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4056237 No.4056237 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4051880

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
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 Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
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/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent (dead)

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

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

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

>> No.4056238

=== CURRENT EVENTS ===

QUMP
-Mapping deadline reached; awaiting release?
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-2016 torrent of idgames archive is gone; needs replacement?

=== NEWS ===

[6-12] Nuclear Barrels released
https://forum.zdoom.org/viewtopic.php?f=43&t=56866

[6-10] 'All Clear Message' addon now provides link to an Anon edit
https://forum.zdoom.org/viewtopic.php?f=46&t=56483

[6-9] Rise of the Wool Ball released
https://forum.zdoom.org/viewtopic.php?f=19&t=56668

[6-4] Don't play with Hell Part 1 released by Bifurcator_X
http://www.moddb.com/mods/dont-play-with-hell-part-1

[6-1] Combine_Kegan's Space Hunter released; an NES Metroid-themed gameplay mod
https://forum.zdoom.org/viewtopic.php?f=43&t=56702

[6-1] Project MSfiX'd update
http://www.mediafire.com/file/s1h0s2h63hfhab5/projectmsfixd_vr053117.pk3

[5-31] GZDoom 3.1 released
https://forum.zdoom.org/viewtopic.php?t=56686

[5-31] An old fan-fiction Doom bestiary was dug up; no actual resources but may or may not be of interest
https://web.archive.org/web/20170113212105/http://haunt.8m.com/beastiary/index.html

[5-31] New OBLIGE WIP
http://oblige.sourceforge.net/forum/index.php?topic=533.msg4818#msg4818

[5-31] Rise of the Wool Ball announced
https://www.doomworld.com/vb/post/1754356

[5-30] MetaDoom v4 released
https://forum.zdoom.org/viewtopic.php?f=43&t=53010

[5-28] Another Project MSfiX'd update; Doom monsters working again
http://www.mediafire.com/file/p21m3fwycfvh153/projectmsfixd_vr052717.pk3

[5-28] Hunter's Moon Version 2.9 released
https://forum.zdoom.org/viewtopic.php?f=19&t=30942

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.4056247

I heard mention of a good synth focused sound track that I wanna use with meta doom but cant remember the name of it

>> No.4056257

>>4056247
That one used in Demonsteele?

>> No.4056264

>>4056257
never mind I got on, but my real issue now is that meta doom won't run, I loaded it and Switcheroom together with a soundtrack mod, trouble is only the latter 2 took effect

>> No.4056265
File: 39 KB, 1280x720, mbrdoom.jpg [View same] [iqdb] [saucenao] [google]
4056265

I'm sure this has probably been posted here before but I just stumbled upon this track and my nipples have never been more erect.

https://soundcloud.com/masterbootrecordmusic/doom

>> No.4056268

>>4056265
https://www.youtube.com/watch?v=pG8RAbWs1yo

>> No.4056276
File: 249 KB, 1130x900, 1452205239158.png [View same] [iqdb] [saucenao] [google]
4056276

What are some lesser known mods/wads that you guys like to play? I'm tired of just stuff from the most popular modders and mappers.

>> No.4056278

today I learned that QZDoom is not a substitute for GZDoom... and thus I am back at square fucking one with my piece of shit computer unable to play recent shit

>> No.4056281

>>4056276
Hexen.

>> No.4056289

>>4056278
the only recent thing worth playing is d4t and that runs on older versions of GZDoom so you're fine

>> No.4056290
File: 4 KB, 250x140, FormerScientists2.png [View same] [iqdb] [saucenao] [google]
4056290

>>4056276
I made this map last year and you guys really liked it and made me feel warm and fuzzy. Give it a try if you miss it :)

Hubris Containment Sector

https://www.dropbox.com/s/7eo92x78xx2tc5z/Hubris%20Containment%20Sector%20%28Final%20Complete%29.wad?dl=0

>> No.4056296

>>4056289
my computer doesn't run any version because it seems to lack a graphics card

>> No.4056297

Why does Doom borrow Heretic's "secret is found" noise? Was Heretic the first one to use the sound or was it Doom I'm a bit confused.

>> No.4056304

>>4056297
>doom 1993
>heretic 1996
?

>> No.4056306

>>4056289
on that subject I got a bit backwards, which is more recent v201 or v200.2

>> No.4056309

>>4056290
i remember your map anon, it was fun.
I remember you saying you were gonna do a heretic map next, how's that going along?

>> No.4056313

>>4056297
My guess is sourceports.
I don't recall original DOOM even acknowledging you found a secret, or maybe it did but no sound cue? it wasn't until I played "recently" when sourceports started being a thing where the secret notice is print all over the place with a loud SFX.

>> No.4056326

>>4056276
Disjuction was neat

>> No.4056332

>>4056309
I failed u :(

Full of original ideas but I just cant wrap scrypting around my head to implement them...

>> No.4056335

>>4056309
>>4056332

Mainly it was importing textures/monsters. Got more errors than anything and it really threw me off

>> No.4056339

>>4056313
>>4056297
Yeah secrets had no cue in original.

>> No.4056341

>>4056276
dances with hellspawn, a short but sweet map

>> No.4056345

So anyone knows of any texture replacement mods (no HD shit)? It can't be that there's none.

>> No.4056347

you chaps tried this?

http://www.moddb.com/games/blood-fan-remake/downloads/blood-remake-alpha-demo

>> No.4056351

>>4056347
This looks awful

>> No.4056369

I asked this in last thread but hit bump limit:

So Zandronum is shit for multiplayer right now right? Is there another client people are using or do i just have to deal with the measly 70 people online a day?

>> No.4056378

>>4056369
Zandybam's the best of the bunch but that doesn't mean much.

>> No.4056380

>>4056347
>>4056351
Far better than I thought it would be.
Everything feels a little soft right now though. Animations aren't snappy, everything feels floaty and slow.

I liked the tommy gun animation though. Kicking around nonsensically. Might not fit Blood, but I liked it.

>> No.4056430
File: 277 KB, 456x442, 1477233888326.png [View same] [iqdb] [saucenao] [google]
4056430

What do you think about demons having voices?
Project brutality is the only mod i know of that does it and i'm not sure i like it or not
MORTAL!

>> No.4056431

>>4056369
how is 70 people online a day measly?
thats like 3x as many as reflex or quakeworld

>> No.4056449

>>4056297
>Why does Doom borrow Heretic's "secret is found" noise?
Doom doesnt have any notification for finding a secret, dumbass.

>> No.4056454

>>4056238
why is shadow of the wool ball posted twice

>> No.4056461
File: 547 KB, 704x591, triggered colbert.png [View same] [iqdb] [saucenao] [google]
4056461

HOW DO I INSTALL QUAKESPASM GAHHHHHHHHHHHHHH

>> No.4056464

>>4056461
just put the files into your quake folder

>> No.4056473

>>4056464
already tried that, did nothing

>> No.4056475

>>4056431
its basically spread so thin that most servers only have 3 people in it

>> No.4056480

>>4056473
i don't mean to be a dick but how did you fuck up "drag files from zip into main quake directory, run quakespasm.exe"

>> No.4056490

>>4056480
wait never mind sorry .-.

>> No.4056491

>>4056454
The older one was the announcement, the newer one is the release. Surprised you didn't ask about Project MSfiX'd being on there twice

>> No.4056493

>>4056480
I blame russian hackers.

>> No.4056497

>>4056475
if its duel that's just fine

>> No.4056504

>>4056491
im fucking retarded

>> No.4056507
File: 3 KB, 250x174, 1427474264517.jpg [View same] [iqdb] [saucenao] [google]
4056507

>jump into random custom game in QC
>20 BJs dual wielding gauntlets flying around at 300 mph

>> No.4056536

>>4056507
>dual BJs
;)

>> No.4056560

Has a Doom/Hexen wad ever hard gated non-linear progression through what weapons you have?
Closest I can think of is those trees in Hexen that only go down if you have a high enough tiered weapon.

>> No.4056561

Whatever happened to that one Pokemon Wad where it starts out where Doomguy shoots a bunch of zombies and in the middle of the room is a giant gameboy and once you go in you are transported to Palette Town? Are they still working on it? I keep forgetting to download it again.

>> No.4056562

>>4056507
>two handed multiple gaunting
wew

>> No.4056569

>>4056507
>20 BJs
would you even have any blood cells left in your system after such a thing

>> No.4056572

>>4056430
that's only the former humans they do that to, based on some rips from early versions of Doom 3's commandos, for demons themselves if they do speak it should be in some unspeakable language, some manner of wording we cant understand and probably are better for not understanding

>> No.4056573

>>4056560
IIRC there is a hexen wad that prevents you from going to certain areas simply because you don't have the firepower to deal with the enemies there.

It was on this:
https://www.youtube.com/watch?v=Cy-yDyttogs

>> No.4056578

>>4056572
>for demons themselves if they do speak it should be in some unspeakable language, some manner of wording we cant understand and probably are better for not understanding
isn't the whole thing about demons that they speak our tongues so they can have an easier time conning us out of our souls/sanity?

>> No.4056590
File: 294 KB, 480x480, Doomguy channels his inner skeleton.gif [View same] [iqdb] [saucenao] [google]
4056590

https://www.youtube.com/watch?v=w0iwKHuz_6E
>God Hand
>but Doom

Holy shit.

>> No.4056602
File: 251 KB, 1366x768, Screenshot_Doom_20170612_224351.png [View same] [iqdb] [saucenao] [google]
4056602

POKEMON? POKEMON WITH THE PO AND THE KE AND THE GUY COMES OUTTA THE THING

>> No.4056619
File: 427 KB, 1366x768, Screenshot_Doom_20170612_225736.png [View same] [iqdb] [saucenao] [google]
4056619

Why did they have to make the shooting so earrapingly loud in Complex Doom

>> No.4056626

>>4056619
Because guns instantly become better when they burn out your speakers from a single shot. It's the "brutal" philosophy of design

>> No.4056629

what's a better name for a sort of super cyber demon, Cyber Champion or Cyberlord?

>> No.4056635

>>4056629
Cybringer, THE Harbinger BJ defeated.

>> No.4056637
File: 78 KB, 240x240, 1485131148906.png [View same] [iqdb] [saucenao] [google]
4056637

>>4056635
>Cybringer
That's pretty good.

>> No.4056642

>>4056626
Guns should have 'oomph' feeling to the on the sound department, but there's difference between firing a normal gun and the magnum from Guncaster

>> No.4056663

>>4056590
>No footage of player staring at the floor and making doomguy sprite run horizontally
aw

>> No.4056664

>>4056642
indeed, guns should have impact, but the true CRACK and Thunder should be saved for something big like the Gauss cannon, or an anti tank rifle or the like

>> No.4056685

Can any of you decorate guys clarify a thing for me?
If I have a randomspawner there's a change for it to spawn nothing, right?

>> No.4056687

>>4056685
ffs I meant to write "chance".

>> No.4056690

>>4056685
Only if its chance to spawn is less than 255.

>> No.4056692

What's the best way to play Wolfenstein+SoD today with mouse controls? I remember trying the Wolfenstein 3D TC for Doom several years back but it had its fair share of issues, namely movement and secrets fucking up, and the last time I tried ECWolf it didn't have mouse controls.
Have either of those been updated to fix those problems, or is the Wolf3D starter pack my best option?

>> No.4056701

>>4056690
Alright thanks.
So just to be sure, if I want a 50/50 chance I just set both to 255?
The wiki is kind of unclear on this, so want to be absolutely sure. I have a zscript-based solution that works reliably, but would prefer to use builtins to not reinvent the wheel too much there.

>> No.4056706

>>4056635
whelp if I ever need a named cyberdemon for a table top game, that's what Im using

>> No.4056718

>>4055728
I muted one audio channel and tried turning around next to a zombie and indeed when he's on one side sounds louder than the other

...so the problem is me getting old because when I'm playing I can't tell what side the enemy is on when both channels are on. I'm pretty sure years ago I could tell easily where an enemy was just from the sound. Feels bad.

>> No.4056720

>>4056701
So you're using
>DropItem "SomeMonster", 255, 1

The two numbers at the end are the ones you need to adjust to decide what item/monster appears. The first number is the chance of that item appearing if it gets selected. At 255, the item will always appear. Anything less than 255 and there's a chance it won't appear at all. The second number is the weight, or how likely the random choice will pick a particular item. Higher numbers will make that item favored over the others.

As an example
>DropItem "Pinky", 255, 3
>DropItem "Skelly", 127, 1

The Pinky is three times more likely to appear than a Skelly and will always appear if it gets chosen. If a Skelly is picked, it has a 50/50 chance to not appear at all.

If you have two monsters and want to flip a coin on which appears, set the chance and weight to 255, 1 on both.
If you have just one monster and want flip a coin on whether or not they show up to the party, set their chance and weight to 127, 1.

>> No.4056725

>>4056720
Got it. Thanks anon!

>> No.4056767

>>4056507
>tfw they won't add grenade launchers because of spamming
>even thought grenades aren't easier to handle than something like rockets
>even thought they have the abilities that can ruin balance
>even thought this game has no reloading whatsoever so you're already spamming shit in the first place

>> No.4056769

>>4056767
am i supposed to be reading that as 'they even thought' or 'even though'?

>> No.4056770

>>4056767
Not quake unless you can spam pills

>> No.4056775

>>4056770
i thought only tf2 players referred to grenades as pills
or pipes

>> No.4056784

>>4056767
>reloading in quake
whuh

>> No.4056786

>>4056767
>tfw Ripper still absent from UT sequels

>> No.4056787

>>4056784
He said
>no reloading
dummy

>> No.4056791
File: 2.10 MB, 720x360, oh man that's fuckin awesome.webm [View same] [iqdb] [saucenao] [google]
4056791

This might be my favorite subweapon/swordtech yet.

>> No.4056793

>>4056767
grenade launcher has been leaked tho

>even thought grenades aren't easier to handle than something like rockets
so are you okay with it? you worded this so poorly I can't figure it out

>> No.4056803

>>4056787
why bring up gun spam as a particular issue in champions and not quake in general? the presence of abilities easily cancel mindless spam due to the offensive nature some of them have.

