://vargskelethor.me/winners/wads/

[2-15] /doom/ news archive now available!
http://pastebin.com/PZDkqABT

[2-14] MetaDoom updated to 3.0
https://forum.zdoom.org/viewtopic.php?f=43&t=53010

[2-12] Circle of Demons update
http://www.moddb.com/mods/circles-of-demons/news/reworking-on-panels

[2-12] Quake Injector now uses HTTPS, mandatory update required
https://www.quaddicted.com/tools/quake_injector

[2-11] Chocolate Doom to use SDL 2.0 in 3.0 beta
https://www.chocolate-doom.org/wiki/index.php/V3.0_beta
https://github.com/chocolate-doom/chocolate-doom/blob/sdl2-branch/NEWS.md

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.

>> No.3821574

I'm looking forward to QUMP being finished.

>> No.3821579

Why is 88alice twitter private and has she drawn anything cool recently?

>> No.3821581
File: 598 KB, 1000x989, barrelmotions.png [View same] [iqdb] [saucenao] [google]
3821581

>>3821579

>> No.3821594

>>3821581
haha, thanks

>> No.3821597
File: 7 KB, 267x227, 1369531755011.png [View same] [iqdb] [saucenao] [google]
3821597

>>3821571
So, are you guys happy with the current OP? Is there anything of note that could be added, edited, or removed? Is it fine as it is now?

>> No.3821603

>>3821597
Last thread there was a Blood package given out by an anon that had all the different things needed to play Blood properly including the expansions and some custom levels. Think it would be a good idea to add it to the OP pastebin or something.

>> No.3821608

>>3821603
I don't maintain the pastebins, but that does sound handy. At the very least we have two archives around and for now we can just backlink it here >>3819203 for those who missed it.

>> No.3821650
File: 37 KB, 640x480, 1488031474.png [View same] [iqdb] [saucenao] [google]
3821650

>>3819393
now knowing the map, the replay goes by a lot quicker. but now i have to do it on UV...

>> No.3821667

Can anyone help me remember a mod?
All i recall is that you played as a miner or something and you had sweet mining weapons
Pretty sure it wasn't finished yet too

>> No.3821669

>>3821667
I remember seeing this too! It was called Dig! I believe, although I could be wrong.

>> No.3821823

>>3821571
SgtMarkFag released another shitty video, BDv21 draws closer: https://www.youtube.com/watch?v=ggxUX5jYgrM

>> No.3821837
File: 44 KB, 1019x594, Import Sprite Sheet.png [View same] [iqdb] [saucenao] [google]
3821837

I've been trying to better use the "Stitches" spritesheet generator and Aseprite.

It seems I am missing something that would make my spritesheets more compatible to import into Aseprite.

What am I missing?

>> No.3821843

>>3821823
one thing you can't take away from him is his dedication

>> No.3821853

>>3821843
not with that attitude

>> No.3821869

>>3821490
>>3821494
There is an idea I'm thinking of trying out where I halve the amount of Pulse Rifle ammo that you can carry but also separate the BFG ammo and fill it up according to how many cell packs you pick up. Essentially every 20 cells you get 20 pulse rifle ammo and 1 BFG shot, in separate pools. There's a counter which counts how many cells you pick up and every time it goes above 20 it loops until it's less than 20 and gives you 1 BFG shot per 20 tokens. This way you always have half your total cell pool for BFG and half for Pulse Rifle, and it keeps the balance of ammo roughly the same. There are a few issues, mainly whether or not to separate the BFG ammo from the cell ammo in pickups or to integrate them, but overall it seems like the best system to use if I were to make the pools different.

>> No.3821872

>>3821570
>>>/vg/

>> No.3821873

Has there been any updates to BloodXL?

>> No.3821878

>>3821823
I loved Brutal Doom, but the guy's obsession with gore systems is a bit unsettling.

>> No.3821885
File: 560 KB, 1920x1080, 20170225074145_1.jpg [View same] [iqdb] [saucenao] [google]
3821885

Is there a way to make things supersaturated temporarily after getting a powerup?

>> No.3821886
File: 700 KB, 785x757, 1479529585794.png [View same] [iqdb] [saucenao] [google]
3821886

>>3821878
>I loved Brutal Doom

>> No.3821889

>>3820473
Why do not you want letterboxing on your DOS games?

Most DOS games weren't designed with widescreen in mind.

>> No.3821896

>>3821889
because of i have autism and thats how i played it originally

>> No.3821903

Congratulations Kinsie, you finally got MetaDoom on Doom Mod Madness.

>> No.3821905
File: 36 KB, 625x415, 18-times-matt-berry-was-not-only-hilarious-but-al-2-29937-1453217835-0_dblbig.jpg [View same] [iqdb] [saucenao] [google]
3821905

>>3821886
Making imp heads explode was fun for a bit and it helped me rediscover my love for vanilla Doom.

fite me faget

>> No.3821912

>>3821650
What map are you playing?

>> No.3821918

>>3821869
That sounds needlessly convoluted. Why not just make it so that 1 cell gives you 1 BFG shot and 20 pulse rifle shots, and then half the number of cells present in a level?

>> No.3821919

>>3821912
demonizd. sorry i should have said - the chain of replies doesn't work so well across a thread boundary.

>> No.3821920

>>3821918
Because that means more wasted ammo, since one pool cal be filled when the other isn't. It'll screw up the ammo balance unless the player micromanages, which I don't want.

>> No.3821924
File: 223 KB, 400x324, neat.png [View same] [iqdb] [saucenao] [google]
3821924

>>3821597
It's great, thanks OP-non.

>> No.3821928

Hey, does someone know how I can convert mp3's to midis? I don't mean the piano clusterfuck midis, I mean Doom sounding midis. I know absolutely nothing about music programs and all that jazz.

>> No.3821931

>>3821843
>>3821853

is that hard to any SP criminal or the police pay a visit to him?

>> No.3821935

>>3821903
is it me or is doom mod madness insanely boring? he literally just describes a mod for 10 minutes with no particular flair or insight. it's like an unboxing video where a guy opens a thing and just says "yup, here's the thing"

>> No.3821943

literally no good releases this year

>> No.3821958

>>3821943

its too early yetanon for some good shit come out this years

who knows

maybe someone is doing a 1:1 remake of Metroid Zero Mission on GZdoom

>> No.3821975

>>3821928
Learn to read and write sheet music and tabs.

Learn to use midi sequencing software.

Look up the tabs for a song you want to convert (guitar, bass, drums, etc.) and then transcribe it into the midi sequencer.

There's no software that can just suck up an mp3 and spit out a midi without it sounding horrid; most of the work has to be done by hand.

>> No.3821978

>>3821581
I can't fucking believe that a barrel can look so fuckable
When did it all go so wrong
And why does it feel so right

>> No.3821982

>>3821931
...what?

>> No.3821984

>>3821886
some people like a popular mod, this shouldn't be a surprise to you, frogposter

>> No.3821986

>>3821978
>fuckable
drinkable, maybe

>> No.3821989

What would you suggest for somebody coming from D44M? Felt like trading my ps4 copy to free some space but I still want something to satisfy my demon shooting itch. It will also give my toaster another purpose other than shitposting.

>> No.3821991

>>3821989
>coming from D44M
D4D, definitely.

>> No.3821992

>>3821989
D4D. No questions asked.

>> No.3821994

>>3821989
playing doom

>> No.3821997
File: 174 KB, 800x585, doomguys heaven.jpg [View same] [iqdb] [saucenao] [google]
3821997

>>3821571


>>3819203
>>3819209
>>3819217
>>3819224
>>3819238
Here are the downloads from the previous thread, I propose we take them with us instead of leaving them for dead

>> No.3822003

>>3821991
>>3821992
Anything to branch out after that or just play vanilla Doom like >>3821994 says?

>> No.3822005

>>3822003
play pirate doom

>> No.3822008

>>3821579
the terryfags have been going pretty hard after her, so that might have something to do with it

>> No.3822009

>>3822003
Branching out, I'd say take a look at the "So You Want To Play Some Fucking Doom" in the OP.

But do D4D first to ween off, then do vanilla Doom to experience it as original, then branch out.

>> No.3822012

>>3821872
>>>/trash/

>> No.3822016

>>3822003
After D4D maybe try D4T and see if you like the gameplay changes. D4T is a spin off by one of the (now ex) mod makers who wanted to put his own flavour into the game.

After that you should probably try Brutal Doom at least once but there are better mods out there. If you like it try Project Brutality as it adds so much more.

Personally, I recommend Demonsteele (Doom redone as Devil May Cry + insane 90s anime) and Project MSX (Halo-style main character and some slick weapons).

Definitely try vanilla, do Doom 1 episodes 1-3, then Doom 2 until you get bored, then Doom 1 episode 4, then TNT, then Plutonia. Consider using Smooth Doom. It adds a lot of extra animations and improves the experience.

>> No.3822019

>>3822003
There's lots of good TCs and mods out there to try. Browse the Cacowards or Doom Mod Madness on YouTube for ideas.

Off the top of my head:

>pirate doom
>doom: golden souls
>winter's fury

Don't forget to try the best regarded megawads, with or without gameplay mods.

>Community Chest 4
>Going Down
>Ancient Aliens
>Alien Vendetta
way too many to list actually

>> No.3822023

>>3822008
wow, the little shits. no wonder we can't have nice things.

>> No.3822028

>>3821997
This, add them to the OP.

>> No.3822031

>>3821935

For a modder, it's insanely useful. Seeing someone play something I've made and spit out their raw thoughts is incredibly helpful in terms of "So how does the average Joe Player approach things? How do they use this weapon? How do they handle this encounter?"
It's one thing to have someone write words about it, it's another to actually watch someone play.

I've ended up making a lot of changes to a project after watching only one person play.

>> No.3822034

>>3821935
It's called a review.

>> No.3822047

>>3822016
>Demonsteele (Doom redone as Devil May Cry
please do not ever insult dmc like this ever again

>> No.3822051

>>3822031
I think this is the motivation for FDAs, it's certainly why I make them, I think it helps the map designer to see someone else play it

>> No.3822052

Anyone know where I can find a working download link for TED5/the galaxy mod kit?

I know it's not strictly on topic since it's pre-doom id stuff, but I figure you people are the most likely to know.

>> No.3822059

>>3822047
You're a strange one, anon.

>> No.3822063
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
3822063

YOU KNOW WHAT DAY IT IS.
POST WHAT YOU'RE FUCKING WORKING ON.

HOW'S YOUR SPRITES? YOU POLISH UP YOUR CODE ANY? HOW'S THAT MAP COMING ALONG? YOU STARTED WORK ON YOUR DREAM MOD YET? YOU GONNA MAKE A GAME FOR THAT GAME JAM THING? THAT HIGHWAY TO HELL THING IS ABOUT TO CLOSE ITS SECOND PHASE, YOU GOT ANYTHING FOR IT?

>> No.3822092
File: 63 KB, 948x535, GMOTA_E1M4_water_world.jpg [View same] [iqdb] [saucenao] [google]
3822092

>>3822063
I have had sub-zero motivation for like two months.

>> No.3822108
File: 2.60 MB, 640x360, New BFG behavior allowing blidfire and better damage distribution.webm [View same] [iqdb] [saucenao] [google]
3822108

>>3822063
AWWW YIS I FIXED MY COMPUER SO I CAN MAKE WEBMS AGAIN

>> No.3822113

>>3822108
you gave it splash damage? so it no longer has unique properties but is basically a giant rocket?

>> No.3822114
File: 1.31 MB, 1920x1080, gzdoom 2017-02-25 14-55-04-00.png [View same] [iqdb] [saucenao] [google]
3822114

>>3822063
I'm in a bit of a rut and haven't made much progress in weeks, but whatever.

>> No.3822118

>>3822113
No, much better, when it hits it creates 40 rays that seek targets and murder the living shit out of them, and distribute the damage between all targets in range. It means it's easier to hit for the maximum possible damage with the BFG and also easier to ensure that you hit the group of enemies you want to hit with it.

>> No.3822120
File: 19 KB, 75x75, 1478326644787.gif [View same] [iqdb] [saucenao] [google]
3822120

Guys am i weird for having really liked wolf3D?
It's so simple, but still manages to have some depth
A source-port which adds a map removes all the quandaries of the maze-like level design, which is the biggest flaw in the whole game.
I never hear anyone talk about it in the context of great FPS's, but for me, it's up there with doom and duke desu.
Did not having a sourceport really turn that many people off with it's horrid maze-shit? Or am i just a big-ol' weirdo?

>> No.3822124

https://www.youtube.com/watch?v=WFERhrZJMv8&feature=youtu.be

>> No.3822138

>>3822120
>Guys am i weird for having really liked wolf3D?
no

wolf3d was cool

>> No.3822139

>>3822118
oh okay. sounds vaguely quake2bfg-ish if i am recalling correctly.

>> No.3822143

>>3822139
Yeah once my PC finishes download 3 months of updates I'll post another webm demonstrating how it works. It's jittery as fuck right now though.

>> No.3822146
File: 51 KB, 1280x720, opm ok.jpg [View same] [iqdb] [saucenao] [google]
3822146

>>3822047
>a mod where you play as a supernatural demon hunter who sword-juggles hordes of enemies for E to S rank combo bonuses
>not comparable to DMC

>> No.3822148

Is there anything more satisfying than a fully upgraded unmaker?

>> No.3822150

>>3822120
When I first played it about four years ago I was totally addicted, blasted through the whole thing accept for episode 2.

Fuck mutants.

>> No.3822153

>>3822146
He was talking about quality and theme.

>> No.3822154
File: 296 KB, 1920x1080, Screenshot_Doom_20170226_210940.png [View same] [iqdb] [saucenao] [google]
3822154

>>3822063

>> No.3822157

>>3822148
A well aimed D4D BFG shot on map 26 of Scythe is easily the comfiest moment in all my Doom playing.

>> No.3822159

>>3822154
I love this way more than I should

>> No.3822161

>>3821823
>i've been researching blood pattern analysis
man it's gonna be an awkward day for mark if anyone has to look into his search history

>> No.3822164

>>3822146
you have likely never played dmc if you think that that is all there is to it

>> No.3822169

>>3822124
looks neat, but isn't the blood supposed to hurt you?
guess you could add a (modded)extinguisher to clear it too

>> No.3822174

>>3821935
Its informative. The purpose is to educate and spread knowledge. Entertainment is secondary concern.

Go elsewhere.

>> No.3822176

>>3821989
JohnnyDoom.

>> No.3822181

>>3822169
It only hurts you if you get hit by it while it's in the air. Otherwise it'd be kind of impossible to advance after a large battle (at least, for a short while.)

>> No.3822183

>>3822181
yeah, that's why i suggested the extinguisher to clean that (and in alien 4 they have some kind of cold spray to calm the aliens in holding cells, no?)

