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/vr/ - Retro Games


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4806129 No.4806129 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4800256

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.4806130

=== NEWS ===

[05-29] Anon-modified version of Steve's Flashlight for custom light offset
https://my.mixtape.moe/pkuika.pk3

[05-25] Champions 2.2 released, more performance friendly on large maps
https://forum.zdoom.org/viewtopic.php?f=43&t=60456

[05-22] 20th Anniversary of Unreal

[05-22] ZScript tutorial: handling user input by creating a speed booster button
https://www.bitchute.com/video/h7CpDhKwp1bX/

[05-19] Demon Counter Strike 0.05c
http://static.allfearthesentinel.net/wads/demoncounterstrike-v0.05c.pk3

[05-18] More QCDE stuff
https://www.youtube.com/watch?v=ndYu4jTqbf8

[05-18] Champions v2.0
https://forum.zdoom.org/viewtopic.php?f=43&t=60456&p=1052735#p1052735

[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

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4806132
File: 74 KB, 350x447, 1463635864174.jpg [View same] [iqdb] [saucenao] [google]
4806132

I like doom.

>> No.4806139

>>4806132
It is a good game!

>> No.4806140

> doomguys helmet has built-in pyrovision

>> No.4806141
File: 2.30 MB, 861x1245, tumblr_obxb3ysuuy1vynudco1_1280.png [View same] [iqdb] [saucenao] [google]
4806141

Wots the best Doom ad?

>> No.4806142
File: 430 KB, 1280x1739, abbf56fae6a273ab15c6a667d864e1e0.jpg [View same] [iqdb] [saucenao] [google]
4806142

>>4806141

>> No.4806164
File: 619 KB, 1280x720, Screenshot_2018-05-26-19-55-53.png [View same] [iqdb] [saucenao] [google]
4806164

get fucking destroyed

>> No.4806170

>>4806141
> GROOVIEST OF STOCKISTS

>> No.4806205

metadoom gives me samsara vibes, sometimes
>both are tributes to a genre or series, that mash up different games together
>try to make them fit with specific rules and ideas
>try to be creative some times
>not affraid to bring up obscurity
>full of neat easter eggs and attentiont to detail
>infinite ammo pistol

>> No.4806224

>>4806140
Pyrovision Doom mod where you blow bubbles at baby demons when?

>> No.4806234 [DELETED] 
File: 1.70 MB, 2560x1440, 323232323.jpg [View same] [iqdb] [saucenao] [google]
4806234

The way Doom is meant to be played

https://www.moddb.com/games/doom/addons/doom-lowpoly-mod-v2

>> No.4806245 [DELETED] 

>>4806234
There he is. There he goes again. Look, everyone! He posted it once again! Isn't he just the funniest guy around?! Oh my God.
I can almost see your pathetic overweight frame glowing in the dark, lit by your computer screen which is the only source of light in your room, giggling like a like girl as you once again type your little Doom graphics post up and fill in the captcha. Or maybe you don't even fill in the captcha. Maybe you're such a disgusting NEET that you actually paid for a 4chan pass, so you just choose the picture. Oh, and we all know the picture. The "epic" Doom graphics mod, isn't it? I imagine you little shit laughing so hard as you click it that you drop your Doritos on the floor, but it's ok, your mother will clean it up in the morning. Oh, that's right. Did I fail to mention? You live with your mother. You are a fat fucking fuckup, she's probably so sick of you already. So sick of having to do everything for you all goddamn day, every day, for a grown man who spends all his time on 4chan posting about graphics mods for Doom. Just imagine this. She had you, and then she thought you were gonna be a scientist or an astronaut or something grand, and then you became a NEET. A pathetic graphicsfag NEET. She probably cries herself to sleep everyday thinking about how bad it is and how she wishes she could just disappear. She can't even try to talk with you because all you say is "THE WAY DOOM IS MEANT TO BE PLAYED." You've become a parody of your own self. And that's all you are. A sad little man laughing in the dark by himself as he prepares to indulge in the same old dance that he's done a million times now. And that's all you'll ever be.
Forever...

