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/vr/ - Retro Games


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File: 216 KB, 720x1280, Shitler.jpg [View same] [iqdb] [saucenao] [google]
4342339 No.4342339 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4335920

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/1503/77/1503778360511.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
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
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/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

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

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.4342341

=== CURRENT EVENTS ===

/vr/ HALLOWEEN MAP PACK
-Test build released (also contains latest textures)
-https://www.dropbox.com/s/uikf8kmz3st4z2j/vryspooky_alpha.zip?dl=1
-Latest sprites/dehacked (replaces spookygfx1 in above)
-http://www.mediafire.com/file/y4ky4cyy9075nkd/spookygfx2.zip
-New Deadline: October 22
-https://desuarchive.org/vr/thread/4328172/#4330289
-Rules
-https://desuarchive.org/vr/thread/4294178/#4298105

QUMP
-Beta released
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-Looking to update the OP, suggestions are welcome
-Include The Inmost Dens somewhere?

=== NEWS ===

[10-20] Babel gets a Pre-ZScript-Conversion Release >>4340720
https://mega.nz/#!P4E0AaqR!4BgoQGKW-Zow6AY2V6CrqOsfCIWsEaNBYk78BW8cXTI

[10-20] Jovian Palette: another attempt to CRTify the game palette
https://www.doomworld.com/forum/topic/97646-jovian-palette/

[10-18] Anon mod release: cgunner.deh >>4337002
https://www.mediafire.com/file/jzlgjs1c4cqub8w/cgunner.deh

[10-17] Hexen Fighter Skill 4 in 12:34
https://www.youtube.com/watch?v=nZ53y0h56DY

[10-17] Some tribute cover songs from the DOOM soundtrack
https://soundcloud.com/totigerus/totigerus-on-the-hunt-from-the-doom-soundtrack

[10-16] Mod-agnostic pistol start addon in ZScript, by Matt from ZDoom Forums
https://drive.google.com/uc?id=0B2IErgIQg4pkcFQ1ckNIYVJqSFE

[10-15] Doom novels, in the event you wanted to read them
http://www39.zippyshare.com/v/a2Oqwcv6/file.html

[10-14] Demo: Slaughterfest 2012 UV-Max 99:48 by Yatima
https://www.doomworld.com/vb/post/1807159

[10-10] Smooth Doom updated
https://forum.zdoom.org/viewtopic.php?p=1022234#p1022234

[10-10] QC model rips
http://steamcommunity.com/sharedfiles/filedetails/?id=1126969999
https://facepunch.com/showthread.php?t=1576581

[10-9] Qump Exclusive /vr/ Release >>4316161 >>4317567
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4342373

lets say the player types something in chat
where is that data saved to? is it possible to get that text, save it as a string, and print it out again?

>> No.4342398

...Screenshot Saturday?

>> No.4342401

>>4342339
Why does hitler have a ppk?

>> No.4342406

>>4342373
Not really BUT if you really really want to do this what you can do is create your own chat by having players enter in cvar strings in console to message people and then you'd have access to those. You'd have to run client side scripts that grab the cvar and send it to the server so it can be displayed on other players screens. Ideally you'd want to use short cvar names like "m" for message or "s" for shout so a player would only have to type ~m "ur a faget u faget I'd rekt u in dwango5 not this gay ass map" to communicate. There are limits because of it being a cvar but advantages are you also can do things like have multiple chat channels that people can enter or exit in the game, "hearing" what someone says based upon proximity, or "hearing" something in a different language (kek and bur). This was one of the things I was talking to the ss13 guy about before I got super busy.

>> No.4342413
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4342413

>>4342398
at least post the image. sorry i mean, AT LEAST POST THE IMAGE ALONG WITH YOUR MAPS TEXTURES SPRITES CODE BLAHBLAHBLAH

>> No.4342415

>>4342401
that's just how shitler rolls, my man

>> No.4342416
File: 487 KB, 1920x1040, HEXEKESS at 2017.10.21 19-12-18.506 [R2787].jpg [View same] [iqdb] [saucenao] [google]
4342416

>>4342413
No idea whether I will make it.

>> No.4342420
File: 17 KB, 428x706, f378127eda.png [View same] [iqdb] [saucenao] [google]
4342420

>>4342413
This shit takes a while but works SOOOOO well

>> No.4342427

>>4342406
Oh, and to do this, because of the limited args you'd need to break the string up into smaller pieces packed into args and send it up to the server piecemeal. It would also be a good idea to have script figure out beforehand how many pieces it will be sending, and send that info to server, and then each group of characters sent up with info on what position they are in so it can get reassembled and output correctly even when it the pieces get sent up in wrong order, which they will. Also the server can know and request whatever pieces it might be missing.

>> No.4342428

>>4342420
let me take a moment to tell you of my burning hatred for camelCaseVariableNames;

>> No.4342430

>>4342428
Let me take a moment to tell you how many more I'm going to make.

>> No.4342437

>>4342401
The artist should have at the very least had hitler use a Luger.

>> No.4342454

How is it that Doom is so fucking fun even if you're using just a keyboard? You can tell that every single stage was made with a lot of care and consideration.

>> No.4342468

>>4342428
fightMe

using underscores to separate words is annoying and takes up more space

>> No.4342510

>>4342401
>>4342437
>Adolf Hitler shot and killed himself with his PPK (a 7.65mm/.32 ACP) in the Führerbunker in Berlin.[5]

>> No.4342518

>>4342510
>implying that wasn't a clone and he isn't still ruling the hollow earth right now
It's like you don't even know history.
:^)

>> No.4342521

>>4342518
Was he killed again in Wolfenstein 2?

>> No.4342524

>>4342521
if you mean Nu-fenstein I have no idea, but I'd pay money for a game about modern-day america invading the hollow earth to destroy the 4th reich with some kind of immortal cyborg mecha-Hitler as their leader.

>> No.4342525

>>4342524
Sounds like a Danger 5 plot.

>> No.4342528

>>4342525
Exactly, but as a tongue-in-cheek shooter game with super unrealistic gameplay and as much silliness as possible.

>> No.4342534

>>4342528
Just as long as it has the golden MP40s that burn your hands if you fire them for too long.

>> No.4342535

How many of you regularly post in this general? I wanna see how many people frequent this thread.

>> No.4342539

>>4342534
>only MP40
MP400s that have all kinds of ridiculous moving parts all over the outside of them and self-load magazines as you run out of ammo into 3 different slots so you never have to reload. That are made of gold and heat up as you fire.

>> No.4342542

>>4342468
at least it's not anAwful symmetryBreak whereYou readThe firstWord inA whisperThenShoutTheRest;

>> No.4342543

>>4342535
47 posts last thread, 40 in the thread before that. it's often higher, i broke 70+ several times during 300minvr development

>> No.4342545

>>4342339
>implying Hitler didn't tactically retreat to Argentina

>> No.4342546

>>4342542
t. not a programmer

>> No.4342562

>>4342546
Or a Java programmer. Right, same thing.

>> No.4342573
File: 15 KB, 711x245, what the fuck.png [View same] [iqdb] [saucenao] [google]
4342573

>>4342420
Crazy code time?

This block in a non-ripper fastprojectile makes it shoot out the back of an enemy at an angle if the custom damage calculation determines it had enough energy to pierce right through. The higher the velocity the less randomization on the exit angle.

>> No.4342579

>>4342573
That's actually pretty readable, clearly code for handling internal deflection of a penetrating tracer bullet.

>> No.4342585

underscores or initialcaps please. none of this camelcase shit.

doom's convention is actually really nice, a mix of both

Subsystem_FunctionName();

>> No.4342593

>>4342579
I didn't necessarily mean that it was unreadable. I just find it weird.

By the way, do you have a suggestion for how best to make a lookup/reference table and function? I want to input an integer and recieve A) a string and B) another integer that I've defined in advance.

>> No.4342596

>>4342593
struct arrays

>> No.4342605
File: 11 KB, 353x459, tAOjP70.jpg [View same] [iqdb] [saucenao] [google]
4342605

>>4342596
That sounds really scary. Thanks for giving me something to search for though.

>> No.4342612

>>4342605
something like this

struct MonsterInfo
{
int size;
char *name;
} Monsters[] = {
{ 20, "Imp" },
{ 31, "Cacodemon" },
{ 128, "SpiderMasterMind" }
};

int Monster_GetSize(int mon)
{
return Monsters[mon].size;
}

int Monster_GetName(int mon)
{
return Monsters[mon].name;
}

sorry about theformatting

>> No.4342613

>>4342612
lol of course that second one should return char *

>> No.4342626

>>4342542
Hi. My name is Dave.
Sorry for shouting it.

Your brain is wrong.

>> No.4342631
File: 197 KB, 1421x562, 1491029472751.jpg [View same] [iqdb] [saucenao] [google]
4342631

>>4342612
>>4342613
Shieet thanks pal, that helps a lot. Oh and one last thing: Is it possible to have pointers to functions? I can fake it through inventory items if not.

What I'm doing is a state system that runs on one unchanging frame. I've a crude form in place that works, but being able to define it in structs would make it much cleaner.

>> No.4342635

>>4342626
you just proved my point. in your sentence, Dave is emphasised because it's the guy's name. in camelCase all words except the first - which is often the most important one - are emphasised:

entityCount = 0;
spawnEntity(imp);
spawnEntity(spiderMasterMind);

it just reads completely wrong. shouting was the wrong word, but it's highly uneven, unnatural emphasis.

>> No.4342641
File: 304 KB, 1536x2048, 1423454963942.jpg [View same] [iqdb] [saucenao] [google]
4342641

>>4342635
>not FunctionName-ing functions and variableName-ing variables

>> No.4342645

>>4342535
about as often as people post maps; i like giving lots of feedback

>> No.4342649

>>4342631
>Oh and one last thing: Is it possible to have pointers to functions?
I don't know, obviously C has function pointers but fuck knows if ACS/Zscript does. It likely has some equivalent.

>> No.4342659

>>4342649
I just checked. ZScript doesn't have them and graf [NO]'d a suggestion thread. Oh well. I'll just use inventory items that do nothing but run a function on the owner and simply store their class names in the struct.

>> No.4342662

>>4342659
can you post the thread?

>> No.4342668

>>4342662
https://forum.zdoom.org/viewtopic.php?f=18&t=58164

>> No.4342670

>>4342668
thanks, it's always interesting to hear the reasoning behind these decisions.

>> No.4342671
File: 27 KB, 206x305, v1.bTsxMTE3MDc2MztqOzE3NTQ0OzEyMDA7ODAwOzEyMDA.jpg [View same] [iqdb] [saucenao] [google]
4342671

Was it good? Did Romero and Carmack have any thoughts on it?

>> No.4342679

>>4342671
Worth watching only 1 minute FPS scene.

>> No.4342686

>>4342671
i liked it, the fps bit was cool, there were some funny references for doom addicts (captain's hand, anyone?) and best of all there was no horribly forced romantic subplot.

>> No.4342690

>>4342670
Too bad we didn't get one. Not that I care all that much, I'm just happy zscript exists and I'll never have to write a line of ACS ever again.

>> No.4342693
File: 680 KB, 1600x900, Screenshot_Doom_20171021_151351.png [View same] [iqdb] [saucenao] [google]
4342693

I LIVE... AGAIN

So aside from some painfully dumb errors and the lack of static class variables, the transition to ZS from ACS/Decorate has been pretty simple. I can definitely see why people like this thing but fucking hell does it need more documentation.

>> No.4342698
File: 1.29 MB, 1920x1080, gzdoom 2017-10-21 15-23-18-81.png [View same] [iqdb] [saucenao] [google]
4342698

>>4342413
it's whatever

>> No.4342704
File: 230 KB, 500x484, pinker.png [View same] [iqdb] [saucenao] [google]
4342704

the pinker.

>> No.4342708

>>4342401
>>4342437
>>4342510
Adolf Hitler never carried or used a Luger (at least by the point he was Chancellor, maybe he was issued one in WW1).

Two guns are known to have been owned by him, he had a fair few pistols but these are the ones which are identified, and most likely he carried these most often.
An absolutely crunked out golden Walther PP (not PPK) with his initials on the grips, this in .32ACP (7.65x17mmSR), and a Menz Lilliput Model 1, also in .32ACP. It's a lesser known gun, but basically it was a series of rather small pocket pistols, this one was rather blinged as well, but not to the degree of the Walther.

It's really vague which gun he shot himself with, but it would probably be the Walther, as it had some bloodstains on it which supposedly correlated to his blood type, and the Lilliput I'm pretty sure wasn't on his person at the time he was in the Fuhrerbunker. On the other hand, the Walther was supposedly also discovered in his apartment at a later time, so who knows the circumstances of that.

>> No.4342709

>>4342373
>where is that data saved to? is it possible to get that text, save it as a string, and print it out again?
it's not saved
no, it's not possible to get it, save it, and print it again

>> No.4342710

>>4342535

I do, hi.

>> No.4342730

>>4342698
that looks awfully like a pillar jumping sequence.

>> No.4342746

Why is DN3D so perfect bros

>> No.4342752

>>4342730
It is, but it's very short and I made the pillars very close.

Do people not like pillar sections even when they're short and easy? Should I just remove it?

>> No.4342757

What would be some good megawads to play through with Wrath of Cronos? Anything with medieval/low tech visuals to fit the theme?

