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/vr/ - Retro Games


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4348815 No.4348815 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4342339

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.4348816

=== 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 (reached?)
-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 ===

[10-23] Skulldash Expanded Edition released, a speedrun mod
https://www.doomworld.com/forum/topic/97667-release-skulldash-expanded-edition/

[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

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4348837
File: 27 KB, 320x200, DOOM07.png [View same] [iqdb] [saucenao] [google]
4348837

I finished my first vanilla map.
https://anonfile.com/YaPcLec7ba/yourmomcubus.wad
It supports difficulty levels and it works with Dosbox and Brütal Doom.

>> No.4348843

Here's a fun idea for a doom mod
https://www.youtube.com/watch?v=t0oERDTKlWU
100 Rooms of Enemies romhack of SMW in Doom form

>> No.4348883 [DELETED] 
File: 67 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
4348883

if you be my demon bodyguard i'll be your long lost pal

>> No.4348885

>>4348816 >>4348815
FAO repugnus vr halloween /vr/y spooky spooky doom

>>4342837 >>4342853 >>4342865
>custom pain elemental for the Halloween mod
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.

>>4344760 >>4346545
>HALLOWEEN PACK SUBMISSION
>MAP NAME: Hexenkessel (Witch Caludron)
>AUTHOR: Hebridean Isle
http://s000.tinyupload.com/?file_id=57528116302747520531

>>4345894
>Here's my map for the spooky megawad.
https://www.dropbox.com/s/055mgei6z48zk8z/halloween-amok.rar?dl=1

>>4346176
>Update to my map for the halloween spooky wad (MAP03 in the alpha)
https://drive.google.com/open?id=0B1dtznqhZG2fRFFhTk5URkNiZkk

>>4346564
>/vr/ halloween map submission:
>map info in readme
https://drive.google.com/file/d/0BxbbtKR5bll_Y0hQeHB6WVlISDQ/view?usp=sharing

>> No.4348887

>>4348815 >>4348816 >>4345894
FAO amok
>>4348091

>> No.4348889

>>4348837
>Brutal DosBOX
imagine

>> No.4348893

>>4348887
damn when you put them all together like that it looks really bad! I'll give these another look on the weekend

>> No.4348908

>>4348893
it's not bad, just noticed them as I was playing and realized it was easier to screencap than to try to write out all of them in text
this was all done in PrBoom+, latest version
also the weird area on the edge of the orange water happens for the whole orange water area and opposite where that screencap was taken there is some lava that you can't see until you get closer, might be easiest to just throw some blocking lines in

>> No.4348949

whoever maintains the quake pastebin should add quake 2 starter to quake 2 its a great multiplayer client and is also used for speedrunning

>> No.4349000
File: 43 KB, 852x480, 2.jpg [View same] [iqdb] [saucenao] [google]
4349000

There is something in Quake: Scourge of Armagon that never seems to be used anywhere else in the series, yet I find extremely fascinating.
The second episode completion text reads:
>After destroying the power generator, you pass beyond the gate of Mortum's Keep. A wave of nausea suddenly flows over you and you find yourself cast out into a liquid void. You float lifelessly, yet aware, in a lavender sea of energy. After what seems like an eternity, you feel the presence of a diabolical intelligence. You are held helpless for a moment as your mind is open to that of Armagon -- Quake's general and master of this realm. Recognizing you as the one who foiled his attempt to conquer Earth, a hellish howl fills your mind and blots out all consciousness. When you awake, you find yourself on the shores of reality, but in a time and place unknown to you.

>you find yourself cast out into a liquid void.
>You float lifelessly
>yet aware
>in a lavender sea of energy.
>After what seems like an eternity, you feel the presence of a diabolical intelligence.

Imagine what it must feel to stay in a place where you are basically dead, but your consciousness still still active, for what "seems like an eternity". And then you "awake" and just live again.

>> No.4349020

>>4343535
what is this Hexen map+mod?

>> No.4349036

Question from last thread:
Is there a comprehensive log of id and Ion's .plan updates?
I've been itching to see the .plan wars unfold.

>> No.4349051
File: 66 KB, 800x800, baby_1.jpg11fd37f1-8949-4de7-9e51-584a92c0e7a3Original.jpg [View same] [iqdb] [saucenao] [google]
4349051

>>4349000

>> No.4349078
File: 72 KB, 450x338, pc-43955-41337199203.jpg [View same] [iqdb] [saucenao] [google]
4349078

>ZPC is a FPS game like Marathon series.
>Because It uses Marathon 2 engine.
>Thus, It makes player nauseated.

Also was I wrong remembering ZPC being actually monochrome or was that a different game or a specific section of ZPC? I'm sure I played a demo version on one of those mac magazine demo discs.

>> No.4349080

>>4349020
looks like wrath of chronos with that mapset he said

>> No.4349082

>>4349051
>You're not perfect

>> No.4349087
File: 139 KB, 300x379, Futureshockcover[1].jpg [View same] [iqdb] [saucenao] [google]
4349087

Is this any good?

>> No.4349090

>>4349080
He mentioned Tomb of Vicerus map, and didnt said what mapset he was using.
I cant find neither tomb of vicerus nor whatever else.

>> No.4349142

>>4349090
>>4349080
The mapset is called Scourge of Viscerus.

>> No.4349153

>>4348885
thank you for collecting all of this together so it didn't get lost. not him but can appreciate conscientious effort when i see it.

>> No.4349169

>>4349087
yes. pretty fun. pretty gritty. very smooth movement and looking around

>> No.4349197

How do I adjust Doomseeker so that players in coop have limited respawns and the map restarts when everyone is dead?

>> No.4349227
File: 104 KB, 512x512, HELP.jpg [View same] [iqdb] [saucenao] [google]
4349227

Is there any goddamn way to alt+tab in gzdoom/zandronum on linux? Shit even locks the function keys on my laptop. It's really starting to annoy me having to quit doom to disable the touchpad when I've accidentally left it on.

>> No.4349250

>>4349227
>imp disgusted to death by the scale of his own sprite flitering.jpg

>> No.4349267

Does anyone know the console command to enable Marathon enemies in the Samsara monster mixer?

>> No.4349268

>>4349250
> imp looked in the mirror

There can be a mod that turns smoothing on for random monsters who can be killed by mirror "weapon".

>> No.4349280
File: 163 KB, 998x896, doom texture alignment.jpg [View same] [iqdb] [saucenao] [google]
4349280

>> No.4349292

>>4349280
where is ashwall3

>> No.4349297

Someone give me a doom .wad that feels like a "campaign" rather than a strung together set of disconnected levels. Something like the base games or Ancient Aliens. Hell, I'll settle for G/ZDoom wankery like Winter's Fury.

>> No.4349305

>>4349297
Epic 2
Unholy Realms

>> No.4349306

>>4349297
strange aeons did a decent job with this

>> No.4349308

>>4349297
>>4349306
Strange Aeons + High Noon Drifter is a must-play in my book.

>> No.4349310

>>4349197
change it to survival

>> No.4349316

>>4349297
Shadow of the Woolball
Rise of the Woolball

>> No.4349409

What do you guys think of the original Quake campaign vs its contemporaries, particularly DOOM?

I'm nearing the end of it and I've really enjoyed it so far but I think it's less due to level design and more because of how satisfying the shooting is, and the atmosphere. I like the short and sweet length of the levels, though.

>> No.4349420

>>4349297
BTSX

>> No.4349431

wow Lethal Doom is fucking trash
so fucking shit
anybody has any weapon/character/inventory mods that dont change the monsters and are similar to Trailblazer?

>> No.4349438

how do I into Marathon

>> No.4349461

>>4349438
You keep running until the end.

>> No.4349508
File: 30 KB, 740x380, 16MA1-014637_9.jpg [View same] [iqdb] [saucenao] [google]
4349508

>hard drive FINALLY arrives
Goddamn, I can get back to my Immoral Conduct business. Time to wank myself retarded and go to sleep.

I'll finish up the Garand this week and I think I'll post it as a resource for anyone to use.

>> No.4349548

Final Doomer update when?

>> No.4349551

>>4348815
wat doom game this is

>> No.4349556

https://www.youtube.com/watch?v=clcirPeGqMs
https://www.youtube.com/watch?v=9YFMKHiIegw
posting these again, they sound good for gmota

>> No.4349635

Why do they keep putting cyberdemons in closets?

>> No.4349640

>>4349551
Paranoia

>> No.4349662

anybody can generate me an invite link to the Project Brutality discord please?
the one i keep finding on youtube videos comes up as expires or invalid
i dont know what else to do to get in there

>> No.4349693

is there anyway to get SBARINFO to take a ACS variable as its input?

like it renders a bar using int test from ACS

>> No.4349696

>>4349635
what else would you do with all that ass, all that ass inside dem jeans?

>> No.4349718

>>4348885
Thanks man. I'll try and put out a beta some time later today. I wanted to yesterday, but real life is a bitch.

>> No.4349734

>>4349078
>>Thus, It makes player nauseated.
I never understood why people got headaches playing Marathon. I play Marathon constantly and never felt any nausea. Now, Marathon 2 on the Xbox 360, that ran at 60 FPS and actually hurt my brain. But Marathon on PC is capped at 30 so I don't have that problem

>>4349438
What did he mean by this?

>> No.4349743

>>4349306
Just got through the third episode and this was a really good recommendation. Haven't sat down and demolished a whole megawad in a long time.

>> No.4349787

>>4349734
>What did he mean by this?
How do I play Marathon 1 on PC

>> No.4349802

>>4349734
Marathon never bothered me either but I can see why it would upset some people.

>> No.4349805

>>4349787
You either download Aleph One, which is a source engine, or you use an emulator. I would recommend using Aleph One over an emulator. Aleph One is very conservative so the games will all play the same except just look better, with better textures and HUD. If you don't want this stuff, you can just turn it off in the settings. Some people say that diagonal mouse look is wonky with Aleph One, but I've never noticed/had that issue and I play it every day.

https://alephone.lhowon.org

>> No.4349879
File: 168 KB, 770x294, Codex_har.bimage.png [View same] [iqdb] [saucenao] [google]
4349879

>massive
>powerful looking
>actually just has a moderate rate of fire and damage, though pretty accurate
Is this the actual successor of the classic chaingun?

>> No.4349885

>>4349879
I think most people use it for the alt fire, no?

>> No.4349896

>>4349879
i thought that was obvious, where as the NuChaingun is what the SSG is to the SG, more powerful but more specialized

>> No.4349898

>>4349896
This
Also, how come the Plasma Rifle and Rocket Launcher don't have an SSG equivalent, like, what would they even be?

>> No.4349913

>>4349898
gauss cannon uses cells, but can outclass what the plasmagun and rocket launcher do
a bit OP

> all ammo types have 2 weapons each
> except rockets
it's like quake 1 never happened

>> No.4349917

>>4349913
>grenade launcher wasn't in the game, until it became a dlc weapon for the last expansion
why?

>> No.4350052

>>4349438
Never stop running, never stop firing.

>> No.4350053

>>4349898
>Also, how come the Plasma Rifle [...] don't have an SSG equivalent,
The BFG9000

>> No.4350058

>>4350053
unique ammo not shared with plasmagun, unlike both shotguns

>> No.4350123

>>4349078
>>4349734
there are multiple reasons it can make someone feel nauseous
>bad framerate
>bad FOV
>bobbing

>> No.4350127

>>4350123
>bad framrate
stable 30 isn't bad.
>bad FOV
You can change that
>bobbing
You can turn it off

>> No.4350152

>>4349409
Unpopular opinion: Quake does every single thing better than Doom.

>> No.4350154

>>4350127
Really, with bobbing turned off and mouse speed adjusted, Marathon feels pretty comfy.

>> No.4350158

>>4350152
only unpopular amongst plebs

>> No.4350162

>>4350152
except inspire endless amounts of high quality user maps/mods

>> No.4350163

>>4350152
Not every thing.

>> No.4350165

>>4350162
except it did do exactly that and is responsible for multiple popular franchises

>> No.4350168

>>4350154
Just watching videos of it makes me sick

>> No.4350170

>>4350165
i don't see twenty thousand quake maps available for free download. where are you looking?

>> No.4350172

>>4350170
quaddicted.com

>> No.4350180

>>4350170
look harder then brainlet there's thousands of SP and MP maps for quake and more come out every year

>> No.4350181

>>4350152
It even does being slower better than Doom.

>> No.4350189

>>4350154
Marathon with proper mouse control would be fantastic. Aleph One is such a shitty source port.

>> No.4350191 [DELETED] 

>>4350180
only a few hundred, maybe a thousand. decent, but nothing compared to doom.

>>4350180
no, the burden of proof is yours.

>> No.4350192

>>4350172
only a few hundred, maybe a thousand. decent, but nothing compared to doom.

>>4350180
no, the burden of proof is yours.

>> No.4350193

>>4350168
Because, again, those videos have probably bobbing turned on.

>> No.4350195

>>4350191
doom has a lot more garbage to wade through to get the gems while quake has better content on average simply as a byproduct of the steeper learning curve to make that content in the first place
quake's biggest mods are also way more notable/impressive

>> No.4350197
File: 8 KB, 225x225, images (7).jpg [View same] [iqdb] [saucenao] [google]
4350197

>>4350152

>> No.4350198

>>4350192
there's a 24/7 co-op server with over 1700 co-op maps alone
i can't be bothered to dig up archived quake maps because you think doom was the only game with a strong mod scene

>> No.4350201
File: 2.27 MB, 1600x900, Aleph One 10_24_2017 5_27_06 PM.png [View same] [iqdb] [saucenao] [google]
4350201

>>4350154
>Marathon feels pretty comfy
Play Tempus Irae, it's very comfy. It's Marathon but it's in Renaissance era Italy

>> No.4350202

>>4350197
For a second I thought that was Doomguy's abs window.

>> No.4350208 [DELETED] 

>>4350198
>1700 maps
wowitsfuckingnothing.jpg

>> No.4350219
File: 23 KB, 921x606, picard-facepalm.jpg [View same] [iqdb] [saucenao] [google]
4350219

>>4350208

>> No.4350221

>>4350201
Thanks, I'll give it a try.

>> No.4350223

>>4349036
Seconded. I can't find shit either.

>> No.4350227

>>4350189
Aleph One is fine, it's the obligatory accurate sourceport. But it would be nice to have more options.

>> No.4350229
File: 42 KB, 640x400, Screenshot_Doom_20171024_163553.png [View same] [iqdb] [saucenao] [google]
4350229

I usually only play Doom in DOSBox because I'm a faggot, but it turns out playing at 160fps is actually pretty nice

Is there any way to turn off YOU NEED THE KEY BTW messages in ZDoom? Can't find the option

>> No.4350237

>>4350219
yeah i deleted the post but still please explain why you shitposting quakefags deserve proper replies? you came in throwing shit from the start >>4350152 >>4350158

>> No.4350243

>>4350181
> he can't strafe jump

i still like doom best, but i wish it was possible to implement quake 2 movement physics
hitting a ramp at SHAZBOT speeds is great fun

>> No.4350265

>>4350243
I was going by the intended gameplay experience, Romero did a whole thing about how him and Carmack put a lot of effort into slowing you down and the general rate you kill stuff at, to compensate for the smaller maps and fewer enemies per map.

>> No.4350268

How do I change gamma correction in prboom+? This shit's too bright.

>> No.4350270

>>4350265
Source?

>> No.4350273

>>4350270
No, Quake engine

>> No.4350279

>>4350273
Go home Leslie Nielson

>> No.4350280

>>4350270
rome.ro/quakes-player-speed-1
fucking dorkplaces

>> No.4350281

>>4350270
Part of it is here, can't remember where I read the other bit on damage values and health. http://rome.ro/quakes-player-speed-1

>> No.4350286

>>4350221
http://nardo.bungie.org/alephone.php
It's good fun. I just started my playthrough of it myself, I'm only on level 12 but it's already my favorite Marathon scenario.

>>4350227
Aleph One actually has some cool stuff in it. It can load waaay more enemies, fog, rain and snow, and has LUA support. Aleph One gets shit on too much and I'm not sure why. I guess maybe it's a "works for me" thing

>> No.4350306

>>4350286
I find vanilla Marathon level dsign to be terrible all the way through.

