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/vr/ - Retro Games


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4060115 No.4060115 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4056237

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.4060117

=== CURRENT EVENTS ===

QUMP
-Mapping deadline reached; supposedly one map left
-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 ===

[6-14] Project MSfiX'd v1.0b released
https://www.mediafire.com/?f4ncdbbd451g5aq
>>/vr/thread/4056237#p4057752

[6-14] Anon updates his Port of Adia recreation, wants feedback
>>/vr/thread/4056237#p4057517
https://www.dropbox.com/s/7n6asn9yuxgdis3/PortOfAdia.pk3?dl=0

[6-14] Doom: The Golden Souls 1.4 released
https://forum.zdoom.org/viewtopic.php?f=19&t=35135&start=795#p1003410

[6-14] Doom Hand released; a God Hand-inspired mod
https://forum.zdoom.org/viewtopic.php?f=43&t=56881

[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

[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

=== 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.4060179
File: 317 KB, 1366x768, Screenshot_Doom_20170615_002335.png [View same] [iqdb] [saucenao] [google]
4060179

DADDY
How do I get this, don't tell me this is some sort of elaborate ruse?

>> No.4060184

>>4060179
Alright. It's not an elaborate ruse.

It's a joke, and your futile efforts to obtain the unobtainable are the punchline.

>> No.4060206

Quake is badass as fuck. Playing arcane dimensions right now and it's pretty damn amazing.

>> No.4060250

Anyone into ZScript?
I'm having issues trying to get a percent using current/max values, using the usual:
>(Current / Max) * 100
As soon as current is not the same as max the result becomes 0.
Pretty sure this is some variable typing bullshit but it's been a long night and I'm not seeing as clear as I should.

>> No.4060253
File: 25 KB, 340x321, 1474779861354.png [View same] [iqdb] [saucenao] [google]
4060253

Favorite jokewad
Favorite burger

>> No.4060264

>>4060206
Quake is rad.

>> No.4060273

>>4060253
The Sky May Be
Bobcat Bite

>> No.4060276
File: 2.77 MB, 640x360, 1490492515299.webm [View same] [iqdb] [saucenao] [google]
4060276

>>4060250
nvm fixed it ;)

>> No.4060297

>>4060253
mandril ass project
this one local fast food joint right next to me makes good enchiladas, so I guess those guys? really dig that one cheeseburger I tried once. was huge and messy and all. then again I like my fast food to basically fucking deepthroat me and fuck my face so I pretty much settle for deep-fried anything.

>> No.4060302

>>4060276
idea: make the bar invisible until they've taken damage
eitherwise large groups are going to be blanketed (and obscured) by a mass of health bars

>> No.4060310

What's the easiest/best way to get into doom modding? Mapping, weapon mods, something else?

>> No.4060313

>>4060276
Great. Now make it so the bars are rendered onto the HUD, OR make them uniform size, no matter what distance they are in (i.e. make them increase in size depending on distance so they look all the same on screen)

>> No.4060316

>>4060310
Mapping is the easiest way to start. From there you can move into basic scripting and DECORATE stuff for props and triggers, then into enemies, guns and the rest of it.

>> No.4060318

>>4060310

Mapping is very much the easiest way to start.

>> No.4060319

>>4060310
Take a simple mod that you like.
Take it apart and look what makes it tick. Take notes.
Try making something of your own.
Post results.
Look at more complex mods.
Look into intricacies of Decorate, ACS and ZScript.
Try to make plugins for your favourite mods.

>> No.4060320
File: 1005 KB, 1920x1080, 1481734931364.png [View same] [iqdb] [saucenao] [google]
4060320

>>4060302
Tomorrow, I've spent most of my allotted daily brainpower attempting to do this.

>>4060313
What do you mean in the HUD, like in pic?
Scaling might be feasible, but it could end up as a clusterfuck.

>> No.4060324

>>4060320
This is a static part of the hud.
What I meant is still displaying individual HPbars, but position them on top of the hud so that they appear above enemy heads. That would make their size uniform. OR do a scaling if you can't do render-onto-hud thing..

>> No.4060330

Is there an enemy replacer that features marine/UAC equivalents of each Doom monster?

>> No.4060335

What is consolidation prize?

>> No.4060337

>>4060335
Pity sex.

>> No.4060341

>>4060276
With damage numbers, and health numbers ontop of this, this seems like the perfect autoload material.
Though, damage numbers already exist on the ZDoom forums, so all this needs is health numbers, maybe as an option, just so I can better compare the damage my weapons are doing.

>> No.4060342

>>4060335
PC, mod-friendly versions of Doom 64 and PSX Doom.
https://forum.zdoom.org/viewtopic.php?f=19&t=55298

>> No.4060343

>>4060335
"Consolation Prize" is Kinsie's edits of PSX Doom TC and Doom 64 Retribution that are designed to be friendly with gameplay mods.

>> No.4060356

>>4060324
Might be outside of my current abilities, just got started today with ZScript and I've only been messing with ACS for no more than a month.
I'm not completely sure if what you're asking for can be done with the HUD, on the other hand, I think scaling depending on distance might be worth looking into.
Anyways, most FPS or games in general with HP bars and damage numbers don't scale those, at least as far as I can remember.

>>4060341
I started messing with a mod for target HP bar and floating damage numbers, it's the one in this pic >>4060320
Here's the fork I ended up with in case you're interested: https://github.com/coldcite/JPHUD
I recently added a "progress" bar (kills) that can sit on the bottom, but it's not synced yet, I'm not really happy with the result.

I'm not sure if the target HP bar is kind of redundant now, though.
I'll give it a test run tomorrow and try to gauge everything, I'm really exhausted of all this code archeology.

>> No.4060357

>>4060330
Mutiny, the gameplay mod.
The weapons aren't very good, though. It'd be cool if there was a variant that was just enemies.

>> No.4060359

>>4060357
So how does it handle enemies that say, weren't as conventional? Mancubi, Revenants, Archviles, etc. I guess you could get mechs or robots for some I guess?

>> No.4060364

>>4060359
Mechs and robots and tanks, yeah.

>> No.4060372

>>4060179
if that is scythe map31, you can't reach it unless you skip the linedef somehow. however the teleport allows you to skip half the map.
>>4060250
integer division, do (c*100)/m instead

>> No.4060405

>>4060276
Nice and simple, reminds me of UT2004's RPG mod, though it had the bars change from green to red for more immediate clarity.
>>4060302
I wouldn't recommend this, as you'd get confused with full health enemies and almost-dead enemies.
>>4060313
>>4060324
making health bars uniform size would make them hard to differentiate, as well as screw up visually at extreme distances. (lots of distant monsters means lots of bars blocking your screen, while a monster next to you will have a tiny bar)

>> No.4060415

>>4060253
Mock 2. It has the best music.

This is a piece of art: https://www.youtube.com/watch?v=LmaL69poIKk

>> No.4060421

>>4060415
Sounds like one of those Gachimuchi videos.

>> No.4060448

>>4060421
DEMONNEXTDOOR

>> No.4060484

>>4060276
Share it via uguu.se anon

>> No.4060508
File: 159 KB, 1600x740, serveimage.jpg [View same] [iqdb] [saucenao] [google]
4060508

It's a shame there is no source/linux port of pic related yet. I remember playing it like 10 years ago. Right now im downloading The Dark Mod, is up to the original in terms of gameplay and fun?

>> No.4060509

>>4060115
What are some good new mods for doom? I haven't played doom in a while, and I don't know if there's any good mods I can play. I can still remember some, like the TrailBlazer, or that shit where you're a dragon (it was made by the same person), an that base-defense-like mod, but what new mods are there?

>> No.4060513

>>4060509
Marrub's Lithium and Combine_Keagan's Space Hunter? Final Doomer is a weapons mod with classes themed for various megawads, we're just updating for the BTSX/Ancient Ayys/JPCP update.

Term also seems to be working on some Spanish-themed mod for ZScript practice.

>> No.4060515

>>4060509
Haev your heard of MetaDoom?

>> No.4060516

What magic do I need to do to set the offset my sprites so they don't disappear into the floor?

>> No.4060517

>>4060509
Call of Doom has some of the most enjoyable gameplay I've enjoyed in any doom mod in a long time.

>> No.4060525

>>4060516
SLADE - Set mode to sprite at the bottom selector, then position the thing above and middle in the cross.

>> No.4060529

>>4060517
>>4060515
>>4060513
Thanks, and what is the best place for finding WADs, and mods? doomworld is good enough, or there are better alternatives?

>> No.4060532
File: 136 KB, 1870x385, file.png [View same] [iqdb] [saucenao] [google]
4060532

>>4060529
Look up the projects board on ZDoom's forums, there's different categories of them. Otherwise people here do respond to the news post with the latest stuff, and I've started archiving the headlines too.

>> No.4060538

>>4060525
>Slade
man why can't i do this in code
Thanks buddy.

>> No.4060546

Has anyone tried using forced perspective to give the illusion of a 3d skybox without actually using one, or does it always turn out like rubbish? Would it hurt map optimization horribly due to the outside space?

>> No.4060565

>>4060342
I think they might be a bit half-finished, at least the PSX one, a few maps were a bit broken, and some of the compwall textures inexplicably animate, despite not being listed in the animdef lump

>> No.4060572

>>4060546
iirc it can't be done with the current way GZD handles skyboxes.

>> No.4060574

Kinsie, ever thought of a CVAR that could disable the Holy Water Pistol's alt fire, or at least, limit how many times it's used?

>> No.4060578

So, what's the recent fuzz about ZScript?
I first heard of it some time ago in the context of D4D, read what it is on ZDoom wiki, but apart from some lackluster "How to translate DECORATE to ZScript" didn't really find anything about it.
And now the last few threads people won't shut up about it.

>> No.4060579

>>4060508
There is no need for a sourceport since NewDark is a thing. Dunno how well it runs on linux though.

>> No.4060593

>>4060578
ZScript is a thing that exist
It is a mix of C and Doom functions
Also Graf is a faggot and permanently broke all previous mods that added new menu points.

>> No.4060597

is the railgun really as shitty of a weapon as people make it out to be?

>> No.4060603 [DELETED] 

>>4060597
these "people" again. will they ever stop being wrong.

>> No.4060610

>>4060593
What mods can't be played?
Can you still play MetaDoom and Samsara?

>> No.4060617

>>4060593
>Also Graf is a faggot and permanently broke all previous mods that added new menu points.
if that's true i'll bet there was a good reason for it. i'm not sure what that is, but i got the impression that to do it you had to replace the entire menu definition with a copy, which would get out of sync with upstream (load a mod last updated 3 years ago, see a menu full of 3-year-old options that have been removed long since). or am i wrong?

>> No.4060624

Are there any good WADs for Fearrific in particular? The sort with plenty of torches and other light sources to have contrast with the darkness.

I tried Knee-Deep in ZDoom but even with the compatibility patch on its weapons don't really work: rifle's in the way wrong place and I can't wield the pistol at all.

>> No.4060629

>>4060617
>i'll bet there was a good reason for it
The reason is that he added the ability for people to change the options menu and then got upset that people were changing the option menu, so he broke menus because people were using the features he put in.

>> No.4060630

>>4060617
You're not wrong, but there are better ways to fix that.

>> No.4060631

>>4060610
>>4060617
Basically any menu alterations are now restricted to AddMenu function, and everything done prior to that will outright not work because "It causes problems and old mods may some time rarely accidentaly remove menu items that 's gonna be added in upcoming versions of GZDoom"

Mods themselves would work fine, but you won't be able to access any custom menus they added for customisation purposes.

>> No.4060639

Any good WADs for D4D/D4T?

>> No.4060642

>>4060629
i doubt this. it sounds too blunt and exaggerated.
>>4060630
>>4060631
hmm, okay, thanks.

>> No.4060645

>>4060597
In what game?

>> No.4060646

>>4060639
IIRC Hell On Earth Remastered was made with D4T in mind.

>> No.4060647

>>4060597
Most of the time, yes. Combine long loading time with poor spread that requires good aim, and any advantage it might have in power or penetration is rendered pretty much nil.

>> No.4060648

>>4060597
it's horrible. it was utter shit ik the Q2 days and a total nightmare in QL.

I was actually clamoring for its removal in champions, but alas, no way in hell.

>> No.4060651

>>4060642
>it sounds too blunt and exaggerated
You don't know Graf.

>> No.4060672

>>4060648
Bittervets say it's not ""OUR QUAKE"" if the whole fucking game doesn't revolve around red armor, RL, LG and rail, and they can't make 25% sped-up fragvideos of IMPRESSIVE streaks through railing the same guy getting shitty respawns.

why are MP quake players so much less chill than SP guys

>> No.4060681

>>4060648
It's not that bad in Q2 what are you talking about. There's no unlagged so you hit far less rails than you ever would in QC/QL.

