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/vr/ - Retro Games


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4779152 No.4779152 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4774386

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
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/1523/93/1523936193601.png
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.4779153

=== NEWS ===

[05-14] ZScript tutorial: create a monster duplication addon
https://www.bitchute.com/video/zuz0EZxygDuU/

[05-13] Datanon's extension of his first ZScript tutorial, an advanced example of turning DECORATE into more ZS style code
https://desuarchive.org/vr/thread/4765556/#4769745

[05-13] Colorful Hell update to 0.931; a new optional hard tier and filling up more
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=615#p1053912

[05-11] Datanon's ZScript Tutorials
https://www.bitchute.com/profile/ObFVcYVZSoSQ/

[05-11] AMC TC Episode 3 Trailer
https://youtu.be/zjEbwtg2luo

[05-10] TTS sound effects, available through a download
https://www.youtube.com/watch?v=tC4F9tQWKOU

[05-08] Deep learning AI generating Doom maps
https://www.technologyreview.com/s/611072/ai-generates-new-doom-levels-for-humans-to-play/

[05-04] Champions, a compatibility-friendly monster variant mod, now 1.2
https://forum.zdoom.org/viewtopic.php?f=43&t=60456

[05-03] Anon's ZScript video tutorials
https://desuarchive.org/vr/thread/4744020/#4748086

[04-30] PROJECT ILE version 0.23 released
https://desuarchive.org/vr/post/4741726
http://www.mediafire.com/file/e52z704ui56acjm/Project%20ILE.rar

[04-27] Powerslave EX Revival "not far" according to lead developer
https://twitter.com/SVKaiser/status/989945964831105024

[04-27] Further details of upcoming DOOM movie
https://geektyrant.com/news/doom-reboot-reportedly-has-a-director-and-lead

[04-26] FreeDoom maps, as PWADs
https://mega.nz/#F!j0cgkJKT!QXo16jxgK1iQf-92Sx1gdA

[04-26] func_msgboard is having a 100-brush mapping contest
http://www.celephais.net/board/view_thread.php?id=61565

[04-26] New Q1SP map, Mire Prison by jcr - feedback requested
https://drive.google.com/uc?id=1iwq_lBPaEDxqee4Qr430fCequXNyx3Fs

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4779165
File: 2.52 MB, 852x480, 1497975279700.webm [View same] [iqdb] [saucenao] [google]
4779165

>>4778239
I feel like these portals would have gone really well with the doom 64 style.

>> No.4779174

>>4779165
Those should take you to an intermediary room. A small hallway per portal.

>> No.4779191

>>4779174
with a small chance of meeting the Hallway Janitor who will attempt to stab you with a broom

>> No.4779195

>>4779152
So what the fuck is with Project MSX? Even though I've bound all the controls in the menu, all I can do is open doors and jump, can't aim down sights, reload..

What the fuck?

>> No.4779201

>>4779195
It's an old mod that predates a lot of ZDoom's built-in controls. It adds its own binds at the very bottom of the menu.

>> No.4779202

>>4779195
it uses it's own bind section at the very bottom

>> No.4779210

>>4779165
reminds me of tier drops

>> No.4779221

>>4779165
Oh god, I'm getting flashbacks to YHVH's Universe. Oh sweet merciful Great Will make it stop!

>> No.4779230

>>4778464
>>4778468
>>4778471
>>4778472
The way ive got mine set up:
Top Row Number Keys - Weapons
Tab - Use
Q - 180 turn
Mouse Wheel - Next/Prev Weapon
R - Reload
WASD - movement
Space - Jump
Ctrl - Crouch Toggle
Shift - Run Toggle
Alt or M1 - Fire (Alt so if I have to do it a bunch I wont ruin my mouse over time)
M2 - AltFire
MMB - Zoom

sorry kid, nothing personal

>>4778485
All my USB slots are full


>>4778987
> Powerslave
What the fug was this game even about, all I know is its got a bunch of egyptian references and it reminds me of illuminati shit worse than the tomb raider movie.
> Was this game made for teens of freemason members?

>> No.4779240

>d64 chaingun may have fired faster than the original one
>xbox version of ressurection of evil had a lantern attached to pistol

>> No.4779242

>>4779230
>Tab - Use
do you never use the automap!?

>> No.4779243

>>4779230
> Tab - Use
But where's the map then?

>> No.4779265

>>4779230
WASD - move
number row - switch to slot
Q - switch to fist, then chainsaw
E - switch to shotgun, then super shotgun
R - reload
F - use
tab - map
left mouse - fire
right mouse - alt-fire
T, middle mouse - use inventory item (sometimes rebound to zoom)
mouse wheel - scroll weapons
[ and ], mouse 4 and mouse 5 - scroll through inventory

and for lesser used buttons:
M - center view
Z - switch light mode
J - kill monsters
K - kill myself
B - cycle through am_cheat settings
I - freeze
U - toggle the alt hud

>> No.4779273
File: 66 KB, 728x485, bd1.jpg [View same] [iqdb] [saucenao] [google]
4779273

Alright I'm playing Project MSX right now I'm having fun.
Now what I don't understand is why people said this mod was easy.I'm playing on insane and the enemies are beasts,relentless.
Sure it might have features of modern FPSs but that's the point.Plus the reloading doesn't feel tedious like in BD.
Speaking of the latter I find it hilarious that people bashed this mod for pandering to modern FPS crowd while BD actually does the same if not even more.
I like BD but come on.

>> No.4779274

>>4779242
>>4779243
M - Automap
yknow, using the M key for something like a Map

I dont honestly use it much.
I do love the automap and wish there was one in quake. But I normally only use it when im looking for secrets. I have a good spatial memory so I remember the places ive been. I only feel safe checking the map/secrets when ive usually wiped most monsters in the area. So its okay for me to take my fingers off the keys (since the map also takes my eyes off the environment too, I dont use the overlay version because then I cant read the map well enough).

In automap selection I unbind the M key from setting marks because I haven't used that functionality since the 90s. That way the M key while in automap doesnt prevent me from turning off the map.

>> No.4779275

>>4779078
It's really ugly though.

>> No.4779278

>>4779275
Anon asked for it and that's the first thing I thought.

>> No.4779279

>>4779273
Project MSX is in an interesting place when it comes to difficulty, as long as you manage everything, you can wade through hoardes with ease but if you make a single misstep you'll get shit on hard.
I love it.

>> No.4779281
File: 1.51 MB, 720x360, Sometimes you gotta make a silent takedown.webm [View same] [iqdb] [saucenao] [google]
4779281

I'll need to tinker with this to make the grenades a little more visible, but it's a start.
I still need a name for this.

>> No.4779285

>>4779279
It is really fun.It's incredible how polished it is despite being a beta.
If only the creator makes a comeback....

>> No.4779287

>>4779273
It's easy because once you learn how to move and use the weapons right, you can annihilate huge crowds of enemies in no time. Charged grenades are both a sniping tool and a crowd buster. Charged mode for the pulse rifle takes out large swathes of enemies. The power jump is also extremely strong since it allows you to get the altitude to blast a crowd of enemies from above, doing optimal AOE damage while also keeping you safe and mobile.

Tighter corridors and small rooms however are tougher.

>> No.4779289

>>4779230
>Powerslave
Story was basically the same as Serious Sam's but without the time travel. Aliens invade ancient Egypt in the 20th century and you're the only one that can stop them. Enemies are mythological Egyptian monsters mixed with weird-ass bug aliens.

There's really three versions, though two are almost the same. The first version is the PC version. This uses the Build engine and it's okay, pretty fun.

The PSX and Sega Saturn versions are the ones everybody talks about and absolutely loves. It's way more nonlinear compared to the PC version and has more fleshed out gameplay. It's very Metroidy, you go through old areas with newly discovered artifacts that let you fly or walk on lava or what have you with new badass weapons like flamethrowers and heat-seeking explosive cobra staffs. Severely underrated game, and apparently a fully-licensed PC remake of the PSX version is coming very, very soon.

The difference between the Saturn and PSX versions are pretty complex. The levels and color palettes have been changed around. Saturn's palette is more colorful compared to PSX having more muddy, realistic colors. Some PSX levels are better designed than their Saturn counterparts, but vice versa. Either way though the differences are pretty minute.

Having snagged the free PSX port of Powerslave before it was taken down and having played all of it, I can say it's a severely underrated game, even moreso than my favorite game Blood. The levels are tightly designed and the nonlinear progression makes the game a joy to explore. Also, the soundtrack is fucking awesome and incredibly immersive. My only complaint about the game is that sometimes the levels are just filled with like, one or two types of enemies and not much else. But that's it. 10/10 classic FPS experience.

>> No.4779292

>>4779165
Hey this is pretty awesome

>> No.4779301
File: 56 KB, 800x800, fragchuck.jpg [View same] [iqdb] [saucenao] [google]
4779301

>>4779230
Mouse for looking and aiming, also:
>Left: Fire
>Right: Jump
>Forward Thumb Button: Alt Fire
>Rear Thumb Button: Reload
>Scrollwheel Up/Down: Weapon Select
>Click Scrollwheel: Zoom/Iron Sights

Then for my mutant way of playing, using the analog stick for moving:
>Clicking Analog Stick: Crouch Toggle
>Lower Face Button: Use
>Upper Face Button: Automap
>Shoulder 1: Not bound (reserved for mod functions)
>Shoulder 2: Flashlight (autoload)
>Shoulder 3: Usually bound to the grenade function in some mods
>DPad Left/Right: Selecting items in inventory.
>Dpad Down: Use Inventory Item
>DPad Up: Drop Inventory Item

Scrollwheel for changing weapons isn't ideal by any means, but it'll work.
The DPad on pic related is super terrible, so I'm glad I'm not using inventory items often.

>> No.4779304
File: 28 KB, 320x500, promo12.png [View same] [iqdb] [saucenao] [google]
4779304

https://www.youtube.com/watch?v=41t9iQH4VTI
Thread theme.

>> No.4779309
File: 252 KB, 620x794, difference.png [View same] [iqdb] [saucenao] [google]
4779309

>>4779304
>Action doom was 14 years ago

>> No.4779316

>>4779309
>MRW I realize Spiderman 2 was also 14 years ago.

>> No.4779317

Is Metadoom the most underrated overrated mod or the most overrated underrated mod?

>> No.4779321

>>4779317
None.

>> No.4779334

>>4779287
I still think is a really challenging mod.Sure it's not really balanced but then again is still in beta state.

>> No.4779336

>>4779304
legit thanks for this, I saw the OP pic and heard this in my head

AD was fucking amazing, I respect AD2 for what it tried to do and it was really cool in its own way but I wish it was more like the first one.

>> No.4779347
File: 1013 KB, 1330x707, Quake on me.png [View same] [iqdb] [saucenao] [google]
4779347

WE'RE TALKING AWAY

>> No.4779349

>>4779336
Yeah, both go for a very Arcade style, but in different ways.
I really love AD2 for the comic book graphics and groovy soundtrack.

If you feel like a very arcade feeling shooter, then Rise Of The Triad might also be up your alley.
The entire game feels very much like an arcade sidescroller coin-op translated into a first person shooter, complete with a score counter, crazy powerups, infinite ammo on your main weapons and limited on your secondary, and crazy cartoonish gore that contrasts sharply (and amazingly), with the digitized graphics and actors.

>> No.4779402

Ultra-Crispy released(Playable WIP)
https://forum.zdoom.org/viewtopic.php?f=43&t=60612

>> No.4779419

>>4779402
>it's a TheLightBad96 post
ugh
looks fun. will try out when I get home.

>> No.4779438

>>4779152
Not sure if right thread but can anyone tell me anything about this game?
https://www.youtube.com/watch?v=FJVxt67yhrA
I goolged aplenty but nothing.

>> No.4779440
File: 236 KB, 806x991, 1513170221794.jpg [View same] [iqdb] [saucenao] [google]
4779440

>mapping question, specifically texturing

1: When you're using texture packs, do you decide ahead of time what ones to use and pick them out and put them in your wad?
Or do you just load up a few texture packs into a wad, use the ones you want and then remove the unused ones at the end?
I'm considering the latter as even though the wad will balloon in size to a few dozen mb i'll be cutting all the fat later.

2: Any texture artists want to contribute something to my project (can credit you, of course). I'm wanting one or two textures of around the Hexen type, think a fire theme on a wall texture of Korax. Then another showing ancient writing. I'm building a tomb.

>> No.4779449

Steam recently updated the Quake II expansions. Do any of you have any idea what that's about?

>> No.4779451

>>4779438
Hey I actually played this!

Pretty simple but fun game. I downloaded it for my PSP a while ago. I think they updated it and added a shotgun and chainsaw and stuff.

>> No.4779457

>>4779419
What's bad with TheLightBad96?

>> No.4779461

>>4779438
http://www.moddb.com/games/zombie-crisis

>> No.4779462

>>4779451
>>4779461
Thank you very much.
I have a compulsive need to keep old nearly forgotten video games safe on my hard drive in case they can never be found again.

>> No.4779474

how do i increase the "scale" of a sprite in slade?

i want to make a giant

>> No.4779491

>>4779440
>1: When you're using texture packs, do you decide ahead of time what ones to use and pick them out and put them in your wad?
The latter, Slade has an option to cull unused textures

>> No.4779497

>>4779474
You *can* increased or decrease the scale of the actual sprite by using the TEXTURES lump, but for monsters and other world objects it's better to make a new actor with a different scale.

Like this (in a text file called "zscript" in your root directory):

class BigImp : DoomImp replaces DoomImp
{
default
{
scale 2.0;
}
}

>> No.4779507

>>4779438
I tried it once, it was pretty boring.

>> No.4779535

>>4779491
I'm using DoomBuilder 2, I think I might just go the mass method and then cull the unused ones at the end.

>> No.4779540

>>4779438
Interesting, never heard of this one. I like the inner monologue and textures. Seems like they must have really enjoyed RotT with all those gibs.

>> No.4779554

>>4779540
I just played through it after anon linked it and it was a war of attrition.
Play through it only if you hate yourself.

>> No.4779568
File: 49 KB, 640x800, doomguy.jpg [View same] [iqdb] [saucenao] [google]
4779568

>AASTINKY

>> No.4779590
File: 170 KB, 1366x768, 20180517133540_1.jpg [View same] [iqdb] [saucenao] [google]
4779590

Does anyone here know some good Goldsrc resources? Some of the items I'm placing down just slowly sink through the map and I can't figure out why.

>> No.4779592
File: 358 KB, 1920x1017, Screenshot_Doom_20180517_213745.png [View same] [iqdb] [saucenao] [google]
4779592

its towel time

>> No.4779603

>>4779438
how many eyeballs do those zombies have?
I ain't no expert on the matter but I don't think you get to have that many of them...

>> No.4779610

>>4779474
>>4779497
slade doesnt have scaling functions for resizing sprites, youll need to export all the sprites then resize them in another program (which is a tricky art)

For resizing the object in-game you can do what this guy suggested. However if you wanna make one monster turn into a bigger version of the same monster you can do some stuff with custominventory tokens and change its size in realtime.

Whatever condition makes an Imp grow supersize can be accessed using jump functions, a custom state where the growth is performed.

In the growth state you give the monster a token (ie, "HasGrownLarge", 1) and at the beginning you check if it has that token already so that it wont keep growing whenever its been hit with the condition that makes it grow.

A_SETSCALE(scalex, scaley) is how you make it grow without setting its scale to start with.
You can even do this procedurally like how Olrox grows into a huge abomination in SOTN, having the monster go through frames as you do something like
A_SETSCALE(scalex+0.05,scaley+0.05) so that the monster grows a little bit each frame until its huge
(a little more caution would have to be applied by setting invulnerability or setting a high pain threshold so that the growth stage cant be de-railed by the player shooting the monster)

You can also make it stronger too:
A_SETHEALTH(some value) which changes its maximum health, but not current
Then A_DAMAGESELF(a negative value) to heal it for the difference.

I do something like this with raise states for zombies, ill set their health to like 70 or 100 then as each frame of being raised progresses ill hit them with A_DAMAGESELF(-20) or something like that so they get bolstered to 70 or 100 health by the time they get up.
> being that weak, and raised from the dead by an archvile, will infuse them with hellish energies and make them tougher.

>> No.4779616

>>4779457
Someone trying to force dramaposting/cringeposting. Ignore.

>>4779438
How many gibs do those zombies have?!

>> No.4779640

>>4779474
>>4779497
>>4779610
To make it properly work, don't forget to change the dimensions of the collision box as well, otherwise you will be scaling such thing only visually.

>> No.4779646

>>4779640
is there any way to set a different hitbox for shooting while having the thing still take up its normal size for blocking?

Doom monsters are way too easy to shoot compared to how they should be, but decreasing their hitbox for blocking would allow them to slip through bars and other obstacles they're not supposed to get through (breaks maps).