>> No.3822204

>>3822183
I think? I never really watched A4. I'll think about it though.

>> No.3822206
File: 887 KB, 1280x720, doomweapon-1.gif [View same] [iqdb] [saucenao] [google]
3822206

>>3822063

>> No.3822226

>>3822206
looks pretty bad, senpai

>> No.3822242

>>3822161
he needs to be reminded of the "pictures of real dead bodies" debacle.

he would also do well to remember that Reality Is Unrealistic. mimicking e.g. movie special effects would give better results.

i think the only audience for hyper-realistic photographs-from-the-crime-scene special effects are 14 year old edgelords who go on /b/ and BestGore.com.

>> No.3822245

>>3822124

Looks neat.

>> No.3822248

>>3822242
Wasnt the pictures of real dead bodies a project brutality thing, though?

>> No.3822250

>>3822248
No, it was years before PB was a thing. Hell I don't even think BD:SE was a thing yet.

>> No.3822261

>>3822206
Zharkov, is that you?

>> No.3822269
File: 2.84 MB, 640x360, BFG Rays.webm [View same] [iqdb] [saucenao] [google]
3822269

>>3822118
>>3822139
Here's a webm of how it works now. The rays also have a huge range and multiple can hit the same enemy to stack more damage on them. When there is an enemy too tough to kill in one shot it tends to suck up most of the rays, but when there's a larger group of weaker enemies the distribution is more even.

The method for shooting them is that the BFG ball creates 40 friendly monsters that A_Look and target enemy monsters, shoot them with rays, then die. It's similar to how MetaDoom implemented their BFGball's zapping rail shots, but used in a different way.

>> No.3822270
File: 202 KB, 562x1235, myfav.png [View same] [iqdb] [saucenao] [google]
3822270

>> No.3822273

>>3822269
How does it work on Masterminds then? Is it a guaranteed one-hit kill always?

>> No.3822282

>>3822270
Everybody likes cacodemons!

>> No.3822285

>>3822273
Takes 2, maybe 3 shots if you're really really unlucky, assuming there are no other enemies to suck up any of the damage. Considering the buff I made to the Mastermind and Cyberdemon I'd consider this pretty fairly balanced. I might still give it its own smaller ammo pool though, just so that you can't carry around 15 complete room clearing shots with you everywhere. If I do I think I'll just make all cell drops also drop pieces of BFG ammo, but cap the BFG's pool harder.

>> No.3822291
File: 1.38 MB, 297x200, Best gif.gif [View same] [iqdb] [saucenao] [google]
3822291

>>3822269
on one hand i feel that's kinda overpowered, and might severely break some bfg-centric maps, but on the other hand i always felt the bfg felt awkward to use 100% efficiently once you learned how it works

>> No.3822293

>>3822291
When I think about all the buffs I made to the monsters in terms of offense, this doesn't seem too bad. It's essentially the same max damage output as before, but just a lot easier to use.

>> No.3822303

>>3822291
>>3822293
Wait my bad, it does more because I misinterpreted the formula. I'll fix that up, I don't want to make it too overly OP.

>> No.3822325
File: 2.76 MB, 640x360, oops.webm [View same] [iqdb] [saucenao] [google]
3822325

Turns out if I use the actual BFG formula it's more powerful because it hits higher more consistently :^/

>> No.3822361

>>3821997
Christ this Blood is still terrible to play with, any resolution that isn't 320x200 lags to shit

>> No.3822381

>>3822361
people need to stop trying to play blood. it needs to be forgotten. if people are still showing interest in it, atari will continue to think there's money in the title, and keep it locked up.

>> No.3822389

>>3822381
You idiot. That changes nothing and Atari isn't the one with the IP; in fact literally nobody has it at this point, not even the supposed owners of Warner Brothers.

>> No.3822392

>>3822361
im playing it at 640x480 and it runs at 60fps for me

>> No.3822393

>>3822392
What graphics engine?

>> No.3822402

>>3822389
>You idiot.
kiss my ass.
>That changes nothing and Atari isn't the one with the IP; in fact literally nobody has it at this point, not even the supposed owners of Warner Brothers.
okay, assuming this is true, that there are no lawyers holding the keys; why don't we have the source code? *someone* is sitting on it, for some reason.

>> No.3822404

>>3822402
>kiss my ass.
KISU MAI ASSU

>> No.3822406

>>3822381
You're still trying to troll the thread? You've been baiting all day, dude.

>> No.3822407

>>3822406
???
what are you talking about

>> No.3822412

>>3821986
Oral sex is still sex.

>> No.3822416

>>3822406
no this was my first post on the matter. it was made in good faith. if it's a stupid idea i apologize.

>> No.3822418

>>3822393
direct 3d

>> No.3822419

>>3822402
NOBODY has it anon. Learn to read. It literally disappeared into thin fucking air. Nobody knows where the hell it went, and if they did, they're deceased. And nobody can do anything about it because of the nightmare that is the blood IP.

>> No.3822427

>>3822416
Well now I feel bad.

I took your post to be an extreme reaction against Blood, which I took to be trolling. If you interpret your post as "Blood is shit because I say so, nobody should play it" it looks like bait.

There's a guy lurking that hates /vr/ doom for some weird reason. I think the regulars were mean about his mod or some nonsense. So he likes to shitpost and post bait.

>> No.3822432

>>3822427
The regulars were mean back before the board was old enough that there could even BE regulars. The guy's just autistic.

>> No.3822440

>>3822427
thank you for your patience with me. i am prone to being misunderstood. please do not feel bad.

i was saying "if the world forgets about blood (or at least pretends to), maybe then the lawyers will too" -- but you're right, that's stupid, and apparently the source code is lost completely anyway according to >>3822419. i am at a loss.

>> No.3822446
File: 169 KB, 844x527, map24.jpg [View same] [iqdb] [saucenao] [google]
3822446

>>3822063
Over week, finished map24 for a community project, fixed up waterworks-map for HtH and did some fixes to Disjunction.
So it is not really progress, but more post-progress.
I need to do something useful, now.

>> No.3822451

>>3822393
>>3822418
forgot to mention that i do get dips sometimes on my laptop but playing on my desktop its relatively stable, though im using the blood launcher, not the ultimate blood version (which doesnt seem to respond to changes in the ublood.conf like the steam version does)

>> No.3822452

>>3822446
you're one of these super-productive types, aren't you. aren't you also doing a chengband fork for the roguelike general? i'm jealous of your skills and passion.

>> No.3822461

>>3822440
The best thing to do is the complete opposite; really. There's money to be made there, more of a shit needs to be raised or some sort of IP amendment so we can actually GET a new blood game; otherwise it's completely lost to the abyss.

Everyone wants to make a blood game and you can bet the corporates would jump on it like a fat kid on cake, problem is nobody legally can and it's the "Where the fuck is waldo?!" of the gaming industry.

>> No.3822463
File: 204 KB, 640x560, birbspy.png [View same] [iqdb] [saucenao] [google]
3822463

>>3822452
Yeah, PoschengbandR, fork of Poschengband ( amalgation of Posband and Chengband, and precisely already existing fork of it, pseudoposchengband, which is a fork as well of... ), but I am not very active in maintaining it.

I also draw shit, and work on a game project.
Although I've been thinking of using Darkplaces-engine to make FPS of my own.

No need to be jealous, I get barely anything done, and it still comes at a cost.

>> No.3822473
File: 412 KB, 480x530, golden.png [View same] [iqdb] [saucenao] [google]
3822473

>>3822463
Nice bjord.

You get more done than I can even presumably do for a single doom map. The only remotely notable thing I did for this community was slap an invulnerability sphere on this fucker and the rest was shotguns.

>> No.3822478

>>3822473
starting a successful meme is no mean feat. especially one that's lasted 2+ years. my best effort was a parody of cacodemon patting with an arachnotron instead. i've seen it reposted two or three times.

>> No.3822487
File: 553 KB, 1179x2678, doomgeneral.png [View same] [iqdb] [saucenao] [google]
3822487

>>3822478
Well, I guess I can always be remembered as that tremendous faggot who started the wheels of conception for Lord Benellus.

What the hell's the current DOOM pantheon of deitys anyway? I recall somebody had one for chainguns but not the others.

>> No.3822492

>>3822487
i've not heard of such before, but if there actually is a chaingunner deity, he had better appear in the form of a bald monk on a far-away mountain top.

>> No.3822497
File: 2.74 MB, 2997x2000, 1485376720438.gif [View same] [iqdb] [saucenao] [google]
3822497

>>3822492
I like your style!

>> No.3822506

>>3822497
Bow down to Everest Chaingunner EverChain?

>> No.3822507

Done with DOOM, how do I get my hands on the Quake and Duke Nukem games?

>> No.3822510

>>3822487
>I guess I can always be remembered as that tremendous faggot who started the wheels of conception for Lord Benellus.

no

>> No.3822519
File: 438 KB, 500x600, tumblr_n61e5wF2WV1scncwdo1_r1_500.gif [View same] [iqdb] [saucenao] [google]
3822519

>>3822507
One cannot simply be done with Doom
There should be a "So you wanna play some Duke" and a "So you wanna play some Quake" infopic.
I don't have them though

>> No.3822521

>>3822519
>that gif
Ok fuck face, go remake Pokemon Snap in Doom

>> No.3822525

>>3822506
K2.2 caliber

>> No.3822527

>>3822519
That's a really cool effect.

A_SetScale does some really cool things.

>> No.3822529
File: 170 KB, 500x700, tumblr_n5kz5vqGzJ1r2inbto1_500.gif [View same] [iqdb] [saucenao] [google]
3822529

>>3822521
I sorely wish I could, that would be spectacular

>> No.3822535 [DELETED] 

>>3822510
Too late faggot. DUMP 3 already exists.

>> No.3822538

>>3822521
>Pokemon Snap in Doom, but instead of on-rails, you explore a open hub level and have a roll of 30 photos
>experimenting can reveals new pokemon or make pokemons do cooler poses

Luckily for you guys, I don't know shit about making doom wads outside of poorly designed swastikas

>> No.3822539

>>3822535
And you had precisely shit all to do with it.

>> No.3822546

>>3822527
That wasn't done in-engine.

>> No.3822549 [DELETED] 
File: 412 KB, 480x530, goldenner.png [View same] [iqdb] [saucenao] [google]
3822549

>>3822539
Any time, resident shitposter. I am immortalized.

>> No.3822550

>>3822546
Oh. That's a shame.

>> No.3822553

>>3822550
You could theoretically do it in-game with a really complicated custom shader probably.

>> No.3822558

>Never heard of Lord Benellus before
>Play Dump 3 a month ago
>Wierd ass final boss wtf
>Find out today he was just a community meme

Ohhhh.

>> No.3822562 [DELETED] 
File: 306 KB, 480x530, 1397419263516.png [View same] [iqdb] [saucenao] [google]
3822562

>>3822558
Yep.

Some sauce images

>> No.3822561

>>3822549
You're a faggot trying to take credit for something that isn't yours.

Nothing more, nothing less.

>> No.3822565 [DELETED] 

>>3822561
>trying to take credit for something that isn't yours.
Image data says otherwise, faglord.

>> No.3822573

>>3822558
yup

sarais is a huge faggot in how he's parading around trying to claim how he created him when in reality he did absolutely nothing

it's depressing, really
of all the things to try and claim as personal fame
he wants to clutch to a dumb photoshop made as a joke
as if it has any major significance

>> No.3822575

>>3822573
>sarais is a huge faggot

Well, yes. We already knew this.

>> No.3822578 [DELETED] 

>>3822573
Fuck off resident shitposter.

>> No.3822579

>>3822578

The irony is palpable.

>> No.3822581 [DELETED] 

>>3822579
Stop misusing words, Doomkartfag.

>> No.3822586

>>3822028
>>3821997
Some of them aren't 100% kosher, so mebbe not

>> No.3822592
File: 16 KB, 380x300, 1366336429849.jpg [View same] [iqdb] [saucenao] [google]
3822592

>>3822573
The invuln face wasn't even the start of it.
It was the nerd.png series of images that started it.

>> No.3822596
File: 200 KB, 1191x670, d_o_o_m_w_a_v_e__doom_wallpaper__by_imx_da-daihq95.jpg [View same] [iqdb] [saucenao] [google]
3822596

Any tips on how to make maps feel fluid and fun to actually play?

Also what's the biggest turn on in maps for you?

>> No.3822598

>>3822451

Weird, I just messed with ublood.conf a little and it did respond to changes...

>> No.3822602
File: 1.57 MB, 1280x1024, Screenshot_Doom_20170225_190444.png [View same] [iqdb] [saucenao] [google]
3822602

>>3822592
The invuln was the start of the Benellus, however.

>> No.3822613

>>3822602
nope

what started benellus was nerd.png

it all started from there

>> No.3822617

>>3822613
>benellus was started by nerd
No, it fucking wasn't. Nerd was first, yes, but I added the invulnerability sphere.

Had I never added it, there would not be a benellus.

>> No.3822620

>>3822617
Holy shit, this is a special level of desperate.

>> No.3822621
File: 135 KB, 620x349, 254417-249028-rc.jpg [View same] [iqdb] [saucenao] [google]
3822621

>>3822617

>> No.3822624

>>3822617
>Nerd was first, yes
there you have it, then

>> No.3822627
File: 148 KB, 600x1040, 1406846279085.jpg [View same] [iqdb] [saucenao] [google]
3822627

>>3822620
>desperate
I'm just setting history straight, chap. But hey, keep projecting!

>> No.3822628

>>3822617

Jesus christ, dude.

>> No.3822629

>>3822602
wad?

>> No.3822630

>>3822627
>I'm just setting history straight, chap.
you're denying the history that actually happened and trying to pretend you're responsible for something you weren't.

get out.

>> No.3822631

>>3822629
Asbestos queen.

>> No.3822636

>>3822617
>Had I never added it, there would not be a benellus.

Yes there would have.

t. the person that made the Benellus picture.

>> No.3822638
File: 1.78 MB, 1280x1024, Screenshot_Doom_20170225_191556.png [View same] [iqdb] [saucenao] [google]
3822638

>>3822630
>STILL projecting
nice.

>> No.3822640

>>3822596
>Any tips on how to make maps feel fluid and fun to actually play?

fast doors that stay open, not slow doors you keep having to push on and they close in your face.

stairs you can run up and down without stopping. not lifts you have to wait for constantly.

wide corridors and pathways, not cramped passages with bits that stick out that you get caught on all the time which kill your movement.

similarly room to run around the monsters instead of them getting in the way and blocking your path all the time.