>> No.4350310

>>4350268
press F11

>> No.4350315

>>4349885
The rocket packet is simply fucking beastly when you upgrade it, especially when you use the infinite ammo rune.

>> No.4350317

>>4349917
Good question.

I really like grenade launchers, a lot, but using it in multiplayer, I felt it was hard to get good use out of it, though I also stink at multiplayer deathmatch, so that's probably why.

>> No.4350318

>>4350306
I didn't mention vanilla Marathon at all in my post but thanks for your input.

>> No.4350345

>>4350237
>he disagrees with me, SHITPOSTER!

>> No.4350364

>>4350345
>calls everyone else plebs
>i'm not a shitposter guys honest

>> No.4350370

>>4350229
Options > HUD options > messages >show messages

>> No.4350379

is it worth playing that halloween map pack now? or should i wait for another build?

>> No.4350421

>>4350379

There hasn't been a build yet. Just a preview of some WIP maps.

>> No.4350434

>>4350421
some of them are the actual releases of the maps, just not together

if you wanted to play them, and possibly give feedback, I'm sure the map authors would appreciate it and it might produce a better product

>> No.4350450

>>4350370
I like the pickup messages though

>> No.4350475

>>4350364
>>4350152 was just expression a harmless opinion, dude. Chill the fuck out.

>> No.4350515

>>4350434
that depends, will this be complete before halloween? if yes, i'd rather wait. if no, guess i can play now and give me shitty critiques
i play on hmp

>> No.4350521

>>4350127
>stable 30 isn't bad.
I'm used to 144; 30 is awful

>> No.4350525

>>4350521
If you can't handle DOOM running at 35FPS and 320x200, you don't belong in this thread

>> No.4350527

>>4350525
I'll smack you

>> No.4350532

>>4350123
Doom sickness was a thing back in the 90s, when people weren't used to it, but that shit's just pitiful these days.

>> No.4350538

>>4350521
To be honest you come off as a huge crybaby bitch

>> No.4350540

>>4350525
It works fine.
I'll even play it a smaller resolution and poorer framerate, the fucking GBA, and I like it still.

>> No.4350551

>>4350525
>not playing doom on a calculator
baseball man

>> No.4350562

>>4350525
More like if you can't handle Doom with keyboard only controls you don't belong here.

>> No.4350569

>>4350532
time for a babby story starring me

First time playing a game graphically similar to Doom was Duke Nukem 3D on Xbox360. Played it just fine

when Marathon came out on Xbox360, it gave me motion sickness. Don't know why

now I play Doom regularly (and Duke Megaton) just fine. Don't know if Marathon would still give me motion sickness after all this Doom playing, but I know The Talos Principle gave me motion sickness

>> No.4350571
File: 26 KB, 500x500, 1420353688167.jpg [View same] [iqdb] [saucenao] [google]
4350571

>try q-touch because there's no way it's as shit as people say here
>E4M1 on hard
i-it didn't have to be like this

>> No.4350587

>>4350569
Marathon on Xbox was 60 FPS, not 30. I admit I got motion sickness from the Xbox port of Marathon 2 but I haven't gotten any kind on PC. You'd probably be fine if you played Marathon today.

>> No.4350591

>>4350571
use GLBoom+novert (0 sensivity for vertical axis)
plays fine, looks fine.

>>4350569
that has more to do with floaty gamepad aiming on 360 version.
Marathon is fine on PC. And by fine I mean shitty.

>> No.4350595

Welp, time to get your hate on guys; it's another BD dev diary
https://www.youtube.com/watch?v=pJn64RWJK3Y

>> No.4350596

>>4350569
Off topic, but how does Talos Principle give you motion sickness? I can understand Marathon, but not Talos.

>> No.4350603

>>4350596
No clue, I played a lot of Serious Sam HD+3 just fine.
Talos Principle even has "motion sickness" settings and I see other people mentioning it too.

>> No.4350628

>>4350591
Q-touch is Quake, not Doom.

>> No.4350629

Does anyone know a good source for punching sound effects? Looking for meaty stuff with some semblance of realism, though silly stuff (Ala God Hand) is fine too. I'm currently using the ragdoll impact sounds from Half-Life 2 and they sort of work, but they aren't as 'squishy' as I hoped.
https://www.youtube.com/watch?v=w-fH1rdirDo

>> No.4350631

>>4350628
Oh.

Then yea, you're fucked lol.
Gamepad does not help that much with this one too.

>> No.4350632

does anyone know how to resize the game render screen?

like here, imagine your looking at the game and we split it up in 4 squares

--|--

so we render only the game here

x|--

and the rest of the non rendered stuff is just black void or something

>> No.4350639 [DELETED] 

>>4350629
Here's something I found. Pretty squishy without sacrificing the impact. You'll have to separate the sounds yourself, though.

>> No.4350642

>>4350629
Here's something I found. Pretty squishy without sacrificing the impact. You'll have to separate individual sounds yourself, though.

https://www.youtube.com/watch?v=YAYCZz5tye0

>> No.4350650

>>4350642
Thanks a billion! They sound a little wimpy, but I can layer them on top of the pre-existing sounds to create the effect I want. I'm going to try to make it so that the 'meaty' sounds are only played if an enemy is hit while low on health, so you have a somewhat of a way to tell how low an enemy's health is without the need for healthbars, or drawing multiple 'damaged' versions of an enemy's sprites, which is beyond me.

>> No.4350663

>>4350631
You could totally play Quake with a good gamepad, it's just that you'd get schooled in multiplayer by anyone with a mouse.

>> No.4350668

>>4348815
Can someone here hook me with a proper DUKE3D wad? The one i got is a shitty russian bootleg

>> No.4350671
File: 851 KB, 1767x889, ss+(2017-10-24+at+07.00.33).png [View same] [iqdb] [saucenao] [google]
4350671

>>4350632
added a picture just to clarify better

>> No.4350680

>>4348837
Anyone played this? got any criticism?

>> No.4350689

>>4348816
https://www.youtube.com/watch?v=3ffR1I3c8ek

Doom 2 NM 22:04 WR by Zero Master

>> No.4350712
File: 178 KB, 1600x900, Screenshot_Doom_20171024_222459.png [View same] [iqdb] [saucenao] [google]
4350712

>>4348837
Just used it as a test map for Babel. Very nice overall, I thought at one point that you hadn't locked a red key door right but in fact it was just a one way shortcut back to a previous area without the key.

I liked it.

>> No.4350718

>>4350650
>I'm going to try to make it so that the 'meaty' sounds are only played if an enemy is hit while low on health

Really good thinking. Subtle shit like that is miles above health bars, and sound based clues are a big part of what made Doom what it was.

>> No.4350735

Is the guy who did the Pain Elemental sprite replacements here? Is there any name you wanted to be credited as, or do you want to remain anonymous? Also if you post a picture of the model you used to make the sprite or whatever to prove it's actually you so some random person doesn't take your credit.

>> No.4350736

>>4350718
>
I can't take the credit for that, I'm ripping that off from a silly brawler called Mother Russia Bleeds. Thanks, though.

>> No.4350737 [SPOILER] 
File: 48 KB, 600x450, 1508899213015.jpg [View same] [iqdb] [saucenao] [google]
4350737

All this stuff is fine and all, but are you ready for the ultimate challenge?

>> No.4350761

New burtl dev diary:

https://youtu.be/pJn64RWJK3Y

>> No.4350762

I can't believe I only just now found out custom damagetypes and paintypes for monsters exist. I may be new to decorate, but I'm stupider than I thought. Anyways, here's the low health damage-sound system in action, even though I ended up using different sounds to the one the guy provided.
https://www.youtube.com/watch?v=D6EvkWPZ59k

>> No.4350792

>>4350737
needs 'doomguy' button

>> No.4350797

>>4350736
Still, it fits Doom like a glove.

>> No.4350817

>>4350761
those tank sprites look really weird. the treads look too small, or maybe the cannon just looks too big

>> No.4350820

>>4350817
I'm seeing that too. I'd say make the treads bigger. Shrinking the cannon seems undoomlike.

>> No.4350832 [DELETED] 

>>4348837
How do I load it in DOSBox

>> No.4350840
File: 23 KB, 320x240, Ralph.jpg [View same] [iqdb] [saucenao] [google]
4350840

>>4350737

Tiger Electronics anything was literally the worst toy.

>> No.4350843

one thing I noticed on the chaingun from doom 64 and quake's nailguns is the way the screen keeps a steady momentum when you fire them continuously, and how the player camera settles to its original position once you're done firing them.

is such an effect reproducible in doom?

>> No.4350848

>>4350832
doom2.exe -file filename.wad

>> No.4350931
File: 62 KB, 600x516, absolutely haram.jpg [View same] [iqdb] [saucenao] [google]
4350931

>download latest gzdoom
>sprites are anti-aliased by default

>> No.4350964
File: 159 KB, 1344x765, tfw.jpg [View same] [iqdb] [saucenao] [google]
4350964

>>4350761
something about this just looks really funny to me

>> No.4350972

So, do people have feedback on the Halloween maps submitted so far?

>> No.4350987

>>4350843
Yes, with a code like this:
GUNF A 1 A_SetPitch(pitch -1)
GUNF B 1
GUNF C 1 A_SetPitch(pitch+1)

>> No.4350992

>>4350817
humanoids in Doom art style have giant head proportions. Makes sense for tanks to follow the same rules.

>> No.4351006

>>4350817
Tanks do not work well in sprite form. Large, wide things that are longer than they are wide don't really translate too well, especially with only 8 rotations.

>> No.4351010

>>4350761
Looks fun desu. The tank looks stupid as fuck.

>> No.4351015

>>4351010
>Brutal Doom
>fun

YOU are allowed to have that opinion and i respect it wholeheartedly

>> No.4351017

>>4350761
didn't get enough replies with >>4350595 ?

>> No.4351034

>>4350972
A few people have posted comments, I'm just waiting for the latest version

>> No.4351104 [DELETED] 

>>4350972
I've played them and they're all pretty sub par. Just aimless slogs where you fight a lot of revenants and an overabundance of pain elementals presumably since the authors wanted to spam the new pain elemental sprites, which by the way are certainly competent but honestly not great. The novelty wears off by the third time six of them teleport in on you, and you'll hate the green lost souls too. The candy sprites get tiresome really fast, and the map authors didn't take into account how they would look when they placed them. It appears as though some tried to place items in a foreboding way but the new sprites just completely trash that. It's a weird mix of attempts at atmospheric lighting and garish, amateur sprite recolors. The orange textures are just plain gaudy and do nothing but detract from every room unfortunate enough to have them. There are a couple of good ideas sprinkled into a map or two, but these are invariably immediately weighed down by the ham-fisted efforts of the authors to strangle in the cradle any and every good idea they might have. I hope you love archviles, because it felt like every map had a dozen, along with the 20 obligatory revenants. The fact that this was made by a bunch of unnamed people from 4chan really shines through in the wildly varying difficulty of the maps, between different parts of the maps themselves. Several throw what appear to be penultimate fights, one map having several in a row, before long sections that feel like you should have a pistol, and then do that again after that. Sections where the player is up against multiple high level monsters from all directions without so much as a stimpack, then a walk in the park where berserk packs are handed out like candy, all in the same map. It's obvious none of the map authors bothered playtesting their maps; for several I harbor serious doubts they've even played Doom before. The best map, by far, was map02, because it was the shortest map and over quickest.

>> No.4351119

>>4351104
I have to agree with you that candy corn and pumpkins and the color orange are about as far from legitimately scary as possible - but I guess the project is more about faux scary childhood Halloween than trying to promote actual fear or spooky things

>> No.4351127

>>4351104
That's useless generalizing feedback. Provide some on a map to map basis please.

>> No.4351130 [DELETED] 

>>4350972
I gave all of them unless I missed a download a quick play through, and the best thing I can say about them is that they are not terrible. They range from not very fun to passable, with a few brief moments of good action. 4chan's resident map authors really ran with the no time limit (though, really, can you call a five hour map a speedmap? What do you do with the extra three hours :V) and its rather a shame because you can tell a good number of gentleman really put a fair few hours into their work and it must be a letdown for them with how they ended up playing and looking. They didn't fall for the typical newbie mapper trap of hundreds of tiny sectors and shiny sector toilets and copypasted rooms, instead trying to emulate what they've seen in better maps, its rather unfortunate how it turned out. I would recommend to the mappers involved not to get discouraged and keep on at it. In another five years some of you have the potential to be the next skillsaw.

>> No.4351132

>>4351130
>wanting to be skillsaw

That's more of an insult.

You still did not give specific feedback on what the individual maps could improve. Which is more worth than just a general gist.

>> No.4351135 [DELETED] 

>>4350972
I can't recommend any of them; they don't work as regular maps and they don't work as halloween maps. I'm sorry but it's true!
If you're one of the people that must play a spooky themed wad come this time of year, I'd look elsewhere for your fix--Unloved, Circus 2, or even the first episode of Scythe 2 are all better choices.

>> No.4351138

>>4351135
>I can't recommend any of them; they don't work as regular maps

Why not? Stop being so vague and half assed if you want to give feedback. Which did you play? Just the alpha or all that was posted?

There is nothing worse than lack or low quality feedback for people who want to improve.

>> No.4351141 [DELETED] 

>>4350972
There's not a whole lot to say about them. The high point of the whole project is definitely the new pain elemental sprite set, with a close second being the sector shovel, lantern and exhumed coffin in the map released yesterday. It's all downhill from there. I have a soft spot for community projects that get started off of the big three doom sites, but unfortunately this one is a bit of a stinker. I would play the hell out of another 200min though.

>> No.4351148

is Hexen deathmath a hero shooter

>> No.4351154

>>4350972
I really really wanted to like the maps, but they just aren't what I was expecting. Maybe next year 4chan should start the Halloween mapping when they did 300 minutes, and only do one mapping project around this time of year? I can feel the mapping fatigue in the maps and in the community reception.

>> No.4351163

>>4351138
>>4351132
>>4351127

Damn, dude.

>> No.4351164

>>4351154
If reception is so negative then maybe Repugnus should consider not releasing the pack at all.

>> No.4351169 [DELETED] 

>>4350972
People really put a lot of effort into the maps, and you can tell there are some really great ideas wanting to get used. I think that the mappers who submitted maps might have benefitted from having done a few more maps in the past before jumping into a project like this. At least that's the impression I got from playing the alpha and the three other maps that got posted. They feel like very strong first time maps. A lot of phenomenal debut maps. The most important thing, of course, is that everyone had fun making their maps and trying out a new creative avenue, regardless of the quality of the project. It's all a really great experience.

>> No.4351178 [DELETED] 

>>4350972
I don't think anyone that has played them has been particularly impressed. I haven't played any yet, but that's what I hear from people that have. I will wait for an idgames upload to play them, as I do for all map releases.

>> No.4351185 [DELETED] 

>>4351164
Honestly that might not be such a bad idea, but I would caution against jumping to such a drastic action without consulting with repugnus and the map authors first. Though I think if the map authors are being realistic with themselves and can look at this objectively they'll see that maybe this isn't the level of quality they want permanently associated with their names. There's a reason most newbie mapping guides recommend holding off on releasing anything for the first two years when one starts mapping.

>> No.4351187

>>4351185
>There's a reason most newbie mapping guides recommend holding off on releasing anything for the first two years when one starts mapping.

That's the stupidest thing I have heard so far today.

>> No.4351191 [DELETED] 

>>4350972
I thought they were alright for what they are.

>> No.4351196 [DELETED] 

>>4351187
The reason is there are a lot of people on doomworld that will bring up authors older bad maps to discredit them when they post new ones.

>> No.4351206

>>4351187
seems pretty sound advice. Either that or change your name after a few years when you realize how bad your early maps were.

>> No.4351210

What's the autistic reasoning behind not updating mods for newer versions of source ports? Do port creators not know how to into legacy support or some shit?

>> No.4351212

>>4351132
>That's more of an insult.

Memfis, is that you?

>> No.4351218

>>4351196
>>4351206
I have two problems with that advice:

1. Mapping two years in isolation without any external input can go wrong in plenty of ways.

2. People trying to discredit you with your old work and the people who fall for that fallacy are not worth listening in the first place.

