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/vr/ - Retro Games


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File: 688 KB, 890x925, skeletorandhisbuddyshambler.png [View same] [iqdb] [saucenao] [google]
4138980 No.4138980 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4132807

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

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /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.4138981

=== CURRENT EVENTS ===

QUMP
-Two maps still in progress
-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?
-Looking for more unique images to start each thread with

=== NEWS ===

[7-21] Anon map release: LEISURE.WAD
https://mega.nz/#!RroXTYaI!LZVN65feYRaCf1KNji7fo1zG8MOsb0GM50p3cxjHae8

[7-21] 12.5 Quadrillion Shades Of Doom (monster randomizer)
https://forum.zdoom.org/viewtopic.php?t=57310

[7-21] Anon map release: "an arena where you can practise fighting two archviles"
https://my.mixtape.moe/xlahtx.wad

[7-21] High Noon Drifter released
https://forum.zdoom.org/viewtopic.php?t=57098

[7-20] New Insanity's Requiem release
https://forum.zdoom.org/viewtopic.php?t=37130&start=480#p1010044

[7-20] BloodGDX 0.771 released, fixes ROR
http://m210.duke4.net/

[7-19] Colorful Hell got updated to 0.90; adds gibs and White Archvile
https://forum.zdoom.org/viewtopic.php?t=47980

[7-16] Spaceman333's proper release of his slow motion addon, adds actual slow-mo
http://www.moddb.com/games/doom-ii/addons/slomobullettime-ultimate-r3

[7-14] Anon shares a Masters of Doom audiobook
>>/vr/thread/4117396#p4117883

[7-3] Anon makes a joke map while waiting for QUMP
https://mega.nz/#!lQQSSIjC!TtptcHyxmxi0STHHkYm067tbfCm8yBI77CiIsUIC18k

[7-3] ROOTPAIN V2; the sequel nobody wanted
https://www.doomworld.com/forum/topic/94860-rootpain-v2/

[7-2] scalliano's SUPER Shuffle released
https://forum.zdoom.org/viewtopic.php?t=56220

[7-1] Doom Retro 2.5 released
https://www.doomworld.com/profile/13784-bradharding/?status=1728077&type=status

=== 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.4138987
File: 1.24 MB, 1122x964, cacocar3.png [View same] [iqdb] [saucenao] [google]
4138987

First for vehicular manslaughter (cacoslaughter?)

>> No.4138991

How exactly do you get the Red Armor in AD_Swampy? I drew the bars from this one thing but it didnt lower them on the armor suits.

>> No.4138992
File: 513 KB, 592x645, 1500536758176.png [View same] [iqdb] [saucenao] [google]
4138992

>>4138987

>> No.4138994

MEMES BRO

>> No.4138995

>>4138987
that arm looks like a piece of Popeye's fried chicken

>> No.4139002
File: 2.58 MB, 640x360, SDspiderlair.webm [View same] [iqdb] [saucenao] [google]
4139002

https://www.doomworld.com/forum/topic/93568-%F0%9F%98%88-solace-dreams-%F0%9F%98%88-alpha-06/?page=2#comment-1773783
I really want to know why the guy has the need to convert everything to voxels.

>> No.4139012

>>4139002
If it's even lagging that bad on his computer, he MIGHT want to change things up a bit.

>> No.4139016
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4139016

HEY GUYS ITS TIME FOR ANOTHER...

S C R E E N S H O T
!! S A T U R D A Y !!

POST YOUR MAPS/TEXTURES/SPRITES/CODE!

>> No.4139019
File: 310 KB, 1280x720, GET THE WATER NIGGA.png [View same] [iqdb] [saucenao] [google]
4139019

>> No.4139020

>>4139002
that's the rootpain guy isn't it

>> No.4139021
File: 1.27 MB, 1280x1024, Screenshot_Doom_20170722_161148.png [View same] [iqdb] [saucenao] [google]
4139021

>>4139016
Look out lads. ROTT styled deadly polyobjects.

I'd of loved for the incinerator conveyors to have carried ceiling actors/corpses but I guess that's not to be.

>> No.4139024

>>4138991
And where is the Purple Key anyways... never ran into that and I finished the level just fine

>> No.4139028

>>4139019
suicidal tendencies? i know it's from one of brad spencer's maps in av, that part is a tribute to hr23

>> No.4139037
File: 299 KB, 1280x720, WHY.png [View same] [iqdb] [saucenao] [google]
4139037

>> No.4139039

>>4139021
i get ceiling actors, but why not corpses?

>> No.4139042

>>4139039
i think he meant "ceiling actors (such as hanging corpses)".

>> No.4139052

>>4139028
>making a "tribute" to that godawful archvile room
Why, though

>> No.4139056

>>4139002
I do like that he's putting effort into something that isn't just a retarded edgeboy statement, but voxels in GZDoom is a headache and a half for both users and authors, it'll really make it harder for him to develop, and it'll easily be hard for others to enjoy it since few people have a PC that can run this well.

If it absolutely has to be 3D, then he should just go for real 3D models, instead of GZDoom's retarded excuse for voxels.

>> No.4139061 [SPOILER] 
File: 16 KB, 81x71, 1500755482061.png [View same] [iqdb] [saucenao] [google]
4139061

>>4139016
It'll be a while until he's ready.

>> No.4139062

>>4139002
it doesn't even run well on his computer

>> No.4139065
File: 85 KB, 969x652, work in wipgress.png [View same] [iqdb] [saucenao] [google]
4139065

>>4139039
That's exactly what I mean. I tried invisible 3d floors and the works. The original idea was to only have the conveyors on the ceiling, so they didn't interrupt or bar or get fiddly with the player and the monsters. They can be traversed fine, however the revenants liked to tour into the cages (the player could originally simply walk into them, but having their corpse continually teleport into the conveyor's feed source would ruin the illusion of the bodies and gore and corpses and the like being burned as fuel in this case.

>> No.4139067

>>4139061
Some asshole smeared vaseline over your sprite!

>> No.4139069

>>4139065
>>4139042
Somehow failed to tag you too.

>> No.4139070
File: 83 KB, 577x624, that oh god not again face.jpg [View same] [iqdb] [saucenao] [google]
4139070

>>4139024
I guess the better question is how you get that second silver key in AD/Swampy...

Near as I can tell the only way to get it is if you've already gotten it, since the grenade jump distance is way too far to get up into that stain glass window.

>> No.4139075

>>4139062
You'd think that'd be some kind of alarming warning sign.

>>4139067
Yeah, my asshole.

But he's so far from ready I don't want to show him in full yet.

>> No.4139078

>>4139065
Put block monster linedefs in the way?

>> No.4139079

>>4139042

yeah, i get that. but why don't grounded corpses move?

>> No.4139080

>>4139002
He should use regular 3D models and then apply that pixelated/mosaic filter, similar aesthetic but a million times easier on the CPU.

>> No.4139081

>>4139079
they do if you use the right line special

>> No.4139082

what are your top 3 gameplay mods /doom/ ?

>> No.4139084

>>4139065
>>4139069
>>4139039
>>4139042
>>4139021

Oh, They spin too ontop of simply moving back and forth. Use them wisely- they're cover, a trap, AND a tool. Cover is potentially from the archviles- but the real potatos of their cover is from the pinky-chaingunners lining the room and defending the control panels- using them both disables the respective PolyObj and removes one of the forward blocks.

>> No.4139085

>>4139082

1: Psychic.
2: Kriegsland.
3: Nazis.

>> No.4139090
File: 1.76 MB, 1280x1024, Screenshot_Doom_20170722_163618.png [View same] [iqdb] [saucenao] [google]
4139090

>>4139078
>>4139084
There is, on the conveyors and sides of the slopes. Blocking the whole thing would render it inoperable and simply have the corpses pile up. Apparently they count as monsters too?

>>4139079
The grounded corpses move. The ceiling ones don't.

>> No.4139097

>>4139090

well, apparently i'm just retarded then

>> No.4139106

>>4139082
pb
helstrum
kriegsland

>> No.4139107

>>4139097
I can help you if you don't terribly mind. I might be disdained for my infinite spergitude but it doesn't mean I can't try to help and/or prove myself.

It also depends on WHAT you're trying to move.

>> No.4139127

>>4139082
1. demonsteele
2. project brutality
3. project msx

>> No.4139130
File: 3.70 MB, 1920x1080, Screenshot_Doom_20170722_164642.png [View same] [iqdb] [saucenao] [google]
4139130

>>4139016

>> No.4139134

>>4139127
>>4139106
>>4139085
no d4d or metadoom!?!?!?!?

>> No.4139135
File: 111 KB, 733x440, good mapping.png [View same] [iqdb] [saucenao] [google]
4139135

>> No.4139139

>>4139082
1. Accessories to Murder
2. Project MSX (rip)
3. WW's Terrorists

>> No.4139143

>>4139134

D4D is a little too bloated for me.
Metadoom, I haven't really played it too much.

>> No.4139145

>>4139082
MetaDoom
Samsara
Space Hunter

>> No.4139146
File: 1.25 MB, 1920x1080, Screenshot_Doom_20170722_164942.png [View same] [iqdb] [saucenao] [google]
4139146

>>4139016

>> No.4139148

>>4139082
gmota (rip in rip forever ever)
project msx
and now drifter

>> No.4139151

>>4139130
my eyes

>> No.4139152

>>4139134
i liked d4d but not as much as those, and never played metadoom ;-;

>> No.4139157

>>4139152
Should give MetaDoom a try.

>> No.4139163

>>4139070
> reposts face pic

Goddamit. I figured it out, I really hate AD to be honest. The map designers are real asshats (first you dont keep your items when you finish a level, then you have bullshit secrets and huge chunks of the map that can only be accessed via secrets, practically have to complete secrets to even finish the map).

>> No.4139165

>>4139130

damn, turn your contrast down a bit

>> No.4139169

>>4139157
thing is metadoom came out right after i kinda lost interest in doom mods

>> No.4139171
File: 1.07 MB, 1280x1024, Screenshot_Doom_20170722_170520.png [View same] [iqdb] [saucenao] [google]
4139171

>>4139130
>>4139146
ARG ZDAEMO

>>4139135
you stop that.
Also, you're in for a treat come JOM 4. Space Ass.

>> No.4139174

>>4139169
Oh, well, i still think you should give it a try.
At least to finish Knee Deep In The Dead with it or something and see if you like the execution or at least the concept.

>> No.4139178
File: 552 KB, 1920x1080, quakingroom.jpg [View same] [iqdb] [saucenao] [google]
4139178

>> No.4139182
File: 113 KB, 300x300, ZFaceCloseSmol.jpg [View same] [iqdb] [saucenao] [google]
4139182

>>4139016

I don't know if the guy who asked how the animations would look like once i finish this is still around here, but here's the thing: https://www.youtube.com/watch?v=FfPxGvvEDjs

Before someone complains about the fetish thing as always, i'm just posting this here because the "everything else" i did on this rework, not because this problem i have, well even this rework in fact have rebalanced this shitty thing of uneven proportions, the old ripped model was broken AF and required a rework if i want to keep going in the wave of redesigns i have been doing with the mod.

Next one is finish Doomslayer in his Berserk Mode later proceed in replace Doom 3 Cacodemon with nuDoom variant to remove the duplicated models it shares with Pain Elemental.

>> No.4139183

>>4139052
it's a memorable area and those wads are full of tributes to each other. hr has loads of plutonia tributes, av has loads of hr and plutonia tributes, ksutra has av and hr based on plutonia tributes, etcetc. that you think it's godawful means nothing.

>> No.4139187

>>4139163
>(first you dont keep your items when you finish a level
You don't keep your items in most map packs like that. They're individual maps, not episodes- and how is a map designer supposed to account for a player having anything from a shotgun and 25 shells to, if they just completed something like Terror Fuma and saved the pickups for last, a complete arsenal including lods of rockets, the plasmagun and 200+ red armor (through armor shards in backpacks)? It would kill the entire flow of a map.

>>4139178
>that statue
Ho shit. Really intricate brushes or an external model?

>> No.4139189

>>4139061
>>4139075
is this going to shift from one place to another by short range teleports or something? or just be really fast?

>>4139097
it's not your fault ceiling conveyors don't exist!

>> No.4139191
File: 266 KB, 905x881, 1489732099817.jpg [View same] [iqdb] [saucenao] [google]
4139191

>it's a cacodemon cloud episode

>> No.4139192

>>4139135
is that a texture or a lot of linedefs with carefully chosen sidedef offsets?

>> No.4139194
File: 39 KB, 374x374, D8CRtMS.jpg [View same] [iqdb] [saucenao] [google]
4139194

>>4139182
>i'm just posting this here because the "everything else" i did on this rework, not because this problem i have, well even this rework in fact have rebalanced this shitty thing of uneven proportions
I have no idea what you're saying.

>> No.4139195

>>4139189
Hmm, short range teleports would be pretty cool actually.
Though it'd be small ones.

>> No.4139196
File: 172 KB, 569x317, captain foot fetish.png [View same] [iqdb] [saucenao] [google]
4139196

>>4139182
Honestly I think the foot fetish thing was only ever a recurring gag.

>> No.4139201

>>4139191
Any kind of high powered automatic does well for that (plasma), but rockets can do wonder if they're closely clumped together.

>> No.4139203

>>4139192
nuthin but exitsign

>> No.4139204
File: 126 KB, 640x480, 1500758445.png [View same] [iqdb] [saucenao] [google]
4139204

>>4139191
i always called them cacodemon blankets. there is something beautiful about them. (this is from holy hell.)

>> No.4139205

>>4139134
metadoom is just another "9 weapon layout" mod
so is d4d

>> No.4139206

>>4139182
Am I imagining it, or is the texture smoother/more cartoony than before?

>> No.4139207

>>4139203
hah, clever.

>> No.4139209

>>4139187
A model made for the occasion.

>> No.4139210

>>4139205
But it also brings new enemies, visuals and stuff, while trying to balance its randomization.
Not perfect, but still solid for a randomizer.

>> No.4139213

>>4139187

Just make the maps so that it can be done with either (pistol start) or as a product of a continued campaign.

Its up to players to nerf themselves, they already have cheat codes, they can warp to a map if they want it rough.

> how is the map designer supposed to account...

The exact same way that they did it in vanilla. Every map has the items you've collected so far (usually). In vanilla if you died without a savegame you did a (pistol start) and had to piss on a sparkplug to make it through. Usually it gives you a double barrel pretty early no matter which map you're playing though.

>> No.4139214
File: 10 KB, 117x111, hevvek.png [View same] [iqdb] [saucenao] [google]
4139214

>>4139191
>Not wanting a beautiful tide of FIREBLU attacking you.

>> No.4139215

>>4139191
>>4139201
>>4139204

An angry cyberdemon usually works well for a cacodemon blanket.

> ala PL2 map 20.

>> No.4139218

>>4139205
>metadoom is just another "9 weapon layout" mod
how?

>> No.4139224

>>4139196
Curses that i have to live with, tho i don't want sacrifice the entire effort i did in the effects/code to show it to nobody.

>>4139206
It's more uniform than the ripped model if you ask me, i texturized in Substance Painter and i tried to keep it simple instead of that kind of overdetailed MMO creatures with 3000 things for the sake of detailing, from far distances it will look a bit cartoony but when near it is possible to see the common skin details.

>> No.4139225
File: 51 KB, 1366x768, murph.jpg [View same] [iqdb] [saucenao] [google]
4139225

>> No.4139228

>>4139209
Sweet. Art gallery or church decor?

>>4139213
>Its up to players to nerf themselves
Asking players to nerf themselves is asking for your map to be broken. People have been making individual-map sets since the 90's and I don't know why you have such an issue with it, AD's maps are so huge that you should be getting enough feeling of progression by the time you reach the end that you're fine with the next map starting from zilch.

> In vanilla if you died without a savegame you did a (pistol start) and had to piss on a sparkplug to make it through.
That's not how it works in Quake. If you die in a map you restart the map with whatever equipment you had upon entering the map, with your health rounded up to 50 if you were below that on exiting the last map and down to 100 if you had a Megahealth.

>> No.4139229
File: 1.25 MB, 320x140, CooperCry.gif [View same] [iqdb] [saucenao] [google]
4139229

>>4139225
Beautiful, how did you achieve that?

>> No.4139245

whats cuter, an archvile or cacodemon

>> No.4139248

>>4139245
archdemon

>> No.4139249
File: 1.23 MB, 960x720, rr.png [View same] [iqdb] [saucenao] [google]
4139249

>>4139228
It's the Venus de Medici.

>> No.4139251
File: 31 KB, 480x480, 13257044_1093052524075054_1569311875_n.jpg [View same] [iqdb] [saucenao] [google]
4139251

>>4139245
caco a cute

>> No.4139254

>>4139249
I've still never actually watched that show.

>> No.4139257

>>4139248
i want to believe.

>> No.4139259

>>4139245
Caco by far.

>>4139248
Arch-caco?