>> No.4806271 [DELETED] 

>>4806245
Nice pasta

>> No.4806275 [DELETED] 

>>4806234
Thanks for the concrete link. Now I have something easier to filter.

>> No.4806279 [DELETED] 

>>4806271
Yes. But I don't think NEET in Russia can afford ultra wide 2k and gtx 1080. If he's NEET he probably has rich parents who buy him such stuff.

>> No.4806285

https://www.youtube.com/watch?v=pmdxdEM7axw

>> No.4806302 [DELETED] 

>>4806285
Hy oн хoтя бы дepгaeт имeннo тe кнoпки, кoтopыe oбычнo зaдeйcтвoвaны в шyтepaх

>> No.4806305
File: 116 KB, 584x393, 1498063785138.jpg [View same] [iqdb] [saucenao] [google]
4806305

>>4806130

>[05-22] 20th Anniversary of Unreal

>no free surprise expansion made by a aaa studio

what the fuck is wrong with this fucking timeline?

>> No.4806306 [DELETED] 

>>4806305
People need Thanos and battle royale instead of old FPS.

>> No.4806307 [DELETED] 

>>4806302
Why Russia is such poorfag country? This TV show aired in 2008 in finished in 2013. Yet the character still plays Doom on a very old console.

>> No.4806308 [DELETED] 
File: 97 KB, 960x960, 14962606895980.jpg [View same] [iqdb] [saucenao] [google]
4806308

>>4806307
Гoтoвь тyзa, cyкa

>> No.4806312 [DELETED] 

>>4806308
This is an english speaking board. So speak english yu russky slavshit

>> No.4806316 [DELETED] 

>>4806312
He says "Ok, bitch."

>> No.4806317 [DELETED] 
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4806317

>>4806312
>2018
>нe гoвopить пo-pyccки
the fuck wrong with you

>> No.4806319 [DELETED] 

>>4806312
>>4806316
It means "prepare your anus, bitch" actually

>> No.4806323 [DELETED] 
File: 513 KB, 1280x720, 1525248262112.png [View same] [iqdb] [saucenao] [google]
4806323

>>4806307
Using Ukrainian TV show as an example of Russian poverty sure is a great idea.

>>4806308
>>4806317
Fuck off back to хapкaч, you are doing nothing but giving us a bad name.

>> No.4806327 [DELETED] 

>>4806323
>ukranian
>not russian
ok

>> No.4806328 [DELETED] 

>>4806323
Stop pretending russian, gosh

>> No.4806334 [DELETED] 

>>4806307
Weirdly enough, this isn't even the characters being "poorfag", since the people who bought the PS1 for their daughter (and then gave it it to their parents, because their daughter at that moment was staying at her grandparents house in a village) aren't acually poorfags, they have their own house and everything.

I guess the series itself is probably supposed to take place in close past (the year is never actually mentioned in the series) so them buying PS1 can actually be relevant.
Also, the series has like a 7 year time skip between seasons 4 and 5. And I don't remeber them having much tech before timeskip, while after it they suddenly have things like laptops and iPads.

>> No.4806346
File: 78 KB, 250x251, a_simple_strogg_warrior_by_brainghost.jpg [View same] [iqdb] [saucenao] [google]
4806346

Are there any good quake 2 mods?

>> No.4806351
File: 1.40 MB, 1920x1080, gzdoom 2018-05-29 09-38-08-65.png [View same] [iqdb] [saucenao] [google]
4806351

been working on some shit

>> No.4806353

ALL OF YOU ARE DEAD

>> No.4806368
File: 22 KB, 319x460, 1527184980057.jpg [View same] [iqdb] [saucenao] [google]
4806368

>play scourge of viscerus map for hexen
>graveyard area has a row of tombs
>one tomb has no nameplate
>go in and grab the item
>message pops up saying "did you wonder why this grave is unmarked? because it's your own hahaha
>floor disappears and fall to my death

What a bunch of shit. Sure set traps if you want but instant death crap with no escape is bullshit. I didn't find any chaos devices before that either.

>> No.4806372

how do i into strafe jumping in quake? i usually get 400 u/ps off of one but can't get higher.

