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/vr/ - Retro Games


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4669557 No.4669557 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4663216

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 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/1514/09/1514094816594.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

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

Doom RPG series
https://doomrpg.weebly.com/

== 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.4669559

=== NEWS ===
[03-26] GZDoom 3.3.0 Released
https://forum.zdoom.org/viewtopic.php?f=1&t=59945

[03-22] Jim Flynn, Boom co-author, Master Levels mapper, TeamTNT member passes away at age 66
https://www.doomworld.com/forum/topic/100017-jim-flynn/

[03-22] DM4 Jam released (22 SP quake maps)
http://www.celephais.net/board/view_thread.php?id=61554

[03-22] Anon map release: (4 Boom-compatible maps, title unknown)
https://my.mixtape.moe/zwnzxn.wad

[03-22] zEpisodic: preserve your weapons across Doom/Heretic episodes
https://forum.zdoom.org/viewtopic.php?t=59912
v1.2 with doom_complete.pk3 support:
https://forum.zdoom.org/viewtopic.php?p=1045711#p1045711
doom_complete.pk3:
http://www.mediafire.com/file/sy27ypldyt29dk1/doom_complete.pk3

[03-22] Japanese Texture Pack aka Tenchu4Doom released (WIP)
https://www.mediafire.com/file/9l3ji2wxp1tj58p/Japanese+Texture+Pack+(aka+Tenchu4Doom).wad

[03-21] Anon map update: Ace Of Base
https://mega.nz/#!AtcDFbhY!RhFWg6vIu9eANBVlVAxF2pBI1qXW94MGihSW11_yfjs

[03-21] Brutal Doom v21 Tanks Preview
https://youtu.be/mgAxsaciOBQ

[03-21] Anon mod release: Demon Counter Strike v0.01
http://static.allfearthesentinel.net/wads/demoncounterstrike-v0.01.pk3

[03-19] Anon map release: bc_talkin.wad (requires cc4-tex)
https://my.mixtape.moe/bnccrr.wad

[03-19] Digital Foundry interviews 3dRealms
https://youtu.be/MHQv4mSG7_I

[03-19] Smooth Doom Upgrade updated for latest Smooth Doom
https://desuarchive.org/vr/thread/4649604/#4653029
https://mega.nz/#!7gAiURwD!m3oSzHAmyo-HunkRJGQD_OEjqF6xGxdeqVsYgHUMTQY

[03-19] Wolfenstein: Machines of Death TC for Doom 2
https://www.doomworld.com/forum/topic/98458-wolfenstein-machines-of-death-tc-released-v10/

[03-16] GMOTA v1.0 Released
https://combine-kegan.itch.io/gmota

[03-15] La Tailor Girl Updated To 1.50
https://forum.zdoom.org/viewtopic.php?p=1044648#p1044648

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4669568
File: 287 KB, 480x368, 1519794209493.png [View same] [iqdb] [saucenao] [google]
4669568

>>4669559

>GZDoom 3.3.0 Released
>Status collector

proceeds to sing the word "no" in a lyrical fashion

>> No.4669571

Can you make me a source port?

>> No.4669573
File: 235 KB, 380x380, jay.png [View same] [iqdb] [saucenao] [google]
4669573

[No]boi needs to eat shit and live

>> No.4669574
File: 212 KB, 480x449, great_salt_vs_lilith.png [View same] [iqdb] [saucenao] [google]
4669574

next time make this the op image
kthxbye

>> No.4669578

In case you missed it, automatic sound reverb was the latest victim to Graf Zahl's tyranny

>> No.4669591

>>4669578
Only as a suggestion though.
It wasn't already in GZDoom.. though I'm very doubtful it will make it in a future released after being closed so quickly.

>> No.4669594

i feel the same way but are we gonna do this all night

>> No.4669598

I would suggest making mods and content for Zandronum as a way of sticking it to graf but really that's what he wants: no one to play his source port but him.
Final Doomer, DRLA, and LegenDoom use older specific versions of GZdoom and THAT royally pisses graf off more than anything else.

The world needs more of those, and lilith.pk3

>> No.4669602

>>4669594
b-but, bashing graf has never been so fucking fun

>> No.4669604 [DELETED] 

>spend countless hours of your free time working on a source port
>receive tantrums from entitled doombabbies

>> No.4669607

>Submit
>[Close]

>> No.4669608
File: 1.83 MB, 1024x640, 1429582259118.png [View same] [iqdb] [saucenao] [google]
4669608

How does one cause this to happen?

>> No.4669609

>>4669608
I don't know but it sure looks neat.

>> No.4669610

>>4669608
Looks like a funky pallete replacement

>> No.4669617

>>4669608
Screwy palette replacements will do it, or intentionally replacing it to do that.

Happens a lot with TCs for other games or junk like that.

>> No.4669625

>>4669604
>spend countless hours of your free time
I'm sure you can relate

>> No.4669636
File: 1.31 MB, 1024x640, 7215354.png [View same] [iqdb] [saucenao] [google]
4669636

>>4669608
Looks like a wacky PLAYPAL or something.
Though why is everything chromatic aberration'd and even the HUD is distorted by a lens? The in-game lens distortion effect doesn't do that.

>> No.4669651

>Someone else pointed out the orange pixel on Doomslayer's hand in the ZDoom thread
Ya gotta fix it Kegan!

>> No.4669653

>>4669651
It's on the todo list. I don't even know how it got there.

>> No.4669656

>>4669653
Don't worry you can take your time, I'm just being annoying.

>> No.4669658
File: 718 KB, 720x360, Hammer buffs.webm [View same] [iqdb] [saucenao] [google]
4669658

>>4669656
Too bad I just fixed it. I'm still trying to figure out how on earth it got there though, musta been some weirdo artifact when I was scaling sprites.
Have a video of a hammer buff.

>> No.4669663

>>4669578
Wasn't there reverb in the Playstation TC maps?

>> No.4669669
File: 137 KB, 1024x768, Quake 2 Screenshot.jpg [View same] [iqdb] [saucenao] [google]
4669669

Are there any particularly good mods for Quake 2? Y'know, story campaigns, mapsets, that kinda thing.

>> No.4669690
File: 1.76 MB, 640x360, projautoaim.webm [View same] [iqdb] [saucenao] [google]
4669690

Was (G)ZDoom's autoaim always like this? This is reaaaaally baaaad.

>>4669658
I hope that just looks crazy because it's against a horde of Imps!

>> No.4669697

>>4669690
Yeah it's strong but not SUPER strong, you'd need a few of these to kill hoardes of bomber knights or Hellfos, but it's great for mobbing up crowds of wimps.

Also I never toy with GZDoom's autoaim, I mean heck I use mouse aiming, might as well make the most of it.

>> No.4669702

>>4669690
What's your autoaim set to? 5000 is the maximum value, I think anything lower only has a chance to autoaim.

>> No.4669703
File: 8 KB, 247x370, Aka Manto.png [View same] [iqdb] [saucenao] [google]
4669703

>>4669690
>Using autoaim in an engine that allows for crosshairs and mouse aiming in a game where every enemy has BIG, MEATY HITBOXES, including most modded enemies.

>> No.4669705

>>4669697
I want my mod to be playable without needing freelook, but wow the inbuilt projectile autoaim is even more arse than I thought. I already had to get help from ijon with his Dakka code just to achieve pitch offsets on autoaimed projectiles.

>> No.4669715
File: 2 KB, 277x36, autamopt.png [View same] [iqdb] [saucenao] [google]
4669715

>>4669702
>5000 degrees of autoaim
Mine's set to 35°, the max the player menu gives you.

>> No.4669718
File: 219 KB, 640x480, 1522003494980.png [View same] [iqdb] [saucenao] [google]
4669718

An anon posted this screen in the last thread. Does someone know what mapset is that?

>> No.4669719

>>4669690
https://www.doomworld.com/forum/topic/62808-vanilla-doom-autoaim-glitchbug/

>> No.4669723

>>4669703
>not playing the game the way its developers intended it to be played

>> No.4669728

>>4669723
Yeah.

>> No.4669729

>>4669723
If wanted to do that, I wouldn't be using GZDoom. I'd be using Chocolate Doom or DOSBox.

>> No.4669731

>>4669559
https://forum.zdoom.org/viewtopic.php?f=43&t=59889
Autoautosaver
A configurable mod that lets you have autosaves at set points and values.

>> No.4669732
File: 2.13 MB, 640x360, projautoaim2.webm [View same] [iqdb] [saucenao] [google]
4669732

Somehow 1 degree of autoaim is even worse, what the fuck?

>>4669719
>Graf says:
>It fires 3 traces, one at 0°, one at a small negative angle and one at a small positive angle (can't tell you the exact value in degrees, sorry) and looks if it finds something. Any target that's in one of the gaps will be missed, logically.
Blehhhh, thanks for the link, but that's just crappy. I guess I'll have to use a single tic of A_SeekerMissile with angle set to the player's autoaim or something? Thanks Graf

>>4669703
Good thing it's optional, huh?

>> No.4669735

>>4669732
>Good thing it's optional, huh?
Yeah, pretty much.

>> No.4669736

>>4669732
Freelook makes auto-aim obsolete so I don't see why you'd use both at the same time.

>> No.4669746

>>4669736
It really doesn't matter. This is about the problems of autoaim itself anyway, especially on projectiles.

>> No.4669756

Anyone else having mouse look issues with Quakespasm 0.93? The camera will just point in a random direction intermittently. Can't figure out why it's happening so the only resolution so far is to keep using 0.92.1.

>> No.4669759
File: 516 KB, 1600x900, Screenshot_Doom_20180326_042425.png [View same] [iqdb] [saucenao] [google]
4669759

>> No.4669760

>>4669715
Oh, I guess it's been changed. It used to go up to 5000.

>> No.4669768

>>4669760
Yeah, no idea when. The wiki still references the old autoaim values, even.

>> No.4669776

>>4669759
>Kill bonelord
>explodes into heap of tiny boners that run away
>Any that survive teleport to a random spot on the map and turn into a new bonelord

>> No.4669778

>>4669776
Slow down there anon, I'm not that cruel.
But every time a Bonelord fires a mortar now, it spawns several of these little bastards, they're fragile and all they can do is punch you but there's a lot of them and they block all of your attacks so I can already see these guys cockblocking people from using explosives

>> No.4669786

>>4669778
What's it look like on Going Down MAP19 (200 Mega Hurts)?

>> No.4669787

>>4669778
you can't just keep reusing your revenant box code

>> No.4669791

>>4669786
Good question, I've yet to play going down but I'm gonna hazard a guess and say there's a lot of Archviles? They don't ALWAYS do the mortar attack, and the skellies themselves have a limited lifespan before dying

>>4669787
This is the first time I've reused it though.

>> No.4669794

>>4669787
now i wanna use it for something

hey kegan can i use the revenant box code

>> No.4669795

>>4669791
I thought those tiny golden boners that run up and punch you were based on the revenant box

>> No.4669798

>>4669795
From GMOTA? Those guys were the first tiny skeleton I made, and they don't punch you at all, they just run around, dance, and jump wildly. Term made them punchy in Demonsteele, and then I made the box of pocket revenants last year with several different varieties of boner.

>> No.4669802

>>4669791
There's a total of 100 archviles and 100 pain elementals in the map. Maybe have a max of mini-boners that can be in the map at one time if it becomes an issue.

>> No.4669804
File: 542 KB, 1600x900, Screenshot_Doom_20180326_065642.png [View same] [iqdb] [saucenao] [google]
4669804

Rate my hud, please.

>> No.4669805

>>4669802
How do you enforce a limit on stuff like that anyway?

>> No.4669808

>>4669794
Go right ahead.

>> No.4669809

>>4669804
Functional.

Don't know what the yellow bar is for, I assume the silvery counter is for ammo?

>> No.4669812

>>4669805
Have the mortar do a ThingCountName check when it explodes, and if it's not over the max, spawn some boners?

>> No.4669815

>>4669812
Huh, didn't know about that, I'll implement that right now to keep the boners in check.

>> No.4669818

>>4669812
>>4669815
Ah shit wait, is this a more advanced ACS function? Gotta remember I am working within the limitations of Zandy 3.0

>> No.4669819

>>4669809
The yellow bar is Stamina.
The silver-white counter is for in-mag ammo.

>> No.4669820

>>4669818
thingcountname has been in for ages

>> No.4669821

>>4669815
Yeah, so like using CallACS or ACS_NamedExecuteWithResult and a script like this:
if(ThingCountName("Tinyboner",0) < 50)
{
SetResultValue(1);
}
else
{
SetResultValue(0);
}

Something like that maybe

>> No.4669825

>>4669818
I sure hope not, otherwise Zandronum really needs to get its ass into gear.

>> No.4669827
File: 62 KB, 300x300, 1522048625758.png [View same] [iqdb] [saucenao] [google]
4669827

What's the best suggestion that's ever been [NO]ed?

>> No.4669830

>>4669821
Eyyy that works. Thanks anon.
The boners have been contained.

>> No.4669831

>>4669825
especially since I've used the function back in skulltag days

>> No.4669835
File: 26 KB, 582x586, doom purists btfo.png [View same] [iqdb] [saucenao] [google]
4669835

>>4669723

>> No.4669836

>>4669835
Carmack was a good man for doing the right thing all those years ago.

>> No.4669839
File: 979 KB, 640x360, aaaaaaaaa.gif [View same] [iqdb] [saucenao] [google]
4669839

I'm just going to leave this here without context.

>> No.4669846

>>4669776
That'd be funny to do on Nightmare! difficulty or something.

>> No.4669849

>>4669831
man I miss when alpha and delta invasion servers existed and were packed with people 24/7.

>> No.4669859 [SPOILER] 
File: 155 KB, 1152x864, 1522065790256.jpg [View same] [iqdb] [saucenao] [google]
4669859

Horrific image of child abuse

>> No.4669860

>>4669835
And to think that it's 2018 now and most of the time and effort from the community went into making the fugliest shaders while having difficulties understanding the difference between overbright and gamma correction.
The people doing the source ports are so inept and opengl was such a mistake.

>> No.4669861

>>4669608
Isn't this as easy as changing the light value of a sector? Or am I missing something here.

>> No.4669862

Is the last GZ Doom Builder edition really over a year ago (Jan 2017)?

>> No.4669863

>>4669860
OpenGL is good.

>> No.4669864

>>4669718
Looks like a generic Oblige map with some textures changed.

>> No.4669865

>>4669860
>opengl was such a mistake
Found the Microsoft fanboy.

>> No.4669867

>>4669839
ATATATATATATATATATA

>> No.4669869

>>4669859
>zdaemon icon
that explains the gamma

>> No.4669870

>>4669863
>>4669865
The issue is you got scammed into wasting a lot of money into some useless video card, it sucks, but you won't admit you made a mistake when you bougt it. Just like typical Apple users.

>> No.4669871

>>4669870
What? You want source ports to use DirectX instead?