>Also what's the biggest turn on in maps for you?

lots of windows for long lines of sight and interconnection. show the player more of the map than he can reach immediately, to draw him in.

high ceilings and a general feeling of spaciousness.

lighting contrast. pools of light and dark. floodlights throwing beams of light across a dark space.

use of mostly stock textures, themes from the original game, i don't care for the modern trend of full repaints, fancy new palettes, etc. not too high of a detail level either.

>> No.3822641

>>3822638
nice filter

>> No.3822648
File: 35 KB, 366x488, george-marks-man-in-suit-smoking-pipe.jpg [View same] [iqdb] [saucenao] [google]
3822648

>>3822617
>No, it fucking wasn't.
>Nerd was first

SArais, there's a lot more to life than crying on an anonymous image board about who's totally responsible for making a dumb .png of a dude holding shotguns.
The fact that you're seriously fighting this much over something you didn't do means you should probably go outside. Or play video games. Or something other than drop spaghetti everywhere.

>> No.3822650

>>3822617
>No, it fucking wasn't.
>Nerd was first
Straight from the horse's mouth.
Thank you for finally admitting!

>> No.3822657

>>3822648
Those are potatos, I thought you would be able to tell, but you clearly can't because your sole purpose on this thread isn't to contribute, but to shitpost; But seriously, go on. Prove I didn't do it.

>> No.3822658

>>3822657
>Those are potatos
what did he mean by this

>> No.3822659

>>3822657
>Those are potatos

...What?

>> No.3822661

>>3822657
>Those are potatos, I thought you would be able to tell, but you clearly can't

Has anyone gone as far?

>> No.3822663

>>3822657
What did he mean by this?

>> No.3822665
File: 287 KB, 1400x933, 07.jpg [View same] [iqdb] [saucenao] [google]
3822665

>>3822657

>> No.3822667
File: 18 KB, 814x739, steamworkshop_webupload_previewfile_418032149_preview.jpg [View same] [iqdb] [saucenao] [google]
3822667

>>3822657
Yes, SArais.

Those are potatoes.

>> No.3822669

>>3822631
Thanks

>> No.3822670
File: 59 KB, 200x400, m7agyu6Oba1qzfn59.png [View same] [iqdb] [saucenao] [google]
3822670

>>3822657
>Those are potatos
>I thought you would be able to tell
>but you clearly can't

>> No.3822673
File: 1.19 MB, 1280x1024, Screenshot_Doom_20170225_192500.png [View same] [iqdb] [saucenao] [google]
3822673

>>3822659
>>3822658
>They don't know about the potato joke made by a mongoloid
Newfags, I swear.

>> No.3822675
File: 2.12 MB, 960x540, test1.webm [View same] [iqdb] [saucenao] [google]
3822675

>>3822063
began designing a concept for a sort of "dimension jump" for my H2H map, clearly not inspired by Going Down map26...

>> No.3822676
File: 240 KB, 500x367, Potatoes.png [View same] [iqdb] [saucenao] [google]
3822676

>>3822657
>Those are potatos
Pictured: SArais hard at work

>> No.3822678
File: 349 KB, 800x1207, 1481498348670.jpg [View same] [iqdb] [saucenao] [google]
3822678

This shit's getting to cryptic for me.

>> No.3822679
File: 3 KB, 125x93, 1485839179971s.jpg [View same] [iqdb] [saucenao] [google]
3822679

This is pretty up there as one of the stupidest reasons for argument these threads have had. Thanks SArais.

>> No.3822680
File: 36 KB, 600x246, BwZd3P_IEAABF66.jpg [View same] [iqdb] [saucenao] [google]
3822680

>>3822673
potatoes

>> No.3822681
File: 52 KB, 184x181, 1369788246800.jpg [View same] [iqdb] [saucenao] [google]
3822681

>>3822657
>Those are potatos, I thought you would be able to tell

>> No.3822683
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google]
3822683

>>3822676
Stop making me laugh. God damnit kegan. If that's you again...

>> No.3822685

>>3822657
Nice Contribution.

>> No.3822687

>>3822679
i, for one, am gracious that we now have someone quite clear to pin all of the obvious autism on

thank you, sarais

>> No.3822691

>>3822687
Sorry; I'm not doomkart or whoever the fuck the primary shitposter of the thread is who keeps screaming about doombabys or whatever. But I clearly keep pissing him off, so the ban is worthwhile should it exist.

>>3822685
Thanks. I will continue to post maps and more shit.

>> No.3822692
File: 21 KB, 306x306, 1478851297168.jpg [View same] [iqdb] [saucenao] [google]
3822692

Cheers. At least you can say you 100% invented this dank new meme.

>> No.3822694

>>3822691
You should do that, instead of potatoposting.

>>3822692
Agreed.

>> No.3822698
File: 300 KB, 755x554, doom.png [View same] [iqdb] [saucenao] [google]
3822698

>>3822683

>> No.3822707

>>3822691
No, not your maps and other shit, that post in particular was a valuable contribution to this thread, and the community in general. Thank you.

>> No.3822712
File: 379 KB, 1600x900, Screenshot_Doom_20170225_182956.png [View same] [iqdb] [saucenao] [google]
3822712

>>3822063

Implemented a different secret counter for Tides.
Nothing major, but things have been interesting IRL lately so I haven't had the opportunity to do a lot.

>> No.3822716

>>3822707
Anon, please. I'm usually posting random map images out of my collection and the asking of what people are playing.

I have a sense of humor. some people don't seem to.

>> No.3822725
File: 672 KB, 1280x720, potato.webm [View same] [iqdb] [saucenao] [google]
3822725

https://www.youtube.com/watch?v=KKSpLpfB5bI

Someone edit doomguy into this lol

>> No.3822739
File: 626 KB, 1920x1080, 1488061584210.png [View same] [iqdb] [saucenao] [google]
3822739

>>3821570
So /v/ is full of unhelpful faggots as usual, can anyone ITT tell me what wad this is?

>> No.3822741

>>3822739

Looks like Trailblazer, Ketchup, and I don't recognize the mapset.

>> No.3822742

>>3822741
>Trailblazer

Thanks m8

>> No.3822743

>>3822640
Noted, thanks for sparing your time in the midst of ALL this shitposting

>>>3822707
>I have a sense of humor. some people don't seem to.
Lol

>> No.3822745

>>3822739
>>3822742
Anyone know what the mapset is tho?

>> No.3822749

>>3822745
i wish i knew, it looks like the kind of thing i like

>> No.3822750
File: 221 KB, 400x324, let go of my camera you son of a bitch.png [View same] [iqdb] [saucenao] [google]
3822750

>>3821924

>> No.3822753
File: 666 KB, 1920x1080, 1488061687477.png [View same] [iqdb] [saucenao] [google]
3822753

>>3822745
>>3822749
Here's two more pics
BTSX maybe?

>> No.3822757

>>3822678

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

>> No.3822760

>>3822753

Doesn't look like BTSX, texturing doesn't use BTSX assets.
It'd help if everything wasn't covered in gore.

>> No.3822762

>>3822712
Term! What are your opinion on potatoes? This is important.

>> No.3822764
File: 872 KB, 1920x1080, 1488061777509.png [View same] [iqdb] [saucenao] [google]
3822764

>>3822753

>> No.3822776

>>3822753
yeah it's definitely not btxs, that has its own texture set and your pictures are mostly stock iwad textures. where are you getting the pictures from? google can't find any pages with matching images ("action adventure game", yes thank you i can see that)

>> No.3822780

>>3822764
that looks like a different mapset than the first two, it has a completely different texture set by the look of things. still don't recognise it though sadly.

>> No.3822786
File: 131 KB, 1000x664, o.jpg [View same] [iqdb] [saucenao] [google]
3822786

>>3822762

I fuckin' love potatoes, man. Like, you don't even know.

>> No.3822789

>>3822764
that looks like uac ultra

>>3822786
that looks like something i want in my stomach right now

>> No.3822790

>>3822786
Holy shit that looks delicious.

>> No.3822796

>>3822753
I recognize that pile of dead imps; It's Hellbound MAP05.

>> No.3822801

So, potatoes are a meme now?

>> No.3822803

>>3822801
Your face is a meme.

>> No.3822804

>>3822786
Eating that would murder me but it would taste so good that it might be worth it

>> No.3822806

>>3822803
Thanks!

>> No.3822807

>>3822789
>that looks like uac ultra
oh yes that's definitely its textures. thank you. i am thus able to identify it as the end of map09.

>> No.3822818

>>3822776
>where are you getting the pictures from
>>>/v/368601442

>>3822789
>>3822796
Thanks

>> No.3822826

>>3822818
ah., never mind then. anyway the third picture is uac ultra map09.

>> No.3822829
File: 2.99 MB, 2200x1600, LCB5.png [View same] [iqdb] [saucenao] [google]
3822829

>>3821958


now that you talked about metroid and Doom crossover

>from /tg/ drawfaggotry area to All Dewm and metroid community, its still WIP

>> No.3822831

>>3822786
theres a foodcart at my college that makes something similar with guacamole and chicken

>> No.3822832

why do people like BTSX so much? It's so brown and ugly to me, it's the only wad that makes me nauseous if I play it too much

>> No.3822839

>>3822832
>BTSX
>brown

...Pardon?

>> No.3822840

>>3822818
Holy shit /v/ is completely retarded

>> No.3822845
File: 33 KB, 320x240, SORRY SIR, DOING MY BEST!.jpg [View same] [iqdb] [saucenao] [google]
3822845

>>3822786
>poutine
And you give us canadians shit.
it's well deserved eh?

>>3822832
Not sure anon? I Don't think we played the same wad.

sorry for getting my potatosperging all over the thread sir, trying my best.

>> No.3822846

>>3822839
hows it not? It's like 3 colors. Black, grey, brown (minus a red sky but you hardly see that)

>> No.3822848

>>3822839
>>3822846
He clearly hasn't played beyond Episode 2 Map 03

>> No.3822849

>>3822269
>0 recoil, gun just stays in place
Uh, might want to fix that..

>> No.3822852

>>3822849
I honestly don't think it should; given the ridiculously elaborate stock/shoulder-rest/whatever the fuck it is on the BFG.

>> No.3822856

>>3822849
It's not final, I might use the other BFG sprite set from Smooth Doom that recoils a bit when it fires.

>> No.3822859 [DELETED] 

>>3821903

Reelism also showed up in an IGN video, but unfortunately they did an awful job of showing off the mod. https://www.youtube.com/watch?v=l0of-txvVIY

>> No.3822863

>>3821903

Reelism showed up in an IGN video a few days ago, but unfortunately they did an awful job of showing off the mod.

https://www.youtube.com/watch?v=l0of-txvVIY

>> No.3822867

What's Zdaemons community like and whats Zandronums community like?

>> No.3822869

>>3822867
>Zdaemon
Dead
>Zandronum
100% Ultrafaggots.

>> No.3822868

>>3822867
one's full of mexicans, the other's full of children

>> No.3822880

>>3822869
Can confirm. ZDgamma isn't dead, but zandro is indeed infested by shadow-mavericks spawned ultrafaggots such as myself.

>> No.3822912
File: 640 KB, 1280x1024, Screenshot_Doom_20170225_205026.png [View same] [iqdb] [saucenao] [google]
3822912

Post the 163rd wad; 15th map in your wad collection, No, you don't need to count. Guess what it is.

>> No.3822923

>>3822912
>No, you don't need to count.
What's the point, then?

>> No.3822931

>>3822923
To guess the wad. And to find new wads.

A shitty game of pictures.

>> No.3822950

Anyone know why DOSBOX doesn't want to play nice with virtualmidisynth? I set up the .dll properly in regedit and it works fine with other programs, but dosbox is being a cunt about it. Set up the config file how the internet recommends...

>> No.3822959
File: 528 KB, 2200x1600, mpclopgz.jpg [View same] [iqdb] [saucenao] [google]
3822959

>>3822829
Fixed

>> No.3822960

>>3822950
Shit, I just drop things onto the exe, but i'll give you a hopeful (YOU) in vain hopes you find a solution soon.

>> No.3822961

Opinions on SmoothDoom?

Personally I love it, it's a GOAT addon.

I'm also looking for solid horror/survival horror maps. Essentials too.

>> No.3822968

>>3822961
Not a map, but this is great;
https://www.doomworld.com/vb/wads-mods/71133-sound-caulking-now-on-idgames/
PC flavor for Vanilla, PSX Flavor for those horror maps you're wanting.

>> No.3822969

>>3822961
>SmoothDoom
Great frames, but the fuck up on the timing. They're good spriters, but not that great animators as they pretty much just tween evenly between frames. Ideally they would add areas where the animation is snappier, and where things hang for longer to add weight.

12 principles motherfucker.

Having said all that, it's pretty nice, and I 100% appreciate the effort put in. If I had the time I might go re-time the animations myself (but I'd probably have to cut some frames that are already 1 tick long)

>> No.3822982
File: 65 KB, 500x121, 7fq8e1X.png [View same] [iqdb] [saucenao] [google]
3822982

>>3822961
SmoothDoom is great, I wouldn't mind some more purely aesthetic stuff like additional weapon skins.

What changes or additions would you guys make to SmoothDoom, if any?

>>3822968
Tried this out some time ago, actually made the game scary at times.

Anyone know of any other mods that basically enhance vanilla doom?

>> No.3822983

>>3822968
Oh sweet!
Do you know if this works with perkristian's high quality doom SFX?

>>3822982
Yeah, I love the skins, especially how they keep to Doom's aesthetic and none of them really feel out of place.

>> No.3822989

>>3821928
>>3821975
Yes. This is the only way. You have to become a composer. A MIDI composer.

>> No.3822991

>>3822982
>What changes or additions would you guys make to SmoothDoom, if any?
B R I G H T M A P S

>> No.3822994

>>3822181
I'd say it should stick around on the ground for at least a couple seconds.
AVP2 did it without being obnoxious and game-breaking.

>> No.3823001

>>3822994
It worked fine in AVP2K where it lasted a few seconds and you really just didn't want to be standing in it.

>> No.3823002

>>3822983
It's been working for me. It also works with SmoothDoom.

>> No.3823006

God Thunderpeak is just so GOOD

>> No.3823007
File: 2.86 MB, 1280x720, BFG Recoil type 1.webm [View same] [iqdb] [saucenao] [google]
3823007

Alrighty so here's a recoiling BFG, using sprites from Smooth Doom. I could also do it just by having the gun shift down a bit but I thought I'd just try this first.

>> No.3823012

>>3823007
Not bad. I'll compare it to the original SmoothDoom anim when I find it in my current WAD.

>> No.3823013

>>3822683
How do I make my builder stop showing those vertexes in 3D mode, it's annoying

>> No.3823014

>>3823012
It's the same sprite set, I just adjusted the offsets a bit to make it not go almost the whole way off the screen.