>> No.4056806

>>4056803
He's saying spam ISN'T a problem.

>> No.4056807 [DELETED] 

>>4056290
this is the first doom-format map i've seen posted here for months. it looks suspicious though, got tons of errors on load.

is this a false dawn? does it still require gzdoom or (unlikely) will prboom run it?

>> No.4056809

>>4056806
>>4056767
>even thought this game has no reloading whatsoever so you're already spamming shit in the first place
it implies a problem with it.

which is a moot stake since there's a grenade launcher in the works literally as we speak.

>> No.4056818

>>4056791
Release something already you turboautistfag REEE
Seriously though, if you wait for it to be "perfect" you are gonna be running blind and missing potential bugs and design issues that can be solved by having more eyes on it, or things that videos can't convey. Not to mention it'll make burnout more bearable.
Perfect is the enemy of good.

>> No.4056820

>>4056818
he just released space hunter

>> No.4056821

>>4056818
It's not even about perfect though. It's just about fixing what I broke to begin with, and then adding some cool shit on top. It's also about adding the monsters I've had planned to add forever ago.

Unless you'd rather have an unfinished project where several monsters are still missing and the flow of gameplay sucks because it's all lopsided and makes the Blazter better than everything else.

>> No.4056823

>>4056791
what if it falls somewhere you can't reach it? have you lost it forever?

i managed to do this with the bloodsphere thing in zen dynamics, it was awful

>> No.4056825

>>4056823
Already ahead of you, see that grayed out sword icon in the top right? When that fills up and goes fully colored, the sword poofs back into your inventory. I hate losing throwable shit too, like the crowbar in Sven Coop, and the bloodsphere, so I've added a failsafe

>> No.4056827

>>4056825
great, thanks.

>> No.4056836

>>4056818
He said himself that he's been busy with Space Hunter.

>> No.4056837
File: 450 KB, 851x479, 1469719900592.png [View same] [iqdb] [saucenao] [google]
4056837

Has Doom ever scared you?

>> No.4056838

Does AAPTR_LINETARGET work with projectiles too?

>> No.4056843

>>4056837
PSX Doom scared me shitless when I was a kid

>> No.4056845

>>4056837
i jump when i find there's a monster right next to me that i didn't know was there. when it's somehow managed to approach silently.

also when about 500 revenants pop out of the ground in front of you and scream simultaneously, the unexpected suddenness and loud noise was a fright

>> No.4056859
File: 98 KB, 500x667, 1438866113202.jpg [View same] [iqdb] [saucenao] [google]
4056859

Doom 64 > Doom > Doom II

>> No.4056868

>>4056859
Doom 2 > Doom
The first game's bestiary feels bare bones, and the lack of the SSG turns some monsters into bullet sponges.

>> No.4056871

Doom's textures and themes
Doom 2's larger more open maps and new monsters/weapon

>> No.4056874

>>4056868
>turn some monsters into bullet sponges
yeah that's what the rockets are for

>> No.4056880
File: 6 KB, 130x234, 1496456395196.jpg [View same] [iqdb] [saucenao] [google]
4056880

>>4056874
>tfw you have a surplus of rockets and you find a stash of extra rockets, so you just turn around and blow up some poor stupid imps that happened to cross your path
Ammo management is so satisfying sometimes

>> No.4056882

>>4056868
>The first game's bestiary feels bare bones
You mean bare boneless?

>> No.4056883

>>4056837
Some of the music in PSX Final Doom and Doom 64 makes me clench my anus like a vice.

Also Ghoul's Forest when I was a wee autistic lad but no longer

>> No.4056885
File: 57 KB, 600x829, laughing_elf_man.jpg [View same] [iqdb] [saucenao] [google]
4056885

>>4056882
Oh, you.

>> No.4056892
File: 32 KB, 1280x960, 1497352076.png [View same] [iqdb] [saucenao] [google]
4056892

>>4056882
not really. these are literally head bones. and they're on fire!

>> No.4056894
File: 2.99 MB, 540x403, you're not a medikit.gif [View same] [iqdb] [saucenao] [google]
4056894

>>4056837
Arch-Viles, or the thought of one being nearby, that still kind of spooks/unnerves me.

>> No.4056897

>>4056894
WHAT THE FUCK

>> No.4056903

>>4056894
>>4056897
that's All Hell Breaks Loose i think

>> No.4056905

>>4056894
> health pack mimics
WHY DIDN'T I THINK OF THIS SOONER

>> No.4056907
File: 39 KB, 480x204, HACK-THE-PLANET.jpg [View same] [iqdb] [saucenao] [google]
4056907

this is balanced https://my.mixtape.moe/ybvoke.webm

>> No.4056914
File: 6 KB, 207x285, you're not a medkit.png [View same] [iqdb] [saucenao] [google]
4056914

>>4056905

>> No.4056927
File: 9 KB, 150x150, 1347432053367.gif [View same] [iqdb] [saucenao] [google]
4056927

>>4056907
>tiny little gargoyle bastards packing an RPG

>> No.4056942

>>4056907
>metal slug missile sounds
oh yeah, and YOU MADMAN WHAT HAVE YOU DONE

>> No.4056946

>>4056905
How much health would it drop to compensate? Seems like it would be easy damage, especially when you most need health

>> No.4056947

>>4056942
>Metal Slug

I remember that SFX from Goldeneye, which from what I remember had a similar cheat.

>> No.4056949

>>4056946
you just have to check
it's like the opposite of how ROTT did it

>> No.4056964

>>4056276
Laura Beyer's Doom

>> No.4056976
File: 169 KB, 800x600, Screenshot_Doom_20170611_192414.png [View same] [iqdb] [saucenao] [google]
4056976

>> No.4056978
File: 203 KB, 800x600, Screenshot_Doom_20170611_192721.png [View same] [iqdb] [saucenao] [google]
4056978

>>4056976
Ever made a tactical fuckup that almost killed you, but you survived the encounter and almost wish you had died so you could load and try again and not fuck up?

>> No.4056980
File: 321 KB, 1280x768, DwF7gH7.png [View same] [iqdb] [saucenao] [google]
4056980

>>4056238
Doom Hand, a God Hand inspired mod released.
https://forum.zdoom.org/viewtopic.php?f=43&t=56881

>> No.4056990

The year is 2763. The last living man on Earth dies. Humanity continues beyond our original planet, led by the Collective Carmack Consciousness, reaching a new age of industry and science. QUMP still has not been released.

>> No.4056994

>>4056980
Nice

>> No.4057004

>>4056980
Does it draw player sprite as a weapon onto the hud, or is the camera actually third person?

>> No.4057015

>>4056297
Because source ports. Vanilla does not have the message at all. Personally, I hate it, and disable it in every source port I play, because it can get annoying in some maps, and most of the time its pretty damn obvious when you found a secret anyway.

>> No.4057029

is brutal wolfenstein good?

>> No.4057061

>>4056990
Yeah the one guy who still needs to finish his map is on holiday for a few more days, then all he has to do is add monsters and lighting and he should be done.

>> No.4057119

>>4056276
Legacy of Heroes

>> No.4057143
File: 382 KB, 742x409, uv84m5H.png [View same] [iqdb] [saucenao] [google]
4057143

>>4056238
Doom: The Golden Souls 1.4 released a few days ago.

>> No.4057146

>>4057143
https://forum.zdoom.org/viewtopic.php?f=19&t=35135&start=795#p1003410
Forgot link

>> No.4057167
File: 31 KB, 400x400, all covered in blood.png [View same] [iqdb] [saucenao] [google]
4057167

>> No.4057185

>>4056837
Hearing an archvile still gets to me, also the sacrificial temple in hell on earth starter had me genuinely disturbed throughout, opening with a wall of corpses, and never letting up

>> No.4057209

>>4056837
Multiple arch-viles can give me a fright. Cyberdemons in non-open areas can also get me.

>> No.4057216
File: 312 KB, 800x600, Screenshot_Doom_20170613_181939.png [View same] [iqdb] [saucenao] [google]
4057216

I like how screenshots can come out unintentionally funny at times.

>> No.4057219

>>4057209
Cybers in tight rooms are just bad news.

>> No.4057226

>>4057216
I'm imagining a dunce hat on that cyberdemon

>> No.4057234

What's better, mods that keep close to the core set of weapons. Or more that go all out with a bazillion weapons?

>> No.4057236

>>4056907
Is there any documentation on doing this menu stuff?
>>4057234
Depends

>> No.4057245

>>4057234
Personally I prefer ones that pick one or the other. The worst is when they do something where all the weapons are generic but flashy as hell. Either stick with the basics or go full on demonsteele, and make the rest of the mod accordingly.

>> No.4057248

>>4056720
Oh so thats how that works, thank you so much!

Is there a limit to the second weight value? can it be over 255?

Also, I want to add this to zdoom wiki for future reference as I also went to that place and left confused by it. I'd like to prevent others from facing that, but creating an account doesn't seem to work. No matter what name I put in, it keeps rejecting my registration.

>> No.4057254
File: 403 KB, 800x600, Screenshot_Doom_20170613_183133.png [View same] [iqdb] [saucenao] [google]
4057254

>>4057234
I think Call of Doom does it the best.

It gives me bazillion guns, but I can only hold 1 of them for each slot (10 main weapons max, 5 special weapons). I can swap guns by tossing the old one on the floor and pick up the new one. The fact that I can carry up to 15 weapons plus 2 grenade types makes it ok, unlike in some console shooters that only allow you to carry 4 guns - or even worse, 2 guns - at a time, heavily restricting your options.

Also the fact that there is an emphasis on skipping reloading a weapon when you can just pick up a loaded on off the ground and also the ability to toss a gun in an enemy's face to stun/kill them is super fun.

Technically, I guess I would say the mod still keeps to a core set of weapons, as each slot occupies a weapon that is roughly of a certain power level, so I guess its a bit of a mix of both, really.

>> No.4057257

>>4057234
how about less than vanilla weapons

>> No.4057262

I wonder what was the throught process (Or if there was any) in the head of DoomZone's creator when he was designing the weapon slots.
>Duuh, let's just spread out all weapons on totally illogical slots, 'cuz that's fun

>> No.4057263

>>4057262
Isn't that the guy who made QuakeStyle ZX and tried to shill it here a bit a few months ago?

>> No.4057265

>>4057262
wtf is doomzone

>> No.4057268

>>4057263
Looking trough his website, I see QuakeStyle ZX there.

>>4057265
Gameplay mod

>> No.4057270
File: 112 KB, 800x600, Screenshot_Doom_20170611_201034.png [View same] [iqdb] [saucenao] [google]
4057270

>>4056978
I like this cool glow honestly.

Dynamic lights are neat.

>> No.4057272

>>4057268
Yeah ok, same guy. His mods are all really bizzarely designed with respect to things like balance and interactivity.

>> No.4057273

>>4057270
doesn't the (relatively) bright hud clash with the dark and moody enviroments?

>> No.4057280
File: 124 KB, 800x600, Screenshot_Doom_20170611_201048.png [View same] [iqdb] [saucenao] [google]
4057280

>>4057270
Also once you grab the key, a wall opens in the narrow hallways close to you, where an arch-vile comes out, Final Doom was cheeky like that.

Of course, the Playstation versions have no arch-viles, typically replacing them with a meathook decoration, sometimes a revenant (I guess they wanted the spook factor).

>You're not an arch-vile.

>> No.4057285

>>4057273
Not really, the original Doom hud is even brighter.

I do prefer playing full-screen, but Immoral Conduct isn't quite compatible with that, not showing your full ammo-supply (it's a really good idea to track that), and some of the sprites cut off.

I hope to change those things, however.

>> No.4057289

>>4057254
Noted, I'm currently searching for assets on a respriting of the Cod weapons, so far trailblazer, some of insanity's brutality and 2016 weapons look like potential options to fill out a nice mix of tacticool and Sci Fi weapons, just need to make a sure the effects look right

>> No.4057297
File: 278 KB, 1366x768, Screenshot_Doom_20170612_225755.png [View same] [iqdb] [saucenao] [google]
4057297

>> No.4057302

>>4057297
What's the name of that Pokemon mod again?

>> No.4057303

>>4056907
>mass scared by gargoyle

>> No.4057304
File: 816 KB, 1366x768, Screenshot_Doom_20170612_233657.png [View same] [iqdb] [saucenao] [google]
4057304

DAMMIT PB

>> No.4057310

>>4057304
Is that a 3d model? I'm on a shit phone so I can't maximize that screenshot.

>> No.4057314

>>4057304
how close is 3.0 to dropping?

>> No.4057316
File: 324 KB, 359x499, vxujfXC[1].gif [View same] [iqdb] [saucenao] [google]
4057316

>>4057310

>>4057314
considering the new test version is 6 days old, it's still far

>> No.4057318

>>4057316
> "animation"
just slap some green lines on it, that'll do

>> No.4057321
File: 113 KB, 1280x720, Screenshot_Doom_20170614_032143.png [View same] [iqdb] [saucenao] [google]
4057321

What the fuck I never knew this secret even existed until today, it's completely unmarked. Also guess the map.

>> No.4057336

>>4057321
downtown

>> No.4057337
File: 252 KB, 800x600, Screenshot_Doom_20170613_201539.png [View same] [iqdb] [saucenao] [google]
4057337

>Tons of long hallways
>A squad of 6 men with heavy assault weapons
>About a thousand of pinkies, imps and zombies

Goddamn this shit is Space Hulk as fuck

>> No.4057339

>>4057289
You're actually going for it? I heard some anon in a previous thread was dismayed by the quality of CoD, but loved the gameplay. Are you the same dude?

I'm excited to see what you come up with, especially when you mentioned mixing in scifi style guns in to it.