>> No.4060691

>>4060672
nice strawman

>> No.4060693

>Try to run Cryptic Passage
>Textures are misaligned
>Pink shit everywhere
>Sky isnt even there
MFW I fell for the BloodGDX meme

>> No.4060695

>>4060691
nice discussion

>> No.4060697

>>4060672
In nearly every game, MP players play because they want social interaction (usually they just want to win and be dominant or have some fun bants) and SP players play primarily because they enjoy the game. This doesn't mean MP players don't enjoy the game, but SP enjoy it more usually.

>> No.4060708

>>4060695
why discuss a strawman argument you pulled out of your ass?

>> No.4060712

>>4060708
i had to pull it out to make room for your head

>> No.4060717

>>4060681
I played shittons of LAN and it was horrible.

>> No.4060720

>>4060717
Should've learned to pick up armors

>> No.4060721

>>4060717
fuck, forgot rest of post

either way I'm probably misremembering it, but truth is still, I've grown to get such a distaste for it.

>> No.4060726

>>4060720
I just picked up one and it exploded into tiny shards

I need more mad skillz

>> No.4060728

>>4060721
were you one of those people that played chaosDM? that actually makes the railgun cancer since you can stack the double damage rune/tech and instakill anyone with the rail

>> No.4060731

>>4060697
Sometimes, Quake MP players kinda remind me of Smash Melee players

>> No.4060737

https://s1.webmshare.com/DxezV.webm
I don't know, something feels off about stacking both HUD HP and top HP bars and I can't tell exactly what, might just be that I got tired of HUD HP bars because of using it mostly every time I play, but it might also be styles clashing with one another. Or maybe it's just the rushed bottom progress bar fucking everything up.
Also, now floating damage numbers feel too big for some reason.

>>4060484
Please let me polish it a bit further and I'll post it on the ZD forum, people might want to use it.
I don't know if I should merge damage numbers into it, or just keep it simple like that so you can use whatever damage numbers mod you want, not to mention making everything more readily available to be adapted everywhere.

>> No.4060741

>>4060672
I had heard shit about the quake mp fanbase before, but man.

champions really makes the sperg bank get thrice the income of the sperm bank, and not necessarily because of some freudian slip.

>> No.4060752

>>4060647
>poor spread that requires good aim
what did he mean by this

>> No.4060756

I'm trying to classify mods by their degree of customization but I can't find good designations for each type, any ideas?

- vanilla/classic/retro? - maps that use mostly vanilla assets, little to no scripting, etc (ie going down, swift death)
- modern? - maps that still look close to doom but use many custom textures/sprites/weapons/sounds/enemies (ie ancient aliens, winters fury)
- conversion - maps that use a lot of customization, it still plays like doom but looks completely different (ie adv. of square or pirate doom)
- gamemode - a whole different gamemode than typical doom (ie reelism or stronghold on the edge of chaos)

what would be good names for the first 2 categories?

>> No.4060759

>>4060737
Too much redundant information and screen clutter, damage numbers aren't needed with the numbers at the top, health bar at the top isn't needed with with the floating bars, etc.

>> No.4060763

>>4060756
For maps, Vanilla, Boom(Limit removing), ZDoom, GZDoom. I think some maps are made for ports like EDGE and Legacy, though I'm not sure.

>> No.4060768

>>4060763
Not exactly what I want, for example Waterlab is made for GZDoom but would fall under my second category while Aliens TC was made for vanilla Doom but would fall under my third category.

>> No.4060773

How come no one has made a mod where you can kick demons in the nuts?

>> No.4060774

>>4060756
>Vanilla megawad
>Limit-removing megawad

The last two are arguably trickier to place into, I think. Pirate Doom, Reelism, and Stronghold are non-specific mods that still don't deviate from Doom's gunplay that much, maybe just the goals and structure. And Adventures of Square is pretty much a full-blown TC isn't it? Maybe 'partial conversion' could work, but yeah.

>> No.4060792

>>4060773
because that shit hurts dude

>> No.4060805

>>4060774
Yes advs of square is a TC, but I don't like the term Total Conversion, for example Aliens TC uses a ton of vanilla assets, technically it's not a TC but I'd still call it a "conversion" because the author was trying to make it look like something different than doom.

Ancient aliens or Back to Saturn are different, the mods probably have more custom textures than Alien TC but they still try to look like Doom. That's why I would put them on the "modern" category instead of "conversions".

It's just that I can't come up with a better word than "modern" but maybe I'll just use that.

>> No.4060826

so apparently new colossus has a grand total of three hours worth of cutscenes

this is ign though so

>> No.4060841

>>4060826

we still don't know if there's going to be multiple branchs the way TNO did it

>> No.4060849
File: 63 KB, 759x448, BJ.png [View same] [iqdb] [saucenao] [google]
4060849

I find it weird that BJ Blazkowicz's Samsara's sprites were based on the pistol nazi soldier, when the SS guard looks more muscular and even has a blocky chin.

>> No.4060858

>>4060849
pistol nazi is closer to BJ's size, though.

>> No.4060881

>>4060858
I thought BJ was just leaning forward when he was running, while him the air had him close to the SS guard's height.

>> No.4060907

Is it possible to have in GZDoom the Traditional DooM or Strife automap colors, but with the door color like in custom mode ?

>> No.4060916

>>4060712
>wanting another man's head up your ass

not him but that's pretty gay.

>> No.4060921
File: 6 KB, 460x290, hand.png [View same] [iqdb] [saucenao] [google]
4060921

Hi, I am trying to make a green glove with a blue sleeve. However, this one still looks like just a regular blueskinned hairy arm. Can you give me any tips on how to get rid of the hair? Just drawing over looks like shit.

>> No.4060923

>>4060907
Did you try recreating traditional doom settings with custom colors?

>> No.4060936

>>4060921
Reeeeee?
Try using a gradient fill that matches the direction of the original shading.

>> No.4060939

>>4060921
Just draw over it non-shittily

>> No.4060947

>>4060921
Have you tried waxing?

>> No.4060968

>>4060947
kek

>> No.4060976

>>4060921
maybe you could clone the folds/ridges from the green part onto the blue part

>> No.4060984
File: 13 KB, 480x360, 1493410150720.jpg [View same] [iqdb] [saucenao] [google]
4060984

>>4060921
>blue arms

>> No.4060989

>>4060759
https://s1.webmshare.com/QPbWz.webm
Now I miss the enemy tagname and hp/max values, maybe moving them to the crosshair and making them way smaller? no bar though, too many bars already.

Also, I don't think I understand fully how GZD treats the alpha channel in PNG, if I use GL renderer or poly renderer in software they work just fine, in "true" software anything with alpha is made completely transparent. Is this a limitation of the engine or am I missing something?

>> No.4061081

>>4060989
Okay, good enough for now:
https://forum.zdoom.org/viewtopic.php?f=46&t=56910

>> No.4061087
File: 126 KB, 226x322, 1462879674562.png [View same] [iqdb] [saucenao] [google]
4061087

>Nash's spriteshadow mod now draws behind players and monsters

>> No.4061092 [DELETED] 

Are there any Wolfenstein mods that replace the white nazis with black nazis?

>> No.4061095 [DELETED] 

what

>> No.4061104
File: 189 KB, 480x300, rF8XuUg.gif [View same] [iqdb] [saucenao] [google]
4061104

>>4061087
Nash also made a thread about introducing tooltips to GZDoom just after my recent post about it here. Coincidence or not, I am hype for any implementation.
https://forum.zdoom.org/viewtopic.php?f=4&t=56899

>> No.4061105 [DELETED] 

>>4061092
Wouldn't that be cultural appropriation?

>> No.4061123 [DELETED] 

>>4061105
No. That would be realizing a Nazi doesn't bear any specific skin color.

Simply put I just want to mow down some black nazis.

>> No.4061132 [DELETED] 

>>4061123
I have a degree in Gender and Racial Studies and it's well established and scientifically proven that black people can't be nazis.

>> No.4061140

Why I have no SSG sound in Smooth Doom? How to fix it?

>> No.4061141 [DELETED] 

>>4061132
Historically and socially approven military shooters of 2017 say otherwise. People of all backgrounds are celebrating the diversificaiton of the Nazi act.

>> No.4061153
File: 254 KB, 640x480, Gravity.png [View same] [iqdb] [saucenao] [google]
4061153

What are some pretty open sandboxy levels? I like Gravity a lot for it's comfy and free feel I also liked E3M6 for the same reason.

>> No.4061157

>>4061140
Are you playing Ultimate Doom? that's probably why.

>> No.4061159

>>4061153
Gravity is comfy as fuck and I can't quite pinpoint why.

>> No.4061161

How do I apply a looping sound onto a powerup with Decorate? I kinda want the invincibility sphere to make a low volume noise.

>> No.4061162

>>4061161
A_PlaySound has a looping parameter.

>> No.4061167

>>4061157
Yeah I'm retarded I played E1 version of Maps of Chaos.

>> No.4061170
File: 19 KB, 200x200, pop.jpg [View same] [iqdb] [saucenao] [google]
4061170

Is there a Popeye mod for doom where spinach acts as Beserk?

>> No.4061171

>>4061162
So if my string looks like this now:

A_PlaySound("devilsphere/loop")

What numbers would I add?

>> No.4061174

>>4061171
https://zdoom.org/wiki/A_PlaySound
it's right there, friend

>> No.4061182

>>4061174
>A_PlaySound [(string whattoplay [, int slot [, double volume [, bool looping [, double attenuation [, bool local]]]]])]
So I do I define the others as zero until I get to the looping one? And I define it as 1?

>> No.4061183
File: 33 KB, 600x480, oJ5dceE.jpg [View same] [iqdb] [saucenao] [google]
4061183

What are the edgiest wads except for BM? I remember Temple of Lizardmen 3 was surprisingly edgy compared to the first 2 light hearted ones it had some torture chamber level out of the ass with corpse and nude women sprites I've never seen before.

>> No.4061189

>>4061182
you fill in the others until you get to looping, yes
mind, defining volume as 0 will make it mute

have you done much modding before?

>> No.4061192

>>4061189
I have done some, but I always get uncertain when there's a bunch of unlabeled numbers separated by commas.

>> No.4061198

>>4061183
which one had the sexy lizard lady easter eggs?

>> No.4061203

>>4061183
what's BM?

>> No.4061209

>>4061203
BD* I meant Brutal Doom

>> No.4061210

>>4061189
A_PlaySound("devilsphere/loop", 0, 0, 1)

Is this right or would it be mute?

>> No.4061214

>>4061198
I think it was also the third one.

>> No.4061225

>>4061210
you've set the volume as 0, so will be mute

>> No.4061226

>>4061210

Anon, he just said defining the volume as 0 will be mute.

>> No.4061230

>>4061183
Columbine Doom, Regular Day, Stormer Doom, Insanity's Brutality, Pinochestein, etc.

>> No.4061234

>>4061225
>>4061226
Oh, it said double on the wiki page.
So it should be 1?

>> No.4061240

>>4061234
double refers to the type of data, such as an int, string, or double.
even if it was double of the value, double of 0 is still 0, friend.

yes, it should be 1. or more specifically, 1.0

>> No.4061243

>>4061240
Ah, I see.

And not l.0?

>> No.4061245

>>4061243
LOL!!!

>> No.4061262

It tells me sprite names must be four letters for some reason, even though the names of the files are all correct.

>> No.4061270

Why city maps are so few compared to tech base ones?

>> No.4061274

>>4061262
sprite name + frame + rotation
> sprt a 0

>> No.4061287

>>4061274
Yeah, I did that, and everything worked before.

It just seems it decided it wouldn't want to read some sprite rotations for a completely different thing.
But now it works somehow.

>> No.4061297

Is it possible to use more than two ammo types for a weapon in DECORATE? I want to make a gun that uses at least three, but I haven't found anything on it. Also, I want to make it use it all on primary fire, while secondary fire would serve as mode chooser. Such a thing surely has been done before, right?

>> No.4061301

>>4061297
It should all be doable. The question would be how to display it, which might require custom hud definitions.

>> No.4061417

>>4060921
those are just a couple pixels, it should be easy man

>> No.4061438

>>4061270
Probably cause City maps tend to demand a "sandbox" like layout, which can be hard to balance.

>> No.4061448

>>4060773
You can kick Hell Nobles in the nuts in Brutal Doom. Kinda dumb if you ask me.

>> No.4061451

>>4061170
You can get Spinach cans that work as Berserk in Pirate Doom.

>> No.4061454

>>4060115
I had no problem playing doom 1 and 2 but how tf do I play quake? Where can I find the wad?

>> No.4061458

>>4061454
Mega download link from the Quake pastebin in the OP. Use the Quakespasm source port to play it.

>> No.4061461 [SPOILER] 
File: 521 KB, 1200x859, 1497565601643.png [View same] [iqdb] [saucenao] [google]
4061461

Would you?