>> No.3823019

Playing Doodle Boom Hell on Earth Starter Pack.

Nearly at Map10, Having a blast.

>> No.3823020
File: 252 KB, 1600x900, Screenshot_Doom_20170225_213539.png [View same] [iqdb] [saucenao] [google]
3823020

>>3822912
Looks like Demons of Problematique.

My 163rd mod from the start of my folder crashes out, it's Mark's terrible biketest.
My 163rd mod from the start of all my mods collection is a gameplay mod.
My 163rd wad from specifically the start of all my wads only has one map, and it's for a gameplay mod, so it looks rather like arse.

>> No.3823025

>>3822982
>What changes or additions would you guys make to SmoothDoom, if any?

This might not be for everyone's taste, but I was thinking a set of damage indicating sprites for the larger enemies around half health, low health, etc. to indicate damage.
Off by default and an option, obviously.

>> No.3823026

>>3823007
Oh also if anyone knows just who on the credits list of Smooth Doom actually made those sprites tell me so I can put them into my credits list.

>> No.3823030

>>3823007
Have you considered using the full RL/BFG sprites? I always liked how those looked desu

>> No.3823035

>>3823030
You mean the whole length of them? I did at one point but they stick so far into the screen that it obstructs the view a but much for me. I even lowered the SMG for that same reason.

>> No.3823042

>>3823013
Tab

>> No.3823045

>>3823007
Neat!

>> No.3823046

>>3823020
Sorry, it's "Flashback to hell"

>> No.3823048
File: 316 KB, 707x1000, 1487638142514.jpg [View same] [iqdb] [saucenao] [google]
3823048

So I'm making a shadow box for a doom marine figure and I can't decide on what environment I want to give him for a backdrop. Classic or D44M, I'm asking if you guys could provide any cool landscape screenshots you had. Thanks in advance.

>> No.3823067
File: 1.26 MB, 1280x1024, Screenshot_Doom_20170225_215400.png [View same] [iqdb] [saucenao] [google]
3823067

>>3823048

>> No.3823071
File: 781 KB, 1366x768, Screenshot_Doom_20141106_003440.png [View same] [iqdb] [saucenao] [google]
3823071

>>3823048

>> No.3823075
File: 812 KB, 1600x900, Screenshot_Doom_20170225_215918.png [View same] [iqdb] [saucenao] [google]
3823075

>>3823048
I can do a bunch of sunder if you want.

>> No.3823076
File: 867 KB, 1866x886, For not nuDump(Highway to Hell(maybe)) (edit area) at 2017.02.26 05-57-36.251 [R2903].jpg [View same] [iqdb] [saucenao] [google]
3823076

>>3822063
My laziness is going to really fuck my shit up. I'll finish the layout tomorrow(or at least will be very close to finishing it) and start replacing things in order to balance the map for the shotgun. And I hope I will actually do all of that and not spend the day playing vidya and lurking on imageboards.

>> No.3823079
File: 11 KB, 255x200, Adult_Cavoodle_dog-H200.jpg [View same] [iqdb] [saucenao] [google]
3823079

>>3823019
I love my Cavoodle (Groomed)

>> No.3823083
File: 480 KB, 1600x900, Screenshot_Doom_20170225_220313.png [View same] [iqdb] [saucenao] [google]
3823083

>>3823048
Actually this one's way better

>> No.3823087

>>3822361
I can run Blood fairly decently with 800x600

>> No.3823089
File: 479 KB, 1600x900, Screenshot_Doom_20170225_220613.png [View same] [iqdb] [saucenao] [google]
3823089

>>3823048
One more just for good measure

>> No.3823091

>>3823083
These are pretty rad but I'm looking for pics at ground level and without weapons/hud in the shot. I'm sorry. Thank you for the contributions so far though, man.

>> No.3823092

>>3822381
Blood is a better game than Quake. It does not deserve to be forgotten.

It can't possibly be worse than Blood 2: The Chosen... right?

>> No.3823093 [DELETED] 

>>3822950

Can't really help you, it seems to work fine for me.

>> No.3823094
File: 2 KB, 108x119, Major Asshole.png [View same] [iqdb] [saucenao] [google]
3823094

>>3822849
THAT GUY LOOKS LIKE AN ASSHOLE

>>3822845
The BFG projectile looks more like it's made out of energy and contains no real mass, so since there's no mass pushing back as it's projected, I'm not certain there'd be much, if any recoil.

Like, a .223 rifle has lots of energy, the bullet travels at like 3000 feet per second, but the bullet is really light, averaging at like 50 grains in weight or so, so it has very little recoil.

But then again, the BFG ball could contain lots of compressed (and burning) gas, which could weigh a lot, and thus push back a lot when launched.

>> No.3823095
File: 527 KB, 1020x409, doomed.png [View same] [iqdb] [saucenao] [google]
3823095

>>3823076
It's okay anon, you can sit in the reject ballpit with me too.

>> No.3823101

>>3823094
It could be both, the doomguy sort of lifts the weapon up and to the left like the shotgun when it stops firing.; the BFG's weight and general size just counteracts whatever's up with the plasma rifle.

>> No.3823102
File: 36 KB, 653x503, doom error.png [View same] [iqdb] [saucenao] [google]
3823102

I must be doing something wrong.

>> No.3823103

>>3823094
It's not about realism, it's about feedback and making something appear powerful.

>> No.3823104

>>3823091
Any particular map type? In terms of theme/color etc.

>> No.3823105

>>3823103
True, visual feedback matters a lot to make a weapon feel good.

>> No.3823109
File: 100 KB, 96x96, 1395098441423.gif [View same] [iqdb] [saucenao] [google]
3823109

>>3823094
Fuck you for making me laugh.

>> No.3823114
File: 1.11 MB, 1920x2160, gzdoom 2017-02-25 22-09-45-21.jpg [View same] [iqdb] [saucenao] [google]
3823114

>>3822863

Speaking of which, I just lost an hour into Infinite Mode because I rolled the 18-18-18 "jackpot" followed by Poison Mushroom.

>> No.3823124
File: 2.85 MB, 640x360, Recoil with a bit of tilt.webm [View same] [iqdb] [saucenao] [google]
3823124

>>3823103
>>3823105
You're right, that's why I was planning on altering it a bit. I don't imagine it should recoil the view much, but I did make the weapon push back and the view tilt a bit. However the other half of making the weapon feel good is sound (which is fine) and how much destruction it can put out (which I think is good now)

>> No.3823132

>>3823102
I fixed my problem alone by reading the thread on ZDoom for D4D, switching to GZdoom and swapping the loading order of the wads.

>> No.3823136

>>3823124
If you have the effort in you, you should make special deaths for enemies so that they get turned into smoldering chunks of coal when blasted with the BFG, it would make the gun feel very distinct that way.

>> No.3823138
File: 992 KB, 1920x1080, Screenshot_Doom_20170225_221413.png [View same] [iqdb] [saucenao] [google]
3823138

Baron v.s. Cybruiser.

If you haven't FUCKING PLAY THUNDERPEAK!

>> No.3823141

>>3823136
I could do that since the sprites for it exist, but generally my mods are a lot more focused on gameplay and this is no exception. It might get in at some point if I really decide to pretty it up more than I would normally, but for now I think it's good the way it is.

>> No.3823145

>>3823138
>Baron
Uh

>> No.3823146

>>3823136
>>3823141
Quick effect could be display the pain sprite and after a second spawn particle effects and fade out the actor like they're dissolving.

>> No.3823149

>>3823146
Ooh, that would be neat, but it would screw up the archvile's resurrection unless it was made to leave an invisible corpse, so I'll shelf it for now. If I wasn't prepping for a beta release I'd maybe try to make a pain state -> melting effect that turns them into pools of blood, but I'm just trying to add a few more features and polish everything up for tomorrow.

>> No.3823150

>>3823071
Man I love BTSX.

>> No.3823152

>>3823145
red? Brown? Doesn't matter. I'll still nuke it.

>> No.3823156

>>3823152
Are you...colorblind?

It's all right, we have some colorblind people already, but...

>> No.3823159

>>3823152
But barons are pink!
ANON, THATS A BELPHAGOR!

>> No.3823165

>>3823152
>red? Brown?
Uh

>> No.3823167

>>3823104
Outdoors, Mars or Hell. Just any cool looking landscape shots.

>> No.3823169

>>3823156
Instead of presuming someone doesn't know which palette swap is which you go with colorblind?

The names paired with images don't come up that often.

>> No.3823176

>>3821570
Haven't been here in years, amazed to see everything still humming along. Good work guys.

I've tried to boot a couple of pk3s with gz doom and just get errors, for instance GMOTA gives me this: "Script error, "GMOTA_V0.9.9.pk3:actors/lordblaz/zarach.txt" line 2727:
State SUPERlightningstrike2.12 links to a state with incompatible restrictions."

What am I doing wrong again?

>> No.3823178

>>3823176
update gzdoom

>> No.3823179
File: 158 KB, 404x556, SWOLE.png [View same] [iqdb] [saucenao] [google]
3823179

>You're in Hell and this guy splays your girlfriend's ass

Wat do?

>> No.3823182

>>3823178
definitely got the lastest version, triple checked

>> No.3823183

What are the top 5 worst maps in Doom 2?

>> No.3823184

>>3823179
Disable infighting

>> No.3823185

>>3823179
circlestrafe around him till he dies

and kill my girlfriend cause we're playing cooperative deathmatch

>> No.3823189
File: 405 KB, 1600x900, Screenshot_Doom_20170225_224448.png [View same] [iqdb] [saucenao] [google]
3823189

>>3823167
How about this? it's not really mars or hell but AA is a pretty beautiful wad.

>> No.3823190

>>3823179
grab my BFG

>> No.3823191

>>3823179
I'm in hell, so rape him with my 12 inch demon cock.

>>3823185
Did someone make that available as a mod? I've wanted to try that since Romero talked about it.

>> No.3823195

>>3823179
Oh shit I'm sorry

>> No.3823197

>>3823191
>Did someone make that available as a mod
I dont know, but it sounded cool when I heard him talking about it

>> No.3823201

>>3823195
Sorry for what? Our daddy taught us not to be ashamed of our horns, 'specially since they're such good size and all

>> No.3823204

>>3823007
make it shake right and left while charging, getting increasingly shakier as the animation goes

>> No.3823210

>>3823183
-The Pit
-Downtown
-Suburbs
-Nirvana
-The Chasm

I think the concept behind these maps was fine, just the execution wasn't quite there. Nirvana also comes across as rushed.

>> No.3823213

>>3823204
I might, more important things to do right now.

>> No.3823220
File: 327 KB, 1600x900, Screenshot_Doom_20170225_225907.png [View same] [iqdb] [saucenao] [google]
3823220

>>3823167

>> No.3823226
File: 471 KB, 1600x900, Screenshot_Doom_20170225_230030.png [View same] [iqdb] [saucenao] [google]
3823226

>>3823167
>captchas

>> No.3823229

>>3823176
>>3823178
The problem isn't a lack of a GZDoom update, the problem is that GMOTA targets Zandronum, and so there's a bug lying in wait in a previous version that isn't compatible with GZDoom.

>> No.3823230
File: 1.26 MB, 1280x1024, Screenshot_Doom_20170225_230210.png [View same] [iqdb] [saucenao] [google]
3823230

>>3823048
count the chaingunners

its not six.

>> No.3823232

>>3823169
>Instead of presuming someone doesn't know which palette swap is which you go with colorblind?
considering we have people whom actually are colourblind, i find it's far more charitable to assume that instead of assuming newfaggotry

>> No.3823235
File: 614 KB, 1600x900, Screenshot_Doom_20170225_230440.png [View same] [iqdb] [saucenao] [google]
3823235

>>3823167
>duplicate replies
Fuck nigga I'm just trying to post screenies

>> No.3823238

>>3823210
>Nirvana
>starts off with a super shotgun

>> No.3823258

Any Duke Nukem 3D worth seeking out AND compatible with EDuke? I heard that there's a Robotech one, but fuck me does running it seems like a pain in the ass.

Also, I do kindda miss Duke in Black from way back 3DPortal was a thing. However, not sure if taht game is compatible nowadays... let alone that a copy survived the fall of the Duke TC community.

Also, is anything being developed atm or did people just decided to focus on Doom?

>> No.3823260

>>3823220
Really digging this one.

>> No.3823272

>>3823260
Thanks bro, currently working on mod but if you wanna make stuff like this yourself it's pretty simple:
>size your HUD up in GZDoom until it turns off
>Go to options>Display Options>OpenGL Options>Preferences and change Tonemap to Palette
>when entering a level, use noclip, notarget and god mode
>find spot, take pic

Hellbound might also look good to you if you like the colors used in that shot.

>> No.3823286

>>3823189
I wanna play that, what .wad is that?

>> No.3823290

>>3823158
How old is your GZdoom? That should be working fine in Zandy and more recent versions of GZdoom. How odd

>> No.3823295

>>3822673
What WAD is this?

>> No.3823302

>>3823286
That's Ancient Aliens, I believe I took it on MAP12

>> No.3823304

>>3823295
Gravity. 2 map set.

>> No.3823306

>>3823220
>>3823226
>>3823230
>>3823235
wads?

>> No.3823307
File: 14 KB, 416x416, 1485659390288.gif [View same] [iqdb] [saucenao] [google]
3823307

>>3822683
Nah dude, I was gone at my SCA fighter's practice, like suiting up in armor and beating eachother up with rattan swords and shields. I "won" practice today by being the last man standing

>> No.3823312

>>3823306
>>>3823220 (You)
>>>3823226 (You)
>>>3823235 (You)
These are me, and they're all maps from Community Chest 2.

>> No.3823314

>>3823312
Thanks, I knew it was all you just thought they were from different map packs is all.

>> No.3823317

>>3823314
Well the other one might be, not sure, but my 3 are definitely from CC2.

>> No.3823320

>>3823302
Thank you

>> No.3823324

>>3823317
Didn't notice that I linked 4 and you linked 3
Time to sleep

>> No.3823330

>>3823306
Echelon

>> No.3823341

>>3823330
Thanks

>> No.3823387
File: 2.94 MB, 1280x720, Demons are dicks.webm [View same] [iqdb] [saucenao] [google]
3823387

>Vegas no longer opens
Fug, I guess I can't make a cool trailer :^(

>> No.3823394

>>3823191
It's pretty easy to make a coop game with friendly fire on but having it track kills is another matter

>> No.3823396

>>3822698
oh shit it looks like it too now that i think about it.
that's even worse.

>> No.3823409
File: 399 KB, 1280x960, Screenshot_Doom_20140826_204952_01.png [View same] [iqdb] [saucenao] [google]
3823409

>>3823179
Time to respawn a new girlfriend. Maybe call archvile over.