>> No.4139260 [SPOILER] 
File: 545 KB, 1247x619, 1500760150814.png [View same] [iqdb] [saucenao] [google]
4139260

>>4139229
Through a lot of self-inflicted pain

>> No.4139264
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google]
4139264

>>4139260

>> No.4139298
File: 592 KB, 1600x900, Screenshot_Doom_20170723_010424.png [View same] [iqdb] [saucenao] [google]
4139298

>>4138981

I had to update the link for LEISURE, fixed a sector that would accidentally go up in heavens.

https://mega.nz/#!UyhnEYxA!BvZc-FDnp2Z6DqiyB3xD1_AJ04NWw9sPDFKE3NVUkXY

>>4139016

Here's a shot of the map on Brutal Doom. It's a single map, released yesterday. Made with vanilla Doom limitations.

>>4139178

Is this where Super Mario Bros. 3 was shot?

>> No.4139309
File: 115 KB, 733x607, how.jpg [View same] [iqdb] [saucenao] [google]
4139309

Can anyone help a fool trying to make a vanilla bridge?
I want to make a straight line like this with no verticals (example map04 PL2)
How do I go about this in GZDoom builder as it automatically creates verticals>

>> No.4139325
File: 1.10 MB, 1280x1024, Screenshot_Doom_20170722_182157.png [View same] [iqdb] [saucenao] [google]
4139325

>>4139309
Just make a standard square?

>> No.4139328

>>4139309
>with no verticals
can't, unfortunately

>> No.4139338

>>4139328
>>4139309
On this note, is there a "continual draw" unlike the button? What I mean by this is holding down a key and having it place nodes and lines based upon mouse strokes/movements, instead of having to click each node.

All of my maps are done freehand.

>> No.4139343

>>4139338
i'm terribly sorry for your resulting architecture

>> No.4139357

I just got the Brutal Doom starter pack. How do I load the levels from Ultimate Doom and Doom 2?

Are there any HD sprite graphic mods for any of the classic Doom games?

>> No.4139365

>>4139357
>How do I load the levels from Ultimate Doom and Doom 2?
Load up either Ultimate Doom or Doom 2 as the iwad, don't use the Hell on Earth mappack (and if it's in your skins folder seriously get it out of there), simple as that.

>Are there any HD sprite graphic mods for any of the classic Doom games?
Yes. They're all awful. Don't bother with them.

>> No.4139368
File: 348 KB, 1024x768, Screenshot_Doom_20170723_002152.png [View same] [iqdb] [saucenao] [google]
4139368

>>4139016

>> No.4139375

>>4139365
>Load up either Ultimate Doom or Doom 2 as the iwad

How?

>don't use the Hell on Earth mappack (and if it's in your skins folder seriously get it out of there), simple as that

I don't see a skins folder in Ultimate Doom or the Brutal Doom - Hell On Earth Starter Pack.

I've tried dragging the doom.wad from my steam folder to "gzdoom - PLAY BRUTAL DOOM" and then selecting Ultimate Doom when it asks for a .wad to load. It still only displays the fanmade levels.

>> No.4139378 [DELETED] 

>>4139375
off yourself

>> No.4139381

>>4139375
Can't you drag all the stuff you want at the same time to GZDoom with CTRL and click or something?
Have you tried using ZDL and a specific order for it?

>> No.4139382

>>4139368
that sky's real nice, did you make it yourself?

>> No.4139383

>>4139368
Coool.
Have you decided on a music track for this yet?
Is it a large and action-y level or a more tight and tense one?

>> No.4139387
File: 55 KB, 172x196, 1500662241912.gif [View same] [iqdb] [saucenao] [google]
4139387

>mfw i found a copy of ps1 doom in great condition, box and everything for 25$

feels good man

>> No.4139390

Does anyone here have experience with WraithRevenant
I may have some questions regarding INDEX files

>> No.4139393

>>4139381
Deleting the hellonearthmappack wad seems to do it.

>> No.4139397

>>4139387
Most ports of Doom probably command pretty lukewarm prices given how it's so widely available on so many platforms (and how, except for a few ports, most are just watered down from the PC version with no special content), so it'd probably only catch higher prices if it's one of those collectible editions or something REALLY rare, or something that's more interesting to someone who collects Doom things specially.

Either way, that's pretty good.
Do you have the PSX mouse as well? It was one of the games which was compatible with it.

>> No.4139427
File: 294 KB, 640x556, TwoSidesOfTheCoin.jpg [View same] [iqdb] [saucenao] [google]
4139427

Okay anons lemme do a quick research, how much this meme would be true for everyone here? Also don't only consider what i previously posted on the thread about Hunter's Moon, i mean it in overall aspects, so maps are included and showing the future works of the Doomslayer in Berserk mode as well nuDoom Cacodemon working there, which one you guys prefer more to see when i post my WIPs here?

>> No.4139446

>>4139397
No I don't, the ps1 controls aren't that bad though so it's no biggie.

I also saw a doom 2 guide that had an "exclusive interview" with romero, i wanted to get it but i don't know if the interviews already on the internet or not

>> No.4139465

>>4139368
>>4139382
What this anon said. nice sky.

>>4139427
I think WIP shots are interesting- but not to mention, more helpful. Once an individual sees how things peice together, they can better construct things of their own.

>> No.4139472
File: 989 KB, 1280x1024, Screenshot_Doom_20170722_192438.png [View same] [iqdb] [saucenao] [google]
4139472

Not sure why the top ring isn't playing nice with those. Oh well.

>> No.4139482
File: 521 KB, 1360x768, Screenshot_Doom_20170722_195412.jpg [View same] [iqdb] [saucenao] [google]
4139482

>>4139016

Btw...

>> No.4139497
File: 2.74 MB, 1543x5500, 1456696103673.png [View same] [iqdb] [saucenao] [google]
4139497

>>4139393
Okay, its simple once you understand, but it sounds like you dont man.

Click the .wad file you want to load stuff for, and drag it over to GZDoom. It should say, launch with GZDoom? and then you let go of mouse 1.

If you want to grab multiple files, click the first file, then hold ctrl and click any other files you want to load with the engine. Then drag all of them over to the engine and do the same thing. Most mods and level packs use Doom II as the iwad file, so any mappacks you need you'll need doom II. All you need to do is download those wads off the internet. Even John Carmack has said he doesnt mind if anyone downloads doom 1 or 2.

>> No.4139536
File: 52 KB, 740x577, temp.png [View same] [iqdb] [saucenao] [google]
4139536

>>4139016

>> No.4139537
File: 55 KB, 640x480, 1500768106.png [View same] [iqdb] [saucenao] [google]
4139537

>>4139382
it looks like sky2 from scythe (although i don't think it originated in scythe either. not sure where it came from)

>> No.4139547

>>4139536
FTL

>> No.4139556

>>4139547
lets see if 4chan likes this:
ᚫᛏᚲ

>> No.4139557
File: 1.87 MB, 640x360, Waddlerotate.webm [View same] [iqdb] [saucenao] [google]
4139557

>>4139016
Looks a bit wonky due to me wanting to keep the original sprites intact, but yay!

>> No.4139567
File: 2 KB, 90x121, asd.png [View same] [iqdb] [saucenao] [google]
4139567

>>4139557
looks great to me.
i dont see what you mean.

>> No.4139568

>>4139309
what do you mean by a straight line with no verticals?

>> No.4139578

>>4139556
>ᚫᛏᚲ
cute but what does it mean?

hopefully not the rune equivalent of getting a kanji tattoo whose translation turns out to be "wanker"

>> No.4139579

>>4139557
kirby 8-bit deathmash incoming

>> No.4139580

>>4139567
Well if it's not that noticable to you then don't worry about it. It's the jump in angle from the forward rotation to the front-diagonal, and where the feet are positioned.

>> No.4139581

>>4139578
It means ur a fgt

>> No.4139590 [DELETED] 

>>4139581

>> No.4139596
File: 599 KB, 850x640, jawdrop.png [View same] [iqdb] [saucenao] [google]
4139596

>>4139581

>> No.4139598

>>4139578
It doesn't mean anything, as far as a word goes. Runes have some vague meaning that I couldn't be bothered to look into much, but if the internet is correct (i don't assume it is) one is fire/energy, one is power (like a ruling power, or power of words), and one is strife or war or somesuch.

It doesn't really matter though. I just needed runes. I did look into them somewhat, but ultimately chose based on their looks. There are ones I could've chosen that would've made more sense for the weapon. It's just a game, in the end. I don't think any of their symbols means "wanker".
ᛜ is supposedly male fertility. might be the closest you get.

>> No.4139603
File: 8 KB, 62x88, VIL2J5.png [View same] [iqdb] [saucenao] [google]
4139603

Well I think I'm halfway done with the spinal surgery on the 'arc-vile' (but there's plenty of more work to be done past just that, this is just the start).

Also this is what I was listening to when I was working on him last: https://www.youtube.com/watch?v=AltMeuPkWRs

>> No.4139607
File: 99 KB, 1141x630, recreate.jpg [View same] [iqdb] [saucenao] [google]
4139607

>>4139568
>>4139328
I mean this is the best way I can recreate it

I'm confused how the original exists if there is no way to do that.
Though I may not be the most fluent in the editor

>> No.4139615 [SPOILER] 
File: 5 KB, 32x76, 1500770334151.png [View same] [iqdb] [saucenao] [google]
4139615

>>4139603
You see, he's very pale.

>> No.4139616

>>4139607
What the fuck do you mean by verticals?
Seriously, give us a MS paint sketch or a screenshot of another level that has it or something.

>> No.4139618

>>4139607

When two linedefs intersect, they have a vertice placed there. It's natural engine behavior.

>> No.4139620

>zombiemen in an inaccessible place so you can't get their dropped guns

NO

>> No.4139621

>>4139537
there's more bands of red light in the first sky though

>> No.4139624

>>4139618
Yeah, and things get really fucky if they cross each other without making a vertice.

>> No.4139625

>>4139620
Someone should make a stepladder mod then.

You'd have a chance to jump from the top of it for a bit more reach, but you can potentially fall and hit your head for damage.

>> No.4139645
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google]
4139645

>>4139620
Gotta love the High Noon Drifter boomerang.

>> No.4139646
File: 904 KB, 1920x1080, 1471072757069.png [View same] [iqdb] [saucenao] [google]
4139646

>>4139191
>it's a "room with two archviles and a cyberdemon behind me with no cover" episode

>> No.4139654

>>4139620
>Arachnotrons don't drop plasma
Seriously, you don't even need to code a new actor or anything. Just give it an ondeath property via spawn things and tell it to use the monster's corpse as a spawnspot

>> No.4139660

>>4139620
> chaingunner with archvile resurrect
> all those chainguns sitting up there out of reach

>> No.4139661

>>4139654
whoa ive never heard of this before, how do you do it?

>> No.4139667
File: 1.30 MB, 1280x1024, Screenshot_Doom_20170722_211112.png [View same] [iqdb] [saucenao] [google]
4139667

>>4139646
MAP NAO

In other words, whilst most of the inside of the building is done, I still need to give it visual passes.

Community might hate me, but I'll see what I can do to redeem myself in their eyes for forgiveness.

In the meanwhile, I'm still not satisfied with the endroom. Still something missing that would scream proper "you're standing inside of a demonic supercomputer". Maybe I'll figure it out eventually.

>> No.4139668

>>4139537
it's not the same one

and that one is from hexen

>> No.4139672
File: 230 KB, 1280x1024, deathspawns.png [View same] [iqdb] [saucenao] [google]
4139672

>>4139661
I belive it's as simple as One-Two-Three:

1: Slap down yer monster
2: Set params (mapspot tag is the same as monster's tag- causing the monster to act as the mapspot)
3: Set what you'd like to spawn. Cell charge/charge pack should be the plasma ammo

UDMF format pictured, but it should be possible in anything that gives you the option to attach actions to Things.

>> No.4139673
File: 32 KB, 425x396, you tried.jpg [View same] [iqdb] [saucenao] [google]
4139673

>>4139667
>that star

>> No.4139674

>>4139673
I swear to you master I am doing my best.

>> No.4139683

>>4139672
Oh I figured you were talking about Decorate code. I dont personally do any map editing at all. It just sounded neat to be able to make an actor drop something it normally wouldn't without even referencing a replacement for the actor.

>> No.4139690

>>4139683
I think you can do that with simple inheritance. I hardly dabble with decorate. Even after reading the guides I'm too much of a blithering idiot to get it.

Still, hopefully this thing is good enough that it makes up for past transgressions upon release.

>> No.4139694

>>4139667
I think it looks fun.

>> No.4139696

>>4139690
This, inheritance is EZ/PZ if all you want is a different drop or perhaps renderstyle.

>> No.4139710
File: 1.92 MB, 1280x1024, Screenshot_Doom_20170722_213908.png [View same] [iqdb] [saucenao] [google]
4139710

>>4139694
Thanks anon. It's heavily based off of the Penultimate End of ZDCMP2 and Sunder Map 12.

The problem is >>4139065
trying to figure out "What's good, what's bad (that can be improved. I don't like throwing things out, I think that absolutely everything can be pulled off if done correctly), what's missing, etc."

I am very likely to break up the map a bit for the addition of more areas.- but that's just creating more work for me. Hm.

The idea is to get it as close to perfect as possibly can be, naturally. The map's mostly slaughter-esque, but it has a handful of custom weapons and monsters to aid with this. Mostly bosses though.

Once I have the baseline visuals on a "hey that looks good", then I'll properly set up the rest of the encounters. Most of the monster placement is already done- however I add new things here and there when the idea comes to me or I think it would suit the room.

I can always update the WEBM?

This room and it's ajacent cyberdemon room are slight problems. I know what I want in them, but not what I want IN them- if you know what I mean? The encounters and general movement of map geometry to open up the respective bosses is planned- but that shouldn't be the only thing in the room... Hm.

>> No.4139727

>>4139710
How do people feel about "Developer Commentary" switches in a map, designated by SW1 Blues?

>> No.4139729

>>4139727
probably better left for megawads that have been acclaimed in some way, for people that are actually interested in their dev history

>> No.4139732

>>4139729
A fair point, even for secrets.

We'd have to go back and have remade versions of those wads though.

>> No.4139737
File: 34 KB, 320x167, 0029.png [View same] [iqdb] [saucenao] [google]
4139737

>analog stick on my favorite input device is sticking to the right
>it was a really nice analog stick too

>> No.4139752

>>4139660
>kill a bunch of baddies
>open a door
>three archviles pop out
>stun two of them with the plasma gun
>the third picks a mancubus to resurrect instead of the plentiful imps and zombiemen
>the fat blob now blocks me from stunning the archies
>I get burnt

reeeee

they always pick the most annoying corpses to rez

>> No.4139757
File: 90 KB, 409x461, actual height.png [View same] [iqdb] [saucenao] [google]
4139757

>>4139148
>gmota (rip in rip forever ever)
a guy can take a day or two off for his birthday, can't he?

>> No.4139758
File: 20 KB, 598x648, omm.png [View same] [iqdb] [saucenao] [google]
4139758

>>4139752

>> No.4139759

>>4139737
Actually it somehow seem to have stopped sticking after I disassembled it to look inside it but then did nothing and put it back together.

Guess I'm holding on to it for a little while longer.

>>4139752
It's like they know how to fuck you in the ass in the worst way.

>> No.4139761

>>4139759
>get in real close with the SSG
>"haha I'll stun you now"
>RNG says no
>burnt

or, my favorite
>run away from an Archie
>the flames on my feet subside
>there must be twelve walls between me and him by now
>still get launched

gah

>> No.4139763

>>4139757
happy birthday
i'm just givin u shit m8

>> No.4139776

>>4139139
>Project MSX (rip)
But wasn't it being worked/updated by two different anons?

>> No.4139784
File: 55 KB, 636x310, Untitled.png [View same] [iqdb] [saucenao] [google]
4139784

>>4139761
>get targeted by archie
>duck behind cover
>wait a moment
>think he's done casting
>step out, right as he's finishing the animation
>get blasted

Or even worse:
>Archie targeting another monster, see the flames on them
>monster dies at the last moment
>get blasted

>> No.4139849
File: 1.08 MB, 1280x1024, Screenshot_Doom_20170722_225401.png [View same] [iqdb] [saucenao] [google]
4139849

Slight update to the unusual circutry crevices.

>> No.4139909

>>4139616
vertices

>> No.4139914

>>4139909
OK. Why don't you want vertices where the lines intersect?

>> No.4139916

>>4139914
I'm not him but ostensibly it's because it's subdividing his sectors in a way he doesn't want, turning a simple 1 sector bridge into multiple sectors for example

>> No.4139919

>>4139916
He can just delete the linedef segment that crosses the bridge.

>> No.4139924

>>4139916
That's how the engine works though.
Linedefs are straight, they do not cross or bend, if you want to cross them or change the direction, you need to divide it up with vertices.

>> No.4139931
File: 55 KB, 534x443, Hmmm.jpg [View same] [iqdb] [saucenao] [google]
4139931

Is there a way for a projectile to register the thing it hits as its tracer? I can't use +HITTRACER because it's not Zandronum friendly. I need these projectiles to check the status of the monster it hits and then react accordingly.