>> No.4061472
File: 871 KB, 631x471, 1408196433014.png [View same] [iqdb] [saucenao] [google]
4061472

>>4061461
Eh, why the hell not. Free goat pussy and the only price is my dignity

>> No.4061474

>>4061461
Nah.

>> No.4061475

>>4061198
Post a pic? I must've missed it.

>> No.4061485
File: 950 KB, 1280x720, Screenshot_Doom_20170616_053103.png [View same] [iqdb] [saucenao] [google]
4061485

This part is some anxiety kino

>get handed a plasma rifle when you enter room
>it's spacious and empty
>structures that are meant to represent real life equivalents but just come across as uncanny
>implications of enemy spawn points but no clear indication of how and when they will be triggered

>> No.4061486

>>4061474
Yah.

>> No.4061487

>>4061486
You do you, but she ain't my tastes, and I have a waifu.

>> No.4061491

>>4061485
I actually agree, it's great in that sense, especially with that moody TNT music.

I also love that the floor is wooden boarding, it sticks out from the rest of the map, makes you wonder why it's there. Vaguely feels like some kind of large attic space, or maybe a gymhall, if it wasn't for the really rough rocky walls and big hollow metal structures coming down from the ceiling.

I mean you can almost picture yourself walking silently across this large hall, slowly, trying to not make noise, but the floor creaks loudly and echoes, you know someone hears you.

>> No.4061512

>>4061458
well I don't see it here
I just put the quake folder in the quakespasm folder but when I run it it says ''couldn't load gfx.wad'' I can't even find that file pls help

>> No.4061514

>>4061512
>>4061458
nvm I solved it I just ctrl+c ctrl+v the entire quake folder but I only had to copy the 4 folders inside it

>> No.4061519
File: 73 KB, 300x193, veryniceverycoolveryswell.gif [View same] [iqdb] [saucenao] [google]
4061519

>haven't played doom 2 in almost half a year
>mfw miss it dearly
>about to play it
>mfw

what cool shit did I miss?

>> No.4061525

>>4061519
Kinsie made a mod called MetaDoom that brings shit from all Doom games, including the mobile titles and puts it in Doom's gameplay.

>> No.4061528

https://www.youtube.com/watch?v=xftemsfE7tM
In case anyone cares about D4T

>> No.4061538

>>4061519
doom is quickly becoming a monoculture centered on gzdoom

>> No.4061580

>>4061461
That launcher is too tiny

>> No.4061626

>>4060253
NUTS3.wad probably. If only my potato could run it.
smoked gouda, carmelized onions, olives and sauteed mushrooms with steak sauce
No, this is not an Umami Burger menu item; it's the result of a little under a year's worth of experimentation with the custom burger options at Bagger Dave's

>> No.4061629

>>4061461
I would.

>> No.4061639

>>4061538
So?

>> No.4061692

>>4061485

wot wad

>> No.4061696

>>4061692
TNT?

>> No.4061714
File: 461 KB, 800x600, Screenshot_Doom_20170328_152838.png [View same] [iqdb] [saucenao] [google]
4061714

>play PB
> see this after using the grenade launcher

Wat Do?

the glitch is still pretty neat though v5

>> No.4061739

>>4061714
That GL has been totally screwed for like 3 versions now. I can't believe it's still busted.

>> No.4061750

Been playing D4T, my sole complaint in an otherwise sublime experience, when playing as the summoner and calling forth minions, they remain allied on your side after the demon rune expires, the only issue with this is that they are visually identical to their non friendly counterparts

>> No.4061768

>>4061714
YOU GOT THE TOUCH
YOU GOT THE POWEEEEEEEEEEEEERRRRRRRRR

>> No.4061776
File: 165 KB, 301x245, 1359755520871.png [View same] [iqdb] [saucenao] [google]
4061776

POLL TIME

>What source ports do you use?

>Why do you use them in particular?

>good experience/mod combo with it?

>> No.4061780

>>4061692
TNT Evilution. The Metal is the name of the map I believe.

>> No.4061782
File: 15 KB, 300x239, profile_picture_by_gunnerysgthartman-d5lvgxd[1].jpg [View same] [iqdb] [saucenao] [google]
4061782

>>4060415
That is a modern-art masterpiece.

>> No.4061783
File: 106 KB, 303x1192, minor editing.png [View same] [iqdb] [saucenao] [google]
4061783

Don't have any direct comparisons, but thoughts?

I wanted to make the shellbox and bulletbox look a bit more distinct (so they're maybe slightly easier to see at a distance), but I think I made it too subtle.
The large medkit was the same idea, and I don't think it's much more visible, but it's a bit more visually distinct from the regular medkit, which it looks awfully similar to otherwise (just slightly larger).

The barrels were mostly redone just because, I'm figuring they might have some kind of volatile fuel in them, which seems like it'd more likely be brownish/orange than green. I also wanted the graphic of them bursting to match the color of the explosion it produces a bit more, it's a tiny detail but if you catch it it's slightly jarring.

>> No.4061786

>>4061783
Oh yeah, I cut out the gray shotgun and minigun, the former was pretty much superfluous, and the latter was just never useful, I made the heavy dudes just drop an ammobox instead, which is basically all the minigun was to me anyway, a large ammo pickup.

>> No.4061787

>>4061776
GZDoom for mods and certain wads, Probably Colorful Doom, and also Cold as Hell.

Crispy Doom for a more classic experience. DTWID and its derivatives are just perfect with it.

>> No.4061789

>>4061776
Gzdoom and Zandronum

the Zdoom has that screen thing every time you look up and down and I'm just use to mouse aim

I don't know I just experiment, but my guess would be Final Doomer 1.2 + slug bullets+ custom difficulties

>> No.4061792

>>4061789
>the Zdoom has that screen thing every time you look up and down and I'm just use to mouse aim

Software mode in GZDoom has a few settings you can do to minimize the freelook distortion.

>> No.4061794

>>4061783
Are you colorblind? Serious question, because I don't have any issues telling those apart but you might if you're colorblind.

>> No.4061798

>>4061794
It's not that they're hard to tell apart, but my initial thought was to make them look a bit more distinct, as the shellbox is basically just a white cube at a distance, and the bulletbox is a green cube.
I might change the colors a bit more.

The large medkit from ICD legit is just visually the same as the medium one, only slightly larger, which is why I thought to maybe add some markings would make it easier to tell at a glance, so that you don't accidentally waste one (or all) uses when you didn't mean to.

>> No.4061801

>>4061776
QZDOOM
Cant into OpenGL
D4T so far

>> No.4061806

>>4061801
>Cant into OpenGL
How?

>> No.4061809

Why hasn't DUMP4 been put together yet? DUMP1-3 were pretty good. It's not like it requires Terminus to make one, the man's busy.

>> No.4061817

>>4061806
no idea, my computer couldn't even play MetaDoom

>> No.4061826

>>4061809
Why don't you start it, anon?

>> No.4061830

>>4061826
I've got a full time job, an unfinished mod, and a vidya gaem in development. Also I'm a pretty shit mapper.
Plus honestly I'm pretty lazy aside from all that.

>> No.4061831

>>4061776
prboom+
because i'm not much of a gameplay mod person and prboom+ runs maps better

scythe 2 pistol start run has always had a soft spot in my heart

>> No.4061839

>>4061830
Well it's very rare to see someone on here willing to host map compilation. It's too bad that those speedmapping sundays never went anywhere.

>> No.4061856

>>4061776
Gzdoom because of the mods and the ability to mod myself (I think the other ports don't compare)

1024 claustrophobia and Bullet-Eye was a damn nice combo. Otherwise mods with loot or upgrade systems and Oblige maps.

>> No.4061896
File: 49 KB, 261x593, white slaver.jpg [View same] [iqdb] [saucenao] [google]
4061896

>>4061461
>that horse mouth

>> No.4061923

Zandronum. Sometimes GZDoom and prboom+.

Because I like mods and playing with other people.

I still love regular GvH with no addons.

>> No.4061925
File: 100 KB, 464x405, chusma2.png [View same] [iqdb] [saucenao] [google]
4061925

>>4061923
Meant to reply >>4061776

>> No.4061930

>>4061461
What a pathetic rocket launcher

>> No.4061934

>>4061528
Doom's default physics reeeally weren't made for platforming and it shows a lot in this.

>> No.4061958 [SPOILER] 
File: 457 KB, 1280x720, 1497587509507.png [View same] [iqdb] [saucenao] [google]
4061958

>>4061198
Both 2 and 3 had them, 2 having a sex scene secret in the final level, even with the censored patch on (WHOOPS).
>>4061475
There's only one in TOTLM 3 you can find without cheating, but pic related is the main bunch. Alando1 has a thing for lizardpeople. There's even sprites of another sex animation hidden in the wad files that were never used ingame

>> No.4061960 [SPOILER] 
File: 147 KB, 427x449, 1497587680864.png [View same] [iqdb] [saucenao] [google]
4061960

>>4061958
bueno

>> No.4061978

>>4061896
It kind of makes sense when the Cyberdemon is just a large bull anyway, it's a criminal offence on dragons though

>> No.4061985
File: 10 KB, 200x64, Fatal draw charges take 2.gif [View same] [iqdb] [saucenao] [google]
4061985

Now to get this in game

>> No.4061995

>>4061985
i recognize those flames from demonsteele

>> No.4062002

>>4061995
Nah, don't the Demonsteele flames dance like the overworld cacti from Super Mario Bros. 3?

>> No.4062008

>>4061995
I don't think term used sprites from illusion of Gaia.

>> No.4062012

>>4062002
not that i'm aware of, but now i want to see dancing flames

>> No.4062021
File: 28 KB, 321x228, ZXtmAB4.png [View same] [iqdb] [saucenao] [google]
4062021

sometimes you can't think of a good sound to give a monster, so you give it bad sounds https://my.mixtape.moe/bblyzp.webm

>> No.4062024

>>4062021
Nice HUD you got there. and jesus that pinky has some hustle.
You need to have the bad sounds as an option

>> No.4062025

>>4062021
https://www.youtube.com/watch?v=KnsiZOJjfUg

>> No.4062028
File: 109 KB, 418x78, world1.webm [View same] [iqdb] [saucenao] [google]
4062028

>>4062012

>> No.4062035

>>4062028
WORLD 1

land of purple and flames

>> No.4062037
File: 2.63 MB, 1280x720, is 100 + 87 more than flat 32 hmmmmm.webm [View same] [iqdb] [saucenao] [google]
4062037

>Wiki says Maulotaur's ground attack does 4-32 damage.
Hmmm..

The same wiki also says the flame attack does not work while standing in water, and the lie detector test determined that was a lie.

>> No.4062048

>>4062037
https://zdoom.org/wiki/Classes:MinotaurFX3
It leaves a trail of 128 damage explosions.

>> No.4062061
File: 32 KB, 321x322, i wanna.png [View same] [iqdb] [saucenao] [google]
4062061

>>4061958

>> No.4062063
File: 390 KB, 1280x768, Jjui1yT.png [View same] [iqdb] [saucenao] [google]
4062063

So, what's got you hyped, /vr/?

>> No.4062065

>>4062063
QUMP

SOMEDAY

>> No.4062067

>>4061485
That doesn't look like a plasma rifle

>> No.4062069

>>4061519
I'm playing it with D4T and a synth wave soundtrack, it's fucking addictive

>> No.4062070

>>4062063
Oh shit nigga is that a new texture set

>> No.4062080

>>4062063
what is that? did d64pal and d64tex get an update?

>> No.4062081
File: 292 KB, 1280x768, xhs3INg.png [View same] [iqdb] [saucenao] [google]
4062081

>>4062080
>>4062070
https://forum.zdoom.org/viewtopic.php?f=46&t=56718

It's a mod that replaces vanilla textures with Doom 64 equivalents, and adds colored sectors too

>> No.4062092

>>4062081
What's the compatibility with other wads like ancient aliens?

>> No.4062093

>>4062092
Who knows, not released yet.

>> No.4062094

>>4062037
Flames don't work in water for vanilla

>> No.4062102

so what were your thoughts on rise of the wool ball?

>> No.4062103

>>4062063
more updates to Aliens

>> No.4062107

>>4062102
Just as fun as the original.
Level design needs work.
Music is catchy.
Rebecca a cute.

>> No.4062109

>>4062103
What are they?

>> No.4062118

>>4062102
bretty fun, better than the original

>> No.4062136

Is /vr/ kill?

>> No.4062146

>>4062136
I wonder where bad folks will go when they die, now.

>> No.4062148

>>4062146
9gag

>> No.4062149

test of something buggy that my usual cadre don't seem too hot on https://my.mixtape.moe/nexsjf.webm

>> No.4062150

>>4062146
4chan is a wreck.