>> No.4779649

>>4779317
It's a mod whose author seemed more content with it being made, that it reached some goals he wanted to achieve a long time ago, rather than its popularity or whether or not it would recieve a Cacoward.
Why the fuck do the Mancubi shake the screen everytime they shoot?

>> No.4779652

>>4779646
possible with really gross hacks

>> No.4779657

>>4779646
The engine doesn't have collision channels, so the hitbox is unique for passive and dynamic collision detection, in short answer, no, at least not without heavy hackery.

>> No.4779658

>>4779610
>>4779640
Well, hello Gez.
That's very useful information, I'll probably just resize things in paint and import them again, thanks for the hitbox advice though.

>> No.4779659
File: 492 KB, 460x345, sullen.gif [View same] [iqdb] [saucenao] [google]
4779659

>>4779657
>>4779652
see... I wonder why nobody has incorporated this kind of functionality yet after all this time.

Stuff like this, shotguns which dont overpenetrate (duke3d's doesnt), bfg sprays which only hit monsters once, etc etc

>> No.4779660

>>4779646
>>4779652
>>4779659
>>4779657
Yes, but you'll have to ask Mark.

He seems to use a lot of multiple hitboxes on actors in ways which aren't entirely necessary for their purpose, buuuut could probably work in this aspect.

>> No.4779661

>>4779659
I'd rather keep shotguns overpenetrating, Doom has a lot higher enemy density than Duke 3D and I would prefer my shots doing as much damage to a crowd as possible.

>> No.4779663

>>4779658
> resizing in paint
have a nice funeral

id at least do it in paint shop pro
the oldversion site has it for free download

>> No.4779694
File: 80 KB, 640x539, absolutely halal.jpg [View same] [iqdb] [saucenao] [google]
4779694

>>4779165
>non-euclidean level design

>> No.4779696
File: 294 KB, 720x540, sad ninja.png [View same] [iqdb] [saucenao] [google]
4779696

>>4779661
Thats fine and all but when it comes to making a mod where the shotgun does different things you're screwed when it comes to trying to make it behave the way you want it to.

I want the shotgun to stack up damage like it was a single hit and if it gets high enough the monster gets gibbed. And I havent figured out how to do that yet without some very nasty hacks which actually havent been successful yet. And it pisses me the fuck off.
There is also the fact that I want it to scatter 7 or more blood splatters on impact no matter what is being shot with it.

What if this wasnt a shotgun at all but something that fired a bunch of little fireballs or antimatter particles, what if you wanted to make sure they all hit and then scale the damage exponentially so that a full blast does enormous damage compared to only a few hits? (kinda like the Needler Explosions from the halo games)

Do you understand?

>> No.4779706

I thought someone brought up D4D having some angle based hitbox system for the pinkies, using ZScript
Might be misremembering it

>> No.4779713

>>4779590
>Some of the items I'm placing down just slowly sink through the map and I can't figure out why.
I know goldsrc is very finicky with item placement and slightest collision makes it angry, but sliding into oblivion? I haven't a clue.
As for resources, I know of this:
https://www.youtube.com/watch?v=I-7ZKXZG-WA

>> No.4779736

>>4779713
I've since figured it out. The battery, despite only being 10x10 units, has a 32x32 collision box, and it seems that while it's collision box is in an 'illegal' position, it just falls down slowly until it finds a 'legal' position.

Also, that's an excellent pack, and I thank you for it, I'll be sure to get good use out of it for the mod I'm currently working on, though what I meant was like tutorials and whatnot. Source shit is everywhere, and it kinda drowns out all the goldsrc stuff.

>> No.4779763

>>4779195
>>4779201
>>4779202
Speaking of, what's the progress from that guy who was updating it?

>> No.4779775

>>4779763
MSfiXD or the remake?

>> No.4779792

Does anyone know if there's a way to change the default texture in GZDB? I wanna use something other than STARTAN1.

>> No.4779794

>>4779736
>The battery, despite only being 10x10 units, has a 32x32 collision box, and it seems that while it's collision box is in an 'illegal' position, it just falls down slowly until it finds a 'legal' position.
Sounds like usual Quake engine fuckery, then.

>> No.4779796

>>4777930

link for full babel?

>> No.4779798

>>4779658
i doubt that's actually him

>> No.4779810

>>4779152
I've only played a couple dozen Doom mods at most. Probably less. My favorites are Brutal Doom, Doom 4 For Doom, and High Noon Drifter.

What else would /vr/ recommend?

And also, did the new version of Brutal Doom ever come out?

>> No.4779831

>>4779810
Have you tried Final Doomer +?
It has special weaponsets crafted specially for Evilution, Plutonia, and a handful of popular megawads.

>> No.4779846

>>4779301
heh weird

>> No.4779850

>>4779810
smooth doom, roguelike arsenal, demonsteele, weapons of saturn, ww-nazis. give these a try if you haven't.

>> No.4779851

>>4779281
Name it Grump

>> No.4779873

>>4779347
I DON'T KNOW WHAT

>> No.4779887

>>4779440
did i reply to this post last time? oh well.
i think most people have an idea in mind what they want to achieve so naturally they'll pick out what they want beforehand, but of course your idea is also valid if you just want to sit down and see where it takes you. i also don't like being overwhelmed by just how many fucking textures you can end up with to sort through when you get carried away loading in resources

>>4779535
hey if you're using db2 over gzdb, you're better off using dbx

>> No.4779896

>>4779810
MetaDoom, Netronian Chaos and GMOTA?

>> No.4779912

>>4779792
yes there is, i don't know how though
give it a google, and look at older versions of db too because it's probably a similar method

>> No.4779918

>>4779796
https://babel-mod.neocities.org/

>> No.4779923

>>4779810
Yeah looking at what else you've tried, def give GMOTA a go.
Made by some faggot who hangs around here too.

>> No.4779927

>>4779592
oh bby

>> No.4779950

>>4779887
Well I am using GZDoom Builder at the moment, what's the difference between that and Doom Builder X?

>> No.4779957

>>4779923
Spotted a wild Kegan

>> No.4779963

>>4779950
dbx is a fork of db2, it's more of a continuation of that than what gzdb is
if you're into gzdb stick with that, ultimately it's better unless you're really into the specifics of dbx

>> No.4779970

>>4779963
Fair deal, I'll use gzdb, I imagine dbx will surpass/join with it at some point anyway.

>> No.4779975

>>4779970
nah, it's kinds it's own thing

>> No.4779979

>>4779975
Well whats the cool shit it's got to tempt people.

>> No.4779994

Which versions of GZDoom have that "lmao write over system32" vulnerability? Was it only in 3.1 or something, or is it in all the older versions too?

>> No.4779996
File: 390 KB, 800x600, Screenshot_Doom_20180517_233404.png [View same] [iqdb] [saucenao] [google]
4779996

fuck it i'm doing a 64k gameplay mod. my idea from the last thread works and i wanna mess around with something relaxing and lo-fi.

>> No.4780008

I was thinking about it and a good advantage for the pistol would be that it could easier to predict when you can stop shooting when your enemy dies
With a chaingun, you continue to shoot a target until they die and because it's a faster weapon, you get situations where you waste a few bullets even after they're dead

>> No.4780017

>>4779996
Oooh, so it's that 'modeldef' and 'textures' witchery you told us about

>> No.4780018

>>4779281
the HUMP
Heavy
Universal
Machine
Perforator

>> No.4780020

>>4779979
i dunno exactly because i don't use it, but it seems largely for the oldheads that were really into db2 and had some specific issues with how gzdb handled stuff
it's just got some little differences and features like that but not anything too huge anotak doesn't have a lot of time for it by himself

>>4779994
https://forum.zdoom.org/viewtopic.php?f=49&t=58775 or was there another one?

>>4780008
i guess in theory, maybe? i dunno after a while you get a good feel for how many shots you need anyway without wasting much, but also practically i don't think i've ever been in a situation where those saved bullets would have helped me from any

>> No.4780027

I'm currently trying Project MSfix'd but I can't find the key for the grenade.

>> No.4780029

>>4780017
Yeah, but it seems each part has to be on a different overlay for the position/angle/scale to work. A bonus from this is that I can make smooth animations by moving the overlays (limited as that is to x/y coordinate only, but at least it's interpolated)

>> No.4780031

>>4780027
try user1/2/3/4

>> No.4780039

>>4780031
I've tried.But it says "unknown command"

>> No.4780041

fellas, is it gay if she likes playing your mapset?

>> No.4780042

>>4780041
Sounds pretty gay to me.

>> No.4780043

>>4780041
most def gay

>> No.4780047

>>4780041
it's only gay if you add monster closets.

>> No.4780049

>>4780047
Sounds like he's already inside one of those.

>> No.4780064

>>4780041
>she
Gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay

>> No.4780067
File: 3 KB, 46x73, TERMC1.png [View same] [iqdb] [saucenao] [google]
4780067

Where's this guy originally from?

>> No.4780070

>>4779279
Also it's interesting how it modifies some enemy dynamics, single tough targets are way less dangerous than mobs of lesser enemies.

>> No.4780079

>>4780041
hella gay

>> No.4780081 [DELETED] 
File: 12 KB, 185x232, 07448ea5-35af-4a21-896a-96d4e6fc38fb.jpg [View same] [iqdb] [saucenao] [google]
4780081

Ok I've looked up everywhere.I've triend looking for that key for the grenades but nothing.
I've tried looking up the options for the mod and still nothing.
Why would you remove its own bind section?

>> No.4780083

>>4779240
>d64 chaingun may have fired faster than the original one
It doesn't? I could swear it did.

>> No.4780089
File: 12 KB, 185x232, 07448ea5-35af-4a21-896a-96d4e6fc38fb.jpg [View same] [iqdb] [saucenao] [google]
4780089

Ok I've looked up everywhere.I've triend looking for that key for the grenades in Project MSFIX'D but nothing.
I've tried looking up the options for the mod and still nothing.
Why would you remove its own bind section?

>> No.4780094

>>4780067
Pretty sure he's just a heavily edited Baron sprite.

>> No.4780095
File: 19 KB, 350x447, 1502821889772.jpg [View same] [iqdb] [saucenao] [google]
4780095

>>4779918

thanks

>> No.4780101

>>4780094
I didn't even notice. the sprite looks fantastic

>> No.4780106

>>4780047
>>4780049

keked

>> No.4780108

>>4779775
I think MSfiXd was finished.

>> No.4780113

>>4779846
It works great though.

In my opinion, using WASD for movement, and using an analog stick to aim, those are the compromises, the best way to move is an analog stick, and the best way to aim, is with a mouse. Once you get past the initial weirdness and work out a control scheme and sensitivity you like, it feels *extremely* good.
My only complaint is that the thing I'm using has such a bad DPad.

>>4780067
I think Vader 'painted' most of it from scratch. May or may not be based on the Baron, but he's pretty dramatically different.

>> No.4780114

>>4779831
>>4779850
>>4779896
>>4779923
Most of these look pretty cool. Thanks for the suggestions. I'll definitely try them out.

Always open to more recommendations.

>> No.4780115

>>4780041
I have seen two dudes fucking each other before and I can say pretty confidently that it's even gayer than that.

>> No.4780117

>>4780113
cool, i meant to actually ask your opinion on it
would like to try one

>> No.4780120
File: 126 KB, 720x480, 1365383174835.gif [View same] [iqdb] [saucenao] [google]
4780120

>>4780041

>> No.4780134

>>4780089
Weapon state 1

>> No.4780137
File: 2.86 MB, 1280x720, gzdoom 2018-05-17 17-11-59-520-2.webm [View same] [iqdb] [saucenao] [google]
4780137

This has been a real pain in the ass to code.

>> No.4780139

>>4780115
>>4780041
I have been fucked by two dudes before and I can say pretty confidently that it's even gayer than that.

>> No.4780141

>>4780137
Is the megaman-looking sprite a placeholder?

>> No.4780143

when is doomkart getting finished

>> No.4780147

>>4780137
woah you've got a sweet hud now too

>>4780141
shut up

>> No.4780151

>>4780143
right after Brutal Doom.

>> No.4780152
File: 1.77 MB, 1000x562, It's like I'm playing Oblivion again.webm [View same] [iqdb] [saucenao] [google]
4780152

>>4780137
I've finally found a combination of mods that makes this interesting and challenging.

>> No.4780156
File: 2.95 MB, 1000x562, It's like I'm playing Oblivion again.webm [View same] [iqdb] [saucenao] [google]
4780156

>>4780152
Oh sweet god I forgot to enable high quality mode.

>> No.4780158

>>4780156z
man what the fuck is even doom anymore
look ho far we've come

>> No.4780159

>>4780117
It's pretty good overall, the shit DPad aside, I think the analog stick is REALLY good, and it gives you three shoulder buttons, along with two face buttons. I would have liked more, or at least, a good DPad, but I get by.

I'll say that the battery life is fucking impressive, it runs on a single AA battery and really takes its time with it. The light on the top facebutton will flash once you reach a low battery life, but even then it'll take like at least a few hours for the battery to finally empty, so you'll never be caught off guard by your power running out.
It works with many games that accept gamepad input, but there's some old ones, and some sourceports, which won't detect it. I tried to play Rise Of The Triad using WinRottGL, but it wouldn't detect it at all.

>> No.4780164

>>4780159
wonder if you could get around that with joy2key or something

>> No.4780169

>>4780134
Still nothing.When was the last version of this mod?

>> No.4780172

>>4780141
It was done before the hands, so no.

>> No.4780173
File: 39 KB, 480x480, 20986807_1842301709417447_2179896095440633856_n.jpg [View same] [iqdb] [saucenao] [google]
4780173

Alright.Finished the 1st episode of Quake with Chillo models.
All I can say is....damn Chthon looks jacked with this one.

>> No.4780175

>>4779592
>That twig arm at the bottom left
ow

>> No.4780183

>>4780169
Alright.I've fixed it.
Sorry the disturb everyone.

>> No.4780190

>>4780183
Don't just say you fixed it you faggot, fucking how??

>> No.4780201

>>4780141

Kind of, sort of?
It's a skin that I did before making this into a full-fledged project and I've been using it as a stand-in.
Ideally I don't want this to be the final skin, I'd like it to be an optional skin. But if I can't get/make anything else then it'll suffice for now.

>> No.4780204

>joel says there is no music
>there actually is music it's just quiet and he's only got it on 50% volume
>starts playing other music over it
what the actual fuck

>> No.4780207

>>4780204
>joel does dumb shit
wow, what an unforseen turn of events.

>> No.4780214

>>4780204
I can't stand his stream anymore, some maps are indeed fucking awful but he *sucks* at Doom. He's really fucking bad at it.

>> No.4780221

>>4780214
You think with the amount of wads he's gone through, he would have developed some semblance of skill, but no.

>> No.4780225

>>4780214
sometimes he seems to display fine shooting and dodging skills, but some stuff he is kinda bad with
i wish he was a bit better, yeah

>> No.4780226

>>4780190
I misspoke.What I meant is that I solved the problem.I've found the grenade bind.

>> No.4780228

>>4780221
He's just like those sitcom guys who've been through any bullshit imaginable but still get blindsided by most trivial things.

>> No.4780232

>>4780226
but how did you solve it? where was it? you'd just missed it??

>> No.4780237

>>4780214
>I can't stand his stream anymore
This. Can we PLEASE not post his stream here anymore? It's absolute cancer.

>> No.4780239

>>4780237
>>4780214
>>4780221
>>4780228
>>4780237
>all these posts over a minute apart
>same writing style
>ending with PLEASE don't post his stream anymore
hmmm

suspicious

>> No.4780240
File: 65 KB, 542x552, just to suffer.png [View same] [iqdb] [saucenao] [google]
4780240

>>4780232
Yup,I've missed it.
That's because I never pay attention to weapon stats.

>> No.4780246 [DELETED] 

>>4780239
That's right, we're actually part of a Russian troll patrol, here to undermine faith in Hillary Clinton and Doom streamers.
But now...*unzips dick*...you know who we are...

>> No.4780251

>>4780239
>same writing style
boi, you'll never be an kewl editor who can tell writing styles apart.

>> No.4780252

>>4780239
You caught me. All of those posts are mine.

>> No.4780260 [DELETED] 
File: 789 KB, 952x953, qas.png [View same] [iqdb] [saucenao] [google]
4780260

A port of the first Quake was planned but it was scrapped.
How do you think it would've been?

>> No.4780265

>>4780260
Probably would have been alright....but I'm not sure how well the hardware would have coped with the vanilla levels. Might have survived.

>> No.4780280

>>4779957
That wasn't me. I was asleep. I would have recommended samsara to the guy actually.

>> No.4780284

>>4780114
Try project Babel too.

>> No.4780285

>>4780280
Sorry for calling you a faggot.