>> No.4351227
File: 968 KB, 1920x1080, Screenshot_Doom_20171025_095955.png [View same] [iqdb] [saucenao] [google]
4351227

Okay, reaction is negative. I'm already trying to rebalance Hexenkessel, having removed some enemies and adjusted the pillars in the starting room since I found they restricted movement so much.

Anything else I should change or pay attention to?

I did rush it, but that was due to the time limit. I'm still impressed I managed to pull it off.

>> No.4351234

>>4351218
My advice of changing your name lets you win both ways - release your maps and get some really harsh feedback and 0 and 1 star reviews on idgames, then change your name after you're learned a bit and worked out how to actually make decent looking maps that play well.

Its good (in fact, vital) to have advice on your early maps but you can do it low key without making a big deal release or uploading to idgames

>> No.4351237

>>4351234
Wait, are you assuming that the first maps are 1994 or WOW.wad level of quality?

>> No.4351243

>>4351237
First maps are usually pretty bad. Getting good at anything takes a lot of time, 10,000 hours and all that
If the person is already a level designer or designer / architect there may be an exception, but usually first maps aren't worth releasing officially

>> No.4351250

>>4351243
That makes me feel weird then because my second to fourth maps were received generally well.

>> No.4351253
File: 68 KB, 640x960, 1508918623.png [View same] [iqdb] [saucenao] [google]
4351253

>>4351154
>I can feel the mapping fatigue in the maps
thanks for saying it. your post made me face reality. i'm suffering from this.

i generated a layout of islands i thought could work, but now when i open the editor, i just stare at it for a while, then go do something else while "waiting for inspiration", and never come back. i just don't feel like working on it. i'm not a designer, i prefer fixing things. i can manage one map every other year or so, and it's not been long enough since the last one.

oh well it can't be helped. i shall ask the manager to remove my map and forget it ever existed.

>>4349718
repugnus: please remove/forget map04 from the alpha. i'm not going to finish it. don't want to say never, but certainly not in the foreseeable future. i am sorry.

>> No.4351261

>>4349718
I would like to request Hexenkessel also not be added.

I will just tinker with it a bit and release it around Halloween myself.

Thanks and sorry to the other people who contributed!

>> No.4351268

>>4349297
Hadephobia. Entire concept was that each mapper made a map one at a time, with the next one continuing off where the last left of. I wouldn't call it amazing by any means, but it does have its share of good levels.

>> No.4351298

What's goin' on in this thread?
Everyone dropping out of VRyspooky? Shame.

Who all is left?

>> No.4351307

>>4351298
>The Swamp Map
>Sarais
>The Revenant Map
>The huge one

>> No.4351315
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google]
4351315

Anyone have any tips or general rules of thumb for map geometry and layout? I think I've come to the conclusion that I burn out on my maps often due to them feeling really flat and not all that interesting; it's disheartening.

>> No.4351331

>>4350761
is Brutal Doom even an actual mod anymore or just a testing ground for features?
because it feels like Mark is trying to cram too much shit, to make sure people don't play other mods (which is something a lot already do), even though different mods with their own stuff is better than one trying to have it all (specially when Mark is neither a good designer or a good coder)
>>4350964
>This is what he does with his Patreon money
there are fanmade sprites, who are simple monster edits from Realm667, that look better than this
also, isn't the helmet from a GMod/SFM model based on that Rage easter egg doomguy figure?

>> No.4351345

>>4351298
I'm jumping ship to ease Repugnus' workload a bit. I have the next two days and the entire weekend to improve Hexenkessel, but I do not want to keep spamming the thread with releases after releases, nor do I want to give the poor guy more work to do.

From the feedback posted so far I have to do the following:

>tone down orange texture usuage

I already replaced almost all water with the standard blue one. I will change some of the other textures to Gothic ones as well, but keep some orange ones where I think it'd fit.

I will still make a map with only orange textures, just you wait.

>encounter rebalancing

Probably going to be the biggest work. Particularly the valley. But I will see.

Anything else, or something I in particular you disliked?

>> No.4351449

>>4350840
I had the Sonic one when I was like 6, at the time I liked Sonic enough to not care for a few weeks but ultimately went back to the real games.

>> No.4351456

This is hardly what I wanted to wake up and see... I feel awful for not coordinating this better and not posting enough feedback. I'm probably just going to end up posting what I have at the moment here once I get home. I appreciate all the work that the mappers and graphics people put into this. I'll save the graphics made for this so they can be used next year if I decide to host another Halloween project.

>> No.4351457

>>4351456
Don't feel bad, it was bad timing what with 300mins right before. I would recommend next year to allot the whole of September to the mapping and use October purely for fixes & testing.

>> No.4351471

>>4351456
I'm still keen to play through what has been submitted so far. A bit of light-hearted spooky crazy /vr/ maps should be fun.

I haven't played any of them so far

>> No.4351480

>>4351456
Don't beat yourself up about it, mate.

I might provide some more textures next near, if you ant to.

>> No.4351493
File: 363 KB, 714x308, what the HUH.png [View same] [iqdb] [saucenao] [google]
4351493

>>4350761
I admire some of the effort put in for what it is, but holy shit Brutal Doom just seems so bloated at this point it's not even funny. While I suppose this is what happens if you stick to doing mostly a single mod for over seven years, SgtMark should really try doing some new kinds of mods but I guess there isn't too much incentive if you've struck gold already.

>> No.4351506

>>4351493
Yeah he makes $567 a month from his Patreon, no reason to stop the gravy train (I have zero idea what his financial situation is IRL but even if he still has to work elsewhere, that's a lot of fucking money for a Doom mod project)

>> No.4351512

>>4350671
just take it out of fullscreen

>> No.4351518

>>4349297
ALT, at least in the first part and the last levels, the middle part is quite disjointed
Legacy of Heroes

>> No.4351558

>>4350761
Wont watch the video, but what is Mark going to do about the PSX levels?

>> No.4351569

>>4351558
He said he had a special map script that adds secret exits into the regular doom2 maps, allowing the player to get to the PSX levels. His map scripts also add vehicles to some larger urban user-made maps.

The video is kind of interesting, even if you hate sgt mark.

>> No.4351573

>>4350668
bumping for this

>> No.4351628

Even if the map project falls apart, I don't consider this to be a waste of my time. In the last three weeks, I've learned more about how Doom works than in the last 20 years. I got to work with some great contributions, and I'm far more prepared for whatever the next project might be. And the fact that these threads have had real feedback instead of the usual kys faggot stonewalling shows that there are some places on 4chan where real group work can happen.

>> No.4351630

>>4351493
He makes talk about Brutal Heretic, Brutal Hexen, and an aliens mod on his twitter.

>> No.4351673

>>4351187
I agree with that.

>Hold off 2 years your mediocre custom maps for an ancient 1993 game so people on the internet can't discredit you 2 years in the future when you will be realizing supposedly good stuff

>> No.4351701

What happens if i have more than one source port in the same folder, even if i load a playthrough with ZDL?

>> No.4351712

>>4351701
DLL mismatches happen, meaning one port might work while another crashes on start up.

I did the same thing for years and was confused as to why it happened. Only a few years ago I started putting ports in their own folders.

>> No.4351745

how do i play a zandronum match with bots only?

>> No.4351770 [DELETED] 

>>4351456
It isn't entirely your fault, even if it mostly is. I think the quality of 4chan mappers is just not the same as mappers from other sites, and perhaps the ease of Doom mapping allows some people to pick up mapping who really shouldn't. I think if you keep at it and try hard you could probably get something into one of the doomworld group projects frequently going on. And if your mapping and group managing project skills don't improve, then just realize that maybe it wasn't meant to be and you should just find other fulfilling things in life instead of trying to do things you're terrible at.

>> No.4351780 [DELETED] 

>>4351480
The important thing to remember is that even if your map is utterly devoid of any redeeming qualities, just completely lacking quality in any way whatsoever and doesn't show any improvement in mapping skill from the start to the finish, that this doesn't define you as a person, and even though it wouldn't be recommended to continue mapping you could still do it if you want to, you'll just have to be persistent and keep in mind it will probably be a good four years before you're able to produce anything that meets the bare minimum level of quality the community expects nowadays.

>> No.4351791 [DELETED] 

>>4351628
I don't know if i could honestly say that real group projects happen on 4chan. The skill level of mappers here seems to be somewhat lacking and the 200 minutes and 300 minutes projects were both aggressively mediocre. The fact that the Halloween project fails to meet that bar is truly troubling, and doesn't portend well for future projects. That said, you're in charge of your own destiny and person so even if it flies in the face of objective facts easily discernable by all, if you didn't feel like you wasted your time and had fun, then you didn't waste your time.

>> No.4351795 [DELETED] 

^^^ who is this fucking windbag? is it sarais? i bet it's sarais

>> No.4351798

r&i

>> No.4351808
File: 498 KB, 1920x1080, 20171025165747_1.jpg [View same] [iqdb] [saucenao] [google]
4351808

a secret is revealed!

>> No.4351812

>>4351795
It must be. See >>4351104
>The best map, by far, was map02, because it was the shortest map and over quickest.
No-one other than Sarais would say Sarais's map was "the best by far", even as a backhanded compliment.

>> No.4351815

>>4351812
Sure they would, its a great way to shit on everyone else's map while not even complimenting his.

>> No.4351826
File: 2.12 MB, 1680x1050, rekt.png [View same] [iqdb] [saucenao] [google]
4351826

MAKE EM SAY UHHHHH

NA NA NA NAAAAAAA

>> No.4351851

>>4351808
>>4351826
What game is this?

>> No.4351864

>>4351851
non-retro, my screenshot was a joke about doom >>4351808 and its payday 2
no idea why anon >>4351826 posted this tho, its half life 2 deathmatch

>> No.4351871 [DELETED] 

>>4351456
>I'm probably just going to end up posting what I have at the moment here once I get home.
Why bother? If people really really want to play extremely sub-par maps they can just manually download and play them, right? You're obviously stressed out and short on time too.

>> No.4351881 [DELETED] 

>>4351795
>>4351798
This is why I hesitated to post feedback, but I'm glad I did. The 4chan echo chamber could really do with some actual feedback rather than coddling if they want to bring the quality of their maps and projects up to "acceptable."

>> No.4351886

>>4351864
oh okay. i didn't get the joke because i couldn't figure out what was supposed to be the secret thing. but never mind.

>> No.4351892

>>4351881
If they want to bring the quality of their projects up then they'd just need to remove anything sarais related, really.

>> No.4351901

>>4351881
>If people really really want to play extremely sub-par maps
Not him, but I'm curious to know what you think is a map that is up to par. Please recommend me wads!

>> No.4351907

>>4351881
>some actual feedback

Still waiting for yours. Nothing you said so far would have helped any mapper.

>> No.4351915

>>4351907
well he helped me realise my map wasn't going anywhere and was better removed and probably shouldn't have been posted in the first place. so there's that.

>> No.4351924 [DELETED] 
File: 2.43 MB, 1680x1050, rekt2.png [View same] [iqdb] [saucenao] [google]
4351924

>>4351864

HOODY HOOOOOOOOO

I always thought it was retro for being over 10 years old

>> No.4351928 [DELETED] 

>>4351924
retro is 1999 or earlier, read the rules

>> No.4351932 [DELETED] 

>>4351901
>Please recommend me wads!
Anything from the cacowards

>> No.4351938 [DELETED] 

>>4351915
I'm glad you came to your senses. I hope the other mappers and project leaders here do as well.

>> No.4351939

Played Chocolate Doom today. Fuck, I don't remember Doom looking this crappy back in 1995.

>> No.4351942 [DELETED] 

>>4351928
So in like 2030s would "Retro" still mean 1999 and below?
Then what would be 2000-2009 and 2010-2019 be called?

>> No.4351943

Why doesn't anyone talk about Descent?

When people talk about Retro FPS they think Wolfenstein, Doom, Heretic, Rise of the Triad, Duke Nukem 3D but never talk about Descent and Descent 2. Both are nothing short of fantastic.

>> No.4351946

>>4351942
who knows? i don't make the rules.

>> No.4351961

>>4351928

my bad

>> No.4351963 [DELETED] 

>>4351942
>So in like 2030s would "Retro" still mean 1999 and below?
By /vr/'s standards, hopefully yes.
>Then what would be 2000-2009 and 2010-2019 be called?
I don't know but the people who care about those decades can figure that out themselves.

>> No.4351980

>>4351943
Because huaaargh

>> No.4351996

>>4351943
I don't know, Jibwib Simmerstim, Esq.

>> No.4351998
File: 62 KB, 512x512, door.gif [View same] [iqdb] [saucenao] [google]
4351998

>>4351943
Here's your Descent discussion, right through this door.

>> No.4352002 [DELETED] 

>>4351942
The rules will change accordingly, and this has happened before. Dreamcast wasn't welcome in /vr/ until the PS4 gen released.
>>4351963
Prepare to be disappointed.

>> No.4352007

>>4352002
Dreamcast was allowed because it was released before 1999. It was considered good from the start, and then mods banned it when people asked them about it, and THEN later mods unbanned it.
I wasn't a fan of them even allowing the Dreamcast because I thought it would open the floodgates and bring in all of 6th Gen and 7th Gen eventually, but things have fortunately stabilized after that. I don't want shit like Halo to become acceptable on /vr/.
https://boards.fireden.net/v/thread/394065942/
I mean you don't want these people to become part of the board's community, do you?

>> No.4352010

>>4351998
Guessing that's chaingunner equivlanent?

>> No.4352012

>>4351770
>>4351780
>>4351791
These sound more like underhanded insults paired with encouragement so that he can claim it is "feedback".

>> No.4352025

When do I
REKKR ?

>> No.4352029 [DELETED] 

>>4351963
>>4351942
>So in like 2030s would "Retro" still mean 1999 and below?
Yes.
>Then what would be 2000-2009 and 2010-2019 be called?
"Old shit" and "not so old shit"

>> No.4352030

>>4352010

Class 1 Driller. It has a terrifying screech and a hitscan weapon.

>> No.4352032 [DELETED] 

>>4352029
friendly reminder that Crysis is 10 years old

>> No.4352035

>>4352025
when it's done hopefully, the last thing i want is for him to rush it out for some arbitrary deadline

>> No.4352042

>>4352030
so a flying revenant w/ chaingun

>> No.4352052

>>4351943
it's decent.

>> No.4352054
File: 1.54 MB, 260x260, 1476928273133.gif [View same] [iqdb] [saucenao] [google]
4352054

>>4352032
I forgot what the deal with Nvidia at the time, but that game killed my 8800GT. The fan speed was capped at like 30% on release and they didn't update their drivers until like a week after the card came out.

It was the only time I've ever bought a piece of tech when it was current gen or whatever. :(

>> No.4352056 [DELETED] 

This guy >>4352032

I actually would not mind a dedicated GBA containment thread somewhere on the board. Mostly because games on it were for the major part technicaly and mechanically similar to SNES games.

Also dedicated Indie board wouldve been nice, but I know it won't happen.

>> No.4352058

>>4352056
/vg/ serves that exact purpose

>> No.4352060

>>4352054
in my case it was a bit different, had nvidia 7600gs and it ran the game at native resolution with everything set to low at a good framerate of mostly 60fps, but it was original assassins creed that burned that gpu

>> No.4352062 [DELETED] 

>>4352056
GBA honestly isn't a problem in my eyes (I don't think it's fitting but I don't think it would hurt the board the way other consoles would) but I think adding anything else to the whitelist really would trigger the floodgates. People already shout "you whitelisted a console once three years ago, do it again!" so a more recent whitelist, especially of a console that breaks /vr/'s original "before 1999" rule, would create far too much strife.

>> No.4352068

>>4350761
i see mark has already embraced the rule of dev patreons--keep on cramming in stuff so it's never finished and keeps the $$$ train going

>> No.4352071 [DELETED] 

>>4352012
Just because you can't handle honesty doesn't mean its not true.

>> No.4352072 [DELETED] 

>>4352058
GBA thread was happening there for like 3 days and whenever it tried to get afloat it got immediately knocked down from there before it could reach even 200 posts. People just stopped bother after a few weeks.

Indie has a thread but its a godawful mishmash and the only stable discussion possible is of the recent releases - anyhting else can't hold attention. It'll need separate board to allow proper discussion.