>> No.4669872
File: 1.23 MB, 1920x1080, 1453799785719.png [View same] [iqdb] [saucenao] [google]
4669872

>>4669870
I can see where this is going to go.

>> No.4669873

>>4669872
If the answer is "Nowhere good" then you're right

>> No.4669874

>>4669870
what even are you trying to say here
I'm pretty sure video cards are useful for a lot of things

>> No.4669875

>>4669718
Yes, i did generated it in Oblige.

>> No.4669878

>>4669874
Such as? Making everything so dark and ugly you need to screw your monitor settings and damage it to be able to play a game that used to run perfectly in '93 software rendedred by an high end 486 computer?

>> No.4669880

>>4669878
like playing games other than doom, you idiot

>> No.4669882

>>4669880
>playing games other than doom
I'mma close my eyes and count to three. You bes be gone when I opens them, boy.

>> No.4669889
File: 14 KB, 306x204, Mini boner.gif [View same] [iqdb] [saucenao] [google]
4669889

>>>/wsg/2163287
This came out great.

>> No.4669892
File: 11 KB, 334x86, who actually uses thermoptic camo.png [View same] [iqdb] [saucenao] [google]
4669892

>>4669882

>> No.4669903

>>4669878
Got nothing better to do than to shit up the thread with your barely literate refuge, you shit-smeared batch of stale cuntwaffles?

>> No.4669906

>>4669859

>posting your kid in 2+2chan

>> No.4669915

>>4669878
>game that used to run perfectly in '93 software rendedred by an high end 486 computer?
A source port is never guaranteed to run on the same exact hardware as the original. Have you tried running chocolate doom on a 486? Besides, GZDoom came out in fucking 2005.

Also, the last nvidia and amd gpus to support only up to GL2 both came out in 2007 (and last intel one in 2010, but even on GL2 games it performs like absolute shite). Who in the fuck would still be using hardware THAT old in 2018?
>>4669882
taff off, pagan

>> No.4669917

>>4669869
That's the joke. He's burning his crotchspawn's eyes out with zdeercum gamma.
>>4669906
>implying it's my vagturd

>> No.4669926

>>4669915
I would.

>> No.4669928

I think why MetaDoom sort of works is why a MetaQuake or MetaWolfenstein probably wouldn't, because of these 3 reasons, specially if mixed:
>Doom is a bit more consistent, where there's still returning enemy types and weapons in later games, while Wolfenstein didn't even started off as an FPS series tarring BJ and Quake changed literal themes and went from singleplayer to multiplayer
>Doom is probably a more popular/better mod "base", compared to the other two, which is also why adding these new weapons and enemies means just finding the right spot for them, most of the time
>MetaDoom doesn't just mix these games but tries to make it fit in the traditional gameplay of Doom as well, meaning the idea of Doom having a "traditional gameplay formula" is stronger than that of Wolfenstein (stealth or action) and Quake (SP or MP)
Or maybe it's just that nobody really tried giving these two series their own "Metafication", that'd include the OG Quake expansions and stuff out of ports of Wolf 3D and RTCW.

>> No.4669932

>>4669928
>tarring
Starring*

>> No.4669936

>>4669889
>noclip
Ch-cheater

I think I prefer the golden boners doing that dance thing, it's both rarer and like a "naa naa can't hit me" taunt. That's just my opinion though.

>> No.4669938

>>4669892
My vision is augmented. Now beat it, punk.

>> No.4669950

>>4669703
Uh, autoaim is part of original Doom mechanics.
It makes sense, too, Doom is about shooting while circlestrafing around enemies really fast, some manner of autoaim or lock-on only makes sense. This is not the kinda FPS where you want to throw headshots.

>> No.4669951

>>4669938
THAT'S HIM, HE'S A COP

>> No.4669956

>>4669951
https://youtu.be/psaadT7JS9E

>> No.4669958

>>4669715
>>4669760
>>4669768

What are these values even? Degrees? Radian fractions? Minutes of angle? Screen pixels?
35 sounds like it could be real degrees, I think.

>> No.4669962

>>4669878
My GZDoom is crisper and less murky than the original 320x240 resolution software rendered .exe, I literally see better, farther and clearer, thanks to a higher resolution, a non-distorting true 3D renderer, and unlimited colors.

If I wanna play Doom in a real old fashioned style, I'll run Chocolate, or one of the old console ports.

>> No.4669973
File: 1.15 MB, 500x361, and also confirmed to be 10 years old.gif [View same] [iqdb] [saucenao] [google]
4669973

Doomguy confirmed to be a manlet

>> No.4669978

>>4669973
>age 10
b&

>> No.4669979

>>4669973
does that mean that the hell knights are just a bit taller than a normal guy?

>> No.4669984

>>4669973
Mods can change that, mods can change everything!

>> No.4669993

>>4669979
I made the hellknights subtly smaller, and the barons subtly larger, just to make sure the hellknight knows his fucking place.

>> No.4670020

>>4669759
Hey, I recently started playing your mod for the first time, as I waited for the full version to release, and is the charged up Blazter (zoom key) supposed to be that strong without costing any ammo or other resources?
Also I think the power slash of the sword (item use) should have a small charge time or something, as it's way too easy to oneshot cyberdemons with.

>> No.4670026
File: 2.86 MB, 640x480, oops.webm [View same] [iqdb] [saucenao] [google]
4670026

Messing around with Botmatch in Unreal, Deck16 is a bit different...

>> No.4670038
File: 1.24 MB, 194x182, oh damn.gif [View same] [iqdb] [saucenao] [google]
4670038

>>4670026
I wasn't expecting the bot to run into the arc too

>> No.4670042
File: 611 KB, 850x800, cinematic mod.png [View same] [iqdb] [saucenao] [google]
4670042

I dunno if anyone answered this when I asked it several threads ago, but does anyone have a link to the Doom Quickstart Archive?

>> No.4670043

What's the consensus on early 90s Doom WADs? Worth playing, or garbage from another era?

>> No.4670046
File: 90 KB, 541x459, 1520146875512.jpg [View same] [iqdb] [saucenao] [google]
4670046

>>4670026

>> No.4670049

>>4670043
They're a rare treat. Usually they're mywork.wad or myhouse.wad all clad in startan and d_runnin

>> No.4670057
File: 20 KB, 490x360, prepare yourself.jpg [View same] [iqdb] [saucenao] [google]
4670057

>>4669557
>>4669585
>>4669376
>>4669560
THE MOTHERFUCKER IS GETTING INTO DATA MINING
thats what this shit is about, we need to teach that fucker graf a lesson, I dont give a shit if he's one of the programmers
> a permaban from zdoom and doomworld may suffice, it may not come down to lead and gunpowder

>> No.4670059

>>4670057
>THE MOTHERFUCKER IS GETTING INTO DATA MINING
oh no, he'll have your system specs to optimize future versions, call the police!

>> No.4670064
File: 657 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google]
4670064

>>4670043
That really depends on what you look at, there's some maps which are genuinely interesting and some which are even kind of good, but a lot of the stuff from 94' is pretty fucking trite and worthless. Everyone and their mom gave mapping a try, and most people didn't make anything particularly amazing. I'm not saying "Don't play 94' .wads", I'm just saying, a lot of them just aren't worth even looking at, because a lot of people didn't yet know what they were doing.

By 95', people had a bit more experience, some people had better computers, and there was better software, Doom 2 had come out September last year, so now there were a lot more assets for people to work with, the larger bestiary letting people get more creative.
Final Doom would come out during the summer and really show people the possibilities for the Doom 2 bestiary to a farther extent than Doom 2 itself could, people who complained that Doom was too easy now had Plutonia to really test their might.
Memento Mori also came out that year, and together with Final Doom they really set the bar for user made level sets and how to really challenge players, these megawads really sparked the golden age of 1990's Doom mapping.

People were still making a lot of crap by 1996, but there were also a lot of very serious and dedicated people who pushed for projects and visions, many who had ideas for grandiose Total Conversions and megawads of their own, who looked at Final Doom and Memento Mori, thinking "I can do that too!" or "I can do that better!", for better and for worse.
There were of course some Total Conversions before, like Aliens TC (which came out like a month after the original game was released), and there were a fucking million Star Wars TCs.

>> No.4670070

>>4670049
Now that you mention myhouse.wads, I wonder if one could take inspiration from a whole bunch of those and turn that into a large suburban map suitable for playing Hideous Destructor?

>> No.4670075

so what are some wads with female protagonists? Outside of the obvious stuff like Demon steele, and La Tailor grill.

>> No.4670081

>>4669962
> believing that the original vanilla was 320x240 when it was in fact 320x200 and 16:10 ratio except was displayed on 4:3 CRT monitors

>>4669863
>>4669865
Actually OpenGL was always a mistake
It was designed for Sun Workstations and thats where it should have stayed.
Mere fact its dependent squarely on hardware and cannot be upgraded software wise.

>>4669669
> software mode
> muh nigga
> that logo though

>>4669608
> anal-graph detected
Its not a playpal issue. Looks like some kind of sector lighting adjustment.

However since you've got the exact same screenshot just recolored im going to guess this is the result of post-production tinkering.

>> No.4670082

>>4670075
Harmony? Nido Force?

>> No.4670083

>>4670075
Nun with a Gun
Netronian Chaos
Scalliano's Shuffle
too they ain't popular enough to warrant rule 34s

>> No.4670084

>>4670075
Agent Diaz

>> No.4670086

>>4669578
>>4669663
Here's a script I made for that based on the PSX tc
http://www.mediafire.com/file/t9s9ep7mq2b3mpb/REVERB.pk3

>> No.4670087

>>4670059
And by "optimize future versions" you mean "cut off support for most systems and nab your IP", right?

>> No.4670089

>>4670081
I mix up 320x200 and 320x240 historically.
Also you sound like a big gay, hardware graphics are better in every way.

>> No.4670090

>>4670087
Nice fear mongering.
>nab your IP
Oh you're that retard from the last thread that didn't know that you're giving your IP to every site you visit, and since you're obviously okay with that, you should also be okay this time. Not to mention you can opt out of it. You have no idea what you're talking about do you? Otherwise you wouldn't be saying "OMG HE KNOWS UR IP!!!" like it's scandalous. What's he gonna do with it? Hack you?

>> No.4670091

>>4670090
>Nice fear mongering.
That isn't fear mongering, that's more or less his stated reason, read the thread about it.

>> No.4670092
File: 29 KB, 600x453, 1u8xtl.jpg [View same] [iqdb] [saucenao] [google]
4670092

>>4670087
>nab your IP
Oh no, he'll know that I live in the Oakland area of Michigan. What do you really think he's going to use an IP for? Hold your porn searches as blackmail? Take your PC hostage? Get a grip.

>> No.4670093

>>4670091
I did, I didn't see anything about cutting support.

>> No.4670096
File: 1.79 MB, 320x240, DESTROY.gif [View same] [iqdb] [saucenao] [google]
4670096

>>4670087
Means that knowing the userbase is only using the final Usable version, possibly even just 3.25, future modders are only going to make mods for that and except for some snowflakes will abandon future versions
> sorta like zdoom itself having become a new kinda retro and now is when the sun is setting, it might've continued to get made beyond this point but everyone agrees it became utter trash
> alot like brutal doom, when the stupid features started getting added is when it actually died, or contracted cancer and was on its way out
> looks like 3.30 is the point where zdoom has contracted brain cancer, affecting its memory by making it forget its roots

>> No.4670097
File: 88 KB, 396x302, computer bandit.png [View same] [iqdb] [saucenao] [google]
4670097

>>4670092
>he'll know that I live in the Oakland area of Michigan
sending my anonymoose hackers to get you now, shouldn't have said that, buddy.

>> No.4670098
File: 30 KB, 600x680, 3b6.jpg [View same] [iqdb] [saucenao] [google]
4670098

>>4670090
>If everybody else does it, that means it's ok!

>> No.4670105

>>4670096
>future modders
But people are already doing that, constantly making mods with the latest version of gzdoom in mind, hence this thread constantly complaining about it. Why would "future modders" do anything differently?

>> No.4670106

>>4670098
The argument isn't that "everyone does it", but that knowing someone's IP gives you jack dick to use in a malicious way. Shit's as easy to find as a telephone number.

>> No.4670107
File: 363 KB, 615x703, his seat and optimism.png [View same] [iqdb] [saucenao] [google]
4670107

>>4670090
sell your comp statistics and make money off of it and not sharing that money with you
> I dont give a shit if it helps support him so he can code for zdoom
> if he wants support for that he needs to make it public and open, and set up a gofundme or patreon
> and anyway I DO NOT support the shit he says he's going to do with the game anyway

Where's my fucking cut of the data mining?
Whats he going to do next... make it display ads when the game is loading if your internet connection is active?

The fucker has contracted cancer and should be put down, for his own good

>> No.4670109

>>4670098
It's more so the fact that you're not complaining about literally every site on the internet automatically grabbing your IP, so why are you complaining now? Not to mention, what are your reasons for claiming it's bad? What is he gonna do with your IP that every single other site owner who also already knows your IP wouldn't?

>> No.4670114
File: 63 KB, 599x599, serious heresy.jpg [View same] [iqdb] [saucenao] [google]
4670114

>>4670107
>>4670109
>>4670106
>>4670090
Its not about your damn IPs man.
Its about your Hardware Statistics.
Graf has cancer and is trying to pay his medical bills.

>> No.4670115

>>4669973
I always liked the idea of doomguy being short for some reason. maybe its because the player camera is so low I feel it fits

>> No.4670116

>>4670107
>sell your comp statistics and make money off of it and not sharing that money with you
Oh, you got a source for that? I'd love to see it, oh wait, you don't and you're full of shit. You WANT to complain, but because you can't find any legit arguments you just start making shit up.

You do know the very site you're posting on's current owner IS known for selling information about his site's users to companies, right? Why are you posting here seeing as how you clearly are against that notion?

>> No.4670118

>>4670114
>Its about your Hardware Statistics.
Okay? You're saying that's worse than knowing your IP? How so?

>> No.4670121

>>4670114
Who's he going to sell your hardware statistics to that doesn't already know all their is about your system and it's location? If it scares you that badly then just null out the part of the .ini that makes it work.

>> No.4670129
File: 11 KB, 412x393, opt in.png [View same] [iqdb] [saucenao] [google]
4670129

All you retards bitching about "muh privacy", do you not know that you can opt in/out? it's literally the first thing you see when you boot up gzdoom 3.3

>> No.4670131
File: 139 KB, 383x364, 1521429931776.png [View same] [iqdb] [saucenao] [google]
4670131

>>4670089
Hardware is ok for some games and not others. Virtually any game from the 90s is NOT good in hardware.
Quake3 and UT are about the only exceptions, and that was the end of the 90s.

Quake2 in hardware looked very dark and the way openGL worked back then you couldnt increase the brightness in it using the sliders. Also the textures look oddly better and nicer when displayed in software, everything looks crisper and because of the texture resolution (which is higher than Q1) the pixelation wasnt as noticeable.
> faces with big pixelation on them, or faces made of mud, which do you choose? at least you know what you're getting with pixelated faces

>> No.4670135

>>4670129
That point has been repeated endlessly, yes.