>> No.4342763

>>4342752
i can live with a short one. it's shit like Sunder map05/map11 i can't stand

>> No.4342768

>>4342573
might want to check out SpecialMissileHit
making a non-ripper piercing actor that only hits a given actor only once is super easy with it

>> No.4342769

>>4342763
I don't think I've played that mapset yet. Maybe I'll check it out to make sure I don't go too overboard with the pillar shit.

>> No.4342770

>>4342693
it's not as bad as people say it is
80% is still not 100%
but the extra possibilities are well worth it

>> No.4342774

>>4342752
pillars are best used as pseudo-brigdes
or as a "better kill everything in this room or have some really fucking good footwork"

>> No.4342778

>>4342746
An excellent combination of exploration, partially very non-linear levels, high speed action, cool and useful weapons, a grim, moody and gritty, yet also cartoonishly violent and humorous setting and presentation, which is very well detailed and believable, yet also abstract and unique.

>> No.4342780

>>4342770
It's more like 20% if you don't count "read the pk3 lol". I think I might write up some pages on the stuff that was hard for me to explain it to others.

>> No.4342784

>>4342752
I don't mind them if they're straight and not too long, just don't be all crooked and winding, requiring me to straferun as I'm barraged by lost souls and revenant missiles, as every other platform has a crusher on it.

>> No.4342785

>>4342768
Hey, I had no idea that existed. Thanks, would be much cleaner. It still works with +HITTRACER right?

>> No.4342798

>>4342774
>>4342784
This is good feedback thanks.

>> No.4342803
File: 184 KB, 608x608, shit.png [View same] [iqdb] [saucenao] [google]
4342803

>>4342413
Not missing it this time around. Textures.

>> No.4342808

>>4342339
As a guy who only browses /pol/ and /vr/ I feel conflicted by this picture

>> No.4342814

>>4342803
noice

>> No.4342823

>>4342803
cool, very btsx_e2

>> No.4342827

>>4342339
How many times can I restart a level before it becomes save scumming, approximately? I've been stuck on TNT MAP04 for more than a day now, and I've gotten to the point where I'll go back to the beginning of the map if I just take too much damage in the earlier section (because of ALL THIS FUCKING HITSCAN). Am I playing the game wrong, and if so should I restart to MAP01 so I can try playing the game legit?
Also, is it considered save scumming to save before the end of a level, hit the exit switch, and then reload the save if you missed a monster or secret?

>> No.4342837

If the anon who was making the custom pain elemental for the Halloween mod is here, this is your last call to submit it. Finishing touches go on the graphics pack tomorrow.

>> No.4342841

>>4342827
do whatever you like

>> No.4342845

>>4342827
>How many times can I restart a level before it becomes save scumming
restarting the whole level?
infinity

>> No.4342846

>>4342827
I usually make checkpoint saves when I acquire a key. Never feels too scummy.

>> No.4342853

>>4342837
Uh, I uploaded it ages ago. I can reupload then.

>> No.4342854

>>4342827
Savescumming is when you save too often on one level. Can't really give you a number on what constitutes 'too often', though. Think saving before and after every encounter. Going back to the start of a map is definitely NOT savescumming. Going back to MAP01 cause you died on a later level is just plain overkill.

>> No.4342865

>>4342837
>https://expirebox.com/download/bc516e6d6803fa867b7138e4dfa369b6.html
There you go. Again, it's in truecolor but palettizes fairly well.

If you missed and want the skellington shotgunner as well I could reupload that too.

>> No.4342893

>>4342854
I try to avoid it, but sometimes I fall into the trap of doing this on harder wads.
I rarely seem to die, but it's the thought of having to redo some of the more annoying ambushes that makes me want to save after them.

>> No.4342897
File: 94 KB, 800x738, Y0IImr5.jpg [View same] [iqdb] [saucenao] [google]
4342897

>>4342339
I have no coding knowledge and I want to learn how to script in doom. If zdoom wiki is the best tutorial it will never happen it's like I'm looking at egyptian hieroglyphics. Where did you guys start?

All day I daydream about maps I want to make. Like a golden palace where all the monsters are statues that come alive from various triggers. It's deeply frustrating not being able to express myself in the way I want to...

>> No.4342903

>>4342865

Shit, I don't know how I missed it. I've been watching the threads like a hawk.

>> No.4342904

>>4342785
actor.victim

>> No.4342912

>>4342897
Start here: https://zdoom.org/wiki/A_quick_beginner%27s_guide_to_ACS

That's the basic way for controlling maps with scripts. Statues that come alive
(i.e inactive monsters being activated) is not particularly hard to do. I would suggest starting out by making switches that do multiple simple things at once, like open doors or change light levels.

>> No.4342915

>>4342904
..how
how do i not know of these things

>> No.4342919

>>4342893
I think savescumming really has more to do with reloading saves than making them. Don't worry about it.

>> No.4342923

>>4342659
>Oh well. I'll just use inventory items that do nothing but run a function on the owner and simply store their class names in the struct.

b-but that's shit that should've been left behind in ACS-land

>> No.4342927
File: 80 KB, 640x480, latest.png [View same] [iqdb] [saucenao] [google]
4342927

Has anyone ever tried to make a skybox out of the wall of faces?

>> No.4342929
File: 46 KB, 676x622, C5ssO39XEAM5jg2.jpg [View same] [iqdb] [saucenao] [google]
4342929

>>4342927
That's......actually an amazing idea holy shit.

>> No.4342934
File: 39 KB, 663x579, 1495531291224.jpg [View same] [iqdb] [saucenao] [google]
4342934

>>4342912
yeah like I said... the zdoom wiki is like reading a foreign language to me. I'm a meathead on steroids. Give me tools and I'll make a work of art... but give me a blank page and tell me to make the tools and I'm fucked.

I can't wrap my head around it. I need a beginners guide to the beginners guide.

>> No.4342935

>>4342923
Well, what are you gonna do? I mean I guess an alternative would be a switch case wrapper function that runs other functions would work but that doesn't sound very nice either.

>> No.4342943

>>4342915
> https://zdoom.org/wiki/ZScript_virtual_functions#Examples
just gotta read and reverse engineer until you understand
also looking at the code of other mods that you think might be doing something that you need to do
ex, i looked at HND's quickdraw code to make per-target-lockon seeker missiles because i didn't know how arrays or array manipulation worked, or how to store specific actors in an array

>> No.4342946

>>4342927

One of the Halloween maps has an AASHITTY skybox.

>> No.4342948

>>4342934
follow the beginners guide step by step
try changing a few things
look at how other people have done things and what have they done
look things up on the wiki to know your options (what functions exist, what they do and where to use them)
start small and keep experimenting with things you don't understand until you do

you don't learn if you don't do

>> No.4342950

>>4342946
that sprobably a mistake

>> No.4342952
File: 259 KB, 1024x640, Screenshot_Doom_20171022_003020.png [View same] [iqdb] [saucenao] [google]
4342952

>>4342413
All these outfits but you chose the barrel

>> No.4342954
File: 2.45 MB, 1920x1080, 2017-10-21 23-25-43.webm [View same] [iqdb] [saucenao] [google]
4342954

>>4342943
I really need to learn that list by heart.

>>4342934
I made a vid for you.

>> No.4342967

>>4342952
lol i don't know what the hell this is but every time you post it i laugh a lot, looking forward to the end result

>> No.4342991 [DELETED] 
File: 110 KB, 1024x768, 1502669653593.jpg [View same] [iqdb] [saucenao] [google]
4342991

>>4342954
Still no idea whats going on. I'd pay good money for a GZDB class. What kind of programming language class would help me understand scripting?

>> No.4342995

>>4342927
Yes. I've even used it as part of a composite for a sky texture.

>> No.4342998

>>4342991
but
what the

Just do exactly what I did. I fail to see what you're not getting.

>> No.4343000

>>4342454
I like how, when it comes to Doom maps, you know how limited the engine is, yet areas can be distinctive and recognisible enough to the point this even applies to fanmade maps.

>> No.4343005

is there a console in blood gdx

>> No.4343008
File: 12 KB, 256x256, 1283217045066.jpg [View same] [iqdb] [saucenao] [google]
4343008

>>4342991
>Want to save image but can't tell if legal or not
Ya beat me again, 4Chan.

>> No.4343015

>>4342991
this is now a barely legal not quite nsfw almost porn thread. get your dicks out lads.

>> No.4343019

>>4342998
Dude I don't understand half the words. String? Integers? Conversions? Modulus?

Wtf is with all the { what do they even mean? Like I said I have ZERO programming understanding. You guys are smart. I imagine you all got A's like it was nothing. Imagine trying to teach scripting to an instagram girl, where would she start? Cuz it sure as fuck isn't that zdoom wiki.

>> No.4343024

>>4343005
also, how do I load plasma pak in blood gdx

>> No.4343025

>>4343008
>>4343015
>worn looking pussy
>middle aged weight gain
Are you fucking blind? How would anyone mistake this for being possibly underaged/barely legal? She looks like she could be an unhealthy 20-something if not in her 30's.

>> No.4343027

>>4343025
as expected, thread derail in progress...

>> No.4343037

>>4343019
an english and french speaker could teach french to an english-only speaker, but he could not teach french to a person who only speaks chinese.

>> No.4343046

>>4343019
>strings
>integers
Read this: https://zdoom.org/wiki/Data_types

>Conversions
Changing the nature of a thing. What this means depends entirely on context.

>Modulus?
A modulus operation works like this: you have 20 skittles. You want to share these evenly with your 3 friends by putting one each in three bowls, one at a time, until you run out of skittles. 20 % 3 is the number of skittles you have left when you can't divide them evenly any more. % is the modulus operator. An operator is something like a plus, minus or division sign.

>Wtf is with all the { what do they even mean?
They divide blocks of code from one another. Like this:

Some_Thing
{
here we put what the thing does.
}


>Imagine trying to teach scripting to an instagram girl, where would she start? Cuz it sure as fuck isn't that zdoom wiki.
It sure as fuck is. It's as easy as scripting by typing can really get. And there are simple explanations of most concepts of programming on the wiki.

>> No.4343051
File: 22 KB, 256x256, 36673622-0477-4635-801C-C8B5B8012E4C.jpg [View same] [iqdb] [saucenao] [google]
4343051

Lately I’ve been wondering... are there source ports for other shooters that are similar to Chocolate Doom, with a strictly conservative focus?

That is, to change as little of the original game engine and gameplay, retain (or if necessary, emulate) all the original limits and bugs, and focus on preservation and accuracy instead of extra features and gratuitous eye candy.

Do these exist?

>> No.4343054

>>4343051
i think most others are conservative, doom is the odd one out. i know the one source port of Marathon is incredibly conservative and it annoys people

>> No.4343060

>>4343051
System Shock Portable springs to mind. It does allow you to run the game in high resolution though.

>> No.4343061

>>4343019
>#include "zcommon.acs"
bullshit that every ACS script needs at the top or shit wont work, don't mind it at all

>script
defines a new script

>open
script type, in this case, runs when the map is first loaded

> { }
squiggly brackets mark the boundaries of a script, everything within is put in motion when the script executes

> print
function that slaps text on the screen and console

> print(s:"blah")
variables go inside brackets
s: for string
string = plain old text, always has to be in quotations "lile this"
int = integer = full, non-decimal numbers
float = numbers with decimals

> semicolon;
always needed per function after the closing brackets

ctrl+c the following and paste it where >>4342954 wrote that text


#include "zcommon.acs"
script 1 open
{
print(s: "change this text");
}

>> No.4343065

>>4343046
Thanks for the explanations. I'd hire you as a tutor in a heartbeat. I guess I'll crack down and post my questions here.

>> No.4343067

you're wasting your time

>> No.4343069

>>4343054
TurokEx is a non-conservative port. Then there's DarkPlaces and Tenebrae for Quake. Uh, Doom64EX too. Probably a few more.

>> No.4343073

>>4343069
you can't be bothered to answer >>4343051's question but you spring into action to correct >>4343054

>> No.4343076
File: 1.92 MB, 250x250, 071.gif [View same] [iqdb] [saucenao] [google]
4343076

>>4343061
Great info man. 10 seconds into that wiki that #include "zcommon.acs" was the start of my mind turning blank

>> No.4343079

>>4343073
I made the post about System Shock portable as well. I'm sorry I don't know of any other conservative ports than that. I'd have listed them if I did.

>> No.4343084

>>4343027
This isn't /v/


>>4342952
jokes on you, girls in barrels is my fetish

>> No.4343110

>>4343084
are you the ghost of Howard B. Elkins

>> No.4343127

this goes to show you that not everybody was meant to mod.

>> No.4343151

>>4343127
Give the guy a break anon.

>> No.4343162

>>4342897
>Where did you guys start?

I started by making a .pk3, writing code, watching the errors pop up, and then staying up way too fucking late trying to fix them until it was eventually accepted.
It's not a suggested method.

>> No.4343164

>>4343127
we've known that since s'arais
but everyone should have the chance to mod

>> No.4343181

>>4343054
Aleph One (for Marathon) adds a bunch of scripting and modding enhancements like MML, Lua support, and plugin support, plus graphical enhancements including bloom and 3D model support.

>>4343060
SSP is a binary hack, not a source port.

>> No.4343185

>>4342635
I think it's fine. Just the way the lad thinks.

>> No.4343189

>>4343051
xDuke for Duke Nukem 3D.