>> No.4352078

>>4351943

Not much to say.
It's fun.

>> No.4352089

>>4351932
So you have nothing actual to say, got it.

>> No.4352096

>>4350680
This isn't the worst first map I have ever seen. It seems like with a couple more practice maps you might get the hang of it. Have you played many Doom pwads before?

>> No.4352098 [DELETED] 

>>4352071
Whatever Sarais, nobody takes your thinly veiled insults seriously anyways.

>> No.4352101 [DELETED] 

>>4350972
If I'm being honest they came very close to approaching adequate.

>> No.4352102

>>4352010
imagine a chaingunner that was perfectly accurate, had no startup, couldn't be pained, and was almost always placed directly behind doors so they could shoot you before you had any chance to react

that's a descent driller

>> No.4352113
File: 2.77 MB, 1920x1080, Screenshot_Doom_20171025_213640.png [View same] [iqdb] [saucenao] [google]
4352113

I want to tackle the outside area now. But I'm not sure how to go about it. Maybe the textures should be more homogeneous? I thought it would dreadfully samey then.

>> No.4352117 [DELETED] 

>>4352098
I'm not sarais but apparently the halloween project people are taking my criticism to heart and ending the project, which if we're all being reasonable is probably the best outcome.

>> No.4352118 [DELETED] 

>>4352007
You're denying the passage of time itself, then, anon. Don't be stupid.

>> No.4352120 [DELETED] 

>>4352118
I'm not sure what your argument is here. Are you saying we should allow things just because time has passed? I think it's better to be selective to try and retain a higher quality of discussion.
Mods are deleting posts though so I'll try not to continue the conversation.

>> No.4352124 [DELETED] 

>>4351471
>I'm still keen to play through what has been submitted so far.
Why on earth would you do that? Haven't you heard the consensus feedback from pretty much everyone that they're not worth your time?

>> No.4352125

>>4352117
I'm still gonna release my map.

And if you wrote this:

>>4351780

For supposed encouragement it's loaded with destructive statements. And what little positivity here is, is immediately knocked down by another negative statement.

>> No.4352130

>>4352124
>Consensus feedback

How can you be sure that wasn't just the same guy over and over?

The sad part about this project was not only the lack of maps, but also that no one seemed willing to provide much feedback at all. I'm guilty of this too. Community projects are not just limited to making maps, even if you don't you can still contribute by giving suggestions.

>> No.4352134

>>4352125
Well at least nobody can say you're easily discouraged. I hope you enjoy your time spent mapping so that some good comes out of it.

>> No.4352136

>>4351943
Descent 1 and 2 on Insane difficulty are probably the hardest first person shooters ever made, at least for single segment deathless runs. And even if you accept your deaths (the game has extra life system that lets you respawn after dying a finite number of times), you can still get stuck in unwinnable scenarios if you lose your weapons in heavily guarded area. Nobody has ever managed to get through a full game deathless without saves and the only person who got through all of D1, D2 and Vertigo individual levels on cold start (plus a bunch of fanmade ones) was some Slovakian that procastinated for two years straight to accomplish that.
To give you an idea how absurd this game is on Insane in comparison to Doom:
>100 starting health and 200 maximum, but health refills are so rare and so weak that you'll rarely have more than 100 extra per level and sometimes almost nothing; at least you're refilled back to 100 before each level; in Doom you get up to 400 maximum (Health+Armor) and plenty of refills
>common enemies have much higher firepower than Doom 2 ones; Medium Hulk is the second most common enemy and can deal up to 135 damage per second
>enemy attacks have much easier time connecting to the player: Vulcan Driller (Descent 1's resident hitscanner) is 100% accurate while having the same firepower as Doom's Chaingunner, Red Hulks have homing missiles with extremely tight radius that can't be dodged in open space without a perfect trichord (Descent's 3D equivalent of straferunning, kinda like SR50), projectiles are generally much faster than your ship unlike Doom where you can outrun almost everything
>enemies have little to no windup for their attacks, like Doom's monsters with Fast setting
>most areas are too claustophobic to pull any sort of fancy maneuvers, so dodging even non-hitscan non-homing shots is extremely hard and requires foreknowledge of enemy position and movement at best or is completely impossible at worst
cont.

>> No.4352138 [DELETED] 

>>4352130
All the writing styles were different, its super obvious dude. Don't shoot the messengers.

>> No.4352151

>>4350712
Glad you liked it.
>>4352096
It's my first "vanilla" map. I've made a couple zdoom maps before. And yes, I have played pwads. Not sure how many pwads is "many", though, heheh.

>> No.4352160

>>4352151
Generally you should play all of the classic pwad megawads like AV and HR before trying to make a map. Keep at it and don't let the quality of the maps you're producing now get you discouraged.

>> No.4352161

>>4352138
I'd argue that doesn't proof a lot on an anonymous imageboard. All you can give is a benefit of doubt.

>> No.4352164

>>4352117
It's hardly you specifically, the project had a lot of trouble getting up and going, probably because of the burnout people had from last time.
A CP in Doom is a dime a dozen, and out of every 100, only 1 succeeds.

>> No.4352167

>>4352164
>CP in Doom
This is a very unfortunate acronym.

>> No.4352168
File: 505 KB, 1080x1080, 17 - 1 (2).gif [View same] [iqdb] [saucenao] [google]
4352168

>>4352164
>CP in Doom

>> No.4352170

>>4351938
You sound like you're just here to cause trouble and prevent content in all honesty. I mean, you've got a point about the halloween project but acting like nothing good ever comes out of this place is pure bullshit.

>> No.4352172

>>4352167
>>4352168
I wouldn't mind Captain Planet in Doom.

>> No.4352173

>>4352164
i'd argue higher, out of every 10000 projects, only 1 succeeds
and out of every 1000 releases, only 1 is noticable
and this is partially because of the sheer amount of people available

/vr/ simply isn't big enough to mirror DW's enthusiasm for CP

>> No.4352179

>>4351943
>>4352136
>some enemies on levels are set to roaming AI - the longer you take your time to move around the level, the closer you get to them and the more ruckus you cause, the higher the chance they'll move out of their default position and start patrolling, or even just rush your position outright - if such an enemy has missiles or strong hitscan attack you're essentially at mercy of RNG that he'll either not start roaming before you close in on his position or you guess correctly where and when he'll attack you, because getting blindsided and sometimes even just bumrushed by these guys is at least half of your HP gone
>none of your weapons except rare nuke missiles and some primaries are strong enough to take down multiple enemies at once, and only when they're very close to each other
Literally nobody bothers to get good at those games because they're so absurdly difficult that getting through them alive is entirely down to very rare instances of great behavior RNG where enemies are merciful enough not to fuck you over at any of many points they could. I guess you could settle for Ace difficulty which isn't quite as bullshit and won't erode your sanity.
https://www.youtube.com/watch?v=vLb-dNE1fb4 - said Slovakian's greatest achievement.

>> No.4352182

>>4351456
Don't worry about it dude; It's still a success; you got 4 or so maps. I'll deliberate making another map for you if desired; even though it won't be all that great.

>> No.4352183

>>4352167
>doomguy keeps it as a reminder of innocence lost

>> No.4352196

>>4352124
>Why on earth would you do that?
Maybe he'd rather formulate his own opinion?

>> No.4352201 [DELETED] 

>>4352161
well since HE DOES IT FOR FREE is deleting posts I guess the jig is up. I can't believe people are taking me seriously just because I'm not loudly shitposting. I'll have to remember this. I'm every reply to >>4350972
except the first and also every post like >>4351770
>>4351871
>>4352096
The only maps I played are sarais's because I wanted to belittle it and that one with the coffin portal but I iddqd and idkfa'd halfway through the map. I didn't play any others or that guy that posted his vanilla map. And I managed to get the whole dumb project canceled. LOL
Even if they uncancel it the enthusiasm is gone and the damage is done

>> No.4352203

>Kriegsland now has a separate enemy pack!
Neat!
>load up with mapset
>play through
>everyone is fucking black or brown
>can't make out the enemies from the mapset

>> No.4352205

>>4352201
Fuck you to death, Nambona.

>> No.4352206

>>4352201
>And I managed to get the whole dumb project canceled. LOL
You're giving yourself too much credit, there was nothing going into it in the first place.

>> No.4352215 [DELETED] 

>>4352120
Same, but the fact is things do end up changing over time. Selectivity's nice, but it never really lasts, and it's idiotic to think it ever does. Even now /vr/'s quality has declined considerably since the board opened. It's just how it is.

Last word on the matter.

>> No.4352219

>>4352201
>wheel is rolling to a stop
>it stops
>I DID IT GUYS I STOPPED THE WHEEL

>> No.4352220

>>4352201
scroton why would you do this

>> No.4352226 [DELETED] 

Hay guise what's going on in this thread can't wait to play the new halloween ma-

oh lawd.

>> No.4352228 [DELETED] 

>>4352120
>we should allow time-based definitions to account for the passage of time
Either that or change the board's name to /p6v/ - Pre 6th Gen Video Games. Calling this board "retro" was a mistake, and the shitposting about it will only get worse as time goes by.

>> No.4352230

>>4352228
Then we should just report and ignore the shitposters.

>> No.4352231

>>4351456
I don't think you should discontinue the project, especially after this incident.

>> No.4352234

>>4352231
i'd already decided not to finish my map. forcing creativity never works. if it doesn't happen naturally ("write itself"), the end result will be rubbish.

>> No.4352236

>>4352231

As much as he would love to take credit for "killing" the project, it wasn't exactly going on beforehand.
>>4352164 is right, /vr/ isn't big enough to push out another community-wide project, especially so soon after the last one.

>> No.4352242
File: 470 KB, 512x1152, IsaneDescent.jpg [View same] [iqdb] [saucenao] [google]
4352242

>>4351998
Before Metal Slug, Dark Souls and Cuphead there was Descent.

>> No.4352250 [DELETED] 

>>4352220
Because I'm a huge faggot

>> No.4352251

>>4352242
>UAHE

What the fuck kind of laugh is this

>> No.4352257

>>4352251
BR laughter

>> No.4352258

>>4352242
If we are talking about Descent, what about Forsaken?

>> No.4352269

>>4352113
Texture variety is necessary but, there needs to be some continuity, you could keep that lower area in the south mostly grey and the slightly higher raised pathway could be another singular texture

>> No.4352286

>>4352257
No that's huehue.

>> No.4352294

>>4352269
Thanks, will do.

>> No.4352295

United Aerospace Holdings Enterprise

>> No.4352309

>>4352295
This reads as "Wahee"

>> No.4352310

>>4352242
how do people even find cuphead hard

>> No.4352321

>>4352310
Maybe, because of DS memes, they just think it has to be.

>> No.4352329

>>4352310
Some suck at Contra and similar games.
I'm just terrible at those kinds of fast sidescrollers with all those projectiles. I don't make a deal out of it, I just won't play it and I just won't complain. I'm better at FPS.

>> No.4352343

>>4352310
most people haven't had the continuous exposure to games that pose many challenges outside of casual mobile games with bullshit hit detection systems and tracking, so a game with this type of mobility and freedom poses a very hard challenge.

doesn't help that the game, centered around boss battles as it is, demands constant attention and precise timing.

>> No.4352352 [DELETED] 

>>4352220
Because I'm a humongous faggot

>> No.4352359

what did i miss?
> nothing noteworthy
give me the short version anyway

>> No.4352360

>>4352352
missed the chance for a 'humongous scrotum' gag

>> No.4352365 [DELETED] 

>>4352352
do you like making everyone hate you or something? i really don't get it, you were cool in 300minvr.

>> No.4352369

>>4352360
>>4352365
i can guarantee you it's not actually him

>> No.4352382

>>4352369
I'm aware
just playing a shitty testicle joke

>> No.4352390

>>4352359
debate over what retro means and what others think it should mean got deleted because of new metaposting >>>/qa/ rule.

>> No.4352395

>>4352369
fine whatever

>> No.4352413

Slowly plugging away at this dumb brawler mod, just overhauled combo mechanics and I'm pretty happy with the changes. "Combo Points" are now awarded by punching enemies (but only sometimes, because A_CheckLOF is either buggy or I'm using it inproperly), rather than doing 'special' punches. With two combo points or more, your punches become very fast and your kicks become jumpkicks, but combo points are reset when you enter the 'ready' state of your fists. However, you can easily circumvent this by chaining attacks together (the charging period of the charge punch can be used to elongate a combo heavily as there's no limit to how long you can charge it). Pressing your zoom key during a combo lets you get rid of all your combo points to perform a special attack, the kind of which depends on the amount of points you have. Right now there's just one, a very basic recreation of the "Yes Man Kablaam" from God Hand, which in this case just gives you 5 combo points if you actually hit an enemy with it. It only costs 1 point, so this makes it great for starting combos. Sorry for the wall of text.
https://www.youtube.com/watch?v=hYl3ex0n_Tw

>> No.4352414

>>4352343
I love Blood, I just think I'm not suited to dodging in sidescrolling.

>> No.4352426
File: 168 KB, 961x603, Deimos.jpg [View same] [iqdb] [saucenao] [google]
4352426

Finally fucking beat Shores of Hell.
Halls of the damned was a real motherfucker. I had a harder time with that than I had with the final stage.

>> No.4352430

>>4352413

More melee mods are always welcome.

>> No.4352435

>>4352426
what level, nightmare???

>> No.4352449

>>4352435
I'm not that good yet. Played it on Ultra-Violence.
Once I finish Doom II I was considering replaying both games on Nightmare.

>> No.4352450

>>4352430
Thanks, do you (or anyone else in this thread) have any ideas for special attacks and the amounts of combo points they should require? I don't want to COMPLETELY rip off God Hand's moves, so some inspiration from you guys could be awesome!

>> No.4352462

>>4350761

>two years since 0.l first appeared
>still
>not
>fixed

>> No.4352481

>>4352462
>This is what people consider to be the best Doom mod ever

>> No.4352486

>>4352449
Is that your first time through?
Are you going to play episode 4?

>> No.4352509

>>4352449
dude don't forget to go on level 4, is rich.

also is fine bro, in last days I replayed Final And Ultimate Doom just for fun, man nightmare is sometimes insane, but is a hell of fun.

I want to try multiplayer, but I'm in Dragon Age Origins right now...

>> No.4352525

>>4348889
So slightly worse in almost every way but with metal and gore to appeal to tween boys?

>> No.4352529

>>4350761
some fun looking stuff in there, i'll probably mess with it until i get bored.

>> No.4352541

>>4352509
... captain j?

>> No.4352548

>>4352525
>replace chat notification sound with downsampled FUCK URSELF
>make DeHacked patch that makes all blood actors drop that small blood pool actor
>weapons behave like normal but they have palletted down and off colored Brutal reskins
We have a winner!

>> No.4352550

>>4352541
not at all, more like Modding DAO, fucking A.

>> No.4352551

>>4352486
Yes, and I won't forget to play episode 4. I was actually surprised that Inferno was the last chapter, since I opened the game with four chapters. I'm going for a franchise run, so I won't miss anything official.

>> No.4352558

>>4352551
Get the Xbox-exclusive episode of Doom 2, too. I liked that one a lot, especially the final boss.

>> No.4352563

>>4352558
Didn't even know Doom 2 made it to xbox. I'll take a look.

>> No.4352571

>>4352558
nrftl had a final boss?

>> No.4352578

>>4352563
The wad has since been extracted and is playable on your source port of choice.
Doom 3 on Xbox came with ports of the first 2 games, Doom 1 had some extra secret levels, but I'm not sure if those are playable on PC. Doom 2 had a whole episode that was also included in the 360 release.

>>4352571
It was just a Cyberdemon, but it fit well with the map it was played on. I thought it was pretty intense and anything is better when compared to the Icon of Sin.

>> No.4352582

>>4352578
>It was just a Cyberdemon, but it fit well with the map it was played on. I thought it was pretty intense and anything is better when compared to the Icon of Sin.
oh i see. yes, i agree with that.

>> No.4352589

There needs to be an updated version of Aliens TC(maybe call it Aliens TC Ultimate or something) with less glitches, more diverse set of enemies(add something like Weyland bishop synthetics, chestbursters, and maybe a couple things from Prometheus), some more graphics edits, and add in exclusive cutscenes.
Man, I'D LOVE to play a Wad like that.