>> No.4780290
File: 68 KB, 184x184, 1463235476205.png [View same] [iqdb] [saucenao] [google]
4780290

>>4779152
Dummy here, how do I mod Duke Nukem 3d? I'm using the eduke32 and all I want to do is change some of the sound effects.

>> No.4780301

>>4780237
just need to see results of Incident666.wad.rar.pk3

>> No.4780308

>>4780237
This is the 61st IP in the thread.

>> No.4780309

>>4780308
So?

>> No.4780310
File: 100 KB, 283x700, 32153252.png [View same] [iqdb] [saucenao] [google]
4780310

>>4780285
I don't think you meant any offense by it

>> No.4780315

>>4780310
It's time to kick bubblegum and chew ass.
And I'm all out of aaaaaaaaaaaa

>> No.4780319

>>4780315
BRING iI IN

>> No.4780328

>>4780301
sadly i think what will happen there is that they'll just discard it as a broken file, with 300+ other entries they're not likely to spend the time figuring out it's a rar renamed to a pk3, they're just going to go "oh this won't load, it's corrupted" and delete it. all that crying and screaming in our threads only to fall before the first hurdle.

>> No.4780330

>>4780319
My names douk noukum
FUCK YEAR

>> No.4780337

>>4780330
A-

>> No.4780351

>>4780237
So anyway, what do you think is gonna win so far?

>> No.4780368

>>4780147
He's allowed to ask, dude.

>> No.4780378

>>4779281
my god... that hud is gorgeous

>> No.4780404
File: 5 KB, 39x56, ZOMWA1.png [View same] [iqdb] [saucenao] [google]
4780404

Anybody have that picture of the Pain Elemental flexing it's arms next to a Zombiewoman that looks like pic related. The drawing under it has a cacodemon looking around quite worried.

>> No.4780412
File: 2.86 MB, 1280x720, gzdoom 2018-05-17 20-01-02-672-2.webm [View same] [iqdb] [saucenao] [google]
4780412

Okay whew fixed that issue. That's one hurdle down.

>> No.4780436
File: 97 KB, 480x800, 1514043469221.jpg [View same] [iqdb] [saucenao] [google]
4780436

What are your thoughts on music in mapsets that isn't MIDI?
Anything come to mind where you were like "wow awesome" or "nah thisis shit"?

>> No.4780447

>>4780436
I find pop/rock/metal songs are almost always obnoxious, while ambient/atmospheric music is almost always enjoyable. I really liked the soundtrack to Unloved.

>> No.4780449

>>4780436
Personally, I draw the line around modern stuff but remixes can be passed. Anything including lyrics is an absolute no, unless it's a really distant choir or something. "Tracker" music which is like one above MIDI but one below "modern" is pretty alright. Think stuff from Unreal and Deus Ex.

Thanks to the anon that pointed out to me what that shit is.

>>4780447
Agreed. Reminds me of Doom 64's music which in a pitch meeting would seem odd, but in the game it's perfect.

>> No.4780458

>>4780436
>Doom Girl
>is clearly Crash

>> No.4780478

>>4780378
Same guy made bullet-eye and its HUD. He also made Booster's HUD. He's really good at this

>> No.4780547
File: 101 KB, 700x2000, f3195ab250471623bc3df1ca194406b774cc9df4.png [View same] [iqdb] [saucenao] [google]
4780547

>>4780404
Here you go.

>> No.4780550
File: 7 KB, 60x69, Caco'ead.png [View same] [iqdb] [saucenao] [google]
4780550

>>4780547
Good find, thanks mate!

>> No.4780584

>>4780337
I AM GONNA KILL YOU OLD STYLE

>> No.4780670

>>4780114
brutal doom sperglord edition
johnny doom
colorful hell

>> No.4780678

>>4780547
>see the VGF link after all this time
>decide to see if it's still up
>it is
wow

>> No.4780679

>>4780041
>Anon, can I try out your custom usermap? I have only tried out modern vidya and I'd be interested in finding out about the earlier entries in the first person shooter genre, starting by what I deem would represent a pivotal point of its development and evolution, even harkening back to its very conception, Doom.
>UNF FAG

>> No.4780684
File: 26 KB, 480x480, 1521363228419.jpg [View same] [iqdb] [saucenao] [google]
4780684

>>4780679

>> No.4780775
File: 250 KB, 1240x918, no way fag.jpg [View same] [iqdb] [saucenao] [google]
4780775

>>4780679
needs an edit of this

>> No.4780789
File: 1.99 MB, 320x362, 1524110900990.gif [View same] [iqdb] [saucenao] [google]
4780789

>>4780684

>> No.4780896

>>4780290
what sounds specifically? easiest way is to just convert it to a 8bit mono VOC file and give it the same filename as the original sound and put it in the directory.

slightly harder way (but not by much) is to edit user.con and find the sound and change the name there (this way you could change it to an OGG file)

>> No.4780897

>>4780290
also:
http://infosuite.duke4.net/index.php?page=references_sound_list

this will make your life easier too

>> No.4780905

I made a map on stream, taking suggestions from the "audience". This is the result.

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

GZDoom only, but I do use the script feature at least. Apologies about the ending, some kid showed up and requested a meme, and I am too kind to deny.

>> No.4780906

>>4780896
>>4780897
Thanks anon. I was only planning to change some of the weapon and environment sound effects.

>> No.4780912
File: 2.37 MB, 1280x720, gzdoom 2018-05-18 04-02-26-054.webm [View same] [iqdb] [saucenao] [google]
4780912

>>4780905

That was a map.

>> No.4780928

>>4780412
Mapset?

>> No.4780941

>>4780912
whoops, forgot to move the spawn marker to the start. guess I'm retarded

>> No.4780953

>>4780928

Ol' No Name.
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/olnoname

>> No.4780990

Does anyone know the true context behind FIREBLU yet?

>> No.4781046

>>4780351
That winter tech-base was really cool, and so was that VR-thing, whatever it was, there's probably a few i'm forgetting right now

Honestly, there's so many good wads submitted it doesn't feel fair that there's only one clear winner, should be like 10 people who get a prize imo.

>> No.4781094

anyone can think of a map, mod or any doom related work you think deserved a cacoward or at least some mention?

>> No.4781096

>>4781094
Lilith.

>> No.4781097

>>4781096
i meant something that didn't get one

>> No.4781107

>>4780436
Hell grounds had some good atmospheric music

>> No.4781119

>>4781094
Something by LilWhiteMouse, like Star Wars Chibi Rebellion. Seriously. got one Cacoward for Chosen in 2004 and never again.

>> No.4781126

>>4781119
GZShmup, too.

>> No.4781142

Was gonna suggest if Inmost Dens could have had an anon ask option but right now the tumblr captcha broke

>> No.4781146

>>4779810
Check the OP (the SO YOU WANT TO PLAY SOME... section) for a list of good maps and mods.

>> No.4781239

>>4780990
It's made from a rock texture or something, and given its use and filename, it's likely intended as some sort of magical fire or other supernatural feature.

>> No.4781241

>>4780905
>>4780912
>>4780941
Here's the level with the spawn at the actual start.
Again: Made by taking suggestions on a twitch stream, probably not worth your time. my.mixtape.moe/yhzmbu.wad

>> No.4781271
File: 783 KB, 952x953, qas.png [View same] [iqdb] [saucenao] [google]
4781271

So a PSone port of Quake was actually planned but in the end it was scrapped.
How do you think it would've been?

>> No.4781286
File: 215 KB, 800x533, 2008_07_06_Pacaya_Volcano_Hike_Guatemala_094.jpg [View same] [iqdb] [saucenao] [google]
4781286

>>4780990
I mean, real lava KINDA looks like that, it's just exaggerated to look more surreal.

>> No.4781289

>>4781271
Imagine Quake with affine texture mapping, inconsistent framerate, and maybe that Opening Logo map that the Saturn version had.

Something like that.

>> No.4781295

>>4781271
I guess it would've used the Powerslave engine just like the Saturn port, but with improved performance due to the ps1 hardware.

>> No.4781308

>>4781295
Well, they only did that for the Saturn because programming 3D games for the Saturn is a motherfucker.

The PS1 could probably get away with the real Quake engine.

>> No.4781313

>>4779810
I'd personally recommend...
Gameplay mods:
>Trailblazer
>Wardusted
>Final Doomer with appropriate mapsets
>GMOTA
>Mechatron
>The Space Pirate
>Accesories to Murder
>Contra Doom
>Demonsteele
>Project MSX
>Netronian Chaos
Just a note: remember that in Netronian Chaos, you need to use the mod's special Just Drop It key and not the regular Drop Weapon key, or game will break.

As for mapsets/TCs:
>Strange Aeons
>Scythe 1 and 2
>Back to Saturn X
>Rylayeh
>Rise of the Woolball/Shadow of the Woolball
>Adventures of Square
>Chex Quest 1, 2 and 3
>Doom: The Golden Souls
>Brutal Wolfenstein
>Hellcore 2.0
>Ultimate Doom 2
>Doom 2 The Way Id Id
>Batman Doom (either patched or Reborn)
>Sunder with Russian Overkill
>Wolfendoom: Blade of Agony
>Putrifier
>randomly generated OBLIGE maps

>> No.4781317
File: 45 KB, 100x100, surprise.gif [View same] [iqdb] [saucenao] [google]
4781317

>>4781286
I now have to wonder what FIREBLU would be like on regular maps if the blue was a more natural color on both versions of the texture.

>> No.4781329

>>4781317
what do you mean by a more natural shade of blue?

>> No.4781331

>>4780990
somebody should ask romero or sandy

>> No.4781335
File: 20 KB, 640x480, 1526653972520.png [View same] [iqdb] [saucenao] [google]
4781335

>>4781317
do you mean like fireblu in 50monstr.wad?

>> No.4781342

>>4781329
I wonder if it's possible to make FIREBLU less ugly but not clash with the design of any levels with the texture it replaces, even if it means taking the BLU of it.

>> No.4781347

I really cannot wait for Treasure Tech and the new update to Combined Arms. The former because I love Wario Land, and the latter because I fucking hate the flare gun.

>> No.4781370

does someone remember a dude asking here for recommendations about his commercial game made in gzdoom gpl?, anyone remembers the game name?

>> No.4781371

>>4781370

I remember the game being about exploration and set about 1920

>> No.4781432

Is there any mode with excessive amount passive perks and buffs, and randomization? Not DoomRLA.

>> No.4781437

>>4781432
Death and Decay

>> No.4781439

>>4781437
Thanks, checking out.

>> No.4781521
File: 30 KB, 500x375, ad_v1_70final_thumb.jpg [View same] [iqdb] [saucenao] [google]
4781521

>>4780550
holy crap thats a scary caco, just saving that for inspiration in the future

In other news just found out my ArcaneDimensions was in fact out of date and there is both a 1.70 version, and an updated quakespasm v0.93 (which is ironically an even smaller package). So im upgrading that pronto.

And popping open AD last night I realized the solution to my shotgun overpenetration problem in doom. Since the shotguns in AD fire projectiles, I could do the same thing in doom and make them do about 1 point of damage each. And about 1 tic later apply A_EXPLODE to make the target take the rest of the damage. It may not gib enemies like I want it too but at least it will block pellets from penetrating.
(the explosion damage would be tight, like full damage radius 12, and would not hurt the user). They'd be fast projectiles maybe invisible with a high speed.
(I think there is a trick in terms of flags to making the projectiles capable of going through scenery such as torches, but not go through monsters or barrels, ill have to check that out).

>>4781107
been playing HG lately and the title screen plus some of the music reminds me of watching HBO back in the 90s (movies like "the people under the stairs" etc), it really takes me back. Something about the font used in the title screen.

>> No.4781568

>>4779153
Champions v2.0 is out now!
https://forum.zdoom.org/viewtopic.php?f=43&t=60456&p=1052735#p1052735

>> No.4781573

>>4781142

What would you ask on anon?

>> No.4781582

>>4781521
What kind of mod are you making?

>> No.4781583

Hey, /vr/ - if you had to rate official Doom expansions (Master Levels, Plutonia, Evilution) on scale of 1/10 for quality and difficulty, what your personal ratings would be?

>> No.4781603

>>4781568
Based Mikk pulls out again!

>> No.4781623

>>4781582
a couple and they arent all that exceptional, but they bring some good visuals.

One of them is what im going to call a Smooth Doom "Downgrade" which forces a number of options while adding some pretty visuals in place of normal ones (especially plasma types). While having more options to enable which allows gameplay changes, which SD typically tries to avoid. Mostly I got tired of tiptoeing around the built in SD stuff and decided to just take a butcher knife to SD to make it the way I want it to be.

The issue with shotguns is something that I would do to all of my future mods or tweaks. Might have it as an option in the SD downgrade, dunno (ive already got a quake3 BFG10K in there under "Enable Enhanced Energy Weapons?")

>>4781583
master levels - no real experience with that but it seems like a series of disconnected levels of about the same quality as modern entry level mappers (seriously fuck you for Forcing pistol starts) - 3/10 quality and 4/10 difficulty
> these ratings also generally apply to the standard vanilla iwads too, ultimate doom and doom 2

Plutonia - awesome and pretty ahead of its time, I almost never use the doom2 iwad, this one is my fallback. 6/10 quality and 7/10 difficulty

Plutonia2 - its like the sequel to plutonia that we always wanted. 8/10 quality and 8/10 difficulty.

TNT - its about in the same class as Plutonia except different flavor. Some of the visuals were kinda hacky though and come off as distinct 90s look when it comes to the textures in the pack. 5/10 quality and 6/10 difficulty. It seems shotgunners are used creatively and effectively.

All Three of the 1024 Wads:
Congestion, Claustrophobia, Claustrophobia 2
amazing visuals, delicious carnage, devilish traps, and almost unbeatable finales, along with often having 10 level episodic death exits
9/10 Quality and 9/10 Difficulty

>> No.4781630

>>4780108
Got a link to the final version?

>> No.4781662

>>4781142
don't see that happening, but now you can't check any blog in any way beside having it showcased sideways, because it shows the "it doesn't exist" page, even when it's not a deleted or banned blod.

>> No.4781669

>>4781623
Right now my SD Downgrade still has some 64 skins but that might change (or they may become tweaked, or they might become Enhanced versions)
+ recoiling animations are forced
+ Shell casings are still switchable.
- weapon bob (during firing) is removed
- black gloves are removed
- rifle is removed

Monsters only have 2 Variants at most not 3. Melting deaths in acid are removed. The chaingunner variant is the Chaingun Major from KDiZD (so he's not quite "smooth" but he adds a distinct variety flavor).
- Imp has color variations instead of sprite variations. Mostly they're still brown but they're different shades of brown and the standard imp has an HD sort of look to it.

Explosions:
+ rumbling explosions are forced, but the tremor radius is alot tighter (256 and 384).
+ The option to switch between Doom/Duke3d explosions is Expanded to 4 options including Quake 1 and Rise Of The Triad style explosions. The Quake 1 type is complete with a shower of sparks and the r_exp3 sound effect along with a smooth version of the Q1 explosion sprite, and a rocket launch sound that is reminiscent of the game. The Rise explosion also sounds like the dull roar of the explosion in that game too.

Mutators:
- Fast Pinkies is exchanged for Rapid Fire Troopers. Standard zombiemen will fire repeatedly in volleys of 3 to 7 shots at roughly pistol speed. I may combine this with (somewhat fast) pinkies by setting their Speed to 15.
+ Energy Weapons: The Enhanced option replaces the Plasma Gun with one that does double damage (x2 ammo and half as fast), and a BFG that can fire the standard attack or fire rapid shots like the Q3 BFG.

Enforced Gameplay Changes:
+ Rocket explosions hit 13 times with their splash damage (10 points each staged up by about 10 map units in size each). Gives it a more acceptable level of stopping power since it has more painchance capability than a shotgun now.
+ Quick weapon deselect, accelerates to the bottom of the screen (15 tics vs 20 tics).

>> No.4781719
File: 21 KB, 145x145, logo.png [View same] [iqdb] [saucenao] [google]
4781719

>>4781669
Thought I'd share a bit of progress on that Half Life/Doom mod.

https://youtu.be/P3TjeK9d0m4

>> No.4781724

>>4781719
Cool logo.

>> No.4781734

>>4779153
Here's some QCDE stuff
https://www.youtube.com/watch?v=ndYu4jTqbf8

>> No.4781739

>>4781521
All the hell grounds music is from american mcgee's alice, check it out

>> No.4781743

I liked to think that Fireblu can come in different forms (liquid, gas, actual fire) and that the UAC could have mined it so see if it could be a source of Argent energy

>> No.4781754
File: 245 KB, 512x384, spasm0004.png [View same] [iqdb] [saucenao] [google]
4781754

>>4781521
playing AD, finally getting to run through Sepulcher. The blood poppers are interesting, ran into a couple of them without even noticing they were there. I love how much destructible terrain/alcoves there are. I noticed an error with the fish though because they were just staying in one place without swimming around.
> I have Farclip set pretty dang close so I cant provide good screens, my toaster has fps issues with AD maps as it is
So far im finding it enjoyable, but there sure are a hell of alot of locked doors and no clear direction about where im supposed to go. And the riddles from the tomes arent making much sense.