>> No.4057341

what do I add after "changemap <mapname>" to choose skill level? I'm using gzdoom

>> No.4057348

>>4057341
Type "skill <number>; changemap <mapname>" like that in quotes

The difficulty levels are numbered 0-4

>> No.4057349

>>4057341
>after
I believe you gotta do it before loading the map.
It's "skill X" where X = 1 to 3 (4 is nightmare)

>> No.4057350

Is it possible to make a duke nukem game in this decade and do it right?

>> No.4057352
File: 59 KB, 560x536, 1480832433749.jpg [View same] [iqdb] [saucenao] [google]
4057352

>>4057350
Of course!

>> No.4057353

>>4057336
ding

I know there's a computer map powerup hidden in the map which is probably why this is unmarked, but I really never saw it until now.

>> No.4057354

>>4057350
They made nuDOOM and it was okay, so sure, why not.

>> No.4057357

>>4057339
It's all embryonic, I'm also *has no Graphics card potato* anon, so I have no idea when it's coming along, more accurately I like what I've seen of the play. Need to test if I can play it on my crappy pc, if I can't even do that then i'll need to focus on getting a new computer, because I want to balance out what will be only a visual change and what will change in gameplay, like if I want to include weapon upgrades, and those upgrades could be interchangable between similar weapons

>> No.4057359

>>4057350
lol no, the bloated high fidelity PBR 3D graphics will make it way too expensive to even do a fraction of a single Duke3D-style level.

>> No.4057360

>>4057349
>>4057348
thanks

it wasn't working first but I think it's because "changemap" doesn't start a new game, but using just "skill X; map Y" instead works fine

>> No.4057364

>>4057350
>>4057354
Duke Nukem's character and world is pretty much a product of its time, so I dunno.

>> No.4057367

>>4057360
Yeah there's two commands, one for changing the map and the other for a new game. Really handy.

>> No.4057371

>>4057350
Yes.

Just don't involve this guy: >>4057352

>> No.4057373
File: 102 KB, 390x390, [BUTTHURTS MUSICALLY].png [View same] [iqdb] [saucenao] [google]
4057373

>>4057371
WHAT THE FUCK, MAN

>> No.4057380

Are there any good gameplay mods for Heretic?

>> No.4057386

>>4057380
Wrath of Cronos (for both Hexen and Heretic, and can also be used with Doom levels and monsters). Makes the game into an RPG with skills and stats.

>> No.4057387
File: 10 KB, 697x617, untittled.png [View same] [iqdb] [saucenao] [google]
4057387

where are the doom drawfriends

>> No.4057389

>Want to make toonish gameplay mod in tone of LizardSquad/WoolBall
>Suddenly remember all the effort required
I'll never get anything done in my life at this pace, fuck.

>> No.4057394

>>4057387
dead

>> No.4057395
File: 394 KB, 1366x768, Screenshot_Doom_20170603_173500.png [View same] [iqdb] [saucenao] [google]
4057395

>> No.4057398

>>4057389
Here's your (You)

But seriously. You could at least drop some ideas into the thread instead of self-pity.

>> No.4057403
File: 16 KB, 697x617, untiled.png [View same] [iqdb] [saucenao] [google]
4057403

>>4057394
dead for you

>> No.4057406

>>4057398
The idea is simple, (you) play as police/military cat who goes on rampage during psychotic episode. Nothing too big or serious.
And as said, only gameplay mod.

>> No.4057410

Can some texture pro give me some hints how to properly make a texture from pictures? I don't seem to be able to get the edges right; I made ten textures and half of them tile horribly.
Also, I made a flat where tiling is visible just in one direction. I tried blurring the edges, but it doesn't work.

>> No.4057421
File: 234 KB, 1202x739, 1337543222883.jpg [View same] [iqdb] [saucenao] [google]
4057421

>>4057406
That doesn't even sound worth making. Why would you want that mod at all?

>> No.4057445

>>4057234

I don't like mods with a bazillion weapons.

>> No.4057446

>>4057364

That sounds like a challenge.

>> No.4057448

>>4057389
Not with that attitude you won't.

>> No.4057450

>>4057448
see >>4057406

>> No.4057452

>>4057421
nice post asshole. kick a man when he's down why not.

>> No.4057457

>>4057450
Okay. That doesn't change anything about my post.

>> No.4057458
File: 19 KB, 320x200, barrel-test.png [View same] [iqdb] [saucenao] [google]
4057458

>>4057304
>>4057310
It's an old sprite I hacked together to see if an idea for MetaDoom was feasible. I never ended up finishing or using it, but given how much Yholl rages about PB taking stuff from DRLA without credit/permission I'm not too shocked that it fell into that mod, if it was gonna fall into any.

What a weird way to do things. Looks like they did a pretty bad job on the edit. Did they at least animate the goo? I remember setting it up to animate but I don't remember releasing a GIF or whatever of it.

And yeah, IIRC it's based on a CSGO model, I think.

>> No.4057459

>>4057352
tfw he actually did make a couple levels in the 4th episode of Duke 3D

>> No.4057461

>>4057458
Update: I'm now told that it's apparently in base BD? Huh.

>> No.4057464

>>4057458
>>4057461
i can't believe a brutal mod would just take things

>> No.4057467 [SPOILER] 
File: 6 KB, 87x106, 1497382828914.png [View same] [iqdb] [saucenao] [google]
4057467

>>4057464
i no rite?!?

If he really wanted to dig around in my garbage and leftovers, I'm just surprised he didn't take the real big ticket winner item.

>> No.4057474

>>4057452
No dude, I'm genuinely curious. The premise you mentioned already exists in various forms. Not only that, but if you want a brutal rampage experience, theres Postal, Brutal Doom and Hatred that already do this kind of thing really well.

I'm not kicking you down here, just wanting some efficiency and purpose for anything that is made. Life's too short to make anything pointless.

>> No.4057484

>>4057474
>Life's too short to make anything pointless.

I just made a mod that replaces Doomguy's usefail noise with a fart sound, just to disagree with this.
https://www.dropbox.com/s/5585d24ly2a3zqu/doot.wad?dl=1

The point of making something should only be "Do you want to make it?" and "Would it be fun to make?".

>> No.4057486

>>4057484
cacoward

>> No.4057494

>>4057484
If it enriches your life, sure go for it.

I'm just arguing why bother investing time into creating something that is nothing more than a joke for the sake of a joke. Thats just a waste of time.

>> No.4057498

>>4057484
small mods best mods

>> No.4057517

>>4056238
Since some news went missing since the last thread:

https://www.dropbox.com/s/7n6asn9yuxgdis3/PortOfAdia.pk3?dl=0

This is another update for my Port of Adia recreation. After one anon complained about missing alcoves and shitty textures, I actually dug up the original textures and did some more 3d floor fuckery. Also I added torches.
As of now, if I haven't overlooked any major things (the cranes and beacons for the harbor were left out because I have no idea how to make them) this is it so far. Areas 1-1 and 1-2 of Port of Adia, with Power Cell objective and Child Rescue objective.
All assets taken from the game itself.
I appreciate criticism and feedback. I don't really plan on doing more right now, except if people want me to.

>> No.4057537

welp i cant stop bitching term with dreadnought

but the NEWLY ANNOUNCED 3d AM2R for 3ds has some cool ideas

>https://www.youtube.com/watch?v=F9_d0RUP8vU

>Melee Energy Punch
>NuDoom style Upgrades
>Map that can be added as Visor Hud
>Scan Pulse

>> No.4057538

Wait. PB does not stand for PillowBlaster?

>> No.4057545

>>4057538
Project Brutality, usually.

>> No.4057548

>>4057545
oh that would make more sense

>> No.4057557

>>4057004
Probably draws them as a weapon on the hud, considering how much of an ungodly pain in the ass it is to make the actual player model do new animations

>> No.4057558

>>4057459
I just hate how he talks like he was part of the original team though

>> No.4057559
File: 219 KB, 1366x768, Screenshot_Doom_20170613_134124.png [View same] [iqdb] [saucenao] [google]
4057559

end of diglett

>> No.4057563
File: 322 KB, 1366x768, Screenshot_Doom_20170613_134245.png [View same] [iqdb] [saucenao] [google]
4057563

everyone else get the hurt ville

>> No.4057567
File: 348 KB, 1366x768, Screenshot_Doom_20170613_134619.png [View same] [iqdb] [saucenao] [google]
4057567

and now to get my boulder badge

>> No.4057571
File: 285 KB, 1366x768, Screenshot_Doom_20170613_134633.png [View same] [iqdb] [saucenao] [google]
4057571

geez they could've came sooner and helped.

>> No.4057591

>>4057537

Looks cool, but upgrades seems like they'd really be unnecessary for Dreadnought given how strong the weapons are already. Map HUD seems COMPLETELY unnecessary, given the default Doom automap. Scanning...is a big question mark in its own right.
The only thing that's not only rad as hell but would compliment gameplay is the energy punch.

>> No.4057609

So anyone knows of any texture replacement packs? I managed to find one that changes textures to mspaint ones, which is a start, but everything else I can find is standalone texture packs for mappers (not replacers) or EXTREME HD shit. I'm just looking for something different to change the very brown urban theme made from oblige maps.

>> No.4057619

>>4057591

they took a LOT of notes from AM2R

which also explains why the creator was so Chill with the C&D

>> No.4057627
File: 39 KB, 600x615, carlcuck.jpg [View same] [iqdb] [saucenao] [google]
4057627

>>4057461
In other, non-barrel news...
>New system, with Berserk strength, you will be able to grab imps and zombies at any time to throw them at enemies or use as human shields.

>> No.4057630

>>4057627
That would be cool to have while you're transformed into a revenant too

>> No.4057640

>>4057627
don't bring polshit here please

>> No.4057646 [SPOILER] 
File: 33 KB, 1000x1000, 1497391867921.png [View same] [iqdb] [saucenao] [google]
4057646

>>4057627
>>4057640
He could have brought a more interesting image

>> No.4057649

>>4057640
its just a meme bro

>> No.4057657

>>4056837

When kid (lets say 8):
Under 20% health hit face
>it appeared on the E1M5 demo and I almost shat myself.
>literally my first 30 seconds of doom.
Bruise brothers
>upon first encounter, I began shooting rockets and died of splash damage, very quickly.
>since then, i used to run though the two cabinets, and snipe them from the very tip of the star.
Dat archvile in MAP11.
>Even with iddqd. The idea of the spells simply scared me.

When grown up (lets say 25):
Any uncontrolled situation in hideous destructor:
>i sometimes shoot and hit the target out of fright.
Ninja demons
>if there is a small chance that a ninja demon is in the room, I start firing all over the place in actual panic. Sometimes it works.

>> No.4057663

So is there an "Ancient Aliens: Un-probed Edition" out or whatever to remove the custom stuff?

>> No.4057668

>>4057663
there's custom stuff in AA?
i mean, apart from sprites, obituary messages and nazi replacements

>> No.4057671

>>4057668
I think he replaced a few other decorations with enemies too.

>> No.4057678

>>4057640
Take it easy.

>> No.4057690
File: 34 KB, 378x400, 6d1.jpg [View same] [iqdb] [saucenao] [google]
4057690

>>4057421
>>4057474
>>4057494

>> No.4057695

>>4057657
i just checked and the ouch face doesnt appear on e1m5

>> No.4057696

>>4057410
Offset the image by half its resolution in both directions. This brings the seams into your canvas in the shape of a plus sign. Now get to work with the clone stamp and healing brush tools. In photoshop, that is. I really need to get more acquainted GIMP.

Also,
iIf you're working at a low resolution, like 128px and below, then don't be afraid to manually retouch things with some 1px pencil work.

>> No.4057705
File: 1 KB, 128x128, aaplaypal.png [View same] [iqdb] [saucenao] [google]
4057705

>>4057663
It uses a completely different PLAYPAL, though.

>> No.4057708
File: 220 KB, 800x600, 1340555340724.jpg [View same] [iqdb] [saucenao] [google]
4057708

>>4057690
I want quality fun, not mediocre garbage. This years E3 is providing on the mediocre shit more than enough. I want to see people make shit that matters.

>> No.4057710

>>4057708
Another man's garbage is another man's treasure. Some people mod for fun and to get experience while some people mod to create stuff like Trailblazer. Or how you'd comment on My Little Pet Peevees?

>> No.4057726
File: 989 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google]
4057726

WTF is this shit.
Playing AA with Lithium.
I know it's a trick to hide stuff underground and do deep water, but isn't it supposed to rise up?
I noclipped out, but then immediately fell into the other one.
Some part of the scripting broke off completely.

>> No.4057729

>>4057726
You dun broke it.

>> No.4057736

>>4057710
>Or how you'd comment on My Little Pet Peevees?

Its a joke for the sake of a joke. All that effort for something that gets old within 5 seconds of trying it. A waste of time overall. Same for DooD and DooW.

I'm just saying if you're gonna make something, even for fun or for learning, then make it serve a purpose. There's enough garbage on the planet already.

>> No.4057739

>>4057736
>Its a joke for the sake of a joke. All that effort for something that gets old within 5 seconds of trying it. A waste of time overall. Same for DooD and DooW.
As much as you're kinda being a nofunallowed fag, I agree. There's a certain point when the input of time vs actual novelty of a mod becomes really fucked. Still, if some fag wants to make s mod about Cool Cat losing his shit and killing some demons I don't really see why it's a problem.

>> No.4057741
File: 2.52 MB, 1280x720, 20170613.webm [View same] [iqdb] [saucenao] [google]
4057741

Skillsaw pls

>> No.4057746
File: 785 KB, 1024x576, Screenshot_Hexen_20170517_031730.png [View same] [iqdb] [saucenao] [google]
4057746

>>4056238
Reply to news post.