>> No.4352598

>>4352589
>Prometheus or Covenant
>Ever.

Dude, just use the Kenner/Darkhorse stuff. Fuck proMETHius.

>> No.4352615

>>4352598
There is more to the Alien Franchise than the Xenomorphs themselves. How about the Space Jockeys and the trilobite parasite as well at least?

>> No.4352650

>>4352550
?

>> No.4352663

>>4352413
>"Combo Points" are now awarded by punching enemies (but only sometimes, because A_CheckLOF is either buggy or I'm using it inproperly),


Why use A_CheckLOF?
Since it's a melee mod, you already know the player can only be within x units of whatever it's attacking in order to connect. You could use A_RadiusGive with RGF_PLAYERS & RGF_NOSIGHT instead. ...Unless you're looking for multiplayer compat.

>> No.4352686

>>4352663
...Because I'm a moron and I'm very new to doom modding. Multiplayer compat would be nice but I'm developing on GZDOOM, so maybe I should use that method, thanks.

>> No.4352709

>>4352686
>I'm very new to doom modding

Definitely bookmark the ZDoom Wiki, if you haven't already. It is supremely helpful, to newbies and experienced modders alike.

https://zdoom.org/wiki/Main_Page

>> No.4352723

>>4352709
I already read the wiki a lot, but thanks. There's plenty of functions I miss. I mean, I'm probably going to keep the current method for hopes of making a multiplayer compatible version in the future. Thanks a lot, though.

>> No.4352725

>>4351630
Are those projects going somewhere?

>> No.4352728

>>4352723
Speaking of that, though, I'm starting to get second thoughts about this brawling mod but I still want to make it, I just don't know how to make the combat interesting or fun with my DECORATE knowledge and lack of any ACS knowledge. I love melee based mods, though, plus I kind of "ended" development on my last mod, Downsize, when it was only about 75% complete. I'm still planning to continue developing that, but it's gotten little reception so I'm worried that maybe there's no point. Sorry for this dumb rant, I'm just not sure if anyone's actually interested in my silly mod ideas.

>> No.4352743

>>4352025
>>4352035
Maybe Christmas if luck prevails.

>> No.4352746

>>4352728
>but it's gotten little reception so I'm worried that maybe there's no point
If your motivation is other people you'll never finish a mod. Either make the thing because you want to play it, or don't make it.

t. Modder

>> No.4352751

>>4352746
Alright, thanks for the inspiration. I'll get this damn mod done, then, because I think there needs to be more melee mods out there, no matter how little people care about this one. Thank you.

>> No.4352757
File: 150 KB, 1200x893, DEEPEST LORE.jpg [View same] [iqdb] [saucenao] [google]
4352757

Did you know that doomguy's a virgin?

>> No.4352762
File: 36 KB, 489x244, xcom xPiratez scared.png [View same] [iqdb] [saucenao] [google]
4352762

>>4352578
>>4352582
This gives me an idea for an end map, kinda like a d-day assault or shadow of the colossus.

You have to pass 4 gates, kinda charging up a mountain with a winding path. Each gate has a cyber in front of it, pretty much have to kill it to reach the switch behind it to open the gate. Meanwhile the Icon is tossing monsters either all over the map or up to the top area at least (it can actually fill up, then the spawn cubes start ?telefragging? monsters in those spots)

However two of the spawn spots for the cubes are down on the path up the way, giving small courtyards of combat that allow you to be easily flanked by the Cybers up on higher levels of the mountain.
> who have no problem maintaining a line of fire on your ass as you're winding up the path
> the scenery stalagtites, trees, and minor level geometry get in your way and can also make it easy for rockets to impact early before hitting the ground
> nevermind that there isnt much cover on the ground level in terms of level geometry to protect you against the archviles that did spawn down on the path.

Then as you go up the winding path if you managed to actually skip a cyber, its either allowed to get out of its pen and teleport after you, or the ledges to the lower levels of the mountain split and lower a little (kinda like a landslide) allowing them to be able to get a clear shot at you even up the mountain.
> though I like the idea of them being allowed to leave their pen and they then teleport in front of you, so you have to deal with Moar Cyber at the same time because you turned into a smartass and thought you could sneak around them. Or got skeered and turned on godmode just to skip past one.

>> No.4352763

>>4352751
The important thing is that you're making what YOU want to play. Everyone else is just enjoying it and maybe giving you ideas, but first and foremost the mod should be fun for YOU to play. Only you can make something that's perfectly made to what you want, which is why you should make it.

>> No.4352771

>>4352757
Well that shuts down the demon buttfucking debate. You fucking know that's what Carmack was shutting down, too.
Carmack doesn't have a lot of imagination outside of how to push a certain limit. Romero was his ideas guy, and when he dumped him you could really see that.

Doomguy's a canon virgin because in Carmack's mind, Doomguy was born in a hangar with a pistol in his hand. His eyes opened for the first time hearing the iconic Doom guitar riff. Everything else is just filler he doesn't care about.

>> No.4352776

>>4352757
he's supposed to be the player, so that's a given

>> No.4352778
File: 1.82 MB, 1920x1080, ioquake3 2017-04-30 02-27-52-23.png [View same] [iqdb] [saucenao] [google]
4352778

>>4352757
>had THIS as his instructor
>doesn't even know what sex is
Jesus Christ, Doomguy.

>> No.4352784

>>4352762
Sounds like a nonlinear version of Doom 4's final boss almost.

>> No.4352789

>>4352743
heh i saw his (your?) post earlier but didn't think it was my place to repeat it here

>> No.4352791
File: 83 KB, 640x480, 1355377-q3a_bus_anna_kang.jpg [View same] [iqdb] [saucenao] [google]
4352791

>>4352778
see >>4352771
Carmack doesn't give a single shit about lore and just didn't want to talk about it.
I'd even call it asexual autism, but he's got an Asian wife and two kids. He just doesn't want people to see Doom as a sexual game of any kind.

>> No.4352794

>>4352757
Even Commander Keen got more pussy than Doomguy.

>> No.4352795

>>4352791
Now what about ranger?

>> No.4352801

>>4352795
as pure as can be while having wife and kids

>> No.4352805

>>4352757
>>4352771
>>4352778
> mfw doomguy is a 30yo sexless virgin
> mfw anna kang is crash

>>4352794
>>4352795
> mfw doomguy being a virgin protects him from demonic possession and they can only turn him undead after they kill him

>> No.4352809
File: 64 KB, 645x403, knights-templar.jpg [View same] [iqdb] [saucenao] [google]
4352809

>>4352805
>doomguy being a virgin protects him from demonic possession

Holy shit.

>> No.4352812
File: 43 KB, 1179x703, 1508977098.png [View same] [iqdb] [saucenao] [google]
4352812

>>4352757

>> No.4352816

>>4352795
As of Q:C canonically has a wife and kids who he hasn't seen in over twenty years and the memories of them- the few he has left- are the only things keeping him sane.

Which is a perfectly fine character backstory rework, in my opinion.

>> No.4352824

>>4352809
yeah otherwise a single hit by any Lost Soul or Baron Fireball is an instakill and he turns into a zombie because it possesses him

>> No.4352840
File: 198 KB, 512x512, xaero_by_dshpilevoy-d8ewyyb.jpg [View same] [iqdb] [saucenao] [google]
4352840

Did you know that they couldn't program bots for Quake 3 until quite late in the development when they just said fuck it and hired the guy who made the Gladiator bot for Quake II.

The character Xaero is a reference to that, since Zero was the strongest bot in Gladiator. Quake 3 Xaero's accuracy and reaction speed are set very close to the bot's limit, making him a ridiculous challenge on Nightmare, since his arena is mostly an open environment and he picks up the railgun immediately, potentially killing you instantly if you don't keep on bunny hopping.

>> No.4352849

>>4352840
I never knew Xaero was Zero, and I feel like I should've gathered that.

>> No.4352864
File: 85 KB, 200x200, quake_hud_face_by_glue100-d5w10d7[1].gif [View same] [iqdb] [saucenao] [google]
4352864

>>4352816
>The opposition is crushed and the
>signal sent.
>Billions of lives were saved today,
>by your hand.

>But something else was awoken.
>Your family and friends have become a
>disintegrating memory, unreal to
>your actuality.

>And there is only wanton slaughter to
>take their place.

>And there is only one foe that
>you can take vengeance upon for
>the loss of your humanity.

>You set the Slipgate to a
>random destination.

>> No.4352865
File: 551 KB, 1360x615, Khan&Ursula.jpg [View same] [iqdb] [saucenao] [google]
4352865

>>4352840
I know that everyone finds Xaero a fucking cunt to fight against in Nightmare skill, but have you heard about those two legends in Team Arena? Khan and Ursula is literally two fucking bitches programmed to lock their aim on you with any gun no matter the distance until they can't see your hitbox anymore.

>> No.4352876

>>4352865
> best thicc chaingun

>>4352864
>aaahhhhhhhhhhhhhhhhhhhhh

>> No.4352884

>>4352865
I remember when I was a teen and my homo internet was shit I'd just edit Xaero's bot files to crank up his accuracy and reaction time to absolute max and "practice" like that with him. The young and retarded me didn't realize that movement and resource management is more important against human players than the ridiculous twitch skills.

>> No.4352902

>>4352884
> YOU DON'T NEE GOOD GAME SENSE WHEN YOU HAVE GOOD AIM

>> No.4352905
File: 304 KB, 472x470, 0d6.png [View same] [iqdb] [saucenao] [google]
4352905

>>4352812

>> No.4352908

>>4352884
Yeah especially against me, because ill run off and in order to get the frag or complete the kill you'll have to chase me before I eat your soulsphere/megahealth.
> and in zealously doing so you will run into a corridor with bouncing grenades in it or youll eat a SSG blast to the face as you pass me by, because id hide just long enough for it
> or ill camp you going for some item, but only once though

>> No.4352925

>>4352908
Back in the day when we used to hold LAN parties "campers" were despised, you'd never be invited again if camping was your main technique.

But now, judging by all the QL tourney demos that's the only way everyone is playing. Just an endless cat and mouse chase.

>> No.4352938

>>4352925
Its not, its just an opportunity thing. True snipers wont camp for more than a couple shots even IRL because of the obvious reasons.

My primary technique is pretty nasty, I wait until two other people are fighting then I lob rockets at them and kill one or the other, then I finish off the one who's left because they're usually weakened. The BFG is also employed in such cases.
> speaking mainly of Q2 here, and by rockets I mean hand grenades I can use almost like depth charges by cooking them. Even if I miss you WILL still take damage since it will airburst near you.

>> No.4352957
File: 435 KB, 920x494, TEMP.png [View same] [iqdb] [saucenao] [google]
4352957

>>4352789
Just a little bit every day...

>> No.4352960

>>4352864
where is this from?

>> No.4352967
File: 117 KB, 640x400, zdoomdosbox.gif [View same] [iqdb] [saucenao] [google]
4352967

>>4351939
I do actually like playing DOOM in DOSBox, but I recently started playing ZDoom at 640x400 on a CRT which doesn't really sacrifice anything about the original look, but allows you to actually see details and appreciate the art a little better. Smooth as shit framerate really helps too.

>> No.4352969

>>4352864
Wait is this implying that Ranger becomes Quake?

>> No.4352972

>>4352960
Rubicon Rumble Pack ending text.

>> No.4352980

>>4352972
what's that?
sorry I must be spoon-fed like the Bab I am

>> No.4352983

>>4352967
My main problem with zdoom is the color. The demons, for example, are pink all the time, and that wasn't the case with DOS doom, where the distance lighting would make them the fleshy brown color that Adrian actually wanted if I have my doom trivia right. They'd only turn pink up close.

>> No.4352985

>>4352980
One of the best map packs ever made for Quake:
https://www.quaddicted.com/reviews/rrp.html

>> No.4352986
File: 574 KB, 1920x1080, Screenshot_Doom_20171025_134019.png [View same] [iqdb] [saucenao] [google]
4352986

is there any way to align the view again to be centered inside the box? it looks too off just trying to hide the game with HUD shit

>> No.4352989

>>4352983
Is that fixed in GZDoom or QZDoom? I tried both and even with all of the extra shit turned off, something looked off about the way things looked, particularly enemies, so I went back to ZDoom

>> No.4352992

>>4352989
No idea. Pointless as it is thanks to DOSbox, I use Chocolate Doom unless the wad demands Z and GZDoom features.

>> No.4352993

>>4352986
> not MMMEEEEEEEEEEEDIIIIIIIIIIIIC
MEeeEM

>> No.4352996

>>4352985
fucking thank you dude. now I got something to look forward to playing when I finally get my computer back.

>> No.4353001

>>4348815
hl is fun

>> No.4353005

>>4352992
Are there any source ports like Chocolate Doom that aim to be vanilla as fuck right down to the menus, but allow for higher resolution and uncapped framerate? I thought PRBoom was supposed to do this but it's just a mes

>> No.4353007

>>4353001
Keeping it Doom related, one of Gaben's first jobs at Microsoft was porting Doom to Windows 95. Gaben saw Doom as the future of video games, and saw Super Mario 64 as an argument supporting games as an art form.

>> No.4353009

>>4353005
I'd also like to know.

>> No.4353012
File: 1.40 MB, 400x259, explosion bird.gif [View same] [iqdb] [saucenao] [google]
4353012

>Barrels o' Fun

>> No.4353016

>>4353007
>Keeping it Doom related
hl is perfectly fine here too though
also the only two things he's fond of (as in fondling) are his nipples

>> No.4353017

>>4352983
>>4352989
>>4352992
THE ONLY way this could happen is if graf Disabled the Colormap lump. It pisses me off that the Invulnerability stripe on the colormap is already ignored.

But if he disabled the COLMAP then that would account for enemies at distances not having their colors remapped based on brightness. The color remapping based on brightness is the reason for them changing colors from pink to brown since the colors generally reduced down to some shade of brown or gray due to those being the darkest shades available on the palette (even red reduced down to dark brown).

>> No.4353019

>>4353005
https://doomwiki.org/wiki/Crispy_Doom
>Crispy Doom is source port forked from Chocolate Doom which provides a higher display resolution, removes the static limits of the Doom engine, and offers further optional visual, tactical and physical enhancements while remaining fully compatible with the configuration file, save games, netplay, and demos created by the vanilla engine. It aims to provide a faithful Doom gaming experience while also featuring some user-requested improvements and enhancements.

>> No.4353021

>>4352167
>>4352168
>Impita, by Vladimir Hellknightov

>> No.4353025

>>4353019
Also Doom Retro, another Chocolate Doom fork:
https://doomwiki.org/wiki/Doom_Retro
>Doom Retro’s source code is forked from Chocolate Doom with enhancements from other Doom source ports, as well as several original ideas. It is deliberately minimalist by design, and does a few things differently when compared with other source ports. It supports vanilla, limit removing, and Boom compatible WAD files, but in order to freely implement certain features, and due to the nature of Doom demos, demo recording and playback have been disabled.

DoomWiki is your friend.

>> No.4353028
File: 39 KB, 641x791, crashstat.png [View same] [iqdb] [saucenao] [google]
4353028

>>4352840
>>4352865
Did you know that nightmare Crash actually has the best accuracy, reaction time, tracking, and field of view in the game, but is severely hampered by a weapon preference file that forces her to use the Shotgun above all else?

>> No.4353030

Are there any good Star Trek themed wads out there?

>> No.4353039

regarding halloween /vr/, just keep in mind that 90% of the criticism was just this guy who kept insisting that the maps were bad because he said so, and then proceeded to make sweeping generalizations of them

just sayin'

>> No.4353042

>>4353025
>It is deliberately minimalist by design, and does a few things differently when compared with other source ports.

No kidding. Did he ever figure out that people wanted to be able to change settings from within game, and not to set gamma & saturation to non-standard values?

>> No.4353050 [DELETED] 
File: 1023 KB, 320x240, tumblr_mo13zmlJi81s3979jo1_400.gif [View same] [iqdb] [saucenao] [google]
4353050

>>4353012
>Barrels 'O Fun
>With DRLA

>> No.4353052
File: 946 KB, 500x375, 7569765985865.gif [View same] [iqdb] [saucenao] [google]
4353052

>>4353012
>Barrels 'O Fun
>With DRLA

>> No.4353058

>>4353028
Heh, thought Crash was the most softcore bot, just to ease the newbies in.