>> No.4062183
File: 449 KB, 600x700, 1475286157074.png [View same] [iqdb] [saucenao] [google]
4062183

>A completely new DOOMGUY's Friends will appear in CALL OF DOOM !
>"EY" is a remaster of the CALL OF DOOM's first companion "Black Hooded Girl".
>She became more pretty and the "big tits" was added.
>Her parents were killed and eaten by monsters.
>After burning with revenge, she fights against monsters using the father's AK-47.
>Waiting for you and her is an endless revenge adventures...
This fucking guy.

>> No.4062184

>>4062183
is call of doom any good? never played it.

>> No.4062185

>>4062183
Well if nothing else, he knows what he wants.
Although I don't see the "big tits" anywhere but I'll take his word for it.

>> No.4062186

>>4062184
Well, the sprites come from COD, so YMMV.
Interesting mechanic though.
Reload time is huge (realism and all that) and guns are abundant, so you're encouraged to fire the whole clip then throw the gun at the monster and quickly pick up a new one.
Also, the companions are quite good and, since the monsters are from BD, not that OP.

>> No.4062187

>>4062184
It's not terrible but the weapons kinda feel samey to me. Mostly automatic realistic guns with varying damage and fire rate.

>> No.4062198

ARMS mod when

>> No.4062203

>>4062187
>Mostly automatic realistic guns with varying damage and fire rate.
the main problem with most shooters
Quake 3 did multiple automatics right
> one is a bit inaccurate, but hitscan
> one has ultra fast firerate, but limited range
> one does high damage per shot, but fires projectiles

>> No.4062204

>>4062187
That literally just described Call of Duty.

>> No.4062207

>>4061776
+1 for prboom-plus, i love the speed of it everywhere i run it.

gzdoom for those fancy superwads like the_ultimate_torment_and_torture

>> No.4062210

>>4062203
Then Quake Live added in an HMG for some reason.

>> No.4062213
File: 4 KB, 172x206, lost boye.png [View same] [iqdb] [saucenao] [google]
4062213

quick, take this

>> No.4062217

>>4062210
> the ultimate idea of the HMG was to be a jack of all trades master of none. we could've probably reskinned/reused the chaingun but it felt a little weird. probably would've been an easier pill to swallow though. the rocket launcher is better than the HMG at the RL's strengths, but the HMG will do more to an RL long range. similar thinking with the LG/RG's strengths/weaknesses.

>> No.4062226

>>4062186
Doom's weapons are also mostly realistic anyway.

>>4062203
The real main problem with most shooters is predictable or directionless level design. The one area Doom and Quake have yet to be bested at is level design. Weapon uniqueness/complexity is overrated as fuck.

>> No.4062238

>>4062226
it's not about uniqueness or complexity of the weapons
if it was, UT would win with it's fancypants altfires and combo shots
it's how much you can minize redundancy
the balance isn't anywhere near perfect ofcourse

>> No.4062248

>>4062149
Chair.

>> No.4062256

>>4062149
quake axe

>> No.4062257

>>4062092
>>4062081

I...uh,

What?

No seriously, what?

Dude, Ancient Aliens uses custom textures out of the ass, there's no way that, even if we put aside the custom palette issues that will surely occur, a graphic mod like that one is "compatible" with a wad like Ancient Aliens.

>> No.4062280

this skill setting is a crime towards gameplay and effectively impossible to win, and i still love it to bits https://my.mixtape.moe/xvggrm.webm

>> No.4062287

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

>> No.4062289

>>4062280
Now you just need Goldeneye's rolling explosions.

>> No.4062313

Has anyone ever made a scrolling floor/environment type deal in Quake 1, similar to UT2004's AS-Convoy or TF2's CTF-Convoy, or does that require 3d skyboxes?

>> No.4062323
File: 1.08 MB, 720x360, fatal draw is done.webm [View same] [iqdb] [saucenao] [google]
4062323

Boy am I glad to be done with this attack and the HUD animation shit, I'll still need to add some other death animations for the other monsters once I get them in, but other than that, that's another thing off the TODO list

>> No.4062325

So are secrets supposed to be next to impossible to find in Wolfenstein 3D or am I being a dummy?

>> No.4062330

>>4062325
It's pretty bullshit, yeah. If you play with an automap like you can with ECWolf then finding secrets becomes more reasonable because you'll be able to guess which walls have enough space behind them to hide secrets.

>> No.4062335

>>4062323
Good work!
>that's another thing off the TODO list
I hope fixing the cyan gibs is on the list

>> No.4062336

>>4061159
Lots of blues, greens and a dreamlike visual style. It's the opposite of what you normally see in Doom.

>> No.4062337
File: 14 KB, 600x216, it's there.png [View same] [iqdb] [saucenao] [google]
4062337

>>4062335
yep

>> No.4062342

>>4062336
i always thought it was the sky texture and lighting / shadow sectors, it's like being in a park on a sunny afternoon in the middle of the summer holidays and school won't go back for weeks

>> No.4062346

>>4061776
So long as it can play whatever mods I am running, I use the final build of ZDoom

I use it because I know it will never update again and I like that sense of consistency. I will use GZDoom and other ports if I must but I avoid it out of principle because I do not like what Graf has been doing lately.

I'm still figuring out mod combos, been away from Doom for a long time.

>> No.4062351

What are the best city maps? I love city maps.

>> No.4062352

>>4062187
Considering what the mod is based on, that comes with the territory. That's just how most guns in CoD work.

In those games it's made more bearable by the small amount of guns you can carry at a time but when you remove that restriction everything really feels the same.

>> No.4062353

>>4062342
That's about right.

>> No.4062357

>>4062238
It's why I don't care fore project brutality, while it has some mobsters and weapons I like it also has everything else and the kitchen sink too

>> No.4062358

Why God does fuck all about Hell sperging out? Or perhaps doomguy is an angel?

>> No.4062362

>>4062358
Ever played Messiah? God stopped caring.

>> No.4062364

>>4062358
Just floating a mod idea around for the D4 variants, custom gobbling animations depending on the final blow of that brisk little glory kill combo, just to keep the same pacing but without losing uniqueness, like the last punch spins it's head backwards or launches it in a direction from the body, or the torso is launches out from the head and limbs etc.

>> No.4062369

>>4062362
Doom always gave me the vibe that heaven is good and does care but are hand tied with bigger matters that would result in worse shit if they didn't handle them.

>> No.4062371

>>4061958
Harry Harrison in one of the Stainless Steel Rat books has one guy analyzing the attractivness of snake/lizard women.

Basically it's a combo of implied nimbleness and agility with the weird fact that men prefer things made out of leather and scale hides more than the ones made with fur.

He might've been just a closet scaliefag in the era where it was not a thing yet.

I, howeveer can definitely see where that's coming from.

>> No.4062374

>>4062103
Which Aliens? There are 3 Alien mods.

>> No.4062375

>>4062183
Ey.
Est' cho?
A esly naidu?

>> No.4062378

>>4062352
Well, Call of Doom takes a lot more liberties with its guns (e.g. a bolt-action rifle is turned into a bolt-action shotgun, the USP is made to fire .410 buckshot) and has exclusive traits to some of them, like certain guns have dual mags, two fire-modes or a powerful buttstock attack. Some guns can also remain inaccurate even when using ironsights and there are more extreme differences in recoil between weapons unlike in Call of Duty. Regarding CoD, I think Black Ops II is actually pretty good with weapon variety while still remaining grounded.

>> No.4062384

>models imported to gzdoom are squashed on the z axis
>this is intentional
>for no reason
>enjoy fixing it manually
Thanks Graf

>> No.4062389

Did you know Duke Nukem shits all over Doom?

>> No.4062390

>>4062389
settle it in samsara

>> No.4062402

>>4062389
Did you know Duke Nukem shits?

>> No.4062404

>>4062389
He really needs to control himself or seek help

>> No.4062419

>>4062149
Kinsie pls

>> No.4062423

>Duke Nukem
>isn't a duke
>doesn't nuke anything

>> No.4062426

>>4062423
>Doom
>you aren't doomed
>Quake
>there's no quake
>Heretic
>you aren't religious
>Hexen
>there's no witches

>> No.4062428

>videogames
>aren't videos
>I can't enjoy games anymore

>> No.4062430

>>4062426
>Blake Stone
>you aren't...

wait

>> No.4062435

>Blood
>it's just gore

>> No.4062440

>>4062402
... down the neckstump of enemies?

>> No.4062446

>>4062435
holy fuck

>> No.4062448
File: 993 KB, 1920x1080, Screenshot_Doom_20170616_064800.png [View same] [iqdb] [saucenao] [google]
4062448

Bit of an odd question here.

I'm being dumb and loading 2 gameplay mods together (Smooth Doom and Metroid Dreadnought). It's mostly stable, but when I have Dread's helmet visor hud up, I get a hall of mirrors effect where Smooth Doom's status bar wants to be. Switching to the Super Metroid style alt-hud fixes it, but I really want that visor hud. Is there any way i could just disable the Smooth Doom status bar?

>> No.4062451

>>4062448
monsters only didn't touch the HUD last I checked

>> No.4062454
File: 115 KB, 463x411, 1497494133401.jpg [View same] [iqdb] [saucenao] [google]
4062454

>>4062451
thanks babe

>> No.4062456

>>4062448
are you loading standard smooth doom or the monsters only ver?

>> No.4062478

>>4062456
I was using standard before. Monsters Only has it's own issues though. Shotgun guys are dropping Missile expansions, and if I reverse the load order and have dread in first, the Smooth Doom stuff doesn't even appear.

>> No.4062485

>>4061297 here. I thought a bit about the subject.

Basically, if it was possible to call different fire states after each button press, I would only have to add extra frames for each ammo type.
But for now, I would like to make an extra weapon for each ammo type which is then called via A_SelectWeapon in the mode selector. When the last type is reached, it will call the first one.
However, my problem right now is that I don't know how to implement the weapons. According to the wiki, A_SelectWeapon can only switch to weapons which are in the inventory. Now, if I give the weapon during ready state or something, each time I come back to the original state, I will get another one of those, which of course fills up ammo again. And if I take the weapon away with each cycling, I don't have any ammo at all anymore.
Is all this possible without ACS? Also, I want to make a non-damaging hitscan attack on altfire that has a chance of frightening enemies (actually, it's a mean shout) - is that possible with decorate? Right now I can only think of ways to implement it via acs.

>> No.4062486

>>4062426
>Wolfenstein
>There's no wolves

>> No.4062490

>>4062423
>isn't a nuke
>doesn't duke anything

>> No.4062491

>Doom 64
>not 64 maps
>not 64 times map size
>not 64 monsters
>not 64 times the difficulty
>isn't even the 64th entry in the series

>> No.4062494

>Prey
>It's not actually Prey

>> No.4062496

>>4062486
>Wolfenstein: The New Order
>It's actually the same German government

>> No.4062497

>Doom 2016
>it's 2017 now

>> No.4062502

RTCW is the best Wolf game. 2009 was fucking weird and TNO couldn't decide if it's a pastiche or it wants to be serious.

>> No.4062516

>shadow warrior

>you are asian and not black

>> No.4062517

>Serious Sam
>no Sam being a badass and going to Mordor to destroy the ring all by himself

>> No.4062527

>William Shatner's Tekwar
>The war wasn't started by William Shatner
>You don't play as him either

>> No.4062529

>>4062527
>NAM
>it ain't me nowhere to be heard

>> No.4062531

>Unreal
>is real

>> No.4062532

>First Person Shooter
>you don't shoot yourself

>> No.4062536

>>4062532
>First Person Shooter
>you are clearly not the first one to shoot a person

>> No.4062537

>painkiller
>you hurt enemies

>> No.4062539

>Quake 2
>nothing to do with the first game

>> No.4062540
File: 85 KB, 620x388, room_001.gif [View same] [iqdb] [saucenao] [google]
4062540

>>4062532
Ahem.

>> No.4062541

>extreme paintbrawl
>no brawling, only guns

>> No.4062543

>>4062375
lmao

>> No.4062545

>>4062539
...that's just mean. And true.

>> No.4062546

>Wolfenstein 3D
>my Sharkboy and Lavagirl glasses don't work

>> No.4062548

>>4062375
Da ty ne borzei, suka!

>> No.4062549

>>4062546
nu-jej

>> No.4062553

>>4062539
it carried over the most important aspect
online

>> No.4062556
File: 22 KB, 480x360, 1445204651836.jpg [View same] [iqdb] [saucenao] [google]
4062556

>>4062546
Christ.

>> No.4062557
File: 119 KB, 617x932, teef.jpg [View same] [iqdb] [saucenao] [google]
4062557

>>4062546

>> No.4062559

>>4062183
we animu now?

>> No.4062567
File: 10 KB, 369x300, 1468545998871.png [View same] [iqdb] [saucenao] [google]
4062567

>The new weapons in Scourge of Armagon don't have hotkeys and you have to select them with the mouse wheel
Who though this was a good idea?

>> No.4062568

>>4062183
>A completely new DOOMGUY's Friends will appear in CALL OF DOOM !
this coupled by >>4062546

are why I check back regularly.