What does Sharpshooter powerup do again? Grabbed it by accident and only had the shotgun and dsg, it didnt seem to provide any noticeable benefit.

>> No.4781756
File: 368 KB, 1920x1080, Screenshot_Doom_20180316_194607.png [View same] [iqdb] [saucenao] [google]
4781756

>>4781743
> liquid, gas
Man, imagine being surrounded by Fireblu
Breathing Fireblu
Drinking Fireblu
Being engulfed in Fireblu
What scary thoughts
...

Imagine grinding Fireblu into dust and then snorting it in
Fireblu drugs
See this Caco?
He's already into it.

>> No.4781761

>>4781756
How's the latest CH update?
I heard there's a "baronmissile" bug, but besides that, is it good?

>> No.4781813
File: 259 KB, 512x384, spasm0010.png [View same] [iqdb] [saucenao] [google]
4781813

>>4781754
only 2 more (demons) to go

>> No.4781846

>>4781521

remember that 1.70 ha also a patch

>> No.4781864
File: 223 KB, 512x384, spasm0016.png [View same] [iqdb] [saucenao] [google]
4781864

>>4781813
>>4781846
applied it right away

now ive got the blood key, but no blood door to stick it in... and having to fight fiends now with low health

>> No.4781927
File: 46 KB, 474x452, Richard-Ryan-M2-Browning-Ma-Deuce.jpg [View same] [iqdb] [saucenao] [google]
4781927

Plutguy's heavy machine gun could really use some nice tracers, if mostly just to emphasize its power over the chaingun tier weapons.

https://youtu.be/PzlvF--6bPI

>> No.4781937
File: 1.15 MB, 2560x1440, 1.jpg [View same] [iqdb] [saucenao] [google]
4781937

Hi everyone.

Check out my addon with graphic mods and minor gameplay changes for Doom

Doom Lowpoly Mod

http://www.moddb.com/games/doom/addons/doom-lowpoly-mod

Mods:

-GZDoom version 3.3.10
-Custom config for GZDoom with high Bloom, Ambient Occlusion etc.
-Hires textures and skyboxes
-3D models of weapons, enemies, decorations, items etc.
-Hi-res logos and menu parts
-Higher quality sounds
-Wider lighting. All torches and other lighting sources are now brighter
-Music from Playstation Doom
-New water and liquids with reflections
-Torch (press F to turn on)
-Less slippery movement
-Dismemberment of corpses. Once you shoot into corpse, it will split into 3D gibs and guts.
-More blood. When you shoot the enemy, the blood is smeared on the walls and flows from the ceiling
-Footsteps sound
-Fog (turned off by default but you can configure it in Gameplay Options -> Fog options)

>> No.4781959
File: 12 KB, 552x600, 1462424675131.png [View same] [iqdb] [saucenao] [google]
4781959

>>4781719
Good stuff, anon!

>> No.4781960
File: 20 KB, 528x361, file.png [View same] [iqdb] [saucenao] [google]
4781960

remember yall

>> No.4781965

>>4781937

where are the bump maps and stencil shadows?

>> No.4781976

>>4781937
this is the fourth time you've posted this

>> No.4781979

>>4781965
Send me links to these mods and I'll add.

>> No.4781981

>>4781979

I just asked, I don't even know if they exist..

>> No.4781982

>>4781937
>c+p
>mod

>> No.4781984

>>4781976
This is new version with 3D weapons and many fixes.

>> No.4781992

>>4781984
fair enough, i suppose

>> No.4782006
File: 137 KB, 623x527, 1456090564041.png [View same] [iqdb] [saucenao] [google]
4782006

>>4781937
>check uploader's name
You could not make it any more obvious even if you would actually try to

>> No.4782014

>>4782006
I'm new here, why do we hate him?

>> No.4782019
File: 54 KB, 500x500, 1520087245629.jpg [View same] [iqdb] [saucenao] [google]
4782019

So I would like to say that I appreciate these threads and all the help you guys have been.

:3

>> No.4782023

>>4781982
>c+p
I didn't just combined existing mods together, I also modified them all.

>> No.4782024

>>4782014
Cuz shitty compilation with no purpose, with 0 credits to original authors.

>> No.4782035

>>4782024
It's an exclusive compilation, because all mods were modified. Also I left credits.

>> No.4782043

>>4782006
>>4782014
we don't

worst offense is that the guy likes ugly graphics, which gets some people's panties in a twist
otherwise he's completely harmless

>> No.4782051

>>4782043
I pointed out his nickname on purpose. vasyan is a well known alias in Russian modding scene which is used for people who are making garbage mods

>> No.4782054
File: 456 KB, 3440x1440, 15265134133610.jpg [View same] [iqdb] [saucenao] [google]
4782054

>>4782043
Where is it ugly? It looks like Unreal or something.

>> No.4782058

>>4781937
is there a way to enable weapon bobbing?

>> No.4782059

>>4782051
this is interesting if true

do you have more information?

>> No.4782061

>>4782059
You can check russian imageboard doom thread flooded with his posts while no one asked for them.

>> No.4782062

>>4781937

https://forum.zdoom.org/viewtopic.php?t=59429

this flashlight is light years better than what you are using

>> No.4782065

>>4782054
it looks like pokemon snap with an enb

>> No.4782067 [DELETED] 

>>4782051
so the Russian equivalent to (((Nambona))) here and on /rhg/?

>> No.4782078
File: 66 KB, 934x651, 7d1dffb563.png [View same] [iqdb] [saucenao] [google]
4782078

I ain't runnin this shit nigga

>> No.4782086

>>4782058
Options -> Display options -> View bob amount while moving. Set it to 1.

The CustomDoom configuration that made movement less slippery decreased the bobbing for some reason, so if you want bobbing like in original Doom you can disable CustomDoom in bat file.

>> No.4782091

>>4782059
Well, I don't know what else to say since I've described it pretty much as it is. However, here's a fine example of something you would expect to see from vasyans - https://www.youtube.com/watch?v=k51skJUVj5s

>>4782067
Yeah, probably.

>> No.4782094
File: 29 KB, 258x402, 1000 percent cancer.jpg [View same] [iqdb] [saucenao] [google]
4782094

>>4782078
No
Fucking
Way

I mean he needs to jack that shit into wads and then stick it in a pk3. Id be okay with maybe loading 5 pks/wads but thats just way too much. Im not sure if you can load pk3s into other pk3s but he definitely needs to do that if he can.

>> No.4782097

>>4782078
There's .bat files. You can just copy iwads there and launch .bat

>> No.4782102
File: 1.54 MB, 3264x2448, image.jpg [View same] [iqdb] [saucenao] [google]
4782102

Only 4 weeks to go before my plates arrive wheeeeeee

>> No.4782105

>>4782094
It is better when it's separate. So if somebody doesn't like 3D mobs for example he can easily disable them in .bat file.

>> No.4782108

>>4782054
it looks unreal-ly gay my dude

>> No.4782109

>>4782006
is it the "why are you still looking at pixels in CURRENT_YEAR" person

>> No.4782110

>>4782078
With all these existing mods and stuff just shoved into a pack with some tweaks, this reminds me of those endless Brutal Doom derivative packs, where someone releases a mildly altered version of BD with some addon mods stapled to it inside a .pk3

Sounds harsh to say though.

>> No.4782120

>>4782109
It wasn't actually me. It was another anon from russian /v/ (videogames) Doom thread. He pretended to be me.

>> No.4782126
File: 346 KB, 3440x1440, 15265122776053.jpg [View same] [iqdb] [saucenao] [google]
4782126

>>4782065
What about this pic?

>> No.4782130

>>4782126

Gives me flashbacks of that Doom-in-Unreal remake.
https://www.youtube.com/watch?v=mCigiEuRvrA

>> No.4782134

>>4782130
Nice reflections. But this doesn't feel like Doom.

>> No.4782136
File: 117 KB, 284x285, 1524781900751.png [View same] [iqdb] [saucenao] [google]
4782136

>>4782130
>try to remake doom
>make half of episode 1 and give up
everytime

>> No.4782143

>>4782078
>hardcore cyka blyat wars.pk3

>>4782091
>that video
I lol'd

>> No.4782146

>>4779317
>>4779649
when will kinsie go back to meta doom?
because i haven't heard anything mod related besides the consolation prize maps of doom 64

>> No.4782150

doom was made with abstract level design and old tech, slapping new shit on there without really thinking about it just makes it look ugly. plus 3D models for the monsters often seem off, both due to artistic interpretation (though to be honest the original enemy designs were goofy to begin with) and because the engine inherently doesn't handle enemy movement well at all

surprised no one's made a bumpmap pack for default textures though

>> No.4782174

>>4782150
>doom was made with abstract level design and old tech, slapping new shit on there without really thinking about it just makes it look ugly.
Yeah, you have to slap new shit on there with care and taste.
>surprised no one's made a bumpmap pack for default textures though
Some are in the works. People are doing normal maps though.

>> No.4782180

>>4782150
>when first released the graphics and gore were hardcore, and shocked, spooked and amazed the world
>nowdays the monsters look kind of goofy, but now they have an almost endearing mascot character charm to them in some way so they still look very recognizable and good anyway
The power of sprite art with style and direction.

>> No.4782183

>>4782134
No, those reflections aren't nice at all, they're entirely out of place.
In the original Doom 2 Map 1, that corridor is lined with panels of what appears to be galvanized, riveted sheet steel, with a coat of green paint, this is a surface that would have barely any reflective property at all, yet this Unreal abortion here gives them the reflective property of a mirror, like this was some ultra polished chromed slabs.

It suggests the author has like fucking zero understanding of art; shadow, light, texture, etc. You can't just slap filters, post processing and special maps on textures and hope that makes it look good or make sense.

>> No.4782189

>>4779153
http://static.allfearthesentinel.net/wads/demoncounterstrike-v0.05c.pk3
Updated this dumb thing. Now it's more broken.

>> No.4782191

>>4782183
I mean reflections on weapons. The walls look weird.

>> No.4782197

>>4782189

I'm interested.
How so?

>> No.4782213

>>4782197
Known Issues:
> * Settings can't be reset though the menu in gzdoom. I need to see if there is a way that doesn't involve calling a keyconf command.
I've been to lazy to fix this one, haha.
>* Allies don't flash correctly in online Zandronum.
There's an option to make allies flash blue, which is useful if you tell the mod to spawn ally monsters so you can tell them apart from enemies. But they flash black online, for some reason.
>* Boss map detection is far from perfect. It might not work with some mapsets that edit MAPINFO as it detects level number and cluster to identify boss maps.
I couldn't find a better way to fix that issue.

>> No.4782214
File: 629 KB, 1280x720, nu water.webm [View same] [iqdb] [saucenao] [google]
4782214

I admit, the effect is neat, but the texture looping on itself like a kaleidoscope and the random light sources from nowhere bother the hell out of me. Plus I prefer more transparent water.

>> No.4782217

>>4782213 (me)
Oh forgot to mention: Boss maps refers to the last map of each episode of Doom 1, so the mod avoids spawning their respecive monsters, as well as Arachnotron/Mancubi in Doom2's MAP07.

>> No.4782218

So I got a new phone. Does Delta Touch for android not let you bind volume keys to shoot and use anymore? Fuck I can't play this shit without that. It says I have them bound, but it just ups or downs my volume. I just want my portable doom again.

>> No.4782219

>>4782217 (me)
> respecive monsters
adfdasdscab I meant bosses.

>> No.4782241

so what's the theory behind preventing you from cheating in the hardest skill setting?

>> No.4782248

>>4782214
this bothers me because there's no sun visible in the sky

>> No.4782250

>>4781719
This is some cool shit dude. I'll add this to the list of projects I'm looking forward to.

>> No.4782267

Doom, huh?
More like Dumb.

>> No.4782279
File: 359 KB, 1920x1080, ss.jpg [View same] [iqdb] [saucenao] [google]
4782279

>>4782126
I'm not gonna dismiss my bias towards the original spritework but at the same time I gotta say that the 3D Models just look clunky
I'm no graphics expert but even when compared to some of my favorite games in early 3D like Quake 1 and Unreal 1 it just doesn't hold a candle aesthetically.

The bloom and dynamic lighting I can see the appeal of but they're native to GZDoom now and with solutions like Smooth Doom and Beautiful Doom with smooth fluids and textures make the (mostly) original assets seem more "modern:.

I've played vanilla-like Doom on GZDoom like this screenshot for almost a year now unless I use a more original source port and it has the updates I want plus the vanilla flavor I've liked since I first played Doom (though smoothdoom really needs to add back the black gloves).

Its not gonna knock anyones socks off, I'm just saying don't be surprised when a lot of people who've played Doom for a while disagree with your preferred choice of assets.Because while the effort is apparent, the tone isn't always 1:1.

I always interpreted the lights in Map01 to be of sort a cloth material instead of a graty metal for instance. I think the floors and walls in the SS look alright even if they're a bit washed out (could be the filtering).

but with so much mods these days Doom is what you make it, so I throw no stones, just disagree.

>> No.4782282

>>4782267
heretic > doom

>> No.4782294
File: 469 KB, 935x733, ab4c105e85ea9bd6423bc30db236823e5d43e9fd.png [View same] [iqdb] [saucenao] [google]
4782294

>>4782282
We need more Heretic maps and mods.

>> No.4782298

>>4782282
I unironically agree.

>> No.4782301

>>4782294
Maybe Heretic: The Way Raven Did could finally be real?

>> No.4782305
File: 519 KB, 500x715, AAAAAAAAAAAAAreturn of the AAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google]
4782305

>>4780137
>>4780152
>>4780156
Okay, so what mod called, because it looks fun and I want it NOW!

>> No.4782307

>>4782294
I just want some Hexen mods or maps, or Hexen anything for that matter.
No shut up Hexen 2 doesn't exist.

>> No.4782310

Honestly, the only 3D model style I can imagine fitting Doom and the better-mapped fan mods that don't replace monsters is like, Quake 1 style. Blocky monsters without looking like someone's sloppy Unreal 1 skin, while still keeping the pixel art and style with no filters of the Doom monsters.

>> No.4782312

>>4782305
That's TerminusEst's new mod which is a WIP. Think it's just called Booster Mod for now.

>> No.4782315

>>4782307
>Hexen: The Seven Portals The Way Raven Didn't

>> No.4782317

>>4782312
Oooooo new terminus mod? Add that to my hype list.
Anyone else want Rage 2 in their hands by tomorrow? Cause it looks really fun to me.

>> No.4782319

>>4782315
>>4782307
Hexen: Too much fucking map for its own good edition
oh wait

>> No.4782321
File: 109 KB, 998x974, 1526580242973.jpg [View same] [iqdb] [saucenao] [google]
4782321

>>4782312
>Terminus making new mods and a new game
>Shihong is still Yuki Nagato
Demonsteele 1.0 never

>> No.4782323

>>4782305
It's Booster + Babel monsters + Champions + Legendoom.

>> No.4782329

>>4782312
>>4782305

Yeah, I don't really have a name for it. I've just been calling it Booster mod for now.
It's kind of a reboot of Cyberrunner, about going fast and using all sorts of mobility tricks, except toned waaayyyyy the hell down so it can be used in different maps instead of needing its own maps. And also weapons expanded into a full weaponset, filtered through a Megaman X style.
So in retrospect, not much like Cyberrunner at all anymore. Huh.

>>4782321

Trust me, it hurts me too. RIP the dream.

>> No.4782330

>>4782301
Man that would be fucking awesome. DTWID is probably my favorite mapset.

>> No.4782332

>>4782329
Do you ever think about doom maps or is your main jive gameplay mods?

Like even if you had a goon to make whatever you asked could you think of much to have it make?

>> No.4782335
File: 1.21 MB, 1920x1080, Screenshot_Doom_20180518_193437.png [View same] [iqdb] [saucenao] [google]
4782335

Oh, I guess the map I was using earlier just has weirdly hidden light sources that the water was reacting to strangely. Guess that's a consequence of dynamic light-ridden maps.

>> No.4782336

>>4782329
>Trust me
no__

>> No.4782337

So Vanguard is what's considered slaughter right?

>> No.4782345

>>4782332

I've thought about maps a lot, to the point where I'm 100% they're probably my biggest weakness as a creator. I can sort of hack it with graphics, sounds, coding, and etc, but when it comes to maps I've always kind of blanked out.
I've been trying to take this head-on by forcing myself to map, start a mapping project, and do a project that relies on maps, but it's always been very slow. And involved a lot of blank staring without any idea of what to do next.
Even if there was a magic content creator that made maps for me, I wouldn't really be sure what to tell it to put out. And that kind of pisses me off, really.