>> No.4806378

>>4806372
It really depends on the game. If it is Quake 1 you are talking about - then you should be bunny hopping instead of strafe jumping

>> No.4806382

>>4806378
ok, yeah it's q1
isn't strafe jumping (or speed jumping, whatever the term is) how you get the initial speed though?

>> No.4806387

>>4806382
I'm not a master at movement in Quake games but I think you should watch this tutorial
https://www.youtube.com/watch?v=v6jm9iGW2Co

>> No.4806401

>>4806305
That's weird. Even Quake got it.
By Machine Games but it was still something.

>> No.4806414
File: 286 KB, 3440x1440, 15276040039700.jpg [View same] [iqdb] [saucenao] [google]
4806414

President of the World

>> No.4806417

>>4806387
i did
i guess it's really dependent on mouse movement

>> No.4806420
File: 366 KB, 3440x1440, 15276053827110.jpg [View same] [iqdb] [saucenao] [google]
4806420

>>4806414
There was a new version. Why you posting an old one?

>> No.4806421 [DELETED] 

>>4806420
Ebalo chetche veedno

>> No.4806437

>>4806420
Man that face clearly does not fit for that skull

>> No.4806445

>>4806420
what is this, quake 2

>> No.4806447

>>4806437
Yo you don't know what skull our President has

>> No.4806450

>>4806437
Putin's face doesn't not fit for his skull either. So nothing wrong. Most russian's faces look like a bad oblivion models.

>> No.4806452

>>4806450
Fucking kek

>> No.4806462

>>4806445
Doom 2 with HontE remastered + Lowpoly Mod + Putin Zombies.

>> No.4806469
File: 791 KB, 1920x1080, Screenshot_Doom_20180529_021357.png [View same] [iqdb] [saucenao] [google]
4806469

>>4806462
That was sarcasm. But I guess it wasn't a good joke on my part.

>> No.4806472

>>4806469
What is this mods?

>> No.4806486

has anyone tried to make doom 64 into an iwad for traditional doom source ports?

>> No.4806491

>>4806486
Why would you need this? Also any other way of playing Doom 64 except playing it on Nintendo 64 is a piracy.

>> No.4806501

>>4806486
There's Doom 64 Retribution for GZDoom, and a series of Vanilla-style maps using D2's assets. But otherwise it's kind of a bitch to replicate and not every source port could hope to run it, and I doubt anyone would want to make it a full-blown iwad.

>> No.4806543

>>4806368
That's bullshit, but also hilarious. That reminds me of a map in Quake's Scourge of Armagon that had the Jesus mural and I shot at it looking for a secret, but instead lightning came out of it's hands and killed me. I was too busy grinning like an idiot to be mad.

>> No.4806551

>>4806368
>Kek'd to the max by a mapper
How does it feel, falling victim to Looney Tunes shenanigans?

>> No.4806571

>>4806486
as far as i know for playing doom 64 on PC your options are doom 64 EX, brutal doom 64 and doom 64 retribution.

>>4806491
unless Bethesda plans to put doom 64 on a hypothetical N64 classic or the inevitable virtual console on the switch who cares?

>> No.4806604

>>4806164
what's that level?

>> No.4806612

>>4806351
Place those barrels on solid ground

>> No.4806618

>>4806604
> he doesn't know map01

>> No.4806778

>>4806368
I just played that yesterday. I immediately left the tomb after grabbing the item (there's no reason to stick around since it's a tiny room with a single item), so the trap completely fell flat lel.

>> No.4806792

Noob question here, are there any source ports like GzDoom or Quakespasm for Blood, Duke Nukem 3D and Marathon?

>> No.4806803

>>4806792
>blood
BloodGDX is good

>> No.4806805

>>4806792
For Duke 3D, yes, EDuke32.
For the others, no, you're kinda fucked.

A Blood one is currently in development, you can try it out, but it's not complete, BloodGDX

For Marathon, there's Aleph One, which used to have more features, but the faggot-ass devs decided they should all remove those to make it more authentic.

>> No.4806841

>>4806805
I wonder how far Kaiser got on BloodEx.
TZK also did some work on importing Blood graphics/anims into gzdoom and I haven't kept up to date on that either.