>> No.4062569

>>4062532
>>4062540
double ahem https://www.youtube.com/watch?v=HLryBjVlnLk

>> No.4062572

>Final Doom
>It's not the last Doom game made

>> No.4062573

>>4062567
People who used mouse wheel?
Are you sure this is not sourceport's failure?

>> No.4062576

>>4062569
http://myspacesuicidethegame.ytmnd.com/

I can't believe I still remember ancient memes like this.

>> No.4062579

>>4062448

Dread needs a Visor and Hud update + that good shit from the 3dM2R

what happened to the guy who made prime 1 Hud?

>> No.4062598

List nitpicks about mods you love
I'll start
D4T
>cacodemons and hell nobles all bleed red
>allied demons summoned when using summoner rune have no visible distinction from actual enemies

>> No.4062639

>>4061783
Post the sprites, I can't see shit in dark ass screenshots

>> No.4062643

>>4061839
What? We had a whole speedmap megawad dude

>> No.4062651

>>4062384
> for no reason
There is a reason, everything gets squashed like that. Sprites too.

>> No.4062653

>>4062426
>Doom
>you aren't doomed
of course you aren't doomed, it's the demons that are doomed

>Quake
>there's no quake
there's actually a quake, since it's the codename for the bad guy

>Heretic
>you aren't religious
you have been deemed an heretic, not that d'sparil gives a shit if you are religious or not, he just wants you hunted down and killed

>Hexen
>there's no witches
not a real english word so who knows what it means in the native language of the game's world, it could very well mean just penis in the serpent rider's language and they call you that because you're a dick to them

>> No.4062660

>>4062653
>Quake
>there's no quake
>there's actually a quake, since it's the codename for the bad guy
Well, he isn't there.

However, there IS an earthquake in a few levels...

>> No.4062667

>>4062502
The tone of TNO is the exact tone of Wolfenstein though. It is simultaneously a tense WWII shooter AND a game where you fight Mecha Hitler

>> No.4062671

>>4062667
New Wolfenstein is tonally nothing like the previous games. It's edgy as fuck while the other ones are more campy with crazy bullshit like mutants and ancient german death knights.

>> No.4062676

>>4062598
I already mentioned it, but MetaDoom's water pistol's alt fire ruins the idea of resource management.
The liquids making it kind of infinite ammo isn't much of an issue when it's like the pistol, but made to scare off enemies and insta kill loust souls.
There should be a CVAR to deactivate it.

>> No.4062684

>>4062676
>There should be a CVAR to deactivate it.
or you could just not use it?

>> No.4062713
File: 54 KB, 180x172, lolbaron.png [View same] [iqdb] [saucenao] [google]
4062713

>>4062183
>and the "big tits" was added
God speed you crazy nips

>> No.4062724
File: 10 KB, 269x250, DCNQ5G7W0AAOwnB.jpg [View same] [iqdb] [saucenao] [google]
4062724

>all these corpses and body parts strewn all over
>no mod yet that turns them into impromptu clubbing or throwing weapons

>> No.4062749

>>4062183
why not red ridding hood

>> No.4062756

>>4062671
Old blood did involve the mysticism again at least

>> No.4062761

>>4062671
TNO has nazi robots.

>> No.4062769
File: 99 KB, 651x432, Untitled.jpg [View same] [iqdb] [saucenao] [google]
4062769

why did skillsaw put a fat penis as exist screen of ancient aliens?

>> No.4062770
File: 54 KB, 650x413, aliens.jpg [View same] [iqdb] [saucenao] [google]
4062770

>>4062769
It's this you twit.

>> No.4062772
File: 129 KB, 245x337, 1487303286662.png [View same] [iqdb] [saucenao] [google]
4062772

>>4062769

>> No.4062774

>>4062761
But they weren't the fun kind

>> No.4062786

>>4062774
All robots are fun kind.

>> No.4062796

>>4062770
>>4062772
God fuck just how long have I been on this site for

>> No.4062805

>>4062671
TNO had its campy Nazi super-science weirdness, it was just mixed with some grimness, with one typically following the other. See: [spoilers]Getting thrown into a concentration camp... then breaking out with a hijacked Nazi mech while Meshuggah blasts away in your ears[/spoilers].

>> No.4062806
File: 375 KB, 960x720, 1489316554465.jpg [View same] [iqdb] [saucenao] [google]
4062806

>>4062796
>mfw they're still making Ancient Aliens in 2017

>> No.4062821

>>4062805
Also the Ancient Jewish power armor

>> No.4062846

>Descent
>there's no gravity

>> No.4062848
File: 48 KB, 640x400, unnamed.jpg [View same] [iqdb] [saucenao] [google]
4062848

Alright /vr/, I'm about to start playing quake 1, and since I pretty much always pistol start in doom (unless stated otherwise by the map author), I'd like to know if I can shotgun start in quake as well.

>> No.4062868

>>4060117
BloodGDX 0.768 released including voxels and cutscenes support, akibmo tesla and many bugfixes. Mouse still sucks though.
http://m210.duke4.net/

>> No.4062878

>>4062485
Still asking. I tried with the second extra weapon and it kinda works... There are just a lot of unnecessary frames when swapping modes and while I solved the problem of giving the extra weapon (if-function in select state), as soon as A_Set/GiveInventory is executed, it switches to the newer acquired gun. Is there any way to prevent this? Swapping back to the first mode via A_SelectWeapon didn't work.

>> No.4062880

>>4062846
>Turok: Dinosaur Hunter
>isn't a dinosaur who hunts for a living

>> No.4062893
File: 1.53 MB, 200x150, 1497317926178.gif [View same] [iqdb] [saucenao] [google]
4062893

>play bloodgdx
>vertical mouse aiming is still awful

>> No.4062921

Stupid question, where did the D4 mods pull that arachnotron sprite from?

>> No.4062924

>>4062921
are you talking about the one made by eriance/amuscaria?

>> No.4062928

>>4062924
I don't know who those are. But the cool ones with the rebreathers and purple plasma

>> No.4062952
File: 41 KB, 495x484, allows me to feel.jpg [View same] [iqdb] [saucenao] [google]
4062952

>>4062494

>> No.4062954

>>4062928
exactly
dude who made demon eclipse and all those cool weapon and monster sprites that are now used everywhere

>> No.4062958

>>4062653
>monsters in Hexen begin shouting that Penis has penetrated their defenses

>> No.4062971

>>4062643
Yeah. 3 years ago. I was talking about that guy from a few weeks ago who tried to make a weekly speedmapping wad and failed miserably.

>> No.4062973

>>4062671
did you even play TNO
it was campy as fuck

>> No.4062979

>>4062579
>Dread needs a Visor and Hud update
But...it has a visor hud already. A damn good one.

>> No.4062981

>>4062149
i have to agree, it doesn't feel like there's any real impact to these hits

if you look at fighting games, especially the more notable moves, good animations tend to be quick and snappy, you snap forward and then slowly recover
using the same animation for everything, regardless of weight, also seriously hurts the impact

>> No.4062983

>>4062868
>voxel support
It works only with the vanilla ones. Fuck.

>> No.4062995
File: 77 KB, 1000x482, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
4062995

>>4062983
Custom voxels support will be added later.

>> No.4063000

>>4062149
I feel as though mods like these are in need of a custom levelpack to fit alongside.

then again I barely care about anything other than demonsteele and hideous destructor these days like the faggot I am but still.

>> No.4063028
File: 61 KB, 531x532, 1704.png [View same] [iqdb] [saucenao] [google]
4063028

>>4062979

nah term, it needs a prime(one of the 3) visor, MSX has it already and it looks great,

also prepare yourself for the shitstorm of "plz term update of Gib to someone" requests, mainly because of the 3DS game and Prime 4

Which appears that its being made internally nintendo with the help of id software using the new Idtech, if we go with the secret deal that zenimax did with nintendo

i would help with a new player skin using the SA-X SM sprites(pic), but then my sprite FU is zero and it lacks back turning ones, including front walk

>> No.4063034
File: 91 KB, 475x483, 1482110239120.jpg [View same] [iqdb] [saucenao] [google]
4063034

>>4062724
>Hud hand grabbing an unscaled zombie

My god, that looks so bad. I suppose it would look worse if he had made HD sprites for the grabbed enemies, but it doesn't change the fact that it looks bad.
Only way this could work would be if all enemies had HD sprites, so the juxtaposition between the hand, the grabbed enemy, and the rest of the enemies, wouldn't be so jarring.

>> No.4063035 [SPOILER] 
File: 201 KB, 1200x2000, 1497645283648.jpg [View same] [iqdb] [saucenao] [google]
4063035

>>4062769
>>4062770
Gosh, what a freak. Looked like a talking penis

>> No.4063036

>>4063034
or if it was a seperate actor held infront of your screen

>> No.4063037

>>4063028
>nah term
Not term.

>it needs a prime(one of the 3) visor
But the hud is from Prime Hunters?

>> No.4063039

>>4063028
i don't understand anything about this post

>> No.4063046
File: 52 KB, 500x500, 1497523144497.jpg [View same] [iqdb] [saucenao] [google]
4063046

>Cyberdemon
>doesn't do any computer related shit

>> No.4063047

what a great fucking mod
good job, whoever made it
https://my.mixtape.moe/eqhnvh.webm

>> No.4063050
File: 26 KB, 1024x768, do not pet the spider.png [View same] [iqdb] [saucenao] [google]
4063050

>>4063046
>Spider Mastermind
>Looks more like a shitty octopus

>> No.4063056

>>4063047
Aw man the sound mod you're playing with replaces the sound that plays when you get killed by a Nazrobe
>those fast as fuck pinkies
Now that's an idea.

>> No.4063058

>>4063028
>Which appears that its being made internally nintendo with the help of id software using the new Idtech, if we go with the secret deal that zenimax did with nintendo
[citation needed]

>> No.4063071

>>4063047
I'd half expected it to explode to reveal a cute girl like in super metroid

>> No.4063074

>>4061896
pfft clearly you've never been to /mlp/ you normie.

>> No.4063105

>>4063074
i for one am not into arms that look like balloon animals

>> No.4063107

>>4063037

went full retard with this one, i mean give more details

GZD now supports a lot of shit than can be ported from prime

>http://metroid.wikia.com/wiki/Combat_Visor

>>4063058

there's a rumor saying that Nintendo is doing Prime 4 internally(which is confirmed already)
>https://abload.de/img/factsheet-e32017-metrlws0a.png

but with the help of a experienced developer team, the thing is that no one knows who it is, only that they made a successful revival a not so long time ago.

it appears that nintendo wants to revive prime on the same vein as Doom2016 and they looked for them, mainly because Doom2016 was made with the help of the former Prime 1 devs ate retro who's now working at id, mainly Mike Wikan, who worked on the level designs of the trilogy and Doom 2016, the thing is that mike was dispensed already.

Nintendo wants their own NuDoom with Prime 4, a successful revival on the same vein.

this is may be stupid but is the rumor that is been spreading for a while.

>> No.4063126

>>4063074
pfft clearly you've never had good taste

>> No.4063132
File: 896 KB, 1360x768, Screenshot_Doom_20170616_231849.jpg [View same] [iqdb] [saucenao] [google]
4063132

Today I found out that plastering the same texture on every wall will make autoalign just fuck shit up further.

>> No.4063135

>>4062848
You can but it will not be fun. Quake isn't designed for shotgun starts (other than player-made individual maps, obviously)- the maps in an episode are designed to be played through continuously, and when you die, you restart the level with whatever gear, armor, and health (rounded up if you're too injured) you had when you entered, not just a shotgun and 25 shells.

>> No.4063147

>>4063132
anon pls
i want 2 crawl ur dungeons

>> No.4063151
File: 21 KB, 266x285, 1370562620044.jpg [View same] [iqdb] [saucenao] [google]
4063151

>>4063147
>>4063132
me too

>> No.4063158

>>4063107
>a lot of shit than can be ported from prime
imo adding more overlay shit like radar and random indicators would just make it intrusive and cluttered

but id really like would be little movement and shaking when shooting, or jumping

that should be possible with zscript

>> No.4063171

>>4063158
*id really like if there would be some movement and shaking...

>> No.4063173
File: 89 KB, 711x443, cia doom.png [View same] [iqdb] [saucenao] [google]
4063173

What are some good HUDs to use?

>> No.4063184
File: 2.26 MB, 1920x1017, Screenshot_Doom_20170616_185525.png [View same] [iqdb] [saucenao] [google]
4063184

>>4063158
>>4063171

>https://forum.zdoom.org/viewtopic.php?f=43&t=49261

something on this vein

>> No.4063187

>>4063184
holy shit that looks awful

>> No.4063190

>>4063184
Please not like that.

>> No.4063206
File: 271 KB, 1600x900, Metroid_prime_3_corruption-25.jpg [View same] [iqdb] [saucenao] [google]
4063206

>>4063184

sorry, but prime trilogy looks better, mainly the auto map.