>> No.4670139

>>4670135
Then why is this still an issue? Surely if you don't want 3 items of data to be sent to graf/rachael then opt out and quit bitching

>> No.4670147

>>4669756
Nope, 0.93 works good for me. You might want to ask over on func_msgboard.

>> No.4670153
File: 172 KB, 800x600, Screenshot_Doom_20180210_191745.png [View same] [iqdb] [saucenao] [google]
4670153

>>4670131
>Virtually any game from the 90s is NOT good in hardware.
I don't agree, build and Doom engine games can look very good with the proper hardware rendering.

>faces with big pixelation on them, or faces made of mud, which do you choose
I'm sorry, but are you confusing hardware vs. software with smudge filters? You can have hardware rendering without the smudge filters.

Pic related is OpenGL mode, unlimited colors, 800x640, no smear filters applied, no sprite smoothing.

>> No.4670154
File: 1.41 MB, 350x272, 1377928580249.gif [View same] [iqdb] [saucenao] [google]
4670154

>>4670114
Open up your gzdoom.ini and set these:
>sys_statshost=penis
>sys_statsenabled=0

Wow look how fucking hard that was.

>> No.4670161
File: 121 KB, 640x480, Screenshot_Doom_20180326_160858.png [View same] [iqdb] [saucenao] [google]
4670161

While playing through GMOTA, i noticed that when you pick up the light amplification visor, you still get the night vision mode on, even if you choose the option just to make the rooms brighter.

>> No.4670172
File: 508 KB, 1600x900, Screenshot_Doom_20180326_115117_01.png [View same] [iqdb] [saucenao] [google]
4670172

Heh.

>> No.4670174
File: 5 KB, 419x257, Error-Reporing-Servoce.png [View same] [iqdb] [saucenao] [google]
4670174

>>4670114
dont't send lol

>> No.4670175

>>4670172
Mod?

>> No.4670176

>>4670087
>cut off support for most systems
a measly 7% of users reporting opengl 2 before 3.3.0 even released was enough to dissuade him from dropping that until the inevitable future where that number is smaller
even with only 1.5% reporting windows XP, he's not going to remove support unless it becomes a problem
i'm all for shitting on graf and rachael but can't we at least do it over real problems instead of made-up fearmongering bullshit?

>> No.4670180

>>4670153
Yeah but nothing about hardware emulation is necessary to display truecolor mode. A number of games also proved that you could have dynamic lights (even colored ones) without hardware emulation too. And the resolution is irrelevant (though any non-integer multiple of 320x200 will cause deformation in doom)

Smear and Smoothing are what kills the aesthetic of retro games. You'd need much more detailed level architecture to complete the equation of improving texture resolution, and you dont get both with a retro game even if you use a high res texture pack.

>> No.4670181

>>4670175
Something someone is possibly working on. Something involving a German soldier fighting against a legion of devils that once tortured a scared, shaking boyo.

No real promises that it'll be done in a timely manner.

>> No.4670182

>>4670176
>i'm all for shitting on graf and rachael but can't we at least do it over real problems instead of made-up fearmongering bullshit?
Exactly, I agree with this 100%.

>> No.4670213

>>4669962
Unlimited shades dark and darker and unlimited shapes of smudged and smudgier. That's what OpenGL brought to the table in 20 years.

>> No.4670237
File: 125 KB, 359x363, mod finds deplorably lewd photo while moderating the thread.png [View same] [iqdb] [saucenao] [google]
4670237

What're some good games where you an bhop/strafejump that aren't Quake?

>> No.4670240

>>4670176
People haven't forgotten the last time he dropped support for earlier hardware.

>> No.4670253

>>4670240
i'll give you one guess as to what the entire reason the survey exists is

>> No.4670283
File: 69 KB, 650x842, nightcall feel.jpg [View same] [iqdb] [saucenao] [google]
4670283

>>4670240
>>4670253
I mean for fuck's sake why not just NOT drop support for hardware at all. Thats something you have to go out of your way for because then you have to end up recoding a bunch of shit from scratch.

Leave all that stuff in a separate module, never touch it, code a new module that doesn't reference those API calls and/or branches off of it.

>> No.4670301

>>4670283
because the renderer code has become nigh unmaintainable with the fuckfest of legacy support
why do you think marrub gave up on gloome and we haven't seen any other forks

>> No.4670305
File: 544 KB, 1600x900, Screenshot_Doom_20180326_194539.png [View same] [iqdb] [saucenao] [google]
4670305

Wish me luck guys

>> No.4670309
File: 500 KB, 500x200, you best be believing.gif [View same] [iqdb] [saucenao] [google]
4670309

>>4670301
legacy support...
well there's your problem right there, they made hackfest of a renderer over the years and just need to scrap it for a Oldstyle + Modern one.
> two distinct modules, the Oldstyle one not even being touched really
> new features being similar to the way GZdoom functions only processed under GZdoom and would not work under Zdoom, but it didnt crash Zdoom for them to be found in a mod.

Its not hard to have it capable of doing everything it currently does under software mode. In fact remove OpenGL from Software altogether, dont even call upon it or include it, OpenGL was never really designed for software rendering since it was always about plugging into low level hardware operations.

There are all sorts of other APIs that can be used for software graphics that can include Everything that is being used right now and can do more too (sprite rotations, additive and translucent, native functions to doom code, and also running natively in Truecolor while respecting palettes and performing post-processing on graphics... such as Hue/Saturation/Lightness shifts).

>> No.4670317 [DELETED] 

>>4670253
Fuck off. Seriously.

>> No.4670319 [DELETED] 

>>4670090
8gaggers and their entire movement is fueled by hypocrisy.

>> No.4670320

>>4670075
project einherjar

>> No.4670348

>>4670180
I agree with you, I just prefer OpenGL for non-distorted freelook.

>> No.4670351

>>4670213
>doesn't know how to turn off the smudging

>> No.4670362
File: 89 KB, 1000x1000, __kazami_yuuka_touhou_drawn_by_asutora__539e81fb4cc15656805259e5e4a8dfb9.jpg [View same] [iqdb] [saucenao] [google]
4670362

>>4669598
>Final Doomer, DRLA, and LegenDoom use older specific versions of GZdoom and THAT royally pisses graf off more than anything else
So is Yholl the hero we need?

>> No.4670364

>>4670320
I can't fucking unread that as 'in her jar' and that annoys me so goddamn much.

>> No.4670390

>>4670070
I always thought that would be a fun idea for a community wad.

>> No.4670391

>>4670362
yes and more people like him

>> No.4670398

>>4670237
Unreal

>> No.4670419
File: 304 KB, 1024x600, VERY fatal.jpg [View same] [iqdb] [saucenao] [google]
4670419

ooh its another episode of VERY VERY fatal errors in GZ

>> No.4670430

>>4670362
Yholl is my waifu.

>> No.4670435

i unironically think wolfenstein 3d bj is kinda cute

>> No.4670439

>>4670435
ok.

>> No.4670450

>>4670435
I always thought Doomguy was pretty ugly, but Wolf 3D Blazko was legit handsome.

>> No.4670453

>>4670419
no offense, anon, but what the fuck is wrong with your window colors/taskbar layout

>> No.4670458
File: 319 KB, 638x1430, f9c.png [View same] [iqdb] [saucenao] [google]
4670458

>>4670435

>> No.4670461

>>4670042
>filename
so what would be the cinematic mod of doom?

brutal doom or grezzo 2 are probably the first that come to mind when thinking about "controversial/divisive/polarizing/etc. mods that aren't nearly as bad as people in the community make them out to be"

>> No.4670472

>>4670453
its called not conforming

I wonder what "Access Violation - Tried to write address 00000000" means.

>> No.4670478

>>4670092
*injects steroids*
*blows up your van*

>> No.4670480

>>4670472
I'm all for letting people do what they want with their computers, but holy shit dude you have -1 taste.

>> No.4670481

>>4670472
null pointer error

>> No.4670487

>>4670109
>It's more so the fact that you're not complaining about literally every site on the internet automatically grabbing your IP, so why are you complaining now?

the difference probably accountability.

in THEORY a major company like google, valve or microsoft would have alot more to lose if that information got out than say a random dude working on a sourceport for a shooter that came out in the 90s.

>> No.4670491

>>4670419
that is one ugly operating system, did your young sibling dick around with your system settings or something?

>> No.4670492

>>4670305
Good luck, m80

>> No.4670498

>>4670487
okay?

>> No.4670509
File: 9 KB, 640x400, msdos shell.png [View same] [iqdb] [saucenao] [google]
4670509

>>4670491
apparently you havent been around all that long

>> No.4670513

>>4670509
Personally, I wouldn't consider this to be ugly, but to each their own

>> No.4670521

>>4670509
i have, that isn't ugly, it's just basic. I just don't understand why anyone with the choice to customise his system would choose such an ugly theme. I would spend hours looking at the dos prompt, and even that was more appealing than the ugly red theme anon used.

>> No.4670531
File: 10 KB, 80x115, petton1.jpg [View same] [iqdb] [saucenao] [google]
4670531

>>4670450
If we're talking handsome, Petton Everhail is undeniably the most handsome.

>> No.4670538

>>4670509
At least that color scheme doesn't burn out my retinas like that Virtual Boy Red you got going on. It's like if ZDaemon decided to make an OS.

>> No.4670552

>>4670509
Probably pure nostalgia rose tinted glasses, but there is just something so pleasing about that.

>> No.4670564

>>4670487
Nobody has anything to lose from your IP address "getting out", nothing can be done with it unless someone has direct access to your computer or modem already. It's meaningless.

>> No.4670565

>>4670531
he looks turkish.

>> No.4670568
File: 75 KB, 537x534, 1504885211625.jpg [View same] [iqdb] [saucenao] [google]
4670568

>>4670305
What's the hud? I like how compact it is.

>> No.4670572

>>4670121
Shitty publishers who want to get in on the retro revival gaming fad while it lasts and think it'll give them an edge in knowing what average specs to go for.

Doesn't even matter if it helps them, those fuckers are usually very willing to pay up for that sort of shit even if there's no evidence it'll help.

>> No.4670575

>>4670572
Where are you getting this from?

>> No.4670595
File: 8 KB, 225x224, tinfoil hat.jpg [View same] [iqdb] [saucenao] [google]
4670595

I dislike Graf's asshattery as much as the next guy, but come on guys.

>> No.4670596 [DELETED] 
File: 6 KB, 285x177, help.jpg [View same] [iqdb] [saucenao] [google]
4670596

>>4670575
> the damage control is literally flailing

>> No.4670598 [DELETED] 

>>4670575
His ass

>> No.4670604

>>4670568
Looks like Hideous Destructor

>> No.4670607

>>4670568
It is the Hideous Destructor mod. Compact? yes. Newbie friendly? no.
>>4670492
>Yellow key
Just dodge between platforms
>Red key
Just crouch, and the arachnos will shoot over you for some reason. Grab RL + ammo.
>Blue key
Shoot 3 nades on one side after grabbing key, let yourself get crushed once before bombing the other side.

It was strangely a bit more easier in HD than expected.

>> No.4670608

>>4670020
I'm reducing the duration of the hyper buster in this coming update. And adding a charge requirement would completely cripple the fatal draw attack. It's supposed to be a clutch button.
If need be I can reduce the effectiveness of it against boss monsters but really seeing as you can only carry 4 shots max of it, I think it's fine as is. I want Blaz to have the strongest melee attack.

>> No.4670609

>>4670575
I've worked for these sort of companies, quite a lot do this sort of thing on a regular basis because they feel it'll give them a leg up against the competition.

Also because others have mentioned IP addresses, having a ton of them gives you a decent enough way to map users, non in a privacy-fucking way but enough to know what countries and regions to focus your marketing in.

>> No.4670613

>>4670609
>I've worked for these sort of companies, quite a lot do this sort of thing on a regular basis because they feel it'll give them a leg up against the competition.
Really? Can you provide me links to these companies who right now are looking to find out what people play doom source ports?

>> No.4670615

>>4670609
...So what? Is there suddenly something wrong with these people knowing their market?

>> No.4670616

>>4670607
>>4670604
Oh, okay, I thought it was just a hud mod and not part of something else. Oh well, thanks for the replies.

>> No.4670624

>>4670613
Not specifically for source ports, but there's a ton of shit out there of them trying to find out what "retro" crap to go for because they're chasing the Doom 4 thing.
>>4670615
Not at all, all I was saying was that there is a a fairly big market for this data, so it's quite possible to sell it.

Graf sure doesn't seem to have attempted to say how long the data will be kept or if it'll be sold later.

>> No.4670626

>>4670450
BJ has the handsome hollywood WW2 hero look, doomguy looks more like an actual rugged faced vet, same with ranger

>> No.4670628

>>4670624
>but there's a ton of shit out there
Like?

>> No.4670629

>>4670624
>Not at all, all I was saying was that there is a a fairly big market for this data, so it's quite possible to sell it.

Fair enough. I don't think selling it is right since it's a free application and that's be profiting off of users, but on the other hand it wouldn't be that big a deal since it's not like it takes us (the users) any effort or affects us.

>> No.4670632 [DELETED] 
File: 22 KB, 414x600, nuclear butthurt.jpg [View same] [iqdb] [saucenao] [google]
4670632

>>4670596
>damage control

>> No.4670638

>>4670624
>Not specifically for source ports, but there's a ton of shit out there of them trying to find out what "retro" crap to go for because they're chasing the Doom 4 thing.
... what?

>> No.4670640

>>4670613
I mean, I imagine people behind Dusk, Ion Maiden and Butcher would all be interested in that target demographic, even if the idea does sound a bit bonkers and like a far-fetched conspiracy theory.

I mean, how hard is it to simply make an optimized 2.5D engine?

Like, is it just me or is this thread becoming genuinely retarded over this?

>> No.4670642

>>4669864
>>4669875
Thanks. I admit I'm not very familiar with Oblige maps, those kind of arches are cool but oddly enough mappers don't use them often.

>> No.4670667

>>4670640
I mean dusk uses unity and probably won't be changing backend code, and eduke32 (ion maiden) already runs on anything

all gzdoom stats returns is os type, number of cores and what graphics apis it supports. It can't even tell the difference between integrated graphics and a high end one that supports the same api. Theres better data a single google search away on user stats from emulator developers who were also making decisions on cutting back on ancient features.

>> No.4670670

>>4670640
Indie devs do go to marketing firms, especially the mid-sized ones putting out stuff like Dusk, Amid Evil, Hellbound and so on, some have a pretty fucking incestous relationship with some of them (like Silverstring media).

That Graf would be competent enough to sell the data without sperging out and pissing off whoever he was trying to sell it to would be something else though, but it does have a value to it.
>I mean, how hard is it to simply make an optimized 2.5D engine?
Seems hard enough, if you've seen some of the lesser known ones coming out like Project Warlock.