Pretty much exactly the same as the DOS version, doesn't even support widescreen, only the original VESA resolutions, even has the original gamma setting that makes everything washed out. Runs way better than EDuke32 as well, supports all the original expansion packs.

>> No.4343192

>>4342671
Urban saved it. My main problem was that he didn't say "that's a big fucking gun" when the BFG popped up.
The FPS segment was silly and immersion breaking, but good for what it was.
even worse it's officially called the bio force gun

I didn't like it much but it wasn't a disaster. I'd rather a Doom adaptation be a full first person movie like Hardcore Henry.

>> No.4343195
File: 468 KB, 1366x768, Screenshot_Doom_EF2001.png [View same] [iqdb] [saucenao] [google]
4343195

>> No.4343202

https://www.youtube.com/watch?v=Q4nFSIZED4Y&index=15&list=PL2ZqFHKe-cXzPZpGIfEjb-wdDwWJVIhSw

>> No.4343215
File: 207 KB, 1366x768, Screenshot_Doom_infernal.png [View same] [iqdb] [saucenao] [google]
4343215

>> No.4343259
File: 297 KB, 640x480, unknown.png [View same] [iqdb] [saucenao] [google]
4343259

>>4342413

>> No.4343268

>>4343202
Favorite track in the game next to stalker, really fond of this remix too:
https://soundcloud.com/noise-boulder-records/mike-norvak-alien-reactor-aliens-say-your-prayers?in=noise-boulder-records/sets/reduked-2010-2015-duke-nukem

>> No.4343310

>>4343189
Good to know about this. Thanks.

>> No.4343332
File: 757 KB, 1800x1350, img_6689-swamp-resize-2.jpg [View same] [iqdb] [saucenao] [google]
4343332

Spoopy swamp, now with deep water and fixed textures and linedefs. No new encounters yet, still trying to decide on what to do there.

https://www.dropbox.com/s/t93xjykn8mfw78t/JourneyToTheHauntedSwamp2.wad?dl=0

>> No.4343364

any doom wads that are like DN3D's Dark Side?

>> No.4343409
File: 130 KB, 1280x720, doom00.png [View same] [iqdb] [saucenao] [google]
4343409

>>4343332
Love it. You should align the textures on the trees, because they look weird if you don't. Also there's some wacky HOM shit going on right here, but I'm not entirely sure how you can fix it.

>> No.4343417

>>4343259
love it

>> No.4343430

>>4343364
I remember Valiant having levels taking place on moon bases

>> No.4343447

>>4343025
Eh... now that I think about it, real life human pussy is kind of fuckin' ugly, and I do enjoy my own hand techniques.
Maybe it's for the better.

>> No.4343454
File: 101 KB, 509x339, 2_DSC6277_trunkBaseW.jpg [View same] [iqdb] [saucenao] [google]
4343454

>>4343409
>You should align the textures on the trees, because they look weird if you don't.
I thought that maybe the unaligned look would make them appear less like regular park trees and more like crazier swamp stuff, but since the intended effect doesn't seem to have been achieved I can certainly fix them.

>Also there's some wacky HOM shit going on right here, but I'm not entirely sure how you can fix it.
Most likely a side effect of adding fake ceilings and floors all over the map, which broke a lot of stuff at first. I thought I had fixed it all, but looks like I missed one there. I'll see what I can do there.

>> No.4343464
File: 334 KB, 1300x953, cypress-trees-swamp-9303728.jpg [View same] [iqdb] [saucenao] [google]
4343464

The more I see swamp photos, the more I think sprinkling stalagmite decorations all over the map could really improve its looks. Not in excess, of course, getting stuck in random decorations is always annoying.

>> No.4343474

>>4343464
I think it would probably just be a better idea to draw up an asset for a partially submerged swampy tree.

Might actually even be one lying around somewhere, didn't Blood have some swamps?

>> No.4343535
File: 708 KB, 1366x768, stair of stars.png [View same] [iqdb] [saucenao] [google]
4343535

i only thought only that tomb of vicerus map did swamps to perfection. hell it even added swamp monster like dark forces.

>> No.4343537

>>4343051
>chocolate doom
>just plain ol untouched unrefined 1993 Doom
This is exactly what I've wanted. I thought there was something off about gzdoom. Getting back into the game, so thanks for mentioning this.

>> No.4343560

Playing Quake for the first time, why is everything a bullet sponge?

>> No.4343567

>>4343560
Low enemy count.

>> No.4343569

>>4343560
because quad damage and rockets/grenades exist

Use the grenade launcher or rocket launcher as your main, followed by nailguns and you should be good. SSG should be last resort against larger enemies

>> No.4343612
File: 275 KB, 640x400, spasm0001.png [View same] [iqdb] [saucenao] [google]
4343612

>>4343569
That makes more sense, I was sticking to the shotgun like I was playing Doom.
I ran into some enemies that looked like they were bugged out and stretching in this room. Would that be because of movement interpolation being turned off?

>> No.4343630

>>4343612
yeah I wouldn't turn off any enemy movement settings in quakespasm - they seem to run fine as is.

The only things I altered when starting quakespasm for the first time was making the particles square instead of rounded, and turning off the texture filtering. (I think these were 'gl_nearest' and 'r_particles 1' )

>> No.4343637

>>4343612
gl_texturemode gl_texture_mipmap_linear
r_particles 2
r_lerpmodels 0

>> No.4343638

>>4343630
The bug corrected itself. I think turning the interpolation being turned off looks incredibly cool, and if I'm not mistaken that's how it looked in the original engine right? So I want to keep it unless it's actually buggy. And I am using square particles and no texture filtering.

Also the game just became 10 times more fun now that I know the grenade launcher is the main weapon

>> No.4343650

Thoughts on SCYTHE?

>> No.4343652

>>4343650
Great mapset. Works well for almost any gameplay mod

>> No.4343653

>>4343650
I like it better than the second

>> No.4343670

>>4343612
>I was sticking to the shotgun like I was playing Doom.
like pottery

>> No.4343676

>>4343670
I don't get it

>> No.4343679

>>4343637
how do I go about making darkplaces look more akin to dos Quake?
I'm stuck with q-touch, don't see a way to change texture quality or lower anything. it's like the game refused to leave its permanent CHECK OUT ALL OF THIS SWEET EYECANDY BRO state.

>> No.4343683

>>4343679
stop using darkplaces

>>4343612
how'd you get quakespasm to separate the hud from the play area like that

>> No.4343689

>>4343537
The problem with Chocolate Doom is Doom runs perfectly in DOSBox, even on a potato, kinda making it pointless.

>> No.4343692

>>4343637
Also r_viewmodel_quake 1 for the original weapon model height. And run the exe with -fitz for some more vanilla features, like the demos playing when you start the game, original console background, no map hacks etc.

>> No.4343695

>>4343683
>how'd you get quakespasm to separate the hud from the play area like that

scr_sbaralpha 1

>> No.4343701

>>4343683
Decreased the status bar alpha in options
>>4343637
Is there a difference between gl_texturemode gl_texture_mipmap_linear and gl_texturemode 1?
>>4343692
Thanks for the viewmodel tip

>> No.4343702

>>4343676
A common trap for Doomers not used to Quake is to rely on the shotguns. He decided to be a cunt about it instead of explain that.

>> No.4343706

>>4343692
>no map hacks etc.
IIRC isn't the only difference changed entities to remove z-fighting in the \id1 maps?

>> No.4343714

>>4343692
>r_viewmodel_quake
not a recognized command in quakespasm

>> No.4343719

>>4343683
q-touch only has darkplaces and glquake
I just want to know if I can change texture mode to software or something to make them look less blurry

>> No.4343720

>>4343706
>IIRC isn't the only difference changed entities to remove z-fighting in the \id1 maps?
Yes. You can achieve the same effect with gl_zfix 1 though, but it is known to break modern maps, so they resorted to map hacks for the id1 content and gl_zfix is set to 0 by default. It's still needed for a lot of the 90's content, like Shrak, Malice, X-Men etc.

>> No.4343723

>>4343714
Update your Quakespasm.
http://quakespasm.ericwa.com/job/quakespasm-sdl2/

>> No.4343726

>>4343723
i'm already on 0.92.1, show me the difference in viewmodel position

>> No.4343727

>>4343051
WinQuake for Quake, perhaps?

>> No.4343735

>>4343726
0.92.1 was released more than a year ago. The link I gave is the up to date dev build, it includes many improvements.

Anyway, here's the difference in the view model height with r_viewmodel_quake 0 and 1:
https://imgur.com/a/oDUC3

>> No.4343748
File: 81 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google]
4343748

>>4342841
>>4342845
>>4342846
>>4342854
Thank you for the reassurance.
One thing I haven't really gotten used to is situations like pic. To the left of me in this pic is a wall containing, at the top, windows filled with shotgunners and chaingunners. Is there any effective way to fight this? I just ran away from the wall firing blankly until everything died, and I don't like doing that since I ended up leaving the level with less-than full shotgun ammo. Later in the level you get a yellow key that can take you to a teleporter where you'll spawn among them, and that seems like a recipe for disaster since they're all hitscan and surrounding you.

>> No.4343752

>>4343727
>WinQuake for Quake, perhaps?

WinQuake is running on some really old code, like DirectX 3 and DirectDraw. You'll need a wrapper like DDrawCompat to make it run smooth on Windows 10 and it still won't detect half of the resolutions it's supposed to support. Not to mention that it doesn't support external audio tracks (you will need to mount a CD image if you want music every time you run the game) and won't run any of the modern maps.

There are improved, but still very vanilla versions of WinQuake though, like Mark V WinQuake, TyrQuake and Engoo. Those are good and highly recommended for experiencing the original 8-bit renderer.

>> No.4343756

>>4343735
so basically it's more vanilla if you're not using a transparent status bar, but if you are it's just taking up more screenspace when you already know what gun you have out
not worth updating, sorry

>> No.4343759

>>4343756
Play however you want. I'm just trying to be helpful by listing the backdoors QS has for enabling various vanilla behavior.

>> No.4343787

>>4343719
>>4343679
>playing fucking quake on your phone
fucking why?

mobile controls are the literal worst.

>> No.4343802

>>4343637
>gl_texture_mipmap_linear
gl_nearest, actually.

>> No.4343808

>>4343787
I realized that as soon as I jumped into e1m2
uninstalling this garbage

>> No.4343835

>>4343802
Enjoy no mipmaps.

Might as well just set r_scale to 2 or 3 at this point to make them pixels YUUUGE as fuck.

>> No.4343848

>>4343835
well which one is the proper Quake way

>> No.4343859

>>4343723
This version doesn't seem to support the -fitz command

>> No.4343869

>>4343859
-fitz is not a console command, but a command line argument. Right-click on your desktop shortcut and add -fitz at the very end. Like so:
"C:\Games\Quake\quakespasm-r1521.exe" -fitz

>> No.4343873
File: 2.86 MB, 1280x720, Some new tracers.webm [View same] [iqdb] [saucenao] [google]
4343873

Zscript just gets better and better.

>> No.4343883

>>4343869
Yeah I did that, it works on the older release but not this build

>> No.4343886

>>4343883
I'm running this build right now and I just checked it. Adding -fitz disables the custom console background and the original auto demos start playing the moment you launch the game. You probably can't into command line arguments, sorry.

>> No.4343903

>>4343883
it does though?

>> No.4343947

>>4343886
>>4343903
I got it working. But now I'm debating whether or not I should just use Mark V WinQuake instead since I'm looking for vanilla accuracy.

>> No.4343974

>>4343835
No, he means you literally have the command wrong. It's gl_nearest_mipmap_linear, not gl_texture_mipmap_linear.

>> No.4343976

>>4343947
>vanilla accuracy
Quake is more like a Lego constructor. Few people play the stock maps nowadays, but it's a very fun and easily moddable engine, so it has led to a ton of really good content. Check this out:

https://www.quaddicted.com/reviews/

>> No.4344046

>>4343947
anything that isn't darkplaces is vanilla accurate.

>> No.4344058
File: 2.93 MB, 320x240, tnt05_1.webm [View same] [iqdb] [saucenao] [google]
4344058

>>4343748
what you can do here is run to one of the buttons to close the blast doors, then come back later. this is what i do here: as soon as i come down the stairs which opens the doors i run to close them, then go off to get the blue key and weapons/health/armour before returning for the yellow key. i then take the partial invisibility (which is near immunity against hitscan) and go for the teleporter.

alternatively, you can get the partial invisibility early and run around in the courtyard killing the zombies from down there, instead of closing the doors. there are a load of barrels up there to help with this.

>> No.4344062
File: 2.80 MB, 320x240, tnt05_2.webm [View same] [iqdb] [saucenao] [google]
4344062

>>4344058

>> No.4344068

how do i print special characters like ~ and ` in HudMessage or print?

>> No.4344128

>>4343689
The main advantage chocolate doom has is that its a lot quicker and easier to setup than Dosbox with vanilla. Especially if you own doom outside of steam/gog.

>> No.4344161

>>4344068
You start by providing the glyph graphics in the first place.

>> No.4344167
File: 82 KB, 255x207, 1477197309770.png [View same] [iqdb] [saucenao] [google]
4344167

There must be a quick way to realign the textures of hundreds of very cylindrical trees spread all over the map, right guys? Right?