>> No.4063208

>>4063173
You're a Doomguy...

>> No.4063209

>>4063208
U U U U

>> No.4063213
File: 209 KB, 1366x768, Screenshot_Doom_20170617_021351.png [View same] [iqdb] [saucenao] [google]
4063213

hmm

>> No.4063217

>>4063173
Dr. Betruger, I'm UAC

>> No.4063243
File: 176 KB, 619x597, 1363757623791.jpg [View same] [iqdb] [saucenao] [google]
4063243

>>4063206
That sort of minimap isn't even possible in GZDoom. Even simply drawing the linedefs on the HUD is really demanding.

And it's only natural that something from the original source (a sequel to the original source especially) would look far better than a screenshot rip being run through an atrocious hqnx filter.

>> No.4063250

>>4063173
I like UDV myself, it has one compatible with project brutality if you run that.

>> No.4063251

Is there a Winquake port that changes nothing but compatibility?

>> No.4063252

>>4063251
what do you mean by compatability and what are things changed that you don't want changed

>> No.4063256

>>4063243
Well there's the Doom Delta minimap. Not that demanding.

>> No.4063272
File: 326 KB, 1366x768, Screenshot_Doom_20170617_025243.png [View same] [iqdb] [saucenao] [google]
4063272

this new oblige is pumping out some really nice shit

>> No.4063274

>>4063252
Working with NVIDIA ShadowPlay for one.

>> No.4063275

>>4063256

1st Doom alpha had a Minimap code too

>> No.4063293
File: 346 KB, 742x769, I added the cannons for the last row of frames.png [View same] [iqdb] [saucenao] [google]
4063293

That was a slight pain in the ass but this looks nice. I still have to do some more mirroring later tonight but progress is progress

>> No.4063295

>>4063274
that's a matter of rendering backend, innit, shadowplay only works with directX stuff and not openGL
you can always just put shadowplay into desktop recording mode

>> No.4063297

>>4063256
>Not that demanding.
Code-wise? Yes, it is.

>> No.4063312

>>4063297
I mean in terms of global performance. My computer is pretty old already and it doesn't even drop the FPS counter, at least in everything I tested it with.

>> No.4063337

>>4063274
>>4063295
alternatively
win10's gamedvr recorder can record even opengl games, with minimal performance impact
it has the similar "record last X min" feature and manual toggling

>> No.4063343

Who would win in a fight? Cygnatius or Hae-Lin?

>> No.4063347

>>4063343
we've already gone into this

100 hp, even 1000 hp, isn't terribly difficult to drain.
health tokens are significantly more time-consuming to drain, even without the blocking sheathe and dodging.

also, "who would win" fights are dumb.

>> No.4063351

>>4063343

We've already discussed this.
1: Hae-Lin is stupidly OP in terms of defense.
2: "Who would win in a fight?" comparisons are dumb.

>> No.4063360

>>4063343
Ur mom.

>> No.4063418

I'M GONNA MAKE A MAP

>> No.4063421

>>4063343
cygnis because he's ____________________hot

>> No.4063426

>>4063418
FUCKING DO IT

>> No.4063432

>>4063418
I'M GONNA GET A JOB

>> No.4063435

>>4063418
MAKE IT LARGE AND FILL IT WITH SKELETONS

>> No.4063443

>>4063432
I'M GONNA BUILD A DECK

>> No.4063456

>>4063432
UPDATE

I GOT A JOB
THANKS DOOM

>> No.4063458

>>4063418
9000 ARCHVILES ONLY

>> No.4063472

>>4063456
(I mean it, some dude in this WhatsApp group for a job I'm applying says I can show up sometime in the afternoon. thanks doom)

>> No.4063474
File: 155 KB, 466x379, Sam & (you).jpg [View same] [iqdb] [saucenao] [google]
4063474

>>4063418
>>4063426
>>4063432
>>4063435
>>4063443
>>4063456
>>4063458

>> No.4063520

>>4062491
>not 64 maps
agreed

>> No.4063523

>>4063456
TAKE OUT A MORTGAGE ON THE MAP AND INVEST IN YOUR 401(K)

>> No.4063526

>>4063421
youre pretty _____________gay ell oh ell_______

>> No.4063582
File: 428 KB, 1920x1080, spasm0002.png [View same] [iqdb] [saucenao] [google]
4063582

Contract Revoked looks great but fuck me is it difficult. Very trial-and-error like encounter design, I'd say.

>> No.4063631
File: 6 KB, 98x173, 1399144798983.jpg [View same] [iqdb] [saucenao] [google]
4063631

>trying to make multiple func_trains with multiple corners line up with each other pixel perfectly

>> No.4063661
File: 172 KB, 1600x900, Screenshot from 2017-06-16 23-21-09.png [View same] [iqdb] [saucenao] [google]
4063661

Here's a speedmap I did in a couple minutes featuring very basic decorate stuff to make the player incapable of doing more than a smidgen of damage, while moving incredibly slow. It's inspired by 3D Maze Games like Tunnel Runner, 3D Monster Maze and the like. Will you perish?

https://my.mixtape.moe/ynqysm.wad

>> No.4063769

>>4060509
doomrl arsenal

unrelated; looking for a small 5 map episode replacement. pitch me ideas/themes.

>> No.4063773
File: 72 KB, 1920x1080, yup.png [View same] [iqdb] [saucenao] [google]
4063773

>>4063661
I'm not sure if it worked right because it seemed like my speed wasn't changed. No room to get away from the baron though, so yup, dead.

>> No.4063775

>>4061461
Hell yeah, spam demon porn

>> No.4063783

>>4063775
>>>/aco/1411065

>> No.4063793

>>4063418
Make sure to add Lost Souls fucking everywhere like some other autistic mappers.

>> No.4063796

whats the best way to play dark forces

>> No.4063827
File: 708 KB, 974x713, blub.png [View same] [iqdb] [saucenao] [google]
4063827

So when was Blood added on Steam?

>> No.4063830

>>4063827
About 3 years ago.

>> No.4063831

>>4063827
a long time ago

it's just dosbox, though

>> No.4063832

>>4063830
Alright, only came to my attention when I heard about those fucks at Atari making a new console or some shit.

>> No.4063835

>>4063832
>Atari making a new console
what

>> No.4063836

>>4063832
Wait, what?

>> No.4063838

>>4063832
wot

>> No.4063839

>>4063836
>https://www.ataribox.com/

You think if they'll still hang onto Blood with this thing if it's not just a shitty emulator box?

>> No.4063843

>>4063839
I bet it's just gonna be a thing full of Atari 2600 games, since it was the only time in history where Atari was relevant.

>> No.4063889

>>4063256
>Doom Delta
Issnt that minimap is just an image thouhg?
It's not generated iirc.

>> No.4063906

MAP26 of Scythe is unplayably laggy in GZDoom 3.1.0. Is there anything I can toggle to make it less hardware demanding, or will I just have to suck it down?

>> No.4063907

>>4063906
What are you running it with, mod-wise?

>> No.4063912

>>4063907
A stupid number -- Smooth Doom with Smooth Textures, Sprite Shadow 1.5, Sound Caulking, Pistol Start Options with Smooth Doom patch, and the Extended Status Bar. I figure that SD and the shadows will probably have to go, but I'd like to try anything else if possible before I take them out.

>> No.4063918

>>4063912
map26 of scythe itself isn't very demanding, especially compared to map30, you may have to remove things out

>> No.4063978

>>4062567
Works fine with quakespasm just bind keys to correct impulse numbers.

>> No.4064053

I'm playing quake but the crazy metal soundtrack doesn't play
Has anyone here got that to work? I'm using quakespasm

>> No.4064058

>>4061461
>being a demons slave boy
Yes please

>> No.4064070

>>4064058
> the fuckboy continues to be a different kind of fukcboy

>> No.4064073

>>4064053
You should have downloaded it from the pastebin which includes the music tracks

>> No.4064095
File: 77 KB, 601x498, quake.jpg [View same] [iqdb] [saucenao] [google]
4064095

>>4064073
I have them right there I don't understand why doesn't it play automatically man

>> No.4064106

https://my.mixtape.moe/rychtc.webm someone out there will probably appreciate this

now to backport this to metadoom

this does not mean hexen support

...yet

>> No.4064108

>>4064095
Make sure "external music" in the options menu is set to on.

Also, Quake's soundtrack isn't "crazy metal", it's dark ambient. Maybe the music is already playing and you just haven't noticed it. The only loud tracks it has is the intro theme (only plays during the intro demo, which only plays upon startup in Quakespasm when using the -fitz parameter) and the level intermission theme.

>> No.4064113

>>4064108
oh thanks man

>> No.4064132

Anyone got a download link for D!Zone or any of the other 90's pwad collections? I feel like torturing myself.

>> No.4064141

>>4064132
No, anon, don't! think of your waifu and your family! There's so much to live for!

>> No.4064178

>>4064132
https://archive.org/details/doom-cds

>> No.4064186

>>4062102
YOU'RE THE BEST AROOOUUUUND

>> No.4064192

>>4064186
NOTHING'S EVER GONNA KEEP YOU DOWN

>> No.4064194

>>4064178
what's that? unofficial level compilations with a CD release back in the day?

>> No.4064202
File: 113 KB, 1024x768, Screenshot_Doom_20170611_203320.png [View same] [iqdb] [saucenao] [google]
4064202

>>4062102
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.4064207

>>4064194
yes

>> No.4064238

>>4062426
Doom
>You die at the end of episode 1 and are doomed to fight demons for the rest of eternity

>> No.4064248
File: 1.92 MB, 1600x900, Screenshot_Doom_20170617_172052.png [View same] [iqdb] [saucenao] [google]
4064248

Any way I can play Hunters Moon with Guncaster's Cygnus?

If i load maps without the base mod - I get old monsters and loads of missing models.

If I load With the base mod I get missing HUD and weapons change immediately to the ones of the Hunters Moon

If I try to load Guncaster on top of HM in load order I get a ""Script error, "HuntersMoonV2.9.1.pk3:modeldef.item" line 381:
MODELDEF: Unknown actor type 'HMBackPack'""


What should I do (alter in the mods in question) to get both Hunter's Moon non-player related stuff and gameplay of Guncaster to work together?

>> No.4064253

Hi, I want to make an incendiary projectile that on impact spreads flames in a certain radius.
Right now I am doing it like this:


MISL B 8 Bright
{
A_SpawnProjectile("Burns",0,8);
A_SpawnProjectile("Burns",0,24);
A_SpawnProjectile("Burns",0,-8);
A_SpawnProjectile("Burns",0,-24);
}
Stop

It calls four different flames at four different positions. However, as far as I know, only a horizontal offset is possible. Is there any way to make the offset in z-direction? Right now I would be satisfied if it would just spawn the flames in an x-shape or something.

>> No.4064278

good wads for gameplay mods like trailblazer?

>> No.4064289

>>4064278
Heretic + Nevermore addon that adds monster variants

I can't find the addon itself on forums, but it's been released in here
Don't know why auther hadn't released it yet. Alos there was supposed to be TB-free version =\

>> No.4064292
File: 272 KB, 1920x1080, Screenshot_Doom_20170617_145332.png [View same] [iqdb] [saucenao] [google]
4064292

>>4063661
neat. automap makes it trivial though.

>> No.4064330

Did id ever re-license the Wolf3D source code to a sane, actually usable license, like they did with Doom? I can't seem to find anything on it which makes me assume they didn't, but curious nonetheless.

>> No.4064341

>>4064330
The HTML5 javascript version is GPL... confusingly.

>> No.4064345

>>4064341
I know the javascript one is, and the iOS one is as well. I'm just curious as to the actual original codebase.

ECWolf's documentation seems to imply it is:
> - The original source code of Wolfenstein 3D:
> At your choice:
> - license-id.txt or
> - license-gpl.txt

but I can't find a source for that anywhere.

>> No.4064372

>>4064248
> trying to load two huge gameplay mods at once

>> No.4064376
File: 91 KB, 1079x717, ayy_nigga.jpg [View same] [iqdb] [saucenao] [google]
4064376

>>4062724
ayy

>> No.4064378

>>4064372
I only really need the models and monsters to work. The maps themselves and everything in them work just fine, but they are missing some decorations, and mobs are vanilla.

>> No.4064380

>>4064345
Ok so upon further investigation there is a single reference inside the iOS re-release where John writes

>I released the original source for Wolfenstein 3D many years ago, originally under a not-for-commercial purposes license, then later under the GPL.

This single passing reference is what ECWolf uses as it's reference for Wolf3D being GPLd at some point. Several engines that existed before this statement was ever made seem to be under GPL anyway, and the iOS port is actually forked from their lineage which at the very least seems to imply that id was both aware with, and ok with the fact they were being distributed that way.

Its too bad Zenimax is such a cunt company, since we'll never get any kind of clarification of this from them.