>> No.4670673

>>4670638
It's hilariously stupid when you realize that even Doom 4 didn't aim for the same hardware requirements as Doom source ports.

>> No.4670674

I'm going through Megadoom and Deathday, which were 200+ level packs for Doom. Does anyone know of any that have that fantastic as fuck 90's aesthetic for levels? They don't have to be fun, I just like going through old wads because it takes me back to a simpler time.

>> No.4670682

>>4670673
... what?

>> No.4670683

>>4670075
I mean, you get a female mugshot in Hideous Destructor if your character is set to female.

>> No.4670687

>>4670674
As in 200+ levels?
That's amazing.

>> No.4670692

>>4670687
Yeah but they're not all good. A lot of them aren't even properly tagged, so you'll load one wad with E1M1 and then another that's E1M4 for whatever reason. Having to open it in SLADE before opening it in GZdoom is really fucking tedious

>> No.4670695

has anyone ever tried to, or is there a mod that alters doom's slide-for-a-second-after-the-player-has-stopped-dead-on-his-tracks type momentum? something more akin to quake where it isn't preserved and the player doesn't move too far into the direction he's heading after he's stopped pressing a directional key.

>> No.4670696

>>4670305
Speaking of HD, I had an idea for a mapping project. Let's call it Doom: Hideous Edition.

The thread for HD says that from vanilla maps, E1 maps 1-4, E2M2, E3M1-4, and D2 maps 1-6, 12, 14,15 work pretty well with Hideous Destructor.

So, I had a thought - how about a mapping project that would rework remaining vanilla maps to better fit Hideous Destructor? Like, add more cover, more flanking routes, less monsters (but more imps and hitscanners), less big open spaces and each room having more exits, elevated platforms for sniping so Marksman won't be so useless of a class, monster closets being replaced with sections where you're stuck in cover and have to defend against teleporting waves of hellspawn - stuff like that.

>> No.4670703

>>4670682
Like, Doom 4 managed to 'chase that retro feel' despite aiming for modern computer.

So why the fuck indie devs trying to copy Doom 4 success would aim for hardware that people play Doom source ports on, instead of just aiming for lower end computers like indie devs always do?

>> No.4670705

>>4670695
I mean, it does give you more precision over your movement if you have "always run" on. So if you tap the key, you get slower movement, while if you hold it, you get super fast run.

This way you get a fascimile of analog control using a keyboard.

Considering there was no analog control at all in 1993, Doom was extremely ahead of its time.

>> No.4670712

>>4670703
It would be knowing where to aim.

Take Ion Maiden, it's had a metric fuckton of reported performance issues, so much that it's got a Performance Tips thread stickied on Steam.

>> No.4670731

>>4670608
Maybe you could buff the health of the bosses, they seem to die pretty fast no matter what I use on them, except maybe standard slashes.

>> No.4670735

>>4670731
Yeah, I buffed the shit out of the Edgelord and Cybermancer, they also have a temporary flinch immunity after being hurt, and now both are immune to being stunned by the Blazter/Hyper Buster

>> No.4670736

>>4670626
Ranger looks like Robert Z'dar's long lost son.

>> No.4670741

>>4670735
Cool.

>> No.4670748

>>4669759
What mod is this?

>> No.4670750

>>4670748
doom 2: map01, the courtyard in the back

>> No.4670751

>>4670748
Looks like the testing ground for all gameplay mods, D2M1.

>> No.4670752

>>4670748

Doom 2 map01, where every gameplay mod is tested.
GMOTA.

>> No.4670753

>>4670748
HDoom

>> No.4670774

>>4670748
GMOTA.

>> No.4670780

>>4670753
Wrong kinds of boners.

>> No.4670790
File: 6 KB, 292x69, 2018-03-27-010239.png [View same] [iqdb] [saucenao] [google]
4670790

>> No.4670791

>>4670780
But they're naked boners!

>> No.4670797
File: 68 KB, 960x720, transcendance.jpg [View same] [iqdb] [saucenao] [google]
4670797

>>4670790

>> No.4670798

>>4670712
Yeah, but instead of datamining, much easier way to do that is to do what Ion Maiden do, put first episode in Early Access and collect feedback.
Much more ethical, and much more precise.

Actually.. so far didn't ALL of these 'retro throwback' shooters do this? Dusk releases episodically, so does Amid Evil, and Ion Maiden did that too as I just said.

So in fact WHO are these fabled devs who would buy this data that Graf is supposedly stealing? I mean, many of these games like CTHON and Western FPS are running on already well-optimized 2.5D engines like Raycasting Game Maker or Game Maker Studio - and these games have no problem running on an average weak laptop, or a Raspberry Pi.

I think the whole claim with datamining for indie devs is some preposterous bullshit made up to stir up more hate for Graf. He might be an asshole, but that doesn't mean he's selling your data.

>> No.4670803

With all this tinfoil telemetry panic, there is one thing that seems to have been glossed over.

Mods that pack in GZDoom with .bats and .inis set up so even idiots can play it, should be able to direct it to their own server. It could work as a rough way of knowing how many people play your mod.

>> No.4670818

>>4670803
The irony of that is that - doesn't Graf actually care significantly about security of mods and at least tries to make sure that mods are secure? Like, I'm sure he'd reject the feature you propose EXACTLY because it could be potentially unsafe.

>> No.4670823 [SPOILER] 
File: 2.46 MB, 512x512, 1522106677902.gif [View same] [iqdb] [saucenao] [google]
4670823

I cannot unsee this revenant's chest containing boobage

>> No.4670847

>>4670818
Graf [NO]s everything, but it does seem to be a pet cause of his.

I'm fully expecting a mod like BD to end up doing that shit, it could cause some fun fireworks.

>> No.4670854

Try to map a 1:1 recreation of E1M1 from pure memory, and see how close you get.

>> No.4670862
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
4670862

>>4670854
I've been meaning to do this but never find the time. I'll try it tomorrow and get back to you.

>> No.4670864

Why is there is like zero content creators for doom on the video side of things(YouTube/Twitch)?

>> No.4670870

>>4669835
i dont know how you think this is btfo'ing purists when carmack literally says that any new ports should be improved but also "backwards compatable" you retard

>> No.4670872

>>4670854
Did something similar recently. It's a tad harder than you think.

>> No.4670878

>>4670864
theres more than a few doom streamers and youtubers, what are you talking about.

>> No.4670880

>>4670823
heh, someone make a female version of this

>> No.4670883

>>4670854
there is literally a wad of this https://www.doomworld.com/idgames/levels/doom/d-f/e1m1mem

>> No.4670886

>>4670880
it just be the same thing but with wider hip bones

>> No.4670892

>>4670864
There's quite a few out there, just got to look a bit since Doom is a little more niche these days compared to other games (at least on twitch). I know one guy on a discord I visit who streams megawads now and then to deal with anxiety, for example.

>> No.4670932

>>4670854
It would be interesting to play through a complete game recreation using this idea.

>> No.4670942

>>4670932
It'd be an interesting community thing but it'd be hard to enforce people not going and playing it.

>> No.4670943

>>4670864
Because you're not looking very hard.

>> No.4670949

>>4670932

I can imagine the middling levels will be significantly different from the original layout.
Without checking, what do you remember about E3M4?

>> No.4670956
File: 750 KB, 1920x1080, ut04uuj5l.jpg [View same] [iqdb] [saucenao] [google]
4670956

Why doesn't (Q/G)ZDoom have texture dithering for software mode yet? Unreal did it, PRBoom did it, leileilol even got it in their Quake renderer.

>> No.4670974

>>4670943
To be fair it's a nightmare to find some stuff on there.

There's like one Youtube video on Dakka, searching for it (even including mod-related terms in the search) just brings a mountain of unrelated crap.

>> No.4670978

>>4670956
>PRBoom did it
I did not know that.

>> No.4671001
File: 216 KB, 656x518, prboomdithering.png [View same] [iqdb] [saucenao] [google]
4671001

>>4670978
Yeah, it calls it linear filtering though.

>> No.4671042

>>4670956
>>4671001
>>4670978
Wow that shit is awesome, somehow I never noticed that in UT but I have seen it somewhere before. Good to make note of this.

>> No.4671080

Got Sarge's ability working in my mod: https://www.youtube.com/watch?v=zCsUFq-NQU8

>> No.4671082
File: 76 KB, 1080x905, mqmpgjyfw4o01.jpg [View same] [iqdb] [saucenao] [google]
4671082

How often do you quicksave?

Be honest /vr/

>> No.4671093

>>4671082
I just did.
I'm still pistol starting if I die.

>> No.4671098

>>4671082
Only when the wad wants to do it.

>> No.4671101

>>4671082
Only when I need to actually quit. Or if the map is insanely long with a quadruple digit monster count.

>> No.4671104

>>4671082
Start of level
depending on length, when im about to pick up a key


i mean god damn some levels are long as fuck i'd be pissed if i died

note: i consider 7 minutes long wads

>> No.4671109

>>4671082
When I see a trap coming. Punishment to the map maker for making their shit too obvious.

>> No.4671119

>>4669978
That was just how old he was in 2001, when THPS3 was set.

>> No.4671128

>>4671082
I treat saving the same way as checkpoint saves in modern games. I save about every 2-5 minutes regardless of what im encountering.

>> No.4671158

>>4671082
When I pick up any keys

>> No.4671185
File: 536 KB, 381x512, 1521503652623.gif [View same] [iqdb] [saucenao] [google]
4671185

>switch lowers/opens on what seem to be the complete opposite side of the map
>you will have no idea what it was until after you run around every corner of the map looking for something that might seem different

>> No.4671186

>>4671082
Never. I always forget it exists. I do save occasionally, but far less than "save early save often"

>> No.4671204

>>4671082
Almost never. Most recently, MAP19 of BTSX-E1 was kicking the shit out of me, and I eventually relented and saved before the final Archvile fuckfest in order to beat it. I didn't feel right until I went back and beat it in one go.

>> No.4671228

>>4671109
>When I see a trap coming.
Oh my.

>> No.4671239

>>4671082

I don't, I keep forgetting to.

>> No.4671252

>>4671082
Constantly. I consider it retribution for having to go into the menu and do it manually every time back in the day.

>> No.4671256

>>4671082

When half the enemies on the map are dead.

>> No.4671259

is there a way to easily remove data collection from GZDoom?

>> No.4671271

>>4671259
Yes. Modify the .ini file. The thread on the forums tells you how to do it.

>> No.4671276

>>4671271
alright, thanks

>> No.4671279

>>4671228
You heard me. I like to punish those traps. Sometimes I'll use load after load after load until the trap can't even function right anymore.

>> No.4671308

>>4671279
I bet you're fooled constantly though.

>> No.4671334

>>4671082
I play so many different mods and never through full mapsets that I just sort of stopped altogether with quicksaves or even manual ones.

>> No.4671339

>>4671082
I've been trying not to after my gmota+scythe 2 playthrough, but 14 angrier archviles on the other hand...

>> No.4671347

>>4671308
I actually do the same.
it's not hard to foretell.

>> No.4671368
File: 21 KB, 1000x1200, e3m4 from memory.png [View same] [iqdb] [saucenao] [google]
4671368

>>4670949
I remember it looking like this

>> No.4671376
File: 2.79 MB, 600x450, doomedinspace[1].gif [View same] [iqdb] [saucenao] [google]
4671376

just like my shovelware ads

>> No.4671378
File: 21 KB, 1048x958, E3M4_map.png [View same] [iqdb] [saucenao] [google]
4671378

>>4671368
nice, i completely flipped half the map

>> No.4671416
File: 74 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
4671416

People really enjoyed this back in the day?

>> No.4671509

remember xxx-mercenaries?

>> No.4671524

>>4671509
Dumbass dumbass du-du-du-du-dumbass *GUN COCKING SOUND*
>that one guy carrying the fucking boombox around
[quiet barking in the distance]

>> No.4671542

>>4671524
you just sold me on that mod, whatever it is

>> No.4671549

>>4671185
doom 64

>> No.4671553

>>4671549
memento mori map 28 actually

>> No.4671575
File: 1.07 MB, 1527x2157, z7labWl.jpg [View same] [iqdb] [saucenao] [google]
4671575

>>4669557
Why does this not exist?

>> No.4671593

>>4671575
Illegal to make southern white people good guys.

>> No.4671621

>>4671082
I only quicksave when there's a bullshit part of the map or when I'm about leave the game

>> No.4671624
File: 130 KB, 640x480, shot12.png [View same] [iqdb] [saucenao] [google]
4671624

>>4671042
It's a certain aesthetic that normal hardware linear filtering doesn't do, it's neat.

>> No.4671637

>>4670883
Was kinda fun. The Doom 2 levels are clearly nonsense though.

On of the Doom 1 recreations was preeeeetty close.

>> No.4671638

What are the best wads from the mid 90s?

>> No.4671669
File: 16 KB, 409x409, FB_IMG_1521870195133.jpg [View same] [iqdb] [saucenao] [google]
4671669

>J2ME's most recent update adds hardware acceleration
it feels so fucking good being able to play Doom RPG at some stable, smooth, silky 60fps.

>> No.4671753

>>4671669
>J2ME
That's the platform, not the emulator. I'm assuming you mean FreeJ2ME?
Also, where is this update?

>> No.4671769

>>4671753
he means J2ME loader, the one for android. and yeah the new update is amazing. god of war still runs like shit though.

>> No.4671842

>>4671082
>I need targets for Saveshaming
ftfy

>> No.4671843

Silly request, but are there any mods that add running animations when holding a weapon? Like weapon bob, but actually animated?

>> No.4671865
File: 352 KB, 1280x960, womp.png [View same] [iqdb] [saucenao] [google]
4671865

>>4671082
I don't often use quicksaves, instead I play wads in coop/invasion or just use multiplayer emulation/resurrect. If I'm actually serious about completing a map I might think about saving if it is on the harder or longer side. If it's got over a few hundred monsters, I usually don't want to have to redo the whole map again, especially if I ran afoul of one of those 'catch you once' trap.

>> No.4671889
File: 204 KB, 850x1109, 1410910143266.jpg [View same] [iqdb] [saucenao] [google]
4671889

If Doom was ported as an arcade game, what would've changed in the gameplay to make it more difficult and eat more coins?

>> No.4671892

>>4671889
I don't think it would survive as an arcade game. The game doesn't have any distinction between it's levels so players would quickly get bored and have no motive to feed in another quarter.

>> No.4671894

>>4671889
Make it like gauntlet.

>> No.4671896

>>4671894
Gauntlet health drain and the stages are straight outta KDiZD

>> No.4671898

>>4671889
Not a great deal, just bumped the difficult up a level or two, and back to a Wolf3D style lives and point system.

>> No.4671909

>>4671898
Something like significant supplies of health would be a lot more scarce or confined to secrets as well, I'd reckon. I remember reading about how Vs. Super Mario Bros. relocated a lot of Super Mushrooms to hidden blocks, even where hidden 1-Ups would've been at.