>> No.3823413

>>3823394
>track kills
Isn't the goal of John Romero's Cooperative Deathmatch(TM) to keep track of who reaches the exit first, not kills?

>> No.3823416

>>3823258

Nothing?

>> No.3823420

>>3823413
Is that how it works? I didn't realize it was an actual Thing, sorry.

>> No.3823426

>>3823409
wut mod

>> No.3823427

>>3823420
He brought it up on twitch once

it sounds fun because it's dedicated to dicking over your friends
>I'M GONNA REACH THE EXIT
>*shot guns you*

>> No.3823437

I find it odd that you can't rotate linedef textures. With all the additions so far, 3D floors and portals, such a simple thing missing is just weird.

>> No.3823452
File: 2.89 MB, 1280x720, forgot to make the archie's summons non-resurrectable.webm [View same] [iqdb] [saucenao] [google]
3823452

Christ, some of these maps have some sadistic bullshit in them. I didn't even use the Overkill or Hardcore versions either.

>> No.3823453

>>3823437
What about 3d polyobjs? Spinning 3d floors and floating gate peices.

think of it
doors that open DIAGONALLY

>> No.3823459

>>3823453
also vertically rotating polyobjs. gears and stuff.

>> No.3823463
File: 40 KB, 400x359, SPHERICAL.jpg [View same] [iqdb] [saucenao] [google]
3823463

>>3823453
>DIAGONALLY

>> No.3823479

>>3823463
Need a quick and easy before-bed map. Give me something small and cozy.

>> No.3823482

>>3823479
anything from Congestion 1024? I dunno man

>> No.3823486

>>3823482
That's nice anon. I mean to map.

>> No.3823494

>>3823486
I don't really do "cozy", but make a map where you've gotta walk from a techbase into a fleshy claustrophobic dark area that eventually opens up into a large arena a-la Dead Simple, where you have to collect some keys to flip a switch to crush an out-of-map romero head.

>> No.3823504

>>3823494
that is the opposite of comfy

>> No.3823508

>>3823504
aye.

maybe i'll do it in the morning, but that's not comfy.

>> No.3823512

>>3823504
>>3823508
Man I'm just bad at making nice things come on :^(

>> No.3823523

Does anyone have a link to the Quake .lit files that give it Quake 64's coloured lighting effects?

>> No.3823525
File: 2.02 MB, 1280x1024, Screenshot_Doom_20170226_013740.png [View same] [iqdb] [saucenao] [google]
3823525

>>3823512
It's okay. GO CLIMB UP A MANDRIL ASS YOU FAGGOT it's not easy to do.

>> No.3823532

>>3823525
Ow my fucking eyes

>> No.3823543

>>3823532
LSD TRIP

>> No.3823548
File: 125 KB, 680x384, AqG3C5q.png [View same] [iqdb] [saucenao] [google]
3823548

>>3823486
Take some inspo from this and valkiriforce
https://www.doomworld.com/vb/wads-mods/90498-back-to-thunder-road-a-set-of-short-explosive-maps/

>non-hellish
>bricks and metal
>orange-tinted
>dreamlike
>calm atmosphere

My own personal advice would be
>nothing too slaughtery, moderately leveled, have it be a sunday stroll, but instead of picking up bread you're killing demons
>linear, the player knows where they have to go next
>use textures that complement each other well
>take some inspiration from or do a 1024 map, the claustrophobia of it feels strangely comfy and it's hard to get lost

This was really just a ramble on shit I find "comfy" in Doom maps, but I hope it helped.

>> No.3823557
File: 46 KB, 996x575, 8a1157776b.png [View same] [iqdb] [saucenao] [google]
3823557

Man the Hemmingway app is murdering the shit out of the grammar in this manual. Apparently my average writing is between a grade 14 and 19 level, whatever that means.

>> No.3823573

Hey guys, it's been a while since I've been fucking around with this shit but...

Does anyone remember, and have, a copy of my mod Dakkamons? Lost my Hard Drive, and lost all the projects I had been working on. I was in the mood to just straight up play it and couldn't find it, and surprise, it doesn't seem to have any permanent uploaded home on the internet.

If anyone even remembers that shit, it was a companion to ijon's Dakka.

>> No.3823576

>>3823557
>0 or fewer
DO THE IMPOSSIBLE
SEE THE INVISIBLE

>> No.3823589

>>3823557
I can say that the second part of the second sentence is unnecessary fluff. Everyone knows what better switching speed does.

>> No.3823590

>>3823576
ROW ROW
FIGHT THA POWA

Yeah I told it to fuck off there. It's good for seeing when you've made an absolute mess of a sentence but it seems to want to make your writing really simple.

>> No.3823593

>>3823589
New sentence is just
>All weapons in Babel have only one firing mode and require no reloading. All weapons switch 300% faster than their vanilla counterparts.

>> No.3823628

>>3823573

https://www.dropbox.com/s/ayv16kd3c34lx7s/dakkamons_v0.075LotsOfCVars.pk3?dl=1

>> No.3823631

>>3823628
>6 errors while parsing DECORATE scripts
Cool

>> No.3823634

>>3823573
Hey man, you should totally finish bossifyer.

>> No.3823637

>>3823631
>https://www.dropbox.com/s/ayv16kd3c34lx7s/dakkamons_v0.075LotsOfCVars.pk3?dl=1
Bro you are the best. Thanks a ton.

>>3823631
As I recall, I had a half-formed feature that was meant for one of the releases of Dakka before I stopped bothering with Doom altogether, lol. There's a reason I versioned my shit 0.075 it seems.

>> No.3823642

>>3823634
Today I was totally thinking about what I would do with the base mod of that, some features I might have populated a map with like:
>anomalies
>monster "nests" that had rivalry and, upon damaging one, it set the other species to +FRIENDLY like a faction
>weird-ass shit I can't remember

Lost most of my code in my hard drive crash, but either way, I've been nodevving in Love2d instead of nodevving in Doom these days. Glad to see someone remembers bossifyer, though! Maybe I can look at the mod and clean it up to make it more robust, at least.

>> No.3823643

https://www.youtube.com/watch?v=h8ytMuzfrMo

>> No.3823648 [SPOILER] 
File: 1.34 MB, 1024x768, 1488094481186.webm [View same] [iqdb] [saucenao] [google]
3823648

>>3823642
You should nodev in GZDoom-GPL instead.
GM:S 4 lyfe :^)

>> No.3823656

>>3823648
>GZDoom-GPL
Sounds fancy

>> No.3823665
File: 128 KB, 335x418, 1433953771978.png [View same] [iqdb] [saucenao] [google]
3823665

>>3823656
It's GLOOME but not dead. Seriously, if you wanna make a shooter, use it and give it some publicity.

>> No.3823670
File: 34 KB, 604x484, 168dac99de.png [View same] [iqdb] [saucenao] [google]
3823670

Beta mod release tomorrow, go here if you wanna chat about it https://discord.gg/ns5wt3m or just post or something. I'll give out the link once I'm up and awake, but depending on how shit goes tomorrow I might not be monitoring all feedback in realtime. Obviously since this is a beta-type thing there will probably be bugs but I'm looking forward to hearing what people think about what I've got so far.

For now though, need sleep.

>> No.3823672

>>3823238
Cobain shot himself with a pump I thought. Maybe a single shot.

>> No.3823684

>>3823665
I'm working on it, at least.

>> No.3823692
File: 421 KB, 720x576, 8ad.jpg [View same] [iqdb] [saucenao] [google]
3823692

Posting another one of these.
https://a.uguu.se/ffK14JnK2kNK_OB_A11_OutdoorNutsToughRampageSmall.wad

A temporary 24 hour link for a nonstop action oblige generated doom 2 wad. Tons of health, ammo and monsters in 32 small maps. No secrets, no keys, no switches. Pure carnage.

>> No.3823707

>namefagging to identify the conversation

WAIIIIIT

To the guy who mentioned the DECORATE errors:

I just tried out Dakka, and got the same "5 errors while parsing DECORATE scripts"

Use Zandronum. I recognize things like +SERVERSIDEONLY which is Zendybendy

>> No.3823716

Can I play Quake or Duke Nukem for free yet?

>> No.3823718
File: 38 KB, 309x292, Mario's a .png [View same] [iqdb] [saucenao] [google]
3823718

>>3823707
Wait. Vince? I haven't seen you in years.

>> No.3823723

>>3823707
>Zandronum
I'll pass. I see no reason in downloading another source port for just one mod.
Thanks anyway, I'm sure it'll help someone.

>> No.3823736

>>3823707
Latest Dakka from Ijon git gives me some minor errors about Zandro-specific stuff, but otherwise plays fine on GZD 2.3.2

>> No.3823737

>>3823723
I mean, Zanzibareeno is kinda shitty but it does fast multiplayer easier than any other source port as I recall, and that's the point of modding for it.

>>3823718
Hay. I have been lurking off and on but not really modding anymore. Who dis?

>> No.3823742

>>3823737
Never really had any intention of playing Doom multiplayer either.

>> No.3823749

>>3823736
Just tested Dakkamons (linked above) with the latest Dakka. Still compatible!

I should tweak bossifyer to work with the two...

>>3823742
Bruh that's totally fine, I'm not judging. Above anon said it works on GZD 2.3.2. But, for what it's worth, I can't say if Dakkamins will set up right. I'll check that out too.

The Zendigoogoo errors are mostly, in both mods, to do with optimizing server load by CLIENTSIDING things like graphical effects.

>> No.3823751
File: 1.25 MB, 720x360, watch a real sword in action.webm [View same] [iqdb] [saucenao] [google]
3823751

>>3823737
>Who dis?

Hello. I feel kinda bad because I'm going to overhaul these guys, I might save these crazy bastards as a special enemy.

>> No.3823753

>>3823751
How did I know it was you?

Is that the original Skellytun or have you already made changes--- wait did you design a "HORDE OF MONSTERS" sword?

>> No.3823756
File: 144 KB, 320x240, 1473561756353.gif [View same] [iqdb] [saucenao] [google]
3823756

tangentially related to >>3821989, but

>replaying the classic maps in nudoom
you know, as shitty as the lack of proper lighting may be, coupled by the texturing errors here and there, I really like how tactic and heavy the maps feel in contrast to the ones found in the campaign or how fast paced and how relatively pisseasy they were in classic doom.

the maps all share a spooky atmosphere I wouldn't know how to describe despite the classic music being there and all. it's nothing near the level of Hideous Destructor by merit by any means, but it sure reminds me of the way I used to play doom back in the day. slow and steady but always on the mood to kick some demons in their fucking gonads with some kickass music blaring in the background. the narrow corridors really do a great job at getting you all tense and shit hoping you don't encounter a pinky demon at the turn of a corner.

>> No.3823760

>>3823753
>>3823751
Also don't feel bad. I already recall some shit with them that just didn't work right - story of all my mods, really. Might be pretty cool to include as a unique enemy in bossifyer.

>> No.3823770

>>3823753
>>3823760
Nah the Skellytun has barely been changed, though he's gonna get a major overhaul very soon. Maybe I'll use the chaos revenant as a summon. Because he's too hilarious and fun to completely remove him.

Maybe he can be a summon for the spider mastermind tier monster

>> No.3823772

>>3823751
Seeing the flying heads gave me an idea for a bossfight:

You fight monsters on an arena that has a few crushers, and after you kill them, a boss shows up. Boss is a floating head that rushes to a corpse, then "resurrects" it, atttaching itself to it. Resulting monster is much stronger than original.

After you kill it, body is reduced to ash and head needs to search new body.

1) REAL boss is the head, it can be damaged only when it is detached from body.

2) Damaging the Head slows it down, allowing to inflict more damage before it finds a new body

3) Gibbing bodies in the previous battle via crushers or weapons allows you to reduce ammount of corpses available to Head.

4) Balance should allow player to beat the boss in 3-5 phases if he knows what he's doing, but the fight will take longer if player acts thoughtlessly.

>> No.3823778

>>3823772
I can make this.

>> No.3823816

>try to compile acs
>"cannot find commonfuncs.h"
Fuck if I can't remember how I had this set up before. I think ijon uses a super extra special zcommon or something.

>> No.3823830
File: 655 KB, 1920x1080, Screenshot_Doom_20170226_010453.png [View same] [iqdb] [saucenao] [google]
3823830

>>3822269
>>3823452
How do I get an unobtrusive HUD like this? Mine's either huge and bad or tiny and bad.

>> No.3823851

>>3823830
https://zdoom.org/wiki/Alternate_HUD

>> No.3823860
File: 313 KB, 683x384, 54DebeW.png [View same] [iqdb] [saucenao] [google]
3823860

>>3823830
Us NCHud or HXRCT Hud

>> No.3823862

>>3823749
Can you also make a patch for Dakka that replaces vanilla weapoon sprites with eriguns ones?

>> No.3823872
File: 963 KB, 1920x1080, screenshot.png [View same] [iqdb] [saucenao] [google]
3823872

>>3823851
I tried this, but nothing happened.

>> No.3823885

>>3823862
I *could*, but ijon has a lot of arbitrary ijon-things tied into every aspect of projects he works on, and I'd rather leave that up to him. Also, he's added extra sprite frames to even the vanilla ones.

>> No.3823887

>>3823872
You have to go to fullscreen, press the + button in-game.

>> No.3823896

>>3823887
This works, thank you so very much! I'm not sure where I was meant to discover that was the solution, but whatever.

>> No.3823897

>>3823885
Can't you add all the extra stuff in 0-frames in-between weapon animation frames?

>> No.3823909

>>3823210
I think the Pit's main issue is that its basically lifts galore, alongside there being far too many optional areas that aren't very rewarding.

>> No.3823942

>>3823909
Don't forgot the hitscan clusterfuck that is the rocket launcher room on Ultraviolence.

>> No.3823949

"don't give money to Pitchfork, grab Megaton from somewhere" is all i can say

>> No.3824076

>>3821570
This is a terrible drawing

>> No.3824115
File: 443 KB, 1600x900, Screenshot_Doom_20170226_102255.png [View same] [iqdb] [saucenao] [google]
3824115

>>3822829


this is why i love the drawfags from that place!


Speaking of that

>Sunday Suggestion Screenshots


Playing Dreadnought with D2Xgold, i never thought that this shitstain would work with Dreadnought, but it works, though is buggy as fuck with enemies with fucked up sprites.

>> No.3824214

Hi all. I have a couple of quick questions. I'd never really played Doom before but a friend of mine gave me a copy of Zdoom with the DoomRL arsenal and the Oblige level generator on it, as well as a few other compatible WADs and I've been having an absolute blast so far.

I have a couple questions though. Sometimes when I kill a monster and it drops a weapon (I'm using LegenDoom Lite) it'll spit out an error message saying something about it not being able to spawn a Handcannon. I can't post the actual error message because it doesn't happen very often. Anybody know what the deal is with that?