>> No.4139939
File: 217 KB, 1920x1080, why.jpg [View same] [iqdb] [saucenao] [google]
4139939

the pupper death sound in return to danger is unnecessarily long and it makes me sad

>> No.4139949

>>4139931
That's kind of why +HITTRACER exists, Anon. Because there wasn't a way.
Zando 3.0 when

>> No.4139952

>>4139949
I'm using Zandro 3.0 right now and +HITTRACER isn't a valid flag. I guess I WILL have to resort to other methods.

>> No.4139959

>>4139952
+HITTRACER is in the latest zandronum 3 alpha

so is (A_)Warp to some extent

>> No.4139961

>>4139959
I must not have the latest Zand 3.0 then, a_warp works okay.

>> No.4139980

Okay, fuck. Is the irc usually put in the OP? I didn't see it. It's literally been like two years since I have been a part of this community, but I've had a serious hankering. Do you shitstains still use the irc?

Either way, someone recommend me a mod combination and source port at random.

>sees zendybendy has 3.0 now
>last stopped modding before 2.0 release
>goddamnit i thought i was going to avoid modding this time around
>inb4 >modding for zandronum -- bitch i like multiplayer mods

>> No.4139984

>>4139980
strange aeons and your choice

>> No.4139985

>>4139939
Pascal the dog is here

>> No.4139994

>>4139980
It's in the pastebin. Not terribly active since Discord came into power, but it's still around.

play this mod http://forum.zdoom.org/viewtopic.php?f=19&t=35357

>> No.4139995

I updated Zandronum and I can't join any servers, what the dealio?

>> No.4139996

>>4139994
>Pass: gmotasux
>after two years

kek

>> No.4139998

>>4139980
Anon I'm still modding for Zandronum.

>> No.4140003

>>4139998
I know I can look at release notes but what are your favorite newest features if there are any worthwhile?

>> No.4140005

>>4140003
a_warp, and the additions of a reload and zoom button.

>> No.4140008

>>4139980
Zandybam has been on 3.0 alpha for fucking ages. Kinda stagnated.

>> No.4140009

>>4139980
>>4139996
...Vince is that you?

>> No.4140010
File: 3 KB, 436x94, HELP.png [View same] [iqdb] [saucenao] [google]
4140010

>>4139995
HELP

>> No.4140013
File: 1.75 MB, 1280x1024, Screenshot_Doom_20170723_002043.png [View same] [iqdb] [saucenao] [google]
4140013

Alright. This spot seems to be nearly done.

>> No.4140014
File: 15 KB, 300x300, 2dd.jpg [View same] [iqdb] [saucenao] [google]
4140014

>Just found out that the guys who made Plutonia Experiment are the same people who made most of the levels of Half-Life and a shit ton of other things

I feel like such a pleb.

>> No.4140015

>>4140009
Hah... yeah. Goddamnit. Hope you weren't waiting on me to fix your skellytun.

>> No.4140021

>>4140015
Fuck fuck fuck fuck it's happening again

>mod idea: pet hissy. Uses colors and animations from all the caco-recolors on realm667 as upgrades and abilities

>> No.4140024
File: 1.99 MB, 720x360, These guys are pretty much done.webm [View same] [iqdb] [saucenao] [google]
4140024

>>4140015
I've done much with him, he's going to have a new role, and there's a new revenant that took his place.

>> No.4140028

>>4140021
>a micro version of bossifyer that uses up less memory and server calls which just stays with the player, tags areas of the map and generates possible random encounters right before the player reaches them

Fuck guys what am i doing

>> No.4140029
File: 3 KB, 69x70, Cacodemon 2.gif [View same] [iqdb] [saucenao] [google]
4140029

>>4140021
>Fully matured hissy is a pet Overlord/Cacolord.

Fund it.

Also YHOLL, this might be useful for you.
https://web.archive.org/web/20170113212106/http://haunt.8m.com/beastiary/caco.html

>> No.4140034

>>4140010
HELP IT'S HAPPENING IN SINGLE-PLAYER

Script error, "RO_pb_2.4.pk3:textures.bernie.txt" line 12:
Bad syntax.

>> No.4140036
File: 7 KB, 144x125, Cyber Caco.gif [View same] [iqdb] [saucenao] [google]
4140036

>>4140029

>> No.4140038

>>4140034
Are you using 3.0 or 2.0?

>> No.4140039

>>4140036
>Caco NEVER skips leg day!

>> No.4140043

>>4140039

It becomes more hillarious when you realize it's just a cacodemon copy-pasted onto a greater imp sprite as if you shoved the imp's head up one of the holes and the cacohead took over.

>> No.4140049

>>4140014
I know Dario Casali went on to do quite a lot of professional level design, but did Milo too?

>> No.4140050

>>4140038
As far as the Zandronum homesite is concerned there's only 2.1.2

>> No.4140051

>>4140043
So now Cacos are also headcrabs.

>> No.4140052
File: 3 KB, 80x107, Imp, Giant Fire.gif [View same] [iqdb] [saucenao] [google]
4140052

>>4140043
>>4140036
We need an astral dread-naught variant of the Overlord monster of 667.

>> No.4140053

>>4140051
Cacos do whatever the hell they want. They're the "bee movie" of demons.

>> No.4140057

>>4140014
World of difference in quality, isn't it.

>>4140053
>According to all known laws of aviation, there is no way that a Cacodemon should be able to fly.

>> No.4140059
File: 16 KB, 427x300, 1499949098829-vr.jpg [View same] [iqdb] [saucenao] [google]
4140059

One minute we're heavily analyzing map and gameplay design, the next minute we're talking about imps heads being shoved up caco assholes and the caco taking over their body like a headcrap. I fucking love /vr/doom

>> No.4140062
File: 29 KB, 256x352, 01230142536.jpg [View same] [iqdb] [saucenao] [google]
4140062

>>4140059
>headcrap

>> No.4140067

>>4138981
>[7-21] Anon map release: LEISURE.WAD
>Links dead

>> No.4140072
File: 568 KB, 256x256, yeroll.gif [View same] [iqdb] [saucenao] [google]
4140072

>>4140059
>headcrap

>> No.4140075

>>4140050
So I can't join most servers, run Russian overkill. Fug :D

>> No.4140078

>>4140075
>>4140050
Have you considered you're trying to join a 3.0 server?

>> No.4140084
File: 105 KB, 741x681, hissy types 1.png [View same] [iqdb] [saucenao] [google]
4140084

guys what am i doing pls stop me
>any ideas on abilities/flavors for these that aren't just reproductions of the r667 monsters?
>cheshire caco: teleport ability for instance

>> No.4140085

>>4140078
I got 3.0 and now this:

Script error, "zandronum.pk3:language.enu" line 1699:
Expected '=', got 'ifgame'.

>> No.4140086

>>4139776
Yeah but I haven't seen any updates on those and the main project is still dead.

>> No.4140094

>>4139980
nope, irc is dead dead dead

>> No.4140097

>>4139536
Looks goooooood REKKR anon

>> No.4140139

>>4140084
>the octabrain with the poorly edited caco face
got a good chuckle

>> No.4140145

>>4140084
There's also the MaluDemon on the forums of R667 and the Overlord is certainly a caco.

I'd certaily adore a "pet caco" mod with an evolutions tree and everything. Prehaps even with a built-in-handbook deployed by the UAC:

"In all of our endless battles with the dezidens of hell- one in particular has always remained somewhat of an enigma. The "Cacodemon" as it's been taken to being called, is the most unusual and praelevant of the Demon species. Daemoscientologists, Military commanders, and religious folk have been puzzled by them, being inexplicably capable of flight, belching what seems to be ignited commonly-occuring plasmatic "FIRE BLUE", extreme adaptability, and rapid reproduction rate have lended the species to- despite being the most simplistic of the Demonic hordes- also be technically the most genetically complex, able to take on characteristics of almost anything and in some rare cases become parasitic. Closely related to the Grell, One thing that everybody, demons and humans alike agree on:

They're adorable."

>> No.4140150

>>4140084
GolgothoDemon: Sample some of the textures from CC4 textures and combine with Maludemon. Replace eye with inverted cross plate.

Cybernetic cacodemon that's not just robit too.

>> No.4140160

>>4140145
>daemoscientologists
Heh

Also, I passed up the Overlord just cuz I figured it would be something for a later update after the first few passes of code and tweaks. I'll look at the MaluDemon.

I was considering either an evolution/growth tree or pickups that were temporary (or replaceable) -- the latter would be friendlier and faster for multiplayer competition. If I went with a growth mechanic I think I'd want to design a feeding system -- feed them special foods to grow certain ways, either monsters or specific pickups or both. Maybe the end result would be a mod that incorporates a hybrid of all of the above ideas. This could really go any direction.

I won't make any promises to things I don't already know I can code though - I don't have time for that, really. So extra interface stuff is right out. The best I could do is a help screen like in Samsara. Has anyone ever discussed the heretic/hexen inventory system in Doom?

>> No.4140161

>>4140150
Goth textures, specifically.

>> No.4140164

>>4140160
Also I would have not a fucking clue how to get started on any kind of system to issue them basic commands like in zdoomwars or something. Maybe there is a way to generate hate on targets using a weapon but that's easier said than done.

>> No.4140167

>>4140160
I'd really like to see it like the hybrid of the idea. Maybe you could ride ontop of specific cacodemons?

The "flesh pods" decorations could make a good base for cacodemon eggs/cocoons/whatever. I'd imagine they adapt to a given situation and are capable of laying eggs and live offsping, depending on whatever's safer for their progeny. I would presume they would like to gather nearby and or be healed by Fireblu.- and possibly make nests in fleshy areas from time to time.

There's also those spooky looking Breadbagfly cacodemons.

>> No.4140170

>>4140167
>>4140160
Either way, I like the idea of the cacodemon being reffered to as a "Domestic Demon"

Pull a couple of ideas out of The Green Pile comic?

>> No.4140176
File: 50 KB, 900x900, WutFace.jpg [View same] [iqdb] [saucenao] [google]
4140176

https://www.doomworld.com/forum/topic/94302-lilithpk3-release-candidate-1/

It.

>> No.4140181

>>4140176
Neat.

>> No.4140182

>>4140167
Man, shit's starting to sound complicated. You got me thinking about Caconests and Cacodemon families -- what would a herd of cacos be called? Would you command a whole army? I think the most I'd do with that idea is you have (in)direct control over Hissy, and then Hissy's childs get +FRIENDLY tagged only with no ability to really interact with them.

And riding Cacodemons can be done with the dirty hack of fucking around with the player actor and some ACS (rather than trying to glue two actors together - tried it.. it sucks).

My propensity to try to make every one of my mods compatible with everything will probably lead to me avoiding player actor edits, and situations where the extra caco actors could cause massive crowding. I think I'd lean heavily on the personal pet aspect in the end.

This is all still theoretical. It's the best idea I've had in a while, though.

>> No.4140189

>>4140084
>tfw no one will make rotations for that beautiful cybercaco and we'll end up with a grey recolor for drla

>> No.4140209
File: 222 KB, 504x470, 1484402649361.jpg [View same] [iqdb] [saucenao] [google]
4140209

>>4140176
w e w

>> No.4140213
File: 14 KB, 312x318, 1429553355054.png [View same] [iqdb] [saucenao] [google]
4140213

you see Duke Nukem in Ready Player One trailer. https://www.youtube.com/watch?v=LiK2fhOY0nE

it happens around 0:59

what are the chances to see Doom references appear?

>> No.4140214

>>4140189
>beautiful
anon... have you looked at it for more than half a second? shits the ugliest franken-sprinting I've ever seen

>> No.4140223

>>4140213
I don't see Duke Nukem, where?

>> No.4140226
File: 508 KB, 1280x720, Screenshot_2017-07-23-01-44-49.png [View same] [iqdb] [saucenao] [google]
4140226

>>4140223
rpg

>> No.4140227

>>4140176
[Vinesauce] Vinny - DOOM Corruptions

>> No.4140228

>>4140223
In the background of the shot at 0:59, he shoots the RPG.

>> No.4140230

>>4140226
>>4140228
Fuck me I'm blind.
The iron giant and the joust birds are cool too

>> No.4140246

>>4140213
>pop culture : the referencing
This is just an excuse for Spielberg to show off his destruction systems he used in the Tintin movie again.

>> No.4140258

>>4140214
>>4140189

>not taking them and using them as a base to make better ones.

Come now.

>> No.4140260
File: 1.24 MB, 1280x1024, Screenshot_Doom_20170723_030043.png [View same] [iqdb] [saucenao] [google]
4140260

Have some more DID THINGS.

Could a recoloured ASHWALL flat pass as a rug of sorts?

>> No.4140262
File: 1.45 MB, 720x360, bullets normally stun things right.webm [View same] [iqdb] [saucenao] [google]
4140262

>>4139016
I'm late to this but fuck you this was troubling me all damn day and night.

>> No.4140270

>tfw too sick to map

>> No.4140274

>>4140270
Here, anon. Have a Moloch-In-A-Can

>> No.4140279
File: 69 KB, 589x477, raging shitposter.png [View same] [iqdb] [saucenao] [google]
4140279

>>4140274

>> No.4140282

>>4140274
I only drink Caco-cola.

>> No.4140283

>>4140274
what the fuck is a moloch

>> No.4140285

>>4140283
Modified Cycloid Emperor.

You also fight a Gatekeeper and Source Guardian

>> No.4140290

>>4140285
i don't understand any of these words

>> No.4140295

>>4140262
Where's that picture of doomguy sparkling, I feel it's relevant

>> No.4140296
File: 10 KB, 306x248, Cycloid_Emperor.png [View same] [iqdb] [saucenao] [google]
4140296

>>4140290
Okay, let me put it to you like this. You fight the Alien Queen and Cycloid Emperor in Duke 3D, as the Final Boss and Expansion Boss. Sorry.

>> No.4140301
File: 368 KB, 2658x1262, fabguy.png [View same] [iqdb] [saucenao] [google]
4140301

>>4140295

>> No.4140305

>>4140296
I fucking love his little claw things- so much so that they're part of a concept inspiration for one of the factions in Project Equinox.

>> No.4140307

Does anyone have this pic I'm lookin for? It was kind of a stained glass style with doomguy and I think the D3 cyberdemon in black and white. Hopefully someone knows wtf im talkin about...I haven't seen it in ages.

>> No.4140309

>>4140307
I'll keep my eyes peeled.

>> No.4140316

>>4140301
Perfect.

>> No.4140403
File: 1.58 MB, 1280x1024, Screenshot_Doom_20170723_044504.png [View same] [iqdb] [saucenao] [google]
4140403

>>4140296
limited edition hellogram

>> No.4140404

All this talk about a pet caco made me think; what about a mod where the point is to get your pet cacodemon to the exit alive while enemies would focus on you both.

Dunno whether it would slowly move their itself or simply trail behind the player at annoyingly half speed. Maybe have it get distracted by pickups or corpses and you have to give it a loving boot every now and then. A booting speeds it up, but takes a few points of health away.

>> No.4140419

In Smooth Doom, is there a way to make blood pools not disappear?

>> No.4140421

>>4140404
>escort mission
if you managed to make it fun you would be one of the few people in the world to do so

>> No.4140429

>>4140404
Check out A Boy and His Barrel for an escort mod

>> No.4140448
File: 681 KB, 1600x900, Screenshot_Doom_20170723_031409.png [View same] [iqdb] [saucenao] [google]
4140448

>>4140262
I replaced the placeholder imp fireballs with a crystal.

>> No.4140493

>New Doom ""Free"" week
>67 Gb of Data sitting on my PC
>is just a demo of the first 2 levels
Doom Shareware > Doom 2016 demo.
And the crack won't even work, maybe I'll finally try a map pack.

>> No.4140501

>>4140493
and also snapmap and multiplayer, but yeah, pretty sure it's nothing.

>> No.4140523

>>4140493
On the other hand, the final game's size is a bit smaller than what it was before

>> No.4140525

>>4139980
>i poked my head in a while back and there was some guy named Balrog ranting about jews, so i left
-- https://desuarchive.org/vr/thread/3809501/#3812490

>> No.4140527

>>4140067
see >>4139298

>> No.4140530 [DELETED] 

>>4140525
Given that during my short time there i noticed some people partook in or sympathized a movement with quite adverse consequences that doesn't surprise me

>> No.4140531
File: 337 KB, 774x1031, 1500805668.jpg [View same] [iqdb] [saucenao] [google]
4140531

>>4140295

>> No.4140535 [DELETED] 

>>4140530
you have to go back

>> No.4140536 [DELETED] 
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google]
4140536

>>4140535
>already assshattered

>> No.4140537 [DELETED] 

>>4140536
wow, you're clearly totally disaffected from this

>> No.4140538 [DELETED] 

>>4140536

Holy shit, dude.

>> No.4140540 [DELETED] 

that was quick

>> No.4140541

>>4140525
hmm, i recognise that name. i think he founded the /vr and /doom boards on eight chan (do you still have to obscure eight chan to get it past the spam filter?)

>> No.4140547

>>4140541
Least surprising statement of the day.