>> No.4806915

https://soundcloud.com/we-are-toast/running-from-evil-except-the-song-never-starts

>> No.4806926

>>4806915
fuck you zanieon

>> No.4806984

>>4806926
rude

>> No.4807016
File: 910 KB, 800x600, 1527173782535.gif [View same] [iqdb] [saucenao] [google]
4807016

Why are all the Doom 64 weapons so nice looking yet the pistol is the most hideous shit ever created?

>> No.4807020

>>4807016
It looks fine to me.

>> No.4807038

>>4806984
you started it with that track

>> No.4807064

how do i set the frames per second on quake
trying to get 72, but fps display set through autoexec tells 60

>> No.4807069

>>4807016
it's supposed to be a desert eagle.

>> No.4807084
File: 39 KB, 92x175, sightless.png [View same] [iqdb] [saucenao] [google]
4807084

>>4807069
Looking at the pistol, I have come to the conclusion that it possibly has the most fucking useless sights in the history of guns. That one pic of a scoped knife makes more sense than pic related.

>> No.4807085

>>4807084
that looks good

>> No.4807089

>>4807085
Yeah, if you're literally blind and don't need to aim where you shoot. Also I dislike how the barrel seems to get thinner. Like, TOO thin for it to fire .50 rounds. Centered sprites almost always look weird imo.

>> No.4807091

>>4807084
It's a modified Desert Eagle trying to be futuristic by closing the sights. But odds are, you line the front notch of the gun up with the back of it to aim.

>> No.4807097

>>4807064
what quake and what port

>> No.4807119

>>4807089
autism

>> No.4807134
File: 2.79 MB, 640x360, chasmshotty2.webm [View same] [iqdb] [saucenao] [google]
4807134

Worked on the shotty more, liking the pump animation a lot more now, the double shot still looks clunky though.

>> No.4807137

>>4807134
>Forgot to crop video
Fug

>> No.4807148

>>4807097
quake 1
neaquake

>> No.4807149
File: 108 KB, 443x756, Desert Eagle, Fords Custom Guns Nightsights.jpg [View same] [iqdb] [saucenao] [google]
4807149

>>4807084
Cut a notch in the rear sight, and give it actual slide animations, and it wouldn't look that bad.

>>4807085
Well the actual sprite itself is visually ok, good shading, good shape and all that.
It looks kind of bland shooting though, the animation is a little stiff, because the slide doesn't move, it'd look more exciting if it did, even for just a frame. Maybe also speed up the animation a tic or two.

>>4807089
For one, it's just Doom, for another, the Desert Eagle is available in two .44 caliber cartridges, one .41 caliber cartridge, and one .357 caliber cartridge (very slightly above 9mm Luger in diameter). It's not exclusively a .50 caliber gun, in fact that was one of the last calibers to be made available for it.

For a third, it could be something that from this perspective looks kind of like a Desert Eagle, but actually isn't. Given that the gun doesn't look especially large, and that it doesn't seem to be especially powerful (when a cartridge like .50 Action Express or .440 CorBon could be used to shoot a grizzly bear with, and actually has pretty hefty recoil), it'd strongly suggest it's probably not the Desert Eagle it vaguely looks like.

>Centered sprites almost always look weird imo.
I disagree, they work very well for Doom.

>> No.4807151
File: 52 KB, 949x550, DP12.jpg [View same] [iqdb] [saucenao] [google]
4807151

>>4807134
>one pump, two shots
Nice. Kind of like pic related in function, but more Quake-y looking.

>> No.4807176
File: 148 KB, 341x600, Waitasec.jpg [View same] [iqdb] [saucenao] [google]
4807176

>>4806926
But... But that one wasn't me!

>> No.4807202

Joel has started! First map: Some crazy vent system or something.

vargskelethor@twitch

>> No.4807207

>>4807202
I thought we agreed to not mention his cancerous stream again?

>> No.4807212

>>4807207
nope

>> No.4807215

>>4807151
I'm still um-ing and ah-ing on the whole thing. I've gone through like 5 different shotgun variants (single shotgun, double shotgun with alternate explosive rounds, Turok Rage Wars burst shotgun. Unreal quadshot shotgun, double shotty with single barrel altfire... you could seriously make a weapon set entirely out of unique shotguns) trying to figure out what I want from my shotgun.