Maybe a timer as well?

>> No.4671915

>>4671889

>>4671894, but instead of ticking down health, have the par times be the amount of time before you game over. Scoredoom style scoring for killing enemies and 100%ing. Multiplayer is DM across multiple machines.

>> No.4671918
File: 7 KB, 93x208, archie.png [View same] [iqdb] [saucenao] [google]
4671918

>>4671915
>but instead of ticking down health, have the par times be the amount of time before you game over

Actually, has there ever been a time attack mod for ZDoom before? Could be a neat novelty.

>HUD displays how much you've got left
>Set custom timers or go off presets for certain maps, like some more lenient times with extra wiggle room, par times, or even faster ones
>Maybe episodic timers
>If you're running low on time the music speeds up
>If you run out you're sent to a game over map and your autosaves overwritten like MetaDoom
>Load mod with an extra file for support of the WAD you're currently playing, like times for Scythe 2 or something

>> No.4671920

>>4671918
>If you're running low on time the music speeds up
>the music changes to this
https://www.youtube.com/watch?v=yrUnek6c3Zs

>> No.4671926
File: 20 KB, 320x288, erect.gif [View same] [iqdb] [saucenao] [google]
4671926

>>4671920
Oh shit I haven't played WL4 in ages.

>> No.4671959
File: 345 KB, 640x330, CupheadMyAss.png [View same] [iqdb] [saucenao] [google]
4671959

>>4671889
Just replace all Aliens with Demons and done!

>> No.4671969

>>4671889
I think you'd have to change a LOT to make it actually work as an arcade game, take a couple of cues from Wolf3D and ROTT, but also cues from real arcade games.

Arcade play should be about fast action, so the levels would be a lot less about exploration and stuff, and much more about linear progression. There'd still be secret areas to look for, and there'd be larger wide areas for bosses and arena battles, but I don't think offshoot paths with mazes where you look for a key would quite suite arcade, it'd slow things down, off paths would at the least have to be made simple and straight forward.
You'd have an Knee Deep In The Dead inspired level, a Shores Of Hell level, an Inferno level, and a Thy Flesh Consumed kind of level for the first set. Then you'd have three Hell On Earth levels and one Master level for the second set. The third set is Final Doom, being harder, two Evilution levels, then two Plutonia levels.
These would have to be all new levels designed for this arcade play, you pick any of the sets you want.

>> No.4671971

>>4671969
For the gameplay, most monster behavior is fine, but weapons and powerups would be changed to keep things expedient and simple.
You'd have the melee slot, starting with the chainsaw, but with the berserk powerup you'd punch with your fists and do really high damage, and to incentivize players to be willing to go into melee at the risk of their limited lives, it maybe also gives a speed boost and a damage resistance boost, however the powerup only lasts a minute.
The pistol is out, too worthless, instead you begin with the shotgun, it has infinite ammo and pumps a little faster, but like every six shots it does a brief reload animation, this gives you a weapon which is a good mainstay against anything not really large, but also doesn't give you something extremely exploitable.
These two are always in two of your weapon slots, the shotgun can be upgraded to the super shotgun in some levels.
Then you'd have two other slots for Big Guns, which can be found, the game would generally be generous with these, especially on harder levels.

>> No.4671972

>>4671971
The chaingun has no reload, coming instead with a large ammo pool (maybe 400rds), but it has a brief spinup/spindown time, while shooting twice as fast, also doing a cool spray of tracers.
When you're out, you just drop the weapon.
The plasma would come with a pool of 200 shots, but is really powerful, having also a 50% chance to overpenetrate any enemy (which it can do repeatedly).
The rocket launcher would come with say 25 rockets, which are just as powerful as usual, but they have a slightly wider splash damage, AND, you have 80% damage resistance to the splash damage, so you can play dangerous with it.
The BFG9000 is much the same in its tracer behaviors and "cone", having a rocket style splash on impact (only 50% resistance for you), also shooting out a handful of (green) plasma balls on up to 6 nearby enemies when exploding, these basically having the same characteristics as the other ones, same overpenetration potential.
You can only fire 8 shots though, and it's almost always found in a secret or rewarded for a boss fight, often there's a good opportunity for you to use it on a large group of enemies after it appears, so it feels like you get to use the really cool gun on something worthwhile, rather than feeling you're wasting it, or feeling forced to keep it in your inventory and wait for a good opportunity.

Health pickups would be somewhat limited to incentivize the purpose of extra lives, but treasure items act like small health /armor bonuses, and count towards score, and score rewards you with extra lives.
I'd also say the stylings should be much like the original games, maybe add some flashy effects like dynamic lights, maybe jucier gore (I like Nash's), possibly some rain effects in one or two levels.
It shouldn't go full Brutal though.

Music should be instrumental remixes of classic Doom tracks, even including Final Doom music.
Obviously, the game should also be made for two player co-op, difficulty adjusting when there's a second player

>> No.4671978

>>4671972
The Big Guns are extra powerful because there'll be fairly plenty of monsters, and also there'll be some extra strong monsters sometimes (which can generally be a pallette swap with a changed detail, like different heads or something).

I'm thinking the gameplay would be a halfway between slaughter and fast arcade action.

>> No.4672061

>>4669936
Yeah, I removed it so they stay more focused on punching the player, the downside is they're more focus on punching the player now.

>> No.4672067

any good rpg wads?

>> No.4672071

>>4671259
Press "no" when it asks you.
>>4671624
It's a hack that existed solely to imitate linear filtering on 256-color textures.

>> No.4672135

>>4669718
Why can't I find the "quick punch" in the game controls?

>> No.4672147

>>4669759
YO WTF PUT A SPOILER, YOU FUCKING SAVAGE! I LITERALLY SHIT MYSELF FUCK YOU

>> No.4672153

>>4672135
I don't know how long ago this mod got updated, but Graf fucked a lot of mods by making the options menu protected, so it's possible that the mod still uses the old "incorrect" way of doing the menus.

>> No.4672168
File: 216 KB, 1920x1017, Screenshot_Doom_20180327_174538.png [View same] [iqdb] [saucenao] [google]
4672168

get ready to be whi-
hey wait a minute

>> No.4672171
File: 220 KB, 1920x1017, Screenshot_Doom_20180327_174649.png [View same] [iqdb] [saucenao] [google]
4672171

>>4672168
Ok thats better
get ready to be whipped!

>> No.4672175

>>4672168
>>4672171
heh

>> No.4672180

>>4671926
Shit, I haven't played in ages either, and I have the cart in front of me at all times.
>>4671959
I'd play that. I already play Metal Slug on a regular basis, so this would be a great game to play.

>> No.4672193

>>4672067
yea

>> No.4672294

>>4672168
>>4672171
How does taior grill carry all her weapons even when she's nude

>> No.4672296

>>4671889
if they were to add a life system and a score points, they could also use treasure items, like the ones from those alphas

>> No.4672314

>>4672294
She stores them between her breasts.

>> No.4672383

>>4672294
the same way doomguy and many other FPS protags
they just kinda place them behind their backs and they stick on with static cling

>> No.4672402

>>4669669
Software quake 2 looks so much better than that orange OpenGL abomination.

>> No.4672427

>>4672402
OpenGL looks good too, but YES the (second to-)last great software renderer is still looking awesome.

>> No.4672439

>>4671624
Love that look especially with Quake's brutally crude gibbings. QuakeII's were lame compared to these "high tension rip-aparts".

>> No.4672441

>>4671378
The original maps' aesthetics are pretty awesome.

>> No.4672443
File: 863 KB, 1920x1080, Screenshot_Doom_20180327_184356.png [View same] [iqdb] [saucenao] [google]
4672443

Let me show you a magic trick.

>> No.4672497

>>4672443
pregnancy test stick where?

>> No.4672527

>>4672439
it's more to do with how lifeless they felt. enemies just kinda heartlessly transformed into these motionless chunks that sat on the floor instead of literally blowing up and outwards bouncing around. sure, there's some physics involved with explosives, but it's still not dynamic, exciting gore. feels heavily scripted in fact.

they really had no excuse. quake was developed like, four years prior and everything felt way tighter and more responsive. and they've really only gone downhill from there up until doom 4's tiny almost imperceivable gibs. they do seem to be making a comeback with quake champions' gib system though. shame how they haven't teased it more.

>> No.4672534

>>4669973
5'8 at 10 years old? Fucker will be a mountain when he's grown up.

>> No.4672536

>>4671082
every 2-3 minutes, mostly because I don't have too much time to play doom and then I quit after I save
and because I suck

>> No.4672546

>Gays keep banging on about Complex Doom Clusterfuck being the best mod ever.
>It's a "private" mod for youtubers and sycophantic circlejerkers.
Into the trash it goes.

>> No.4672549 [DELETED] 

>>4672546
>>Gays
Could you not?

>> No.4672553

So is freedoom dead yet?

>> No.4672559

>>4672546
>Complex Doom

Your fault.

>> No.4672560

>>4672553
It never really lived, it was just a shambling collection of stapled together parts, begging to be put out of it's misery.

>> No.4672564
File: 8 KB, 408x518, your actions have damned Vinne.jpg [View same] [iqdb] [saucenao] [google]
4672564

>>4672559
>Your fault.

>> No.4672589

>>4672546
>A mod that literally exists to get attention and be more fun to watch, than to be played

>> No.4672598

>>4672443
BENIS IN VAGINA :DDDDDD

>> No.4672602
File: 1.71 MB, 1280x720, atonementmap04.png [View same] [iqdb] [saucenao] [google]
4672602

FDA + Review - Atonement map04 'H20 Extraction Zone'

https://www.youtube.com/watch?v=_XvruM2t9Zg

H20 Extraction Zone is far and away the best map in Atonement so far. Most of the map is the along the lines of the previous three but then you get outside and it's absolutely awesome.

The red key area features a giant fight where you don't even feel like it's monsters vs you, it's a big free for all. This fight is preceded by you slaughter large groups of zombiemen, sargents and imps which really lay the ground work for it. The build up is fantastic and the midi matches the tone of it all.

This set piece combined with all the positive qualities of the previous maps make it the best one so far.

Thread: https://www.doomworld.com/forum/topic/95318-atonement-vanilla-megawad-officially-doom2exe-compatible/

Download: http://www.mediafire.com/file/3u8p6co99g0eg7b/atnmntE1+2rc.zip

>> No.4672609

Hey , I fucking love doom and feel as if it is the only true retro fps that can carry the weight of having an 'isolated' environment that isnt really achieved anywhere else. Very fun arcade style action and shooting. Ive been lurking for a couple weeks and very inspired to make a mod.

Where do I start?

>> No.4672618

>>4672609
Screw around with ideas till you find one that sticks.

>> No.4672621

>>4671889
Forced nightmare difficulty without double ammo

>> No.4672632

>>4672497
pregnancy tests are just that, pregnancy tests. the stick part is omitted.

>> No.4672653

>>4672609
If you're talking about a gameplay mod, go to the zdoom forums. If you're talking about mapmaking, there are plenty of tutorials for GZDoombuilder or others

>> No.4672668

>>4672653
>going to the forums
>when the wiki exists

>> No.4672671
File: 1.65 MB, 1280x720, retributionmap29.png [View same] [iqdb] [saucenao] [google]
4672671

>>4672609

Depends on what sort of mod you're wanting to make. For mapping look into Doom Builder 2. For modding look into DECORATE.

https://www.doomworld.com/forum/53-editing-tutorials/

https://zdoom.org/wiki/DECORATE

>> No.4672673

>>4672609

Personally I learned how to do some decorate by opening a mod (I used weapon & monster resource wads + WW-Diaz.wad) and looking at the code while cross referencing with the wiki.

I can sort of make things happen now, but with zscript on the scene I'm a bit out of the loop I have to say.

>> No.4672682

>>4672527
They went to shit, relatively to their potential, after Quake.
I remember being initially fascinated by QuakeII, especially with the 3DFX boost, but it all began to feel lame after a while.
Quake II was the first step to being one of the many boring companies with good games... and that fucking Tim Willits... a solid level designer but in no way a dude to lead a team.

>> No.4672683

what are some fun total conversion wads?

>> No.4672685

I liked how the Quake expansions ended up having new content based on unused concepts for the original game

>> No.4672719

I want to get into retro FPS so I've grabbed Doom, Wolfenstein, Quake and Marathon.
Where do I go from there?

>> No.4672721
File: 13 KB, 387x477, 1504742886130.png [View same] [iqdb] [saucenao] [google]
4672721

>>4672719
DOUK

>> No.4672742
File: 2.29 MB, 757x1791, Carmack in Chinatown.png [View same] [iqdb] [saucenao] [google]
4672742

>>4669827
>no one has replied to this fan-fucking-tastic question
I am thoroughly disappointed, fellow graf haters.

>> No.4672748

>>4672683
Pirate Doom is great

>> No.4672753

>>4669827
probably the ability to have something replace the native ammo pickups/ammo types - and it gets reflected on the status bar

> like in KDiZD the rifle bullets replace the cells
> but it doesnt reflect that change, actually replacing the cells ammo type, when it comes to the status bar

Its one of those obvious no brainers that should have been done from the beginning, but not only does it keep getting overlooked, when suggested they go out of their way to say "nope"

>> No.4672759

>>4672719
For 2.5d, Duke, Blood, Shadow Warrior, Heretic, maybe Hexen if you want a change of pace. I personally really like Strife a lot, but it's not really something that changed the grand scheme of games beyond "there's some immersive sim stuff that it did mad early." Blake Stone if you liked Wolfenstein, and play ROTT right after if you want to have your mind blown with what could be done on the Wolf engine.

For 3D, Unreal, Half Life, Quake 2, maybe SiN if you're willing to tolerate a mostly mediocre game to see some interesting ideas.

Did you remember to get Doom 2 and Final Doom? Did you remember to get the Mission Packs for Quake? Did you remember to get source ports for all your games? Did you read the goddamn OP?

>> No.4672760
File: 1007 KB, 256x194, 1509940268693.gif [View same] [iqdb] [saucenao] [google]
4672760

http://comicbook.com/gaming/2018/03/27/john-cena-duke-nukem-confirmed/

>> No.4672761
File: 300 KB, 620x465, piratedoom.png [View same] [iqdb] [saucenao] [google]
4672761

>>4672683

Pirate Doom
Doom 64 Retribution
Operation Bodycount
Rise Of The Wool Ball
Action Doom 2

>> No.4672762

>>4672753
>what is SBARINFO

>> No.4672764

>>4672762
not in KDiZD, you clueless tripfag

>> No.4672767

>>4672760


>But just because they have their guy, that doesn't mean the ball is officially rolling. They don't even have a script yet

nice to see they have their priorities straight

>> No.4672770

>>4672759
I went by the pastebins in the OP as a starting block, so for the moment my "library" is very barebones.
>changed the grand scheme of games
I don't really care for that, I'm mostly looking for fun games to play.
Noob question: what is the difference between Doom and Ultimate Doom?