>> No.4344168

>>4342413
I'm over 3 hours late to this, but I added a shotgun to my dumb weapon mod that has manual cycling and manages to be even more badly coded than the rest of my stuff.
https://www.youtube.com/watch?v=W2E3lCC4Wvg
Videos count as screenshots, right?

>> No.4344180

>>4342952
Maybe she just wants to cosplay The Barrel from " A boy and his Barrel"

>> No.4344183

>>4343409
>>4344167
On the other hand, I did manage to fix that weird HOM error, which is nice.

>> No.4344185

>>4344167
Aim at them in 3d mode and press A and Shift+A

>> No.4344192

>>4344185
Cool, thanks.

>> No.4344206

>>4344058
>>4344062
I've never been able to use partial invisibility effectively, as soon as I shoot all the demons know exactly where I am even if I take cover and pop out somewhere else. Does it affect their accuracy?
Also wow, looking at this ZDOOM (I think) footage after finishing the level in Chocolate is an eye-opener at just how much the atmosphere changes in the more modern source ports. The much brighter lighting and more easily visible enemies completely change the tone of the level. I feel like I need to replay DOOM1 and 2 in Chocolate's engine just because of how huge this difference is, and probably should've gone with this or just DOSbox for my initial playthrough of those games in the first place.
I think the biggest thing about those above-mentioned differences is Spectres, they're so goddamn terrifying, though maybe it's also because of the map and not just the engine. Sometimes I don't even notice them until they're a second away from attacking even if they're walking toward me while I'm looking in their direction.

>> No.4344212

>>4344206
>Also wow, looking at this ZDOOM (I think) footage
zdoom!? i'm deeply insulted!!

>> No.4344231

>>4344206
>I've never been able to use partial invisibility effectively, as soon as I shoot all the demons know exactly where I am even if I take cover and pop out somewhere else. Does it affect their accuracy?

it doesn't affect their vision, but all of their shots aim off by a random amount

>> No.4344236

>>4344206
>Does it affect their accuracy?
yes. that is its only effect (preventing monsters waking up if you don't shoot and move slowly enough is a zdoomism).
it's very powerful against hitscan, which you still cannot actively dodge, but it makes it so much less likely to hit you, that you can get much closer to the source into ranges your weapons are so much more effective, while taking little damage.
however, it makes anything that fires missiles harder to deal with as you can't dodge predictably any more.
probably the most situational powerup in doom - many others are also only effective in certain environments but are at most useless outside of them, while the partial invisibility is actively harmful.

>> No.4344290

>>4344206
ZDoom has original lighting and you can tweak GZDoom's lighting to be darker and closer to the original. It even has software lighting emulation and palette colours to simulate the banding effect.

>> No.4344332

>>4342341
skulldash: expanded edition released
https://www.doomworld.com/forum/topic/97667-release-skulldash-expanded-edition/

>> No.4344347

>>4344332
that guy's marketing and self promotion is reaching tormentor annoyance levels

>> No.4344359

>>4344347
what has he done that's tormentor-tier annoying? i don't usually browse doomworld, i just lurk on the zdoom forums and check out gameplay mods

>> No.4344390

>>4344332
Finally I can play this in GZDoom

>> No.4344608
File: 270 KB, 1366x768, Screenshot_Doom_mil_base.png [View same] [iqdb] [saucenao] [google]
4344608

>> No.4344609
File: 371 KB, 1366x768, Screenshot_Doom_ciudad2.png [View same] [iqdb] [saucenao] [google]
4344609

>> No.4344619

Why is Ogg Vorbis an allowed audio format for the Halloween Pack?

Because I don't think Prboom+ can play it.

>> No.4344623

>>4344332

Can you play this with original maps or is it just maps built for the mod?

>> No.4344634

>>4344619
Cus the name sounds spooky.

>> No.4344636

>>4343060

I feel like offering higher resolution support is the one feature that's pretty much always okay in my books.

>> No.4344640

>>4344636
That and uncapped framerate. And honestly, the more features the merrier as long as they're easy to toggle, preferably well implemented and the defaults are vanilla. I have this controversial opinion where I think some mods unquestionably make a game better in every way, like that one high res texture pack for System Shock 2 that basically just makes lines less blurry and text more readable.

>> No.4344649

any thoughts on vkQuake? It's a bit older now and runs really well, but how does it compare to other sourceports?

>> No.4344650

>>4344619
>Because I don't think Prboom+ can play it.
it absolutely can

>> No.4344689

>>4344650
>have constantly been testing in regular prboom instead of prboom+

Aren't I a retarded dumbass.

Well, it works. Weird how Prboom looks so crisp while Prboom looks so dull when it comes to colors. Can't find any settings either.

>> No.4344715

>>4344689
Nevermind. Turns out it was the gamma correction you can luckily turn off.

>> No.4344760
File: 2.32 MB, 1920x1080, Screenshot_Doom_20171022_181442.png [View same] [iqdb] [saucenao] [google]
4344760

HALLOWEEN PACK SUBMISSION

MAP NAME: Hexenkessel (Witch Caludron)
AUTHOR: Hebridean Isle
RESOURCES USED:
DOOM 2
GOTHTXORFIN.WAD
Custom Pumpkin Hill sky texture
Some self indulgent textures for the secrets

MUSIC:
Pillared Corridor from Castlevania 4, found at:
http://www.chapelofresonance.com/media/rips/super-castlevania-iv/1-13%20Super%20Castlevania%204%20-%20Pillared%20Corridor.mp3
Converted to OGG by me.

Should run in both Prboom+, ZDoom, and GZDoom.

Feedback encouraged and welcome! Goes without saying this one needs GOTHXORFIN.

Download: http://s000.tinyupload.com/?file_id=45339778833162476197

>> No.4344770

IDEA: An online web-service for collaboratively making WADs (much like /vr/'s halloween pack). Users can check in and update any of their lumps any time and anybody can download the complete WAD.

Would make community projects a whole lot easier if we didn't have to wait for the manager to update and push out the WAD for every little fix.

It could be called "WAD Party" -- (everybody brings their own LUMPs)
I could code this (PHP7+SQLite), but wondering if anybody would want to help?

>> No.4344785

>>4344770
I'm not sure how that would work. Sounds like people could just fuck it up by posting incompatible lumps and such.

>> No.4344790

>>4344760

Link doesn't work.

(how long has 4chan auto-quoted any text in the post that was on your clipboard?)

>> No.4344792

>>4344785
The app would verify compatibility; the manager would set the comp-level and the app would enforce it by checking lump-types, line-counts etc.

>> No.4344795

>>4344760
>>4344790
Aaaand already a mistake on my behalf. Not all enemies would spawn. And some overlooked skytextures.

NEW LINK: http://s000.tinyupload.com/?file_id=31551169845295940104

>> No.4344848

>>4342339

How are the Quake 2 expansions?

>> No.4344886

>>4344848
ground zero was fun up until about halfway through, when turrets (that lead their shots and fire rockets half the time) started popping up fucking everywhere

I never did bother getting past the first hub of the reckoning

>> No.4344897

>>4344770
I think git could work for this purpose.

>> No.4344926

i added a few more struct variables and a way to initliaze them and now my fucking ACS tells me it cant find a script that was able to find it just fine a minute ago

>> No.4344959
File: 1.98 MB, 680x384, 1508657751389.webm [View same] [iqdb] [saucenao] [google]
4344959

>>4342339

>> No.4344972

>>4344926
sometimes it says an error is somewhere where it actually isn't

check things you changed earlier
something like missing brackets can cause the game to say that something is wrong with the base actors
which is absurd, but

>> No.4344983

>>4343689
I'd argue it's a lot more convenient to run.

>> No.4344992

>>4344959
how come you didn't shoot the rabbit?? but yeah that is cool, i only played unreal for about 5 minutes at a mates house back in '99, but i still remember that part. and the waterfall afterwards.

>> No.4345005

>>4343787
I mean, you gotta give it to mobile gaming, especially FPS mobile gaming.

cause if there's anything in existence that makes you yearn more for a mouse and keyboard and give you the motivation to get a good PC at the same time, I don't know what it is.

>> No.4345014

>>4345005
>pc ports of id's rpg games never

>> No.4345023

>>4344795
Friend 'o mine pointed out how I forgot to add the custom textures to the TEXTURE file in the WAD.

New Link: http://s000.tinyupload.com/?file_id=40647310831694260403

Christ, I'm so sorry I'm sorta spamming.

>> No.4345038

>>4345023
dont'worry about it mate ill take "found bug here is updated wad" spam over yet another "what is so bad about brutal doom" spam every day of the week

>> No.4345051

>>4342631
was green hair regulation, or was zombieguy a rebel

>> No.4345054

>>4345051
heh. i heard it was a palette error made when the sprite was imported from the sources but they decided to keep it

>> No.4345060

>>4345051
It was a palette conversion error that they looked at and decided "Hey, that's cool" and kept in the game.

>> No.4345062

>>4345054
They probably thought players would assume his hair was rotten.

>> No.4345070

>>4345014
sucks because every single one of them is unbelievably good.

>> No.4345071

Would Chiller be TOO cliché a font too use for level names, or EXACTLY the right amount of cliché?

>> No.4345076

>>4342693
Sorry for noob question and out of post topic.

I recently started playing gzdoom and I don't know how to configure it for similar look. Should I change source port? If not, what should I change to get that more classic look? Especially I would like to have textures that are not blurred but still with dynamic lights and other modern graphics effects like decals. Is software mode only way?
Thanks!

>> No.4345080

>>4345038
Thanks. That's reassuring to hear.

>> No.4345082
File: 6 KB, 207x285, 1497353091421.png [View same] [iqdb] [saucenao] [google]
4345082

>>4345038

Project brutality is pretty alright though, at least as far as features goes.

I look at some of what sgt. mark is doing (those random ornamentals that he spawns) and wonder why

I'm sure him being unlikable and an asshole doesn't help brutal doom's reputation

>> No.4345085

>>4345076
>Especially I would like to have textures that are not blurred but still with dynamic lights and other modern graphics effects like decals.
set gl_texture_filter to either 0 (no filtering at all) or 5 (no filtering, but with mipmaps)

>> No.4345087

>>4345076
Ok so there's a texture filtering option in display->openGL->textures. As well, there are many lighting options in display->openGL and there's also a colormap that will make everything match the original doom colors.

>> No.4345089

>>4345071
yeah do it, it's not like this project's going to be up to much anyway if the alpha is anything to go by... map1: hmm yeah cantseeshit hitscanners annoying. map2: usual sarais shit. map3: looks good but i hate 1monster maps. map4: unfinished garbage

>> No.4345090

>>4345071
It would be exactly the right amount of goofy horror cliche in my opinion.

>> No.4345098

How do I get music working in tyrquake? Tried .ogg, tried .mp3, and tried mounting an iso with the music on it, no good.

>> No.4345109

>>4345005
the same would apply to consoles, funnily enough

>> No.4345129

>>4345089
As much as I hate to say it, I agree with this assessment. Trying to force 2 map comps in such a short time isn't a good idea, and the map quality shows it.

>> No.4345162

>>4345129
map03 is actually really good if it wasn't just revenants. also half the secrets don't seem to be marked as such. i should have recorded it. i think the author is doing an update though.

>> No.4345168

>>4345162
sorry there's a room of demons as well it's not entirely revenants. but yeah the graphics guys have done a lot of work i feel sorry for them.

>> No.4345202

>>4345129
I'm sorry about that. I'll hold off a good while before starting the next project. Didn't anticipate we'd get all these cool graphics and even a monster replacement...

>> No.4345206
File: 4 KB, 864x96, levelnametest.png [View same] [iqdb] [saucenao] [google]
4345206

What do you guys think? The anti-aliased text is easier to read, but would it look out of place in Doom?

>> No.4345212

>>4345206
Left for sure.

>> No.4345213

>>4345206
I quite the anti-aliased text, but that's just me.

>> No.4345217

>>4345206
How does it look if you blend them together?

>> No.4345220

>>4345213
i must also express a preference for the smoothed version. i don't think it would look terribly out of place.

>> No.4345221
File: 61 KB, 977x636, El Duque que Nukea.png [View same] [iqdb] [saucenao] [google]
4345221

>>4342339

I'm trying to play Douk, but this error keeps appearing

wat do?

>> No.4345237

>>4345202
I mean, if it was just a general project it wouldn't be so bad but a THEMED project especially is something that requires a lot of effort.

>> No.4345248

>>4345217

Worse than either on their own.

>>4345202

Does this mean no Christmas mod? Because I was doing some colour tests for an abominable snowmancubus.

>> No.4345254
File: 541 KB, 2048x1152, wot.jpg [View same] [iqdb] [saucenao] [google]
4345254

>>4343612
>>4343670
The two weapons you want to be sticking to are the Grenade Launcher and the Nailgun. Thats the equivalent of your shotgun and chaingun right there. When you get the RL or the Super Nailgun then you're cooking with gas, but thats just like the interstate compared to the highway, you can still get by with the other two.

Regardless of how effective the RL is the Grenade Launcher is an indirect fire weapon and is typically more useful unless you're wanting to hurt yourself.

> Shotguns

Thats basically a Pistol but the useful thing about the Double Barrel is you can typically still take down ogres to conserve rockets. Four blasts puts them down and normally they'll only get one chance to hurt you (if you time your attacks instead of just holding down the fire button that opportunity is much less but they do still get an attack).