I also was wondering if there are any other mods compatible with DoomRL Arsenal that I'm missing out on.

>> No.3824217
File: 55 KB, 351x351, 1484027039864.jpg [View same] [iqdb] [saucenao] [google]
3824217

Everything from the .wad file i was working in just disappeared. Its completly empty now.

Any clues why this happened? Last thing i did was was use the map editor in slade (wich has also been reset for some reason)

>> No.3824221

>>3824214
>Sometimes when I kill a monster and it drops a weapon (I'm using LegenDoom Lite) it'll spit out an error message saying something about it not being able to spawn a Handcannon.
it's a known issue, yholl and the team are already working on big "under the hood" changes for DRLA so that should be fixed soon(tm)

>I also was wondering if there are any other mods compatible with DoomRL Arsenal that I'm missing out on.
there's RLME that adds more monster variants, but that's about it
oh, and check what oblige version you have, Glaice made a custom one that adds a lot of textures and neat stuff

>> No.3824248

>>3824217
Slade should make backups with each save (in the same folder with the .bak file extension)

>> No.3824254

>>3824221
Yes, should have mentioned, I actually do have RLME, I guess I just sort of included it in the DoomRLA umbrella. Good to hear they're working on that, though, have they given an ETA or anything?

I'm kind of surprised there aren't more mods, actually, I've been dying for something lightly cosmetic, maybe shell ejection or something.

I've used that modded version of Oblige but I find I prefer the regular one, Glaice's version seems to turn everything into slaughtermaps.

>> No.3824263

>>3823258

Wow, seriously guys? Nothing at all? Damn...

>> No.3824278

>>3824254
well, i did make some voxel models for the modpacks that voxelbro compiled
http://www.mediafire.com/file/sxfmq3iv1g61g3q/DRLA+modpacks.pk3

>> No.3824293

>>3824278
what exactly does that do

>> No.3824310

>>3824293
it just turns the modpacks sprites into voxel(3D cubic) models

>> No.3824348

>>3824248
Ayy thanks, was able to save quite alot of work

>> No.3824383

Can someone tell me with is there a +THRUGHOST on bullets in Final doomer?
Ghost monster made me their bitch.

>> No.3824386

>>3823420
I desperately want someone to make it.
It's basically co-op with full friendly fire, but the only point you can earn is reaching the exit.

It's sort of a real thing, but someone needs to make it so we can all play it.

>> No.3824409

>>3822968
I tried this out. Not sure how I feel about it.
I have not heard all the sounds yet, but I don't like the weird grunts the zombie shotguners get and I don't understand why they out of all of them had to be changed. I like some of them, but the imp hisses also feel a bit weird. I'll try out the PSX pack, maybe I will like that more.

>> No.3824412

>>3824383
Ghost monsters can't be hit by bullets regardless right? I thought it was splash damage only

>> No.3824417

Okay, so a little while back, I decided I wanted to beat Doom II. (having not beaten Doom 1)
But I didn't want to beat it the normal way, I wanted to go as pure about it as I could, so I installed Chocolate Doom so I could get close to the original renderer and darkness, and then allowed for X axis mouse movement.

I set a self imposed rule of a maximum of two saves per level, one of which always HAD to be at the start of the level.
In my first playthrough, I managed to beat Ultra Violence on Chocolate Doom with a limit of 2 saves per level.
Whew boy was that fun, as it turned Doom into less of a fun shooter, and more of a mountain I needed to climb.
I totally get why people love DOOM so much.

R8 my achievement?

>> No.3824430

>>3824412
I tried with Final doomer and I only could hit the thing with plasma , bfg and rocket splash.
Then went with vanilla and it went down to pistol.
Dunno.

>> No.3824431

>>3824417
What do you mean 'achievement?'

>> No.3824449

>>3824417
Good job, now do it on Nightmare.

>> No.3824453
File: 1 KB, 125x60, M_DOOM.png [View same] [iqdb] [saucenao] [google]
3824453

https://www.dropbox.com/s/yjpy7c9lmzs3s2b/Babel%20BETA%201.zip?dl=0

https://discord.gg/a8QWw

Well, I promised a Sunday beta and here it is. I've been working on this for a little under 2 months now, and I'm hoping you all enjoy what I did with it. If you don't know what this is, it's a mod I've been working on which enhances the monsters of Doom as well as allowing them to have a sort of rudimentary communication with each other to enhance aggression as well as create a XCom style "fear" where inflicting enough damage to a group can cause its members to panic and lose their ability to fight back.

Right now it's not fully complete, but all the systems are in there. Please bear this in mind as you play:
- Fear threshold values aren't final
- Damage values aren't final
- Even the mod name is subject to change if I find a better one
- Some parts have been given more attention than others, so if something is unpolished it's probably just waiting for more attention
- The mod is pretty hard, so expect to die a bit before you get the hang of it
- There's a manual that explains some stuff

Any feedback is appreciated. You can go into the discord I set up (link at top) or post back in this thread. If you've got a complaint or suggestion, please be specific about it. Even if I don't agree with you I'll be storing all the feedback for suture use just in case I'm being retarded and your idea is actually really good but I just don't see it at the moment.

Have fun.

>> No.3824465

>>3824453
>suture
*future, fuck

>> No.3824478
File: 21 KB, 512x384, hmm.png [View same] [iqdb] [saucenao] [google]
3824478

>>3824453
halp

>> No.3824480

>>3824478
GZDoom 2.2.0+ is required, not guaranteed to work with anything below that.

>> No.3824498

Oh God, of all the possible things that can run with an easy install with EDuke, why did it have to be fucking Duke in Black? I had forgotten that was even a thing, and afte rwasting 30 FUCKING MINUTES in the second level, now I remember why!

At leas the starship troopers demo looked nice and the level wasn't a fucking maze. But that one has no instructions whatsoever. FUCK

>> No.3824523

>>3824453
Invite's ded

>> No.3824530
File: 860 KB, 250x250, 6696672875da082b9214e51a3ec730ad5922c59e23866e733998db48b483a0aa.gif [View same] [iqdb] [saucenao] [google]
3824530

Heya fuckers.

If I wanted to develop a stand-alone indie game on a sourceport of the Doom (ID Tech 1) engine, how terrible of an idea would that be?

Gameplay would be sorta System Shock 2-esque.

>> No.3824531

>>3824523
Shit, sorry, new to discord.
https://discord.gg/x65HT

>> No.3824593
File: 52 KB, 640x477, The_fee682_5755054.jpg [View same] [iqdb] [saucenao] [google]
3824593

That WWI mod is almost done but I'm not showing aaaaaaany screenshots or webms

>> No.3824603

>>3824076
okay.

>> No.3824607
File: 1.38 MB, 2000x1289, 19e69bd.png [View same] [iqdb] [saucenao] [google]
3824607

what does /doom/ think of this doomguy redesign?

>> No.3824614

>>3824607
Wouldn't have thought it was a redesign if you hadn't specified honestly

>> No.3824624

>>3824530
probably better than unity
gloom/gzdoomgpl was made for that after all

>> No.3824626

>>3824530
>>3824624
Definitely better than Unity.

If you mange to update Beloko's GLSL renderer, you might even be able to make an Android/iOS version. Then stick it full of microtransactions to mooch yourself some pocket change.

>> No.3824629

>>3824607
I know some people like to sperg on the praetor suit and how it somehow looks like master chiefs armor and all that, but that's literally a fucking sleeveless master chief

>> No.3824643

>Playing brutal doom with Memento Mori
>Halfway through the game, monsters mke no noise when they see me, amongst other things.

Please halp

>> No.3824648

>>3824643
sounds like your sound system decided "fuck this" and stopped processing things

try swapping between fmod and openal a couple times

>> No.3824651

>>3824643
I had that happen to me to once. The torches stopped making burning sounds. Was really weird.

>> No.3824652

>>3824643

Sometimes when this happens, it means there's just too many goddamn sounds playing, so they just...stop playing.
Happened to me before when I was playing DemonSteele with Brutal Doom. Only option is to remove a lot of the actors playing sounds.

>> No.3824654

>>3824643
>>3824652
>when I was playing DemonSteele with Brutal Doom

DemonSteele with Touhou Doom, pardon.

>> No.3824659

>>3824652
That happens with Garrysmod if you have too many Fast Headcrab zombies since it means their growls drown out all other sounds, even at a distance when you can no longer hear them.

>> No.3824701
File: 137 KB, 680x678, 1465824371672.png [View same] [iqdb] [saucenao] [google]
3824701

Confession time:

I don't actually like Doom that much at all. I just lurk here in case people post things about Quake and Unreal.

>> No.3824710

>>3824701
Understandable
Quake and Unreal are brilliant games

>> No.3824740

>>3824701
>Unreal

I like you already, anon.
What sort of mods do you enjoy?

>> No.3824741

>>3824701
that's fine, as long as you enjoy the games and like talking about them, really

>> No.3824746

>>3824740
Mapsets primarily because there aren't many weapon and overhaul mods for Quake and Unreal, because making weapons is harder than drawing a couple sprites and copy-pasting some code.

>> No.3824756

>>3824746

Well yes, I'm asking what ones you enjoy playing.
Operation Na Pali? 7Bullets? Sky Town Redux?

Another Reality looks interesting, but it's been going on for so long I wonder if they'll make it.

>> No.3824758

>>3824607
>>3824629
It's even got the visor indentation from Halo 2.

>> No.3824759
File: 74 KB, 640x480, quake-650x0.jpg [View same] [iqdb] [saucenao] [google]
3824759

can you tell me which source port is this from?

i think its from old gl quake port Or maybe n64 version of quake.

>> No.3824764

>>3824759
Reverse GIS says Quakeworld.

>> No.3824769

>>3824759
>quake was always supposed to be aspect-ratio stretched like Doom
>every fucking sourceport ignores this
WHy?

>> No.3824774

>>3824453
Slight bug because I'm a dumbass, grabbing Doom2.wad to fix the titlemap from having bad textures seems to also mean plutonia/tnt/freedoom maps no longer work because Doom2.wad's maps overwrite them.

If you wanna fix it yourself, go into GAMEINFO.txt and change
LOAD = "lights.pk3", "doom2.wad"
into just
LOAD = "lights.pk3"

>> No.3824782

>>3824701
My turn
I don't like Quake 1's weapons at all unless it's the Super Nailgun/Grenade Launcher/Rocket Launcher. Everything else feels so bad but the sounds/effects on those three guns are so fucking good
I never played regular Unreal, only Unreal 2 and Unreal Tournament

>> No.3824803
File: 16 KB, 1024x770, doodgug.jpg [View same] [iqdb] [saucenao] [google]
3824803

>>3824607
64/64

>> No.3824804

>>3824759
It's Quakeworld. I also see 16-bit color with Bilinear filtering

>> No.3824835
File: 239 KB, 500x472, 1369792033290.png [View same] [iqdb] [saucenao] [google]
3824835

>>3824782
>only Unreal 2

I'm so sorry, anon.
I'm so, so sorry.

>> No.3824838

>>3824835
Yeah it wasn't very good.
Played it on console too

I know Unreal 1 is supposed to be great, just never got around to it.

>> No.3824892
File: 483 KB, 1920x1080, gzdoom 2017-02-26 16-54-39-33.jpg [View same] [iqdb] [saucenao] [google]
3824892

>>3823114

And here's my new record. The health pack I needed vanished before I could reach it.

My goal is to last for 2 hours.

>> No.3824902
File: 16 KB, 188x214, bullshit.png [View same] [iqdb] [saucenao] [google]
3824902

>>3824701
Oh boi here we go.

I hate doom 2. I want to like it but i just can't. The level design and the aesthetics in the same are a major fucking setback from doom 1, if that makes any sense.

Also i really like nudoom, so you guys probably shouldnt take my opinion too seriously

>> No.3824919

>>3824902
A lot of people think the level design is mostly subpar or bad in Doom 2.

Personally, I feel it can roughly be divided into about 10 good maps (the first ones, which I really do think are quite good), and then 10 mediocre maps, and finally 10 kind of bad maps, mixed throughout the rest of the game unevenly, so the levels are quite good and fun up until the first third, where the gameplay completely loses steam for me and it never gets it back, the rest of the game being a slog.

General consensus is that what really makes Doom 2 great is all the cool new shit it brought to the table for the community to use to make content with.

>> No.3824939

>>3824835
At least he played UT.

>> No.3824952
File: 431 KB, 800x506, need an image to post for some reason.png [View same] [iqdb] [saucenao] [google]
3824952

>>3824701

I only like the 1st episode of Doom 1. I never enjoyed the later episodes or Doom 2. Mostly I'm here for the mods.

>> No.3824956

How long can doomguy go without killing demons before he tries to tear his own arms off?

>> No.3824967

>>3822404

Mars 3D, is that you?

>> No.3825009

>>3824967
I'VE BEEN FOUND OUT

DEMMIT

>> No.3825038

>>3824902
I think Doom 2 has some really great firefights in some of the more open maps. Dead Simple, the Courtyard, moments like that are when I enjoy Doom 2 best. But the levels themselves are just kind of a pain in the ass to navigate and explore.

>> No.3825040

>>3824593
cool! look forward to it

>> No.3825050

>>3824115

Oh man. Reminds me of the modern successor to the D2X series that I started making a few years ago with the input of the original creator. Good times.

>> No.3825057

>>3824835
>be the only one who legitimately likes unreal 2
but why?

>>3825009
isn't it more of a "bang-eut"?

>> No.3825058
File: 132 KB, 342x290, graffixthisbullshitalready.png [View same] [iqdb] [saucenao] [google]
3825058

I was looking at Term's latest video, why the fuck is this bounce collision bug still around, god damn.

>> No.3825059

>>3824919
>>3825038

Oh, didnt knew it was a common opinion

>> No.3825062

>>3822404
Furthermore; why the fuck is the Yautja out of frigging predator the final boss?

>> No.3825068

>>3825058
doom physics is hard, likely because there's no actual physics at all. so bouncing has to have its own set of special rules.

mind, i'm just theorizing, i haven't seen the video or looked at the code.

>> No.3825074

>>3825068
>there's no actual physics at all
But that's wrong, there are physics, they're just bad.

>> No.3825075

>>3825058
>>3825068
Apparently it's a [Can't fix] bug.
https://forum.zdoom.org/viewtopic.php?f=7&t=47853

>> No.3825081

>>3825075
>fixing this bug will piss someone off no matter what
>not just adding an option to enable buggy behavior
GRAAAAAAAAAAAAF

>> No.3825082

>>3825075

Well, that's a shame.

>> No.3825084

>>3825081
>just

>> No.3825086

>>3825084
Nigger I make software for a living, it's not hard to just plop in a menu option and keep the old code intact.