>> No.4064381

>>4064380
You could shoot Blzut an email asking for elaboration?

>> No.4064383
File: 358 KB, 1920x1080, Screenshot_Doom_20170609_214538.png [View same] [iqdb] [saucenao] [google]
4064383

comfy

>> No.4064394

>>4064383
D4D or D4T?

>> No.4064430

>>4064394
Looks like T

>> No.4064481

I forgot how terrible garbage the launchers in quake 2 were.

>> No.4064482
File: 41 KB, 1079x717, 1497715348.jpg [View same] [iqdb] [saucenao] [google]
4064482

>>4064376
it would look better if they just put the original sprite in there zoomed up

>> No.4064485

>>4064482
it looks like a youtube poop in doom mod form

>> No.4064486
File: 215 KB, 1266x680, 1457183215529.jpg [View same] [iqdb] [saucenao] [google]
4064486

>tfw no proper polished Doom mech gameplay mod
Yeah, mechatron exists, but it's old as hell and only supports 4:3 res.
Necrodoom feels good weapons and hud wise, but it doesn't have the stompy hulking feel that mechatron has.

If some bits of both were combined and some extra features were added it would be perfect. Maybe a dash system and shoulder cannon launchers like Titanfall has would be fun in there.
I don't know shit about Doom modding myself, but I'd do it if I could.

>> No.4064506

>>4064486
Made me remember that mechwarrior mod that an anon worked on, what happened to that one?

>> No.4064512

>>4064486
I'm hacking up an earthsiege clone as I type.

>> No.4064541
File: 1.55 MB, 994x1462, Trailblazing.png [View same] [iqdb] [saucenao] [google]
4064541

>>4064278
I played through JPCP with it on Edgelord difficulty

>> No.4064545

which one of you assholes made trump doom?

>> No.4064557

Can anyone tell me what I am doing wrong? I have some custom guns which I don't want to show on the alternative HUD.
According to the plentiful documentation I only have to make a file "ALTHUDCF" and then write

myweaponname ""

in order to remove the icon. However, it doesn't work. At all. And if I do it with e.g. the fist, it just shows another sprite. I am at a loss here. Or is it a bug?

>> No.4064561

im getting like 5fps in gzdoom while playing temple of the lizardmen 2 in the first map
what the fuck

>> No.4064581

>>4064541
the 'fuck is a wickblazer

>> No.4064586

>>4064581
Read the filename, it's just Trailblazer, but the guy you play as reminds me of John Wick

>> No.4064612

>>4064486
I just want one that let's you drive a meta gear rex, or an equivalent

>> No.4064619
File: 46 KB, 300x283, bjdaik.png [View same] [iqdb] [saucenao] [google]
4064619

To what end.

>> No.4064621

>>4064619
some ladies think BJ is their husbando?

>> No.4064624

>>4064621
Fair enough.

>> No.4064632

>>4063582
What is this sourceport you're using?

>> No.4064635

>>4064632
Judging from the file name it's quakespasm.

>> No.4064642

>>4064635
Oh shit, you're right, but I dont remember Quakespasm having downscaled render resolution. Might be a new version, I guess.

>> No.4064651

I'm playing eduke3d right now and I'm getting random stuttering every minute or so. what the fuck?

I'm on pause right now and even the music is autisting the fuck out.

>> No.4064673

>>4064651
>look into options
>"vsync: adaptative"
what a visionary developer.

>> No.4064678

Quick mapping question:

I started to make Quake Live maps in Gtk Radiant but sometimes when I compile and test them in wolfcam, some brushes will just stop clipping to anything. Like I'll just clip through a bridge or through a wall and fall into the void. Is this just wolfcam or can I do something in Radiant to prevent this?

>> No.4064693

>>4064482
>hey bro, whatchu doin?

>> No.4064732

>>4064642
It's in a new build IIRC even though I'm not sure what the point of it is given that Quake was always intended to be played at the maximum resolution your computer could handle. Original DOS Quake went up to 1280x1024, GLQuake went even further (IIRC WinQuake limited it back to 1024px though) and modern sourceports have the sky as the limit.

>> No.4064736

haha wait no, turns out that didn't do it either.

the game still spazzes out from time to time, and duke's neck has a spasm directly influenced by said spazzing that causes him to look in random directions whenever it happens. also makes him randomly walk in different directions when no input is being activated.

what are some good duke sourceports I can try?

>> No.4064743

>>4064506
I'm still around, though I haven't worked on that mod for months. Currently I've been messing around with Metroid Dreadnought.

>> No.4064753
File: 2.05 MB, 800x450, Agitaaliens.gif [View same] [iqdb] [saucenao] [google]
4064753

Finally managed to re-create Ancient aliens revenant rocket orbit webm with a perfect loop.

>> No.4064759

>>4064753
pure kinomatography

>> No.4064761

>>4064248

Why are you trying to load two completely unrelated gameplay mods together?

>> No.4064762

>>4064753
You did good shit!

>> No.4064764

>>4064545
Trump Doom was 8ch, and probably the only fun Doom mod to come from there. Props to them.

>> No.4064772

>>4064764
>Push
>Demonsteele

>Trump Doom is the only fun one

>> No.4064773
File: 1.51 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google]
4064773

Guncaster question.
How do I get my Ironblast back after I got it posesset by a dark spirit?

>> No.4064775

>>4064736
okay, playing blood instead. fuck eduke3d then.

>> No.4064780

>>4060115
can we put the build launchers in the OP?
Really helpful, especially as only duke as a good sourceport.
http://buildgamedosboxlaunchers.weebly.com/

>> No.4064782

Would someone kindly make a little plugin/addon that runs a script every time you enter a map?
Script drops mapmarkers on top of the keys present on the level.

>> No.4064784

>>4064772
push and demonsteele aren't 8ch

>> No.4064807

>>4064773
there should be a new item in your inventory
use that
alternatively, get a second one (yes, you can have two)

>> No.4064830

Someone actually thought that the switch hunting and backtracking in map 28 of Epic2 is a great idea

>> No.4064873

>>4064772
Both are 4chan

>> No.4064893

>>4064873
>oblige generated map
>monsters: scarce
>strength: weak
>"here have 2 archviles in every level past map08 hehe :))))))"
Some Oblige versions are just retarded.

>> No.4064894

>>4064873
>>4064893
didn't mean to reply, I'm a jackass

>> No.4064895

>>4064830

Epic 2 kind of shits the bed after you go to space, which is really a shame because I had a lot of fun with the Egypt maps beforehand.

>> No.4064902

>>4064621
Some boys also want him to open their "secret exit"

>> No.4064914

>>4064895
I'm not sure I'd say it outright 'shits the bed', but it certainly isn't as fun once you're past the space maps (some of them are pretty great, some are not so great).

I think I'd really like Epic 2 a lot more if there wasn't as many monsters as well.

>> No.4064926

>>4064895
>>4064914
It's also one of those mappacks I'd imagine someone like Icarusliv3s playing on livestream and going
>"Oh yeah, I haven't played this mappack before, but I can already tell it's fucking awesome, everyone go and play it"

>> No.4064940

>>4064926
that's a very specific complaint

are you all right, anon

>> No.4064949
File: 1.29 MB, 557x605, 1458994129780.png [View same] [iqdb] [saucenao] [google]
4064949

>>4064753
Nice

>> No.4064953
File: 310 KB, 800x600, Screenshot_Doom_20170616_221142.png [View same] [iqdb] [saucenao] [google]
4064953

>Enter a closed arena
>See this

[sweating profusely]

>> No.4064960

>>4064953
ganbatte

>> No.4064962

I'm about to play ancient aliens, should I use the synth wave soundtrack mod or does It come with good music

>> No.4064972

>>4064962
muzak bretty gud

>> No.4064973

>>4064962
Just boot it, listen if the first song is okay, if not, then load this too:

http://www.moddb.com/games/doom-ii/addons/synthdoom-mk2-music-randomizer-for-doom-2

>> No.4064976

>>4064962
The music is excellent and mostly original. Honestly it's probably the best part of the mod.

>> No.4064996

Are their any mods that try to use or remake the mother demon from doom 64?

>> No.4065007

>>4064996
not that i'm aware of, but i'd really like to see a newer take of her

>> No.4065050

Recommend me some good tomb\ancient ruins\evil temple maps, please? Preferably prboom+ compatible.

>> No.4065053

>>4065007
Well in 64 she didn't actually do much, the level spawned the demons from 4 gates that you could close up I'd tou had the collectables, I'd imagine her working more like a summoner in a proper imagining

>> No.4065060

>>4063906
play gzdoom 1.9, you really arent missing out on much

>> No.4065073
File: 1.02 MB, 960x540, hey how's it goin.gif [View same] [iqdb] [saucenao] [google]
4065073

>>4064482
>>4064485
>>4064693

>> No.4065080

>>4065050
BTSX E2

>> No.4065085

>>4064743
Oh well, it's good to know you are still here, i wish someday you continue that mechwarrior mod.

>> No.4065108

How does /doom/ feel about clearly marked insta-death pits that aren't actually death pits, they just harmlessly teleport the player back out with a humorous message about their stupidity?

>> No.4065115

>>4065108

Not something I've seen, but something I'd like to see.

>> No.4065116

There was this old game that had a chasm that you could choose to hurl yourself off of to your doom, except if you did the game decided to instead of killing you, it would reward you for your bizarre stupidity by giving you free skill points.

>> No.4065118
File: 337 KB, 412x355, 1496825223740.png [View same] [iqdb] [saucenao] [google]
4065118

>Playing DoomRLA
>Pick Renegade
>Fat Jack starts playing

>> No.4065135

>>4065108
>harmlessly teleport the player back out with a humorous message about their stupidity
As far as spoof deaths go that's pretty underwhelming. Here's how it's done
https://www.youtube.com/watch?v=iGGCEDOUDKQ

>> No.4065153

>>4065135
I don't want to actually kill the player or give them a prolonged distraction/game over, just give them a giggle before they get back to killing shit.

>> No.4065179

>>4065108
I'd be okay with it if it were unlikely for the player to accidently fall into such a deathpit. The joke would need to be voluntary and the death pit would need to be suspiciously too marked for its own good, so that curious players would willingly throw themselves into the pit, only to get pranked on.

>> No.4065185
File: 2.08 MB, 994x1462, Hella Epic.png [View same] [iqdb] [saucenao] [google]
4065185

No one asked for it, no one wants to see it, but here's my "What I played, expected and got" with Epic 2 combined with DoomZone and my Mixtape mod.

>> No.4065195

>>4064619
This made me realize I'd totally buy a doomguy pillow and feel zero shame about it. Or even better, an imp pillow.

>> No.4065208

>>4065185
I always love these kind of played/expected/got things. wish i was good at making them.
on that note i'd love it what you're doing became a thing here, showing what you expected out of a mapset or gameplay mod and what you got.

>> No.4065232

I'm wondering.

State:
TROO A 3
TROO A -1
stop

Would this decorate ever reach that "stop" part? I'm looking through Brutal Doom's code, trying to fix a particular bug, but some of this code... it seems off.

>> No.4065240

>>4065232
When used in a Death state, the -1 followed by the "stop" makes the corpse stay. Otherwise it would disappear(like the lost souls, or the pain elemental)

>> No.4065245

>>4065232
No. That's the point of a -1 tic duration, it's infinite.

>> No.4065258

>>4064830
It's heavily inspired by Eternal Doom, which is the favourite wad of the author, to the point that he took his screen name from it.

>> No.4065261

>>4065108
"Hurr" basically.

>> No.4065263
File: 701 KB, 1165x827, 1429283661895.jpg [View same] [iqdb] [saucenao] [google]
4065263

>>4065240
>>4065245
Ah, thanks. Bummer, so thats not it then.

Trying to figure out what part of the mod is causing the kill counter to break. Sometimes I get full 132/132, sometimes its 131/132, but the remaining monster just doesn't seem to exist anywhere. Kinda annoying since I'm usually playing to get 100% kills.

>> No.4065267

>>4065261
what kind of reaction is that

>> No.4065272

>>4065108
Would be better if player receives some damage as a penalty.

>> No.4065296

>>4065263
I'm not 100% sure, but if I had to guess, I'd say that it may have something to do with the shootable corpses, and headshot hit boxes, which can't be removed without breaking the mod.

>> No.4065306

>>4065232
>>4065296
Thank you these clues are helpful.

By the way, what would happen if there was no "stop" after TROO A -1? Could that possibly count the actor as alive forever?

>> No.4065316

>>4065306
The "stop" is never reached anyway. It repeats the last frame forever.

>> No.4065318

>>4065267
you know when you see or hear something so stupid you stick your tongue in your lower lip so it bulges out, and open your eyes wide and make a noise like a spastic or downsy having a chimpout? basically that.