The real use of Shotguns is grabbing the Quad Damage then using all those shells you've collected to blast away piles of dudes. Even using the default shotgun with quad damage is good because it will still gib zombies, and the tighter cone means it can reach out there and splatter something quick.

After that of course you can switch back to the Super Nailgun or whatever else you want, and you're still wailing hard, but you just used a bunch of free poor quality ammo to do the same job.

> honorable Arcane Dimensions mention
If you're playing AD you can kill Shamblers with the Shadow Axe without being hurt by them at all - as long as you DONT Hold Down the fire button. It will always faze them if they're not currently in a fazed state. So wait until just before the claw you and -chop- until they go down. But generally you can get into a rythm with this tapping the fire button like once every 1.0-1.5 seconds and its pretty much just chopping down a tree.

>> No.4345265

>>4344959
>>4344992
> this gun looks like a deer's hoof

>> No.4345278

Sorry if this counts as spam, but I added reload cancelling and """new""" alt-fire to the shotgun.
Is the recoil too much? I personally love it, and the mod does have a Cvar that halves recoil for the main weapons (assault rifle, pistol) that doesn't apply to the shotgun yet, but I'm wondering if maybe it's just too much.
https://www.youtube.com/watch?v=DzAeqFHJrIY

>> No.4345284

I replayed Powerslave EX and had a blast. I wanted to play the pc version next but it's almost unplayable.
And that guy on zdoom forums that was porting it to gzdoom sems to have abandonned.

Everything is ruined. Everything sucks.

>> No.4345289

Any new mapsets you guys recommend?

>> No.4345290

>>4345206
>>4345220
>>4345213

The right one for certain, while the left looks retro its the badside of 90s retro back when people didnt have access to graphics programs that could do antialiased text (and were too lazy to zoom in and antialias it manually).

Right side looks retro and it is not out of place, but its the slick as shit retro that normally you only found on title text images.

It would have been welcome in the 90s and much like the textures we use in mods these days (eg, btsx) it would have made people's eyes melt from the candy.

It would have been possible to make really high quality stuff across the board back then, but it would have cost you bigtime in manual effort.

>> No.4345296

>>4345290
For example Shadow Warrior was par-excellent in terms of graphics back then. And it had smoothed text. That, along with the relatively high standard of graphics quality for the build engine is something that made it stand out and become memorable.

> Blood, Duke, Shadow were all god tier back then, but remained unchanging for what seemed like aeons due to lack of sourcecode publishing.

>> No.4345303

>>4345085
>>4345087
Thanks! I'll fiddle with this options!

>> No.4345323
File: 24 KB, 1920x1018, Screenshot_Doom_20171022_130537.png [View same] [iqdb] [saucenao] [google]
4345323

https://pastebin.com/s4GSqQ9s
why cant my fucking dumb shit ACS find roster_slots?
roster slots is on line 627, called first at line 875

>> No.4345325
File: 2.95 MB, 1280x720, Even better now.webm [View same] [iqdb] [saucenao] [google]
4345325

I think I finally got these looking right. Shame the webm quality is shit for some reason.

>> No.4345345
File: 9 KB, 331x115, RevDouble_Doom_Palette.png [View same] [iqdb] [saucenao] [google]
4345345

>>4344608
>agitation

Dumping my Double Revenant rocket (so that you can make them look appropriate without firing two separate rockets).

To complete the look it may be prudent to give it the impact graphics of the player's rocket except without the splash damage (MISLB+ or EXPL for smooth doom, except for smooth doom I suggest omitting frame D).

I recommend setting the Scale of the projectile to 0.7 or 0.8 since its technically a bigger graphic now.

>> No.4345353

>>4345323
>https://pastebin.com/s4GSqQ9s
it looks like you have a second roster_slots script on line 1801

>> No.4345357

>>4345289
https://forum.zdoom.org/viewtopic.php?f=42&t=53402
saw this on stream yesterday, gave it a whirl, it's pretty fun

the detailing and monster placement is questionable, but the layouts are really straightforward enough to blaze through and the lighting effects are cool

>> No.4345358

>>4345345
>double revenants

>> No.4345361

>>4345345
they should spin when flying toward player

>> No.4345363

>>4345353
wat
the lines dont go that high, and if you ctrl f there are only 2 roster slots on the former lines

>> No.4345365

>>4345353
wait, nvm, I copy+pasted whole page accidentally so it picked up the second listing in pastebin

>> No.4345368

>>4345248
Maybe. I'm not against the idea.
>>4345237
Would you guys be against me setting up a discord server for future mapping projects? I think it would be a lot easier to keep track of everything and give out updates if I did.

>> No.4345372

>>4345358
>>4345361
They have a launcher on both shoulders and both of them fire. Graphically speaking they should be firing two rockets. Which is what I have done. Though its only a single projectile so it doesnt change gameplay at all. It just looks more menacing.

Usually you don't have much time to notice the side/behind frames so the similarities to the mancubus fireballs kinda arent noticed (they're brighter anyway). Revenant combat is usually tense enough that you dont have time to notice.

>> No.4345383

>>4345368
as long as s'arais gets banned when he eventually enters, i'd be interested in it

>> No.4345386

>>4345368
we dont need namefaggotry and forum drama that will be caused by discord, thats how /vg/ gets fucked over, we are fine as we are not on /vr/, file sharing for projects could be done on mega or google drive if thats what you want.

>> No.4345387

>>4345323
how are you compiling this? structs aren't in acs are they?
this also doesn't look like gdcc

>> No.4345393

>>4345387
its compiled in GDCC
it worked just fine and compiled and found roster_slots until i added the stat variables

>> No.4345408
File: 9 KB, 331x129, RevDouble_HDPalette.png [View same] [iqdb] [saucenao] [google]
4345408

>>4345372
This is the HD palette edition (contains the HD palette I engineered).

Useful tip, the orange range looks a little more firey than peachy in the HD palette so if you load it up with smooth doom and you use the duke3d explosions, they actually look like the duke3d explosions instead of the more muted orange color that doom comes with.

>> No.4345417

>>4345357
Cool - i will check it out later.

>> No.4345432
File: 1.88 MB, 500x370, everyone was harmed.gif [View same] [iqdb] [saucenao] [google]
4345432

>>4345408
> agitation
> with both barrels
> its the tits, man
> caught right in the headlights

>> No.4345434

>>4345098
Please respond.

>> No.4345445
File: 729 KB, 500x260, fRj3I.gif [View same] [iqdb] [saucenao] [google]
4345445

>>4345345
>>4345408
oppai missile

>> No.4345453

>>4345434
TyrQuake is a really basic port of Quake, it doesn't support any external music tracks.

If you want a software renderer with external music support then try Mark V WinQuake and Qbism Super 8. Mark V only supports MP3 though.

Or just don't be a faggot and use Quakespasm like everyone else.

>> No.4345461

>>4345453
>Mark V WinQuake
I had been using it but there's a bug where if you load a save, if you reload the level on death, you're stuck on the floor at a 90 degree angle.

>> No.4345476
File: 72 KB, 640x400, Screenshot_Doom_20171020_210122.png [View same] [iqdb] [saucenao] [google]
4345476

>>4345445

>> No.4345490
File: 2.74 MB, 720x320, 2017-10-22 23-58-53.webm [View same] [iqdb] [saucenao] [google]
4345490

HEY
ARE YOU READY FOR SOME
SPACE-TIME FUCKERY

an actor that follows your position around with a one second delay
this might end up as a blursphere, where the enemies shoot your ghost

>> No.4345492 [DELETED] 

>>4342339
Why would Duke pick on a protagonist?

>> No.4345496

>>4345490
thats a neat idea anon

>> No.4345508

>>4345490
"STOP COPYING ME!"

>> No.4345513

>>4345453
>TyrQuake is a really basic port of Quake, it doesn't support any external music tracks.
So it doesn't support music at all? What's the fucking point

>> No.4345515

>>4345508
>"But i'm not the faker, it's you"

>> No.4345568
File: 18 KB, 320x104, PC Computer - Duke Nukem 3D - Sentry Drone.png [View same] [iqdb] [saucenao] [google]
4345568

>>4345492

Does anyone have a mod for something like the sentry drones from Duke 3D? I want to make something like that (just less dangerous) and need some code to work with...

(it wont be a sentry drone, different gfx, but I need the behavior)

>> No.4345579

>>4345568
Sentry drones look so fucking cool

>> No.4345587

>>4345387
>>4345323
i removed the extra new variables and now its working fine again as before, i dont know what the fuck is going on and why i cant add additional variables to the struct

>> No.4345595

>>4345254
Also, unlisted protip: something about the exact damage and fire rate makes the single shotgun REALLY GOOD for stunlocking Death Knights.

>> No.4345604

>>4345513
>So it doesn't support music at all?

It supports CD audio, just like original Quake. Put a CD in your drive and voila. However, this is not recommended nowadays, since modern CD drives usually don't support music looping and don't care for pre-emphasized audio (which Quake used).

Here's a good read on the peculiarities of Quake's soundtracks:
https://steamcommunity.com/sharedfiles/filedetails/?id=119489135

>> No.4345608

>>4345490
Imagine something like trackmania's ghost system where you start a map with a demo but only the ghost player is loaded up. You can have races to see which one is a better speedrunner.

>> No.4345615

>>4345579
Until they are up in your face.

>> No.4345631

>>4345615
Your face, your ass, what's the difference

>> No.4345635

>>4345490
>Not having a shadow clone with delayed attacks that copy what you did
Come on man

>> No.4345662 [DELETED] 

>>4342339
Finished my Halloween level... mostly.

Geometry, lines, lifts, switches, keys, traps, monsters, lights, are done (but untested). I just haven't placed any health or ammo.

Unfortunately I've been called into work early tomorrow and I want to get a good night's sleep. Looks like I'll be missing out on the project.

I'll upload what I've got anyway. It's not perfect. I haven't tested some of the later triggers yet, and the monster encounters haven't been tweaked either. Fights might be unfair or worse, boring. Feedback would be great but I'm almost hoping nobody tries it.

http://www.mediafire.com/file/k8kd5i6hrjbt2jv/Halloween.wad

>> No.4345665

>>4345631
Damnit.

>> No.4345670

>>4345635
i just got frame copying working
i'm working on delayed attacks right now

>> No.4345672 [DELETED] 
File: 420 KB, 1889x1132, Halloween 17.png [View same] [iqdb] [saucenao] [google]
4345672

>>4345662

>> No.4345685
File: 166 KB, 480x1060, 1424475257613.jpg [View same] [iqdb] [saucenao] [google]
4345685

>>4342339
WHY THE FUCK is it that when I turn the music down all the way in Blood the music stays loud and doesn't go away?

I want to listen to Youtube videos while playing the game but the gay ass music doesn't go away.

GOD FUCKING DAMN IT.

>> No.4345689

>>4345685
something about this image gets my Blood pumping

>> No.4345691
File: 420 KB, 1889x1132, Halloween 17.png [View same] [iqdb] [saucenao] [google]
4345691

Time is up for my Halloween level. I've finished everything except ammo placement and testing.

Unfortunately I've been called into work early tomorrow and I want to get a good night's sleep instead of working on it like I planned. Looks like I'll be missing out on the project.

Nearly posted the WIP but I'm too embarrassed to post a level without testing it a couple of times first. I'll post the finished version tomorrow, if people still want to play it.

>> No.4345696

>>4345685
CD audio probably can't be adjusted, don't remember if DOS drivers had support for CD audio volume.

Switch to the MIDI soundtrack, it's better anyway.

>> No.4345702

>>4345689
>I live
>again

>> No.4345706

>>4345691
too late i already downloaded it!
heh no wonder you're embarrassed - it's impossible to get out of the first room!

>> No.4345708
File: 41 KB, 200x200, 139111251328.jpg [View same] [iqdb] [saucenao] [google]
4345708

>>4345702

>> No.4345709
File: 3.40 MB, 360x270, ded.gif [View same] [iqdb] [saucenao] [google]
4345709

>>4345702
>Tfw you live again

>> No.4345712
File: 233 KB, 560x560, 1422846389591.jpg [View same] [iqdb] [saucenao] [google]
4345712

>>4345702
fuck

>> No.4345715

what are the maximum amount of variables i can have per script in ACS?
is there such a limit for functions?

>> No.4345716

>>4345708
>>4345709
>>4345712
i don't get it.
please explain

>> No.4345717

>>4345715
How slow do you want the system to run?

>> No.4345718

>>4345696
>CD audio probably can't be adjusted

Then why is there a slider next to the CD Audio in the options menu?

>> No.4345721

>>4345717
considering having like 40 variables is already making other scripts be removed from existence id like to know the actual number

>> No.4345731

>>4345721
I think you might just be doing it wrong. Babel had easily 3 scripts per actor per level running with 4-5 variables each at least. Maybe post source and let's see.

>> No.4345735

>>4345731
https://pastebin.com/iKq8hkcV

>> No.4345747

>>4345735
I'll read that better after, in a theater and movie about to start. Break it up into smaller files though, damn son. That thing is yuge.

>> No.4345753

>>4345747
the actual game hasnt even been written yet
thats just for making a party in the intro

>> No.4345754 [DELETED] 

>>4345747
>in a cinema
>with phone on
turn your it off you utter, utter cunt

>> No.4345762

>>4345716
The main character in Blood is a zombie who starts the game by uttering the famous phrase "I live.... again" in some really suave voice acting.