>> No.4140606

>>4140024
>aged, amber skeleton
>throws a perfectly white bone
am i the only one bugged by this?

>> No.4140612

>>4140606
no

>> No.4140618

>>4140170
>The Green Pile
That takes me back.

Anyone remember Planet Of The Imps?

>> No.4140619

>>4140606
Why? Do you think he's throwing his own bones?

>> No.4140620
File: 430 KB, 1600x900, Screenshot_Doom_20170620_025410.png [View same] [iqdb] [saucenao] [google]
4140620

>>4140606
I fixed that awhile back because it irked someone else too, and myself.

>> No.4140657

>>4140618
yeah vaguely, not much though, i think somebody had a toilet that was actually a portal to a hell dimension drowning in piss. and there was a cafe named Krappy Koffee?

>> No.4140684

>>4140657
I remember lots of Simpsons references, and lots of flats stretched out into vistas.

Also
>Oooh, a centipede! *lip smack*

>> No.4140797
File: 50 KB, 83x235, what a neato post.png [View same] [iqdb] [saucenao] [google]
4140797

>>4140213
Most likely will be shit, but it looks pretty cool desu

>> No.4140825

>>4140176

i see he finally uploaded to the general public

>> No.4140859

Can someone suggest me a good Doom multi-map wad that isn't just a generic 11+ map replacement with new textures

I'm thinking partial/total conversions or levels with cool gimmicks territory

Thanks

>> No.4140893

>>4140859
Have you played Valiant? It's a bit of both.

>> No.4140986

>>4140213
https://twitter.com/neilcic/status/888866630306082817

>> No.4141002

>>4140893
Not really what I'm looking for - still feels very Doom like

Maybe something that doesn't feel much like Doom would be great

Remember Massmouth 2? That was great.

>> No.4141004

>>4141002
massmouth 2 has not aged well at all, though

>> No.4141012

>>4141004
It sure hasn't but man if I could find recent wads in a similar vein that'd be great

I have serious nostalgia for it since it was cutting edge when it was released (like 2003 or so was it? Jesus that's old)

>> No.4141048

>>4141002
Temple of the Lizardmen series
The City of the Damned: Apocalypse
Void of Hell
Inquisitor
Mayhem Mansion

these are my favorite Doom TC's that pretty much transform Doom. HUGE fan of Temple of the Lizardmen since it becomes like this Mayan Unreal adventure.

>> No.4141106

Does idclev mean "see level" ?

>> No.4141121

>>4141106
id - change - level

>> No.4141125

>>4141002
hacx

>> No.4141141

>>4141125
Wasn't that horribly unfinished and underwhelming?

>> No.4141142

I'm trying to play gzdoom but software mode stutters p fucking badly and hardware mode doesn't render any sprites
Googled the latter and it just says that's a thing that happens on old amd (cards) and to update my driver (it's up to date)
I'm using an a6 3420m

what do

>> No.4141152

>>4141142

iev got the same problem, didnt happen until I upgraded to gz 3.1
> I cant even run hardware mode

also ive got intel so its not just amd

>> No.4141158

>>4141152
>didn't happen until i upgraded to gz 3.1
So the older releases work?
Guess I'll try

>> No.4141163

>>4141141
it's about as finished as freedoom iirc

>> No.4141173

>>4141158
2.4 worked just fine for me, really didnt expect this graphics glitch to show up at all

> mfw they're trying to push people out of software mode entirely

>> No.4141203

>>4141173
you think spending months writing a new software renderer that can do truecolor is an attempt to "push people out of software mode entirely"?

>> No.4141212

>>4141163
So not?

>> No.4141213
File: 126 KB, 624x330, gl.png [View same] [iqdb] [saucenao] [google]
4141213

How come MetaDoom's grenade launcher looks different from where it's based on?
Is it based on a non existend GL from either classic Doom or D3, like how the Spiderdemon was based on a non existing counterpart from Doom 64?

>> No.4141226

>>4141213
Because reusing Eriance sprites lol

>> No.4141230
File: 166 KB, 1080x1349, cat damit.jpg [View same] [iqdb] [saucenao] [google]
4141230

>>4141203
I don't see why it couldn't already do that since its inception.
> t. UT, Half Life, Halo, UT2k4, etc etc
> there's nothing special about a software renderer that can do truecolor and there never was really
> and I find it baffling that it was never put in until now

However I don't think turning off truecolor does any good to fix this issue.

> my shit eating grin face when ive made a palette that handles most of the colors not normally a part of the doom palette pretty well, and im okay with 8bit

> but im not happy with the game suddenly slowing down to a grind after game start and then crashing out of nowhere

>> No.4141236

>>4141213
grenade launchers are supposed to look like italian semi-auto shotguns

>> No.4141253

>>4141236
I can't think of any Italian shotgun with a drum magazine.

>> No.4141256
File: 273 KB, 432x598, dril denton.png [View same] [iqdb] [saucenao] [google]
4141256

I have a huge, huge, huge boner for creepy ambient midis. Does anybody have any that they could spare?

>> No.4141269

>>4141256
I don't know if it's at all possible due to ZDCMP2 permissions, but it had a rather unsettling abeit beautiful ambience when you got roughly around the area just before the Generator. Almost sounded like some sort of "Singing" from the icon.

>> No.4141285

>>4141253
i meant "aren't"

>>4141256
is there a such thing? i remember the ao oni tc had it's theme but that's it

>> No.4141286
File: 1.23 MB, 1280x1024, Screenshot_Doom_20170723_152909.png [View same] [iqdb] [saucenao] [google]
4141286

>>4141269
Slowly running into stopgaps here. Running out of what to fill the rooms with, In the meanwhile, whilst shuffling some things around, I did this.

>> No.4141304

>>4141285
The Blood Alpha is what I'm listening to. The first couple songs after the Apogee and Title screen music are really unnerving and well-made. They give me a HUGE 80s slasher movie vibe.

https://www.youtube.com/watch?v=FPi7DrWQ-k0

Is there a genre for this type of music? Old 80's horror movie soundtracks are great, but most music people make nowadays that calls itself horror is just the same fucking garbage phony synthwave loop.

>> No.4141315

>>4141173
Sprites don't work in 2.4 hardware for me either'

Software runs perfectly though so problem solved I guess

>> No.4141353

>>4141315
apparently openGL did all sorts of amazing shit back in the day and it still does on quakespasm

but OpenGL 1.4 is apparently beneath GZdoom's standards for some reason

>> No.4141408

>>4141269
>>4141256
>>4141285
>>4141286

Have a sample of the aforementioned singing thing.
https://www.dropbox.com/s/nxy4xiiiqnfc6pa/2017-07-23%2015-38-01.flv?dl=0

>> No.4141425

>>4141408
I think that's better coined as 'chanting'

>> No.4141437

>>4139382
>>4139465
>>4139537
The sky is from the Box of Skies by Mechadon. The comparison with the sky2 from Scythe is spot on since I wanted something similar.

>>4139383
The music track is from Hell Revealed 2 map03. I guess the things will be more on the tight and tense side, it won't be a very long level.

>> No.4141441

>>4141425
How can it be chanting? There's no vocals. I'm speaking of the odd single harmonious vibrating chord.

>> No.4141480

>>4141437
>check out map 3 of HR2
>literally starts you with like four-five shotguys in your face
Who thought this was good?

>> No.4141502

>>4139298
this map is excellent, just my sort of thing (i am a fan of old school mid nineties style maps). the secrets especially were excellent, hidden but well-hinted, and i found all of them. may be a little on the easy side though, as i got 3x100% on my first try.

demo: https://my.mixtape.moe/tsddat.zip

nitpicks:

sector 292 in the plasma gun secret has a stimpack on it, hinting you can get up there, but you can't.

the top of the crate in the lava (sector 209) is a damage sector, probably unintentional.

as i said the secrets are well hinted - with the possible exception of sector 288. perhaps put something like an armour bonus on sector 267 to indicate there's a reason to run to it. i only found this one by luck, really.

might be nice if bars locking you into blue key area could be lowered from outside (thinking about multiplayer, or just if you leave stuff in there and want to get back in)

shortcuts:

can press switch in red key room (line 1221) from below, without having to go up on ledge. though it doesn't save much and you still need to go up there to reach secrets.

can press line 1355 to open chainsaw secret through the bars in front, don't need to go round the back through sector 128.

can edge past one of the bars (sector 508) without lowering them, but again this doesn't save much as you have to press lowering line 2180 anyway to open the exit.

>> No.4141552

>>4141256

I've been building up a very small collection, I'd love to add more.
https://www.dropbox.com/s/rhyvh6fufb90m6w/spoop.zip?dl=1
If anyone else has any suggestions, please let me know.

>> No.4141570

>>4141502

First of all thank you so much for taking the time to write this out, very helpful!

>plasma secret stimpak
>hot crate
>shortcuts

Good catches, it's crazy how these things slip by no matter how much you test. Will fix them later tonight.

I'm a bit stumped about the two-parter secret switch that you managed to switch through the bars. I actually moved the button just to prevent that, you can see how it's a bit wonkily aligned. I'll just have to tweak it a bit more.

>as i said the secrets are well hinted - with the possible exception of sector 288. perhaps put something like an armour bonus on sector 267 to indicate there's a reason to run to it. i only found this one by luck, really.

Could this be resolution / FOV dependent? When playing on GZDoom at 1920 x 1080 I felt the secret door is pretty easy to notice when on top of the slab. I'll test and see if I can signpost it a tiny bit better.

Thanks again anon.

>> No.4141591

Any links to the Community Chest 4 textures?

>> No.4141598
File: 493 KB, 640x2400, 1500846365.png [View same] [iqdb] [saucenao] [google]
4141598

>>4141570
>I felt the secret door is pretty easy to notice when on top of the slab.
you misunderstand. my point is, why run onto the slab at all? there's nothing to suggest that doing so will trigger a secret door.

i agree that *when* you run over the slab the door is obvious, but why run over it in the first place? i only did so because when i play a new map i tend to do that kind of thing, press on everything, reach everywhere that's reachable, etc. but i was *surprised* when it opened a door.

>I'm a bit stumped about the two-parter secret switch that you managed to switch through the bars.

i didn't switch it through the bars, i went around them. here is a series of screenshots.

>> No.4141616
File: 206 KB, 800x600, Screenshot_Doom_20170723_200233.png [View same] [iqdb] [saucenao] [google]
4141616

This map has kind of a clever end.

I set up machinegun turrets to cover me while retreating, because I was expecting awful things to come pouring out of the exit, trying to stop me from leaving. I'm spoilering because I think it's actually kind of worth being surprised by this.

The door slams shut behind you, locking, and out comes some barons and a bunch of Arch-Viles, but see, you only face one of them, because the others teleport out into the previous arena and begin resurrecting monsters you previously killed.

Popping in and out of cover (the side of the staircase) I can deal with the lone Vile and his Baron cohorts, but as I deal with them, I hear lots of commotion from the other side of the locked door, my machinegun turrets raining down fire on the other Viles and their resurrected subjects.
I figure, "Eh, what the hell, I'll just fuck off." but then walking towards the exit, a barrier slams down in front of my face, double-fucked, it wants the yellow skull key, fuck, can't leave yet. There's a switch to let me back out into the arena, where I have to fight my way through the resurrected horde to find that key, the machinegun turrets had already given way (they can be amazingly reliable and useful but they have their limits). Finally I get to leave after taking that key.


I really appreciate an encounter like that, a simple twist but then done more complex.

>> No.4141623

>>4141598

>i agree that *when* you run over the slab the door is obvious, but why run over it in the first place? i only did so because when i play a new map i tend to do that kind of thing, press on everything, reach everywhere that's reachable, etc. but i was *surprised* when it opened a door.

Now I see what you meant. Running on top of anything that I possibly can in Doom is so ingrained for me that I didn't even consider that.

Putting something on top of the slab itself might be a bit on the nose, but maybe a row of armor bonuses on both sides of the slab so you are inclined to use the slab to cross over instead of going down and hitting the elevator button again.

>i didn't switch it through the bars, i went around them. here is a series of screenshots.

Was referring to the chainsaw secret, but thanks for the screens anyway.

>> No.4141624

>>4141591
the only one i know of is inside cchest4.zip.

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4

>> No.4141629

I wish for a FIREBLU-themed cereal.

>> No.4141630
File: 25 KB, 640x960, 1500847022.png [View same] [iqdb] [saucenao] [google]
4141630

>>4141623
>Was referring to the chainsaw secret
oh right. apologies for the misunderstanding. i meant here.

>> No.4141636

>>4141624
Thanks, that's good enough.

>> No.4141715
File: 2.98 MB, 320x240, leisure-521-1.webm [View same] [iqdb] [saucenao] [google]
4141715

>>4141623
here's another recording
https://my.mixtape.moe/tgirrm.zip

>> No.4141718
File: 2.06 MB, 320x240, leisure-521-2.webm [View same] [iqdb] [saucenao] [google]
4141718

>>4141715

>> No.4141747

>>4141715
>>4141718

Thanks anon. I wasn't able to check the demos yet (not on my main comp) so these help a bunch.

>> No.4141761
File: 150 KB, 500x500, ripandtea.png [View same] [iqdb] [saucenao] [google]
4141761

>>4141718
I've been wondering... so many shitters complain about first person platforming. But Doom mappers are still fond of using it and to add insult to injury it's a game where you can't jump.

>> No.4141771

>>4141761
It's significantly less worse in a game where you can't jump, just because then all you have to worry about is going fast and in the correct direction.

>> No.4141772

>>4141761
personally i can live with a couple of "jumps" (yes as you say doom lacks jumping so lets refer to "running across gaps" as "jumps" for the time being) eh where was i, oh yeah i can live with a couple of jumps to reach a secret or whatever, it's long sequences of pillars over lava (e.g. sunder map11) that i can't stand, because you have to do it, it's unskippable, goes on for about 50 pillars, and one missed jump has you running through lava and half your health gone and you have to start all over again

>> No.4141791

>>4139482

What is this

>> No.4141793

>>4141761

Good point. I put those on my map without really even thinking because I was aping the style of vanilla maps that I like.

There is something about the Doom "jump" that makes it more enjoyable to me than most other FPS games. Could be nostalgia, could be just how ridiculous it is.

>> No.4141810
File: 1.50 MB, 1280x1024, Screenshot_Doom_20170723_055016.png [View same] [iqdb] [saucenao] [google]
4141810

https://www.dropbox.com/home?preview=2017-07-23+18-02-40.flv

Another revision. Displayed some of the monsters too.

Anybody got an "explosion spawner"? Rockets abound, I'd like to have triggered spawns and uses of them via a simple mapspot. Damaging optional, mostly used for FX.

>> No.4141821

>>4141761
It never bothered me in Doom for >>4141771 this reason. The only time you can fuck it up in doom is if you force strafe-running.

>> No.4142082 [DELETED] 

Gee, it sure is boring around here.

>> No.4142091

>>4142082
Usually is around this time

>> No.4142092

>>4142082
Do you motherfucking think Doomguy is gonna complain!?

>> No.4142105

>map starts with you looking at the backs of a bunch of monsters
>some fuckhead sergeant a mile away has to ruin it by shooting at the calm mob in front of me


ree

>> No.4142156
File: 1.17 MB, 1280x1024, Screenshot_Doom_20170723_222026.png [View same] [iqdb] [saucenao] [google]
4142156

>>4142082
I'll dump some more crap

>> No.4142158
File: 623 KB, 1280x1024, Screenshot_Doom_20170723_221942.png [View same] [iqdb] [saucenao] [google]
4142158

>>4142156

>> No.4142167
File: 1.28 MB, 1280x1024, Screenshot_Doom_20170723_222105.png [View same] [iqdb] [saucenao] [google]
4142167

>>4142158

>> No.4142171
File: 1.78 MB, 1280x1024, Screenshot_Doom_20170723_224409.png [View same] [iqdb] [saucenao] [google]
4142171

>>4142167

>> No.4142187

>>4141480
welcome to HR2, go fuck yourself

>> No.4142219
File: 24 KB, 282x234, 1500317435195.jpg [View same] [iqdb] [saucenao] [google]
4142219

>its a wad with no secrets behind the starting location in any of the maps

>> No.4142241

>>4142105
>map starts with you looking at the fronts of a bunch of monsters

>> No.4142260

>>4142241
>they all then instantly teleport away to various parts of the map

>> No.4142269

>>4142260
>teleportion fails

>> No.4142286

>>4142260
>they are teleported to inaccessible parts of the map

>> No.4142339

>>4141256
ecstatica soundtrack.

https://www.youtube.com/watch?v=hOV-LgV2VBg

>> No.4142349

>>4142269
> skillsaw's archvile centric map starts (valiant / vanguard)
> two of them immediately start their attack instead of moving

>> No.4142394
File: 541 KB, 399x241, tumblr_otjle1TJaI1s2seuro3_400.gif [View same] [iqdb] [saucenao] [google]
4142394

Someone's making a "weird hybrid of Doom and Wild Guns\Cabal" for a game jam.