>> No.3825092

>>3825086
JUST

>> No.3825094

>>3825092
FUCK

>> No.3825097
File: 153 KB, 350x447, 173.png [View same] [iqdb] [saucenao] [google]
3825097

>>3825081
>>3825086

>> No.3825098

>>3825094
MY

>> No.3825101

>>3825098

WIFE

>> No.3825102

>>3825101
That escalated quickly.

>> No.3825113
File: 76 KB, 492x540, benellus before ascension.jpg [View same] [iqdb] [saucenao] [google]
3825113

Yo, does anyone know a wad that uses the "objectives" tab to actually keep track of the objectives and mark them off as well? Sorta like how Cold as Hell does it visually, but I can't understand their coding since I'm an ACS basic bitch.

Also, look what I found.

>> No.3825114

>>3825113
No, but it shouldn't be hard to make it using HUDMessage and some bools. Practice with C first.

>> No.3825119

Anyone else not enjoy Brutal Doom?

>> No.3825123

>>3821878
You remember the big deal when the mod used to have real gore as a texture?

>> No.3825125

>>3825119
>anyone else not enjoy mod?

it is a mystery

>> No.3825129

>>3825101
PLEASE

>> No.3825131

>>3825129
CARMACK

>> No.3825138

>>3825131
ADRIAN

>> No.3825140

>>3825086
it's a fast way to make your code into an unmaintainable nightmare, though.

>> No.3825145

>>3825140
>implying GZDoom isn't already an unmanageable nightmare
>implying sacrifices for compatibility aren't justified in this case

>> No.3825172
File: 71 KB, 250x250, confused cyborg.png [View same] [iqdb] [saucenao] [google]
3825172

>>3825081
>fixing this bug will piss someone off no matter what
At least make a new bounce type if you're that worried about it? This bug keeps rearing its ugly head for me and I'm sick of it.

>> No.3825173

>>3825145
>implying GZDoom isn't already an unmanageable nightmare
Okay, what exactly about GZDoom is unmantainable? Give us examples, and reasons why

>> No.3825180

>>3825145
>>3825173(me)
Just read this:
>So, here's the problem: The missile got the unconditional 'bounce on actors' flag, and the vertical bouncing respects that. The horizontal bouncing does not. And fixing this would break a lot of stuff. Unfortunately the entire thing is such a clusterfuck of messed up ideas that the attempt of fixing it is bound to backfire.

What this needs is some complete deprecation of the entire thing and starting fresh, but that's not something I want to attempt.
You seem to think everyone has infinite time and motivation.

>> No.3825182

>>3825180
fucking greentext broke

>> No.3825196

>>3821571

resist jam has died out due to obvious reasons
for a couple people who were interested in it and want to make game, another variant has risen up

https://itch.io/jam/infinity-jam

two weeks, no restricted theme about "oppressive authority" or whatever, make a fun game

anyone else interested in joining in?

>> No.3825201

>>3825196

Yeah, I discovered that a bit ago, myself.
I'm interested, not gonna lie. I've got a basic system done already, very tempted to use it for this.

>> No.3825202

>>3825196
Seems interesting.

>> No.3825204

>>3825173
>what exactly about GZDoom is unmantainable
The fact that the maintainers constantly bitch about it, that's what.
>What this needs is some complete deprecation of the entire thing and starting fresh, but that's not something I want to attempt.
Hi Graf. Use a bool and a single entry in MENUDEF to fix this. It's not that fucking hard. If I wasn't already doing actual work for money at my real job I'd do it myself, and it'd probably take a day or two at most.

>> No.3825208

>>3825196
>resist jam has died out due to obvious reasons
wew
You can make a full game using GZDoom GPL or whatever for this, ye? I've made some gameplay mods before but this might be fun to make a full game.

>> No.3825210

>>3825204
Thing is, making that Menudef actually do something is going to turn the code into a slightly lager clusterfuck (in Graf's own words). Knowing how obsessed he is with code readability, this is unsurprising

>> No.3825214

>>3825210
To graf having to use a non-ternary if statement is like shitting random slavcode into GZDoom. The man is insane.

>> No.3825236

>>3825214
I wouldn't call having an obsession for code readability insane, it's important in a project of this kind (just look at Randy and how obtuse his code was). Graf is knee-deep in things to do right now, let's see:

>Finish all the general ZScript stuff

>Rewrite the entire SBARINFO backend for ZScript intergation

>merge QZDoom, help DPJudas to get it working properly on ARM

He's not gonna rewrite another whole backend just to fix a tiny bug. You want it? You code it, no one's stopping you.

>> No.3825245

>>3825236
>rewrite another whole backend just to fix a tiny bug
It more like this
>copy old code and make duplicate
>fix minor bug in new code
>make cvar which selects which bit of code to use
>add to menudef
It's not a whole backend, it's probably an hour of work for him since he knows the code so well. His reason for not doing it is explicitly "If I fix it it'll break something so people will get mad", which is just making an excuse.

>> No.3825246

>>3824530
Unity is great when prototyping, working with little time/resources or doing something rather general.

However, once you want to do something specific, you will have to start wrestling with it ( ex. deterministic collisions, object pooling )

If you know around code, go ahead with Gloome/etc. That's why I am using Darkplaces for my FPS ( ...been bit too busy with other things )

>> No.3825258

>>3824530
Not terrible, people have done it before.

>> No.3825259

>>3821878
Does Brutal Doom have any mapsets designed for it? It could be fun if the reloading didn't fuck up the pacing of doom levels

>> No.3825260

>>3825245
Except that's copypaste and it goes against his motto of code readability first. Besides, if it's that simple, why can't you do it? All the code is well documented and readable, is it not?

>> No.3825263

>>3825260
>muh rules
It's not copypaste if the whole section needs a rewrite but is easier to rewrite over the old section. If it's less than a whole section then it's even easier than I thought, which argues in my favor.
>why can't you do it
Because [No] is the only answer I'd get and I'm not into wasting time.
>All the code is well documented and readable, is it not?
It's alright, but frankly it needs more comments.

>> No.3825264

>>3825114
>HUDMessage

I mean, yeah, I could use that and just make a bunch of different pictures to be displayed (because I don't want to display text ON the HUD), but it feels sorta janky that way. I thought there was something a bit more integrated that I could use; like those "how to play" sections of other WADs with F1.

>> No.3825267

>>3825264
>because I don't want to display text ON the HUD
Why? You're trying to visually track objectives, how else did you plan on doing it?

>> No.3825274

>>3825267
>>3825267
Apparently I plan on making seperate objective pictures for each combination of possibilities, then using HUDmessage, and some checks, to display the appropriate picture for that moment.
I guess it sounds less janky as I keep thinking about it, but I thought there was something... better, to use for something like this.

>> No.3825275

>>3825263
>It's not copypaste if the whole section needs a rewrite but is easier to rewrite over the old section
I can (kinda) see a point there.

>>3825263
That's the whole point of open source software, you dolt. Make a fork! Fix this stupid bug! Add comments!

>oh but thats just an excuse, Graf cound just say yes
If things were like that, GZDoom would never have been a thing. Clearly it is only that important if someone else must code it.

>> No.3825276

>>3825274
Well you could always print the picture in pieces, so you only swap out the different bits. Might save time.

>> No.3825280

>>3825275(me)
Oops, double quote

>> No.3825282

>>3825275
>That's the whole point of open source software, you dolt. Make a fork! Fix this stupid bug! Add comments!
Get denied a merge because [No]! Hooray! Then have Graf do it later and take credit for it! Yay!

He can fix it his own lazy self.

>> No.3825285

>>3825276
It's really just boxes with X's in them.
The picture's themselves won't be difficult, but going through each level for each objective will be a tedious hassle.

>> No.3825287

should I play doom with a mouse?

>> No.3825290

Fucking Quakespasm crashed and nearly killed my comp.

>> No.3825291

>>3825285
Make one picture which is the list, then print the X's in them as the objectives are finished.

>> No.3825292

>>3825275
>That's the whole point of open source software, you dolt. Make a fork! Fix this stupid bug! Add comments!

>making a "fork" for one option
For why?

>> No.3825295

>>3825290
Latest build?

>> No.3825302

>>3825282
Your reply is basically the same as my example:

>oh but thats just an excuse, Graf cound just say yes

As I said, if things were like that, GZDoom would never have been a thing in the first place. Back in (Was it early 2005?) Graf showed the first ever version of GZDoom to randi. randi said yes, but Graf didn't enjoy randi's release schedule, a situation similar (emphasis on similar) to the one we have right now. So guess what, he made a fork, and thanks to it, we don't have to live with shitty old ZDoomGL.. TL;DR Clearly it is only that important if someone else must code it.

>> No.3825316

>>3825302
>>3825292

>> No.3825331

>>3825295
No sure, I've had this version for like a year or so, never bothered to update it in case there were any new ones.

>> No.3825335

>>3825331
It's up to 0.92.1 now, with stability fixes, BSP2 support, and a new protocol for playing RMQuake-designed maps. See how that works for you.

>> No.3825336

>>3825316
>>3825292
Look, I'm not Cristoph Oelckers, and I can't convince him. You want that fucking fix so badly, then make a pull request and pressure him into accepting it. He does kinda have a soft spot for code submissions.

This is what I get for arguing about >muh opinions on an anonymous imageboard

>> No.3825338

>>3825287
If you want to.
Personally, I like both classic look and mouselook

>> No.3825341

>>3825336
>He does kinda have a soft spot for code submissions
No he doesn't, and it's not worth it to me. I'm not even the original complainer guy.

>> No.3825349

>>3825341
Well then, I can't do anything. It's LGPL code, if you want the fix THAT badly then you can make a fork.

>> No.3825354
File: 40 KB, 648x645, 1482044041058.png [View same] [iqdb] [saucenao] [google]
3825354

>>3825335
Alright, I'll try it.

>> No.3825359

>>3825291
Yeah man, duh. I'm saying that going through the code for each objective, for each level, for each "slide," is going to be a pain in the ass; more so than aligning textures.

>> No.3825362

>>3825316
>implying one physics fix equates to a whole rendering change

ok then buddy

>> No.3825364

>>3825362
Actually that was the opposite of what I was implying. You got the wrong guy.

>> No.3825382

>>3825362
It's the only way to do it that involves 0% copy-pasted code,and Graf *intensely* despises copy-paste. That's why he rejects most of his pull requests.

>> No.3825416

Does this thread have any recommended stuff on Blood?

>> No.3825419
File: 704 KB, 1050x700, BY ALL THAT IS HOLY WHAT IS THIS PERFECT BALANCE OF FOOD.png [View same] [iqdb] [saucenao] [google]
3825419

Hey look, I'm working on the Brood Slimes again.

https://my.mixtape.moe/ryphoc.webm

I might need to tone it down a little still.

>> No.3825423

>>3825419
Dammit blaz!

>> No.3825431
File: 1.44 MB, 1452x824, Pixplant is strong.png [View same] [iqdb] [saucenao] [google]
3825431

I don't know how useful you'd find it, but I recently upgraded to PixPlant3 and damn it's really good. The ambient occlusion generation is tight, the displacement and normals control has enough options to be actually useful, and the seamlessly tiling texture synthesizer might even be stronger.

At the very least the seamless diffuse options for textures you can scale down for maps might be good, or if you model stuff you'll probably like the other options too.

I figure most people won't bother unless they're literally handed the damn thing so maybe this will be close enough. http://www100.zippyshare.com/v/6AZl8R2v/file.html

>> No.3825437
File: 138 KB, 397x565, Stupid.png [View same] [iqdb] [saucenao] [google]
3825437

>>3825431
Also you can do all sorts of dumb shit.

>> No.3825465

>>3824453
Really digging these gore effects, they're simple but extremely satisfying and fitting with the classic doom style.

Kinda sucks the SMG shares an ammo pool with the batshit insane bullet hose that is the chaingun, fists are pretty unsatisfying, and the chainsaw feels like suicide in a lot of situations

The new spectres are amazing, I love that shadow effect that fucks up which one is the real one.

>> No.3825476

>>3825196
What happened to it? It seems to be still up

>> No.3825490

>>3825465
Technically the chaingun just hits for 15, while the SMG hits from 5 to 15. Since the chaingun is so horridly inaccurate I figured it was balanced out mostly.

Fists are still kinda under development, and chainsaw definitely needs more skill to use this time around but works well on certain enemies who still have higher pain chances or lower health pools. Part of the melee weakness is now zombies will use their missile attack as a melee, so they aren't helpless if you just bully them.

The new spectres are based on a monster I made for FKER called the nightmare demon (looks like the R667 one but behavior is different). The original made 6 copies when it saw you and teleported to screw you up. I nerfed it a bit and now I'm quite happy with it.

Now if only I could get this ACS working :^/ I just wanna clean up the decorate.

There's also a working discord invite if you wanna join in.

>> No.3825503
File: 132 KB, 665x663, yfwdabearswindasuperbowl.jpg [View same] [iqdb] [saucenao] [google]
3825503

>>3821570
>>3821570
does anyone have a complete download of all the 4chan wads?
I went through the pastebin and most of the links were broken

>> No.3825505

>>3825476
admins shat their pants and banned half of the userlist over talking about white people in the politics channel

that sounds like an exaggeration, like something a /pol/ack would say

it is not

>> No.3825508

>>3825505
>in the politics channel
Why the FUCK would you have a politics channel for your goddamn game jam?

>> No.3825509

>>3825505
>the politics channel

Okay, I think I see the problem.

>> No.3825510

>>3825505
Are there chat logs? I wanna see this.

>> No.3825512

>>3825505
Ha! I'm not even surprised, to be honest
Such a shame that Devolver Digital is associated with this shit pile, though

>> No.3825518
File: 69 KB, 794x403, 1b9384cfe274a08b419b4691013ff72f242f92c0b26ff539056f9ce5973916b3.png [View same] [iqdb] [saucenao] [google]
3825518

>>3825510
i'm sure you could find more if you looked hard enough, but this is terribly off-topic. /agdg/ would most likely be the most appropriate trove for this.

>> No.3825519
File: 53 KB, 680x599, 8b8.jpg [View same] [iqdb] [saucenao] [google]
3825519

>>3825518
>anyone who's not a white male is okay in my book

>> No.3825521

>>3825518
>but anyone who's not a white male is okay in my book
I don't even know what to say to this.

>> No.3825523
File: 51 KB, 400x323, confused kot.jpg [View same] [iqdb] [saucenao] [google]
3825523

>>3825505
>the politics channel
At what point did THAT seem like a good idea?