>> No.4807221

>>4807207
Are the maps available anywhere? I'm tired of him shitting on people's wads while being shit on people's wads.

>> No.4807225

>>4806368
> YOU'VE PLAYED THIS GAME TOO LONG MORTAL
> I THINK I SHALL REMOVE YOU FROM THE BOARD

>> No.4807234

>>4807084
That pistol looks much better than pistol from classic doom. It looks more dangerous

>> No.4807235

>>4807221
only after the competition ends

>> No.4807238
File: 198 KB, 550x535, concern.png [View same] [iqdb] [saucenao] [google]
4807238

>>4807234
>That pistol looks much better than pistol from classic doom
Is this bait? I can't even tell.

>> No.4807239

>>4807148
what the hell is neaquake

>> No.4807240

>>4807207
>Thinks his opinion is fact and concensus
>Calls others cancer

lul

>> No.4807242
File: 390 KB, 500x374, envy intensifies.gif [View same] [iqdb] [saucenao] [google]
4807242

>>4807149
>>4807069
>>4807084
>>4807149
This has had me thinking over on /k/ that the 10mm Magnum would be the perfect round for the desert eagle. Its narrow enough you could thin out the inside of the grip and make it double-stack just like 10mm auto handguns. Its also despite the name an autoloader cartridge, rimless, like a longer version of the 10mm auto.

Something like that would work great in a certain multi-barreled machinegun too. It packs as much punch as a .44 magnum but its more efficient. At that point you have a pistol and a machinegun that are both firing the same ammo and it hits as hard as a russian AK-74, which sounds like a decent match and a fieldable weapon system to me.
> standard doom clips hold 10 rounds anyway, custom mags for a DE already exist that are 10 rounds for the .44mag version.

>> No.4807243

Map 04 of Dimension of the Boomed is so fucking cryptic, I just don't know where to go.

>> No.4807246

Why the fuck does Joel have such a phobia of shooting enemies
YOU HAVE WEAPONS FOR A REASON, STOP RUNNING AROUND STARING AT THE MONSTERS AND KILL THEM REEEEEEE

>> No.4807248

>>4807246
Please stop talking about him, you're only hurting yourself.

>> No.4807249

>>4807238
I just have a better taste

>> No.4807251

>>4807238
Dumb frogposter, that's a perfectly valid opinion. Though I can't say I agree with it, I like me some Berettas, even if they're only toy models.

>> No.4807261

>>4807246
I have the same phobia but I don't understand how he can have it, I developed it while playing megawads that either expect me to press 3 and hold down LMB for 9000 hours or do bullshit enemy placements that are safer to riskily speedrun through than fight.

>> No.4807283

That was a pretty big map. Pretty decent too.

>> No.4807284

>>4807246
>>4807261
I like to cause as much infighting as possible and im leary of firing the rocket launcher or plasma gun nonstop too. I like to conserve my cells and I wast enough of them already as it is - short bursts of 4-8 cells then I dive for cover. I strategically place rockets for maximum collateral damage, or specifically dish out only enough to kill a heavy target (like, put 2 into an HK then switch to Chain to finish him off). Even with a horde of things like revenants I only scrape off maybe 4 rockets and figure I can manage with slot #3 to finish off whatever is left because of all the splash damage.

I do end up with alot of spare rockets at the end of the level but its a dangerous weapon to use too. I have an old Doom1 habit from 1994 when I was a kid of using Rockets to kill Barons, its not a good habit since it doesnt get any added efficiency if you have multiple barons (it is a useful tactic if its Barons+HKs, but only if you're shooting the baron in the face)

>>4807238
>>4807251
Whatever pistol Duke has is perfect for doom and duke alike. I believe its a modified Glock since for years thats what I always thought it resembled (even the ground model looks like a glock, and I believe duke came out before the Hi-Point got released, there's no way the dev team wouldn't choose something popular like a Glock. I guess they just wanted to do something a little different than other devs - so berettas and sig sauers even 1911s were out of the question).