>> No.4142398

>>4142394
Forgot the link, oops
http://shewhedd.tumblr.com/

>> No.4142409
File: 300 KB, 320x200, 1498695754302.gif [View same] [iqdb] [saucenao] [google]
4142409

>>4142394
This looks really neat

>> No.4142421
File: 28 KB, 1009x472, temp.png [View same] [iqdb] [saucenao] [google]
4142421

>> No.4142485

What should I set my cycles to when running Doom in DOSBox?

>> No.4142518

>fire up zendy 3.0 with latest dakka and dakkamons
>shit's breaking
>check dakka DECORATE
Oh fuck, jino did monster replacements. Should I fix this shit in my mod or is it worth it to even bother?
>should just get started on cacopet.pk3

>> No.4142532

>>4142394
>That projectile tumble

Should've maintained those barrel riflings better Doomguy

>> No.4142546
File: 301 KB, 1099x743, tumblr_otl1vsW3xd1qjqehno6_1280.png [View same] [iqdb] [saucenao] [google]
4142546

Phil's pretty cool.

>> No.4142556
File: 74 KB, 662x635, 1480022615232.png [View same] [iqdb] [saucenao] [google]
4142556

Is anyone here experienced with ACS and Zandronum 3.0's limitations? I'm working on a script here and having issues

>> No.4142572 [DELETED] 
File: 70 KB, 434x428, 1497186916312.png [View same] [iqdb] [saucenao] [google]
4142572

>Doom babbies

>> No.4142578

What's a good megawad for playing Project Brutality for the first time? Are the Brutal Doom: Hell on Earth Starter Pack maps any good?

>> No.4142609 [DELETED] 
File: 17 KB, 413x395, 1432033877702.jpg [View same] [iqdb] [saucenao] [google]
4142609

>>4141480
You really can't handle the literal ten minutes they take to finally wind up a shot?

What the actual fuck is wrong with Doom babbies? Asking honestly.

>> No.4142654

>>4142518
Monster replacements solely to have the fucking line for them to increment the score.

I've ended up knocking out a pile of personal compatibility patches just to make Dakka play nice with other shit.

>> No.4142667
File: 597 KB, 1600x900, Screenshot_Doom_20170724_031538.png [View same] [iqdb] [saucenao] [google]
4142667

Stunning now comes in three sizes:
Small, medium, and EXTRA LARGE

>> No.4142674

>>4142667
Medium looks right for the extra large, but it and XL look too big for their monsters.

>> No.4142681

Anyone here use wadsmoosh? How compatible is it with mods?

>> No.4142684

A mod that adds a "tactical" HUD like showing monsters hp, attributes etc... (Like an RPG)?

>> No.4142685
File: 590 KB, 1600x900, Screenshot_Doom_20170724_034006.png [View same] [iqdb] [saucenao] [google]
4142685

>>4142674
How about this?

>> No.4142687

>>4141761
maybe because of that famous pillar circle in E1M9?

>> No.4142696

>>4142685
Looks much more fitting.

>> No.4142760

>>4142687
I grew up with TNT so my signature pet peeve pillar problem was the Prison exit route. Then there was also the surprisingly intuitive torch puzzle in Last Call. I don't know why but my 7 year old self back on my first playthrough instantly made the connection between the hallway and the torch pillars.

>> No.4142787

>>4142684
Ultimate DoomVisor

>> No.4142816

>>4142687
i don't mind that one because it's an optional secret area and you don't lose much if you skip it

it's the unskippable ones that i dislike

>> No.4142827

>>4141791
Main UAC Hangar, a WIP map that i started september of last year and still didn't finish it, lel.

>> No.4142832

>>4138991
Fuck this map and the stupid tome of power quest, I lacked just 2 of those fuckers and even with noclip I couldn't find them, the map is exhausting, ugly, confusing and lacks ammo, what a bunch of dogshit

>> No.4142842

>>4141761
I never got why faggots complain about FPS platforming, it's like they don't want to learn the hitboxes or shit.

Yeah, Gordon Freeman wouldn't exactly look 100% natural clambering to a ledge if seen from the third person, but who gives a shit, his hitbox is square and if you get used to it's size you can figure out pretty easily how to do the platforming.

>> No.4142846

>>4139298
How the fuck do you play this map?

>> No.4142874
File: 111 KB, 1600x900, Intrude 2016 Game.jpg [View same] [iqdb] [saucenao] [google]
4142874

anyone know anymore heavily doom or wolfenstein inspired modern indie games in the same vain as disturbed and intrude?

>> No.4142878

>>4142874
*bitsturbed

>> No.4142886

>>4142874
Wrack is definitely Doom-inspired, but it's not an overly great game.

>> No.4142913

quoth enemies suck

>> No.4142916

>>4142846
what do you mean? what is the problem?

>> No.4142928

>>4142874
Gun Godz

>> No.4142960

>>4141480
Hell Revealed 2 is an example of a wad where I prefer playing on HMP. A lot of maps on UV, especially later on, are overly congested in layouts that don't really work with such gameplay. Its got a decent share of good maps, but overall its lacking compared to other HR-inspired wads.

>> No.4142971

>>4142886
My main issues with Wrack is that its enemy design is boring, and the instrument set for the music lacks any oomph.

>> No.4142995
File: 38 KB, 450x319, ooooo.jpg [View same] [iqdb] [saucenao] [google]
4142995

>>4141715
This screenshot gives me a devious idea...
on the other side of the door is a cyber in a cage. Directly across is a utility hallway with switches and shit, no easy way to dodge. To get in that hallway you've got to lower a barrier, which also opens the door

> you have to fiddle with the switches while being in a direct line of fire to the cyber, and dont have much of a way to dodge if he fires, maybe skedaddle your ass down the pipe as a rocket comes up behind.

No the UAC wouldnt have set it up this way, but the demons rewired the door magically to set up this devious trap to kill doomguy.

> in UV mode there's an archvile in the opposite area that you'd run out into to escape the rockets, possibly with a fast teleport and one of those spots being in a direct line of sight to that utility corridor.

>> No.4143004

>>4142485
most if not all games from the 386 and 486 era are ideally set for about 30,000 cycles

change the config so that the cycle up/down increments are for 3000 each so that you can find the right balance for you

ive found some lightweight games work better at like 18,000

>> No.4143006

>>4142960
I much prefer being double or triple teamed by different kinds of monsters used in clever ways.

Like that encounter in Mutiny where you're chased by a Cyberdemon as a blanket of Cacos come from the sky, while Revenants and a Mancubus rain down fire at you from above, on top of initially having to face off against a whole bunch of mooks and Barons before you have a good opportunity to start moving and then remain moving, otherwise they get in your way and the Caco blanket or Cyberdemon rapes you.

>> No.4143026
File: 1.41 MB, 320x193, please stop I beg you.gif [View same] [iqdb] [saucenao] [google]
4143026

>>4142832
I eventually figured it out. Up around the area on top where you run into the second silver door
there's a small ledge just over there by one of the turrets that leads to a breakable window, where you can get that silver key, and conveniently return in short order right back up to where you need it

The secret library... im not sure how to get in there, I guess you take that silver key and go open that door instead (there's a replacement key inside so you can still use it upstairs).

The blood key is right along the way to get in this one room
where there are some fresh clean socks for a change...

I forget if this opens the door to that floating bastard that sets you on fire, but if you grenade jump onto a platform just before it you can get a quad and erase that fucker.

and this whole adventure grants you a rocket launcher in a map where it isnt all that needed

and also

causes you quite abit of a pain in the ass too, since there are a couple of those squid monsters that shoot lava bombs because of this, not to mention that super-reiver from hexen

The red armor that I couldnt get to was under this lift which is in the room up in that turret where the silver key leads to.

> All of this reminds me that before I played this map I Had No Idea that in quake the locked doors steal the key that you used to open them, just like Zelda.

Also I never found the Purple Key, but all it leads to is a dopefish secret.

> Arcane Dimensions
The room in the Start level at the bottom under the lift asks if you have all 4 Runes...

ARE THERE any maps in AD that actually give you Runes? Would you even be able to keep them after finishing a map?

>> No.4143027

>>4142913
what about them

>> No.4143032

>>4142842

To be honest in doom the lack of a jump while vaulting a gap is realistic. A running jump doesn't give you height just distance.

However the inability to reach up and pull yourself 4 feet (thats 32 map units) is distinctively unrealistic.

I guess fps jumping mechanics duplicate this but it promotes this stupid idea that "jumping is a useful tactic in a fight". Without also granting superhuman climbing skills like Turok had.

>> No.4143045

>>4143032
>However the inability to reach up and pull yourself 4 feet (thats 32 map units) is distinctively unrealistic.
You're ostensibly carrying quite a lot of shit though.

Like not even counting the weight of ammo, that's a chainsaw, a pistol, two long guns, a kind of unreasonably overbuilt and overdesigned machinegun, a rocket launcher, and two sci-fi home appliances.

>> No.4143052

Is Serious Sam relevant of /doomg/?

Is it even /vr/? I kinda want to talk about what Fusion added (noticed horizontals chained cannonballs, chaingun and machinegun having differents ammos), but I fear it's too shooty and not olde enough.

>> No.4143057
File: 1.75 MB, 2560x1420, shambler hd.png [View same] [iqdb] [saucenao] [google]
4143057

>>4143045
swimming is quite impossible while carrying so much crap, but then again so is a running sprint (a hurried shamble perhaps, over short distances to dive between cover, pic completely unrelated)

but I assure you that climbing, at least to pull yourself up is doable - marines and spec ops are known for upper body strength, plus im pretty sure doomguy, ranger, and everyone else in fps games is hopped up on combat drugs which is why they have infinite endurance

> all those guns

They go in an extradimensional backpack (bag of holding). It takes time to retrieve them. Except for ranger, I think he actually carries all that shit somehow.

> just why do you think someone can carry 100 rockets anyway, even if they are the size of a grenade with some kind of magnum explosive chemical mix (google: OBL fuel)
> but even then, shit, I think 100 shotgun shells are pretty damn bulky all by themselves.

>> No.4143069

>>4143052
it's not really /vr/, given that it was released in 2001, but the rules specify platforms of 1999 or earlier, and it can run on 1999 pc hardware, so it's one of those hazy middle grounds that people like to shitpost about

>> No.4143080

>>4143057
I kind of always assume Doomguy is kind of genetically engineered on top of boosted with medicines. Not monstrously, but enough to make a difference, like really strong lungs and a boosted adrenaline production for maximum cardio.

Arguably also enhanced with a few cybernetics, like maybe wired reflexes for better reactions and more movement speed. Perhaps a cybernetic titanium spine just for lifting more and being able to maybe handle some injuries and contortions one normally wouldn't.

All with him being at the top of his game and an elite ranger commando or something. Top shape, top training, top experience and top enhancements.
I wonder what kind of toll that'd take on one's body with age though.

>> No.4143082

>>4143026
>and this whole adventure grants you a rocket launcher in a map where it isnt all that needed
Yup, and the map author is clearly laughing at you with the "ZOMG U GOT A ROCKIT LAUNCHER!!!" message. Fucker.

>ARE THERE any maps in AD that actually give you Runes? Would you even be able to keep them after finishing a map?
Yeah, the four maps with runes are the four maps in the main hub (not the ad_chapters hub) by Sock and MFX- Firetop Mountain, Obsessive Brick Disorder, Crucial Error and Foggy Bogbottom. The former two (by Sock) are quite fun- finding the rune in mountain has you following the trail of dead knights and I won't go into it any further than that beyond saying watch for ghosts, and obd's rune will fall into your lap if you've been good with finding the rest of the map's secrets. Crucial's rune is horseshit (that's the one that requires collecting keycards that only show up if you've already been to the locked door, which is hidden behind a completely normal-looking yet breakable grate, unlike the cracked grates that signify you can break them in the rest of the map) and Fucky Buttbottom has you finding all the magic tomes (which again, only show up once you've triggered them to), opening the library, and I don't even remember what the hell happens afterwards because I'd spent two hours on the map by then and just wanted it to end.

>> No.4143085

>>4143069
Mmm. I'll pass then. So, how do you do, fellow doomers?

>> No.4143087

>>4143082
and what happens when you get the runes, do you get a boss fight or what?

> im guessing its the or-what

>> No.4143090

>>4143069
Compared to today, it's a pretty old guard FPS, all things considered. But then, people will also talk about Doom 3 and 4 in here on occasion.

>> No.4143093

>>4143087
Secret map. I'll spoil it if you want: it's not really even a map, just a floating tower with a bunch of books listing the credits of the mapmakers and a short bio. You can make some enemies spawn but it also hands you a quad damage so whatever, and it doesn't even have a "Special Thanks: YOU" at the end.

>> No.4143105

>>4143090
it seems talking about modern entries in old franchises are allowed as long as its relevant to the discussion, such as the talk about breath of fire v in the bof threads when kattfag's not shitting it up, or breath of the wild in zelda threads.

but mind, i'm just theorycrafting based upon what i've seen deleted/slipped past.

>> No.4143124
File: 3.65 MB, 3840x2160, DOOMx64 2017-05-20 14-42-45-220.jpg [View same] [iqdb] [saucenao] [google]
4143124

OOOOH HERE IT COMES! HERE COMES THE NIGHT TRAIN!

>> No.4143127

can anyone help me setup gzdoom with a mod manager real quick? Really want to play some doom with mods.

>> No.4143129

>>4143105
>when kattfag's not shitting it up
I want Australia-kun, Kattfag, JD, and the Doombabbynerd to have an autism competition.

>> No.4143132

>>4143127
does dragging the mod onto the .exe not work for you, anon?

>> No.4143135

>>4143132
im looking for a manager that lets you compile multiple mods and stuff, I had one but I cant remember the name. It worked good.

>> No.4143140

>>4143129
Who else can we throw in?

>> No.4143142

>>4143129
On top of Mt. Everest.

Hopefully they'll make like Green Boots.

>> No.4143145

>>4143140
Sarais probably.

>> No.4143151

>>4143127
>>4143135
> create shortcut from .exe
> open its properties
> add -file and list all the files you want to have loaded and in which order

im an oldfag so I still like writing a .BAT and doing the above with it

>> No.4143153

>>4143142
with a chaingunner shooting at them from 5 miles away

>> No.4143170

>>4143135

ZDL is a good one, I hear.
I'm a cranky old shit set in my ways, so I still use Doomseeker with the "Play Offline" function.

>> No.4143178

>>4143135
ZDL is a good manager, let's you load WADs and PWADS / whatever they care called separately, choose which emulator / engine you are gonna run, and a lots of goodies.

>> No.4143182
File: 1.01 MB, 1280x1024, Screenshot_Doom_20170724_115443.png [View same] [iqdb] [saucenao] [google]
4143182

>>4142421
spooky sky.

>>4142760
My younger self took to the game just fine. These days I'm trash at it.

>>4142995
what

>>4143057
>not a fluffy snow yeti
ABSOLUTE DISGUST

>>4143145
>>4143129
Hey, now that's not fair to the competition. At least I'm trying to not be a complete fucktard.
(And failing miserably, but still.)

Crack open your favorite wad and screenshot some encounters or sets you really like.

Pic not related, Just more WIPS. Power outage last night made me lose progress on the Cardinal room, but it wasn't anything major.

>> No.4143195

>>4143182
even Allah himself doesn't want you to map

>> No.4143216

>>4143182
I never considered the shambler to be fluffy, if it had fur then it would be more vulnerable against explosions. Figured it was kinda like a thick skinned thing with white and off-colored skin.

>> No.4143218

>>4143216
It doesn't help that even the devs themselves flip-flop, with one (Romero?) saying it had fur and another (Adrian?) saying it's skin.

>> No.4143223

>>4143218
>>4143216
quake champions clearly shows it to be fur

>> No.4143228

>>4143223
>>4143216
I believe the only way to find out is to ask romero about it.

>> No.4143231
File: 311 KB, 1550x670, youarequestioningevidence.jpg [View same] [iqdb] [saucenao] [google]
4143231

>>4143228

>> No.4143247

>>4143223
>quake champions
not a single person on the crew from the original id

>> No.4143256

>>4143247
Tim Willits is literally the project lead.

>> No.4143257

>>4143231
The more i see it, the more i think terms like "Doom Babby" fit a lot better with modern id themselves, rather than younger people who'd try to get into these games.

>> No.4143259

>>4143256
like he said, nobody from original id

>> No.4143264

>>4143259
>>4143256
>>4143247
kevin cloud is in there too iirc.

>> No.4143265

>>4143231
he looks scared

>> No.4143268

>>4143259
He may be kind of a cunt but he's done a lot of stuff for the Doom and Quake series.

>>4143264
Everyone forgets about Kevin.
Hairy, hairy Kevin.

>> No.4143269

>>4143259
but Tim Willits worked on quake

why are you on about

>> No.4143270

>>4143231
Carmack being the art guy saying it isn't fur is pretty high up (assuming that email is legit), but Romero's explanation is fitting as well.

>John Romero: You're right about the eyes - most of the monsters don't have them. The world of Quake is dark, wet and scary and they didn't really need em. The Shambler is supposed to have a shaggy coat.

Plus, you know how rubbing your feet on the carpet builds up a static charge? Picture the Shambler doing that on a ten times larger scale.