>> No.4672773
File: 156 KB, 640x480, Screenshot_Doom_20180327_213316.png [View same] [iqdb] [saucenao] [google]
4672773

I always thought this was one of the nicest looking maps in this entire megawad.

>> No.4672775

>>4672762
irrelevant
This means if you make a modified weapon that replaces native ammo it will be INCOMPATIBLE with other people's status bars since they will not show the new ammo type.
DUUUHHHH

>> No.4672779

>>4672764
KDiZD is older than SBARINFO.

>> No.4672781

>>4672770
a 4th episode thats all

>> No.4672782

>>4672779
still not in KDiZD, you clueless tripfag

>> No.4672785

>>4672782
KDiZD uses the vanilla doom status bar, which is hardcoded to only show 4 specific ammo types by design.

If you want a custom status bar with custom ammo support, make it yourself. SBARINFO and the ZScript status bar API are there already.

>> No.4672786

>>4672785
yes i would be more than happy to make a custom status bar for one single mapset

>> No.4672790 [DELETED] 

>>4672786
Can you be even more of a whiny little runt?

>> No.4672798 [DELETED] 

>>4672790
can you be even more of a clueless tripfag?

>> No.4672803 [DELETED] 

>>4672798
lol i posted it again!

>> No.4672807 [DELETED] 

>>4672803
gottem

>> No.4672810

>>4670461
The Levelscript from BD would be a "cinematic mod" if it was a separate thing.
But MarkyMark can only do BD patches now.

>> No.4672814 [DELETED] 

>>4672798
eh, whatever, it's your choice. I told you it's doable either way.

>> No.4672815

>>4672770
Fourth episode Thy Flesh Consumed, most "recently patched" version, and it's the version that pretty much any mods or maps that run on Doom 1 expect. It's the one you should get.

>> No.4672829

>>4672773
what megawad is this?

>> No.4672832 [DELETED] 

>>4672798
owo what this?

>> No.4672841

>>4672829
Japnese community project

>> No.4672858

>>4672742
>Pet cat pissing and shitting everywhere, stressing you out and generally getting in the way of progress

Had I been in his shoes, I'd've done the same thing

>> No.4672871
File: 32 KB, 1280x720, Doom2CoverGuy.jpg [View same] [iqdb] [saucenao] [google]
4672871

Has anyone ever made sprites of Doomguy in his Doom 2 Coverart or PSX Doom Coverart apparel?

>> No.4672874

>>4672294
That's none of your damn business, Sam.

>> No.4672904
File: 864 KB, 900x796, 1375663152179.png [View same] [iqdb] [saucenao] [google]
4672904

>>4672874

>> No.4672908

GMOTA and slaughtermaps are a match made in heaven.

>> No.4672919
File: 23 KB, 960x540, 1397795991890.jpg [View same] [iqdb] [saucenao] [google]
4672919

>>4672858
>"I didn't know owning a pet means responsibilities wtf"
t. anon

>> No.4672929

>>4672858
woah sounds like every pet ever, why don't all pet owners kill their pets?

>> No.4672959

>>4672871
Someone did actually make a full set of sprites for PSX Doomguy, yes. I'll see if I can find them once I get in with the dog.

>> No.4672963
File: 201 KB, 640x480, Screenshot_Doom_20180327_225834.png [View same] [iqdb] [saucenao] [google]
4672963

Hi there.

>> No.4672981

>>4672929
>Implying he killed his cat
All he did was put it in a shelter. For all we know, someone picked it up immediately and it lived out the rest of it's life in harmony with a more loving owner

>> No.4673005
File: 560 KB, 1920x1080, wolfMoDescape.png [View same] [iqdb] [saucenao] [google]
4673005

https://www.youtube.com/watch?v=Pzbo4NQxEFw

https://www.doomworld.com/forum/topic/98458-wolfenstein-machines-of-death-tc-released-v10/

>> No.4673007

>>4672981
and even then, cat pops up perfectly fine, here, in an event chronologically set later than depicted in the book
https://www.youtube.com/watch?v=LXw6BkZ-gdY#t=487s

it's quite possible that the author simply sensationalized/tweaked the events that happened for the sake of more interesting reading
not a very uncommon practice in biographies

>> No.4673016

>>4672981
I wouldn't trust this, Carmack is barely more human than Zuckerberg.

>> No.4673017
File: 74 KB, 551x568, PSX Guy.png [View same] [iqdb] [saucenao] [google]
4673017

>>4672871
>>4672959
Here he is.

Regrettably, nobody has yet made a skin of Doom 2 Guy, presumably his goofy 90's buzzcut is too cool to handle.

>> No.4673021

>>4673016
That's not very fair, Carmack clearly enjoys things on an emotional level, he just isn't particularly sentimental.

>> No.4673023

>>4672742
>that concept art of the Slipgate
Whoa, where's this from?

>> No.4673027

>>4672981
He killed it, then reanimated it.

>> No.4673069

i vaguely remember romero being involved with some original game controller, anyone have more info? couldn't find shit on google

>> No.4673085

In light of recent events featuring Graf and all, I think I might found a game that yall might like. http://store.steampowered.com/app/340130/Moorhuhn_Invasion_Crazy_Chicken_Invasion/

>> No.4673139

>>4672168
mod sauce?

>> No.4673148

>>4673139
The Dressing Woman

>> No.4673167
File: 550 KB, 1920x1080, wolfMoDIronFist.png [View same] [iqdb] [saucenao] [google]
4673167

https://www.youtube.com/watch?v=__6zGJXvVXA

https://www.doomworld.com/forum/topic/98458-wolfenstein-machines-of-death-tc-released-v10/

>> No.4673204
File: 77 KB, 1280x720, 1517807941381.jpg [View same] [iqdb] [saucenao] [google]
4673204

>>4672742
If you've ever owned a cat before, you would know exactly why he did what he did. Those fuckers tearing up your cords, getting into shit, it persistently pestering you on your desk and being on your keyboard, its claws digging into you sporadically at times, it shitting outside its litter box, pissing everywhere, puking a lot due to its hair-eating addiction.
Yeah, Carmack had a good reason, a very good one at best, and at least didn't do anything worse than he had already done.
Also, please, do not use Comic Sans for your future memes. Thank you.

>> No.4673207

>>4673069
I remember seeing some ad for a weird single-handed joystick thing that had quotes by Romero, if that's what you mean.

>> No.4673208

>>4673017
Has anyone made it into a skin wad?

>> No.4673210

>>4673085
Kill it with fire!

>> No.4673212

>>4673207
yes, that.

>> No.4673213

>>4673204
I've owned cats for years and have never had those issues (other than obviously having to potty train them), and even then, if those things warranted to do what Carmack did, nobody would ever own a cat.

>> No.4673218

>>4673213
I'm talking from my experiences with a cat I owned years ago. I loved him very much, and took good care of him, but man was he a bother most of the time. I gave him to a good friend of mine who said he'd be willing to take care of him.

>> No.4673223

>>4673204
Looks like someone needs a visit from Jackson Galaxy.

>> No.4673226

>>4673223
Well, he was a well-disciplined, tame cat. Just a little too playful for my taste (he was an orange tabby).

>> No.4673236
File: 362 KB, 1280x1707, 1389848584035.jpg [View same] [iqdb] [saucenao] [google]
4673236

you know what

i've forgotten how good the chainsaw is at dealing with a single enemy. most mobs get stun locked by it, so its pretty safe to use and great a conserving ammo.

>> No.4673240

>>4673236
Chainsaw is underrated, it's basically an instant win with zero ammo expense against a lot of enemies.

>> No.4673248

>>4673236
but Joel told me the chainsaw is a useless weapon only used for the "rip and tear" meme.

>> No.4673253

>>4673236
>great at conserving ammo.
Too bad mappers tend to ignore this and just put the chainsaw in without having the player ever actually need it for anything. :(

>> No.4673271

>>4673236
Chainsaw is extremely good. It's even useful with batches of enemies, because stunlocking an enemy can turn them into a meatshield, like sawing a Caco to eat up projectiles. If you're good and lucky, you can even chainsaw Revenants and Arachnotrons.

>> No.4673295

>>4673253
The only time I've ever seen it put to use was in Inferno, that map with the tight pinky corridor.

>> No.4673317
File: 62 KB, 800x450, footage-bear.0.jpg [View same] [iqdb] [saucenao] [google]
4673317

>Resurge on UV

This is absurd

>> No.4673319

>>4673317
could you say that it's hell?

>> No.4673324

>>4673271
Using melee attacks against arachnotrons is hard in vanilla Doom, though.
https://doomwiki.org/wiki/Flawed_collision_detection

>> No.4673332

>>4673324
I didn't know that, I play entirely on GZDoom. Well, even so, it can still be used on a Rev, which is four shotgun shells saved.

>> No.4673353

>>4669559
http://static.allfearthesentinel.net/wads/demoncounterstrike-v0.04.pk3
Small update.

>> No.4673372
File: 176 KB, 1304x768, Japanese Texture Pack (aka Tenchu4Doom) at 2018.03.27 23-54-19.726 [R2787].jpg [View same] [iqdb] [saucenao] [google]
4673372

Alright guys, I've been messing with the japanese texture pack for the past days and while I'm still a shit-tier mapper, I could do a preliminar prune and fix of many textures.

Still, there's lots of work to do, so I'm here to call everyone interested in helping me improve this mess into something real cool.

I can handle photoshop pretty well but I'm absolute crap at organization, thus I need your help to sort, organize, clean and label the texture list until we get a reasonable amount, and then I'll start remastering.

Who's with me?

You can get the latest version with three of my absurdly bad maps here:

http://www.mediafire.com/file/cddd8j0fl23lcb3/Japanese%20Texture%20Pack%20%28aka%20Tenchoom%29%20v.01.wad

>> No.4673379
File: 1.42 MB, 1304x745, Screenshot_Doom_20180323_033131.png [View same] [iqdb] [saucenao] [google]
4673379

>>4673372
My favourite pic so far. I really like how that turned out.

>> No.4673429

>>4673353

Got a quick rundown on what the mod changes?

>> No.4673443

>>4673429
I think it makes it so that monsters and items just randomly spawn everywhere and you do nothing but run around and kill shit

>> No.4673454

Is it possible to do something like tag 666/667 in boom without having to use map 07?

>> No.4673462

>>4670752
>>4670774

Thanks lads I'm not a real frequent thread visitor.

>> No.4673467

>>4673372
i can give it a shot. i exported them out of slade to png to see them better, will then put the pngs in organized folders and then delete the ones that seem unnecessary

>> No.4673490

>>4673467
See them better is relative since they're so small and badly compressed. Yet, I wait your input/feedback, all help is welcome!

>> No.4673491

>>4673490
well i mean see them en masse

>> No.4673493

>>4673491
Oh I see. Well, here's where these graphics came from, maybe it can help you decide:

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

>> No.4673503

>>4673454
Use ACS, you can do anything you like. 1 monster dies and causes something to trigger, or a number of monsters die before something is triggered. Anything can be triggered, its just up to your imagination.

>> No.4673509

anyone know how to enable the cheats menu on the touch version of doom 2 RPG?

I tried corner tapping which seems to work for iOS but does nothing on J2ME loader.

>> No.4673513

>>4673503
I want to stick to the boundaries of boom, would ACS break that?

>> No.4673558

>>4673513
Yes.

In that case you have to use the specific map slots I believe.

>> No.4673624

>>4673379
i thought we told you to turn off the fucking filtering
no, this is not the best picture

>> No.4673637

>>4673558
Got it, I'll use map 07.

>> No.4673652

>>4673624
i don't like filters either but have you tried not being a colossal faggot

>> No.4673656

>>4673652
never have, never will
i will always admittedly stay as one and embrace it, just for you <3

>> No.4673660

can i just lay out some advice for my dear anons here?

don't try Wolfenstein RPG in hard difficulty, it's complete garbage

>> No.4673696
File: 47 KB, 320x200, Wolfenstein_3D_(DOS)_41.gif [View same] [iqdb] [saucenao] [google]
4673696

>>4670435

>> No.4673714

How do I run the Rise of the Triad games from the Mega?

>> No.4673718

Is Kegan here? I was just wondering what kind of character Samson will be.
I kind of wish there was a pure caster character type, but I don't know if magic users fit in your vision of GMOTA.
I tried to come up with some ideas just for fun and came up with some basic idea that would fit the mod's gameplay while still having an unique playstyle. Maybe I could share them if you want, even if you don't really plan on making a caster, you could use some of them for other things.

>> No.4673728

>>4670696
I go for it! Sounds like an interesting project.

>> No.4673729

>>4673718
He's gonna mainly use arcing grenade weapons, flasks and bombs for his primary weapon, and his secondary will be a little crossbow and a saber that can be enchanted with other effects.
So no casting here, sorry.

>> No.4673736

whatever happened to that Voxelstein thing? the Wolfenstein project in Voxlap?

>> No.4673739

>>4673729
I see, sounds fun either way.

>> No.4673747
File: 229 KB, 500x1206, 9b3.png [View same] [iqdb] [saucenao] [google]
4673747

>>4673729

>> No.4673756

>>4673317
I'm on level 25 and its hell

>> No.4673757

>>4673696
['Don't You Forget About Me' by Simple Mind plays]

>> No.4673775

>>4673714
I use WinROTT

>> No.4673778

>>4673747
In my defense I had a rough idea planned for Samson out back in like, mid 2014.
That's also my favorite art of plague knight.

>> No.4673781
File: 760 KB, 760x839, 1522105764924.png [View same] [iqdb] [saucenao] [google]
4673781

>>4673085
>A whole armada of technically advanced alien chickens attacks with their UFOs and beams everything away that does not find shelter fast enough.
Let me fix this.
"One developer in lead of a very technical source port attacks feature suggestions and beams every single one away with his [No] button if they are good enough."

>> No.4673787

>>4673778
They also executed it in a really lame way that clashed with the general gameplay, so you're pretty safe unless you turn it into fifty menus.

>> No.4673790

>>4673787
Nope, but I've been toying with the idea of giving him a brew button that temporarily locks you out of attacking as you brew some stuff, then when it hits the mark you either turn it into catalyst (shell tier ammo) or drink it for a boost of HP. Though the trade off would be if like, you take a hit you flinch and spill it all.
I haven't gotten too deep into writing out a gameplay flow for Samson just yet but I sure as hell ain't dicking with menus. So no worries there.

>> No.4673797

Samson is my waifu.

>> No.4673801

>>4673208
Probably. I wouldn't know where to find it though. You could always make it yourself, the sprites are all there.

>>4673558
Well, you COULD use Boom format for mapping, then use ACS for the purpose of running the map in GZDoom.

Just saying that's possible.

>> No.4673815

>>4673718
>I was just wondering what kind of character Samson will be.
His fursona. :^)

>> No.4673830

>>4673815
But he's not Pillowblaster.