/msfixd/ guy here; a new version (which I'm just gonna call v1.0b) is out! If you haven't caught this in the other threads, it's a revamp of MagSigmaX's 'Project MSX' targeted at modern GZDoom. It fixes bugs, adds a metric ton of player-customizable options, and adds IWAD compatibility for Heretic, Hexen & Strife!

https://www.mediafire.com/?f4ncdbbd451g5aq

>> No.4057752

>>4057746

CHANGELOG:

[Strife]
-Previously, explosions created by the charged fist were setting off alarms in towns.
-Acolytes who see you melee'ing other enemies will become alerted and attack you. Note that this is *not* the same as a map-wide alert. Additionally, Templars and Ceiling Turrets will attack if they see you melee'ing enemies, as well.
-Macil can now actually be killed; I'd forgotten to unset his +SPECTRAL flag that makes him invulnerable to any hitscan/projectile/rail that doesn't also have +SPECTRAL. Whoops. Oddly, he's the only normal boss that's like that; the Bishop & Loremaster are both encountered in vanilla Strife after you acquire the Sigil, yet they don't require you use it to kill them.

[Hexen]
-The green bushes and tall, narrow trees can now be destroyed; in at least one instance in Deathkings, you need to destroy them to access areas. Unlike the blackened dead trees, these can only be destroyed with fire damage, which in vanilla Hexen, every class had access to through at least one of their weapons and/or the Flechettes. In MSfiXd, any energy-based or explosive weapon now does the job.

[Hexen & Strife]
There's now a key & puzzle item notification option. Set it to 'Fancy' to have a screen flash & a message printed to the center of the screen when you get a key or a puzzle item.

[Non-IWAD Specific]
-There is now a visual effects throttle option, for those with lower-end computers. At the moment, it's just an on/off switch, with 'on' reducing effects to the absolute bare minimum. In future, this might become a slider, allowing you to scale the amount of effects spawned.
-The 'Monsters Check LOS' option is now available. When enabled, monstets will, when attmepting a long-range attack, check if they have a clear line-of-fire with the target before attacking. If one of their allies is in the way, they will abort. Bosses are unaffected by this option.

>> No.4057757

>>4057741
what?

>> No.4057761
File: 456 KB, 480x350, It&#039;s almost as if those purits do it on purpose, to discourage people from playing their maps with anything that isn&#039;t vanilla, but hey what do I know. You didn&#039;t hear this from me.gif [View same] [iqdb] [saucenao] [google]
4057761

>>4057741
>Make beautiful new palette to make your mapset stand out from the rest and look good as shit
Yes please, this is awesome

>Change the order and placement of the colors
>Need to package all the sprites with the proper pallete conversion on your megawad as a result
STOP

>> No.4057762

>>4057757
Sprite name collision.

>> No.4057764
File: 30 KB, 256x264, cacodemon meme.png [View same] [iqdb] [saucenao] [google]
4057764

>>4057761
nice filename

>> No.4057772

>>4057761
>>4057764
>filename
If you ask me, stuff like AA kinda loses a bit if not played vanilla, or close to it.
Feels like too much effort went into crafting "encounters" with vanilla stuff, its impact is completely ruined if you grab OP bullshit from crazy gameplay mods and breeze through it all.
But on the other hand, if people want to have fun that way it should their own choice.

>> No.4057773

>>4057772
What about gameplay mods that deliberately make the game harder?

>> No.4057781

>>4057708
>I want quality fun, not mediocre garbage.

Thankfully, I don't make anything for your taste.

>> No.4057785

>>4057761

>filename

oh for crying out loud

>> No.4057787

>>4057761

at this point i'm sure there's more people who think the way you do, as there's people who actually do that stuff "on purpose".

>> No.4057794

>>4057772
>Feels like too much effort went into crafting "encounters" with vanilla stuff

Guardians can fuck RIGHT off.

>> No.4057796

>>4057773
Same deal really, but the other way around.
AA in particular already has way too many bullshit moments as it is, there's really no need to crank that knob further because it might become frustrating and unfun. But again, if that's your thing you should be free to go for it, I'd say vanilla gameplay should be something encouraged not enforced.

>> No.4057797

>>4057739
I think its a phase that one grows out of. I used to be fine with lol random stuff and made some myself, but when I came to realize how precious time is and how much good shit should be made instead, the whole idea of making a joke for the sake of a joke felt like the worst thing I could end up using my time on.

>> No.4057807

>>4057796
Well I play it with stuff like Faspons sometimes and it's still beatable. I did it all in vanilla first though so :^|
>>4057797
I get where you're coming from, but there's almost no good way to say what you're saying without sounding like a pretentious jerkoff.

>> No.4057808

>>4057537
>bright glowy environments
>larva turns into an alpha on the fucking spot like a pokemon
>emphasis on action and making things look cooler than they are, Samus is basically a comicbook hero
>No dreariness of being isolated deep below the surface
>Metroids no longer actively bumrush you around the room, and are instead clumsy and boring drawn out fights
>This is meant to be a Metroid 2 remake
This is a huge departure from the original on the Game Boy, it doesn't even feel like a Metroid game to me, this feels more like I'm watching a game where Kirby dons a power suit and starts blowing shit up.

On topic though, when Term started Dreadnought, was it intended to be like a Prime gameplay mod or is it just general Metroid-y stuff?

>> No.4057812

>>4057741
Make sure that

1) all the graphics in your mod are in .png format and not doom gfx format
2) you are loading ancient aliens and your mod in the right order (your mod should take priority)

then you won't have any problems with the ancient aliens palette.

>> No.4057823

>>4057808

I meant it as a sort of general Metroid-y mod.
It takes the most inspiration from Prime and Super, though.

>> No.4057824
File: 558 KB, 1364x1000, a0c.png [View same] [iqdb] [saucenao] [google]
4057824

>>4057808

Now it feels like Nintendo and mercury gave her the Doomslayer treatment

She's now the unstoppable force of badassery that she always was

also no one knows hows making Prime 4, only that "Its a good FPS company"

>> No.4057826

>>4057808
Looks to me like they took the parts of Other M that most people didn't complain about and translated them into a 2D format. I'll probably buy it when it comes out.

>> No.4057841

How do I get my Lithium hud to look like here: >>4055425

>> No.4057854

>>4057808
>kirby dons a power suit
You mean Planet Robobot? it was awesome and very /m/anly and still felt kirby enough.

>> No.4057864

>>4057807
>Faspons
Was this mod any good? Looked kinda like wasted potential to me

>> No.4057879

>>4057841
It should look kind of like that already, maybe it's an old version.
>>4057864
It's ok, solid mechanically by the rage meter is about the only thing I remember as unique in any way. Even though it's supposed to be "Doom but harder" it's actually quite easy once you get the rocket launcher and plasma gun. Plus made throws turn any cluster of weak guys into a bloodbath. I'm sure someone's done a similar mod that's better overall, considering how simple it is internally.

>> No.4057881

>>4056775
Nades started being called pipes in the Quakeworld days, they were called pineapples but the shortened it to pills or pipes in QuakeWorld TF, the first TF title. This term was adapted and used throughout the following games in the TF series.

>> No.4057887
File: 194 KB, 800x600, Screenshot_Doom_20170614_000809.png [View same] [iqdb] [saucenao] [google]
4057887

Turns out if you aggro a cyber with a couple of grenades, then lure him into a machinegun crossfire where you hammer him with your carbine, he can actually die like a bitch.

The Final Doom part of PSX Doom ends kind of abruptly by the way, most of the PSX release of Final Doom was a bunch of the Master Levels (most which aren't very fun/interesting), then they tack on a few of the TNT levels, some of the nicer ones, then very few of the Plutonia levels, the least interesting/fun ones. Pic related is seriously the final map, they never get into any of the really crazy or fun shit that Plutonia does, bit of a disappointment.

I mean I know there's no Arch-Vile, so they couldn't do Hunted in any way that would be particularly good or challenging, but there's a lot more to Plutonia than Arch-Viles

>> No.4057914
File: 2.46 MB, 512x512, plutonia.wad.gif [View same] [iqdb] [saucenao] [google]
4057914

>>4057887
>there's a lot more to Plutonia than Arch-Viles

Damn right there is.

>> No.4057921

>>4057887
>there's a lot more to Plutonia than Arch-Viles

Sure there is! There's lots and lots and lots of Revenants!

>> No.4057924

>>4057887
I got bored one day and made a mod for DRLA that counted up the monsters, by type, that you killed per map and a grand overall total for every level you played.

I used it when playing Plutonia 2, because I was getting pissed off at how many goddamn boners that 'set was throwing at me, and at the end, it showed that Revenants were the second most popular enemy, right behind the Imp.

>> No.4057926
File: 10 KB, 503x462, 1480599616574.png [View same] [iqdb] [saucenao] [google]
4057926

I FUCKING HATE SKELETONS SO GOD DAMN MUCH

>> No.4057927

>>4057887
>there's a lot more to Plutonia than Arch-Viles
Yeah, there's starting bad map design trends that last 20 years.

>> No.4057929

I wish the dudes who do History of the WAD series made an episode about shittiest use of monster closets.

>> No.4057930

https://www.reddit.com/r/zdoomposting/

my god

it's full of fags

>> No.4057934

>>4057929
i wish they did maximum doom. one of the guys in the first episode said he played it and it's the only thing i;m interested in

>> No.4057935

>>4057926
Don't freak out now, but there's a high chance there's one very close to you at this very moment. So close you could almost touch it.

>> No.4057938 [DELETED] 

>>4057930
Oh look, people abusing moderator power and acting like fags on the ZDoom forums. Is this supposed to be surprising?

>> No.4057943

>>4057930
lol so much butthurt.
I think this is the same guy that tried to stir drama in kiwi farms. Epic butthurt and salt.

>> No.4057946

>>4057938
It's not so bad. Stop being a faggot and you won't get banned.

>> No.4057950

>>4057930

imagine being so butthurt about your (extremely likely to be) legitimate temp/perma-ban that you make try to meme it on reddit

just imagine

>> No.4057952

>>4057930

>being so angry you got banned from a non-reddit site that you made a subreddit just because of it

unsurprisingly enough, the one who seems to be the admin/creator got banned from the forums

>> No.4057953 [DELETED] 

>>4057946
Nigger I'm not banned nor am I involved in the discussion that whoever made that subreddit is mad about. I'm just stating the obvious.

>> No.4057956

>>4057953
Sure, champ. I totally believe you.

>> No.4057957
File: 395 KB, 719x771, 1496541678622.png [View same] [iqdb] [saucenao] [google]
4057957

>>4057930
holy shit

>> No.4057959
File: 174 KB, 1366x768, Screenshot_Doom_20170613_182511.png [View same] [iqdb] [saucenao] [google]
4057959

am i supposed to kill him

>> No.4057960

>>4057927
Such as what?

>> No.4057961

>>4057926
PRO
DOOM
MONSTER
STRATS

>> No.4057964

>>4057960
Spamming the fuck out of revenants and chaingun snipers covering every square inch of open ground (on some maps, obviously not all of them). Plus every time someone puts an invisible bridge in a map you can thank plutonia.

>> No.4057967

>>4057964
It's not like they can't be dealt with though.

>> No.4057971

>>4057967
I can deal with 10 cyberdemons on every map too, it doesn't mean it's good design.

>> No.4057973

>>4057938

please show us on the doll where wildweasel/Rachael touched you

>> No.4057976
File: 2.34 MB, 300x204, 1423974898890.gif [View same] [iqdb] [saucenao] [google]
4057976

>You literally have to be able to see into the future as a modder or else you're an asshole
https://forum.zdoom.org/viewtopic.php?f=49&t=56853&start=45#p1003784
Just Graf things. I mean, the man has a point about mods potentially causing configs to get totally fucked, but god damn does he have no tact.

>> No.4057979

>>4057976
I kinda get where he's coming from tho. As developer that shit gets grating, specially when you gotta deal with the turboautism.

>> No.4057983

>>4057976
>you have to redefine the whole menu every time you want to add a new entry
>menus loaded after will replace previous ones
This is what I got after some fiddling with modding.
There's really no way to just ADD an entry to say, the options menu, without defining the whole thing from scratch?

>> No.4057985

>>4057979
Yeah but calling end users assholes because you changed something years later and it breaks old shit is turboautism in and of itself. Graf's a total prick, despite being a dedicated programmer. Not to mention nuking peoples' posts when he's not even a moderator is a dick move.
I'm a developer myself for a relatively large company and people like Graf get fired all the time for being impossible to work with and/or causing customer service or publicity issues.

>> No.4057990

>>4057985
Sure, but you are forgetting the turboautism. That shit destroys any semblance of patience and fast. Just look around and you'll see the defensiveness and resistance to any minor change. And we don't know what he gets in PMs.

>> No.4057993

>ancient ayys
I haven't see this many monsters come out of the closet since Tumblr got invented.

>> No.4057996

>>4057993
kek

>> No.4058000

>>4057990
Ok yeah, but this isn't a minor change. This is a major change which has broken tons of stuff both old and new. He also brings much of the complaining on himself by being so abrasive, if he'd actually consult people before making huge changes like this and not literally call everyone who dislikes his features stupid and/or assholes every time he'd get a lot less grief.

>> No.4058001

>>4057976
RIP menus for TCs and full games, i guess

>> No.4058002

>>4057993
Yeah. Such a shame. Visual design and OST are really fucking neat.

Later I played it with RLArsenal, and it was 200% better.

>> No.4058005

>>4057973
yo, you guys think racheal's... a girl???

>> No.4058006

>>4058001
Nash pls you're too old to post here

>> No.4058007

>>4057976

Graf's a dumbass. This breaks so much shit.

>>4057979

Dealing with dumbasses doesn't excuse him being a dumbass and intentionally gimping developers who want to take out irrelevant options.
Hey, try enabling infinite actor height in Adventures of Square and seeing how far that gets you.

>> No.4058009

>>4057983
I think it's possible now thanks to Zscript (Nash did it for Tilt++)

>> No.4058010

>>4057993
There are a few maps that do it really well but overall I felt like it might as well have been a wave shooter mapset. I prefer when skillsaw is being chaotic instead of trying to wear me down.