>> No.4143274

>>4143270
>Plus, you know how rubbing your feet on the carpet builds up a static charge?
the only thing I recall was my soles and toes going absolutely numb

I still do it from time to time

>> No.4143281

>>4143270
>rubbing your feet on the carpet builds up a static charge
This creates mustard gas.

>> No.4143282

>>4143257
so would that make devolver shadow warrior babbies?
would that make gearbox duke nukem babbies?
or machinegames wolfenstein babbies?

>> No.4143283

>>4143282
Who much do they know about these games?

>> No.4143286

>>4143282
gearbox is everything babby
the babbiest of babs
the most crying of diaper shitters
gearbox a shit
how did anyone expect DN3D WT to not fuck up after goddamn DNF

>> No.4143290

>>4143283
enough to make decent enough entries on their respective series.

... two out of the three I mentioned, to be frank.

>> No.4143293
File: 1.50 MB, 1280x1024, Screenshot_Doom_20170724_124246.png [View same] [iqdb] [saucenao] [google]
4143293

>>4143182

>> No.4143294
File: 56 KB, 498x490, 1461444611272.jpg [View same] [iqdb] [saucenao] [google]
4143294

>>4143281
>DO NOT DO THIS i put my thunderbolt under the faucet like it said and when i turned on the water it EXPLODED EVERYWHER AND CUT ME BAD AND NOW I NEED 27 STITCHES

>> No.4143295

>>4143286
I'm more mad than anything that Gearbox took Megaton off the market because it was an all around reasonably solid console port at a good price (a bargain, really), making it an easy bar for younger people to get into some Duke3D, a thing I think is good.

Also they took the original sidescrollers of GOG, like, what the fuck is your problem Randy? I hope your ass gets gingivitis.

>> No.4143301

>>4143295
Oh yeah, also making Duke Caribbean available on the market, since it was a bit less known and obscure before.

I understand that they added those expansions to WT, but I don't like the WT port.

>> No.4143303
File: 395 KB, 1547x1638, 1351086445155.jpg [View same] [iqdb] [saucenao] [google]
4143303

>>4143295
>I hope your ass gets gengivitis
what

>> No.4143304
File: 1.63 MB, 1920x1080, Skate3 2017-06-07 05-24-12-39.png [View same] [iqdb] [saucenao] [google]
4143304

List of good things Gearbox has done:

>HL1 Opposing Force
>THPS3 PC port
>???

>> No.4143306

>>4143303
You heard what I said.

>> No.4143310

>>4143306
i wish I hadn't

>> No.4143313

>>4143282
>Bungie are Marathon babbies

>> No.4143315

>>4143304
What if the entire time it is actually Gearbox preventing HL3 from being released.

>> No.4143316

>>4143304
put duke in bulletstorm?

>> No.4143318

>>4143315
>que me shooting Randy like he's John Lennon

>> No.4143325

>>4143295
I personally believe the primary reason World Tour was produced was to have a Douk product with their name on it this console generation. Same reason why Harmony Gold keeps attempting to bring back Robotech even though most of the franchise is based off properties that they didn't create.

>>4143304
I hear Borderlands was alright but shit the bed when B*rch got involved.

>> No.4143335
File: 168 KB, 480x270, 1470184178237.gif [View same] [iqdb] [saucenao] [google]
4143335

I'm playing unreal for the first time
What difficulty should i play on if i play a lot of fps games?

>> No.4143342

>>4143316

I would hardly count that as a good thing.

>> No.4143353

>>4143325
>>4143304
General Knoxx was an amazing expansion.

>> No.4143357

>>4143335
Unreal or Unreal Gold?

>> No.4143359

>>4143304
he made some duke levels for the 4th episode

>> No.4143434

>>4143357
unreal gold

>> No.4143435

>>4143434
Probably Normal. Hard if you're used to Botmatch.

Unreal is a bit unique, since all weapons are rather quirky and the enemies are very durable and hit like trucks. It sometimes feel like you're you're just playing against a bunch of inexperienced human opponents.

>> No.4143443

>>4143359
>It's Impossible
Not really the greatest level, although there's worse, like Babeland.

>The Queen
Actually a pretty good boss level IMO, I'm surprised that came out of him.

>Derelict was made by Allen
Makes sense, I think it's one of the strongest levels of all the original episodes.

>> No.4143501

>>4140262
>Armgun that launches cumblobs/marshmallows
>They ignite into miniature suns

>> No.4143513
File: 1.92 MB, 1280x1024, Screenshot_Doom_20170724_135657.png [View same] [iqdb] [saucenao] [google]
4143513

>>4143293

>> No.4143538

I hate playing Doom games online. Why are they full of elitists? It's like Doom and Quake are the only FPS they ever play.

>> No.4143587

Bringing up Opposing Force made me want to replay it.

It seems currently that ally NPC AI seems to be bugged. Some soldiers give me their "I'll follow you" line, but then continue to wander around. Nothing critical though.

>> No.4143602

>>4143587
Honestly I mostly used them to make ambushes and to act as decoys and shit, when the game allowed it.

>> No.4143603

>>4143587
Valve probably broke something with the GoldSrc engine updates in the past few years.

>> No.4143610
File: 6 KB, 227x225, 1499571054151.jpg [View same] [iqdb] [saucenao] [google]
4143610

>>4138980
>SOUNDFONTS
>https://pastebin.com/y0Mnk9s4

I spent the last 2 hours ifguring out how MIDIs and soundfonts worked and was gonna try to get some help

You guys think of everything, I love you.

Seems I have an Adlib and SC-55 emulator. Last deal would be to find a Gravis Ultrasound soundfount

>> No.4143615

>>4143610
>You guys think of everything, I love you.
I appreciate the feeling, but my heart belongs to Asuka.

>> No.4143619

>>4143538
as cool as both games are, their audiences tend to have this very vocal minority consisting of shitposters, trolls and generally passive aggressive people looking to attack and offend anyone for the pettiest of reasons. which is true for, you know, most communities out there.

these threads are cool most of the time. people can get up in arms over meaningless garbage but they're generally chill. online groupups are rare but highly enjoyable.

>> No.4143623

>>4143603
Someone should make a sourceport for Half-Life to make sure it and it's expansions will run flawlessly on new systems, as well as fix numerous bugs and shit that needs fixing.

>> No.4143625

>>4143294
Instructions unclear. Got my dick stuck in a thunderbolt

>> No.4143628

I think I'm about halfway done replacing the arc-vile's spine.
It's kind of easy and consistent until he bends forward and I have to take a completely new approach to editing him. Fortunately a lot of the frames also maintain the same pose and his spine isn't visible at all angles, so I don't have to completely redraw it for every single frame.

>>4143625
Guess that really makes you Chad Thundercock.

>> No.4143632

>>4143538
Never played Doom online.

>> No.4143641
File: 155 KB, 362x447, 1499663202696.jpg [View same] [iqdb] [saucenao] [google]
4143641

>>4143610
https://www.doomworld.com/idgames/music/dgguspat

GUS Patches

This would work both with the zdoom and with a normal midi player, right? If so, I got all 3 major soundcard fonts. Yay

>> No.4143649

>>4143632
I did a fair bunch in the 2000's but it was mostly pretty boring HueHue servers in ZDaemon where people would just play Plutonia and nothing else without end, or it was the relatively sparsely populated Skulltag servers.

I didn't find it much fun, in co-op, everyone just rushed for the exit as fast as they could, nobody looked for secrets or explored or used any tactics, it was basically just sloppy-ass speedrunning.
Skulltag kind of was a bit better in that it had themes and setups like Invasion and Capture The Flag, as well as Ghoul's Forest (before it grew out of control), but it always felt like everyone was just busy trying to get everything just over with, like they didn't really enjoy the experience.

>> No.4143654

>>4143649
Like most multiplayer games.

I couldn't never explore the Left 4 Dead maps to my heart's desires until I played offline, and Warframe was never fun because you always need to go full Sanic.

>> No.4143656

>>4143649
they probably had a uuuh, what the hell was the name of the pre teamspeak programs, so they seemed like they weren't interested in the game

Hoenstly I'd play some samsara or try to load up weird shit to play with other people

>> No.4143693

>>4143335
I'd say Hard if it's your first time playing, Unreal for second playthrough.

>> No.4143720

>>4143603
Guess that's the case. It appears as if NPCs have issues following you over doors opened by engineers.

>> No.4143729
File: 163 KB, 800x600, Screenshot_Doom_20170724_223019.png [View same] [iqdb] [saucenao] [google]
4143729

>floor switch, cool
>oh gee, arch-vile popped out, who'd have thought?
I can deal with him, but then a door opens behind me. Fucking amazingly, I'd have just got up the steps as I hear two distinct shotgun blasts, so I narrowly missed that surprise buttfuck.

I swear RNG is fucking with me or something, because there's an inordinate amount of fucking SSG zombies when I'm playing Mutiny here, I never had that playing Revilution or the Playstation mapsets, I almost never saw them.

Anyway, it's nice that all those crushers and grinders stopped powering, that noise was a bit annoying after a while.

>> No.4143734
File: 195 KB, 800x600, Screenshot_Doom_20170724_223339.png [View same] [iqdb] [saucenao] [google]
4143734

>>4143729
Also I think the nodebuilding is a bit rough around the edges on this map, that arch-vile resurrected a dead SSG guy up on a ledge beyond a wall, first thing he did (giving me a window), and when I started the map, somehow a guy in a room somewhere had seen me instantly, and was left idling in his crowd for a good while until I got to him.

Pic related, a secret area, worked just fine earlier, but when I got back after killing basically everyone and clearing the level, these untextured walls had slammed down for some reason, I think that might have been some unintentional design flaw or something.

>> No.4143739

zdoom devs continue to abuse moderator power

first it was deleting a dissenting post, now it's trashbinning an entire mod

>> No.4143742

>>4143739
>now it's trashbinning an entire mod
What mod?

>> No.4143764

>>4143742
The "ZDoom is Trash" mod.

>> No.4143765

>>4143742
https://forum.zdoom.org/viewtopic.php?f=42&t=56634

lilith.pk3, a glitchmod taking advantage of broken stuff in zdoom
requires zdoom 2.8.1, because of this

zdoom devs didn't like it, had a very short argument, and then locked/dumped the topic
i'm not a super-fan of "this project must run on this specific build" but j f c don't trashbin the mod

>> No.4143768

>>4143742

Lilith.pk3, if recent events are any indication.
S'fucked up.

>> No.4143770

>>4143742
perhaps this

https://forum.zdoom.org/viewtopic.php?f=61&t=56634

the mod depends on quirks in the old zdoom renderer

>i use tricks with mirrors that rely on quirks of the old zdoom renderer. in the qz/gz/zandronum renderers they don't look how i intend, they just look normal, but also reduce you to an undesirable 3 fps.

and tries to detect being run under newer versions, and refuses to play in that case. i guess they don't like this.

>> No.4143773

>>4143765
This is proof alone that Graf should no longer be involved in the community.

If the codebase isn't handed off sooner than later the community will legit suffer.

>> No.4143775

>>4143742
>How about installing a policy for the projects forum that prohibits such idiotic antics and if not obeyed dump the respective project thread into the garbage bin?
>I think the best way to deal with obnoxious modders is to stigmatize them as losers. Sorry, but stuff like this is just retarded. (Of course this 'mod' is retarded anyway so no big loss.)
Much mature
Such wow

>> No.4143778

>>4143765
>>4143770
Wow, what the hell.
The whole "my mod must be run on a certain build" is kind of annoying, but given that ZDoom 2.8.1 is still used and advertised and distributed on their official site, it should be expected that people make stuff for it.

>> No.4143781

>>4143770
>>4143768
>>4143765
>someone does something interesting and unique just for fun
>fucking Graf sperglord has a fit
Germany was a mistake.

>> No.4143782
File: 27 KB, 356x200, 200_s.gif [View same] [iqdb] [saucenao] [google]
4143782

>>4143765
>How about installing a policy for the projects forum that prohibits such idiotic antics and if not obeyed dump the respective project thread into the garbage bin?
>I think the best way to deal with obnoxious modders is to stigmatize them as losers. Sorry, but stuff like this is just retarded. (Of course this 'mod' is retarded anyway so no big loss.)
>I am not going to sea-lion this with you.

>> No.4143789

This is why forums are a mistake.
>hurr durr i am someone therefore my opinion is worth something
>i dont like that mod so your an retarded loser faggot and i block you

>> No.4143793
File: 2 KB, 262x45, 2014-05-29 19_35_12-_v_ - Video Games.png [View same] [iqdb] [saucenao] [google]
4143793

>>4143789
Because the image board model is inherently flawless.

>> No.4143795

>>4143789
he says on a taiwanese basket-weaving forum

>> No.4143796

>>4143793
At least everyone is Anonymous, so you can't have old farts bullying young, innovative members into fitting the mold.

>> No.4143798

>>4143793
>>4143795
online discussion is a mistake

>> No.4143801

>>4143796
lurk more

>> No.4143802

>>4143796

Lurk more.

>> No.4143803

>>4143796
lurk moar, newfag

>> No.4143804

>>4143796
newfag

>> No.4143805
File: 24 KB, 394x272, f277567b39f64e44f8c043d4ba8125104030efa79393c0c3ee369e0bb09ea15f.jpg [View same] [iqdb] [saucenao] [google]
4143805

>>4143770
>@anotak: Please don't block the pk3 from even running like that if it uses an incompatible source port. It's fine if it runs with errors - let it run - but don't end the game just because of it.
User avatar
Rachael

>please let me tell you how to run your mod

wew

lesson to learn boys: circlejerks will always be circlejerks, even if almost la members are developers

just because one of your dev friends throws a tantrum because someone blocked his port on his mod doens't mean you can just force everyone to do as you say.

>> No.4143806

>>4143796
Are you new, or summer?

>> No.4143807

>>4143796
>he says this when /utg/, /sthg/ and /a/ exist

LMFAO

Also, lurk moar.

>> No.4143808

>>4143796
Lurk more, newfag.

>> No.4143809

>>4143796
l u r k
m o a r

>> No.4143810

>>4143798
Life was a mistake.

>> No.4143814

>>4143765
>>4143805
why do I feel like this butthurt is related to 3DGE

>> No.4143817
File: 78 KB, 1000x669, 1403658682956.jpg [View same] [iqdb] [saucenao] [google]
4143817

>>4143798
Talking to other people was a mistake.

>> No.4143820

>>4143814
Not sure why you'd think that, given how it's a ZDoom mod posted on a ZDoom forum that runs in ZDoom and has nothing to do with 3dge.

>> No.4143823

>>4143770
>and tries to detect being run under newer versions, and refuses to play in that case
this kind of thing is bad, though, and i think they're right to want to suppress it.

you don't outright refuse to run, you put up a big warning and let the user make an informed decision whether to continue or not. you especially don't outright refuse to run when your version detector isn't guaranteed 100% accurate forever.

>> No.4143829

>>4143796
you just fell into a meme trap

but you are completely right. nobody here can stop you from trying weird shit and experimenting. Authority is simply not a thing here.

Hell, things like Fractal DOOM wouldn't have happened otherwise.

>>4143814
No idea about that. The admins there explain it clearly: They will not allow port blocking because it can create a precedent

I guess it happened once due to forum drama / one upmanship and the mods are still buttmad

>> No.4143836

>>4143829
dafuck is Fractal Doom?

But joke aside, I met a few circlejerks back in the days. 4chan is open-minded compared to them.

>> No.4143839

>>4143829
>They will not allow port blocking because it can create a precedent
you mean like the hdoom/demonsteele/etc patented BrutalDoomBlock?

>> No.4143843

>>4143839
or beautiful doom which refused to run unless you did smartaim 3 or some such

>> No.4143845

>>4143836
A zany ass mod where everything and anything, instead of taking damage or dying straight away, fractures into smaller versions of itself.

It's exactly as crazy as it sounds.

>> No.4143847

>>4143823
>you especially don't outright refuse to run when your version detector isn't guaranteed 100% accurate forever.
they introduced a versioning function in zscript for exactly this

>> No.4143854
File: 57 KB, 1239x394, (deletes your mod).png [View same] [iqdb] [saucenao] [google]
4143854

>>4143765
I'm tired of Graf's tantrums and his lack of repercussions for being a shitty person towards modders.
>(Of course this 'mod' is retarded anyway so no big loss.)

>> No.4143857

>>4143770
>>4143765
>I am not going to sea-lion this with you.

Sea-lioning is the stupidest fucking meme and I want to kick every cunt who legitimately uses this in a discussion in the throat, especially in using it to shout down opposition instead of explaining yourself.

>> No.4143862 [DELETED] 

>>4143857
>gamedevs 3d shooters
>is female
must be a tranny right?

>> No.4143868 [DELETED] 

report and ignore

>> No.4143869

>>4143862
I don't know and I don't care, what relevance does that have?

>> No.4143870

>>4143854
I hate that stupid piece of shit kraut so much.

>>4143857
The fuck is sea-lioning?

>>4143862
Unrelated.