>> No.3825524

>>3825518
>if white people keep dominating the industry, then PoC will not be able to shine

THE JAPANESE FUCKING DOMINATED THE INDUSTRY UNTIL RECENTLY

YOU IDIOTS

>> No.3825525

>>3825518
>if white people keep dominating the industry
>what is THE ENTIRETY OF THE FUCKING CONSOLE GENERATIONS UNTIL THE XBOX

>> No.3825529

>>3825518
You wonder how a person like that live their daily lives.

>>3825524
We're getting into very off topic territory here, but a lot of people with these mindset will either say, "it doesn't count", or they'll regard asians as white, not rarely claiming asians aren't white in some other context when it suits their narrative.

Basically you can't expect these kinds of people to be honest or reasonable given how much importance they put on race. It's kind of racist actually.

>> No.3825543
File: 14 KB, 291x291, IMG_2905.jpg [View same] [iqdb] [saucenao] [google]
3825543

>>3825518
>implying white privilege is real

Fucking christ I dont come to these threads to see this fucking retarded bullshit. Anyone who has at least half a brain knows that it's not fuck real and racism (or prejudice of any kind for that matter) is not institutionalized.

Stupid shit like this brings my blood to a boil.

>> No.3825547

>>3825543
*fucking real

>> No.3825554

>>3825490
Welp, fuck ACS. Somehow trying to make all the monsters monitor their fear properly and shit makes them lose it faster and faster for every monster that's spawned. If TZK gets back to me in discord and figures out why I'm retarded and how to make this work properly, I'll certainly use it but for now I guess I'll focus on something else.

>> No.3825559

>>3824701
I've only played about a dosen or so megawads, but among them, plutonia is legit one of my favourite ones. The difficulty's much harder than vanilla but never going into bullshit territory. I think one of the reasons i liked it so much was great use of vanilla music, the tracks they chose were always kick-ass, and were familiar so i enjoyed them more then the original stuff in tnt for example. desu the chaingunners were alot worse in TNT. I will give you that the final few maps are a bit too keyhunting than i'd like.
sorry for the blogpost i just see everyone making fun of plutonia and it makes me sad

>> No.3825570
File: 176 KB, 520x678, worriedlaughter.jpg [View same] [iqdb] [saucenao] [google]
3825570

>>3824453
>casings and gibs never despawn

>> No.3825571

>>3825570
I'll get to it eventually :^)

>> No.3825585
File: 37 KB, 688x499, fa0e19654c.png [View same] [iqdb] [saucenao] [google]
3825585

>>3825554
Welp, TZK got back to me and I realized I'm retarded, back to ACS :^)))

>> No.3825596
File: 24 KB, 400x400, 1446068173309.jpg [View same] [iqdb] [saucenao] [google]
3825596

>>3825196
>infinity
Going from one brand of SJW to another doesn't seem like a good idea.

>> No.3825609

>>3825596
I guess in this case, we shouldn't go to infinity, nor beyond.

>> No.3825728

>>3825437
Do one of the good ol' spface.

>> No.3825730

>Mixing games and politics
That's like drinking bleach.

>> No.3825773

Was doomguy's life pre-uac/military like Barney Thompson?

>> No.3825779

>>3825773
He's a blank slate, you can have his past be what ever you want.

>> No.3825797

>>3825287
Its more comfortable than using keyboard for turning. I play with mouse turning.

>> No.3825812 [DELETED] 
File: 208 KB, 807x935, 1486427197641.png [View same] [iqdb] [saucenao] [google]
3825812

>tfw too intelligent to play nonslaughter wads

>> No.3825813

>>3825730
I think that if you're trying to make some kind of profound and thought out statement, it doesn't necessarily *have* to be bad to have some manner of political message in a video game, but it'd generally need to be a subtle side-point in the game, or be a carefully constructed and studied game about an important and serious historical event, and it's probably for the better if it's not satire; most people can't give good observations of politics, even fewer can come up with good satire (or subtile messages), if political cartoons are anything to go by.

So I guess it's kind of a "You probably really shouldn't, unless you're a very good writer with an interesting or good perspective of the subject matter at hand, because it's incredibly easy to ruin."

>> No.3825817

>>3824701
I wholeheartedly identify with your mindset.

I guess it's the lack of proper time to invest in it since I have work and shit, but I think my interest in doom has died off near completely. as in, there's not a single mod or mappack I see anymore that makes me go 'OH MAN I SHOULD BOOT GZD BACK UP THIS FUCKING MOMENT'. at least not since DUMP 2.

this is to say, I totally appreciate the effort and hard work y'all are putting into this game. keep at it.

>> No.3825818

>>3825812
>the anti-slaughter plebians don't know about crowd surfing

>> No.3825823

>>3825818
weren't monsters in doom infinitely tall or at least ridiculously fucking tall

>> No.3825827

>>3825823
Most slaughtermaps are not for vanilla.

>> No.3825828

>>3825823
Infinitely, at least as far as player movement is concerned.

>> No.3825832

>>3825818
I do that in a pinch if I'm cornered by pinkies and stuff, and it can save your life, but they have direct contact with you when you do this so fucking hurry because they'll eat your legs if you're too slow.

I'm not a slaughter guy though, to me it's a bit like having too much butter on a piece of toast.

>> No.3825840

>>3825832
Slaughtermaps have a variety of uses, but they're mostly for co-op and/or gameplay mods. Only doom vets even try to do slaughtermaps; and it's for the thrill of overwhelming odds; a war of attrition and positioning, as well as orchestration of fights and dancing infighting.

It's like fighting back an unrelenting tide; the sort of thing that would appeal to Creeper World and/or Particle Fleet people.

>> No.3825841

>>3825840
>slaughtermaps
>gameplay mods
Weapon packs maybe, but most gameplay mods lag to shit or become way too hard on the easiest slaughtermap.

>> No.3825843

>>3825841
I play UV slaughtermaps with Durla. Fight me.

>> No.3825846

>>3825843
>not playing SUAB on Nightmare, with Ketchup, on Sunder

>> No.3825847

>>3825843
I'm surprised your PC can handle it tbqh

>> No.3825848

>>3825827
Most of them arent for zdoom either. PrBoom+ still has infinitely tall actors

>> No.3825849

>>3825847
I turn most graphics on games down these days for 90's feel.

>>3825846
SUAB?

>> No.3825850

>>3825848
GZD is an exception it seems.

>> No.3825851

>>3825840
I'm sure some gameplay mods are designed with slaughterwads in mind, but I don't think I've heard of a single slaughterwad that was made specifically with gameplay mods in mind.

>> No.3825856

>>3825849
Shut Up and Bleed

An incomplete but still kind of fun mod that's survival oriented with enemies more dangerous while the player is less so.

Kind of like HD in spirit but not nearly as difficult with as much micromanagement.
Also as you get better weapons the mod gets noticeably easier

Pretty cool, wish it was finished.
Or SUAB 2 came out, something.

>> No.3825857

>>3825856
The mod pretty much is finished. All that is really missing is a useless stun rifle and a BFG-tier weapon that is fueled by your health. And the mod doesn't need anymore weapons.

>> No.3825860

>>3825850
ZDoom and its derived ports have the option to disable it. As does Eternity, and funnily enough, Crispy Doom (though I'm not sure if it works when recording demos)

>> No.3825865
File: 242 KB, 1366x768, 2017-02-27_01-26-58.png [View same] [iqdb] [saucenao] [google]
3825865

post the last map you played

>> No.3825867

>>3825856
Oh, that.

>> No.3825868

>>3825857
That's all that was left?
Nevermind then.

Still wouldn't mind SUAB 2 then

>> No.3825873
File: 28 KB, 278x300, 278px-MAP01_map.png [View same] [iqdb] [saucenao] [google]
3825873

>>3825865
>Modding

>> No.3825875

>>3825857
so when can we shitpost about how unfinished it is

>> No.3825879

i'm such a mental midget that i can't stand playing anything except doom 1

can't even play pwads

>> No.3825889

>>3825879
silly

>> No.3825891

>>3822016
>Consider using Smooth Doom. It adds a lot of extra animations and improves the experience.
Not him but I tried using Smooth Doom and I think it looks really bad. The animation timing looks really jerky and awkward. It's hard to explain if you don't expose yourself to too much animation but it's really really not good. They just added inbetweens to the original animations, but those original animations were sorta bad. Drawing those extra frames makes it very noticeable how bad it is. Without Smooth Doom you can mostly ignore how bad the animations are, where your brain fills in the gaps. They should've just redone the animations in the style of the game, that would have been a keen use of their resources.

>> No.3825902
File: 2.93 MB, 640x360, 20170227.webm [View same] [iqdb] [saucenao] [google]
3825902

Whew, well, I managed to make every single token system thingy ACS based and it's not melting my processor. While this might seem like a purely semantic thing, in reality it means that it's a hell of a lot easier to change the values and balance them. It also means that the internal structure of the mod is a bit simpler and easier to read as well. Not to mention that it makes it easier to create cross-species interactions.

I could also have used ZScript but I don't trust that german sorcery bullshit.

>> No.3825903

>>3825891
I like the weapon animations for it
Also animated Doom 64 weapon sprites for Shotguns/Chaingun

>> No.3825906
File: 13 KB, 480x323, 115.png [View same] [iqdb] [saucenao] [google]
3825906

>>3825813
>if political cartoons are anything to go by

Really? I'll make up a fucking a fucking political cartoon right fucking now.
>Two kids standing together
>One named "China," the other "South Korea"
>China has South Korea's hand trapped in a jar of cookies labelled "USA", and the lid for the cookies is labelled "THAAD"
>South Korea's other hand is swinging a stick labelled "coal industry" while China's other hand is swinging a stick labelled "j-pop"

It might seem like I just made up non-sense, but I took a topical, recent event and turned it into an accurate portrayal of the situation. Political cartoons are nothing to go by; ever.

>> No.3825915

>>3825906
>subtle
>labels

>> No.3825919

>>3825915
How many political cartoons have you read anon? The fuckers are everywhere.

>> No.3825921

>>3825919
>most people can't give good observations of politics, even fewer can come up with good satire (or subtle messages), if political cartoons are anything to go by

>> No.3825925

>>3825906
>Political cartoons are nothing to go by; ever.
That's my point.

It's the lowest common denominator of any kind of art style and it's about as un-nuanced as societal commentary can be.

You should aim to NOT be that.

>> No.3825936
File: 27 KB, 321x490, 1478135804388.png [View same] [iqdb] [saucenao] [google]
3825936

>>3825925
>have enemies running around but with political/social labels plastered on them
>all your guns are fucking movements and theories of thought and shit
>conceptual combat for political cartoons

I'd play it.

>> No.3825974
File: 1.60 MB, 1067x1200, Quake Aspect Ratio.png [View same] [iqdb] [saucenao] [google]
3825974

>>3824769
Exactly.

>> No.3826009
File: 433 KB, 934x363, Get out of my head Samus.png [View same] [iqdb] [saucenao] [google]
3826009

You guys ever have a game on your mind so hard you wind up creating something just for the sake of getting it off your mind?

>> No.3826027

>>3825974
>>3824769
It switched from being AR-stretched to square pixels mid-development, when Carmack managed to make it support resolutions beyond 320x200.

The art assets made before this update look as intended in 8:5, same as Doom, however the rest of the assets look stretched, like square buttons and "sun"-shaped shootables.

In 4:3 ratio old assets look squished, but new ones look like they should.

It's all due to time constraints that limited their ability to go back and redo the assets, hence artistic inconsistency.

>> No.3826048

>>3825865
demonizd 1 then d2ino 19

>> No.3826049

>>3826009
S'what I'm trying to do.

>> No.3826058

>>3826009

Absolutely dope.

You have a great vision, keep up the amazing job!

>> No.3826060
File: 177 KB, 643x359, Get out of my head Samus.png [View same] [iqdb] [saucenao] [google]
3826060

>>3826058
I made it better with some feedback from someone who's got a bigger metroid stiffy than me

>> No.3826074

>>3826060
If only I could fucking draw.

>> No.3826078

>>3826074
I can't either, I just took pieces from the Doom rocket launcher, Strife's assault rifle, the tube is from the cryobow on realm667, the base is from the hellstorm launcher from realm667, and the tip is from a gun from the blake stone sequel

>> No.3826097

I'm looking forward to Mothergunship, Tower of Guns was great.
>not retro

>> No.3826101

>>3826078
AHA! I KNEW IT WAS BLAKE STONE!

Frankenspriting is cool.

>> No.3826110

New thread.

>>3826106
>>3826106
>>3826106

>> No.3826505

>>3826060
>filename

It's like Doomguy just hit puberty and can't stop thinking about his best friend in school that happens to be a girl.

>> No.3826673

>>3825879
I'm like this guy, but I advanced to play 1994 PWADs.

>> No.3826725

>>3824701
We doing confessions? Oh boy indeed, I have quite the controversial opinions.


I think Doom is alright. It is nothing spectacular, but was a necessary step to get FPS games better then they were. I cannot stand the Catacombs series in the slightest. But in 2017, I just cannot see Doom as being that awesome of a game. The lack of mouse look bugs me to no end, but using mouse look in source ports makes me feel cheap. The enemies are mostly weak or bullet sponges, Doom really relies a lot on spamming enemies or ambushes to make a dangerous situation, and many PWADs love to just throw enemies in a corridor to the point I want to fall asleep. Damaging floors were a limitation, but feel cheap as it means I am intended to lose health in a map even if I do everything perfectly. Yet I ironically play Doom quite a bit regardless of the fact I don't find it that amazing because I keep trying to convince myself I will be happy if I keep doing it. I lurk here because I love old-school shooters and this is pretty much the only popular thread that relates to me on 4chan.

I love old-school shooters (don't play any FPS titles newer than 2000 and very rarely past 1998), but I really only truly love stuff like Quake (I always thought people that loved Quake were "supposed" to love Doom as well) and Unreal. I loathe wall spamming. I loathe confusing levels reliant on an auto map. Doom is a great way to kill a little time, but Quake and Unreal are a thousand times more immersive. Doom II was absolutely terrible, I hate the new music, levels, and even the enemies just feel uninteresting. Duke 3d was absolutely frustrating. If I go to hell, I swear they will make me play Hexen all day long. Heretic is only somewhat better. Wolfenstein 3d is depressing and boring. Hovertank 3d had annoying controls. Dark Forces was just boring environments, Star Wars edition.

Really, my happiness comes from the original Quake and original Unreal. Glad I am not alone.

>> No.3826819

>>3826725

I'm still waiting for him to tell me what mods he enjoys.

I just...I just want to talk about Unreal with bros. :(

>> No.3826968

>>3821667
Did it have doom level graphics or much better graphics?

>> No.3827115

>>3826819
I love Unreal, but sadly have never played any mods. Been repressing that part sadly, really wishing to get back to Unreal and check out some mods in the future. Most of my time is spent in Quake on random maps nobody but me has ever heard of.