>> No.4345765

>>4345718
>Then why is there a slider next to the CD Audio in the options menu?

Just checked it, that slider is working fine for me. I'm using the latest DOSBox ECE SVN build with the retail CD image of One Unit Whole Blood.

>> No.4345772

>>4345490
>>4345635

this is way too cool and weird
a few parts still missing and the quality is utter arse, but it shows the apparition aggressor in action when blursphere is active

>> No.4345778
File: 2.99 MB, 720x360, 2017-10-23 01-24-16.webm [View same] [iqdb] [saucenao] [google]
4345778

>>4345490
>>4345635
>>4345772

FORGOT WEBM

>> No.4345817

>>4345762
i know that, i don't see why being a response to >>4345689 makes it funny? oh well.

>> No.4345819

>>4345162
I'm doing an update and using less revenants in the first sections. The same with later sections but it's more noticeable in lower skill levels.

About secrets, it was on purpose. I didn't mark the Plasma Gun and Medikit behind the waterfalls as a secret because I thought it was fairly obvious with revenants popping from them. Brown back alley medikit wasn't marked because there's something more important hidden there.

>> No.4345825

>>4345778
>the ghost does the shooting
that's gonna fuck with people so much. keep it.

>> No.4345827

newfag here
how can I get gzdoom to use zips, the guide for zdoom (not sure if it works) was a bit confusing for me, something I can do in a single step like with WADs and PKs would be splendid

>> No.4345829

>>4345778
this is great

>> No.4345835

>>4345825
it does, but it has some cool uses
like point blanking barrels/ with rockets, then backing off before shit explodes
it's supposed to be kinda strange feeling

>> No.4345837

>>4345817
The guy got excited by sexual innuendo so he feels like he's "alive... again".

Jokes are not funny when you explain them like this I guess.

>> No.4345846

>>4345827
Create a text file in the GZDoom folder with the following string (example) and then rename it to whatever.bat (make sure to change the extension from TXT to BAT) and then double click it to play the mod.

gzdoom.exe -iwad DOOM2.WAD -file aaliens.wad

You can also load PK3s with -file and stack several mods, like so:
gzdoom.exe -iwad DOOM.WAD -file brutalv20b_R.pk3 IDKFAv2.wad

This one will load Doom 1 + Brutal Doom + Metal Soundtrack.

>> No.4345870

>>4344760
>Hebridean Isle
I loved what you did in 300mins, I'll wait until the finished wad, but I look forward to this.

>> No.4345880

>>4345837
hmm okay i failed to make that connection i guess. too old to associate every little thing with sex. it'll happen to you

>> No.4345889

>>4345880
Same. I just thought "Cool, an Evil Dead reference." Not sure how you can get innuendo from that at all.

>> No.4345890

>>4345889
dick jokes

>> No.4345894
File: 394 KB, 1282x771, fyd.png [View same] [iqdb] [saucenao] [google]
4345894

Here's my map for the spooky megawad.

title: Feeling Yourself Disintegrate
author: amok
music: green underworld from super metroid

I wasn't going to make a map for this but when I saw that brilliant PE replacement I couldn't resist. It's a bit bare in some areas and definitely not as polished as I hoped but I'm tired and the save-times for GZDoombuilder are getting too long

https://www.dropbox.com/s/055mgei6z48zk8z/halloween-amok.rar?dl=1

>> No.4345896
File: 7 KB, 331x115, RevSingle_Doom_Palette.png [View same] [iqdb] [saucenao] [google]
4345896

>>4345476
>>4345408
>>4345408
>>4345445

Okay a single missile version. (uggh this is comet1337's fault, that damn revpony)

>> No.4345902

>>4345880
>>4345889
Looks like a woman's butt:
>>4345685

>> No.4345909

>>4345902
so? i still don't see how "i live, again" means "i've just got an erection"?

>> No.4345915
File: 115 KB, 1280x1024, Untitled.png [View same] [iqdb] [saucenao] [google]
4345915

>>4345846
doesn't work
pic related is the bat, did I do something wrong

>> No.4345921

>>4345915
Make sure both the bat file and all the relevant WADs and PK3s are all in the same folder, as well as GZDoom.exe itself.

What error is it giving you?

>> No.4345928

>>4345921
it just runs vanilla doom 2

>> No.4345930

>>4345915
Your mod file has no extension, it should be either .wad or .pk3, that's why it can't find it.

>> No.4345938

>>4345930
it's a zip
both putting .zip in its filename, as well as doing so in the bat yielded no change in results

>> No.4345942

>>4345938
Um, you're probably supposed to extract that zip file first, it's just for distribution purposes, it probably has a pk3 or wad and a readme inside.

>> No.4345945
File: 1.11 MB, 1920x1080, Screenshot_Doom_20171023_025529.png [View same] [iqdb] [saucenao] [google]
4345945

Wait, is this Кpeмль?

>> No.4345954

>>4345945
looks like sunlust map19 to me

>> No.4345960

>>4345942
it contained a readme which told me of a BAT which asked if I wanted to build a PK3 or PK7, and upon building, I saw no clear PK3 file with which to utilise

>> No.4345965
File: 196 KB, 800x600, Screenshot_Doom_20171023_013258.png [View same] [iqdb] [saucenao] [google]
4345965

I forgot these maps were actually kinda mean.

Just the right way though.

>> No.4345970

>>4345965
which maps?

>> No.4345978
File: 155 KB, 800x600, Screenshot_Doom_20171023_014615.png [View same] [iqdb] [saucenao] [google]
4345978

>>4345965
I dislike that you can't tune dynamic lights in GZDoom anymore, though at least they made a fuzz effect for the spectres.

Also the previous version of GZDoom I used for some reason would make me move at a speed between walking and running when using my analog stick with auto-run off, I really enjoyed this speed and I miss that feature, even if it was a glitch.

>>4345970
Nihility: Infinite Teeth
It's a 'shareware' of a WIP mapset, the episode is in the second slot, makes a lot of good use out of Alpha and Beta resources to make something that feels really cool, it has that old Doom aesthetic yet makes it all feel new and interesting, has a sort of oppressive atmosphere.

https://www.doomworld.com/forum/topic/85591-nihility-infinite-teeth-shareware-episode-v121/

>> No.4345992
File: 41 KB, 338x450, 1365527576111.jpg [View same] [iqdb] [saucenao] [google]
4345992

Is it possible for a wad to be "too polished" or "too finetuned"?

>> No.4345993
File: 267 KB, 800x600, Screenshot_Doom_20171023_014751.png [View same] [iqdb] [saucenao] [google]
4345993

>>4345978
I'm glad I didn't select UV this time.

>> No.4345997
File: 205 KB, 1366x768, doom18.png [View same] [iqdb] [saucenao] [google]
4345997

https://www.dropbox.com/s/l52k43p6khiwwqo/JourneyToTheHauntedSwamp3.wad?dl=0

Tree textures fixed, HOM thingie fixed as well. However, now I've noticed this thing (weird thin line in pic) and despite my efforts I don't know how to fix it.

>>4345089
Map01 looks fine on PrBoom+, you sure you aren't playing it with GZDoom? Though I can brighten it up if people want so. Besides, that's what feedback is all about.

>> No.4345998
File: 602 KB, 1280x720, Screenshot_20171022-192655.png [View same] [iqdb] [saucenao] [google]
4345998

>>4345005
>>4343787
I wouldn't recommend q-touch to anyone who wanted to keep their mental sanity intact.

having quake on the go is an attractive concept in itself to many people I guess, but I don't feel many would feel seriously committed to sit through an entire episode on hard difficulty, unless their motivation was to answer the question "hey, what if I had virtually no skill at quake".

>> No.4346002

>>4345997
yeah you have gamma 3 or something there

>> No.4346006

>>4345997
that is a slime trail.
https://doomwiki.org/wiki/Slime_trail
try building with zdbsp extended nodes (-X) for greater vertex precision

>> No.4346016

>>4345992

Yes.
I know there's a couple people that bring up how something is "too polished" in terms of, say, BTSX or Ancient Aliens, with the idea that the better era of Doom mapping was in the 90s or 00s when mistakes were more prevalent.
But I would say a better example of "too polished" is more of Tormentor's productions, when he focuses a lot more on needless spectacle and extravagance by use of features, setpoints, or whatever over gameplay. There's a section in Ultimate Torment & Torture that annoys me to this day, in the final level you have to jump across some platforms but if you land on the wrong platform it suddenly jettisons down. At that point, it's definitely "too polished", because it really adds little to the gameplay but is a setpiece simply for the sake of having another setpiece.

>> No.4346017

What are the benefits of using GlBoom instead of the usual PRBoom+? Is it okay to test a map intended for the latter with the former?

Because I think I dun goofed here.

>> No.4346023

>>4345998
>Q-Touch
>Quake
>on a touch screen
Jesus, that EXISTS? What next, Duke-Touch? Blood-Touch? Touch screens aren't capable of providing satisfactory input for games like these, why would anyone want this? Touch screens are for surfing, reading documents, etc.

I've played Doom on a phone, if THAT was rough, I can't imagine Quake being remotely fun, have fun when you bump into a Spawn or Shambler, you'll never ever win with your input.

>> No.4346027

>>4346023
people have beaten these games using only keyboard, I imagine phone isnt that limiting since you can freeaim without problems

>> No.4346028

>>4346023
you can
you'll just waste 50 rounds on the adjacent wall trying to adjust your aim

>> No.4346029

>>4346027
Keyboards fucking work, you have lots of physical buttons which are reliable and can be pressed as fast as you can, it's a handicap but not insurmountable.

Touch screens spaz out if you aren't completely precise, and they are not fast on rapid input in my experience.

>> No.4346031

>>4346023
>Blood-Touch
That sounds like a metal band name.

>> No.4346036

>>4346031
Yeah, they could sample the agonizing screams of people trying to play Blood on a smartphone.

>> No.4346038
File: 9 KB, 335x208, 1504648471619.jpg [View same] [iqdb] [saucenao] [google]
4346038

>>4345998
>that screenshot
>that everything
how do you function like this

>> No.4346039

>>4346029
or you can just get used to this, FPS on smartphones went a long way grandpa, also I will take aiming on phone any day over aiming with keyboard

>> No.4346041

>>4346039
you try freelooking on quake with a touchscreen, then I'll eat that up

if you're not missing meatshots like crazy, you'll sure as fuck be falling off of platforms due to the uneven sensibility and terrible tracking

>> No.4346045

>>4346002
Looks like the map looking too dark wasn't a GZDoom problem, but that my version of PRBoom+ was actually too bright. I'll work on fixing that, should be an easy fix.

>>4346006
Cool, I'll work on that too.

>> No.4346047

>>4345735
>https://pastebin.com/iKq8hkcV
Ok so, as far as I know from a few searches the limit is 128 variables, but that was as of quite a few years ago. Normally it should throw an error at you if you hit it.
>>4345754
>watching ads
>not even the previews, but the ads

>> No.4346060

>>4346047
i dont hit errors since, i think maybe because it has to do with using GDCC compiler, but ive tried splitting them up into less variables per script and its barely working

https://pastebin.com/2eRsKyak

after init_party2 is done and calls init_party3, it kills itself and every other function other it dissapears as well

dunno what the literal fuck to do

>> No.4346064

>>4346060
Well, ok, what I meant was move the scripts to their own libraries when I said split it up, but this is actually good for debugging. What do you mean by
>every other function other it dissapears as well
? Like, the calls just fail after that? Try adding some logging and record how many variables you assign up to that point.

>> No.4346068
File: 26 KB, 1920x1018, Screenshot_Doom_20171022_175828.png [View same] [iqdb] [saucenao] [google]
4346068

>>4346064
doom throws these errors when it tries to call them

>> No.4346080

>>4346068
You should probably do a
#library "<SCRIPT NAME WITHOUT EXTENSION>"
at the top. I know I had a ton of issues with scripts not calling correctly before I did that. See what happens then.

>> No.4346087
File: 229 KB, 800x600, Screenshot_Doom_20171023_015254.png [View same] [iqdb] [saucenao] [google]
4346087

>>4345993
This could need a simple GLDefs patch just for making it look a bit nicer in GZDoom.

>> No.4346096

>>4346023
Just playing the devil's advocate here, but couldn't you use your phone's g-sensor for effectively effortless mouse look?

But yeah, I'd rather carry a small bluetooth game pad around in my pocket if I want to play games on the go.

>> No.4346102

I recently downloaded a file of the Aliens TC WAD and tried to play it, but I didn't see it as available for selecting in the menu that appears just before playing a GZDOOM compatible game. I don't know what to do. Should I extract the .zip file with a different program or is it that its not a compatible WAD with GZDoom?

>> No.4346109

>>4346080
well i did just that, moved that entire file to a library, and made a short new acs file with just

#import "party_creator.acs"
#include "zcommon.acs"

script "main" ENTER
{
ACS_NamedExecute("init_party", 0);
ACS_NamedExecute("init_main", 0);
}

it still is doing the same errors

>> No.4346113

>>4346109
Perhaps a max call depth error? I'm not sure honestly. If you can get ahold of TheZombieKiller or Marrub they might know, those guys know ACS inside and out. Zombie is online on the ZDoom Discord so you could try there.