>> No.4673831

>>4673790
as long as you don't get frozen in place while brewing, since I don't play doom to wait

>> No.4673843

>>4673493
Here's a first pass. I haven't played the game before so I wasn't sure exactly what to do with a lot of textures, but I organized a bunch of them, deleted the most obviously useless ones, named the ones that seemed ready for use, and made some composites (also named).
https://mega.nz/#!Fw1hTIba!OSvjO8K41oGEIW81S1MvtCL-Yo-EWKk1hHrzlwuEJtc

>> No.4673846

>>4673831
Nope, standing still is death in Doom in general, I don't wanna make the player stand still. That sucks.

>> No.4673856

I'm trying to get the Wolfenstein TC to work, but I get various errors, such as "music 'NAZI_NOR' not found", the title screens are the IWAD's base title screen with a trippy palette and enemies don't spawn, instead being replaced by ! losanges.
What do I do?

>> No.4673872
File: 301 KB, 400x493, THE AUTS!.gif [View same] [iqdb] [saucenao] [google]
4673872

>>4673204
Huh. It's almost as if he shouldn't of gotten a cat in the first place.
I mean he's smart, isn't he?
He Knew what was going to happen, didn't he?

Also calm your auts, it's just a font.
Grow the fuck up, tender-ass.

>> No.4673885

>>4673872
>It's almost as if he shouldn't of gotten a cat in the first place.
That is not an argument.
>I mean he's smart, isn't he?
Ad hominem? Nice one!
>He Knew what was going to happen, didn't he?
But, cats do act differently depending on the breed. Very wrong I was to assume an orange tabby was moderately playful. My mistake.

>> No.4673891

>>4673885
>That is not an argument.
But it is. Faggots who think that getting a pet is like getting a new phone should be hanged desu.

>> No.4673893
File: 48 KB, 798x809, sarcastic_thumbs_up.jpg [View same] [iqdb] [saucenao] [google]
4673893

>>4673891
Really got me there. Guess I'll have to go hang myself now.

>> No.4673896

How's progress on getting iD's mobile games made into doom mods?

>> No.4673909
File: 22 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google]
4673909

Do any of you guys have any dumb little habits? When I pull out the chainsaw, I'll sometimes face the enemy I'm going for and tap the gas twice before diving in, like I'm squaring up.

>> No.4673915
File: 874 KB, 1280x1440, Screenshot_Doom_20180328_2215222.png [View same] [iqdb] [saucenao] [google]
4673915

Messing with my PLAYPAL some more. Need to fix the COLORMAP apparently because good lord that black smear on the far wall

Map's Waterlab GZD.

>> No.4673998
File: 130 KB, 1280x720, Screenshot_Doom_20180329_000021.png [View same] [iqdb] [saucenao] [google]
4673998

>>4673915
Purple's a really nice "almost black" colour. (TotLM3)

>> No.4674034
File: 162 KB, 1280x720, Screenshot_Doom_20180329_003226.png [View same] [iqdb] [saucenao] [google]
4674034

>>4673998
It's such a minor change but it looks so good, god damn.

>> No.4674037

>>4674034
>exploding knees.png

>> No.4674040

>>4673909
In GZDoom, I find I often crouch or get next to a ledge/window when I take longer ranged shots (or am about to take a whole bunch of them), as if I'm getting into a stable shooting position and supporting my gun for easier aiming.
I especially do this if I'm playing something that gives me ADS, a scope, or a deployable bipod, but I still do it with the normal Doom weapons too.

>> No.4674047

>>4671082
I don't quicksave unless a map is long, brutally hard, or there is an obvious death trap infront of me like a platforming/tightrope walk over acid/lava.

I made one of the maps in JOM5, and the most disappointing thing about watching people play it was the insane amount of quicksaving they did. It completely broke the flow of my map by allowing them to soldier on through one bad decision after another, and they denied themselves the chance to actually understand the map, because their constant quicksaving meant they could just blunder on ahead without consequence, never having a clue what was actually going on in the level.

The saddest thing was that they were all clearly high skill, veteran players. It was like their experience with the game had actually made their playstyles very lazy.

>> No.4674058

>>4674047
That's interesting, what level was that?

>> No.4674062

>>4673909
Actually a little dumb habit that i know 99% of Doom players do is that there's the HUGE door trims saying the door REQUIRES A KEY but yet the player goes there NOT HAVING THE KEY and press use just to make the game print in your face "YOU NEED A *insert color* KEY TO OPEN THIS DOOR".

>> No.4674064

>valiant map09
Alright, I ain't going back there until I get some good combat tips. I'm trying not to save but holy shit it is hard.

>> No.4674065

>>4674064
https://www.youtube.com/watch?v=HJcf0aOwmiA
Now, get the fuck back in there.

>> No.4674069

>>4674062
sometimes the door is openable, I can't recall any specific examples but I have seen them, and shows that through this door you get the key of the same color, to use it elsewhere.

>> No.4674074

>>4674065
Already watched that dum dum.

>> No.4674094

>>4673353
>>4669559
HAHAHAHA I'M RETARDED
http://static.allfearthesentinel.net/wads/demoncounterstrike-v0.04b.pk3
Left a dumb debug message in.

>> No.4674126

>Rebalance: The SSG can no longer instakill Barons with a single headshot. You need at least two perfect headshots to kill a Baron.

still 6 shells amirite

>> No.4674131

>>4674126
where is this

>> No.4674137
File: 49 KB, 500x1085, 122.jpg [View same] [iqdb] [saucenao] [google]
4674137

>>4673236
>>4673240
>>4673271
HKs, Barons, and Revenants will destroy you if you use the chainsaw on them. Revs have just a low enough pain chance they can still pool-cue your head a couple times (and taking two whacks of 6 melee dice is not my definition of effective).
> you might be able to manage skeletons if you pop a couple rockets into their group first, and pull back on the saw so that if you see them about to complete a swing you can disengage. Dropping their HP with the rockets will give them a lot less time to try a punch.

Arachs and Mancubes are the ones to go after with the saw... Mancube *can* waste you but its kinda rare. Its kinda satisfying seeing a huge meat shield like that just go down from a tier 0 weapon. Arachs is like logging in a forest.
> its also delectably perfect for going after pain elementals, because when they bust the skulls will fail-spawn due to you being there.


Unrelated pic... Jodelle Ferland (the little girl from silent hill movie). That's a REALLY cool gun she has there... Its just perfect for doom style. I'm going to say its a double barreled railgun, over-under style.

>> No.4674142

>>4674126
Should just make a mod that reduces every enemy in the game to 1 hp and make them explode into a shower of gore when killed (with 15% chance of them doing an annoyingly long drawn out death that forces the player to shoot them again)

>> No.4674148

What's the NEWEST, FRESHEST decent map pack?

>> No.4674163

>>4673757
Thanks now I'll have to listen to it nonstop for the whole day.

>>4673781
When can I actuall find the suggestion list with the [no]ed submissions?

>>4673843
Very nice! What are the next steps? I want to know because I'll be editing from where you stopped. Renaming the ones ready to use is a good idea, I'll follow this method. I couldn't find the composites but I'm still lookins. Going down to 2k textures was a good prune, I hope we can cut it a bit further before I start the remaster. So far, so good!

>> No.4674164
File: 804 KB, 1920x1080, Screenshot_Doom_20180328_111949.png [View same] [iqdb] [saucenao] [google]
4674164

Trying to figure out texturing is fucking hard.

>> No.4674169
File: 1.75 MB, 1920x1080, Screenshot_Doom_20180328_112125.png [View same] [iqdb] [saucenao] [google]
4674169

I can't take this anymore or can I

>> No.4674170
File: 144 KB, 336x392, 1500740341044.png [View same] [iqdb] [saucenao] [google]
4674170

>>4671082
I play hideous destructor, I'll quicksave whenever I damn please

>> No.4674171
File: 400 KB, 638x397, 1622814-catacombs3.jpg [View same] [iqdb] [saucenao] [google]
4674171

Before "Knee-Deep in the Dead", there was..

>> No.4674172
File: 2.97 MB, 480x270, going_in_dry.webm [View same] [iqdb] [saucenao] [google]
4674172

>> No.4674173

>>4674170
Motherfucker!

>> No.4674174

>>4674172

wat

>> No.4674179

>>4671082
Unless it's a single hour long map I try not to save in the middle of a map at all.

>> No.4674180

>>4674169
> loaded and stacked
> invul sphere
cmon man u got this no prob

>> No.4674181

>>4674062
Your persistence would pay off if you did that in hell revealed map02 because the blue door here is untagged allowing you to skip half the map

>> No.4674182

>>4674164
That's a big area of plain floor.

>> No.4674185

>>4674169
What map?

>> No.4674187

>>4674164
reminds me of alien vendetta map11 (?) after you grab a megasphere and the walls lower to reveal a room like that

>> No.4674189

>>4674182
Yeah I just slapped that down real quick before I took a break so I could stop looking at FLOOR0_1. Currently trying to figure out how to flesh it out.

>> No.4674191

>>4674185
Map 27, Resurge

>> No.4674196

>>4674172
needs more "GO FUCK YOURSELF"

>> No.4674227

>>4674163
>>4673843
Better yet, I'll get to remastering the named textures right away, this way we won't cross the streams.

>> No.4674230

>>4674172
Kuso Miso Doom?

>> No.4674245

Are there any less than obvious reasons that ANIMDEFS might not play a sound?
Things I have checked: name in ANIMDEFS is the same as the name in the SNDINFO
I am using the correct name and not the lumpname
I have tried both .midi and .wav

>> No.4674248

Asking again, anyone have a working link for the Doom Quickstart Archive?

Can't get the torrent cus of my college's internet blocking torrent downloading

>> No.4674249

For me GZDoom seems to be slightly darker in fullscreen mode, dunno why I never noticed it before...

>> No.4674264

>>4670026
Hey what do you guys use as a GZdoom equivalent for Unreal?

>> No.4674281

>>4674058
E4FINAL, The Cloud

Is the map perfect? No, I strictly limited myself to the 3 days of production as per the event guidelines. Had I spent longer on it I would've done thing differently, and in particular, fleshed out the right side of the map, which in its current form is just a big ammo cache for anyone doing a pistol start.

It could be argued that it's my own fault for not taking quicksaves into account for the design of the map, but if I did, I would've probably been encouraged to design a map that was a series of progressively difficult encounters and nasty surprises, rather than what I made, which was a map that bares everything almost immediately and says to the player 'on your fucking toes, faggot'.

>> No.4674296

>>4674264
the direct3D 10 renderer, otherwise everything else is fine in the original exe

http://www.kentie.net/article/d3d10drv/

>> No.4674317
File: 283 KB, 1800x1000, CqFKsxsW8AACHAs.jpg large.jpg [View same] [iqdb] [saucenao] [google]
4674317

>tfw intermediate

Tag yourself.

>> No.4674330
File: 96 KB, 480x480, 1338920038999.png [View same] [iqdb] [saucenao] [google]
4674330

>>4674296

>> No.4674346

>>4674317
Also intermediate. People have described all of my maps as being "90's esque, but in a good way". My main problem is that I always make bland base maps which can be somewhat difficult to navigate at times.

>> No.4674358

how 2 midi?

>> No.4674373
File: 1.54 MB, 750x395, spark.gif [View same] [iqdb] [saucenao] [google]
4674373

>>4674317
I think I've been at Advanced for a while. I can't break the grid in Doom, it's much easier to do when you're working in an engine from 2000+ because a lot of the time you're modeling stuff and placing it and you can throw things down at an angle without worrying about sectors overlapping or getting fucked up.

>> No.4674380
File: 1.21 MB, 1284x903, oldbadneverfinished.png [View same] [iqdb] [saucenao] [google]
4674380

>>4674317
Somewhere between intermediate and advanced I guess? Still have a habit of 90 degree corners though.
>Advanced = simpler floorplan
u mot m8

>> No.4674387

>>4674317
Thanks anon I needed this guide.

>> No.4674438
File: 62 KB, 604x453, 1798331_10151868307401082_1409496447_n.jpg [View same] [iqdb] [saucenao] [google]
4674438

>>4674317
>>4674346
>>4674373
>>4674380

Im not really a mapper but I would have to place myself at Advanced because I have alot of off the wall ideas, combined with also wanting to do alot of vertical stuff like catwalk networks, storage container mazes, underground parking garages (or some combo of this like being on a derilict cargo ship, and being able to go in the cargo bay under it, while having numerous doors in the narrow hallways appear to be welded shut or crushed/deformed).
> I also tend to favor Big Maps, the kind you would have for 12-16 players, I just dont like tight little bloodbath maps with barely as much floorspace as a big house.

I dont really know how to use the map editors for doom or other games though, and I dont think I can make good textures from scratch either to compliment maps.

>> No.4674451

>>4674438
Sounds like intermediate to me.

>> No.4674454
File: 673 KB, 160x120, myers mario kart.gif [View same] [iqdb] [saucenao] [google]
4674454

>>4674451
>>4674438
Meant to say Expert but I guess since I dont actually do mapping, might as well dock that by one rank. I also learn by example so having seen alot of interesting map layouts primes me for doing similar things (but recombining with other ideas ive got).

Also you guyz need to do general sketches of maps on paper (because thats native and easy) before you settle down to actually work on it. And dont do it on graph paper with extreme detail either because otherwise you might as well be using the map editor at that point. Basic sketch means determining general shape of areas, how they connect to each other, general layout... this way when you get the map editor fired up you know where you're going to put these rooms and you can just focus on the details after that.
> while you're sitting there figuring out what to draw, you can get alot of interesting ideas as your mind wanders... its a different kind of prompting system for the brain when you're using the map editor because its much more carefree to just erase on paper or just toss the paper away... in the map editor its almost like answering questions on a test since its harder to undo that work

And you guyz need to focus on three dimensional spaces... floors over floors and structures over structures. In GZ at least (heck even hexen supported this) you can do portals to connect areas so that you can lay out multi-leveled structures without complicating things overly. Just dont rely on 90s level sperging of teleporters to get around or even get someone out of lava.

> another tip if you havent learned it by now, it feels alot more intriguing to have to press a button to lower a lift or open a door than doing it the doom way of just being able to "press" on the door
> though it also feels just as natural to have doors and switches depress when you get up close to them, Quake style

>> No.4674463

>>4673896
there was this
https://www.doomworld.com/forum/topic/87871-wip-the-ids-rpg-series-coming-soon/
still nothing so far

>> No.4674471
File: 26 KB, 188x223, this nigga cant be serious.png [View same] [iqdb] [saucenao] [google]
4674471

>>4674454
>Meant to say Expert
>I dont actually do mapping

>> No.4674501
File: 9 KB, 400x400, bag on head.png [View same] [iqdb] [saucenao] [google]
4674501

>>4674471
Take it any way you want, I dont care. I could probably make something real awesome if I gave a shit to put the time into it, but with all the other good stuff that comes out in the community it would just be another thing floating in the ocean.