Also that's why she's so hot, can't really drop the game if the girl is so cute.

>> No.4353059

It looks like shit (I'm not a spriter and I just made the decap sprites by erasing the head on duplicates of the death sprites) but here's a decapitation test. Blunt weapons will have a low chance to trigger this death animation, and a slightly higher chance with attacks that stun the enemy. I might add a 'sharp' variant, where the head actually flies off, but I don't want this to become BD.
https://www.youtube.com/watch?v=HJG5wdjJvco
The blood splats are ported directly from Downsize, my other mod. I might make a standalone blood addon if people want to use it with mods that don't change blood effects, since it'd be stupidly easy to make an addon like that.

>> No.4353060

>>4352615
>Trilobite
No.

>Space Jockies
Only if they're the Mala'Kak proper; and not fucking grey people.

>> No.4353075

>>4353058
She's easy peasy on lower difficulties for sure (doesn't even run, only walks), but put her in a map that plays to her strengths (read: has a shotgun and lots of close quarters) and she'll handily whoop Xaero more often than not. It makes sense, given she's the tier zero newbie-tester; who better to gauge just how strong new arrivals are than the most skilled person in the Arenas?

>> No.4353096

>>4353075
Is it just me or is she much tougher in Quake Live? I'm specifically talking about that new map that "tests" your skill.

>> No.4353103

>>4353096
No idea there, I don't actually have QL installed at the moment, only vanilla Quake 3, but it's possible they gave her a sort of scaling-difficulty setup similar to Unreal Tournament's automatic bot difficulty adjustment.

>> No.4353110

>>4353060
>No
BUT WHY?

>Mala'Kak
What is that though?

>> No.4353115

>>4353028
My guess the buffs are strictly to compensate for her shotgun preference.

>> No.4353119
File: 119 KB, 500x342, oof.jpg [View same] [iqdb] [saucenao] [google]
4353119

>>4353052
>Barrels 'O Fun
>with Hideous Destructor

>> No.4353126
File: 142 KB, 850x800, 1438037049785.png [View same] [iqdb] [saucenao] [google]
4353126

>tfw you run into the limits of ZScript not while enhacing enemy AI, but trying to make tracers look nice
Fuck's sake man. How is voidptr a valid type but you can't null-check existing slots in a dynamic array or do a simply raycast distance check? Graf pls.

>> No.4353138

as amazing as the cover they went for with doom 2016 was I feel like we kinda lost this amazing piece in the process. it would make for an incredible title screen.

>> No.4353139

>>4353115
There are other bots that have some of the maxed-stats, like Major's 360 degree field of view, but none of them have everything maxed like Crash.

>> No.4353141
File: 317 KB, 1920x1033, doom_black.jpg [View same] [iqdb] [saucenao] [google]
4353141

>>4353138
and of course I forget my file.

>> No.4353143

>>4353126
>Graf pls.
[No]

>> No.4353147

>>4352967
That "1" shifting over looks like shit.

>> No.4353151

>>4353110
They're not "suits" as Prometheus claimed

Trilobite a shit.

The movie is called ALIEN, you'd think there'd be an ALIEN not a android's BITCHBABY

>> No.4353156

>>4353143
;_;
I'm becoming more and more convinced that Graf is actually a shitty programmer who was just too stubborn to realize it and miraculously attained a working knowledge of the ZDoom codebase. ZScript's half-bakedness really sealed that for me.

>> No.4353158

>>4353126
This is why I'm not even goddamn touching ZScript. The only thing I ever see or hear about it is people beating the heads against the wall to accomplish just about anything, sometimes things they already know how to do in DECORATE/ACS. You can pull off some amazing shit with it, but you clearly need to be in Graf's goddamn headspace to accomplish it, because the documentation sure as shit isn't there yet.

>> No.4353161

>>4353147
Good thing it does not actually do that in game then

>> No.4353165

>>4353158
Actually, despite some of the utter retardation in its design it's still miles above DECORATE. It's also not like I couldn't have figured out my issue, it's just that it would have been too computationally expensive to calculate for every tracer in addition to being a series of ugly hacks. Not enough benefit to it.
>because the documentation sure as shit isn't there yet
You're telling me, I'm an actual programmer by trade and this shit is a bit of a nightmare. Trying to figure out exactly what you CAN do is harder than figuring out what you can't.

>> No.4353179

>>4353158
>>4353165
I suppose I should actually explain, basically using ZS to replace/augment normal Decorate is very much worth it just to avoid all the inventory-mashing and dummy actors. Using ZS to replace ACS scripts that actors call is also very much worth it (maybe not if you use gdcc-acc but I haven't so :^| ) because it runs faster and is easier to call. Using ZS to try to do low-ish level math is a nightmare, and trying to build your own data structures or systems is an exercise in hackery.

class GibQueue : Thinker
{
int queuePos;
int queueSize;
Array<Actor> gibs;
GibQueue Init()
{
ChangeStatNum(STAT_INFO);
queuePos = 0;
queueSize = CVar.FindCVar("nm_clean_gore_queue_size").GetInt();
return self;
}
static GibQueue Get()
{
ThinkerIterator it = ThinkerIterator.Create("GibQueue",STAT_INFO);
let instance = GibQueue(it.Next());
if (instance == null)
{
instance = new("GibQueue").Init();
}
return instance;
}
void Manage(Actor gib)
{
if(CVar.FindCVar("nm_clean_gore").GetInt() == 0)
return;
if(gibs.Size() < queueSize)
{
gibs.Push(gib);
queuePos = (queuePos+1)%queueSize;
if(queuePos >= queueSize)
queuePos = 0;
}
else
{
let ded = Actor(gibs[queuePos]);
ded.SetState(ded.ResolveState("Disappear"));
gibs[queuePos] = gib;
queuePos = (queuePos+1)%queueSize;
}
}
}

Here's a queue that I'm using to limit gib numbers, if you can program you'll notice that this is NOT how you should do this. I assure you this is about the only way you can actually do it though. Also there are no static variables so have fun with that.

>> No.4353180

>>4353151
>The proboscis-like object is not part of a suit
What makes you so sure? Were the Dark Horse Alien comics ever on the same level of canon as the films?

>trilobite a shit
An opinion.

>> No.4353201
File: 310 KB, 1024x800, slough of despair.gif [View same] [iqdb] [saucenao] [google]
4353201

>>4352426 here
Jesus Christ these niggers knew how to step up. Map 2 of Inferno alone made every map in episode 2 look like tutorials.
I don't think I can handle it.

>> No.4353205

>>4353201
Are you doing KB only or something? I'm not trying to say you're bad or anything but even when I was a kid I didn't find Doom that hard, or at least i don't remember finding much but the last bits of Doom 2 hard. I'm glad you're enjoying it either way though.

>> No.4353208

>>4353179
>Here's a queue that I'm using to limit gib numbers,

Ahaha, holy shit. I have something like that, but it's decorate-only and it's all time-based and the player can set it to clear after x minutes. And it's no less hacky.

>> No.4353219

>>4353205
As a matter of fact I am doing KB only. It's not like I'm deathmatching, and it's pretty cool to see how id actually accommodated for KB only playstyles in the design.
Just wanted to throw out a hand joke considering the shape of the map. I'll figure it out just like I figured out the last 18 maps.

>> No.4353225

>>4353219
19*
The first map barely felt like an entire level.

>> No.4353227

>>4353208
Yeah this allows up to X amount then starts eating up the old ones and replacing them. No timing required and much more efficient overall, but still hacky. I had an ACS-based system too at one point but it ate too much CPU.
>>4353219
If you wanna make it slightly easier without switching off KB, map WASD as in modern shooters, L/R arrows to turn, U/D as next/prev weapon, Space as open and Right Control as fire. I've used that on my laptop and it's gr8.

>> No.4353238

>>4353227
I'm going with something similar.
WASD for movement. L/R for turning. Space for fire, E for buttons, and I just left weapon switching to the numbers. Muscle memory's getting me the right guns every time now, but it was something they had to adjust to throughout the first episode and some of the second.

>> No.4353245

>>4353238
Nice, I prefer to have fire/use on different hands though, helps to speed up reactions and reduce errors. Do what works mang.

>> No.4353259

>>4353245
lol I had similar reasoning, but with my thumb.
I figured my thumb was on the spacebar the entire time anyway, and wasn't doing anything else. Made for a good trigger finger.

I may switch open to right ctrl, though. I only picked E through force of habit thanks to half-life 2, but it does take away from the D key whenever I have to push it, which could end up fucking me down the line.

>> No.4353265

>>4353259
Yeah I mapped mine with the idea that moving was more important than turning, so firing can sometimes make turning left harder but since you should have decent situational awareness you can just dodge and reposition your fingers.

>> No.4353276
File: 68 KB, 660x330, zzzdoomthumbsup.jpg [View same] [iqdb] [saucenao] [google]
4353276

>>4353265
You're definitely right about that. I always play evasively, and I'd rather get out of a crossfire even if I can't see it.
And after messing with it, switching open to r-ctrl's working great. Thanks for the inspiration.

>> No.4353281

>>4353276
No problem man. I'd probably end up trying to open a lot of demons and shoot a lot of doors if I ever tried to use your mapping though, would make for some funny situations.

>> No.4353284
File: 117 KB, 640x400, crispy-dosbox.gif [View same] [iqdb] [saucenao] [google]
4353284

>>4353019
Seems like this is just want I want. It seems a lot more accurate than ZDoom. There seems to be a weird mouse jittering issue though that I'm hoping to fix.

>>4353147
fixed :^)

>> No.4353290

>>4353281
lol Yeah, same with yours. I'd freak the fuck out and grunt at the demons till I'd die.

>> No.4353304

>>4353281
>shooting doors and opening demons
>opening demons

> doomguy slides both his hands under a hellknights hooves and flings him up, splattering against the ceiling
> poke imp on the chest
> *clunk* switch sound
> imp falls over dead

>> No.4353321
File: 71 KB, 584x444, Doom-pic-3.jpg [View same] [iqdb] [saucenao] [google]
4353321

>>4353281
>open a lot of demons
RIP AND TEAR

>> No.4353337

>>4353304
Fund it.

>> No.4353349 [DELETED] 

>>4353284
>There seems to be a weird mouse jittering issue though that I'm hoping to fix.
It's caused by uncapping the framerate on a 160hz display and I don't have a way to cap it because I'm using integrated graphics FUCK

>> No.4353364
File: 483 KB, 500x375, 1462167951146.gif [View same] [iqdb] [saucenao] [google]
4353364

So, is the Halloween project kill?

>> No.4353408

>>4353364
I hope not, I want to play it, even just for the lolz

>> No.4353445
File: 1.71 MB, 616x466, im_already_dead.gif [View same] [iqdb] [saucenao] [google]
4353445

>>4353364

>> No.4353461

>>4353445
I think we need a doomguy version of this...

>> No.4353473

>>4353059
Damn son, easy with the screenshake on those wrench windups. You might want to consider making the wrench attack a little snappier, as in lower the delay between pressing fire and actually doing the attack.

>> No.4353496
File: 1.65 MB, 616x466, im_already_doomed.gif [View same] [iqdb] [saucenao] [google]
4353496

>>4353461

>> No.4353512

What's the best Doom Let's Play? I don't feel like playing at the moment, but I do feel like watching while someone else provides interesting insights.

>> No.4353525

>>4353512
When did it become more common to watch Let's Plays instead of actually experiencing the game for yourself? Fucking hate this mentality.

>> No.4353535

>>4353525
I've played the game tons. I like watching LPs for the same reason that, occasionally, I like watching videos or reading books in which people break down a film shot by shot and give their opinions on the artistry that makes it work. A good LP shines a new light on the game, showing you aspects of its artistry you may not have realized before.

>> No.4353537

>>4353496
pretty damn good.

Needs some health and/or armor bonuses scattered around though.

And doom soundtrack on the record player.

and an arcvhile attacking from outside

One of the magazines could have a chaingunnner on it...

>> No.4353549
File: 1.64 MB, 616x466, im_already_doomed.gif [View same] [iqdb] [saucenao] [google]
4353549

>>4353537
I did health pack and bottles, and a rev outside.

>> No.4353551

>>4353549
>a rev outside
great stuff!
Shouldn't the rev have some shoulder rocket launchers though?

>> No.4353610

>>4353551
No, he's a pacifist

>> No.4353612

>>4353610
>pacifist agitator
blasphemy

>> No.4353617

>>4353549
>rev in the shadow
>not in the window
otherwise 10/10

>> No.4353619

>>4353617
It's not physically impossible.

>> No.4353645

>>4350562
I can, but I don't, because modern implements just make it feel clunky, more like I'm playing it keyboard-only to 'say I did it' than playing it for actual enjoyment with the smooth, intuitive control a mouse gives me. Am I a fag?

>> No.4353648

>>4350595
Is it bad that I actually really like it? This kind of stupid, balls to the wall violence is the original vision and essence of doom, what's wrong with embracing the violence and carnage of a game that is, at its core, all about that particular feeling?

>> No.4353669 [DELETED] 

>>4353648
Too many features already, no cohesion or any one single design direction. It's like let's just add more of everything, like those map hacks of his that add vegetation all over stock maps because reasons.

Also, can we talk about how much of a POS this Mark guy is?
>from what i’ve learned, sgt. mark is a racist, misogynistic, egotistical neo-nazi, and quite possibly a full-blown sociopath. he has been banned from pretty much every doom-related forum for a number of different things, including but not limited to encouraging mentally-ill people to commit suicide (even providing links to instructions on how to do it), posting racist, sexist, and antisemitic comments on reddit and various forums, liking holocaust denial conspiracy videos on youtube, and generally just being a huge prick. the success of his mod has gone straight to his head and he cannot handle criticism of any kind and he violently lashes out as his own fans whenever they mention some bug or flaw or suggest some new feature. but the one that really freaked me out was when he decided to start incorporating actual internet gore pictures into his game, specifically the way he talked about it. here is the description of one of his youtube teasers for the real gore effects:

https://www.reddit.com/r/Doom/comments/2y23eb/the_brutal_doom_fiasco/

>> No.4353671 [DELETED] 
File: 32 KB, 480x454, a28[1].jpg [View same] [iqdb] [saucenao] [google]
4353671

>>4353669
>https://www.reddit.com/r/Doom/comments/2y23eb/the_brutal_doom_fiasco/
>i hate to bring it to the subject of columbine because there has always been this weird connection between those two kids and things like video game violence and heavy metal music, which i feel is unjustified and stupid, but it’s hard to ignore the similarities between sgt. mark iv and eric harris. both of them were avid doom fans and created modifications for doom that added more gore to the game, both of them were known for going on insane rants about graphic violence in extreme detail, with an unsettlingly high amount of excitement about the subject, and both of them were known for being anti-semites and nazi sympathizers and misanthropes in general. the only difference is one of them shot up his school and killed a bunch of innocent people, and the other one hasn’t. at least not yet. i don’t think video games cause young impressionable people to become violent - i played doom when i was 5 years old and i’ve never been physically violent towards anyone in my life. i just think certain people who have issues tend to be very interested in things like that, much more interested than the average person.

>> No.4353674

>>4353669
>>4353671
can you not.

>> No.4353707

>>4353674
what

>> No.4353716
File: 109 KB, 1615x824, firefox_2017-10-26_11-02-55.png [View same] [iqdb] [saucenao] [google]
4353716

>>4353304
Nice

>> No.4353717

>>4353707
Don't dig up the old shitpiles.
You end up stinking yourself.

>> No.4353729

is software mode supposed to be so dark? I can't see shit.

>> No.4353739

>>4353717
Whatever you say

>> No.4353971

https://www.youtube.com/watch?v=FA0pPKzSeBQ

Rise Of The Triad had a fucking sick soundtrack btw.

>> No.4353984
File: 375 KB, 640x480, spasm0008.png [View same] [iqdb] [saucenao] [google]
4353984

>>4348815
QUMP now officially released:

Screenshots:
https://imgur.com/a/AKiuq

get QUMP here:
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

10 Brand new maps, as well as a new start map. Hope you guys enjoy!

>> No.4353986

>>4353671
>reddit
found your problem

>> No.4353996

>>4353984
congratulations

>> No.4354001

>>4353984
well done lads!