>> No.4346127

>>4345290
>while the left looks retro its the badside of 90s retro back when people didnt have access to graphics programs that could do antialiased text

Pretty sure Photoshop was a thing back then, you wouldn't attempt that kind of stuff with Deluxe Paint, that's for granted.

>> No.4346157
File: 25 KB, 720x568, Deluxe%20Paint%20I%20(1986)(Electronic%20Arts)[a]_004.png [View same] [iqdb] [saucenao] [google]
4346157

>>4346127
Deluxe Paint had an anti-aliasing mode, all you had to do was select it (F2 or F7, not sure), and your brush effectively became a Blur Tool and it was capable of performing this antialiasing effect within an 8 bit (or less!) color environment.

Thats how so many games and other nifty crap was built using Deluxe Paint.

Programs like Photoshop were INFERIOR to DPaint2 until at least 1995. Even ID Software only upgraded to photoshop after Quake 2 had been released (thus the difference in style for the texturing on quake 3).

Sure it might be more flexible than Dpaint, but Dpaint is where most content creators made their stuff even if they exported that to other programs to dice it up and put it in other formats.

Pic related... the oft-associate logo for Dpaint... was drawn in Dpaint as well.

>> No.4346172
File: 73 KB, 1366x768, Untitled.png [View same] [iqdb] [saucenao] [google]
4346172

Alright, this is another type of encounter I'm not sure how to solve in vanilla without vertical aim. There are chaingunners on high-up platforms on all sides. If I hug certain walls only one of the ones still alive can shoot at me, but they're so far away that the auto-aim doesn't focus on them and I can't hit them. Is there any way to get through here without taking even more damage by running out of cover?

>> No.4346176

Update to my map for the halloween spooky wad (MAP03 in the alpha)

Some gameplay and aesthetics changes (less revenants, different sky, some details and fixes)

https://drive.google.com/open?id=0B1dtznqhZG2fRFFhTk5URkNiZkk

>> No.4346181

>>4346157
Well hot damn, egg is on my face I guess, I never tried to do anything significant with DP, glad to know it was pretty powerful.

>> No.4346198

>>4346172
Partial Invisibility powerup back and to the right

>> No.4346202

>>4346113
ive been logging every variable and it seems to just die after the 24th variable is initialized

would putting all this shit in an array help or is there some way to get around this?

>> No.4346205

>>4346198
If you mean the one toward the beginning of the map I'm already using that to get through the dark room with the stairs, since it has chaingunners who come out of slots in the walls. TNT has so many chaingunners, I thought it was just a meme. I probably need to try and scout out more secrets though in case there's a second invisibility sphere on the map.

>> No.4346216

>>4346181
You're not alone... I did most of my bitmapping and spriting work doing that pixel editing by hand one pixel at a time. By the time I was mostly finished with Dpaint I was manually making stuff almost at the same level of quality as doom shit (this being roughly '95 or so, I was 13-14 back then).

Then after about a year of using Aldus Photostyler 2.0 (a competitor at the time for photoshop, it was much like paint shop pro) I go back to using Dpaint 2... and I discover this little antialiasing mode that id never checked before somehow.

I don't believe it was listed in the instruction manual either, or if it was, no description of it's significance was given.

>> No.4346252

>>4346023

Touchscreen Duke has been on iOS for years. It plays about as well as you think.

Only the other hand, I managed to 100% Tony Hawk 2 on a touchscreen, which I never achieved with buttons.

>> No.4346273

>>4344332
can you play this with gameplay mods?

>> No.4346275

>>4346252
I imagine plenty of Duke screaming in pain when playing that port.

>> No.4346282

>>4346252
Come to think of it nips have MHFU on iOS, despite it apparently having soft-lock on like newer games I seriously can't imagine going far with touchscreen controls.

>> No.4346304

>>394331402
which one of you fuckers did this

>> No.4346306

>>4346304
fuck
>>>394331402

>> No.4346307

>>4346306
>>>/v/394331402

>> No.4346308

>>4346306
guess i'll just die

>> No.4346309

>>4346304
>>4346306
Whatever it is you're doing, just let it rest.

>> No.4346318
File: 165 KB, 487x410, 1471214291056.png [View same] [iqdb] [saucenao] [google]
4346318

>>4346307
>Gunner
>not Berserker

>> No.4346358
File: 1.08 MB, 1543x2719, Edited.jpg [View same] [iqdb] [saucenao] [google]
4346358

wow found an old news post from ages past. Still a lot of stuff I haven't played or even heard of in here.

>> No.4346361

>>4342671
rip in peace Rock ;(

>> No.4346381
File: 7 KB, 200x200, Light_2.gif [View same] [iqdb] [saucenao] [google]
4346381

>>4346306
>>4346307
>PUTO

>> No.4346385

>>4346381
>TRUDER

>> No.4346389

>>4346381
>>4346385
>TRUDEAU

>> No.4346415

>>4346358
Cool, is there an archive of these images anywhere?

>> No.4346439

>>4346358
Oh, I remember the days when 4chan actually liked brutal doom.

Not that I think it's good/bad.

>> No.4346443
File: 26 KB, 384x480, Sonobeno_quake2_berserker.jpg [View same] [iqdb] [saucenao] [google]
4346443

>>4346381
OO-DAI!

>> No.4346448

>>4346439
To be fair, it wasn't so bad in its early days, it wasn't until Mark went full retard and started bloating it with too much extra shit that it started going downhill.

>> No.4346460
File: 266 KB, 454x501, Glad_2 (1).png [View same] [iqdb] [saucenao] [google]
4346460

>>4346443
inta-R O O O-DAR

>> No.4346462
File: 124 KB, 382x396, Blaster2_v.png [View same] [iqdb] [saucenao] [google]
4346462

>>4346381
>>4346443
>>4346460
*blasts you from three rooms away for 5 minutes*

>> No.4346463
File: 291 KB, 614x665, Maiden_2.png [View same] [iqdb] [saucenao] [google]
4346463

>>4346460
*RUSTY FAUCET TURNING RELEASING HIGH PRESSURE AIR*
*MOANS*

>> No.4346465

>>4346463
Post a screenshot of that secret room with a pool after the final boss.

>> No.4346472

>>4346465
Give me a minuite.

>> No.4346473

>>4346463
>quake symbol on her forehead

>> No.4346480
File: 195 KB, 1002x738, strugg.png [View same] [iqdb] [saucenao] [google]
4346480

>>4346472
bup

>> No.4346482

>>4346463
SWEE HAH

>> No.4346484

>>4346480
boss as fuck

>> No.4346485

>>4346480
>bup
wub?

>> No.4346495

>>4346389
>If you fight the Stroggos, they win

>> No.4346519

>>4346485
wupbudubup
dupudubup
duhmn

>> No.4346530

>>4346485
wub a lu-***USER WAS BANNED FOR THIS POST***

>> No.4346536

>>4346448
i used to really like brutal doom, but the shit he's been doing for v21 is just nonsense
the "map improvement script" really put it over the edge for me, it's just begging to break in so many goddamn ways
one anon said development now is like spinning his wheels, and i think it's an apt comparison

>> No.4346541
File: 48 KB, 500x375, 1392008026143.jpg [View same] [iqdb] [saucenao] [google]
4346541

>>4346485
bubawubeeboob!

>> No.4346542

beewabup

>> No.4346545

>>4345023
Update. New download link here.

http://s000.tinyupload.com/?file_id=57528116302747520531

>>4345870
Thanks! hope you will like it, even though I rushed it towards the end.

>> No.4346550
File: 98 KB, 307x240, tumblr_mbjwgo_Vga_I1rf0s0po1_250.png [View same] [iqdb] [saucenao] [google]
4346550

>>4346485
wubba dubba dub is that true?

>> No.4346554
File: 85 KB, 640x360, rattlingtongue.jpg [View same] [iqdb] [saucenao] [google]
4346554

Hahaha hahaha hahaha....

>>4346485
>>4346519
>>4346530
>>4346541
>>4346550

>> No.4346556

>>4346541
Kegan!

>> No.4346559 [DELETED] 

/vr/ halloween map submission:

https://drive.google.com/file/d/0BxbbtKR5bll_Y0hQeHB6WVlISDQ/view?usp=sharing

map info in readme

Music "D_RUNNIN" is Per Kristian's version of "Demons on the Prey
(E1M7/E2M5/E3M5)", downloaded from http://www.perkristian.net/game_doom.shtml

Music "SPOOPSS" is "Spooky Scary Skeletons (Remix) - Extended Mix" by The Living
Tombstone, downloaded from https://www.youtube.com/watch?v=q6-ZGAGcJrk
and edited in audacity to start at a different point in the song but still loop and
also to convert to .ogg

if playing in zdoom or child ports open console and type "spoop_delet 1" to hear the meme song


note to repugnus: there is decorate and acs in here, most of it is to correct physics differences between boom and zdoom so things still play as they should. A little bit is related to song. Feel free to remove song (should be aight, since remix, but file size might be concern) and the acs and decorate related to that.

>> No.4346563
File: 118 KB, 466x492, I feel inksecure about this.png [View same] [iqdb] [saucenao] [google]
4346563

>>4346556
How the fuck is that associated with me? I never even seen the Lego movie

>> No.4346564

/vr/ halloween map submission:

https://drive.google.com/file/d/0BxbbtKR5bll_Y0hQeHB6WVlISDQ/view?usp=sharing

map info in readme

Music "D_RUNNIN" is Per Kristian's version of "Demons on the Prey
(E1M7/E2M5/E3M5)", downloaded from http://www.perkristian.net/game_doom.shtml

Music "SPOOPSS" is "Spooky Scary Skeletons (Remix) - Extended Mix" by The Living
Tombstone, downloaded from https://www.youtube.com/watch?v=q6-ZGAGcJrk [Embed]
and edited in audacity to start at a different point in the song but still loop and
also to convert to .ogg

if playing in zdoom or child ports open console and type "spoop_delet 1" to hear the meme song


note to repugnus: there is decorate and acs in here, most of it is to correct physics differences between boom and zdoom so things still play as they should. A little bit is related to song. Feel free to remove song (should be aight, since remix, but file size might be concern) and the acs and decorate related to that, or I can do it if you need.

Difficulty levels are used.

>> No.4346581

>>4346563
cat

>> No.4346945
File: 2.90 MB, 320x240, tnt08_1.webm [View same] [iqdb] [saucenao] [google]
4346945

>>4346205
no there's another one across the bridge you can see through a window near the start. there's also a soulsphere in a secret near the red key. but even if you have neither of these things you can lure all the floor monsters out of the final room up the stairs, then charge in and kill the chaingunners quickly before your health runs out. if your aim is good.

>> No.4346947
File: 2.87 MB, 320x240, tnt08_2.webm [View same] [iqdb] [saucenao] [google]
4346947

>>4346945
2/3

>> No.4346949
File: 2.55 MB, 320x240, tnt08_3.webm [View same] [iqdb] [saucenao] [google]
4346949

>>4346947
bit of a slow one sorry

>> No.4347054
File: 410 KB, 221x196, no exit.gif [View same] [iqdb] [saucenao] [google]
4347054

>playing Project Brutality
>encounter Flesh Wizard
fucking del Toro shit right there

>> No.4347083

Final Doomer update when?

>> No.4347116
File: 324 KB, 640x360, gzdoom 2017-10-23 08-28-09-60.webm [View same] [iqdb] [saucenao] [google]
4347116

I don't know why it took me this long to figure out sequence lighting. Am I overdoing it here?

>> No.4347134

>>4347116
Ooooh.
That looks really cool

>> No.4347142

Jesus fucking christ why the fuck are the Wrath of Cronos replacement monsters for Doom so FUCKING OVERPOWERED, and why the fuck is there shit like shotgun cultists to begin with. You know what everyone likes, monsters with no flinch chance, too much hitpoints, projectiles that have any combination spread fire or homing or massive hitboxes or massive speed and always massive fucking damage with basically no windup frames. Seriously what the hell is this shit, literally zero thought went into the monster replacements.

>> No.4347163

>>4347116
>Am I overdoing it here?
no, but once is enough, it's easy for such an effect to become overused if you see it in every wad

>> No.4347171

>>4347116
looks cool, Doom64 map 1 had something like this but with different brightnesses fading in and out

>> No.4347391

>>4347054
The first time I saw one I was using a chain gun. That was almost panic inducing.

>> No.4347434

Please respond
>>4346102

>> No.4347525

>>4346102
It's not an iwad, so you don't select it as an iwad, you run it through Doom 1.

>> No.4347563

>>4345992
GothicDM was "too polished" in that the designers kept improving the details of the levels until it became unplayable for the computers of the day to run it.

>> No.4347574
File: 45 KB, 159x219, skeptical data.png [View same] [iqdb] [saucenao] [google]
4347574

>>4346358
> Plutonia 2 is not listed

>> No.4347581

>>4347563
Damn if it wasn't pretty though.

>> No.4347646

>>4347563
>>4347581
thats not polish
thats Decadence
> the destroyer of all nations

>> No.4347652
File: 880 KB, 1920x1080, Screenshot_Doom_20171023_213203.png [View same] [iqdb] [saucenao] [google]
4347652

Man, this wad is a damn wallpaper generator.

>> No.4347693

>>4347652
What WAD is this? The new BFG sprite looks pretty cool.

>> No.4347698

>>4347693

Looks like Joy of Mapping 4 played with D4D/D4T.