Well, I'm sure I'll get the hang of it eventually. Only one way to learn and all that. But man, it's frustrating to just kind of hammer at something with no visible progress.

>> No.4782351

>>4781734
>Those new portraits
Cool.

>> No.4782360
File: 46 KB, 791x489, sketch.jpg [View same] [iqdb] [saucenao] [google]
4782360

>>4782345
That's so strange, we're basically total opposites.

I have map ideas come into my head in spurts, like I can hear parts of a song and picture action happening to it in places or see a nature documentary and the environment it's in and things just sort of...well they just appear in my head. Then in my mind's eye I can push rooms around like pieces of clay and make them and paint them the shape I want.
When I release my map I'm wanting to pack with it all the documentation I had on designing it so others might see how I went about making it. I used to sketch in a book but now own a Wacom tablet and sketch with that on the computer, so you can see and old draft of a section, then it comes clearer and clearer. Attached is the same section, becoming more detailed after repeated drafts.

But I couldn't code or write music if you put a gun to my head. I could sort of hack it in school and luckily my best made was the number 1 coder in my school. Stuff that hurt my head for hours he had solutions for just over the phone. My other problem is I'm achingly slow. I'm just now seriously working on a map I've had drawn on paper for nearly a decade.

Some people work at crazy speed, the fastest work I've seen is from Mark who seems to crank out shit (when he wanted to) at breakneck speed.

>> No.4782361

I'm curious; are the normal maps feature of GZDoom textureflats only, or are they able to theoretically be applied to sprites too? Like normalmapping on your weapons, or on an item or so forth.

>> No.4782382

>>4781719
Idk, it's cool but my problem is that it's perhaps... too little like Doom?
Like it looks like it's very loosely inspired by level designs of Doom, and not much more.

My personal opinion which you are free to disregard: I'd make it more like Doom. So for example, at the bottom of the columns room there'd be a ventilation shaft leading to an outside area where you'd find the battery packs in a crate, for example.

Similarly, make enemy encounters at least try to resemble Doom. So zombies could act as Pinkies (tought melee enemies), headcrabs as Lost Souls (weak fast melee enemies), vortigaunts as zombiemen, and bullsquids/houndeyes instead of imps (avoidable ranged attack). Perhaps soldiers and assassins replacing higher tier enemies like Cacos and Barons (but areas where they're encountered given extra cover to account for hitscan attacks).

>> No.4782384

>>4782361
how would normal mapping even work on sprites

>> No.4782393

>>4782384
Heck if I know. My imagination makes it seem like, say, Doomguy's gloved fist would have the creases actually reacting light or some shit instead of just the entire fist, but I know it wouldn't quite work that way. If you mean a technical basis, I guess just a normal map for each frame overlaid.

>> No.4782394

>>4782384
Normal mapping works fine on sprites.

>> No.4782405

>>4782394
*how* though
I can't even imagine what it would look like. the closest I can think is "billboarded voxels", but that just seems weird

>> No.4782421
File: 9 KB, 100x100, doomAv2.gif [View same] [iqdb] [saucenao] [google]
4782421

>>4782405
Pretty much like this, since that's exactly how this gif was made. Imagine doomguys face floating in a doom map with a fireball floating around it.

>> No.4782424
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google]
4782424

>>4782405
>>4782421
whoops wrong image

>> No.4782429

>>4782329
>Trust me, it hurts me too. RIP the dream.
Wait, what happened?

>> No.4782430

>>4782424
please reduce the height on the nose, it looks ridiculous

>> No.4782431

>>4782424
I'm actually curious if there'd be a way to calculate the dynamic light the player's in and then reflect it in reverse on the active hud face if one were to do something like that
Or, rather have the hud face act in the light like your weapons do for less troublesome hijinks.

>> No.4782432

>>4782405
Like, some pixels would become brighter or darker dependent on lighting?

>> No.4782439 [DELETED] 

>>4782430
I mean, he IS Jewish. (Because he's a descendant of Blazkowicz who is Jewish).

>> No.4782450
File: 56 KB, 128x128, doomguyFaceShadows.gif [View same] [iqdb] [saucenao] [google]
4782450

>>4782430
I made that like 4 years ago as a test for this very idea, I'm not changing it now.

The thing is, if you base you sprites off 3D models, creating normal maps per-rotation is pretty trivial. A world space matcap-style normal material is usually a standard option for most 3D packages.

>> No.4782452

>>4782439
>Doomguy is jewish
oh god can you idiots leave and take tom's rambling with you

>> No.4782468
File: 2.66 MB, 1280x720, Fuck yo event system.webm [View same] [iqdb] [saucenao] [google]
4782468

So I got bored and decided to see if I could use an event handler instead of actual monster changes to do stuff that you'd normally do in virtual overrides. It worked and I'm reasonably satisfied with the results. I've managed to replicate PostBeginPlay and DamageMObj, and the linking actor I'm using has a Tick() state so I could probably do whatever I'd normally have done in Tick() in there. Pretty neato tbqh.

>> No.4782469

>>4782452
Jesus christ dude, it was a joke about Doomguy in the gif having a big nose. Don't read too much into it.

>> No.4782474

>>4782468
>Tick() state
Tick() function fuck I'm tired.

>> No.4782484
File: 1.02 MB, 375x212, 1524801448635.gif [View same] [iqdb] [saucenao] [google]
4782484

>dude lmao what if we took this nice map we made and just pumped it full of so many enemies and revenants that it's not even fun and is just a chore to play how fucking dope would that be

What happened to exploring a nice level, killing some monsters, grabbing some keys, and finding some secrets? 99% of the shit I've tried is just a bunch of crap and the few maps that really are good are ruined by masochistic enemy count and placement.

>> No.4782485

>>4782484
hook us up with examples my ninja

>> No.4782495

>>4782485
Man, I can't even remember the names. I deleted everything I tried today after being disappointed by everything. I'm just replaying some that I know I like now. There's so much stuff out there it's hard to find the good ones and you have to hunt for yourself. If you ask for suggestions you just get listed off names of the same stuff we've all played from Cacoawards or other popular ones. I like laid back levels that are more of just a nice adventure through some good looking maps. I'm not into this slaughter and bullet hell balls to the wall difficulty stuff. I get home and I'm tired man. I don't want to get stressed out by the game. I want to have a good time.

>> No.4782506

>>4782484
Are you talking about slaughter maps?

>> No.4782507

>>4782301
Heretic: The Way Raven Did, Hexen: The Way Raven Did, Hexen Death Kings of the Dark Citadel: The Way Raven Did, and Strife: The Way Raven Did.

>> No.4782508

>>4782495
hmmm fair enough
do you like a chill cruise all the way through or regular fighting punctuated by occasional spouts of looking at scenery?

>> No.4782509

>>4782507
>Hexen Death Kings of the Dark Citadel: The Way Raven Did
Please no

>> No.4782512

>>4782507
strife was made by rogue

>> No.4782513

>>4782507
I haven't played Heretic or Hexen in a long time. I'm gonna check those out. I haven't gotten much into custom maps for Heretic or Hexen. I'll have to get back into those, thanks man.

>> No.4782514

>>4782509
Please yes.
>>4782512
You know what I meant.
>>4782513
I'm justing throwing shit out there, anon. I also want them to exist.

>> No.4782516

>>4782508
I like a chill cruise. I don't mind a big fight every now and then though, just as long as that's not the main focus of it. Also not a fan of enemies spawning behind me a lot.

>> No.4782518

>>4782495
I hear ya dude. Everyone thinks cranking up difficulty means pumping up the spawn count Scythe-style, rather than being intelligent about enemy and resource placement and level design. It's fucking exhausting and unimaginative and turns everything into a big boring grind, especially when the map designer doesn't understand pacing and the map becomes exhausting.

>> No.4782520

>playing unreal tournament multiplayer one day
>"Insane Gazebo" joined
>hey isn't that the guy that made Sunder?
>chillout with him and talk doom for a while

Nice dude.

>> No.4782521

>>4782514
>Please yes.
Masochist detected
>telefrags your path

>> No.4782530

>>4782360

Yeah, it's amazing to watch other people work on stuff. Mapping is crazy to see in action, it's like watching a world to come to life in real time.
I'd be interested in seeing that documentation, though.

>> No.4782568

>>4782078
why do you need to have a separate wad containing doom 2 textures

>> No.4782571
File: 543 KB, 1280x960, Screenshot_Doom_20180518_201621.png [View same] [iqdb] [saucenao] [google]
4782571

more progress made; still likely to scrap for a cacodemon-centric map or an E1 replacement (with gizmos/powercubes but no other new addons)
i salvaged these nice little hands from Skulltag
Anybody remember if there was a variant with a beating heart anywhere? I set the keys on these hands

>> No.4782586
File: 121 KB, 706x706, 1512773508440.jpg [View same] [iqdb] [saucenao] [google]
4782586

>>4782530
Did you see a long time back some guy made gifs of doom levels being made where he had a script draw each line in the order it was made in an editor into a program, so you see it appear in real time. Was pretty neat.

I was wanting to have a system of level commentary like in Half Life 2/Portal where there are "nodes" that players can walk up to and activate and I would speak at and discuss my thoughts on the nearby area, elements of the creative process, why I did or didn't include stuff and things like that. I'd try and have others comment as well if I could, such as the guy who makes the music can add in his own two cents on why he used the track he did.
Anyway, I'm Cauldron on the forums (i almost never log in). Plan on posting my level in a year or so.

>> No.4782604

anybody got a link to Doom 2 resources for Doom 1? (monsters, etc)

>> No.4782617

>>4782571
I would suggest cutting back on the red textures just a bit.

>> No.4782626

>>4782617
agreed, contrast it with some blue
or should i say...blu....fireblu

>> No.4782627
File: 556 KB, 1280x960, Screenshot_Doom_20180519_000312.png [View same] [iqdb] [saucenao] [google]
4782627

>>4782617
I'm honestly very close to scrapping the map and letting somebody else have what's there to work with; and starting anew; following the directions of others has proven faulty to the map's quality.

>> No.4782631
File: 416 KB, 1219x782, Untitled.png [View same] [iqdb] [saucenao] [google]
4782631

>>4782626
>fireblu
master taste

>> No.4782632

>>4782627
Some lightning fast hot tips.

>Remove the fucking ankle biters
>Don't make everything damaging outside otherwise nobody wants to explore and appreciate it after killing shit
>Maybe some height variations? Just a bit.
>More ammo outside
>Read those essays on monster placement on R667, they're perfect for reading on the toilet

Just my thoughts.

>> No.4782638
File: 533 KB, 1280x960, Screenshot_Doom_20180519_001423.png [View same] [iqdb] [saucenao] [google]
4782638

>>4782632
>Remove the fucking ankle biters
will probably replace them with the next one up i guess
>Don't make everything damaging outside otherwise nobody wants to explore and appreciate it after killing shit
already swapped for some areas being covered and not susceptible to this
>Maybe some height variations? Just a bit.
prolly
>More ammo outside
very unlikely.
>Read those essays on monster placement on R667, they're perfect for reading on the toilet
several times

>> No.4782639

>>4782638
It's looking better, I like this abstract off the wall design stuff.
Other tips I can think of are signposting, like an area a player might not see straight away needs something to draw the eye there like a different light, or a powerup or a gun. Something to make the player go there and see "oh, I have to go here".
You could also get some more mileage out of an area fight wise by having some monsters appear from a new angle.
Don't do this all the time though as it's annoying for players and predictable.

>> No.4782645

>>4782639
>Other tips I can think of are signposting, like an area a player might not see straight away needs something to draw the eye there like a different light, or a powerup or a gun. Something to make the player go there and see "oh, I have to go here".
Yeah, I've been trying to figure that one out. Let me just show off the current map with video form.

>> No.4782651
File: 432 KB, 880x594, 3ee3b419c4.png [View same] [iqdb] [saucenao] [google]
4782651

Fuck whoever came up with ZS's HUD system, seriously. It's fucking inconsistent trash. You can't even use the goddamned predefined fonts because despite working totally fine when the premade code uses them, they result in FUCKALL OUTPUT WHEN YOU USE THEM.
GOD DAMNIT.

>> No.4782685
File: 52 KB, 197x190, 1524632396052.png [View same] [iqdb] [saucenao] [google]
4782685

Can I tell you lads a secret? I have always run turned off and I almost never run unless I need to to get over gaps. I'm a slowpoke boys.

>> No.4782693

>>4782685
How do you dodge shit?

>> No.4782694

>>4782685
I run customdoom with damage bumped up all around to make killing enemies faster but also make it easier to die if I slip up. Everyone's got their quirks.

>> No.4782695

>>4782639
>>4782645
Right; doesn't show the worm replacement but here's it updated in video form: https://www.dropbox.com/s/njlqgj0g9ad51wm/2018-05-19%2000-27-47.flv?dl=0

>> No.4782701

>>4782685
Honestly people should be more aware of the WALK key when dealing with lots of clutter (it's point being careful navigation of tight areas and aforementioned clutter areas)

>> No.4782712
File: 183 KB, 1219x782, possible.png [View same] [iqdb] [saucenao] [google]
4782712

>>4782695
Last tidbit; Green = previous version, pink = current
not sure if i'm going to keep the underwater pass player-navagatable though

>> No.4782715
File: 385 KB, 1280x960, Screenshot_Doom_20180519_011657.png [View same] [iqdb] [saucenao] [google]
4782715

>>4782712
Other version of the worm; larger, bigger health pool (more than a pinky) but arguably not harder than one despite it's speed and leaping

>> No.4782719

>>4782685
me too

>> No.4782726

>>4782715
I may have clustered too many of the smaller type together and that may have caused issues (the decorate file tells you how they should be used/grouped in it's lore bullshit, ae:
babys = 10+
teens = 4-5
adults = 1-2
Eggs = 100 (large carpeting area like a cave)
Elder = 1)

>> No.4782729

Where would be a good place to look when needing a midi for a map project (other than VGMusic)?

>> No.4782740

>>4782518
This. Give me intelligent encounters with well placed enemies that synergize and force the player to change up their style and use of weaponry any day.
Leave that spawn 1000 monsters at once, circle strafe forever, and clean up the infighting stragglers in the trash.
It's especially saddening when it happens to a really beautiful map, it always gives the impression that they know how to make something visually pleasing, but are completely lost when it comes to populating it and balancing gameplay and aesthetics

>> No.4782748
File: 28 KB, 715x492, original-25942-1427414325-9.jpg [View same] [iqdb] [saucenao] [google]
4782748

>>4782740

>> No.4782760
File: 492 KB, 621x313, 1484023625411.gif [View same] [iqdb] [saucenao] [google]
4782760

>>4782019
Why are you colossal perma virgin faglords ignoring this positive post?

>> No.4782764

>>4782760
I was tempted to reply earlier, but decided not to for some reason.

Forgive me.

>> No.4782783

>>4782760
Hey someone saved my dumb gif.

>> No.4782795
File: 58 KB, 1600x1200, HEXEN01.png [View same] [iqdb] [saucenao] [google]
4782795

Playing through Hexen for the second time. This time with Chocolate Hexen. Its very different than playing it in GZDoom but very enjoyable. One place where GZDoom is actually LESS feature-rich is that you can't bind artifacts to keys (AFAIK). That should come in handy.

>> No.4782828
File: 274 KB, 380x380, dancing_demons.gif [View same] [iqdb] [saucenao] [google]
4782828

>that feel when you beat a tough ass map

>> No.4782859
File: 2.59 MB, 400x225, ddh-8.gif [View same] [iqdb] [saucenao] [google]
4782859

>>4782828
>that gif
If I ever get a ton of time off work, I'm going to make a gif of a revenant doing this dance

>> No.4782913
File: 216 KB, 376x313, firefox_2018-05-19_10-38-38.png [View same] [iqdb] [saucenao] [google]
4782913

>>4782627
Woah, a caco face-wall. Neat.

>> No.4782943
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
4782943

Oh gee look at the time.
IT'S SATURDAY BITCHES. WHAT HAVE YOU BEEN WORKING ON?

>> No.4782952

>>4782685
Yup, same here. I can't hit shit when I'm moving around at the default run speed.

>> No.4782985
File: 1.99 MB, 1095x473, wheh.png [View same] [iqdb] [saucenao] [google]
4782985

>tfw you dodged a bullet

>> No.4782987
File: 2.89 MB, 1280x720, gzdoom 0188.webm [View same] [iqdb] [saucenao] [google]
4782987

Well this happened.
I was playing Heretic with Universal Ketchup and suddenly these Golems started being stunlocked by gibs.

Also, now every time I see Golems I keep getting reminded of that JoJoke >>4782294

>> No.4782996

>>4782586

Yeah, even if it doesn't give an indicator of the editing that was done in the midway points, it's still really inspiring to see a "from start to finish" take on the fantastic maps that've been made in Doom history.