>> No.4354004

>>4348816
just want to make sure the news post also has a forward reference to >>4353984

>> No.4354032

>>4350668
still waiting

>> No.4354183

>>4352967
On Choco Doom you wouldn't be able to see gunner from across that room.

>> No.4354185

>>4349000
You know, that sounds a lot like sleep paralysis.

>> No.4354218

There should be more hell levels that are like E3M2, there's not enough hellish badlands with rocky canyons and crevices full of nooks and crannies for monsters.

>> No.4354219

>>4354218
Slough of Despair is the single worst original DOOM map though

>> No.4354223

>>4354219
No it isn't, Fortress Of Mystery is worse.
Slough Of Despair isn't even bad at all by the way.

>> No.4354246

>>4351939
>>4352967
You should give Crispy Doom a try.

>> No.4354313
File: 2.71 MB, 1920x1080, Dog Prison.jpg [View same] [iqdb] [saucenao] [google]
4354313

Well that sure was a fucking slog and and a half to get through.

>> No.4354363

What's a good gameplay mod for DUMP 2?

>> No.4354407

>>4354223
try pistol-starting it

>> No.4354415

>>4354246
See >>4353284
Crispy Doom is exactly what I want, but playing with uncapped framerate makes the mouse input really fucked up. I wish there was a vsync option or something because it can't seem to handle a 160hz display.

>> No.4354419

>>4354407
Few people pistol start, and no, it's not really that bad.

>> No.4354423

>>4354419
>Few people pistol start
??? what else do you do when you die

>> No.4354426

>>4354423
Reload a save? That said, I don't think I've ever died on E3M2.

E4M1 and E4M2 are pretty rough, those'll kill you a lot, but E3M2 is just not hard.

>> No.4354434

>>4354419
i was talking about e2m9, it's much better if you don't bring 16 tons of ordnance onto the map.

>> No.4354438

>>4354434
I've done that, it's nothing really special IMO.

>> No.4354459

>>4354438
oh well i tried

>> No.4354474

Is Blood 2 good

>> No.4354492 [DELETED] 

>I've not been part of really that many but when choosing between total annihilation, warcraft 3, gearslutz & ateaseweb (not games but still) and doomworld, the latter is by far the worst, mostly probably because doom being a game from texas & the gun-loving american medieval population vs the rest of the civilized world stuff. (I'm not really trying to shitpost here so if you disagree please ignore this and don't reply?)

>> No.4354507

>>4354474
it's ok

>> No.4354514

>>4354507
ok

>> No.4354519

>>4354474
itsokay.png

>> No.4354556

>>4354363

Probably some kind of weapon randomizer.

>> No.4354574

>>4348816
Gregor Punchatz confirms the mancubus display model was a remake
https://www.doomworld.com/vb/post/1811566

>Maybe I can shed a little light on the subject. Indeed the original mancubus skin was recast for display , the original skin was pretty beat up after the animation process. I actually took a bit more time painting the display models than I did the originals , that is why there are differences, I wanted them to be better the second time. The original skin was torn off the metal armature and ended up in the trash, I still have the mastermind skin.

>> No.4354648

>>4354574
F
Poor Manc

>> No.4354714

>>4353549
great job!

>> No.4354715

>>4353205
>>4353201
You need to be willing to play defensively and run around the level. Kill the zombies, go around looking for them and just kill them. If there are cacos following you, just run from them because they're going to be hampered in this geography.

I believe there is a Berserk somewhere in the map, this will make destroying pinkies and spectres easy, but dont get fooled into thinking you can take the cacos with it in this jumbled rocky maze.

Ironically I think the traps and/or lost souls were the real "nope just nope" feature of this map back when I played it in the 90s.

There is a plasma rifle hidden in an off-colored wall just before reaching one of the caves. That might help with an ambush, but given the jagged rocks blocking shots I wouldnt use it for anything else in that map (seriously, save the ammo after that, youll need it in Pandemonium or House Of Pain).

>> No.4354718

>>4354574
MANCUBI
GO IN THE TRASH

>> No.4354728

>>4354407
> there are shotgun sergeants right near the start, so you have a shotgun
> there's a couple boxes of shotgun shells laying in an alcove nearby
> there's a berserk down the way
> there's a chaingun out in the open
> there's a hidden plasma rifle if you know where it is

Doesn't sound bad at all honestly. And the only actual dangerous monsters are the zombies because of hitscans, but between the pistol, shotgun, or chaingun you can annihilate them before they have much chance.

>>4354223
E2M9 truly is, though id say E3M1 comes close. But FOM is a secret level so that means they can do whatever they want, and in this case decided to jack off.
> just get the cacos and the barons to fight it out, kill the imps, eat up items while monsters are infighting
> maybe even just walk out of the level

>> No.4354731
File: 89 KB, 640x400, Screenshot_Doom_20171020_190943.png [View same] [iqdb] [saucenao] [google]
4354731

>>4353729
> implying that real life horror would be brightly lit
grow up son
Im looking for ways to make it darker, so I made a darker more contrasty palette.

>> No.4354743

>>4354728
E3M1 is made up for by E3M9 in my opinion. Although I guess the gimmick would work equally well for any map, really.

>> No.4354748
File: 2.06 MB, 640x360, 1509033583703.webm [View same] [iqdb] [saucenao] [google]
4354748

>>4348815

>> No.4354749

>>4354748
God i want MSX to be updated

>> No.4354793

>>4354748
> MSXguy chaos dunks romero in the fucking face

>> No.4354819

Since the Halloween project seems more or less dead, do you guys want the last version of the graphics pack?

>> No.4354832

>0.l still hasn't been fixed
lol

>> No.4354834

>>4354819
is it dead? i was waiting for a updated wad for further testing. i know the manager said he was discouraged but i don't recall him saying it was cancelled. perhaps i could get some clarification.

only two people said they were dropping out, one who posted a very early WIP so no great loss if he doesn't finish it, and another who i think said he still intends to finish his map but doesn't want to spam updates all the way up to the end of the month. i think if he gets done by the end of the month there's no reason for him to drop out of the project if he seemed intent on finishing the map regardless. and then there's still four or five other maps, what will be their fate?

>> No.4354836

>>4354819
Sure. I was thinking in uploading my map stand-alone if the halloween project was confirmed cancelled

>> No.4354837

>>4354832
yeah it's pretty silly especially to those of us in the community who keep our engines updated, but the 0.l thing is not a problem if you use the version of gzdoom that is bundled with the mod, which i suspect is what most of his users are doing, because they're outsiders who don't know anything about wads, source ports etc. and who would be confused by a bugfix release they don't seem to need. i just think he doesn't like doing bugfix-only releases at all. that requires too much discipline, keeping a stable and development branch of the mod and so forth. i think he's just got the one master copy he hacks on all day and makes videos from.

>> No.4354846

>>4354832
i'm unironically looking forward to the public beta test the last dev diary video promised. i'm sure it'll have some cool shit in it, but also hilarious due to being full of bugs.

>> No.4354854

>>4354846
>>4354834
>>4354819
Has Blasphemer gone anywhere, is it ready? Last update I saw on the list was 2012...

>> No.4354865

>>4354854
dunno, why are you replying to me, don't see what that has to do with vr halloween. but anyway the thread gets posts occasionally so it's not completely dead yet. certainly been activity since 2012.
https://www.doomworld.com/forum/topic/70732-blasphemer-discussion/

>> No.4354871

>>4354865
just trying to catch someone who might know thats all

im also wondering where to go to find the newest Smooth Doom updates

>> No.4354887

>>4354834

Well, with only seven maps of uncertain status, and a general sense of indifference I'm seeing in the thread, it certainly doesn't feel like it's alive and well. Either way, my work for the project is done (unless there's a catastrophic error discovered in the graphics pack or BEX patch) so I can relax, but I don't want to just leave this thing sitting on my hard drive and never put it out.

>> No.4354891
File: 2.75 MB, 1280x720, Spider Mastermind is a cheating bitch.webm [View same] [iqdb] [saucenao] [google]
4354891

You'd be surprised how much of a pain in the ass this was to get working.

>> No.4354895

>>4354887
I guess we'll just be having 7 maps then.

I suggested earlier that we can use the finished set from this year for an expansion pack next year, just take more map submissions and add them on as "/vr/ Halloween 2018"

>> No.4354897
File: 623 KB, 1600x900, Screenshot_Doom_20171026_172807.png [View same] [iqdb] [saucenao] [google]
4354897

>>4348816
>>4348815

Hey folks, I think I'm nearly finished up with wading through the suggestions and criticisms and things I can do for High Noon Drifter, so v1.2 is on the verge of getting another release.
Hexen support, revamped Quickdraw in Doom, new cvars, double whips, etc. If anyone's interested in giving it a run before release to see what it's like and how it feels, please feel free to. I'm curious to see what people think.

Link: https://www.dropbox.com/s/q3hw46gjsy692hg/HighNoonDrifter-v1.2-prerelease1b.pk3?dl=1
Changelog: https://pastebin.com/n2wW3hAu

Like before, give or take some minor bits of polish and/or critical bugfixes/balance adjustments, this should be nearly identical to when I put out the release build.
Enjoy, mates. Lemme know if you have any complaints, suggestions, or whatever, or if anything explodes.

>> No.4354898

>>4354871
the official zdoom thread... ?

>> No.4354901

>>4354891
how so, getting shot should be easy :^)

>>4354897
good shit

>> No.4354903

>>4354901
ur a cheaky cunt m8 ill let u off da hook dis tiem

>> No.4354904

>>4354897
>that hat brim graphic
Oh, I'm gonna dig this.

>> No.4354905

>>4354887
i get what you're saying, but 7 maps is a decent episodes' worth, not everything needs to be the full 32.

>> No.4354906

>>4354897
>Hexen support
aww yiss
>revamped Quickdraw
what's that?

>> No.4354909

>>4354891
im guessing you're using target-leading code, that used to be in Edge but now its hard to get for doom mods

>> No.4354912

>>4354909
I didn't know it was already in, so I just made it myself. ZDoom's atan() can go fuck itself though, (-90,90) instead of (0, 180).

>> No.4354914

>>4354897
>- Corzo's hat is no longer capable of killing him.
Unbelievable, 0/10.

>>4354906
Tome of Power(?) replacements in Heretic give you the ability to do a cool timeslow target quickdraw thing. It was usable in Doom, but underwhelming.

>> No.4354915

>>4354906

There's an item in Heretic that allows the ability to sheathe the revolver, target up to eight enemies, and then unleash heavy damage on all of them with typical western-style quickdraw shots. It was submitted by an acquaintence, and it's really cool!
I didn't know how to really put it in Doom, though, so I just made it an optional pickup from the backpack, which kind of sucked. So now it's an alternative optional BFG that can be turned on in Mod Options.

>> No.4354919

>>4354914
>>4354915

Oh, I thought it was something different from the Dead Man's Holster. Isn't that what it's called in-game. I've been playing HND in Heretic and it's fun as hell. Really nice to have a mod that has built-in Raven support so I don't have to make it myself

>> No.4354920
File: 12 KB, 1024x768, 1509054168.png [View same] [iqdb] [saucenao] [google]
4354920

>>4354912
isn't that correct? i'd expect atan's range to be (-pi/2, pi/2)

>> No.4354921

>>4354912
No the Edge port im talking about was old like back in the early 00's, it had an option for making monsters lead the target (perfectly). But it became defunct after a few years because zdoom was becoming more popular and edge wasnt going anywhere.

So you are both correct and incorrect, yeah its been introduced, no it is not in and has not been for awhile.

Supposedly Colorful Doom has a version of the cyber which can lead the target but I havent bothered to pick it apart yet to find which one or how it works.

>> No.4354926

>>4354920
Ah, I suppose. It's easy enough to just set it where I want with a quadrant check based on velocity vector anyway. I didn't really look any of this up, I just re-derived the relevant formulas since it was 1AM and my tired brain figured that would be easier than wading through stackexchange.
>>4354921
Probably the same thing I did, get component of velocity perpendicular to aiming angle, slap it into an acos formula with shot speed as the other term.

>> No.4354935

>>4354897
How do i get double wips? or is that a spoiler?

>> No.4354946

>>4354919

Yeah, it's the Dead Man's Holster.
Raven games are cool, just need a little bit more love and some more notable mapsets.

>>4354935

In Hexen, it's one of the ultimate weapon piece replacements.
I couldn't really think of anything for Doom, so right now it's just after you're full up on boomerangs and another chainsaw spawns.

>> No.4354968

>doom
>rip n' tear
>wolfenstein
>get psyched
>quake
>???

>> No.4354971

>>4354968
HUUH

>> No.4354973

>>4354968
HUEURGH

>> No.4354974

>>4354968
player tries to put the pin back in

>> No.4354976

>>4354968
>HUHN

>> No.4354995

>>4354897
Have you included additional F1 screens to document what items are what and what they do?

>> No.4355006

>>4354995

Not yet. That's one of the aforementioned "minor bits of polish" that I want to work on before release, though.

>> No.4355007
File: 1.20 MB, 1920x1080, Screenshot_Doom_20171027_013832.png [View same] [iqdb] [saucenao] [google]
4355007

>>4354897
I think there's something with grenades. One just became an undying fireball of 0 fps.

>> No.4355008

>>4354995
is there an item you don't understand? pickup messages seemed straightforward to me.

>> No.4355012
File: 1.23 MB, 1920x1080, Screenshot_Doom_20171027_014109.png [View same] [iqdb] [saucenao] [google]
4355012

>>4355007
Still going.

>> No.4355013

>>4355007

That's worrisome. Judging by the screenshot, it seems like the grenade somehow got stuck in the Death state and started replaying it over and over...I'll check that out, thank you.
What map are you using?

>> No.4355014

>>4355013
E2M1/map08 of Valiant VE.

>> No.4355019
File: 552 KB, 758x600, it&#039;s no longer high noon.png [View same] [iqdb] [saucenao] [google]
4355019

>>4354915
>give the McCree special
Aweso-
> So now it's an alternative optional BFG so we have to choose between that or the cute demon queen

>> No.4355023

>>4354968
*gib sound*

>> No.4355029

>>4355019
Basilissa is OP anyways

>> No.4355030

>>4354968
>doom
rip & tear
>wolfenstein
i want to axe you a question
>quake
*rocket jumps & telefrag you*

>> No.4355051

>>4355014

All right, I'll look into it right now.

>>4355019

Don't worry, anon. There's an option to have it alternate so you can get Basilissa first and then next spawn get the Holster, or spawn both at the same time.

>> No.4355082
File: 1.23 MB, 1920x1080, my very own sun.png [View same] [iqdb] [saucenao] [google]
4355082

>>4355051
After messing around a bit, I found that it has something to do with grenade bouncing right before/after/during explosion.
Also I find it kinda disappointing that you can't whip still grenade out of the way.

>> No.4355085

>>4355019
we need to call pillowblaster
he'll take the revolver and give it to the demon
then he rides his nuclear ground-submarine into the sunset

>> No.4355089
File: 495 KB, 480x704, return to sender.png [View same] [iqdb] [saucenao] [google]
4355089

>>4348816
OP here, what is happening with the Halloween map project? Just wondering what to put on.

>> No.4355090

>>4354897
Since you're in the "polishing" phase, i have a suggestion sorta
Sometimes you're fighting enemies in an elevator that's going down, and the grenade fragments, bullet casings and whatever the bfg projectile leaves can quickly make it lag immensly since they constantly bounce.
it made one section of hell ground much more difficult than it needed to be.

>> No.4355095

does quakespasm fuck with quake's physics in any way like darkplaces does or am I fine using it as my standard sourceport?

>> No.4355101
File: 1.73 MB, 1920x1080, Base Profile 10.27.2017 - 02.19.42.06.webm [View same] [iqdb] [saucenao] [google]
4355101

>>4355051
>>4355082

>> No.4355113

>>4355090

I'll put a limit on the bouncing, then, so they never bounce more than seven times or so. Thanks!