>> No.4143873

>>4143868
>>4143869
>>4143870
fine will delete

>> No.4143874

>>4143868
Good luck reporting the power-hungry admin on a circlejerk where he get his dick sucked constantly.

>> No.4143876

>>4143862
..you wish? not sure where that came from

>> No.4143879

>>4143854
You can see for yourself why in the thread, he's basically being given carte blanche to be an autistic twat by holding GZDoom hostage:

>Last thing we need is Graf doing something like MaxEd did - if you think that sounds funny, it has very real consequences - you thought it was hard getting features before? Wait until the main developer is gone.

>> No.4143880

>>4143876
/v/ paranoia.

>> No.4143881

>Stirring up Graf and pissing him off for the fuck of it does NOTHING productive. [...] Last thing we need is Graf doing something like MaxEd did - if you think that sounds funny, it has very real consequences - you thought it was hard getting features before? Wait until the main developer is gone.

HEY MAYBE WE'LL ACTUALLY GET SOME DEVELOPMENT DONE
AYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY

>> No.4143886

>>4143879
>>4143881
reminder that graf already did exactly what maxed did, years ago. it didn't stick of course, but it was still hilarious.

>> No.4143887
File: 1.88 MB, 1280x1024, Screenshot_Doom_20170724_155924.png [View same] [iqdb] [saucenao] [google]
4143887

>>4143513
Okay lads. I figured out how to set up monsters to spawnspots. However, now I want to set up a PROJECTILE. Using a spawnid sets it as a Thing instead of a Projectile.

How would I get it to register under the PROJECTILE category?

I want to make one of these, but with the Redstar of the Termy.

>> No.4143889

>>4143881
>MaxEd
Who the fuck is that?

Also who the fuck would miss Graf? He has competence, sure, but he's completely fucking unreasonable and unbearable.

>> No.4143891

>>4143889
gzdoom builder developer, until he ragequit a few months ago because nobody liked his redesigned texture chooser

>> No.4143892
File: 12 KB, 512x380, 1479310376192.png [View same] [iqdb] [saucenao] [google]
4143892

>>4143879
>>4143881

I would happily welcome it, and this is coming from someone who now does the majority of his modwork in GZDoom.
A developer who changes things randomly, shouts down people who doesn't know what he's thinking about how to use features, and has no respect for the people using it, is not a reliable developer. The option menu was only just the most recent example--Graf has been doing this for a long time.

If he were to quit tomorrow, I would not shed a single tear.
And just like last time, he'd come back after a week.

>> No.4143893

>>4143891
>redesigned texture chooser
He changed it, why?

>> No.4143897

>>4143893
i haven't the faintest idea, i don't run gzdoom builder

>> No.4143896

>>4143887
have you tried spawnprojectile?

>> No.4143898

>>4143892
>And just like last time, he'd come back after a week.
What if everyone rejected him this time?

>> No.4143902

>>4143898
everyone rejects him NOW

>> No.4143903

>>4143898

Literally nothing would change.

>> No.4143905

>>4143898
nothing would change
they called him a douchebag then, they call him a douchebag now, he'll still be a douchebag in the future

>> No.4143906

>>4143898
>this time?

It would be no different than last time.

>> No.4143908

>>4143902
Yeah but I mean what if they just lock him out and take over development?

>> No.4143909

>>4143839
no idea about WAD / PWAD blocking, I'm just reading what the admins wrote - blocking ports and emulators was done before and it evolved into a dramafest, so it's no longer allowed

which is codeword for "one of my friends got assblasted"

Perhaps the one you mentioned is the very problem, I'm not well read on DOOM drama to know.

And well, the mod author also thread a tanrum over this. Dumb on his part too.

I'm glad that we have different approaches this problems. If someone is too autistic to do something in a reasonable way, we simply take the mod from their hands and modify it ourself. this of course is not acceptable in the modding forums because people would then scream PLAGIARIASM!!!11!

>> No.4143914

>>4143908
Then we're getting into extremely hypothetical territory that would be difficult to predict.

Dream scenario is that Torr Samaho takes over.

>> No.4143915

>>4143909
>blaming the victim

You're a tremendous faggot.

>> No.4143917

>>4143909
>we simply take the mod from their hands and modify it ourself. this of course is not acceptable in the modding forums because people would then scream PLAGIARIASM!!!11!
Which is all a bunch of hypocrisy really, look at all the Brutal Doom forks out there and nobody says anything cause they don't like Mark

>> No.4143921

>people didn't see the writing on the wall when he randomly decided "ok fuck everyone with an older graphics card, we opengl shader version 125000.0 now with the latest features for our dos game sourceport"

>> No.4143923

>>4143917
Wait, so it's only allowed with Brutal because Mark's a fag? People will flip their shit if I did it with other mods?

>> No.4143924

>>4143909
yeah i do like that you can fix people's maps on /vr/ and when you do you usually get a "thanks!" for it.

>> No.4143926

>>4143921
I've hated him since before then.

>> No.4143927

>>4143921
he's been a faggot long since then

>> No.4143930

>>4143921
Dude dumps a bag of shit on my doorstop every Saturday, I'm still gonna be pissed each time.

>> No.4143934

>>4143923
>>4143917
mark has said people are allowed to do brutal doom forks

>> No.4143936

>>4143870
>The fuck is sea-lioning?
some tumblr shit

>> No.4143942

>>4143870
>The fuck is sea-lioning?

Something that originated from a certain controversy, so it's better that the term not be discussed here and perferably, lost to the mists of time.

>> No.4143943
File: 275 KB, 1238x827, not to be rude, but....png [View same] [iqdb] [saucenao] [google]
4143943

>>4143887
... Did you read my post at all?

An "explosion spawner" FX would also be appreciated, so I don't have to have like 30 rockets hitting the ground in one spot and being loud as fuck. Especially for the hellish smoke-stack things.

>> No.4143948

>>4143943
>>4143896
cough im fuckin dum didnt link post

>> No.4143950
File: 178 KB, 720x563, a5b.png [View same] [iqdb] [saucenao] [google]
4143950

>>4143870

Sea-lioning comes from a comic about someone being a huge fucking racist about sea-lions, a sea-lion calmly wants to talk it out, and the person starts violently backpedalling.
People on Twitter/Tumblr started latching onto it because of relating to wanting to say really shitty things and not having to explain it.

The technical definition is "pestering a target with unsolicited questions while presenting a false air of civility in order to wear them down", but I see it as "I don't want to explain my fucking argument".

>> No.4143956

Graf is an enormous faggot who was already butthurt about Rise of the Woolball using ZDoom, Lilith just caused him to be further asspained about it all.

>> No.4143957

>>4143943
>>4143948
https://zdoom.org/wiki/A_SpawnProjectile

the decorate function handles much differently than the acs function

>> No.4143962

>>4143957
That's still not what I'm asking. I want it to be selectable on that projectile list.

>> No.4143964

>>4143915
I don't give a fuck about who is or isn't at fault, I'll call out bad conduct. Just because someone wronged you doesn't mean you gain the right to be retarded.

Hell, Chris gives a pretty good explanation of why it's counter productive to do port blocking.

Also is Graf an admin or just a VIP user? I read virtually two of his posts and it's obvious that if he were anyone else he'd be banned in a second.

>> No.4143969

>>4143964
Both, as he's the main developer of the source port, which gives him admin powers.

>> No.4143971

>>4143962
The code:

actor Redstar
{
spawnid 7987
Radius 10
Height 20
Speed 13
Damage 10
Scale 0.6
+SEEKERMISSILE
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.8
SeeSound "Terminator/tershotA"
DeathSound "imp/shotx"
Decal CacoScorch
States
{
Spawn:
STAR A 3 Bright A_SeekerMissile (10,15)
STAR B 3 Bright A_SeekerMissile (10,15)
STAR C 3 Bright A_SeekerMissile (10,15)
STAR D 3 Bright A_SeekerMissile (10,15)
Loop
Death:
STAR EFGHIJKLMNO 3 Bright
Stop
}
}

It should be lumped in with the Imp Fireball, BFG ball, cacoshot and the like, but it's not. This is what the issue is.

>> No.4143972

>>4143962
>>4143971

ah, i see

that's an entirely separate matter, then, and one i'm not sure is possible. i'll admit i haven't used the map function too much.

>> No.4143975

>>4143969
is he the owner of the forums?

Otherwise, why on earth they'd give him admin powers? site policy?

>> No.4143978
File: 30 KB, 1301x199, 1493905726018.png [View same] [iqdb] [saucenao] [google]
4143978

god bless

>> No.4143980

>>4143972
Alright. Thanks for your time. I'll see what else I can do. Not sure what I'm actually going to do with the projectile, unlike the arachnotron plasma (verticals) and the standard plasma (horizontals)

Still, if you ever want to rig an actor to a Mapspot, assigning a SpawnID is how. You can do this to have an automatic looping spawner of lower-class enemies. This trick is what I used in mapat.wad for the destroy-able cannon-fodder spawners.

>> No.4143985

>>4143975
that's a bit more murky waters, but i believe also yes he is, or rather a joint ownership between randy and him

and now with randy gone, it's all his.

>> No.4143996
File: 50 KB, 514x386, linguicia.jpg [View same] [iqdb] [saucenao] [google]
4143996

>>4143978
Why is Linguicia a cool dude while Graf is not cool at all?

>> No.4143998

>>4143996
he's not, he totally plays the victim card when it suits him, and gives people who disagree with him insulting custom titles

>> No.4144000

>some of you didn't even post here but you know who you are, none the less. Last thing we need is Graf doing something like MaxEd did - if you think that sounds funny, it has very real consequences - you thought it was hard getting features before? Wait until the main developer is gone.

Rachael, if you are reading this mate, there's a well defined line between "depending on an asshat" and "losing your community because said asshat is on a power trip" and this situation is very clearly on the latter side.

The problems clearly outweight the benefits and if you don't do something, you'll end up with a meltdown.

>>4143985
Well, perhaps it's time for an exodus to happen. I've seen what these kind of people do to communities, it's no good.

>>4143978
kek, who did this and on what forum

>> No.4144001

>>4143998
So I take it you dropped a hard R and got banned, and are now butthurt?

>> No.4144003

>>4143996
>Why is Linguicia a cool dude
lmao

>>4144001
And before you ask this, no, I'm not banned.

>> No.4144015
File: 2.81 MB, 640x360, lilith.webm [View same] [iqdb] [saucenao] [google]
4144015

>>4143765
This is mod is neat, personally it brings back fond memories of Metroid II's secret worlds/select glitch.
https://www.youtube.com/watch?v=1um_Cv3vdWk

>> No.4144027

>>4144015
same. it's an interesting tribute to the bygone era of minus worlds.

>> No.4144032

>>4144015
At least all this stupid fucking drama is bringing more attention to a pretty cool mod.

>> No.4144043

>>4143587
It's not like you need rando characters to trail you anyway
The only point where this became an issue for me was the one where the guy needs to point you to an abandoned elevator shaft, I walked too far and he followed me, after which he was unable to find the correct path
Anyway just remember to quicksave often and you'll be aight

>> No.4144049
File: 62 KB, 600x350, Algimec-AGM-1-right-1.jpg [View same] [iqdb] [saucenao] [google]
4144049

Anyone else think this thing looks like it fits into the aesthetic of Doom?

>boxy stamped steel receiver body
>grip and furniture is chunky and boxy black plastic
>vaguely looks a little bit like the rifle the zombiemen and player sprite carries
>it's even in 9mm and uses pistol magazines, kind of fitting into that

>> No.4144069

>>4144049
if you can find a toy model of it, then yes, definitely

>> No.4144103

>>4143956
why would he be butthurt about a mod using zdoom? i don't understand that, can you explain a bit further?

>> No.4144105

>>4143972
>>4143971
>>4143957
>>4143887

Okay. New old/thing ontop of the "explosion FX" spawner.: >>4143943

Earlier on I tried to get hanging corpses to play along with a ceiling scroller for my incinerators. It didn't want to scroll with the ceiling despite trying every manner of 3d floor or "scroll ceiling" linedefs.

Anybody got a fix? UDMF-GZDB doom 2 format.

>> No.4144104
File: 70 KB, 758x264, rthrgeg.jpg [View same] [iqdb] [saucenao] [google]
4144104

>>4144069
I don't think anyone ever made a toy out of it, it's pretty obscure, even from the time it was made, the company hasn't made a firearm since (I think this was like the 80's or 90's).
Their original idea was that since Italian police like to use SMGs as light carbines (in semi-auto, generally), they'd make an SMG that was better as a light carbine, but the Italian police were pretty happy still with their old Beretta SMGs, and this thing wasn't really better, so they saw no sales or contracts.

To cover their losses on a failed investment, they retooled them to semi-auto only sporters, which only had marginal success, a couple of thousand were exported to the US, and a couple of thousand stayed in Italy, then they never made any more. It's barely known to Italians who are into shooting.

I'd love to have one, partially because I'd like to digitize one and put one out for Doom, but also because I think they just look really interesting and would probably be kind of fun.
Everything about them screams of that chunky and industrial looking sci-fi aesthetic of Doom (and also Final Doom).

>> No.4144107

>>4144103
MUH NEW RENDERER. That is literally the only reason.

>> No.4144114

yo the zdoom hall of unpleasantness is comedy gold

>> No.4144121

>>4144103
no developer wants users carrying on with old versions of the software. you always want everyone on the latest version.

>> No.4144125

>>4143773
Who's a good replacement candidate?

>> No.4144126

>>4144107
>>4144121
oh shit yeah i'm reading it now on the thread, thanks for the help.

>> No.4144129

>>4144121
why is the old version displayed for download and usage on the main site

>> No.4144134

>>4144129
i haven't the faintest idea

i am sure there are various mod authors here who have struggled with their userbase refusing to switch to a new version of their mod, didn't it happen to eric and zdoomwars?

>> No.4144148

So let me get this straight.

Dude makes a mod.
Said mod only works with a certain version of a sourceport that is not maintained anymore but still can be downloaded with no issues.
Dude states that said mod will only work with said version and puts an advice to not play it with other sourceports of the same "family".
Dude goes as far as to make a "compatibility" script that detects if you're using something other than said sourceport.
Graf finds out
Graf throws a mighty fit about it.

Am I right? Did I forget something?

>> No.4144150
File: 149 KB, 1172x578, Oo0MN6U.png [View same] [iqdb] [saucenao] [google]
4144150

>>4144049
I made a thing out of that a few years back.

>> No.4144151
File: 148 KB, 1143x406, LdoQL9e.png [View same] [iqdb] [saucenao] [google]
4144151

>>4144150

>> No.4144156

>>4144134
the key difference here being if zdoom is touted as a viable download, enough to still be displayed on the main download section alongside the other two, then people are going to consider it an eligible engine to mod for

>> No.4144162

>>4144151
>>4144150
Cool! Now all it needs is a centered sprite.
And maaaybe one or two angled sprites for a rapid reload animation (think the Duke 3D pistol, same rate of fire and same fast reload)

>> No.4144168

>>4144148
administrators words:
>No one's asking to change anything except the "ZDoom detector" script which blocks even playing the mod at all.

>> No.4144171

>>4144156
>zdoom is touted as a viable download
perhaps zdoom is just there out of respect for / tribute to randy and his long years of service? lots of projects put their departed founder on a pedestal.

>> No.4144174

>>4144121
Is that why Jagex brought back a backed up old incarnation of Runescape and have been running it alongside the current version?

I'd imagine it's there for historical reasons and so others could potentially fork it, but given recent behavior it probably won't be there for long.

>>4144125
Torr maybe. Randi coming back would be hilariously poetic, though they're probably busy with other things atm.

>>4144168
And the solution is to download Zdoom 2.8.1 and play it using that. Problem fucking solved.

By the way I'm pretty sure some old GZDoom mods like ZPortal required GL and would throw a message to the player asking to switch if it detected you were playing in software.

>> No.4144176

>>4144148
It was a bunch of people (Rachel, ZZYZX) complaining instead of reading the warnings and accepting that the mod is meant to run a certain way.
>Luckily for me I was able to defeat the check pretty easily, but not everyone has the kind of skills that I do.

Though Chris really threw shit on the fire and made things a big argument, which somehow gave Graf the excuse to call the mod/modder retarded.

>> No.4144181

>>4144176
who is this Chris person? a namechange?

>> No.4144187
File: 12 KB, 72x135, buz0_slax.png [View same] [iqdb] [saucenao] [google]
4144187

>>4144162
Well I did have something going for a little mod of mine but that's pretty much dead now so I might as well share the sprite.
It was never supposed to be anything advanced so all I have is this (barring the same thing with some placeholder muzzle flash variations.)
Credit Slax if you wanna use it.

>> No.4144190
File: 9 KB, 109x130, chr.png [View same] [iqdb] [saucenao] [google]
4144190

>>4144181
The guy with the vgcats avatar.

>> No.4144191

>>4144148
>rachael low key orders him to modify the mod so it can play in any version
>Dude doesn't want to be ordered around gets defensive
>Everyone, even other mods, piles up on Graf for memeing the thread
>Raechael has enough and kills the thread

>> No.4144194

>>4144187
Hmm, I might get some use out of that in that case. I'll experiment some.