>> No.4783002

>>4782335
I think the original Half-Life style water texture would look a lot better, that shiny stuff looks like liquid plastic or cellophane.

>> No.4783004
File: 1.49 MB, 1366x768, queen.png [View same] [iqdb] [saucenao] [google]
4783004

>>4782943
Finishing this.

>> No.4783008

>>4782337
Yeah. I kind of liked it though, mostly, which I don't generally do for slaughter.

>> No.4783013
File: 29 KB, 438x406, FB_IMG_1525661860184.jpg [View same] [iqdb] [saucenao] [google]
4783013

yo guys, anyone know how to disable freelook on gzdoom on delta touch? I got nothing.

>> No.4783017

>>4783013
found it. gameplay options -> allow freelook

>> No.4783050

>>4782468
So... can it be used for compatibility?

>> No.4783056

>>4782520
>tfw you're across the pond and playing DM would only end in butthurt

>> No.4783065

>>4782760
Hey, I thought it was the vasyan graphics pack dude being passive-aggresive.

>> No.4783078

>>4782795
you can, you just have to do it through the console and know what their internal names are
https://zdoom.org/wiki/Classes:Hexen#Inventory
>bind 5 "use artihealth"

>> No.4783107

>>4782987
>universal ketchup
Now that's your problem. Even the most minimal form of brutal doom will always find ways to break stuff.

>> No.4783116

>>4783107
Yeah. Not that I'm complaining though. Those were some great poses

>> No.4783125

Remember in The Birth, when Duke Nukem could print his own ass?

>> No.4783137
File: 1.81 MB, 1692x2565, caco plush transparent.png [View same] [iqdb] [saucenao] [google]
4783137

>>4782516
Here's a few I think are good:
>Double Impact (ep1 replacement)
>Alpha Accident (ep1 replacement, partial conversion, don't use gameplay mods)
>Nihility (ep2 replacement, for now, partial conversion, don't use gameplay mods)
>THT: Threnody (Doom 2)
>Interception (Doom 2)
>Doom Damnation (Full Doom 1 replacement, first episode looks a bit rough but it REALLY picks up)
>Bloodstain (Doom 2, decently challenging, you're expected to use cover in combat a lot)

These are some I'm pretty fond of. They're not all so easy, but most don't really do TOO much slaughter. I'd recommend Hurt Me Plenty or lower on some of these.
I particularly appreciate Double Impact, Nihility, and Bloodstain, for challenging me, but not doing it by throwing endless monsters at me, instead rather with well crafted encounters (mostly).

>> No.4783138

>>4783125
That was great, I did that map just the other day. I love how DN3D puts all kinds of little stupid touches everywhere like that, it really gives the game character.

>> No.4783142

>>4782301
>>4782507
What if...
Doom: The Way Raven Did
and
Heretic: The Way Id Did

>> No.4783147
File: 45 KB, 476x533, file.png [View same] [iqdb] [saucenao] [google]
4783147

>>4782943
Valiantly trying to finish my 100brush entry. In retrospect I realize three things: one, id tech 2 really doesn't like organic-looking geometry, two, CSG Subtract is amazing and I should have used that shit to start with instead of manually smoothing out and dragging brushes to make exteriors, three, making textures is fucking hard, and four, I'm really bad at math.

>> No.4783150

>>4782301

I'd buy that for a dollar !

>> No.4783151
File: 676 KB, 800x600, 2018-05-19 13-48-20.webm [View same] [iqdb] [saucenao] [google]
4783151

Little known fact: you can use flats, wall textures etc. as actor sprites if you do this:

picnum = TexMan.CheckForTexture ("FIREBLU1", TexMan.Type_Any);

The actual sprite in the spawn state of the actor is TNT1

>> No.4783185

https://www.youtube.com/watch?v=bYVX6b9svuE&t
I was expecting a really basic rip of the original song
Why is it different now?

>> No.4783195

>>4783185
why the fuck is it labeled OST when it definitely isn't
here's the actual OST https://www.youtube.com/watch?v=rLvSD5HuIcE

>> No.4783197

>>4783195
That was like the one channel noticed for having the most popular Doom soundtrack uploads
What the fuck happened to Jim Darkmagic?
Was he hacked or is he trying to do a music equivalent of Ultimecia's sprite rips?

>> No.4783298

>>4783013
so when carl loves llamas he gets a membership card but when I do it it's ban from the petting zoo

it's all politics I tell you

>> No.4783376
File: 2.79 MB, 896x504, 1526717733935.webm [View same] [iqdb] [saucenao] [google]
4783376

This legit looks awesome, can anyone please tell me what mods are on top of BD

>> No.4783382
File: 11 KB, 217x202, try this next time.png [View same] [iqdb] [saucenao] [google]
4783382

>>4783376
https://desuarchive.org/vr/thread/4221815/#4222757

>> No.4783383

>>4783382
Thanks

>> No.4783397
File: 1.25 MB, 800x600, 2018-05-19 16-43-37.webm [View same] [iqdb] [saucenao] [google]
4783397

>>4782943
Got basics animation working for the composite model gun. The other guns will be weirder and more exciting, just wanted to start with something simple.

>> No.4783406

>>4783078
Thanks. Bit of a pain though, it should be an option in the controls menu.

>> No.4783415

Why can't I seem to play any of these wads from https://archive.org/details/msdos_Demon_Gate_-_666_New_Levels_for_Doom_and_Doom_II_1995

I drag and drop it to gzDoom, i start a new game, and it's always the first level, not the custom map

I'm guessing this is because back in the day modders had to manually load the level for the wad? Doomlauncher doesn't seem to automatically detect what episode/level.

PLS HELP

>> No.4783425

>>4783415
mappers would often use different slots because they wanted their map to have a different midi or sky without having to add them to their wad
in gzdoom type listmaps and then map map## (the desired map), in vanilla or boom you'd type idclev##

>> No.4783436

>>4783425
weird, I can see gzdoom's console output showing
adding 666.wad , 11 lumps

listmaps only gives me maps from the doom2.wad though!

>> No.4783438

>>4783436
maybe it's for the ultimate doom?

>> No.4783447
File: 663 KB, 250x188, BILL GATES PLAYS DOOM.gif [View same] [iqdb] [saucenao] [google]
4783447

>>4783438
That listed the map and it loads, thanks!

>> No.4783451

>>4783004
Will expander be in your mod? People seem to hate it, but I enjoyed the overall concept of forcibly turning enemies themselves into explosions.

>> No.4783459

>>4783050
Pretty much. The less you need to alter monsters the better a mod can be for compatibility.

>> No.4783528

>>4783451
What kind joyless dickhead doesn't like the Microwave Expander? It's one of the most fun weapons in the game, there wasn't enough ammo for it in The Birth, so I'm glad there's more of it in Alien World Order.

>> No.4783535

>>4783147
ANONEO: why does my brain hurt
MOOTPHEUS: because you've never used it before

>> No.4783580
File: 146 KB, 800x600, 2018-05-19 18-51-47.webm [View same] [iqdb] [saucenao] [google]
4783580

>> No.4783587

>>4783580
Kinda reminds me of the particle smasher. this is fucking cool.

>> No.4783601

>>4783587
Thanks. It's really fun to do this. Like playing with legos.

I'll probably end up mimicking kegans creations a lot :V

>> No.4783606

>>4783601
Do tell, what else do you have planned for this?
I'm also flattered you want to copy me.

>> No.4783658

>>4782310

while the animations are still linked to the sprites, it will look bad

>> No.4783667

>>4783606
Just a bunch of weird ass blocky guns with weird ass behavior under 64kb. I'm not consciously copying you, but moving part guns is kind of your signum y'know?

>> No.4783678

>>4783667
Nonsense, I'm sure there's some other people that do moving parts weaponry.

What're you gonna do for melee and the chainsaw?

>> No.4783687

In Doom, monsters have both idle sound when just roaming around and a reaction sound that they make when they notice a player.
But in Heretic monsters only have one sound that they make both when they see the player and when they are walking around.
And that makes me paranoid, I just realised that. Just constantly when exploring the map I hear a monster sound and think that I just agitated somebody, but there's nobody around, just some Golem-dudes peeking through the window that got activated couple of minutes ago.
Also monster sounds blend into the music too much.

>> No.4783689

>>4783678
Well I haven't seen those, so some inspiration will inevitably come from your mods :P

Melee will be a cattle prod I guess. Or a circular saw, that'd be pretty easy to make.
..or an electroshock saw saw even. I could call it the "Rotazer"

>> No.4783692

>>4783687
Heretic monsters do a low volume laugh when they haven't seen you, and you can tell how far they are from you based on the volume of the sound.

>> No.4783694

>>4783689
I wish you the best of luck and I look forward to seeing what you can do. I'd join in on making a 64kb gameplay mod but I'm still caught up with this Combined_Arms update.

>> No.4783697
File: 3 KB, 41x61, PLSGI0 (2).png [View same] [iqdb] [saucenao] [google]
4783697

>>4782943
slowly grinding away at my Smooth Doom Downgrade. Pic related is just an overlay/gunflash to go over the flash tube for the '64 plasma gun so that it can remain bright even in dark places.

Im going to put the option in for having shotguns that hit duke3d style (they dont overpenetrate) but its can be toggled off. Just in case players want a self nerf and want to see more blood from it.
Ill be managing this Arcane Dimensions style by having shotguns lob a bunch of FastProjectiles, im open to advice on how to make them capable of shooting through torches and other scenery like a bullet normally does.

(they cause 1 damage, but 1 tic after impact they cause random explosive splash damage in a tight radius, which makes the target who got hit stop all the pellets and take damage from all of them)

>> No.4783704

>>4783687
yeah i've played wads which replace a monster's wandering sound with a sound that some other wad used as a monster's wakeup sound. it is nerve-wracking, you think you're waking up all these monsters you can't see.

>> No.4783705
File: 56 KB, 600x528, Dc6XGUBXUAAmtDA.jpg [View same] [iqdb] [saucenao] [google]
4783705

>>4783694
>but I'm still caught up with this Combined_Arms update.
You better be !!

>> No.4783712

>>4783697
You'd get much better performance if you used +HITTRACER and A_DamageTracer after the delay rather than explosions

>> No.4783724

>>4783137
I appreciate it, I'll work my way through giving those a try. I'm stuck on a weak old hotplate laptop right now. I wanted to play Brigandine but the map is so complex it makes the laptop chug. It's a really beautiful and well crafted map though. I'm also enjoying Valiant but I'm honestly not all that good at games so I keep dying a lot. I enjoy the outdoor areas of the techbases with the moss and foliage though. I think it's nice to see.

>> No.4783748
File: 97 KB, 824x661, wizzards.jpg [View same] [iqdb] [saucenao] [google]
4783748

>if you kill a pain elemental and immediately stand in its place the souls won't spawn
now you're fucking helpless.

>> No.4783750

>>4783748
Fractal doom

>> No.4783751
File: 5 KB, 202x155, sssssss.png [View same] [iqdb] [saucenao] [google]
4783751

>>4783692
nah, that's just an ambient sound placed into the level; heretic monsters have no idle sounds

>> No.4783757

>>4783712
I tried this before and it DID NOT work. It caused no damage to the enemies. They were affected by painchance, but they took 0 damage from it. End of story.

>> No.4783763

>>4783757
well then you fucked up, because that's the exact method I used for stopping overpenetration

... in fact, didn't I give you an example wad already doing this

>> No.4783774

>>4783763
>>4783757
... yes in fact, I did.

>>4664601
https://my.mixtape.moe/erbiuc.wad

>> No.4783780

>>4783763
I think it included zscript or acs scripting or something and since I cant do any of that and wont be including any of that - those aspects of it were irrelevant. You also said your method had a problem with thrust too.
Decorate only or go home.

I know my method will work, I just have to make sure my projectile can go through scenery thats all. Also by making it do 1 damage I can jack up the knockback to make sure it still pushes enemies, without any dirty hacks.

>> No.4783785
File: 1.64 MB, 357x311, tumblr_owb4d9tyac1r2to8go2_400.gif [View same] [iqdb] [saucenao] [google]
4783785

I know that some modders want to focus on different projects but can Dbthanatos stop working on Quake Champions Doom Edition and fix that game breaking bug in D4T?
Whenever you get a demon rune and you want to come back to your normal state the game crashes.

Someone uploaded a patch but it doesn't really work.

>> No.4783790

>>4783780
>without any dirty hacks.
>every single bullet puff does a blockmap search

>> No.4783789

>>4783785
I've never heard of that bug.

>> No.4783796
File: 546 KB, 1280x960, Screenshot_Doom_20180519_143334.png [View same] [iqdb] [saucenao] [google]
4783796

>>4782913
Thanks skulltag!
>>4782943
spamming the thread with images thats what

>> No.4783804

>>4783785
>>4783789
Some times when some monsters die, they drop a demon run that lets you turn into one of them, obviosly
But in later GZDoom's, when the ability goes a away it crashes the game
The unofficial patch does not work because it also makes keys disappear
I also wished the mod had CVAR's at all

>> No.4783805

>>4783774
>>4783763

However examining the code, I gave the shotgun puff objects all of the same flags (hittracer... nodamagethrust... puffonactors... notimefreeze).
> I excluded the "ACS_NamedExecuteWithResult" calls
A_DamageTracer had a different damage type and a different amount of damage but since these things were non-zero that change was irrelevant.

What I ended up with was Shotgun Sergeants emitting a heck of alot of blood from being shot with 7 pellets, again and again and again because they were not being affected with the A_DamageTracer call to take their damage. Come to think of it I cant remember if they were even entering painstate from it, I remember the blood but they were definitely not dying.

I dont know why, but thats gzdoom for you.

>> No.4783808

what maps and mods turns doom into quake?

>> No.4783819

>>4783808
none of them, sorry
you're gonna need a proper third dimension for that

>> No.4783824

>>4783808
Quake Stuff Ultra with Project Slipgate.

>> No.4783831 [DELETED] 

>>4783808
Why would you want to downgrade?

>> No.4783837

Suggest me a soundtrack to listen while dooming. Almost finished classic unreal ost, need something more like that.

>> No.4783842

>>4783837
the quake 2 ost

>> No.4783843
File: 250 KB, 500x500, 1511758111622.png [View same] [iqdb] [saucenao] [google]
4783843

>>4783831

>> No.4783848

>>4783842
Good suggestion, anything more?

>> No.4783849 [DELETED] 

>>4783831
don't trigger the quackfags they're very sensitive

>> No.4783851

>>4783808
you should probably just play quake.

>> No.4783869

>>4783808
quake and doom don't mesh well.
you're better off with just one over the other at any one time.

>>4783831
>>4783849
try again

>> No.4783875

I feel like Quad damage could work better in Metadoom if it was replacing the blursphere like Haste, since most mods treat the original power up as an open spot for any sort of replacement and we could keep both Quad and a non-timed Berserk
Also, if the baron still had a normal fireball attack with the splitting fireball only being used in open areas and the slam attack could have been nerfed

>> No.4783907

>>4783851
This motherfhuhcker gets it.

>> No.4783916

>>4783376
Looks like the wobbly shader.

>> No.4783951

>>4783790
>>4783774
>>4783763
So by your logic the following will work just fine then?


Actor ShotgunPuff : SmoothBulletPuff
{
//inherits all of these:
// +NOBLOCKMAP +NOGRAVITY +RANDOMIZE +ALLOWPARTICLES
// renderstyle translucent
// vspeed 1
// mass 5
+HITTRACER
+PUFFONACTORS
+NOTIMEFREEZE
+NODAMAGETHRUST
DamageType "ShotgunBuckshot"
States{Spawn:
TNT1 AA 0
TNT1 A 0 A_DAMAGETRACER(1+3*random(1,5),"ShotgunBuckshot",DMSS_AFFECTARMOR)
TNT1 A 0 A_ChangeFlag("NOTIMEFREEZE", false)
TNT1 A 0 A_JumpIf(CallACS("PuffStyle")==1, "FancyPuff")
goto Spawn2}}

>> No.4783995

>>4783951
by my logic you're awfully defensive and need to RTFM
https://hastebin.com/edodepuved.pas

>> No.4784016

>>4783451
Yes, it's in the mod. I also included an option to change the normal explosion into a nova that can chain Expander deaths.

>> No.4784023

>>4782695
Hey, I went to bed basically a minute before your post. But I'll watch this and give it some thought on the way to the shops and give you my thoughts when I'm back in a couple hours.

>> No.4784026

I know it's borderline heresy, but has anyone gotten doom to work well with VR headsets?

>> No.4784031

>>4784026
http://rotatingpenguin.com/gz3doom/

>> No.4784039

>>4784031
Thanks for delivering! Now to see if cyber demons are really that terrifying in 3d.