>> No.4347703

>>4347693
>What WAD is this
pretty sure it's sunlust map28

>> No.4347710

>>4345960
You have to extract the master.zip and run the bat file. ww-nazis is a little special in this regard because you have to build the mod first. Then you can load the newly built mod like any other mods.

>> No.4347740

>>4345894
I like this for the sheer insanity of it. The first bit has some nice detailing, but it feels like after that you sorta lost direction. The entire map has a "made on the fly" feel.

>> No.4347746
File: 32 KB, 620x465, Unpopular-Opinion-Puffin.jpg [View same] [iqdb] [saucenao] [google]
4347746

Unpopular Opinion: The Doom community doesn't know what's good for it. It's so isolationist, with everybody doing their own thing...

> This stuff is very difficult, but
> WE DON'T KNOW HOW TO DO IT BETTER, SO JUST KEEP GOING

>> No.4347750

>>4347746
DooM community is like 4chan, too big to put in a single drawer or to put a single label on it, you have all sorts of folks here and all those arguments, shitposts and discussions are result of those different communities interacting with eachother.

>> No.4347757

>>4347746
can't really force people to work together; as much as I'd like mappers and modders to collaborate more and actually make detailed good levels for gameplay mods, they're both happy in their own seperate camps.

my unpopular opinion is I fucking hate trailers for gameplay mods. It just feels way too overblown and dramatic when half of what's being shown has nothing to do with the mod and is just some other guy's levels that weren't even made with the mod in mind.

>> No.4347763

>>4345490
OPTION

>> No.4347780

>>4347757
What if the trailer lists and showcases the features?

>> No.4347825

>>4347740
Funnily enough I made the first sections last but you are right - I didn't have a overall theme or anything in mind so it's a bit all over the place

>> No.4347851

>>4345894
there is a bit of sky above the lantern that's transferred to the e4 sky instead of the same as the rest

>> No.4347867

>>4347757
>my unpopular opinion is I fucking hate trailers for gameplay mods.
that's weird, but that's okay because we're all different

>> No.4347872

>>4342341
>-Latest sprites/dehacked (replaces spookygfx1 in above)
I think this makes the options menu cursor disappear in PrBoom+

>> No.4347885

>>4347757
>can't really force people to work together; as much as I'd like mappers and modders to collaborate more and actually make detailed good levels for gameplay mods, they're both happy in their own seperate camps.

Agreed.
Nobody will be as excited about your own idea as yourself, so getting other people to work on another project is like pulling teeth.
Likewise, if the sheer amount of mapsets for limit-removing/Boom is any indication, people want mapsets that work with a wide variety of different things, rather than one specific gameplay mod.
And if Pirate Doom's popularity as a conversion is any indication, gameplay mods that come with their own mapsets tend to be ignored when it comes to using them as a gameplay mod. Have you ever seen anyone use Pirate Doom as a gameplay mod?

>> No.4347887

>>4347885
this is partially because, as a gameplay mod, pirate doom is kind of shit. it shines best through its imaginative levels.

something like high noon drifter, though, i'd be interested in seeing levels for.

>> No.4347895

>>4342339
I still think that the protagonist of Blood sometimes sounds like the Batman of TKN series.

>> No.4347918

Oh I see what they meant by "playing a slaughtermap is like a puzzle".

>> No.4347925
File: 187 KB, 1920x1080, Screenshot_Doom_20171023_230738.png [View same] [iqdb] [saucenao] [google]
4347925

>>4347918

>> No.4347926

>>4347872

It's not "disappearing", per se. The currently highlighted item in PrBoom+ has its text colour changed from red to orange. The font colour in spookygfx is orange, so it changes from orange to orange. This is something inherent to this particular sourceport, and there doesn't appear to be a way to change it.

>> No.4347931

>>4347142
That could be said of a lot of monster randomizers in general.

>> No.4347942

>>4345089
rude

>> No.4347948

>>4347757
A bad mod trailer, and there are so fucking many I agree, can be the most obnoxious fucking thing on the planet.
Nothing against a good trailer that simply states its intentions and features, but I've seen too much of your example over the years.

>> No.4347961

>>4347746
>Unpopular Opinion: The Doom community doesn't know what's good for it
Maybe so but I'm pretty sure they know what's bad for it, like six million tiny light gradient sectors, and never using a grid setting

>> No.4347968

>>4347918
well the word has been overloaded to the point of meaninglessness these days. you have the modern "choreography puzzle" type. or you have the older "BFG a big horde" type. or you have the idiot's "this map is too hard for me therefore it is slaughtershit" type (which doesn't exist). and so on.

>> No.4347970

>>4347746
Leads to a question: what's good for it?

>> No.4347972

>>4347970
Stuff that I, personally, want and not what other people want because I know best for the community.

>> No.4347980

I wish there was something like HDoom but it instead lets me subdue and buttfuck the Cyberdemon after domming him

>> No.4347985

>>4347972
Damn, I was hoping there'd be a legitimate answer. As stagnant as modern gaming is, there's something of a possibility of Doom's community making some kind of larger resurgence. Hell, classic Doom actually seems more popular thanks to 2016's iteration reintroducing the franchise, along with the classic games' sublime timelessness.

>> No.4347989

>>4347980
Cyberdemons are not for sexual.

>> No.4347995

>>4347970
Better tools, accessibility, compatibility.

>> No.4347998

Is there something like Doom 2 in name only, but based on Doom 1?

>> No.4348007

>>4347998
What? You mean like a wad that has similar level design to Doom 1 but with Doom 2 monsters?

>> No.4348014

>>4348007

Doom 2 In Name Only is a mapset taking the names of the maps and making maps around that. O of Destruction is a big ol' O, for example.
Near as I can tell, there isn't an equivalent for Doom 1.

>> No.4348016

>>4347998
yes but it's been stuck in development for several years.
https://www.doomworld.com/forum/topic/71144-ultimate-doom-in-name-only-limit-removing-in-progress/

>> No.4348021

>>4348014
Ah, didn't realize "Doom 2 in name only" was an actual name. Sounds cool.

>> No.4348025

>>4347998
There's The Ultimate DOOM II: https://forum.zdoom.org/viewtopic.php?t=46911

It takes Doom II and redesigns it like it were Doom I. Looks very interesting. Almost finished, about 5 maps remain I think.

>> No.4348047

>>4348025
Alright, just wanted to know.

>> No.4348049

>>4348047
Meant for >>4348016

>> No.4348091
File: 1.03 MB, 1500x1876, map.jpg [View same] [iqdb] [saucenao] [google]
4348091

>>4345894

>> No.4348116

>>4347970
Getting rid of all the pricks who use the community as an excuse to stroke their egos and bringing in more people who love the games.

>> No.4348153
File: 294 KB, 1920x1080, 20171023181621_1.jpg [View same] [iqdb] [saucenao] [google]
4348153

what do

>> No.4348156

>>4348153
Wrong fucking board and thread.

>> No.4348157

>>4348153
KILL THAT NIGGER

>> No.4348161

>>4348156
NEVERMIND, I didn't read the fucking text.

>> No.4348165

>>4348153
equip +15 sword of There You Have It No More GZDoom

>> No.4348174
File: 442 KB, 1920x1080, 20171023181858_1.jpg [View same] [iqdb] [saucenao] [google]
4348174

>>4348157
there you have it, no more gzdoom

>>4348165
i just bullied the poor guy to death with offhand estoc pokes while he tried to onehand a zwei without the stats for it

from a quick look at his profile i doubt it's really him, but still funny that i ran into someone with that name in a completely unrelated game

>> No.4348198

>>4348174
well as i understand it it's what Count von Count is called in the German dub of Sesame Street, so it's not totally unreasonable that someone else picked the same screen name.

>> No.4348203

>>4348198
https://en.wikipedia.org/wiki/Count_von_Count#Internationally

>> No.4348219

>>4347710
turns out nothing happens when you create a PK3, and I was supposed to make a PK7
Now that I have (and realised it doesn't contain custom levels), what good WW2-themed WADs are there?

>> No.4348226
File: 2.74 MB, 800x450, gzdoom 2017-10-23 19-02-07-772.webm [View same] [iqdb] [saucenao] [google]
4348226

When a problem comes along...

>> No.4348238

>>4348226
looks fun.
what will it replace and what will the reload be?

>> No.4348263

>>4348238

Not sure yet for both.
Thinking of making it the Chainsaw pickup if you're full up on boomerangs, so that there's still something to grab.
As for the Reload...I haven't a clue. I'm kind of limited on sprites, too, so that's gonna limit things immensely.

>> No.4348279

So I'm reading Masters of Doom and I've hit the .plan wars part. Is there a comprehensive log of id and Ion's .plan updates? Sounds like it'll get hilarious.

>> No.4348292
File: 181 KB, 2518x1024, vyrgn.png [View same] [iqdb] [saucenao] [google]
4348292

Fresh OC coming through.

>> No.4348303
File: 203 KB, 875x1200, Cv2_yFoW8AEkCws.jpg [View same] [iqdb] [saucenao] [google]
4348303

Remember: absolute power doesn't corrupt. It makes you the King.

>> No.4348310

>>4348303
>joystick
>with a trackball
They were so close, yet they didn't see it, the optimal control is obviously a mouse with a separate joystick/analog unit.

>> No.4348315

>>4348310
>they were so close, yet they didn't see it
Feels like a metaphor for Ion Storm's entire career. It's amazing how ironically prophetic this ad is.

>> No.4348325

>>4348303
who the fuck uses a mouse with their left hand

>> No.4348330

>>4348325
Me every time I jerk off.

>> No.4348347

>>4348325
Even better question.

The joystick should obviously be on the left side, and the trackball should be replaced with a separate mouse, which should feature a scroll wheel, and if it was supported at the time, a pair of thumb buttons.

>> No.4348417

>>4348325
John Romero did, he's left-handed. He used the arrow keys like we use WASD today.

>> No.4348450

>>4348417
How sinister.

>> No.4348487

>>4348417
>>4348450
>>4348325

Back before WASD really took off I had already adapted to doing something like this. I used mouse and arrow keys but I pushed the keyboard over to the side a little so that it effectively did the same thing as the wasd configuration. I finally gave up and converted when I got Halo CE, because there honestly are more keys available around the letters than there are around the arrows.

>> No.4348524

>>4348487
I played through the CE demo with Doom controls. It was my first time ever playing a shooter that wasn't Doom.

>> No.4348529

>>4348524
I remember playing the demos of the original Quake trilogy with those kinds of controls, and stuck with those controls even after I began pirating games.

Needless to say, I sucked ass at Doom deathmatch during the Skulltag days. Hell I suck at competitive games in general.

>> No.4348532

>>4348524
I had chalked up quite a few by that point but the CE demo was definitely the Best FPS I had ever played, when I played it (even though on my comp at the time, a 900mhz amd t-bird it was pretty dam slow).

I thought it was even better than UT2003 (yeah, I bought that...) just because of the fresh new dynamics and the rather clear blue skies.

>> No.4348595
File: 1.48 MB, 575x538, AAAAAAAHHHHHHH.gif [View same] [iqdb] [saucenao] [google]
4348595

How do you control the direction of blinking sector lights in doom? Like if I wanted a rolling scale of lights down a hallway?

>> No.4348598 [DELETED] 
File: 38 KB, 700x525, 34.jpg [View same] [iqdb] [saucenao] [google]
4348598

not sure if this is a good place to ask but i have a physical version of deus ex goty edition but when i installed it on my old laptop it'd get graphically buggy so i did some research and there was this one exe that let you play deus ex on modern systems but for some reason it crashed and made my laptop screwy while running with it on fraps so im not sure to trust it again, is there another way to play deus ex?

>> No.4348624
File: 112 KB, 1024x576, doom spider mastermind.jpg [View same] [iqdb] [saucenao] [google]
4348624

>>4342339
What's harder, Blood on its hardest difficulty or Plutonia on Nightmare?

>> No.4348635

>>4348624
Blood, it's not even meant to be played SP on hardest, that difficulty was intended for MP.

>> No.4348638

>>4348624
you

>>4348595
the guy she tells you not to worry about

>> No.4348639

>>4348635
But not even plutonia online servers ever dare play on Nightmare, not even in the ZDaemon days when plutonia servers were like 70% of everything.

>> No.4348652

>>4348639
Nightmare is for hitting the exit, you can still 100% a Blood level on hardest.

>> No.4348673
File: 109 KB, 320x240, sure.png [View same] [iqdb] [saucenao] [google]
4348673

>>4348638
ha

>> No.4348721

https://www.youtube.com/watch?v=clcirPeGqMs [Embed]
https://www.youtube.com/watch?v=9YFMKHiIegw [Embed]
These sound good for gmota

>> No.4348729
File: 673 KB, 1600x900, Screenshot_Doom_20171023_233101.png [View same] [iqdb] [saucenao] [google]
4348729

I think I might've turned the trail density up a bit too high :^|

>> No.4348730

>>4347925
I see Goatse.

>> No.4348738

>>4348303
>It makes you bitch
FTFY

>> No.4348763
File: 2.87 MB, 1280x720, Revvie Trails.webm [View same] [iqdb] [saucenao] [google]
4348763

I think I did a pretty good job on this one. In motion the trails are closer to the projectile (fucking interpolation is a nightmare) but damn look how good those origins are.

>> No.4348818

New thread.

>>4348815
>>4348815
>>4348815