As far as doom mapping goes im not sure how to make sure my lines have the right facing, ive tried to make things before and come to find out those structures are all invisible. Im also not sure how to do texture placement for (sidedefs, I think)... things like guard rails and shoot-through jail bars.
> Since Slade's map editor has What-You-See capabilities I dont think id have misaligned textures, as long as I had the autism to go back and check every corridor.
> Also having examined some levels, ive learned the way the engine does slopes is by placing a specific entity in the sector. Same with teleporters. So ive got that down.
These technical issues aside the rest of it just however much autism I want to focus on the map design, the details, the size, texture combinations, etc etc

Im really kinda more experienced with 2d and object-based mapping like Warcraft, C&C, Xcom, that sorta thing.

Just came up with this awesome idea for a pachinko machine to teleport monsters around the map at random (something beefy like HKs, like have 30 of them in a monster teleporter and they get distributed randomly). Because that room would lead to a few teleporters, that would send them to other rooms designed to either mix them with existing monsters or get split up and go into teleporters that lead all over the map.
> a huge monster room could also teleport monsters at random into this matrix thus allowing a huge mix too

>> No.4674525

>>4674438
>>4674454
>>4674501
So what's your map sketch look like then?

>> No.4674529
File: 100 KB, 736x736, helicopter ride.jpg [View same] [iqdb] [saucenao] [google]
4674529

>>4674525
>>4674471
>>4674501
Latest autism from Marisa also gives me ideas for traps involving cyberdemons.

Because when the cyber is above you they might hit their own floor with rockets, but when the cyber is Below you their rockets are only going to hit ledges that you're on.
> the ledges can be sloped, with sprite obstacles blocking the player from falling but not blocking the explosive damage
> the path upwards could be a steady slope or set of very slow progressing stairs, along with plenty of stalagtites, trees, and flaming barrels to slow the player down
> interspersed with explosive barrels that can become angrily triggered by the rocket explosions
> small actual level-structure based pilons can be used for cover... from the Spider Mastermind, but when they're small enough they wont provide cover against explosions.

Another old trick I thought of is having a pipe the player has to go down to flip switches, but the alcove for it isnt exactly big enough to hide in, and on either end of this pipe is a Cyber who can lob rockets through it, and an Arch behind a bunch of metal bars (hard to target) who can light you up if you're taking cover from the cyber (maybe this pipe fans out a little bit but there's a scenery object there to catch the rocket hits so the player can be targeted by an offset Arch, still damaged by the explosions if they hunker there, and the rocket damage will not hit the Arch)
> adding distance to it will also make it harder for the player to tell if rockets have been launched, have to run their ass off then start getting lit up by the Arch on the other side.

Another trap, deathtrap mainly, is a convenient maybe easy to bump into teleporter that has to be avoided while fighting other shit. Because it teleports you in the holding pen for the Cyber and he blows you apart (but the cyber is blocked from going in that teleporter square, so you cant telefrag him). Make it a white colored teleporter pad so it looks important...

>> No.4674531

>>4674172
Is this the true power of Kancho?

>> No.4674532

>>4674163
>>4674227
Sounds good. I'll go through do more later.
Also the majority of the 128+ tall ones are composites. They're mixed in with the few that were already 128 tall.

>> No.4674540

>>4674454
>> another tip if you havent learned it by now, it feels alot more intriguing to have to press a button to lower a lift or open a door than doing it the doom way of just being able to "press" on the door
I disagree, that just slows things down for no good reason.

>> No.4674546

>>4674525
>>4674529
Another trap idea - get teleported in a playpen with a couple archviles. They're blocking the way to the teleporter on the other side of the cage. However on top of this there are chaingunners or mancubes in the distance who will also be shooting at you too. Dealing with the Arch's will take some time and even if they dont burn you, youll still get ranged for quite abit.
> later on in the level more monsters teleport into the areas the chain/mancubes were at, just in case the arch's got pissed and killed them
Also I think the maximum range on archvile fire is 896, so if the ranged attackers are placed at a lengthy distance the archviles will not flame them.
> mfw in order to get 100% kills, the player will have to come back here and kill the additional monsters that teleported in, and this little arena is only truly accessible from here... as soon as you go through the teleporter to leave there will be shutters that come up protecting them from fire from other locations in the map

Make the player have to obligatory go through this room at least once to press a switch because it will temporarily lower a cover over it (which means they'll probably have to go through here twice, first just to kill the arch's, then a second time to be able to get to the switch in time - if they BFG the arch's they could make it the first time though).

>> No.4674554

>>4674546
I would like to do things with Spider Masterminds too, have to make sure the player cant get up close so that the BFG kill is harder. The main problem with it is they're so big, so I thought of an idea similar to the typical "lower the barrier so it can get in the teleporter" deal. Have random trap pads the player can step on during the course of the level depending on which way they decide to go. That way you can have random destinations for the Spider(s) to go to. Including having another spider drop in right after you kill one (I LOVE this idea... you think you killed it but there's actually 2 more spiders in line and it just teleports another one in... hey bosses are only worth 1 kill after all)

>> No.4674556

>>4674529
>>4674546
Ideas and gimmicks does not a level designer make.

>> No.4674558

>>4674317
I think expert is a tad hard to pull off without 90 and 45 degree angles in Doom.

>> No.4674561

>>4674532
Regarding the texture's dimensions, I'm thinking of doubling the size of the 32x32 ones and leaving the big ones as they are. Do you have any suggestions? I don't know if there are standart sizes for textures based on applicability.

>> No.4674565

>>4674561
I'm no expert but it seems like doubling the 32px ones would end up with them too blurry and shitty looking. Although if you plan on remastering them maybe they could look good. Seems like it'd be easier to composite them into bigger textures though. 128px is the standard size for Doom textures, although there are a few outliers like steps, some doors, and midtextures.

>> No.4674570

>>4674554
Also who's that super-manucbus mofo in Skulltag that spits out so many fireballs at the same time? That bastard looks awesome to have for ranged bombardment or to come in at the front/back of a monster teleport wave.
> if at the front it can effectively suppress the player while other monsters start coming in
> if at the back, it can mop up an infighting crowd or catch the player off guard
> ranged bombardment would cover a wide swath of area making the player have to move quickly over crevasse/chasm architecture

>>4674556
Using strategy to pin the player down, think out of the box, or force them to take chances, and do things they normally wouldn't do because they dont otherwise have to.

Im also a big fan of letting the player Jump. So any maps I made would be built around requiring jumping, or at least protecting against being broken by jumps. Vertical navigation is also exploitable for nailbiting moments such as when you're under fire, being unable to dodge side to side can fuck you when you have to deal with HK/Baron.

>>4674558
Leaving the angles behind does make it a tiny bit harder to preserve texture alignment, but the major issue involved with doom anyway is that the floor textures (flats) are always going to be aligned one way or another. So any areas that arent 45/90 will have to be filled with carpeted/pebble/liquid texture floors so that their patterning doesnt mismatch.

Theoretically to prevent a mismatch you could still use Hexagon tile floors and run an area with 30/60 degree walls. Might also be capable of laying down some kind of "trimming" over the edges of the floor to cover up where the wall would meet the floor, giving some notion of square tiles that were laid to fill the area but no cut-tiles laid against the area covered up by the trim.
> think actual real life architecture here, its a PITA when you have to put floor tiling in an area that it doesnt equally match up to.

>> No.4674571

Finished JPCP with GMOTA.
I kinda wished there was some automatic weapon switch, for when the weapon the Doomslayer is currently using runs out of ammo, but that's probably just a pet peeve of mine, i guess.

>> No.4674592
File: 478 KB, 981x700, 1493931375663.jpg [View same] [iqdb] [saucenao] [google]
4674592

Quick, gimmie your best Q1 Ranger/HUH images and memes. I need them for /ck/ related reasons.

>> No.4674613

>>4674148

A look at Doomworld says this:
https://www.doomworld.com/forum/topic/95318-atonement-vanilla-megawad-episode-1-mars-episode-2-earth-have-been-released/

>> No.4674619

>>4674570
>Using strategy to pin the player down, think out of the box, or force them to take chances, and do things they normally wouldn't do because they dont otherwise have to.
That's cool but unless you actually make maps you are not a level designer. Ideas and gimmicks does not a level designer make.

>> No.4674643

>>4674592
you should go ask /arena/

>> No.4674680

>>4674570
now go make a map

>> No.4674747
File: 47 KB, 219x241, 1521350881118.jpg [View same] [iqdb] [saucenao] [google]
4674747

>>4674592

>> No.4674760
File: 284 KB, 1280x720, 0BS3p8H.png [View same] [iqdb] [saucenao] [google]
4674760

>>4674148
This looks cool although I haven't played it.
https://www.doomworld.com/forum/topic/100055-rc1-port-glacia-a-large-non-linear-map-for-boom/

>> No.4674765

>>4673872
>Just a font
There's a time and place for each font, I'm sure everyone here agrees

>> No.4674769

Played through the first 4 episodes of valiant (vaccinated) with high noon drifter and the FPS seriously started tanking in the bigger fights, is this an issue with using hardware render? Should I switch to software to imporve FPS?

>> No.4674789

>>4673872
>>4673204
>>4674765
The proper substitution for Comic Sans these days is MV Boli. It has more style and hasnt been worn out by 15 years of overuse yet.

>> No.4674812

>>4674565
Yeah I'm not just resizing them, I'll redo them from scratch. I know that applying filters at such low res is useless, I've tried many ways to save some work but I guess there's no solution better than simply remake them with better resources.

I think I'll just make them all in 256x256, then is anything happens I can just downzise them. It's better this way, I'd have to make them 'big' anyway.

>> No.4674863

What's your favourite Doom Demon, and why?

>> No.4674865

>>4669559
Elementalism, a megawad announced for GZDoom.

https://www.doomworld.com/forum/topic/100102-announcement-elementalism-an-ambitious-new-32-map-megawad/

>> No.4674870

>>4674863
off of classic doom prolly either revenant, caco, arachnotron or cybie
off of doom 64 the arachnotron
off of doom 3 either mancubus or vulgar
off of doom 4 either baron, cyber mancubus, summoner, revenant or mastermind

>> No.4674871
File: 70 KB, 400x400, 1476983037350.jpg [View same] [iqdb] [saucenao] [google]
4674871

>>4674865

>> No.4674873

>>4674865
All the grey/green levels look like they come from Pirate Doom

>> No.4674880

NEW THREAD

>>4674875
>>4674875
>>4674875

>> No.4674896
File: 113 KB, 900x900, 00070fu1.jpg [View same] [iqdb] [saucenao] [google]
4674896

>>4674865
> megawad
nice
> GZDoom

>> No.4674897

>>4674137
>and Revenants will destroy you if you use the chainsaw on them
Not quite, you just have to be a bit more careful. Unlike Pinkies and similar enemies, it just isn't an instant win button.

>> No.4674916

>>4674897
priorities
might as well just buck up and use the SSG or Rockets on them and be done with it, they're worth the expenditure - use the chainsaw on other stuff that falls easily to it.
If you're this out of ammunition that, its just chainsaw against everything... you need to run away and find ammo or you dun fucked up.
> and if this is how the map is, you dun fucked up by even playing it, its like taking home a trap

and if you got a mix of HKs and Revenants and you want to use the shells on the HKs... then why the fuck arent they blowing each other up? Thats one of those natural infighting matchups.

>> No.4674925

>>4674248
I feel bad because you keep asking for this and nobody's answering. I searched the /vr/ archive, and it looks like the direct download links have all been taken down. If you're willing to wait, I can torrent it and try to zip it up to upload through mediafire.

>> No.4674927
File: 115 KB, 316x193, 1369102685713.gif [View same] [iqdb] [saucenao] [google]
4674927

>>4674865
Whoa

>> No.4674951
File: 307 KB, 903x713, 1493522662297.png [View same] [iqdb] [saucenao] [google]
4674951

>>4674925
Sounds good! I just wish I could download torrents. I can't even get to bit/utorrent's sites cus I keep getting blocked so I had to install bittorrent thru a 3rd party site only to find that the torrent for the archive wouldnt seed and kept sending to peers. Prolly cus, again, my college's internet blocked torrent shit.

>> No.4675004

>>4674248
>>4674925
>>4674951
If you're looking for the essential getting started stuff... Doom_Complete.pk3 pretty much has all of the wad stuff that you need for E1-E4 plus Doom 2 plus Final Doom.
> that 17mb pak file pretty much has all the vanilla shit in it, all of it.

What else was in the "quickstart" archive?

>> No.4675005

>>4674951
About another half hour.

>> No.4675009
File: 836 KB, 1920x1080, Screenshot_Doom_20180328_200938.png [View same] [iqdb] [saucenao] [google]
4675009

>Map 30

I just don't know if I can do this

>> No.4675023
File: 293 KB, 540x718, 1522246146499.png [View same] [iqdb] [saucenao] [google]
4675023

>>4674865
>Designed to work with gzdoom 3.3.0

>> No.4675036

>>4675009
>Trailblazer
You'll be fiiine.

>> No.4675059

>>4675009
>800hp
>400armor
>two machineguns
it'll be fiiiine
unless you have drla/roguelike monsters, colorful hell and/or legendoom lite, then it can get FUN

>> No.4675075

Okay, Resurge is complete

It's a fun mod but holy fark is it dense and exhausting

>> No.4675123

>>4674951
Uploading now, ETA 1hr. It's in 11 parts and in .7z format.

Looking at the contents, you could have just gotten this stuff yourself. It's a lot of old mods and outdated sourceports and shit. Why did you specifically want this instead of just downloading PortaDOOM or something?

>> No.4675161

>>4675123
I just wanted all the other stuff I had before before my harddrive got fucky, I suppose.

>> No.4675195

>>4675161
Well, it's still uploading. I'll link them to you in both this thread and the new thread, or just the new thread if this dies before then.

>> No.4675202

>>4675195
Yeah I think it'd also be a good idea to have an updated link seeing how the original google drive link died.

>> No.4675204

>>4675202
The problem is that this is in 11 parts, and it's likely to be taken down by mediafire because it has copyrighted material. I'm uploading it for you, but I make no guarantees that it'll be kept up. The torrent still exists and has at least one or two seeders. I also wouldn't really want to keep this up because it's so stuffed with shit that's not relevant anymore.

>> No.4675208
File: 8 KB, 320x320, 583858-blur_artifacts[1].jpg [View same] [iqdb] [saucenao] [google]
4675208

>>4675161
http://www.mediafire.com/folder/qackz7327rzrw21,09weom1yf1zvqot,cqg6nw2s4qoczus,7m33683og4gbyc4,9ngghkdu9dtf9hm,8ppi662eecg2pux,j1njwufydyjgpjg,12xb4hxvibfn7eu,622sb19ks26yiak,pdzwjaenwn1yi32,1tzpgksztvi6b0q/shared

Here you go.

>> No.4675217

>>4675208
Thanks! And sorry for any trouble I might've caused lol

>> No.4675285

>>4675217
No trouble. Glad you can start Dooming again!