>> No.4784071

>>4784039
GZDoom itself also has several 3d VR modes, but I don't think they support head tracking etc

>> No.4784076
File: 444 KB, 1920x1080, Screenshot_Doom_20180519_225120.png [View same] [iqdb] [saucenao] [google]
4784076

>>4782943
Shiny shiny

>> No.4784089
File: 26 KB, 521x469, erbiuc.png [View same] [iqdb] [saucenao] [google]
4784089

>>4783995
hmm so the PuffGetsOwner flag was missing from the wad, yeah according to the wiki that is supposed to be used to make sure the target who got hit becomes the target of the puff/blood object they gave off, that would allow the damagetracer to work on them because they're now the tracer.

>> No.4784091

>>4784089
What the fuck is that theme

>> No.4784093

>>4784089
you don't need puffgetsowner at all. It's just a good thing to have. what you didn't read about properly is what states a pullet puff enters and when, depending on hit type.

>> No.4784096

puffgetsowner just means you can access the player that spawned the puff in scripts and whatever, through the target pointer. just like projectiles automatically set whatever spawned them as their Target

>> No.4784104

>>4784093
Yeah I dont even know why the Crash state is listed because Crash only happens when something hits the floor. And that invariably means in the case of a bullet puff, that the shot has missed the target and damage is irrelevant.

>> No.4784109
File: 5 KB, 396x132, puff states.png [View same] [iqdb] [saucenao] [google]
4784109

>>4784104
look carefully

>> No.4784117

>>4783808
>>4783851
>>4783869

I just asked for monsters and maps that LOOKS like quake, I didn't expected .bsp hacks

>>4783824

I'll check them, thanks

>> No.4784135

>>4782294
Heretic is awesome. The gauntlets are, to this day, my favorite weapon in any FPS, ever. They're fucking infinite ammo lightning claws. I can't think of anything more badass.

The only shitty thing about Heretic is that the ultimate weapon is a fucking peppermill that sprinkles ball bearings. It sucks so much. Replace that with the Wraithverge from Hexen and Heretic would probably be the best fantasy FPS ever made.

Anybody have a compilation of Heretic mods?

>> No.4784138

>>4784089
>that theme from hell

>> No.4784140

>>4784135
Oh also one thing I like about Heretic was that the fantasy ammo makes sense. I hate it in fantasy games where magic is powered by this abstract "Mana" shit. Heretic got it halfway right with having gems and orbs and raw elements make up the ammo for magic weapons, but I really want to take it a step further and make it REALLY arcane shit like murderer's blood, or powdered bone, or salamander tails.

>> No.4784143

>enable HRTF audio
>use sound environment test feature to get a bit of reverb
holy shit, this makes everything sound cool as shit

>> No.4784146

>>4784135
>The only shitty thing about Heretic is that the ultimate weapon is a fucking peppermill that sprinkles ball bearings
maybe because it's not the ultimate weapon, it's not a bfg replacement by any means, rather, all weapons become upgraded with the tome of power.

>> No.4784150
File: 399 KB, 1360x768, Screenshot_Heretic_20180315_180620.png [View same] [iqdb] [saucenao] [google]
4784150

>>4784135
Reposting relevant screenshot

>> No.4784151

>>4784146
I know it's not meant to fill the "OH FUCK" emergency role that the BFG did, but come on, going from the badass phoenix launcher and skull plasma staff to something that sits squarely between the crossbow and dragon claw in terms of power?

>> No.4784157
File: 181 KB, 372x512, hell doll.png [View same] [iqdb] [saucenao] [google]
4784157

>>4784091
>>4784138
yup and it works for me
it isnt cold, blaring, and lifeless like the modern windows themes force you to endure (im sick and absolutely tired of Blue this and Blue that, so I went with Red)
- font is Univers 57 Ultra Condensed, 8pt... has a strong authoritarian, engineering kind of tone to it
- tried to pick a red color that wasnt quite red, more of a rust kind of color without it being brown. Kinda reminds me of res.evil intro sequence and used-future themes.
- and this is the background image, since it reminds me of my spiritual guardian

Yes I operate this way and see this everyday.
One reason for the font being 8pt and ultra condensed is because my screen resolution is only 1024x600 and isnt changeable, video driver wont allow expanding the desktop size.

In order to load up the Translation Picker in Slade I need to have it configured in just this way to be able to see the Top Row of colors on the palette.

> Before you ask why I dont get a better more modern toaster, I actually already have. The Power cord went out on it though and I cant get another one so its down for the forseeable future.
> I dont have a credit card or bank card to be able to buy anything online and my address is kinda shaky for receiving shipped items. Im not spending 60 bucks on a universal charger either.

>> No.4784163

consolas is the best programming font for windows bar none

Dina is the best for tiny displays

>> No.4784164

https://www.youtube.com/watch?v=fM1NnBPDO2Q

>> No.4784168

>>4784164
Piss off, wanker.

>> No.4784172

>>4784146
The game seems to think it's the ultimate weapon, since it doesn't even have a 100% chance to spawn in the few maps its in.

>> No.4784175

>>4784117 (Me)

Expect

>> No.4784179

>>4784150
>>4784146
>>4784151
I dont like it because you dont actually HIT people with it, which is what you'd expect a Mace to actually do.
When upgraded with the Tome it is kinda like a BFG but you have to stand completely still to hit anyone with it. The larger cannonballs it launches completely eviscerate most enemies.
The problem is it basically is relegated to a BFG type of role... ammo is sprinkled at you throughout an episode... the actual weapon is often found only in a secret alcove... is it slotted at the top of the weapon stack.

The real BFG weapon in the game if you ask me is the Hellstaff+Tome because the hell-rain it drops can destroy an ironlich pretty damn fast, especially if you drop several of these on it which is not a hard feat to do, and this also causes area denial and destroys things pouring out of doors. Because the runes ammunition for the Hellstaff pretty much grows in the grass, the weapon might as well have infinite ammo.
> next in line to that is the Tome+Claw because of all the rippers

Usually when I get Firemace I expend its ammo and try to catch enemies at the certain point in the bounce arc where it splits off the larger orbs that do more damage. The weapon sounds like its popping popcorn so its fun to use it, and the fire rate is rather high.

Ammunition is not rare in this game by any means... maybe that is one advantage of it is giving you a high fire rate weapon (painchance) with a whole additional ammo slot to use. But given how I always seem to get through maps with both my Phoenix Orbs and Crossbow Bolts loaded up to maximum having even more ammunition is not much benefit.

>>4784163
>>4784157
>>4784089
Ive got Pragmata Pro going in that screen. I like the thin art-deco reminiscent styling of it combined with being fixed-width.

>> No.4784190

>>4784164
not bad

>> No.4784194
File: 70 KB, 1024x600, slade top row of colors.png [View same] [iqdb] [saucenao] [google]
4784194

>>4784157
>>4784091
>>4784138
See... only 1 pixel is visible on the colors of the top row of the translation editor in slade. But it is enough for me to work with. I cant figure out how to grab the window (which is lodged off-screen) and pull it down into the screen area. The + translation button is also barely there but its still clickable, and thats all that matters.

>> No.4784196

>>4784179
>Dropping 200 euro on a font
No, thank you.

>> No.4784203

>>4784026
I think it'd feel kind of weird with the flat enemies and all.
Though I have heard of ghetto rigs for Wolfenstein 3D and Rise Of The Triad back in the 90's.

>> No.4784204

>>4784196
Hey I dont know where the hell I found it. Oh wait I do, some site called gett, and it was being donated by someone on the graphic design board. But I managed to pick up a whole lot of other ones too that were being dropped by a font fairy, I wasnt even requesting them. Many such cases as trump would say. Problem with the font threads there is they were usually hosted on sites that didnt hold onto files and after about a month the links would expire. Gotta be in the right place at the right time I suppose.

>> No.4784226

>>4779152
What are some Doom mods that have a modern police/terrorism setting (I will also accept military)? All I know of are Marine Doom, Police Brutality, Hungarian Warfare and Operation Bodycount - Batman Doom could count as a stretch. But surely there must be more than that?

>> No.4784227

>>4784194
>tripfag has shit taste
go figure

>> No.4784231
File: 49 KB, 505x794, screenshot_saturday2.jpg [View same] [iqdb] [saucenao] [google]
4784231

>>4782943
Designing a level.
I'm drawing the main sections and will be joining them up later in the order that I want.
I sketch a brief idea of what I want on the left, then solidify it out a bit more, then do the more detailed layout last.

I'll be revisiting the bottom area again later as it's a kind of "tomb" that's been excavated, but I wanted to make it larger from a worldbuilding point of view for players that like that stuff, there is no fighting involved with it.

>> No.4784232

>>4784226
"WW Terrorists!"

>> No.4784236

>>4784226
Also Mutiny for a nice, simple military themed mod

>> No.4784241

>>4784226
xxx-mercenaries

>> No.4784285

>>4784135
We should have gotten lightning stuff from game cover art, or maybe some Sidhe book of fuck you that causes local Armageddon.

>> No.4784293

>>4784232
>>4784236
>>4784241
Thanks!

>> No.4784302
File: 975 KB, 1920x1080, Screenshot_Doom_20180518_203222.png [View same] [iqdb] [saucenao] [google]
4784302

naturally sgt mark's attempts to bring attention to detail don't look right if you don't use "his" graphics

>> No.4784305

>>4784302
hey about brutal doom - I know its a big mod but does it include its own mapset or does it have a mapset thats been made specifically for it?

>> No.4784306

>>4784305
Hell on Earth Starter Pack. Though honestly, just replace Brutal Doom with Project Brutality, considering the fact that they managed to piss off Private Pedro and his fanboys by one upping him.

>> No.4784309
File: 1.08 MB, 1920x1080, Screenshot_Doom_20180517_003835.png [View same] [iqdb] [saucenao] [google]
4784309

>>4784305
The Starter Pack, which has now become Extermination Day on his patreon, is pretty much designed it in mind to the point tha tit uses a lot of 3D models that are stored in Brutal Doom itself for some retarded reason

>> No.4784313

>>4784179
did you play heretic at the hardest setting? i thought ammo was a little low a few times, but maybe it was more of only being low on ammo for 1 or 2 types of weapons

The hellstaff+Tome is nice but the projectile it shoots becomes a seeking type projectile which prevented me from shooting the ceiling and it instead hit the wall because it was targeting a monster, which made the rain fall in completely the wrong spot

>> No.4784316

>>4784309
The reason is exactly restrict compability with any mod that is not Brutal Doom, i wouldn't call this bullshit because it predates BD, it is just like that maps that disables jumping and crouching because those can break them, well the same goes for those maps, stuff can break so...

>> No.4784324
File: 38 KB, 762x257, muh little armalite.png [View same] [iqdb] [saucenao] [google]
4784324

>>4782943
It seems every now and then, I look at the pickup sprite for the CAR15, and I decide "This detail is wrong, I need to change this."

I've made some rifle casings too, from existing ones, haven't really tried them out in game yet though, so I'm not sure how they look.
They're based on those larger, orange colored ones, I always hated their color and shape of their neck, so I did them over a bunch. I'm not sure they're better.

>> No.4784331
File: 1.17 MB, 1920x1080, Screenshot_Doom_20180517_002217.png [View same] [iqdb] [saucenao] [google]
4784331

>>4784316
The problem is that It doesn't really affect anything. It's all superfluous assets that make the maps look fancier or add the pointless vehicles to things and so forth. It's less compatibility to me (though you can't boot up Extermination Day without going to eday01 as a map in the console if your mod doesn't add an episode select to the list like BD does) and more like Mark's retardedly packing in unnecessary bloat to Brutal Doom. If he does it to restrict compatibility then fuck him, but it feels more like just plain bad decision making as per usual.

>> No.4784351

>>4784313
I dont play nightmare difficulty settings because they're very uninspired and the difficulty is kinda artificial. So no. But like playing UV in doom im always playing the equivalent and/or Hard in other games because thats where you get the fullest assortment of enemies as intended by the designer.

In heretic the weapons I use the most are Claw and Staff. I use the crossbow at first, and if I have enemies bottlenecked I use the gauntlets. The Timebomb and Morph Ovum are not to be underestimated either even if they are limited use items, I am usually out of these.
If I have a backlog of Tomes, which happens frequently for me, ill use one just because and pull out the Wand and use it to shotgun enemies with basically infinite ammunition.

Most enemies in the later episodes drop Runes for the hellstaff or Claw Orbs. I use the Crossbow while I wait for more ammo to pile in for those, and finding quivers of crossbow bolts happens often enough I dont run out for that one either. Wand might as well have infinite ammo for the same reasons, those geodes are rather common.

> Notice that I didnt mention the Phoenix rod much at all there.
I know it does the same damage as the doom rocket but if I get caught in the splash it always seems to be alot more painful. Also that backwards thrust recoil is a huge turnoff to using it. When using the Tome I never use the phoenix because the fire stream just whips around everywhere and its so ineffective, with the Wand at least I can put it right where I want and it basically stunlocks enemies and since I never use the weapon the ammo might as well be infinite. Even if I ran out of ammo with the gold wand for some reason because of a Tome killing spree, ill just go back to using Claw/Hell because I woulda just raked in all the ammo I need for that.

Heretic doesnt usually have a Hoarding problem when it comes to monsters, at least in situations where they arent in your face like pinkies.

>> No.4784358

>>4784351
>>4784313
Also giving out an honorable mention to the Invulnerability Ring because I find a surprising number of those, and I might as well put them to use.
Thats when I pull out the Phoenix and start depleting ammo on it (since its hardly ever at some number other than max). Or I get the gauntlet out.

My weapon of choice for Maulotaurs is the Claw because its the most efficient at killing them safely. Trick is picking what to use to finish them when the ammo runs out.

>> No.4784365

>>4784309
...Is that a fucking plate of chicken on the left there?

>> No.4784368

>>4784365
I think. The perspective is all kinda of fucked.

>> No.4784376
File: 302 KB, 512x384, spasm0022.png [View same] [iqdb] [saucenao] [google]
4784376

>>4784309
okay good ill have to make sure to get that one for future archival

> in AD swampy
Managed to find a hidden Quad next to a staircase, was that a fake wall I walked through?
Had 1 Health left so it was just in time. Went down the lift and wiped out the knights and dogs, and then there was the beautiful sight... of a Megahealth and Yellow Armor.

>> No.4784382
File: 9 KB, 178x144, (1481).jpg [View same] [iqdb] [saucenao] [google]
4784382

>>4784302
>His Graphics
>The ripple effect uses default Doom water texture
You do know you can turn off ripple effects right?

>> No.4784390

>>4784382
It was a test to see if the new water textures would've carried over. Though in hindsight, since they're 3D models I guess I should've known better.

>> No.4784395

Any way to configure Project MSX to have better performance? Something about the projectiles and hit sparks makes my framerate drop. Especially when I fire that nail shotgun.

>> No.4784396

>>4782760
Because nobody actually gives a shit about me. I appreciate the positivity, though, so I should have responded with that at least.

>> No.4784398

>>4784365
>>4784368
That part of the map is a lunchroom, and on the table is food you can eat to gain a couple of points in health, so yes it's a plate of chicken

>> No.4784403

>>4784390
It's perfectly possible to make 3d models that do use replaced water textures though. In GZDoom at least.

>> No.4784445

>>4784395
Nope. It's configured to spawn way, way too many actors. Like the gibs, they're a cascade of various spawners spawning each other.

>> No.4784459
File: 357 KB, 512x384, spasm0023.png [View same] [iqdb] [saucenao] [google]
4784459

>>4784376
great now im stuck
"a switch might open this gate"
xcept there are no switches and no way out

>> No.4784471
File: 239 KB, 670x957, jgm-149224.jpg [View same] [iqdb] [saucenao] [google]
4784471

happy fifth anniversary, /doom/

>Golden Age of /doom/
when /doom/ first started, it was like a dream zone
coming over from /v/ and /vg/ but without the shittiness of either, /doom/ was a haven of inventive people getting together to have fun and make mods and play on servers. people loved doom, people loved playing doom, people loved modding doom, good shit all around. this was the era of samsara, of gmota, of burl tumd, of doombro.

>Silver Age of /doom/
a couple years in and /vr/ was well and truly into its groove at this point. 8ch grew in size and took a lot of people with it, so getting regular doom modding collabs/server collabs was difficult. a /vr/ irc was established in order to keep track of projects, servers, and contributing faggots, as well as have a general conversation chamber for when we go play something other than doom and want to do like gzdoom netplay or marathon or something. cuddlyzebesian is still a faggot. this was the era of the goddamn week-long saturday night survival where everyone played fucking alpha/delta survival invasion until the next sns.