>>4355101
>>4355082

I, uh. Wow. Fuck.
Okay, that's something I never expected to encounter.
This is gonna take some thinking about how to circumvent.

>> No.4355117

>>4355095
It's basically a touched-up GLQuake that uses NetQuake as the base. For single-player purposes it's a good fit.

>> No.4355142

>>4353984
OH SHIIIIIIIIT

>> No.4355148

>>4355113
A_ChangeFlag to remove bouncing when death state starts?

>> No.4355153
File: 57 KB, 776x1024, FeelBedRomero.jpg [View same] [iqdb] [saucenao] [google]
4355153

Sorry guys, I could not finish my Halloween map, life is biting my ass...

>> No.4355156

>>4354968
You get the Nails.

>>4355095
Nah, Quakespasm is just GLQuake with the various bugs fixed and some extra, non-intrusive features added like expanded map limits. Like the other anon said it uses NetQuake physics instead of Quakeworld so you still have things like the player slowly sliding down any sloped surfaces and a forced friction frame when landing from a jump.

>> No.4355162

>>4354921
>Supposedly Colorful Doom has a version of the cyber which can lead the target but I havent bothered to pick it apart yet to find which one or how it works.
Ayyyy
https://forum.zdoom.org/viewtopic.php?f=37&t=48211
>>4354926

>> No.4355180
File: 942 KB, 1280x720, gzdoom 2017-10-26 20-13-40-840.webm [View same] [iqdb] [saucenao] [google]
4355180

>>4355148

That was my first reaction, too, which almost fixes it...but it still causes an extra explosion if you angle/bounce it juuust right. So rather than exploding infinitely, it explodes twice.
Which is still a significant improvement, and if I can't figure anything else out I'll go with that. But it still points to something else being the problem and I'll need to figure out what.
Either way, thanks a bunch, mates.

>> No.4355191

>>4355180
At the moment it enters its death state, have it spawn another explosion-only actor and transfer pointers to it and then get removed in the first tic of the death state. Dunno how you'd do this in zscript but since you could do it in acs pretty easily I figure it should be easy in zscript too. It can't cause problems if it stops existing!

>> No.4355210

>>4355191
>>4355180
And if that didn't work, you could have a variable check to enter the state or spawn actor or whatever; I don't know how zscript works but if you push the explosion onto another actor or a script or whatever, and then only have it do that once via the check, this both ensures that it only happens once and since the explosion isn't directly caused by the actor entering the wrong state doesn't stop the explosion. The check also stops it doing funny stuff if it somehow bounces twice in one tic. If it sticks around, not exploding, after its spawned the explosion actor as a last resort you could always spam checks that remove the actor if that variable flag is set.

>> No.4355235

>>4355162
THANX
Im gonna keep linking back to this in other doom generals.

I think the way id apply this is:
* Cyber fires one rocket out of three perfect, one rocket out of three angled to intercept, one rocket out of three angled to intercept but with a loose aim.
* Arachnotron goes through a random number of cycles before it locks on, then it starts angling shots to intercept.
* Baron throws one angled to intercept sorta at random.
* Revenant always fires angled to intercept (but only 1/4 of its rockets are homing).

>> No.4355239
File: 205 KB, 1366x768, doom20.png [View same] [iqdb] [saucenao] [google]
4355239

>>4354819
>>4354834
>>4354887
I'll be posting a finished version of the swamp soon, I've just been rather burdened IRL. Whether this gets released or not, I feel like it was still an important stepping stone in my Doom mapping training.

At the very least it isn't pitch black anymore. Goddammit prboom and your blinding gamma!

>>4354895
>I suggested earlier that we can use the finished set from this year for an expansion pack next year, just take more map submissions and add them on as "/vr/ Halloween 2018"
You know, this actually doesn't sound too bad.

>> No.4355247 [DELETED] 

>>4355239
> trump tries to drain the swamp
> we start making swamps

>> No.4355252

>>4355089
A guy tossed vague criticism at the whole thing and everyone got sad.

>> No.4355265
File: 507 KB, 2560x1600, 1506671135366.jpg [View same] [iqdb] [saucenao] [google]
4355265

>>4354313
>tfw finished that map with 3 Health, even using saves.

It was a hard map

>> No.4355268
File: 1.03 MB, 1200x900, 1508934573467.png [View same] [iqdb] [saucenao] [google]
4355268

>>4353549
Good. Now do an edit with this and cybie butt.

>> No.4355312

>>4355162
So I looked at that and I've got to tell you, I have no idea what he's doing. I assume part of that is approximating acos and asin but my god does it even suck in ACS. Here's what I'm doing in ZS https://pastebin.com/mBTivnxa.. It's not really optimized, just some ugly trig to get it done.

>> No.4355314
File: 902 KB, 1920x1080, quakespasm-sdl2 2017-10-26 21-34-10-95.png [View same] [iqdb] [saucenao] [google]
4355314

>The rune whispers...
>Something about weapons and portals.
Hah. Something to do with stripping player weapons, I'm guessing?

>> No.4355338

>>4355312
https://pastebin.com/WZ6mgazq Golfed it a bit, this'll probably be the final-ish version.

>> No.4355343

>>4355268
You're not the boss of me.

>> No.4355361

>>4355312
>So I looked at that and I've got to tell you, I have no idea what he's doing. I assume part of that is approximating acos and asin but my god does it even suck in ACS.
It's a step brute force thing that steps the angle in smaller increments and then compares the resultant triangle to law of cosines.
It shouldn't have to do that, cause you should be able to just go from law of cosines to quadratic formula and you're done, but that wasn't the case. At one point I plugged that into c and it worked with dummy expected values but still didn't in acs; this was forever ago though so I may have just fucked it up in coding but somehow not in the c version, or still been using an outdated acc at that point still, or I might just be retarded.
The law of cosines --> quadratic method definitely works, however, if someone wants to try that method on their own. In fact,that's how the native limited line special in acs does it.
>Here's what I'm doing in ZS https://pastebin.com/mBTivnxa.. It's not really optimized, just some ugly trig to get it done.
I haven't really dove into zscript yet, just been mapping lately, and currently at gym on mobile, but will def look at later!
>>4355235
There is also another version someone made about a year(?) later that says it also takes into account player average angle change.
Haven't really looked into I beyond that.
>one rocket out of three angled to intercept but with a loose aim.
If you specify a random t parameter (I think that's what its called, dun remember) it does an angle between current and intercept.

>> No.4355369
File: 96 KB, 314x570, 1422735399119.gif [View same] [iqdb] [saucenao] [google]
4355369

why do the items spin in place in blood and quake

>> No.4355371

>>4355369
why not

>> No.4355373

>>4355361
Oh no I understand step approximation but the rest of it is such a mess I didn't put much effort into figuring it out. The ZS version I posted >>4355338 here is really simple and if you've got even basic programming skills it's pretty intelligible. ZS is honestly pretty great aside from the assfuck retarded design decisions and the fact that it's clearly unfinished.

>> No.4355376

>>4355369
what else would you do if you were programmed to be there idly waiting for the player to notice you?

>> No.4355383

>>4355369
it's either that or wandering around the map like a certain doom mod

>> No.4355389

>>4355369
because they wanted to show off their voxel or 3d model support, respectively

>> No.4355394

>>4355389
I remember reading that one of the early appeals of Quake is that corpses could be viewed from different angles

>> No.4355396

>>4355373
I already like zscript better than decorate since from your code it looks like you can specify actor as a parameter. Neat!
Unless I'm missing something it looks like you're only getting the velocity of the target actor, no distance. How are you predicting the point where the target actor and projectile must meet without getting the distance from the firing actor to the target actor?
>the rest of it is such a mess
No argument here desu

>> No.4355408

>>4355396
You know, come to think of it I have no idea how it works when it doesn't use distance at all. I need to stop working myself to the point of severe sleep deprivation. I'll test it and make sure it isn't just a fluke.

>> No.4355412

>>4355369
because it's cute
I imagine if you put a nailgun and a super nailgun next to one another they do this spinout duel
the winner creates a superfast mini vortex
whoever loses just despawns from the map

>> No.4355416

>>4355408
The way I tested mine back in the day was by setting a monster to use the line special intercept and my script at the same time. IIRC it's 32.something units in the z and dead center from the monster where it fires.

If it helps, half the mess in that function is adding offsets to the firing point (like firing ball from hand) and it doesn't take acceleration or angle change into account, just current speed. There's also the version of that function that is reasonable and uses law of cosines and quadratic and """should""" work but doesn't further down in the code. It's basically just c code from stack exchange modified a slight amount to work in acs.

>> No.4355419

https://www.youtube.com/watch?v=bQdlSF--lCg
Making slower progress on the brawling mod (really need to think of a name for it) then I'd like, but still making progress all the same. Here's one of the new weapons, an axe. Still need to add a special death animation to the enemy for it. The axe itself has a slighter faster windup than the wrench, but can't have its attacks "Chained" together like it. I think now that the mod has two weapons, I should talk about the point of them. They're there to add variety, mainly, but also to act as a sort of crutch for tougher enemies. (or shoot switches that can't be reached, which is why I'll either add (rare) guns or some kind of throwing ability). I want the ability for the player to beat a mapset using only their fists, which is why I want to make fist combat so much fun and incentive it a little more than using weapons. Still, I also want weapons to be useful and fun.

>> No.4355426

>>4355343
We'll see about that.

>> No.4355446

>>4355416
I give up, I can't figure out why this works, it just does. I guess because it's essentially just a triangle that gets scaled up as the player moves faster. When i did the match last night everything cancelled out to give me a nice formula so I'll trust tired me.

>> No.4355447
File: 8 KB, 271x288, 1453426542844.png [View same] [iqdb] [saucenao] [google]
4355447

>it's a mod that makes the rocket launcher reload after every shot
>but it deals a bit more damage so it's okay!
No, no, no, no. The rocket launcher was originally made to suppress large amounts of enemies in a short time. A slight damage increase does not compensate for the removal if its biggest strength, and can in fact break a lot of maps.

>> No.4355450

These threads are comfy

I haven't really jumped into the world of DOOM mods yet but it is really nice going through these threads seeing what people are playing and working on

>> No.4355454
File: 558 KB, 1600x900, Screenshot_Doom_20171022_221757.png [View same] [iqdb] [saucenao] [google]
4355454

>>4355446
>match
*math, ok time for a break

>> No.4355457

>>4355447
The base launcher in DRLA does exactly this, and boy is it ass until you construct it to something better.

>> No.4355462

>>4355450
I want to tug anon in by the fireside and make lots of comfy doom maps for him!

>> No.4355463

>>4355457
Definitely, though I must say the Micro Launcher is pretty fun. And if you ever get an abundance of Agility mods, then you can make a Grenade Launcher that's actually quite powerful for what it is.

>> No.4355469

>>4355394
I seem to remember, back when I played Quake for the first few times in 96 or 97, walking around dead enemies and marveling at it.

>> No.4355485
File: 69 KB, 365x194, Chaingun_(TA)_–_Black.png [View same] [iqdb] [saucenao] [google]
4355485

Is the Team Arena chaingun the most powerful iteration of the weapon in id games?

>> No.4355493

>>4355485
Probably not, the RtCW Venom Gun did a shitload of damage, then there was that one gun in Rage.

>> No.4355502

>>4355485
wouldnt gattling cannon in d44m be a lot stronger? this thing melts everything when deployed

>> No.4355505
File: 7 KB, 250x160, new_classic_doom_weap_cg.gif [View same] [iqdb] [saucenao] [google]
4355505

>>4355485
More importantly what were Romero and co. smoking when they decided to give a gatling gun skin to a machine gun with rather average stats?

>> No.4355517

>>4355505
Because it looks cool.

>> No.4355523

>>4355517
But it would be better if it looked AND acted cool.

>> No.4355524

>>4355523
It is only firing pistol rounds.

>> No.4355527
File: 528 KB, 3264x1836, 20171026_184037.jpg [View same] [iqdb] [saucenao] [google]
4355527

>when you really, really like NUKAGE1

>> No.4355530
File: 24 KB, 192x192, Animated_Chain_Gun.gif [View same] [iqdb] [saucenao] [google]
4355530

>>4355524
So did this beast.

>> No.4355541

>>4355530
SCHWEINHUND

>> No.4355559

https://www.youtube.com/watch?v=cEDLaNtrJ44
This mod is really steering away from "First Person recreation of a side-scrolling brawler" and towards "First person God Hand even though I've never played god hand".

>> No.4355568

>>4355559
So long as it's got the rockin tunes I'll play it.

>> No.4355575

>>4355568
I should make a version of the mod that either replaces every song with the God Hand theme or the Ai Wo Torimodose midi.

>> No.4355593

>>4355252
Right, so what am I going to write up for its section in the news post? Is it basically on halt at this point?

>> No.4355595

>>4355593
>Repugnus has put the Halloween mapping project on hold due to mapping fatigue and lack of submissions.

>> No.4355601

>>4355595
That's a good way of putting it, new thread in the next hour or two

>> No.4355606

>>4355252
Pretending to be different people while doing so.

>> No.4355612

>>4355446
Are you testing with slower projectiles too? Potential differences will become more apparent.

>> No.4355615

>>4355612
It's not meant for anything but bullets, though it does seemingly work with slow projectiles.

>> No.4355631

>>4355615
The only reason I'm skeptical is because, unless you're getting distance somewhere or inferring it somewhere, it means that for an actor moving 10 mu/s to the right and positioned 10 mu away at a certain angle, and another actor moving 10 mu/s to the right and positioned 100 mu away at that same angle, after t seconds they will be at the same angle from the firing actor, which doesn't seem right.

>> No.4355637

>>4355631
I agree, but it still seems to work in practice, at least on a 2D plane. I'll figure out what, if anything, is wrong with it tomorrow.

>> No.4355638

https://www.youtube.com/watch?v=Ti7LhDbharg
I wanted to do frontflips as a joke but I can't figure out how to make the player's pitch unclamped. Either way, here's a joke feature that (hopefully) won't be included in the mod.

>> No.4355650

>>4355450

Thanks. I'll keep making more things for you, then!

>> No.4355668
File: 327 KB, 1280x960, tumblr_onztre35Ye1w9nq73o1_1280.jpg [View same] [iqdb] [saucenao] [google]
4355668

>>4355505
Because they didn't really know anything about guns and just put in what they thought was cool.

If it bothers you, I have a .wad that replaces the chaingun with the Beta machinegun, featuring basically the same behavior.
It looks a bit like an early Cold War era subgun, which fits that retrofuturistic aesthetic that Doom has, while also making sense that it shares ammo with the pistol.

>> No.4355673

https://www.youtube.com/watch?v=ghWcwoaYBIA
Adding a sort of 'counter' system for the test zombies. When they enter their painstate (their painchance is 256) they have a chance to perform a counter, which is effectively like their regular attack, but it's uninterruptable. They're also tinged a garish orange. They also become more likely to counter when low on health, which is why that one zombie countered so much in the beginning. I find it's way too easy to just wail on and stunlock a single enemy with the punches but I don't want to nerf them. Opinions on this mechanic?

>> No.4355683
File: 308 KB, 1920x1080, 20171027015630_1.jpg [View same] [iqdb] [saucenao] [google]
4355683

HUHUHUHUH, WHAT AN MESS

>> No.4355687
File: 78 KB, 500x264, a slow day.png [View same] [iqdb] [saucenao] [google]
4355687

>>4355683
So where are we up to on Doom 4 demake mods anyway? The last one I played was D4D before the D4T split.

>> No.4355739

>>4355314
Precisely dear Watson

The only way to strip the player's weapons (And return them to 100 health) without mad haxx is to give them the rune then exitlevel back to the start map.

I'm pretty happy with our little rune mechanic there...
FORCED SHOTGUN START BITCHEEEESSS

>> No.4355752

Streaming QUMP:

go.twitch.tv
/shamblernaut

>> No.4355757

>>4355752
it would be great if your stream wasnt so fucking pixelated

>> No.4355759

>>4355752
which maps have you run so far?

>> No.4355768

>>4355752
>want to watch
>don't want to get spoiled on the maps

>> No.4355770

>>4355759
its not me, but he's played sunken cathedral and manchester's leftovers and one other. currently on bloody sun

>> No.4355838

New thread.

>>4355834
>>4355834
>>4355834