>> No.4058017
File: 92 KB, 1052x960, hellish kek.jpg [View same] [iqdb] [saucenao] [google]
4058017

>>4057993

>> No.4058019

>>4058005
Of course not. Doom is a BOY's game. No cooties allowed

>> No.4058028

>>4057976
As a follow up, I didn't realize this breaks literally every single menudef up to this point. Wow. Even basic shit like adding a few sliders no longer works because you can't actually link your new menu to the options menu.

Dun broke muh mod. Guess I'm fuckin stupid too

>> No.4058032

>>4057993
Brutal

>> No.4058052

>>4057976
I hate Germans so much.

>> No.4058057

>>4057976
So this means we can't use custom option menus at all anymore? We can't build one from scratch and link to that from the main menu while leaving the internal one untouched?

>> No.4058061

>>4058057
I don't know how to link it without overriding the original menu. Graf really didn't think this through at all.

>> No.4058064

>>4057387
>>4057403
im a drawfriend! i think..
too much of a puss to post though

>> No.4058073

AddOptionMenu is a thing you faggots. Do some research before crying wolf.

>> No.4058076
File: 84 KB, 1294x883, this_is_the_mentality_of_the_man_in_charge_of_the_most_mod_friendly_doom_port.png [View same] [iqdb] [saucenao] [google]
4058076

>>4057976
Why does graf still have moderator privileges? I get that he's the developer for the port, but fucking hell man, this is far from the first time he has pulled this EXACT shit.

>> No.4058083

>>4058076
Stop with this shit already, "Monsterovichisback". Take your drama to your reddit hugbox.

Where the fuck are the mods? No one benefits from this forced drama from a salty idiot.

>> No.4058084

>>4058073
Oh look, a near completely undocumented mystery keyword that probably won't work that way I want. How great.

>> No.4058087
File: 3 KB, 469x49, WOW_NO_FUCKING_SHIT_MATE.png [View same] [iqdb] [saucenao] [google]
4058087

>>4058073

Fortunately, this feature has extensive documentation on the Wiki!

>> No.4058089

>>4058084
Try it first, then complain. It's your responsibility to do the research if you want to do something. Don't blame others if you can't do that. Did you learn modding by copying other mods or what?

>> No.4058092

>>4058087
AddOptionMenu "OptionsMenu" { Class "MyMenuClass" }

That's it.

>> No.4058094
File: 3 KB, 427x99, 1479744249550.png [View same] [iqdb] [saucenao] [google]
4058094

>>4057983
>>4058073
>AddOptionMenu
Nice, thank you.

>>4058084
>>4058087
https://zdoom.org/wiki/MENUDEF
It works as I would expect it to work, adding a menu entry without the need to replace the whole menu, the example is clear enough I'd say.

>> No.4058095

>>4058089
>we're not going to bother documenting this functionality

>a year passes

>WHY THE FUCK ARENT PEOPLE DOING THIS CORRECTLY AUGH I'M JUST GONNA SCRAP IT

>> No.4058097

>>4058089
Ok, I tried it, no ability to position my menu entries in the main menu. Very inconvenient since it means I can't replicate what I had before.
>Did you learn modding by copying other mods or what?
Doesn't matter, but no.
>>4058095
inb4 this for literally all of ZScript.

>> No.4058103

Oh come on, zscript is not that hard. If you ever did any amount of coding all you need is to look at gzdoom.pk3 and then it's way easier and faster to deploy than DECORATE. If you keep perpetuating this myth of "it's too hard only major cooke and two others can use it!" you are just going to scare everyone and it'll be less used, less debugged and less documented.
Just fucking try it.

>> No.4058105

>>4058097
>no ability to position my menu entries in the main menu.

Well that's just fucking grand, isn't it?

>> No.4058113

>>4058076
What was the deleted post?

>> No.4058114

>>4058103
And not even that, Cooke's code for D4D is pure spaghetti.

>> No.4058124

>>4058103
Guess what my dude? I've got a B.S. in Computer Science and I work with code every day. ZScript's documentation is nonexistent and that makes it hard to use. I'd much rather use ACS and DECORATE where I can look up every single function and get a reasonable description of what it does, than deal with taking apart gzdoom.pk3 to try to figure out why ZScript is giving me some obscure error or figure out how a function works by seeing the one time it's used ever. I can write a mod 5 times as fast with DECORATE and ACS simply because there's documentation for every function. Nobody writes code without docs unless they want to write total shitcode.

>> No.4058126

>>4058103
If they want people to use Zscript or other hidden features of the engine then maybe they should work on improving the documentation for them instead of telling people to go dig through other folks spaghetti code to figure it out.

>> No.4058128
File: 283 KB, 1920x1080, 1491482139975.jpg [View same] [iqdb] [saucenao] [google]
4058128

>>4056590

>its motherfucking god hand

>> No.4058129

>>4058124
It took me a fucking evening to get starting with it, two days to completely rewrite playerpawn movement code to suit my needs. And a week to prepare a complete upgrade system.
There are two possibilities here, I'm either some sort of genius, or you suck at this. And I'm far from the smartest around.

>> No.4058130

>>4058103
>Oh come on, zscript is not that hard. If you ever did any amount of coding all you need is to look at gzdoom.pk3 and then it's way easier and faster to deploy than DECORATE

The 'How Do I ZScript?' topic on ZDF is seventy-five pages long at the moment, and is only seven months old.

The regular 'How Do I' thread took TWO YEARS to reach seventy-five pages.

Now what does this suggest to you, seeing as how the former is filled with posts from modding alums?

Maybe, just maybe, that your assertion is at best, exaggerating, and at worst, just bullshit?

BTW, you're flat out WRONG when it comes to the implementation of menus in ZScript. That's a whole 'nother fucking ballgame altogether.

>> No.4058132
File: 198 KB, 720x688, 1439085546330.jpg [View same] [iqdb] [saucenao] [google]
4058132

>>4056990

>The death of the universe, as the minimum distance between each atom is longer the observable universe as it is today

>QUMP finally enters open alpha

>it takes 5000 years to download

>by then your computer has already become so stretched out that it takes decades for you to receive any feedback from inputs

>> No.4058136

>>4058103
>look at other people's zscript to learn zscript

...And what guarantee do you have that the way they do things is the right way, if you don't already know ZScript yourself?

You clearly didn't think this through.

>> No.4058138

>>4058132
someone still asks why it doesn't work right in darkplaces

>> No.4058141

>>4058136
gzdoom.pk3 is pretty okay to look at. It governs the entire movement, inventory, and pretty much all actor code. How's that for reference?

>> No.4058143

>>4058129
>Well I did it so it's easy
No. Not everyone has the time or inclination to deal with undocumented features. I'm sure I could do whatever I wanted to in it but I'm not going to bother reading through spaghetti to try to learn it when there are other, equally useful tools available.

>> No.4058146

>>4058143
Nigger I got a full time job. If you are just lazy that's your problem.

>> No.4058147
File: 198 KB, 850x215, 1469196409914.jpg [View same] [iqdb] [saucenao] [google]
4058147

>>4057976

>all this bullshit over nothing

sometimes I don't even know what is happening or why people get mad over it

I just want to have fun and maybe have floor over floor

>> No.4058148

>>4058146
Guess what? So do I. What I don't have time for is dealing with shit that should be documented but isn't.

>> No.4058149

>>4058147
>breaks past and current mods
>nothing

>> No.4058150

>>4058129
In the time since ZScript was put into devbuilds, excactly how many mods have been released which, from the ground up, are ZScript only?

In that same time frame, how many mods have been released which do not feature ZScript at all?

The latter is extensively documented, the former not. Does this suggest to you anything about the importance of documentation?

>> No.4058153

>>4058148
Well then you are either too lazy, too dense or don't care enough about what you are doing. Stay with DECORATE, ACS and inventory-as-variables hacks and see how much more annoying and time-consuming that is, even with full documentation.

>>4058150
I got a mod that uses zscript, but I can't release it because I still gotta make assets so it's presentable for a first forum post. Of course few mods are going to be released when they are still on the works, and not everyone is active on the forums.

>> No.4058154
File: 937 KB, 230x124, 1495062877328.gif [View same] [iqdb] [saucenao] [google]
4058154

>>4058149

the over nothing was the decision to make this change in the first place

The guy completely reworked everything to fix a problem that was caused by an entirely different design issue and then took it personal

thus, this is all over nothing.

>> No.4058156

>>4058153
>You're lazy if you don't want to deal with bullshit
No.

>> No.4058157

>>4058154
Oh, I misread that. You're right then.

>> No.4058158

>>4057976
>this breaks EVERY SINGLE MENUDEF ENTRY that modifies the option menu

Holy shit this is cutting off your fucking nose to spite your face.

>> No.4058159

>>4058147
>sometimes I don't even know what is happening
>or why people get mad over it

It's what can happen when you've been making a mod for half a year and then suddenly LOL I HOPE YOU WEREN'T DOING THE THING I JUST CHANGED which now necessitates more work on your part to unbreak what wasn't broken prior to now.

>> No.4058161

>>4057808
Makes sense seeing as a western dev is doing this rather than a Japanese studio

>> No.4058162
File: 967 KB, 245x250, 1474729978209.gif [View same] [iqdb] [saucenao] [google]
4058162

>>4058150
>The latter is extensively documented, the former not.
>started messing with ACS just recently
>have issues finding how to do the simplest of things
Man, I can't even begin to imagine how undocumented ZScript might be if you consider ACS/DECORATE "extensively documented" in comparison.
Not complaining really, I find it entertaining in a weird way.

>> No.4058163 [DELETED] 

>>4058156
Yes my dude. If you want to do something you gotta put a little effort. And trust me, I have done decorate before this and it's a fucking nightmare in comparison, even if it's documented.
You'll be confused for a couple hours and then, considering you got programming knowledge, you'll be thankful it exists. It's good, man, it's much better than gluing decorate and ACS together will ever be. Just because you'll stumble for a couple hours doesn't make it bad.

>> No.4058164

>>4057976
Well shit, this might be a bump in the road for GMOTA too

>> No.4058169

>>4058163
>If you want to do something you gotta put a little effort
Preach some more about effort to people you don't even know, please. Or maybe you could stop being a patronizing cunt.

I don't need to use ZScript, and I don't want to until I no longer need to fish though other people's code to figure out how it works.

>> No.4058172 [DELETED] 

>>4058169
Well you are the one talking like putting a few hours to learn it is gonna kill you or something.
Decorate is actually much more of a pain to learn simply because it has no equivalent elsewhere in the programming world, meanwhile if you know general programming zscript is merely looking at the list of actor functions and you are good to go.

>> No.4058173

>>4057976
It should have been like this in the first place, and AddOptionMenu should have improved functionality.
After learning a thing or two first hand, I'm amazed at how limited and "hacky" everything regarding Doom modding is/has been for years, yet at the same time, so many great mods have been made/released so far.

>> No.4058174
File: 140 KB, 655x515, running from evil 2.png [View same] [iqdb] [saucenao] [google]
4058174

>>4058064
thanks lets draw

>> No.4058176

>>4058172
You're literally projecting, and you started this entire argument. I said ZScript's lack of documentation makes it hard to use, which it DOES. You're the one who had to try to stroke their own ego by acting like hot shit for deciding to learn it despite the lack of docs.

>> No.4058179 [DELETED] 

>>4058176
And what else I am going to do if I want to do something *now*? Wait six months for someone to doc it for me? Last time I tried to make something serious in gzdoom it didn't cut it, but now it lets me do what I want, so of course I am going to use it.

>> No.4058180
File: 5 KB, 228x251, cake-o.png [View same] [iqdb] [saucenao] [google]
4058180

>>4058174
hel yea

any doom themed thnings i could doodle?

>> No.4058182

>>4058179
Good for you, doesn't make it not an obtuse language due to lack of docs. Once again you're not even addressing what I said and instead going off on a tangent about nothing.

>> No.4058184

>>4058180
**things, damnit

>> No.4058185

>>4058180
A lost soul charging toward a barrel

>> No.4058187

>>4058174
>>4058180
i would like to see any pics of pain elemental spitting a lost soul while he looks nervous or embrassed
i just want to see it for a few laughs haha

>> No.4058190 [DELETED] 

>>4058182
and what kind of documentation do you need exactly? You got working examples in gzdoom.pk3, for the entirety of the default actors in all iwads. You got a list of functions and their parameters and return values in the wiki, and their names are pretty self-explanatory.
Seriously, do tell.

>> No.4058195
File: 6 KB, 461x256, you know he ded.png [View same] [iqdb] [saucenao] [google]
4058195

>>4058185

>> No.4058197
File: 27 KB, 522x647, uhavinagiggle.png [View same] [iqdb] [saucenao] [google]
4058197

>>4058185

>> No.4058203

>>4058190
>Just like open the pk3
I guess all those books everyone wrote on C++ were a waste of time

>> No.4058205

>>4058190
Try filling out this page, for starters
https://zdoom.org/wiki/ZScript_actor_functions
>muh gzdoom.pk3
Needing to take apart a file to learn how a function works by deconstructing code is NOT a good way to document a language. In fact, it's not documentation at all. I want
>function names
>input arguments for all overloads
>descriptions of function behavior
>output types
>proper classification of functions into groups so you can find them
But apparently I'm just a greedy unwashed goyim who doesn't deserve such wonders.

Also do note that this still isn't a response to the comment that a lack of docs makes the language hard to use.

>> No.4058208

>>4058190
>You got working examples in gzdoom.pk3
this is the worst form of documentation, f y i

not that you actually care, i am 99% sure you are just being contrary for the sake of shitposting

>> No.4058212

>>4058190
Confirmed moron or troll. No one is this dense.

>> No.4058213

>>4058195
>>4058197
do a pinkie biting or getting ready to bite a barrel

>> No.4058214

>>4058212
I'm inclined to agree, this discussion is pointless anyway.

>> No.4058217
File: 15 KB, 682x219, pained elementak.png [View same] [iqdb] [saucenao] [google]
4058217

>>4058187
captcha sure is annoying

>> No.4058219

>>4058180
Doodle a revvie winding up his huge punch.