The lighting looks kind of nice and a little bit photorealistic, which is something I always appreciate in Doom.

>>4144190
>VG Cats
Man, that takes me back.

>> No.4144196

>>4144176
In his defense he's the one who best explained why it's counter productive to block ports without defaulting to "devs get pissy"

>> No.4144201
File: 54 KB, 640x360, LUwOrzal[1].jpg [View same] [iqdb] [saucenao] [google]
4144201

>>4144168

And how is that script harmful in any way?

It's not spamming you with crude pictures while you're trapped inside a small room while ear-grating music is playing, it simply doesn't let you play in any other sourceport that isn't ZDoom.

...Which is exactly the one thing the author doesn't want the user to do, and the one thing that he clearly went and fully explained in the OP, because THIS is exactly how the mod is intended to work, let alone look.

For crying out loud just look at the picture and tell me it is supposed to look differently, or that it can actually "work" with other gameplay mods or if is meant to work with other gameplay mods.

>> No.4144203

>I made this to show off quirks with a certain version.
>WHY IS IT LOCKED TO ONE VERSION THIS IS VERY BAD IN EVERY WAY POSSIBLE

>> No.4144207

>>4144174
>And the solution is to download Zdoom 2.8.1 and play it using that. Problem fucking solved.
no because the problem is that mods which deliberately refuse to run unless on a specific version (or as you say, a particualr configuration setting) are bad. it should be users (informed) choice. you say "this only works properly on version x.y.z, if you don't use that things will break and you're on your own" you don't try to force it through technical measures especially when they're not 100% accurate and may well inadvertently change or be subverted by future updates.

all of the following are bad because they reduce user choice/freedom:

- a script to prevent running under engine version other than xyz
- options that forcibly disable engine features because the map wasn't designed for them
- scripts that force a particular renderer
- maps that deliberately break if you don't run them in the exact right compatibility setting
- mods that try to detect other mods loaded at the same time, and do more than pop up a warning, or detect false positives

>> No.4144215

>>4144207
counter-point

- people will not read what version this is supposed to run with
- people will download to the harddrive and play it later, and ergo will not know what to run it with
- people are stupid and will pester the creator with something that was explicitly said not to be done

if you have ever hosted servers, you know how difficult it is for people to read the motd, because they don't
if you have ever had a "known bugs" section in a project, you know how difficult it is for people to stop reporting things, because they don't read it

ideally, this would be the user's informed choice, but the problem is the user very rarely takes the information.

>> No.4144218

>>4144201
>>4144203
it's patronizing. consider being told:

"you will not do this because i say so"

versus

"if you do this things will break, and you are on your own. i do not take responsibility"

the latter is informative, the first is authoritarian and makes you want to say "go fuck yourself mate, i'll do what i want, and if you don't like it you can eat my shit."

>> No.4144220

>>4144218

If you consider that patronizing, that's more on you.

>> No.4144224

>>4144207
This makes perfect sense.

Furthermore, when fuckaround and experimental mods are involved, trying to "break the mold" is always encouraged. This in turns encourages other people to fuck around with the mod ie:

"It doesn't work i this version? Well let's see what I can do"

Healthy behaviour that encourages creating OC and experimentation

The problem was that until Chris appeared, the mod's argument was completely unrelated.

"I order you to change your mod because some vague previous event that created a predecent happened"

And that order was one too many for the poster too. Graf chiming in was just the icing in the cake.

>> No.4144231

>>4144218
Consider being told:
"This mod works with this specific version, it does not work on X, Y, and Z."
The mod ergo does not work on X, Y, and Z.
You making up intent and attributing something to where there isn't does nothing for your argument.

>> No.4144232

>>4144215
so people are idiots, doesn't mean you have to nanny them. let them make their own mistakes, it's how you learn.

>> No.4144236

>>4144232
how is this nannying them

>> No.4144238

>>4144235
How is this moving the goalposts? This is exactly what the mod author said. You attributing authoritarianism and making up a crazy reaction to it is goalpost-moving, if anything.

>> No.4144240
File: 11 KB, 256x128, board2.png [View same] [iqdb] [saucenao] [google]
4144240

>> No.4144242

>>4144241
So you have no argument. All right, thank you for the discussion.

>> No.4144246

>>4144236
i feel like i've already explained that and would be repeating myself. see >>4144218

>> No.4144248

>>4142913
The quoth redesign of E1 is excellent though. Never have a seen a redesign surpass the original in such nice ways. The detail is great without getting carried away.

>> No.4144249

>>4144207
>no because the problem is that mods which deliberately refuse to run unless on a specific version (or as you say, a particualr configuration setting) are bad.
I disagree immensely.

The problem with having it be the user's "informed" choice is the assumption that the user will perpetually know this knowledge. There's at least a hundred mods and mapsets on this computer, many of which I've downloaded months ago and still haven't played. I know nothing at all about where they're from, who made them, or what their compatibility setting is.

If I open up a mapset and it disables jumping/crouching, that's not restricting the user's freedom/choice. If I open up a Zandronum mod and it errors out in ZDoom, that's not restricting the user's freedom/choice, either. Enforcing that gives me the information, because I didn't know, and now can act on things accordingly.

>> No.4144252

>Romero is making a quake dm map

https://twitter.com/romero/status/889504056263266304

Next step: Quake SP map

>> No.4144254

>>4144246
i dunno, dude
there's really nothing patronizing about saying "this mod works in zdoom" and then the mod in-game having a message telling you "this works in zdoom"

>> No.4144258
File: 1.19 MB, 1280x1024, Screenshot_Doom_20170724_194022.png [View same] [iqdb] [saucenao] [google]
4144258

Well, with all the pain thus far, I finally got these two to float and rotate around the central pedastal here. Unfortunately, the way I had to do this causes them to dissapear entirely for a split second. This was the only way to do it, as thrusting these things around became problematic once they hit their original spawnpoints. They are therefore breifly despawned before a new pair is spawned, the only way I could think of getting them to work.

>> No.4144259

>>4144252
is he practicing for his upcoming game?

that's good

>> No.4144264

>>4142928
thank you!

>> No.4144275

>>4144252
I fucking hope he makes a Q1SP map next, hopefully from scratch and not 'started long ago.' The sheer capabilities of modern map editors and compiling tools compared to '96 should blow him away.

>> No.4144281

>>4144249
>There's at least a hundred mods and mapsets on this computer [...]

right but presumably they have textfiles they come with that should explain the gameplay settings, at least wads from /idgames do.

>If I open up a mapset and it disables jumping/crouching, that's not restricting the user's freedom/choice.
it is. i can't see any way to agree with this, sorry. yes there's plenty of maps that you can subvert or shortcut if you can jump/crouch/freeaim/etc, but it should be my choice whether i do that or not. i do not accept the wad author laying down the law "no you will not do that in my map". i choose how to have fun, not you.

>If I open up a Zandronum mod and it errors out in ZDoom, that's not restricting the user's freedom/choice, either.
i think this is a different case. it may take actual effort to get a mod made for one port to run in another, and may crash if that work isn't done. but the difference is the author hasn't taken extra steps to prevent running it in the "wrong" engine.

but otherwise, okay, fair enough, i accept reasonable people can disagree over what represents choice. i've never liked software that acts like it knows better than i do.

>>4144254
if it's just a message but i got the impression that the mod in question here outright refused to run at all unless it detected an approved version? there's nothing wrong with just a informational message.

>> No.4144290

>>4144281
You underestimate how autistic Graf can get. He holds the port hostage and does whatever the fuck he wants.

>> No.4144294

I hope you're all actually playing Lilith

>> No.4144297

>>4144258
This hypothetically would be easier if I could simply set them to patrol points and only move when getting orders to move between patrol points; however I don't know how to do this and what the bare minimum would be. I presume there's a command that tells the actor not to move unless given a command to. A_Stand or something.

Getting the bare minimum of an actor that can follow Spawnpoints is the beginnings of getting my Rise of the Triad GADD-equivilent platforms (using Floatingskulls) working.

>> No.4144301

>>4144294
This.

>> No.4144304

Fuckers seem obsessed with the idea of jamming mods into engines they don't work with, it's getting very Freudian.
>>4144254
It flat out crashes GZ on the third level, if he'd gone about it any other way, he'd have given himself the endless, thankless task of dealing with every faggot who didn't read the readme, assumed it would work and threw a shitfit because it didn't.

One of those faggot moderators was even likening it to using DRM to prevent users doing what they want with the mod.

>> No.4144312

>>4144294
Played it, finished it, last few levels were interesting to say the least.

Was definitely worth the couple month wait for it to come out.

>> No.4144316

>>4144281

Yeah, we'll just have to disagree on it, unfortunately.
For what it's worth, I hadn't thought of the potential problems with futureproofing, so thanks for that.

>> No.4144323

>>4144316
fair enough. i guess you're coming from the point of view of a mod creator who wants to avoid having to deal with idiot users as much as possible, whereas i am coming from the point of view of an attentive and informed user who would make very sure the problem wasn't at my end before bothering the creator.

>> No.4144328

>>4144294
Link?

>> No.4144334

>>4144328
link to its thread has been posted several times

>> No.4144336

>>4144328
https://forum.zdoom.org/viewtopic.php?f=42&t=56634

>> No.4144339

>>4144336
Oh. That looks too trippy for me.

>> No.4144374

>>4144336
>people acting like this would cause some kind of fucking domino effect
For fucks sake.

>> No.4144383
File: 52 KB, 600x601, 1500503364215.jpg [View same] [iqdb] [saucenao] [google]
4144383

what would it take to be rid of graf zahl?

>> No.4144389

>>4144336
Why is the link to the lilith.pk3 file striked out?

>> No.4144391

>>4144336
>I wouldn't mind playing it. But for some reason, the author prevents it from even trying to work on the engine I use
Is this guy just completely autistically deranged? Does he not fucking understand the circumstances here? Or is he pretending to be retarded?

>>4144389
Because Graf is a nigger.

>> No.4144393

>>4144389
It's not though?

>> No.4144395

>>4144391
I noticed, but what does it have to do with the matter at hand?

>> No.4144401

>>4144393
It says
>fÍle read lilith.pk3

>> No.4144403

give me a quick rundown on graf zahl

>> No.4144408
File: 88 KB, 853x480, germany.jpg [View same] [iqdb] [saucenao] [google]
4144408

>>4144403
He's German.

>> No.4144415

>>4144403
top tier autist that constantly makes bad decisions after having made a lot of good ones earlier, started trying to gatekeep a community around his shit and thinks he's the ultimate arbiter of fuck

>> No.4144418

>>4144391
>Is this guy just completely autistically deranged? Does he not fucking understand the circumstances here? Or is he pretending to be retarded?
All of the above, also I bet they already have a bunch of versions of that shit just to run different mods that depend on specific versions that Graf hadn't fucked up yet.

>> No.4144425

>>4144281
>it is. i can't see any way to agree with this, sorry. yes there's plenty of maps that you can subvert or shortcut if you can jump/crouch/freeaim/etc, but it should be my choice whether i do that or not. i do not accept the wad author laying down the law "no you will not do that in my map". i choose how to have fun, not you.
Not that anon but sv_allowjump and sv_allowcrouch can still be used for jumping and crouching in mapsets that disable them.

>> No.4144431

the true response to Graf's bullshit would be to include a stable version of gzdoom that works with your mod.

>> No.4144435

>>4144431
rise of the wool ball did this and was not free from the wrath of the count

>> No.4144437

>>4144435
Y'know we used to stake vampires.

>> No.4144443

>>4144431
I like this idea, I have a feeling I'll pretty much never be updating again anyway

>> No.4144445

>>4144401
That was intentional on the part of the author and the download is right above it.

>>4144403
An active threat to the community at large.

>> No.4144449

>>4144445
Ha, okay. I wondered if it was edited to block the download or something.

>> No.4144453
File: 913 KB, 1280x1024, Screenshot_Doom_20170724_210504.png [View same] [iqdb] [saucenao] [google]
4144453

Added in these dumb conveyor things. Check the sides on the barons and arachnos.

>> No.4144480

>>4143805

>the moment you see a larreta picture on a doom thread on /vr/

>> No.4144513
File: 260 KB, 1335x706, 108e592e731e5b8a7aa19a761110b82d64294d8688bf8cf4ba4152449458ba93.jpg [View same] [iqdb] [saucenao] [google]
4144513

>>4144480
good shit

>> No.4144519
File: 128 KB, 800x600, Screenshot_Doom_20170725_032103.png [View same] [iqdb] [saucenao] [google]
4144519

I really need to change the roll-off on Spidermind's gun so you can hear it booming from a distance, something that looks like a 20mm aircraft cannon shouldn't be just barely audible from across a room.

>> No.4144538
File: 240 KB, 800x600, Screenshot_Doom_20170725_032540.png [View same] [iqdb] [saucenao] [google]
4144538

I feel like I will get tetanus just from looking at this.

>> No.4144545 [DELETED] 

>>4144336

I think I get the 'tism just by reading that thread alone

>> No.4144549

>>4144336

I think I got the 'tism just by reading that thread alone

>> No.4144554

>>4144549
I'm kind of glad I never joined there, in retrospect.

>> No.4144584

>>4144549
>>4144554
The part where they go
>WE JUST WANT HIM TO MAKE IT RUN ON AN ENGINE IT WON'T RUN ON AND CRASHES ON SOME LEVELS
gave me tismaids.

>> No.4144623
File: 2 KB, 101x140, 1492847189657.png [View same] [iqdb] [saucenao] [google]
4144623

>>4144114
>it doesn't work

>> No.4144631
File: 2 KB, 48x67, 1482064895560.jpg [View same] [iqdb] [saucenao] [google]
4144631

>>4144207
>- options that forcibly disable engine features because the map wasn't designed for them
Such as blocking jumping and crouching in MAPINFO?

>> No.4144670

>he doesn't play with high brightness to emulate the look of 90's gaming magazines

>> No.4144690

>>4144670
Nobody should do that.

>> No.4144720

>>4144631
See >>4144425

>> No.4144763

>>4144383
Make a better render engine than he did.

>> No.4144770

What has my man Carmack been up to? Still maximizing graphics efficiency?

>> No.4144796

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

Dude wrote a bit of code and sent it to me.
I really like it, but I'm starting to run out of keys to comfortably assign to the player.
Should I keep with it?

>> No.4144802

>>4144796
jesuschristyes

>> No.4144817

Good Doom inspo music to listen to for mapping? Beyond the obvious thrash/groove metal.

>> No.4144820

>>4144796
that's pretty cool, why not use zoom?

>> No.4144827

>>4144796
>Not encouraging the player to memorize multiple keypresses to simulate gun excercises

>> No.4144835

>>4144820

Zoom is spinning the revolver.
Nearest I can think of at the moment is to either make it an alternate BFG and tie it to Use Inventory if you get it (it's pretty fucking powerful), or if you try to reload the revolver while it's already full.

>> No.4144837

>>4144770
Being the promotional prostitute for Facebook.
>>4144796
Looks pretty fucking cool.

>> No.4144843

>>4144835
Reload when full ought to be pretty comfy to use, even if it has a very slight delay so people don't accidentally trigger it.

>> No.4144845

does anyone have a link to that one spriting video made by one of devolver's (I think) artists? it was for some build engine game whose name I can't remember anymore, but it was a video for spriting some objects, start to finish

>> No.4144846
File: 80 KB, 640x400, notices your rocket.png [View same] [iqdb] [saucenao] [google]
4144846

*flies into your rocket*

>> No.4144854

>>4144846
What mod are you using that makes the chaingun shoot rockets?

>> No.4144859

Why did no one tell me making textures is so fucking hard?

>> No.4144861

>>4144859
art is hard in general

>> No.4144862

>>4144861
Art is bullshit, man. Dang ol' palette limitations and color swathes and crap dithering and solids and man get that dang ol camera and just click click clickclickclick and hit index and it still turns out crap, man.

>> No.4144864

>>4144861
It sure is. I wanna make a VN thing, but can't draw for shit. What is a VN without well-drawn waifus?

>> No.4144865
File: 43 KB, 500x747, bad tempered bones.jpg [View same] [iqdb] [saucenao] [google]
4144865

*does 80 damage in 1 hit*

>> No.4144876

>>4144865
*ducks*
*baits his punch*

>> No.4144882
File: 9 KB, 206x315, 10432462_528707583921903_4664670689636734354_n.jpg [View same] [iqdb] [saucenao] [google]
4144882

>>4144876
>ducks

>> No.4144892

>>4144864
A text adventure game.

>> No.4144905
File: 94 KB, 273x242, smug green.png [View same] [iqdb] [saucenao] [google]
4144905

>>4144876
>ducks

>> No.4144909

>>4144796
holy shit

>> No.4144916

New thread.

>>4144914
>>4144914
>>4144914

>> No.4145314

>>4143950
>Presenting a false air of civility

Wtf does this mean? Either you are civil or you're not.

>> No.4145359

>>4145314
Tumblr types can be fucking insane.
Also I think Rachel is maybe a bit histrionic.