>> No.4065323
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4065323

I'VE BEEN OUT AND ABOUT AND STILL NOBODY'S PICKING UP THE SLACK? WHAT THE FUCK WILL ALL OF Y'ALL DO WITHOUT ME.

WELL I'M HERE, SO LINE UP AND SHOW ME WHAT YOU'VE GOT. YOU'VE GOT STUFF, RIGHT? YOU BETTER, MOST OF YOU'VE GOT A GOOD HEAD ON YOUR SHOULDERS AND IT'D BE A CRYIN' SHAME IF YOU USED IT TO JUST MASTURBATE.

MAKE ME PROUD, SHOW ME THE COOL STUFF I KNOW YOU'VE GOT. YOUR SPRITES, YOUR MAPS, YOUR CODE, YOUR WEBMS, ANYTHING AND EVERYTHING, CHOP CHOP CHOP.

>> No.4065329

>>4065323
FUCK I WAS WONDERING WHERE YOU WERE I WAS WORRIED YOU WERE DEAD

>> No.4065330

>>4065323
Do webums count as screenshot?

>> No.4065331

>>4065330
yup

>> No.4065335

>>4065306
I think it doesn't make a difference whether you put "stop" or "loop" after a -1 tic frame, so long as there is a flow control at the end.

>> No.4065341 [DELETED] 

>>4065323
i always assumed these calls for screenshots were made by some terminally egotistical self-promoter determined to create the excuse to spam pics and generate hype for his latest awful gameplay mod.

>> No.4065345
File: 274 KB, 800x600, Screenshot_Doom_20170618_000945.png [View same] [iqdb] [saucenao] [google]
4065345

>>4065323
Savin this image so I can do it in the future too.
Haven't particularly created anything, but I've been tweaking Call of Doom, making things more fun to use and fix some bugs.

Namely, the flamer can now actually wipe out entire crowds as advertised in the official description.

Hoping to upload it to moddb as an unofficial version on the mod's page.

>> No.4065351
File: 536 KB, 1600x900, Screenshot_Doom_20170617_201824.png [View same] [iqdb] [saucenao] [google]
4065351

>>4065323

Welcome the fuck back, dude.
I've almost got all of the weapon sprites replaced and in for my ZScript test mod, so it's close to release. Just gotta do stuff for the BFG now, and that's gonna be a pain since there's nothing close to what I like for it.
But hey, after that's done then I can release it and I've finally learned about ZScript.

I still don't really know anything about ZScript.

>> No.4065353

>>4065329
I AIN'T DEAD I WAS JUST DOING REAL LIFE THINGS, AS MUCH AS I LOVE Y'ALL AND WATCHIN YOU WORK I GOTTA DO BUSINESS SHIT

>>4065330
FUCK YEAH THEY DO

>> No.4065356

>>4065335
>>4065316
Drat, just when I thought I was onto a possible cause. Thank you though, you did stop me from wasting a whole bunch of time on removing every -1 I could see.

>> No.4065359 [DELETED] 

>>4065353
stop

>> No.4065360

>>4065345
a good flamethrower is always a godsend

>> No.4065361

>>4065359

Go away.

>> No.4065362

>>4065359
You can stop.

>> No.4065365

>>4065359
>>4065361
Unlike these two faggots, I actually appreciate the energy of the screenshot saturday guy. Keep it up man!

>> No.4065367 [DELETED] 

>>4065361
>>4065362
>>4065365
one post is enough
he doesn't need to carry it on in the conversation

>> No.4065368
File: 1.25 MB, 1360x2304, rFvH8Qg.jpg [View same] [iqdb] [saucenao] [google]
4065368

>>4065323
Been waiting for you to post these here.

>> No.4065369

>>4064481
You mean how they weren't overpowered shit?

>> No.4065372
File: 175 KB, 1803x2100, 1374798794894.png [View same] [iqdb] [saucenao] [google]
4065372

>>4065318
oh

>> No.4065378

>>4065050
Disjunction has some nice ones.

>> No.4065379

>>4065351
why didnt you just wait for zscript to sort shit out before doing this, isnt there like 3 people that know anything about it?

>> No.4065381

>>4065351
those greaseguns look like they've been shivers'd up

>> No.4065383
File: 135 KB, 873x815, ss+(2017-06-17+at+08.30.46).png [View same] [iqdb] [saucenao] [google]
4065383

>>4065341
>>4065359
>>4065367
lmao you're a faggot

>>4065323
been working on trying to develop my mapping abilities using training wheels, using old old old maps off /idgames that people are allowed to modify
might not release them, but mapping is fun

>> No.4065384

>>4065341
Jesus Christ anon, seriously?

>> No.4065387
File: 411 KB, 567x600, 1473380669483.png [View same] [iqdb] [saucenao] [google]
4065387

>>4065368
fucking hell wow

What will the name be for this map(s)?

>> No.4065393

>>4065387
Lagsmytoaster.wad

>> No.4065396

>>4065387
https://forum.zdoom.org/viewtopic.php?f=42&t=53887

>> No.4065397

>>4065323
https://s1.webmshare.com/5xJAK.webm
https://s1.webmshare.com/vg0W0.webm
Finally trying HP bars on my "EXTREME OBLIGE RUN" mod lineup, had to tone down the intrusiveness (and redundancy) of previous HUD HP bar.
Also fiddled with some of the other mods around.
Also sweet ass musics because why not.

>> No.4065407

>>4065381

Not Shivers'd, but Mor'ladim touched them up.
He's the dude behind Bullet-Eye, which is a fun mod with a lot of incredible art.
https://forum.zdoom.org/viewtopic.php?f=43&t=54322
I've been helping him out with codestuff and he's been polishing up some graphics for me.

>>4065368
>>4065396

Damn, that's purty. The lighting's insane, keep it up, mate.
I like the lasers, are those models or sprites?

>>4065383

Looks pretty staple in layout, but that's not a bad thing. It's good to start simple, cutting out simple shapes and detailing them.
What source port are you aiming for?

>> No.4065408

>>4065341
t. newfag who never heard of screenshot saturday

>> No.4065409

>>4065407
aiming for boom

i like zdoom, but i think it'd be better to focus on working on a layout first rather than ZdOoM fEaTuReS!!!

>> No.4065414 [DELETED] 

>>4065384
NHB i don't think you can be too cynical these days.

>> No.4065418

>>4065409
a wise choice

>> No.4065420

>>4065414
You very much can be, as anon just demonstrated.

>> No.4065421

>>4065407
Thanks, the lasers ironically are linedefs, no models or sprites were used to make them, though i think i will have to use models to make the horizontal variant.

>> No.4065424

>>4065383
You've got a really big case of "room corridor room corridor" here.
Still, welcome to mapping. Using old /idgames '94 maps is a really interesting idea, sounds a lot like what 1994 TU did. Was that an inspiration?

>> No.4065427 [DELETED] 

>>4065409
>aiming for boom
don't bother, it just means you have to test your maps in some awkward source port only used by the most autistic purists. just don't use any of the more advanced zdoom features when you're mapping. catering to sperging purists isn't worth it.

>> No.4065432

>>4065427
I haven't seen so much contained "wrong" in a single opinion in a long time.

>> No.4065434

>>4065396
Hey you're the guy behind UAC Vinur Prime!

I love that map a lot! The music, giant spaces and tons of slaughterfest mayhem was hella awesome experience. My only complaint was a script that opens the doors for the hangar in the beginning portion of that level. I had tried to play that map with mods that add companion ally actors, but they caused the doors to refuse opening unless I killed them.

Still, totally looking forward to this new map, looks rad as fuck.

>> No.4065437

>>4065427
Which prboom+ user kicked your dog?

>> No.4065438

>>4065427
nah

>>4065424
yeah, i liked 1994tu
there's gonna be a huge disconnect since a lot of the people behind 1994tu were experienced and knew how to detail/expand on rooms while i'm smashing my flippers around

but it's still a fun starting point

>> No.4065456

>>4065432
then you misunderstand.

when i map i rarely bother with advanced features as nearly everything i like to see in a map can be achieved with vanilla's linedef set. however that doesn't mean i care to test my maps in chocolate doom when i find other engines far more comfortable to use. the process of mapping is annoyingly tedious enough already.

all i'm saying to him is that if zdoom's his favourite engine and he's learning to map why use a more fiddly engine for playtesting and make the experience of mapping worse, likely putting him off from taking it further?

>> No.4065465

>>4065323
I thought I took a screenshot of what I did earlier, but I didn't.

Guess you won't see it today.

>> No.4065476

>>4065434
Thanks for playing that one, hopefully this new map will give the same feeling but in a even better way because UAC Vinur Prime was meant to be vanilla styled, this one i'm making in my main mapping style which includes most of GZDoom mapping features.

>> No.4065479

>>4065456
>the process of mapping is annoyingly tedious enough already.
mapping is quite fun for me as it is
i like zdoom but playing in boom isn't really inconvenient
it's just a different port, that's all

maybe that'll change as i continue, but for now it's a complete non-issue

>> No.4065484

>>4064772
>>4064784
>>4064873

The dev went to 8ch too. Even got map makers from there. Not really exclusive to either.

>> No.4065503

>>4065351
>dual Greaseguns
Nice, with two of them firing in sequence, you'd have a pretty normal rate of fire.

https://youtu.be/GktyR-KyRkc?t=17s

>> No.4065518
File: 151 KB, 1354x889, 1497132756076.jpg [View same] [iqdb] [saucenao] [google]
4065518

>>4065427
>using gzdoom for anything save for mods when its movement is slippery and retarded

>> No.4065530

>>4065518
You're slippery and retarded

>> No.4065531
File: 59 KB, 655x527, 1483428759086.jpg [View same] [iqdb] [saucenao] [google]
4065531

>>4065530

>> No.4065568

>tfw it's getting harder to find images good for the OP

>>4064780
I'll consider them.

>> No.4065573
File: 375 KB, 800x600, Screenshot_Doom_20170616_191352.png [View same] [iqdb] [saucenao] [google]
4065573

>> No.4065578

>>4064619
Blazkowics is not for snuggles.

He is for nazzy termination.

>> No.4065581

>>4065185
What do you mean by your "Mixtape Mod"? I'm curious.

>> No.4065584

>>4065397
>That hotline miami track after clear
Brilliant.
What you mostly using?

>> No.4065586
File: 170 KB, 800x600, Screenshot_Doom_20170618_040719.png [View same] [iqdb] [saucenao] [google]
4065586

So this room is pretty dark...

>> No.4065589
File: 159 KB, 800x600, Screenshot_Doom_20170618_040633.png [View same] [iqdb] [saucenao] [google]
4065589

>>4065586
... do you guys think this works as a kind of nightvision/thermal/infrared vision kind of thing?

>> No.4065591

>>4065397
I would absolutely love a list of mods you're using, this looks awesome.

>> No.4065603

>>4065397
It's so neat to see you post more of this, dude. I still wanna see you run a megawad or something in this fashion.

>> No.4065605

>>4065589
oh shit that's neat

>> No.4065608

>>4065589
looks neat t b h desu

>> No.4065612
File: 84 KB, 1016x793, temp.png [View same] [iqdb] [saucenao] [google]
4065612

>>4065323
Still mapping.
Making a puzzle themed map atm.

>> No.4065616

>finally finished TNT
Yeah, it was alright I guess. Too many annoying maps, but there were some cool moments here and there.
I think I'll give Plutonia a miss for now, are there any megawads around TNT's skill level you guys can recommend?

>> No.4065620

New thread.

>>4065615
>>4065615
>>4065615

>> No.4065624

>>4065589
Fits the image of thermal goggles pretty well. It doesn't actually make sense if you stop and think about it since hot things won't look brighter than cold things but Doom runs on pulp logic anyway.

>> No.4065629

>>4065581
Pissed off at the "Too much Roller Mobster-like synthwave", I just took the synthdoom mod and replaced it all with 70s-80s music

>> No.4065648

>>4065397
MODLIST NIGGA

>> No.4065651

>>4065484
Term's really more of a project director than a modder himself, especially in his earlier works. It's only recently that he's started making the bulk of his mods himself.

>> No.4065661

>>4065397
Did you update the music wad with more tracks/fix I am the Night being labelled as Future Club?

>> No.4065779

>>4065589
How did you make that screen effect? Is it simply a powerup color change?

>> No.4065797

>>4065779
Powerup.Colormap 0.0, 0.0, 0.8, 1.5, 0.0, 0.0

There's more examples on the Wiki.

>> No.4066084

>>4065568
Always wondered where those images come from. Can't believe how good they are and how I usually have never seen them before.

>> No.4066137

>>4065369
I mean how they were fun to use back then, buy sure

>> No.4066990
File: 669 KB, 832x624, 74457455.png [View same] [iqdb] [saucenao] [google]
4066990

So any wads that turn the game into essentially Blood Dragon complete with cyborgs , lazers , synthesizers and wall to wall neon?

>> No.4066997

>>4066990
Ancient Aliens with the synthwave music pack.