>> No.4058224

>>4058162 is me
Should I just ignore ACS/DECORATE and focus on ZScript? in this stage I already find myself learning more by looking at other people's code than searching forums or looking at that wiki besides expanding something I've already found somewhere else, so I don't really mind taking a look at that gzdoom.pk3 thing and doing just the same.

I take I can use both at the same time?

Syntax and overall functionality seems so much better.

>> No.4058228 [DELETED] 

You must be joking. So I'm trolling just because you can't figure stuff out on your own? I don't think you know what "trolling" means.

I'm fucking telling you that it's not that hard and you are acting like fucking idiots. You are beyond help even if the thing was fully documented. You got a system that is leagues above the fucking mess that is decorate and you are acting like spoiled brats that need everything chewed down to paste so you can process it.

Moron or a troll. Motherfuckers. Just fucking try it and you'll see how it's not even that much of a big deal. ffs.

>> No.4058229

Don't respond.

>> No.4058230

>>4058224
Yes, you can use both at the same time.

>> No.4058231

>>4058224
Yeah it's way better.

>> No.4058237

>>4058224
ACS/DECORATE but use the ZScript-style syntax for decorate. That'll make a good jumping off point for if/when you want to use ZS features. DECORATE is totally sufficient for most tasks, but ZS allows more flexibility.

>> No.4058238
File: 12 KB, 352x313, reveno.png [View same] [iqdb] [saucenao] [google]
4058238

>>4058219

>> No.4058243

>>4058238
Brilliant, how about a spider mastermind trying to burn calories because it thinks the cyberdemon won't think it's attractive. That should be funny.

>> No.4058247

>>4058237
>DECORATE is totally sufficient for most tasks
Coming from other high-level languages, realizing I had no access to dynamic arrays was like a direct punch to my small mind, finding a workaround to what I wanted to do took some research time.

>> No.4058250

Is there a command in Zandronum or Brutal Doom that clears gibs and bodies? I'm playing Going Down and some of the levels are so crowded that the gore is tanking my framerate.

>> No.4058265

>>4058180
Archvile resurrecting a barrel

>> No.4058272
File: 2.56 MB, 660x520, 1494261097883.gif [View same] [iqdb] [saucenao] [google]
4058272

>>4058265
>resurrecting barrels
Now that's an idea.

>> No.4058274

>>4058265
>>4058272
then attacking it to death

>> No.4058282
File: 4 KB, 211x211, leler.png [View same] [iqdb] [saucenao] [google]
4058282

>> No.4058287

>>4058224
Ok dumb question to get my shit started, ACS you had to compile before being able to "run", but ZScript only needs #include in zscript.txt file, is this correct?

>> No.4058291

>>4058180
Chaingunner popping out of a barrel

>> No.4058292

>>4058180
>>4058174
>doomguy wakes up
>heads to his closet to pick clothes for the day
>YOU'LL NEVER GUESS WHAT HAPPENS NEXT

>> No.4058294

>>4058287
Yeah, ZS is parsed by the engine, ACS needs to be compiled first.

>> No.4058297

>>4058287
Yeah pretty much. You technically don't even need the include if your code is simple and you put it all in zscript.txt or so. But it's recommended if you got many actors so you can separate them in various files, saves you headaches later.

>> No.4058302
File: 273 KB, 771x752, 1478311756078.png [View same] [iqdb] [saucenao] [google]
4058302

>>4058294
>>4058297
Thank you, friends.
A new adventure starts tomorrow.

>> No.4058310

>>4058302
Go for it you glorious motherfucker. Make that shit your bitch. (but don't do daikatana)

>> No.4058324

>>4058132
On the plus side, a few of the guys who had 'finished' just kept adding stuff to their maps and now they're pro-quake level tier choc full of goodness.

>> No.4058325
File: 541 KB, 1360x768, Screenshot_Doom_20170614_000211.png [View same] [iqdb] [saucenao] [google]
4058325

oh my god what

>> No.4058328
File: 46 KB, 586x352, CzyCmnEWIAEUGhP.jpg [View same] [iqdb] [saucenao] [google]
4058328

>>4058325
what the fuck did you do

>> No.4058332

>>4058310
What if I want to make Doomkatana?

>> No.4058335

>>4058325
I instinctively tried to position my hands to have that make sense until I realized it's two right hands.

>> No.4058343

>>4058332
Shame on you!
Although, a lot of shortcomings from daikatana were from rushed development and bugs, so maybe a daikatana with enough care and time could actually work.
Duuuude, imagine some alternate universe where daikatana had enough time to polish and fix it and it turned out awesome. Deep.

>> No.4058359
File: 25 KB, 783x367, archbarrel.png [View same] [iqdb] [saucenao] [google]
4058359

>>4058265
admittedly, i cant draw archviles

>> No.4058362

>>4058343
I think if Daikatana had infinite time, it would have switched from idtech2 to idtech3 to idtech4 to source to unreal engine 3 to unity... and it would still be in development.

>> No.4058367

>>4058343
I cannot picture a universe where Daikatana would be awesome. Less awful maybe, possibly gain cult status. There would be so much to change that it probably wouldn't even be the same genre by the end.

>> No.4058371
File: 45 KB, 956x720, Image1.jpg [View same] [iqdb] [saucenao] [google]
4058371

>>4058291
every map, every single fucking map, this fucking faggot just hides there and shoots these stupid fucking bullets in my face

>> No.4058372

>>4058359
awesome, thanks. i figured it'd be tougher to convey a barrel coming back together.

>>4058291 or >>4058213

>> No.4058375

>>4058371
NICE

>> No.4058380
File: 271 KB, 397x439, 1481334456987.png [View same] [iqdb] [saucenao] [google]
4058380

>>4058325
Is this from the new version of D4D?
If yes, Major Cooke, why?

>> No.4058387
File: 26 KB, 879x275, monday mornings.png [View same] [iqdb] [saucenao] [google]
4058387

>>4058292

>> No.4058389 [SPOILER] 
File: 878 B, 108x64, 1497418762419.png [View same] [iqdb] [saucenao] [google]
4058389

>>4058387
Talk about having skeletons in your closet

>> No.4058390

>>4058180
Doomguy fighting the true final boss: CyberBunnyDemon.

>> No.4058396

>>4058371
This needs to be in a jokewad asap

>> No.4058397

>>4058359
>Archvile on cleanup duty

>> No.4058405
File: 5 KB, 211x216, munch.png [View same] [iqdb] [saucenao] [google]
4058405

>>4058213
this cant be healthy, can it?

>> No.4058416

>>4058405

damn, that pinky is a freak

>> No.4058423

>>4058405
excellent.

zombieman tripping/falling over a barrel, please.

>> No.4058425

>>4057764
>>4057772
>>4057785
What was it?

>> No.4058435

>>4058425
some long ramble about purists

>> No.4058436

>>4058425

it was a post (and a filename) that implied that custom color palettes are actually some sort of "anti-zdoom mods" mechanism made by "purists". as if "purists" would actually mess with the original color palette.

>> No.4058446

Just played the doom board game for the first time, holy shit that was fun

>> No.4058448

>>4058436
Wouldn't sourceports do away with the need for palette restrictions?

>> No.4058453

>>4058448

the "problem" comes when the sprites of the mapset are linked to a new palette with rearranged colors.

there's actually 11 repeated colors in the original doom palette, so when you try to load a mod that was made with graphics based on the original color palette they all look fucked up because they're being loaded in the sourceport with the new palette

>> No.4058456
File: 11 KB, 408x97, file.png [View same] [iqdb] [saucenao] [google]
4058456

>>4058425
I gotchu

>> No.4058460

>>4058446
The board game is based around Doom 3, right?

>> No.4058465

Is Blood meant to be played with mouselook on?

>> No.4058469

>>4058460
not the anon you're responding to but there's a new one out that's based on D44M, as a fa/tg/uy the only reason why I ever want to buy it (and it's pretty low on my list of board game purchases) is because it is DOOM themed

>> No.4058475
File: 27 KB, 303x275, cacod.png [View same] [iqdb] [saucenao] [google]
4058475

>> No.4058478

>>4057695

It wasnt the ouch face, but the one chinching teeth (cant remember codename)

And it was the demo for the shareware version for mac. There was a moment in which the player takes out two zombies from too close, and the splash leaves him with 14%

>> No.4058489

>>4058465
Yes. Use bmouse.

>>4058469
A quick gloss at BoardGameGeek seems to suggest that they're basically the same game? One side plays the demons, other plays the marines, dice rolling, and it seems like there's a Betrayal At House On The Hill thing of maps being generated during play and different victory conditions depending on what game mode is chosen.

>> No.4058518

Is it possible to make a HUD change brightness with sectors?

>> No.4058524

>>4058518
Use a transparent HUD :^)

>> No.4058529
File: 627 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google]
4058529

>>4057879
Nope. Latest version. looks like this.

>> No.4058531

>>4057646
What the fuck

>> No.4058532

>>4057254
Any STALKER mod , so I can play with russian guns and drink vodka?

>> No.4058575

How the fuck do I turn off the mouse acceleration in PRBoom?

>> No.4058585
File: 6 KB, 167x283, pondering archvile.png [View same] [iqdb] [saucenao] [google]
4058585

>>4058359
some serious meme potential right there

>> No.4058589
File: 90 KB, 409x461, actual height.png [View same] [iqdb] [saucenao] [google]
4058589

https://my.mixtape.moe/oqghqi.webm Now I got some proper sounds for the Fatal Draw

>> No.4058594
File: 5 KB, 418x187, absolutelydisgusting.png [View same] [iqdb] [saucenao] [google]
4058594

>>4058585
This too >>4058217

>> No.4058598

>>4057929
Why they made episode on Double Impact? Was it really something 'impact'ful or were they just jerking off that guy who's with them in their podcasts?

>> No.4058606

>>4058465
yep, it had mouselook as part of the original game. Press U.

>> No.4058628

When will Id give a shout out to MetaDoom?

>> No.4058635

>>4056561
Oh fuck I know this wad. It inspired me to make my own of the Hoenn region that I've been procrastinating on for several years.

>> No.4058639

>>4058628
When it gets a sexier hud.

>> No.4058640

>>4058628
>>4058639
Kinsie, make MetaDoom's hud sexier and your mod may be in the Cacowards.

>> No.4058642

>>4058639
inb4 graf breaks huds next update

>> No.4058669

>>4058642
Aren't ACS huds broken already or something?

>> No.4058673

>>4056791
Looks like shit. Why are you trying to make Hexen when someone already did that 20 years ago?

>> No.4058674

>>4058669
Not that I know. My old stuff still works.

>> No.4058679

>>4056791
>>4058673
Yeah Anon why are you making a mod where you play as a guy with a sword, that premise has been done before and you should just go play Shadow Warrior. There's no purpose in making this mod.

>> No.4058680

Anyone else hate suburbs? It feels like it was the first ever slaughtermap.

https://www.youtube.com/watch?v=dRCtLIpFI5E&t=81s

>> No.4058696

>>4058680
everyone hates suburbs anon....

>> No.4058701

>>4058696
Yeah. Its just too slaughtery and annoying. Makes Sunlust look easy, honestly

>> No.4058704

>>4058680
I wouldn't say it's a great map, but the horde is pretty modest and mild as far as slaughter goes, there's also plenty of room and plenty of cover to work with.

It's not like there isn't an invulnerability sphere for you to grab, or a BFG, or that they'll not infight like shit.

I feel Plutonia's Go 2 It is the first real solid example of a proper slaughter map.

>> No.4058708

>>4058680
that video is some funny shit. it's like peering straight into the memory of someone who played that level when they were 6

>> No.4058709

>>4058704
I dunno. Go 2 It looks pretty tame compared to suburbs, IMO

>> No.4058725

>>4058679
Shut the fuck up nigger, there is an actual purpose in that mod. It is to Go Medieval On Their Asses.

GMOTA guy is a shining example of quality content, not making a joke for the sake of a joke. This is the good shit.

>> No.4058726
File: 158 KB, 1920x1080, plop.jpg [View same] [iqdb] [saucenao] [google]
4058726

>>4058709
No.

>> No.4058727
File: 1020 KB, 1600x900, file.png [View same] [iqdb] [saucenao] [google]
4058727

I've seen several Healthbar attempts here recently, but they all looked meh.
Can anybody implement something like healthbar being part of the crosshair (visually)? Something like picrelated - a half circle over the crosshair that diminishes and maybe changes color..

>> No.4058737

If Doom was designed to use a tall pixel aspect ratio, how come the assets aren't designed so the sphere powerups are actually spherical in that mode?

>> No.4058764

>>4056837
A shotgun guy face to face when I opened a door finished me off, it startled me a bit.

>> No.4058768

>>4058737
Don't think they really fussed over perfect shapes. Think they more focused on making sure the humanoid enemies and the player didn't look overly skinny.

>> No.4058774

>>4058727
Hmm, thats not a bad idea. I think I could implement it to my Monster Scouter mod as an optional feature.

It would still be ascii based (just a dot or symbol that changes color), but I think the effect wold be close enough to what this is going for.

>> No.4058776
File: 79 KB, 1116x716, 1468483916867.png [View same] [iqdb] [saucenao] [google]
4058776

I never really played through Doom 2 properly until like last week. I really enjoyed it, the SSG and the level design for the most part, but BARRELS OF FUN WAS SOME SHIT JESUS CHRIST.

>> No.4058779

>>4058776
What were your favorite maps?

>> No.4058790

>>4058779
I can't really remember names of most of them now, I did it all in one block, so it blurred together but

>MAP08 was pretty cool, neat idea, funny to see a cyberdemon get swarmed
>Suburbs or someshit like that, I liked running about trying to find out where to go
>BARRELS OF FUN
>O of destruction

They are the only ones I can really remember properly, so I suppose I liked them the most overall. I wanna play custom stuff, but I really don't know where to begin.