>Dark Age of /doom/
/vr/ is no longer the sekrit club. because of our content creators, everyone knows about /vr/ and tries to come here because they can complain about wildweasel or something. dicsord came and destroyed skype, but irc was an unfortunate side casualty and scattered most people across the interwebs. moot fagged out and hiroshimoot took the reigns to dick things even further. everyone on the internet is a fucking wannabe politician. 4vr's and 8v's doom threads have been on a downward slump of content and discussion (>implying 8v ever made anything doom-related of note), but not unrecoverable

>The Future of /doom/
i suck dicks
like, eighty billion of them
also i dunno
i'm an optimist so things will probably get better

>> No.4784474

>>4784459
come to find out there was an ogre whwas key to unlocking the next wave, and he didnt join the fight, I had to noclip out to find him on a ledge up above and kill him to progress

>> No.4784476

What the fuck.
I load up a texture set into Doombuilder and half the textures I cant bloody see.

What is going on?

>> No.4784479

>>4784471
>5 years have gone by already

God damn it.

>> No.4784482

>>4784471
For what it's worth, looking at most of the other threads on this board, this one's one of the far, far less shitty ones.

>> No.4784484

>>4784471
>cuddlyzebesian
>tfw you know that name
dear god i think i yaffed that fagget

>> No.4784486

/doom/, I have a confession to make
The super shotgun is no longer my favorite vidya shotgun.
I mean, that's not really controversial, but I still need to get it off my chest.

>> No.4784489

>>4784486
It was bad even back then, probably the most overrated weapon of all time. I would take plasma gun over ssg any day.

>> No.4784490

>>4784486
Which is?
mine has to be the F.E.A.R one

>> No.4784493

>>4784471
>4vr's and 8v's doom threads have been on a downward slump of content and discussion
I think we've had some pretty good content lately. Discussion could be better though with less shitposting.

>> No.4784494 [SPOILER] 
File: 1.64 MB, 1920x1080, 1526778445040.png [View same] [iqdb] [saucenao] [google]
4784494

>>4784490
this one.

>> No.4784497
File: 324 KB, 1157x818, bathappy.png [View same] [iqdb] [saucenao] [google]
4784497

>>4784471
It's not that bad. Just last year we did a collab, and we're discussing another, Kegan released a version of GMOTA, and is working on more still.

Happy birthday, you filthy animals.

>> No.4784502

>>4784494
i know those are vents, but the first thing in my head was
>a shotgun with ears?

>> No.4784503

>>4784476
What do you mean you can't see them? Do they not show up in the list of textures?

>> No.4784505
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google]
4784505

>>4784479
and in five years it has produced pic related
its almost over matey

>> No.4784507

>>4784503
Some of them do and some of them don't.

>> No.4784524

>>4784484
You too? I came into contact with him last year during a /v/ thread and he's chilled out significantly.

>> No.4784527

>>4784471
>this was the era of samsara, of gmota, of burl tumd, of doombro.
I know Samsara is that old, but GMOTA too?

>> No.4784528

>>4784507
Because you're in normal doom mode and flats/wall textures are separated, unlike in UDMF

>> No.4784529

>>4784527
gmota's been around for a looooooooooong time

>> No.4784530

>>4784524
It might be the wrong dude? The guy I know never had any daiperfur shit and was more of a fatfur fag who had a cheesewedge for a MUH MURRSONER

>> No.4784535

>>4784309
I remembered that awful half life mod I played all those years ago with the messy model sprites, who would've imagined we'd reach a point where we could have the actual models sitting on the screen.

>> No.4784537

>>4784528
But that's the problem, I'm in UDMF :\

>> No.4784539

>>4784529
Well GMOTA came to be back in 2014, isn't Samsara like, two years older?

>> No.4784542
File: 1.46 MB, 800x450, ringaroundtherose.webm [View same] [iqdb] [saucenao] [google]
4784542

I made an addition to Anon'S portal test map.

>> No.4784549

>>4784542
Ah yes, the classic. Good job m8.

>> No.4784552
File: 247 KB, 512x384, spasm0024.png [View same] [iqdb] [saucenao] [google]
4784552

>>4784474
mfw the shambler comes out and lands on my face, but isnt crushing me, and he cant claw me so he just keeps trying to use lightning
> and I have a shadow axe
easiest monster I ever dusted

>> No.4784553

>>4784537
perhaps they're not all in the patch table (PNAMES) and texture lumps (you can check in slade)

>> No.4784557

>>4784553
eeeyeah, the "patch table".
i'm trying to fuck about right now with these "lump names" pp_start and all the other gobbledegook

>> No.4784561

>>4784542
I wanna see a full megawad based around non-euclidean level design.

>> No.4784562

>>4784539
i remembered back in 2013

>> No.4784570
File: 83 KB, 1849x523, The old ass design document.png [View same] [iqdb] [saucenao] [google]
4784570

>>4784562
I dig some digging, looks like this all started back in january of 2014.

>> No.4784572

why does one of the zombie enemies have green hair?

>> No.4784573

>>4784557
markers define what images are what type (p_ for patches, f_ for flats, s_ for sprites)
path table AKA pnames is the list of all patches (the basic components of textures)
texturesx (1 or 2) is the list of textures (made from patches)

>> No.4784580

>>4784309
>>4784331
what mod is this?

>> No.4784581

>>4784573
Whatever, I just want to import a texture pack.
It shouldn't be this finniky in anything using UDMF, this is just irritating.

>> No.4784582
File: 28 KB, 1843x167, where it all started.png [View same] [iqdb] [saucenao] [google]
4784582

>>4784570
annnnd here's where the name was decided.
And when I started namefagging for a short time, I'm really glad I stopped that after awhile, fuck.

>> No.4784583

>>4784570
daaaaamn, right on the verge point between the two

good digging

>> No.4784584

On the subject of portals:
Joel played a map on wednesday which appeared to have wall portals and ceiling portals that were not on the same Z axis, which AFAIK is something that you need to have in order for the portals to work.

What went on here?

>> No.4784585

>>4784582
Haha I remember when I told Kegan to make the shotgun whip thing. Those were the days.

>> No.4784586
File: 352 KB, 256x256, 5476972436f0982c8760e7d6d800ec7dfb5a09e3db5835b4282ca3a1b02c8d59.gif [View same] [iqdb] [saucenao] [google]
4784586

>>4784584
You're correct that it doesn't work for static portals, but interactive allows it.

>> No.4784589
File: 586 KB, 1280x720, [distant rattling].png [View same] [iqdb] [saucenao] [google]
4784589

la creatura...

>> No.4784590

>>4784584
You can do that, but then you get the shitty kind of portal that don't work with monster AI, sounds, a bunch of physics etc.

>> No.4784593
File: 755 KB, 1280x720, gluon meets doom.webm [View same] [iqdb] [saucenao] [google]
4784593

>>4784580
Extermination Day with Lambda, and Project Babel Monsters. I load PB Monsters first so the Lambda blood and bullet effects overwrite PB's.

>> No.4784596

>>4784585
Which one? The whip sub-item thing that actually physically lashed over the player sprite?
Scroton, is that you?

>> No.4784601

>>4784586
>>4784590
Ah, so it only really worked on that level because it was more about puzzles than shootan.

>> No.4784604
File: 33 KB, 398x652, doom screenshot.jpg [View same] [iqdb] [saucenao] [google]
4784604

>>4784573
>>4784581
So how do I insert textures into this. The whole texture pack.

>> No.4784605

>>4784471
So, if anyone's gonna make a new thread after like 600 replies, will it be themed after our fifth anniversary?

>> No.4784606

>>4784596
Naw boi it's the other modGuy guy. Pretty sure I was the one who suggested making it shoot like a billion chains to vacuum in enemies.
>>4784601
Static portals aren't the best for AI either unless they're just simple stuff. Maps with non-euclidean geometry should try to keep it as far from monsters as possible.

>> No.4784612

>>4784605
Make it golden boner themed.

>> No.4784616

>>4784606
Oh shit I remember that, I did that for the powered up sword for a short time.
Man GMOTA went into some weird places with some of those updates. The hell was I thinking with some of those?

>> No.4784624

>>4784616
I dunno but it was interesting if not very balanced. I've been messing around with GMOTA 1.0 with the monster duplicator thingy I made and it's pretty fun if you play Doomslayer.

>> No.4784626

>>4784572
Former humans? No clue. Maybe radioactive waste. Maybe an effect of demonic possession. Maybe to further show that they are zombies. Maybe a terrible taste in hair dye.

>> No.4784627

>>4784561
Not gonna lie, I would love that. A rainbow mobius strip would a cool level though.

>> No.4784638
File: 69 KB, 748x748, 1522341921005.jpg [View same] [iqdb] [saucenao] [google]
4784638

>>4784023
>>4782695
>>4782712
>>4782715
And I'm back. Longer than expected.

More thoughts
-Your barrel replacement. Many people won't get it. Signal to the player they exist at the start of the map by putting a few of them around to be shot.
- The music is from what...I'm guessing that's Wolfenstein? It just sounds odd next to this. There is good tracker music out there which isn't too "modern" if that's your concern.
Here's an example.
https://modarchive.org/index.php?request=view_player&query=37425

- The mushrooms look naff because the colour is off. I would replace with health potions or make them way smaller.
- The swimmable water, sorry, blood, is neat but since that area is undetailed anyway make it as thick as you can in the underwater "fog".
- Cool contrast of the wider outdoor areas and brightly lit, geometric indoor areas near the end. But that needs a light source for inside.

>> No.4784653

>>4784627
Is a mobius strip even possible?

>> No.4784668

>>4784653
Duke Nukem 3d technically had one

>> No.4784669

>>4784668
I'd prefer one I can see through the whole map rather than sorcery.

>> No.4784680

Does anybody remember Neodoom?

Made by a Brazilian modder called "Daniel". Had a pretty wide range of talents but seems to have moved on or something.
His mapset was awesome, but I think the revision that added items and all that shit subtracted from it.

>> No.4784681

>>4784638
It's from this, actually:
https://www.youtube.com/watch?v=zI-C-WkPC28
>Your barrel replacement. Many people won't get it. Signal to the player they exist at the start of the map by putting a few of them around to be shot.
this is fair

the tracker music doesn't fit too much either or.

>The mushrooms look naff because the colour is off. I would replace with health potions or make them way smaller.
ok downscaling
>The swimmable water, sorry, blood, is neat but since that area is undetailed anyway make it as thick as you can in the underwater "fog".
ok making the fog a fat bastard
>But that needs a light source for inside.
But of course.

>> No.4784682

>>4784680
A bit too slaughtermap-y later on for my tastes if I remember the level design right. Hell, the final map is nothing but a massive arena with no cover about several dozen boss monsters frolicking around while necessitating repeated nuking. I do remember it being pretty neat otherwise, though.

>> No.4784683

>>4784680
the one with the vixens that had 4 trillion hp?

>> No.4784687

>touring /trash/ and run into Sorlag vore+wg
can't escape this hell
What are some examples of somebody's fetishes being put to good use in map design?
Mouldy/Cyriak may be an example

>> No.4784690

>>4784681
Cool stuff. Music wise I loved Quake 1's music.
https://www.youtube.com/watch?v=_w8Ffl76Mh4

Take this for example. It goes with the landscape of a dark, cruel blood soaked land filled with twisted demons. Much of this type of music could do but it's your vision so see where it goes.

>> No.4784691
File: 72 KB, 350x243, 1430214087202.png [View same] [iqdb] [saucenao] [google]
4784691

>>4784687
No.

>> No.4784692

>>4784683
Yeah you could see Dan's fetish had creeped in there. There was even a secret area that had a bunch of soft porn in it but 18 year old me liked it.

>> No.4784694

Do puzzles belong in Doom? As in, play with switches until you can access the next area type of deal?

>> No.4784701

>>4784694
If an author announces something includes them then yes, or they're secret areas and the like.
If it's just "boom, puzzle time" then I noclip that bitch.

>> No.4784703

>>4784694
Everything can belong in Doom, and everyone can like something or not, that's the beauty of it.

>> No.4784704

>>4784683
gonna try it out now.

>> No.4784705

>>4784691
Yes.
This is hell and the elder gods we're talking about, anon.

>> No.4784706

>>4784687
what thread?

>> No.4784708 [DELETED] 

>>>/trash/4784706

>> No.4784709

>>4784706
>>4784705
>>4784691
>>4784687
>making a level with a giant skull you go into/out of
>never even heard of vore
>read this shit

Fuck you I like big skulls because Dr. Wily had one in megaman.

>> No.4784710

>>>/trash/15870675

>> No.4784712

>>4784709
This. There's no reason 'vore' maps shouldn't be received the same. Womb Levels are a very common video game trope, and for gods sakes its HELL

>> No.4784713

>>4784712
>womb levels

Skull map guy here, womb mappers are expected to cross the street when I am coming.

>> No.4784715

>>4784713
It's not a literal womb. It's just the name of the trope.
http://tvtropes.org/pmwiki/pmwiki.php/Main/WombLevel

>> No.4784717 [DELETED] 

>>4784712
hi, s'arais

>> No.4784726

>>4784715
Huh, Unreal 2 had a womb level and it was pretty cool. It was a giant living planet.

>> No.4784730

>>4784726
Oh, I remember shitpost-memeing that game in reference to chronicles of riddick.
Wasn't that level where you got the poison nades?

>> No.4784736

Ok I'm actually retarded how do I install the Solace Dreams mod to work? Yes I am using GZDoom

>> No.4784737

>>4784730
Never played Riddick.
Unreal 2 was boring as hell sadly, it seemed to have cool stuff but it never "sparked".

>> No.4784741

>>4784737
I haven't either. I was reffering to how both had a main character named "johns"
https://www.youtube.com/watch?v=7kIaFio3Km4
I agree on that too. U2 was fun but it lacked the proper spark. It had all the trappings of a great game but it lacked... something.

>> No.4784781

>>4784736
>just tried to play this
>no instructions, a bit confusing
>copy the gzdoom it comes with to the main folder, rename IWAD.wad to DOOM.wad, and open SolaceDreams with GZDoom
>suddenly monitor says "format not supported"
>can't do anything
>have to restart computer
epic

>> No.4784804

Probably a stupid question but in GZDoom how do I set it to where the view is locked horizontally and the guns autoaim on the Y axis like in vanilla Doom? I tried turning mouselook off and turning on the smart autoaim but it didn't work for the shots autoaiming on the Y axis.

>> No.4784817

>>4784680
I downloaded that and Final NeoDoom today. Playing the first NeoDoom right now. I think it's pretty fun. The shotgun looks like a grenade launcher though.

>> No.4784826

>>4784804
They already autoaim by default. Just off mouselook to lock the view.

>> No.4784854

>>4784781
its ok I learned that I just had to use the launcher but due to my computer username it wouldn't launch

I almost deleted my entire computer but I got it working

>> No.4784996

>Alfonzone E2M4
>gee I wonder what will happen if I pick up this Megasphere
>fatsos and arachnatrons, revenants and a slur of other monsters teleport in all over the map
>including an archville among them

>> No.4785005

is there a way of enabling crouching in prboom+?

>> No.4785012

Would you folks be so kind as to start putting 'doom' or 'quake' or 'retro fps' or whatever in the subject again because i can't highlight them via filter when they're just random phrases

>> No.4785042
File: 52 KB, 908x605, open wide anon, here comes the plane.png [View same] [iqdb] [saucenao] [google]
4785042

>>4785012
Start filtering by comment instead of subject you retard.

>> No.4785048 [DELETED] 

>>4785012
how about just skimming past it instead of pretending it's detrimental to your internet lifestyle

>> No.4785071
File: 222 KB, 781x987, image.jpg [View same] [iqdb] [saucenao] [google]
4785071

Is there any sandbox doom wads where you can mess around with the console? I.e Garry's mod.

>> No.4785073

>>4785048
>instead of pretending it's detrimental to your internet lifestyle
>because i can't highlight them via filter

Did you just see the word "filter" and shit your pants?

>> No.4785076 [DELETED] 

>>4785073
I asked you first, what about these threads is it that warrants a filter?

>> No.4785079

>>4785073
well fuck. I did, I was busy with something else so I misread. my mistake.

>> No.4785143
File: 473 KB, 1920x1080, Screenshot_Heretic_20180520_115010.png [View same] [iqdb] [saucenao] [google]
4785143

>slaughtermap of sorts right at the end
I hope they do this more often in other episodes.

>> No.4785164

>>4784552
Not every day you see the underside of a shambler

>> No.4785182
File: 926 KB, 800x600, 2018-05-20 11-48-03.webm [View same] [iqdb] [saucenao] [google]
4785182

at ~5kb now, 7zipped. Wonder if there's a way to include a few ultra-compressed sound effects?

>> No.4785203

>>4784471
>happy fifth anniversary, /doom/
was 2 months ago (18th march) ?

>> No.4785227

NEW THREAD

>>4785224
>>4785224
>>4785224

>> No.4785936

>>4784561
I was working on this a while back but I've started a new non-euclidean wad just recently.
https://youtu.be/l2rCqAbvApU