>> No.4807295

>>4807284
>I believe duke came out before the Hi-Point got released
iirc the hi-point pistol came out in '92

>> No.4807298
File: 19 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
4807298

>>4807284
What about the weird pump action magazine fed gun he has in the player model and intermission screens?

>> No.4807314

>>4807284
>I have an old Doom1 habit from 1994 when I was a kid of using Rockets to kill Barons, its not a good habit since it doesnt get any added efficiency if you have multiple barons (it is a useful tactic if its Barons+HKs, but only if you're shooting the baron in the face)
Uh, do you think barons don't take splash damage or something? Because they do. Rocketing barons is a good use of rockets.

>> No.4807317

Where I can get this wad varg is currently playing?

>> No.4807324

>>4807317
See >>4807235

>> No.4807329

>>4807324
Shit, wanted to look up what music is playing, I'm tracker music addicted.

>> No.4807330
File: 228 KB, 750x375, TMNT-Cells-40-e1410554841526.png?resize=750%2C375.png [View same] [iqdb] [saucenao] [google]
4807330

>>4807298
What that most reminds me of and in the 90s I thought it was a basic rip off of it is the Blaster Guns that Kraang issued shredder, bebop, and rocksteady in the original TMNT cartoon series.

Ironically I would have much rather preferred the Shotgun Pistol he uses in the cover art because that thing looks so damn awesome. Either way he doesnt use the weapon that he is pictured with, just like doomguy, its meant to be a generic weapon. But the shotgun pistol would have looked even cooler to see in the mirror/holoduke or in multiplayer.

>>4807314
Barons take 0 damage from explosions just like the Cyber and Spider Mastermind. They have the +Boss flag and they always have.
> the HK inherits from Baron and is specific to deduct the Boss flag for this reason.
Ive seen them survive a giant wave of barrel destruction and still have to put 5 rockets into them as usual.

Its a real PITA when map makers put a Baron right in front of your face because of just how tough those creeps are. In Doom1 it was a legitimate use of the BFG to dump it into a lone baron all by itself, just to get rid of the bastard.

>> No.4807331

>>4807317
Varg is playing Doom? What?

>> No.4807335

>>4807331
>Stop using filters

>> No.4807336

>>4807314
>>4807330
correction: Barons take splash damage but like the other bosses they only take it if you score a direct hit. If it isnt a projectile that is causing a direct hit on the monster then it takes 0 from the explosion... in fact they arent even fazed by it and they arent triggered by it either.

So as far as the Baron is concerned the Rocket Launcher is effectively just a Plasma Rifle that delivers all the damage in one lump.

>> No.4807339

>>4807329
Tracker is truly the best. I really like the DUMP series mainly because a lot of the maps use it.

>> No.4807342

>>4807330
>>4807336
Cyberdemon and Mastermind have NORADIUSDMG and BOSS whereas Baron don't have both, Baron only have BOSSDEATH to trigger map specials, otherwise they are treated just like any other regular mob by the weaponry.

>> No.4807343

>>4807330
>Barons take 0 damage from explosions just like the Cyber and Spider Mastermind. They have the +Boss flag and they always have.
>correction: Barons take splash damage but like the other bosses they only take it if you score a direct hit. If it isnt a projectile that is causing a direct hit on the monster then it takes 0 from the explosion... in fact they arent even fazed by it and they arent triggered by it either.
Okay, that's weird. This is the first time I've heard of this, can other anons corroborate?

>> No.4807346
File: 816 KB, 1017x583, 2018-05-29 17_19_35-Window.png [View same] [iqdb] [saucenao] [google]
4807346

How do people do fake volumetric lighting like this?
(screenshot from Joel's stream)

>> No.4807347

>>4807339
Thanks, I'll take a look.

>> No.4807349

>>4807343
>>4807342
First time ive ever heard that the Baron takes radius damage. And ive never observed it before either.

>> No.4807352

>>4807346
transparent side-defs or whatever you wanna call it, its a translucent gradient texture

>> No.4807356

>>4807347
I'm sure you know about this website, but on the off chance you don't, you should definitely give mod archive a look:
https://modarchive.org

>> No.4807360

>>4807356
Yeah, just it is hard to get stuff that I like from it. And I can't download many files at same time (unless you can suggest me how to do that) so I would sort music that I like faster.