>> No.4058797

>>4058790
scythe 1 and 2
1024 congestion, 1024 claustrophobia 1 and 2

>> No.4058823

>>4058790
when I started playing custom maps I jut checked the cacowards from the most recent year and started from there

>> No.4058828

>>4058774
I want something that is only one pixel dense so it would be at the same time as unobtrusive as possible, while being immediately noticable.
ASCII characters would probably be to big for that purpose.

>> No.4058837
File: 24 KB, 300x300, 1492069400093.jpg [View same] [iqdb] [saucenao] [google]
4058837

>>4058776
>not liking Barrels O' Fun
https://www.youtube.com/watch?v=zTuD8k3JvxQ

>> No.4058853
File: 85 KB, 640x480, GZDoom final form.jpg [View same] [iqdb] [saucenao] [google]
4058853

When is Zandronum going to be assimilated?

>> No.4058870

>>4058853
They do not wish to be assimilated.

>> No.4058873
File: 18 KB, 480x360, 1493249224092.jpg [View same] [iqdb] [saucenao] [google]
4058873

>>4058870
Why?
You do know what they say about resistance, right?

>> No.4058879
File: 286 KB, 800x600, Screenshot_Doom_20170614_182617.png [View same] [iqdb] [saucenao] [google]
4058879

>>4058828
I used a dot. The colors go from Tan - Gold - Orange - Red.

https://a.uguu.se/gLJIKgIK4SCv_MonsterScouter_DotVersion.pk3

I quickly whipped this up, but it works pretty well. Very subtle.

>> No.4058907

>>4058879
I should also mention the dot appears only when you aim at an enemy.

>> No.4058913

>It's a forced pistol start level
>The danger level doesn't go down any bit

>> No.4058916

>>4057494
It might be just waste of time to you, and you have all the right to complain.

But, for the guy who did it, it certainly is not.

>> No.4058923
File: 281 KB, 800x600, Screenshot_Doom_20170614_191621.png [View same] [iqdb] [saucenao] [google]
4058923

>>4058879
Made another version that shows a grey dot instead of nothing when not aiming at an enemy.

Does double duty as a subtle crosshair.

https://a.uguu.se/QnqwKO87dniv_MonsterScouter_DotVersion2.pk3

>> No.4058928

>>4058923
>>4058879
Why so strict about ASCII?

>> No.4058931
File: 91 KB, 255x239, 4vfA3i6.png [View same] [iqdb] [saucenao] [google]
4058931

>>4058928
Not strict. Its just that I'm a total beginner and this is the easiest and fastest thing I can do.

You know how it goes; you want something done the way you want, you gotta do it yourself.

>> No.4058956

>>4058680
i don't mind it
the factory, downtown, the citadel, nirvana, and the abandoned mines are the ones I hate

>> No.4058969

>>4058853
>implying that would be a good thing

I don't even use Zandro, but the more active source ports out there, the healthier for the community. Already bad enough that ZDoom is dead.

>> No.4058975
File: 196 KB, 557x605, 1463615748467.png [View same] [iqdb] [saucenao] [google]
4058975

>>4057993

>> No.4058984

>>4058969
>multiplayer mods with crazy bleeding-edge gzdoom features is not a good thing
ZDoom is far from dead, it lives on in the heart and soul of its more feature-rich derivatives like GZD and Zandro itself, now doesn't it.

>> No.4058985

>>4058956
>abandoned mines

Whats so bad about this map?

>> No.4058989

>>4058790
Memento Mori 1&2 are good mapsets to try, if you're still newish to the community.

>> No.4059005

>>4058984
>it lives on in the heart and soul of its more feature-rich derivatives like GZD and Zandro itself, now doesn't it.

Sure, but it's still one less port and one less developer. Now what happens if Graf gets hit by a bus or gets a gf? Consolidation may bring some benefits, but it increases the fragility of the ecosystem as a whole.

>> No.4059020

>>4059005
>Now what happens if Graf gets hit by a bus or gets a gf?
Some other fag will take over sooner rather than later, that is, if some other fork wasn't already started by then.
I'm not saying forks or derivatives should not exist, quite the opposite, but when one of them implements some kind of feature that clearly surpasses the original, it's only fair the original can also take advantage of it down the line.
Unless you're a turbofag and decide to not go open source like those guys I recall doing.

>> No.4059085

>>4059020
>Some other fag will take over sooner rather than later
why? if someone wanted to code a doom engine why wouldn't they be doing it right now anyway?

>> No.4059101

>>4058985
i reckon he got it confused with bloodfalls

>> No.4059115

>>4058956
>the factory
can't say i hate it, but it's not great either. the final room with the slow lifts and switches is dire.

>downtown
i love this map and can only assume you don't like not knowing where to go. it has great replay value. only dull part is getting the yellow key (because of another slow lift).

>the citadel
this should have been a great map, large and complex, full of secrets and optional side areas, but it doesn't flow well (pistol start is extremely top-heavy) and has bugs (the blue key lift)

>nirvana
the first half of this map is easily the worst part of doom2, but the final lava cavern area is fun

>the abandoned mines
i also love this map for being riddled with secret passages and so on. unlike map19, you can get a good selection of weapons early, before having cleared most of the map.

>> No.4059117

>>4059005
>Now what happens if Graf gets hit by a bus or gets a gf?
graf is not the only person that's working on gzdoom, dude. he's the face and head of gzdoom, but if he dies then that just means the other six-plus devs working on it don't have to run everything through him

nothing will change

>> No.4059126 [DELETED] 

>>4059085
who says they aren't? mark my words: kb1 will be doom's savior.

>> No.4059132

>>4058635
>Oh fuck I know this wad. It inspired me to make my own of the Hoenn region
gimme


NOW

>> No.4059139

>>4059085
New "engines" will come and go, nothing will ever change that.
And I'm pretty confident if the main contributor to any source port was to disappear for whatever reason, someone will eventually show up to either take over or put the work already done into play, maintaining/updating is not usually a one man effort anyways.

My original issue is that I'd like to avoid having a situation where yet another Z port will show up with upgraded modding stuff and netcode, just to fracture the userbase further.

>> No.4059163

>>4058956
>hating the abandoned mines

But that's one of the better maps in Doom 2.

>> No.4059179
File: 47 KB, 640x480, 1480512453125.jpg [View same] [iqdb] [saucenao] [google]
4059179

>>4059101
>not liking Bloodfalls
https://www.youtube.com/watch?v=4iAAa4jgM_4

>> No.4059181

Of all the official doom mappers, who was the worst?

>> No.4059196

>>4059181
Tim Willits.

>> No.4059202

>>4059196
Amen

>> No.4059210
File: 53 KB, 501x554, 1418074899244.jpg [View same] [iqdb] [saucenao] [google]
4059210

>playing doom rla
>takes way too long to cycle to my preferred weapon because there's like 5 weapons per slot
>throw out the weapons i don't like to make it quicker
>accidentally pick them all up again within a few minutes
this mod would be 10x better if there was somehow a way to choose to not automatically pick up weapons

>> No.4059213
File: 457 KB, 1366x768, Screenshot_Doom_20170504_183332.png [View same] [iqdb] [saucenao] [google]
4059213

what do

>> No.4059214

>>4059210
>cycle
ugh

Play Renegade, he can switch weapons isntantly.

>> No.4059215

>>4057406
doomtxt posted this, ur famous buddy

>> No.4059221

>>4059214
Thanks, ill try that out

>> No.4059223

>>4059181
American McGee is my least favorite. I'm probably gonna get flak for this, but I actually consider maps 2-6 to be the most boring part of Doom 2. I get that they're meant to be easy early levels, but thats no excuse when Doom 1's E1 is fantastic. His later doom 2 maps, and his Doom 1 E4 maps are better, but I'd still take Romero's or Petersen's maps anyday.

>> No.4059227

>>4059223
Petersen's maps were pretty bad

>> No.4059228

>>4059210
Isnt there a 6 weapon limit though?

>> No.4059235

>>4059210
>takes way too long to cycle to my preferred weapon because there's like 5 weapons per slot
So you're a cheater?

Because DRLA has a six-weapon limit.

>> No.4059237
File: 2.22 MB, 800x480, gzdoom 2016-08-25 13-09-24-66.webm [View same] [iqdb] [saucenao] [google]
4059237

>>4059213
Send the babs.

>> No.4059238

>>4059227
I genuinely find most of Sandy Petersen's maps in Doom 2 to be fun and varied. Don't quite understand why he's hated so much.

>> No.4059239

>>4059235
>>4059228
Durr I meant to type 667 shuffle, I was just thinking about drla at the same time

>> No.4059245

>>4059237
750+ health!?

>> No.4059247

>>4059239

I'll admit I haven't played that. Is it good?

>> No.4059249

>>4059247
The sheer variety is very cool, but as I said it can be annoying how long it takes to cycle through weapons

>> No.4059251

>>4059245
A little bit of rule breaking so i could show off what 8 lil' dooms at once is like.

>> No.4059267
File: 363 KB, 1280x720, Screenshot_Doom_20170614_024351.png [View same] [iqdb] [saucenao] [google]
4059267

Y'KNOW, I'M PRETTY SURE THAT'S NOT HOW MATH WORKS, BUT I THINK I CAN ALLOW IT FOR THIS MAP

>> No.4059273

>>4059267
what weapon is that and how do I build it

>> No.4059278
File: 26 KB, 500x500, 1496940018079.jpg [View same] [iqdb] [saucenao] [google]
4059278

>>4059210
Isn't there an option to turn off auto-switching to new weapons you pick up? I usually turn that shit off.

>> No.4059284

>>4059273

You don't; it's a 'Superior' -tier. Starts off really good, but can't be modded much. It's a reference to Goldeneye, BTW. Even the clip size is a reference; Goldeneye's RCP90 (erroneously) had an 80-round clip size rather than 50, because the gun is given 0x50 bullets (80 in base-10) rather than 0x32 (50 in base-10).

>> No.4059293

>>4059210
>doomrla
>this mod would be 10x better if there was somehow a way to choose to not automatically pick up weapons

When the mag of your currently held weapon is at max ammo and you have less than maximum reserve ammo for that type, hold 'reload' when running over a weapon pickup to strip it of the ammo and remove the pickup

>> No.4059298

>>4059210
>a way to choose to not automatically pick up weapons

A long time ago, I made an addon that let you forcibly strip weapons you ran over. You could choose to strip weapons by tier and by ammo type.

For example, if you were playing as Renegade and you were already happy with the Auto Supper Shotgun you just built, you could choose to strip all shell-based weaponry of 'Common' tier automatically, avoiding the cycle of pick up, drop, pick up, drop of weapons you don't want.

>> No.4059331

While trying out Guncaster I came across a mention of an "Empower" mechanic in spells.
What does it mean and how do I do that?

>> No.4059334
File: 381 KB, 1600x900, Screenshot_Doom_20170615_003810.png [View same] [iqdb] [saucenao] [google]
4059334

>>4059331

>> No.4059340

>>4059334
Theres a usable item that will boost all spells into an empowered mode for a duration of time.

>> No.4059378

>>4059334
tome of power
found in maps in heretic
bought from the shop in other games
called the 'ancient amplifier' in doom

>> No.4059424

>>4058923
Has anyone ever tried to replace all the COD rips in this with regular sprites? The rips look god awful sometimes and I'd like to see some normal sprites in place of them.

>> No.4059483

John Romero liked my tweet to him, but I kind of wonder if he's just blowing smoke up my ass.

>> No.4059485

>>4059483
thanks for letting us know

>> No.4059490

>>4059483
great post, chum

>> No.4059497

>>4059424
Some poor anon has plans to replace them with visuals of weapons from the doom 4 weapons and trail blazer among others, but he mentioned because his computer sucks it would be a looooong way down the path

>> No.4059504

>>4059424
The problem is finding enough weapon sprites that are aesthetically consistent. Eriance and DoomNukem both make gorgeous weapons, but they don't look anything like each other.

>> No.4059506

>>4059504
Yeah, one would need to make a bajillion sprites or compromise with sprites that fill the role but look nothing like what they replace, or even function differently depending on available animations, like the mentioned anon talking about using the 2016 sprites would still need to create reloading animations for them

>> No.4059509

Is there a way to give +DROPOFF without alow allowing the monster to climb ledges? I know there's that jumpoff flag but it's not what I'm looking for.

>> No.4059524

>>4059509

Does this help?

>MaxDropOffHeight value

>Defines the maximum height of a step this actor can climb down when moving. Normally this only applies to monsters but when you set the NODROPOFF flag it applies to all forms of movement. Default is 24.

>> No.4059529

>>4059524
Oh, well, ok then that's actually exactly what I needed. Thanks anon.

>> No.4059548

>>4059524
>>4059529
Actually, it doesn't fix the problem I had since the actors actually have to travel down at a set speed instead of hugging the floor. Basically I have this monster that summons other monsters and if it's in a confined space it can make itself get stuck. I could just let it use THRUACTORS or something but that seems a bit cheap.

>> No.4059564
File: 17 KB, 215x174, what in the hell.png [View same] [iqdb] [saucenao] [google]
4059564

>>4059237
>boners riding fireballs
>Send the babs.
>little doomguys running all over the place

What the actual fuck is this?

>> No.4059570

>>4059564
Fractal Doom.
I think the link to it is still broken, unfortunately.

>> No.4059573

>>4059548
>Basically I have this monster that summons other monsters and if it's in a confined space it can make itself get stuck

Have you tried:

>THRUSPECIES

>This actor passes through other actors of the same species. See ALLOWTHRUFLAGS for details on puffs.

>> No.4059575

>>4059573
My other issue with that is that it'll end up making doomstacks.

>> No.4059578

>>4059564
>there are people in this thread who weren't here for fractal doom
ahh fuck, i'm old

>> No.4059584

>>4059578
Uh? Wasn't fractal doom like 2 years ago?

>> No.4059595

>>4059584
4

>> No.4059614

>>4059595
holy shit already? hot damn. okay now I feel old too.

>> No.4059617
File: 19 KB, 717x206, cdcd4a5f9c.png [View same] [iqdb] [saucenao] [google]
4059617

>>4059614
>scroton basically quit doom after this
>fractal will be abandoned 5ever

>> No.4059625

>>4059575
There's no possible way to make a "doomstack" more horrifying than stack of Hungers

>> No.4059627

>>4059625
Well, I fixed it anyway by just allowing the summon to fail under certain circumstances.

>> No.4059629

>>4059617
lolwhut? what happened there?

>> No.4059632

>>4059629
IIRC he wrote the zandronum equivalent of A Modest Proposal.

>> No.4059635

>>4059629
Zandybam ultrafaggotry of all kinds, feel free to read backwards from https://zandronum.com/forum/viewtopic.php?f=17&t=7484&start=160#p98851

>> No.4059651

>>4059629
scroton was a great modder, but suffice to say his postings tended to be...not too good.

>> No.4059654

>>4059632
Elaborate please. Did he tell people to delete their wads in order to save the doom community?

>> No.4059657

>>4059654
i don't remember the detail and you can just look a few posts up and click on the link

i'd forgotten it was related to best-ever's shutdown.

>> No.4059658 [DELETED] 

>>4059651
It's more like the doom community is filled with uptight autists who can't take a joke for the life of them, and drama queen attention whores who will do anything for popularity. Only possible exception is here and 2^3chan but even we have our fair share of turbofags.

>> No.4059661

>>4059658
lmao sure thing bro

>> No.4059663

>>4059661
Like this guy

>> No.4059664

>>4059629

scroton was occasionally a fucking idiot on forums

>> No.4059669

>>4059658

Doom_txt was a mistake.

>> No.4059674
File: 501 KB, 500x406, 7854904789054.gif [View same] [iqdb] [saucenao] [google]
4059674

>>4059658
>Only possible exception is here and 2^3chan

>using ochochan as an example of quality doom discussion

You could at least try to be more convincing.

>> No.4059681

>>4059658
>Only possible exception is here
oh.

oh, you.

>> No.4059683

>>4059674
>says the guy who doesn't post there
It's still leagues above ZDoom's forums and especially Zandronum. Doomworld is a bit of a mixed bag but whatever.
>>4059681
You could read the rest.

>> No.4059685

>>4059658
do you think the community should be doing nothing but trying to troll each other?

>> No.4059689

>>4059683
Doomworld is fairly okay except for the puristfags.
Zdoom is not so bad if you use it sparingly (just check whatever content you like and ignore the rest).

>> No.4059691

>>4059683

I check in there regularly.
A third of it is whining about 4ch and Sgt. Mark, a third is fucking dead because nobody posts, and another third isn't making anything.

>> No.4059692

>>4059683
I did. I find it amusing how you ponder upon this place to be entirely autist-free when that's demonstrably false.

>> No.4059697

>>4059691
sorry are you still talking about "2^3chan" here?

>> No.4059698

>>4059685
There has been a bunch of people going around shitting on the Doom community at large. Like opening threads on Kiwi Farms and various troll sites whining about inconsequential shit or because they got banned. I think this kinda people is just a couple butthurt fags that got banned for being overly autistic and are trying to get a personal army and cause drama everywhere.

>> No.4059702

>>4059685
I think the community is rotting from the inside due to the incessant faggotry of longtime members and people who suck their dicks constantly either because they're afraid of being banned or realize it's the best way to gain popularity. /vr/'s not close to perfect (IDs would help an absolute ton here) but aside from the usual chan retards we're far better.
>>4059689
>>4059691
That's pretty much my experience. ZDoom forums are a download site and Doomworld is dead as fuck.
>>4059692
>you ponder upon this place to be entirely autist-free
Are you literate?
>>4059658
>even we have our fair share of turbofags
>we have our fair share of turbofags
>WE HAVE OUR FAIR SHARE OF TURBOFAGS

Christ man.

>> No.4059707

>>4059698
Nice guess but I'm actually not banned anywhere at all since I barely post. Also not a kiwiforums guy but I guess you'll have to take my word for it on both of those. I'm just sick and tired of seeing the community around a game I actually like being such shit in so many fixable ways.

>> No.4059708

>>4059698

Stuff like that's been happening for a long time, though.
Terryfags came out in autistic masses once Ty passed away, under the impression that Bloodshedder was the only new admin (he isn't) that was removing their shitty wads (he wasn't).

>> No.4059709

>>4059697

Yes. It's probably one of the worst places to discuss Doom, next to Badgame.

>> No.4059715

>>4059707
Well, even in the kiwi farms one of the guys stirring shit was identified (because the idiot used the same user name) as some guy who was banned for being a turboautist and was trying to stir shit as revenge for being banned (for being a turboautist). The guy got shamed properly for being an idiot and the kiwis ignored it.

>> No.4059716
File: 7 KB, 265x320, 1493030862088.jpg [View same] [iqdb] [saucenao] [google]
4059716

>>4059635
I had no idea this autism existed. Can't people just fucking play doom?

>> No.4059718

>>4059715
That actually sounds pretty hilarious.

>> No.4059720

>>4059709
right, thanks, i got confused whether you were talking about that or doomworld. no idea what badgame is, probably a good thing

>> No.4059724

>>4059716
not when the admin takes their favourite server cluster away!

>> No.4059727

>>4059716
People want to have fun. Unfortunately, this is the way some people have fun. Stirring undue drama and trying to invent drama where there isn't any, or lashing out against someone for perceived slights.
It's present in every fan-community, Doom isn't exempt from it. If anything, Doom gets the latter more than anything else.

>> No.4059729

>>4059702
>I think the community is rotting from the inside due to the incessant faggotry of longtime members and people who suck their dicks constantly either because they're afraid of being banned or realize it's the best way to gain popularity
that's nothing new though. there's been a core of popular people for as long as i've been following things (so since about 1999/2000)

>> No.4059735

>>4059729
You're right, but you'd think that a bunch of grown adults who have nothing to gain from it besides an ego boost would discourage it instead of feeding into it. I guess I expect too much of people.

>> No.4059736

>>4059735
That or you're reading too much into it.

>> No.4059738

doom, you fucking niggers

post a screenshot of a mapset you're going through

>> No.4059739
File: 507 KB, 1600x900, Screenshot_Doom_20170614_201116.png [View same] [iqdb] [saucenao] [google]
4059739

>>4059738

I've been trying a pistol start run of Epic 2.
I forgot that I wasn't having fun once the space alien maps come into the picture.

>> No.4059750
File: 85 KB, 1152x720, ooooo scary.png [View same] [iqdb] [saucenao] [google]
4059750

>>4059738
Oblige maps have the spookiest names

>> No.4059751
File: 498 KB, 1600x900, Screenshot_Doom_20170614_202007.png [View same] [iqdb] [saucenao] [google]
4059751

>>4059738
Fucking closets fulla monsters.

>> No.4059767

>>4059739
>That level with just archviles

>> No.4059768

>>4059751
is that a custom HUD? or does it come with the WAD?

>> No.4059769

>>4059768
Comes with it.

>> No.4059796

>>4059769
ok, and Im assuming ancient aliens

>> No.4059798

>>4059796
That's the one

>> No.4059802

>>4059796

Yup.

>> No.4059815
File: 437 KB, 1280x720, Screenshot_Doom_20170610_032203.png [View same] [iqdb] [saucenao] [google]
4059815

>>4059738

I've been playing Atherius.

I'll just let this screenshot speak for itself.

>> No.4059821

>>4059815
Man what the fuck

>> No.4059824
File: 124 KB, 1024x768, 1370209841229.jpg [View same] [iqdb] [saucenao] [google]
4059824

>>4059815

>> No.4059827

>>4059815

Most modders would use the crosshairs to make targeting enemies easier. Atherius takes the road less travelled, and makes the crosshair an active obstruction to seeing what you're aiming at. A brave choice, resulting in a stunning artistic vision.

>> No.4059863

>>4059815
Does anyone have that image parodying extremely cluttered FPS HUDs like this?

>> No.4059864
File: 249 KB, 1024x768, video games.jpg [View same] [iqdb] [saucenao] [google]
4059864

>>4059863
Here ya go.

>> No.4059894

>>4059864
>battleborn.pcx

>> No.4059898
File: 32 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google]
4059898

>>4056238
How has this not been posted yet?

Blade of Agony Chapter 2 of Wolfendoom was released like a week ago.

>> No.4059901

>>4059898
link

http://boa.realm667.com/

>> No.4059905

>>4059898
>>4059901
it has, several times
general response was unenthusiastic, and the next op got shuffled and forgot to include it

>> No.4059907
File: 339 KB, 1596x1024, aspect.png [View same] [iqdb] [saucenao] [google]
4059907

Need some help with Crispy Doom. I normally run everything at 1920x1080 but no matter what resolution I set it at, including whether the "Fix aspect ratio" setting is ticked or not, I always see the black border in some fashion, and it's fucking annoying. Anyone else have this issue? I can't seem to find anything else in the settings. And in case some retard posts it, yes I have tried the 1920x1080 setting. The resolution is nice, but it's quite a small window. This is what I am running now. Second highest resolution with the aspect ratio fixed , and so far it is the biggest window I get.

>> No.4059910

>>4059905
People are too busy making mods, I see.

>> No.4059918

>>4059907
https://www.chocolate-doom.org/wiki/index.php/FAQ#When_playing_in_a_full_screen_mode.2C_why_is_there_a_black_border_around_the_screen.3F

I believe it's working as intended.

>> No.4059920

>>4059898
Sweet, I can't wait to play the level that sacrifices gameplay for pretty visuals oh wait that's all of them.

It's gonna be interesting seeing this get Cacowards two years in a row without the judges having any say in it.

>> No.4059921

https://www.youtube.com/watch?v=JYOasB6aI_A

How long until someone converts the shitty vr teleporting mechanic?

>> No.4059926

>>4059921
*converts to classic doom

shit

>> No.4059931

>>4059920
The first level starts with a glitchy instant death trial-and-error stealth section and we all know how much people love those.

>> No.4059934

>>4059921
>How long until someone converts the shitty vr teleporting mechanic?

Eight years ago.

https://www.youtube.com/watch?v=_cj1bY24-IE

>> No.4059939
File: 1.69 MB, 500x300, CAST_OFF_THE_SHACKLES_OF_FLESH.gif [View same] [iqdb] [saucenao] [google]
4059939

>>4059931
>starts with a
>glitchy
>instant death
>trial-and-error
>stealth section

Threadly reminder that this is the series that ScubaSteve thinks should be shown to non-Doomers as 'what Doom can do today'.

>> No.4059945 [DELETED] 

>>4059920
>>4059931
>>4059939
LMAO sounds like someone's jealous. :)
I've been here for a long time and every time it's discussed, people love it. What's with this sudden hate? I think you all should chill out, they've put a lot of work into this...

>> No.4059946

>>4059934
>>4059921
also D4T has it as a teleport grenade

>> No.4059965

>>4059931
If by that you mean "knife/shovel a guy from behind then use his pistol for the rest of the level" then I don't see the problem.

>> No.4059969

>>4059965
I meant the start of Chapter 2.

>> No.4059970
File: 58 KB, 650x797, 18664550_1355411024494687_3649463708274342402_n.jpg [View same] [iqdb] [saucenao] [google]
4059970

sorry for the newb but can I play online with ioQuake3 ?

>> No.4059974

>>4059702
english is not my native lang.

>> No.4060004

>>4059970
Should be able to.

>> No.4060023

considering guncaster is a thing, anyone make a mod based on that shoot'em up about the shark girls with the get packs?

>> No.4060025

>>4058975
oh hey, i drew that
cool

>> No.4060027

>>4060023

I'm sorry, what?

>> No.4060032

>>4060027
he speaks of this insanity https://www.youtube.com/watch?v=3AU8lBucS9M I imagine that such a mod if it exists would entail playing as the 4 bipedal aquatic airborne leads

>> No.4060034

>>4060023
all I know about that is Jon St John did a voiceover for the trailer

also steam reviews tore it down for having furry characters in it although it's a legitimately good game simply because We Are Cooler Than Furries(Y)

>> No.4060035

>>4060032
>announcer
Is that fucking John St. Jon?

>> No.4060036

>>4060032
I... I find myself questioning how some things get made like this... I mean Im not even complaining, good for them but... how?

>> No.4060038

>>4060034
>legitimately good game
Why does a game made by artists look like ass?

>>4060036
The game itself? Time and effort.
Getting Duke to voice the trailer? Give him money.

>> No.4060045

>>4060038
I know, I don't even mind the anthro shark girls, I mind the eye raping neon colors, at least use complementing contrasts to make a neony look instead of the sharpy vomit they got

>> No.4060056

>>4060045
>>4060038
>>4060032
all arguments aside the tools to recreate the characters in doom aren't a stretch, we've seen Shmup mods and jetback mods, just combine them and make some cute sharky sprites and HuD portraits

>> No.4060068

>>4060032
This looks incredibly amateurish. There's no flair at all. Not even some fancy lifebars or cool shots or anything. It's like an action 52 game in HD with furry waifus. Terrible.

>> No.4060078

>>4060038
and yet it plays fine.

>> No.4060091

>>4060056
Just throw the Metal Slug mod into some slaughter maps and play that instead.

>> No.4060101

>>4060091
I think the poor sap wanted the shark waifu's, we should call him names

>> No.4060102

>>4059920
>It's gonna be interesting seeing this get Cacowards two years in a row without the judges having any say in it.
it seems like this has not actually been a great year for cacoward worthy stuff so far

>> No.4060106

>>4060101
Now if only sharktits didn't end up as a fleeting fad

>> No.4060113

>>4060056
Then get to it.

>> No.4060119

New thread.

>>4060115
>>4060115
>>4060115

>> No.4060185

>>4058250
Still looking for a way to clear gibs et al. from Brutal Doom. As stupid as it sounds, an option to disable gore would probably fix this.

>> No.4060563

>>4060035
He'll apparently just do things for projects sometimes if people ask him.

>> No.4060807

>>4056290
I remember your post, really good map and the boss fight was excellent with the moving pillars