>> No.4807370
File: 1.97 MB, 640x360, splash.webm [View same] [iqdb] [saucenao] [google]
4807370

>>4807238
the doom pistol sprite barely looks like a pistol

>>4807349
>>4807343
barons take splash damage

>> No.4807392

>>4807207
No, shitbag, only you.

>> No.4807424
File: 413 KB, 827x691, confused pinker.png [View same] [iqdb] [saucenao] [google]
4807424

>> No.4807428

>>4807242
I always thought the .45 Winchester Magnum would be another good candidate, especially for handloading reasons, as you can use regular .45ACP, 230gr projectiles.
You'd get performance roughly on par with .44 Magnum
.45WinMag and 10mm Magnum definitely work well for an automatic though, look at the Grizzly LAR pistol.

Another thing I think the Desert Eagle could use is an adjustable gas-block, given how picky they are with ammunition. It really just doesn't fucking like anything that isn't hot.

>> No.4807430

>>4807234
If you add the unused animation frames to the original pistol, it looks better.

>> No.4807448

>>4807428
difference is in width since the .45 winchester mag is a full sized .45 cal while the 10mm magnum is only 11mm in width, that difference is actually quite alot at the upper size that a 10mm already is. Enough that many pistols will go single stack on their magazines for any round wider than that, while double stacking a 10mm or .40cal case size is thicc its still acceptable to many shooters.
> The M1911 surprisingly has a double-stack version in .45acp that holds 12. As you might expect especially with the grip style of the M1911 not trying to skimp in any way, this thing is like holding the wide end of a baseball bat.

The 10mm Mag or .45 winchester mag would work well as pistol/chaingun rounds in doom at least in theory. No way you'd have a modified Beretta running either caliber though.

>> No.4807450

>first wad
Yeah fucking right.

>> No.4807451

>>4807242
>and it hits as hard as a russian AK-74
I think probably not. Comparable footpounds, maybe, but the .44 Magnum and 10mm Magnum fire a rather heavy bullet, with decent speed, while 5.45x39mm fire a very light bullet, at extremely high speed.
They're both powerful, but do different things, the 5.45mm would have far longer range, while the Magnum pistol cartridges would penetrate hard materials (like interior walls, furniture and stuff) further.

>> No.4807456

>>4807450
It's not like it was a masterpiece of level design and aesthetics, it was a well-executed joke wad. I believe it.

>> No.4807461

>>4807456
tfw Mockaward no longer exists

>> No.4807462

>>4807456
It's far more impressive and technical than nearly everything ever put in both of Joel's contests. It's not so much the level design as it is the use of script.

>> No.4807463
File: 380 KB, 1600x1200, doom person.png [View same] [iqdb] [saucenao] [google]
4807463

>> No.4807474

>>4807424
why are his teeth bent forward like that

>> No.4807476

>>4806618
Map01 usually doesn't include hordes of archviles.

Plus there's a long tradition of making slaughtermaps out of Map01, consider Plutonia Map32 or Punisher.wad, so anon might've thought it was one of those.

>> No.4807517
File: 108 KB, 827x691, confused pinker 2.png [View same] [iqdb] [saucenao] [google]
4807517

>>4807474

>> No.4807519

>>4807517
perfect

>> No.4807536

>>4806346
Look up Citizen Abel series, they're pretty creative with what they do with the engine.

>> No.4807540 [DELETED] 

still don't understand the BD hate. is it because it's relatively mainstream? do you not like the brutality of it?

>> No.4807542 [DELETED] 

>>4807540
project brutality is better

>> No.4807554
File: 2.90 MB, 800x448, luger.webm [View same] [iqdb] [saucenao] [google]
4807554

reposting my stupid little pistol webm since it was near the bump limit.

it's just a practice thing. still learning.

>> No.4807560

>>4807239
it's used for speedrunning, i want to make sure im using 72fps

>> No.4807563

How do I automatically include used textures and flats into a pk3?

>> No.4807571

>>4807563
slade has an option to cull unused textures

>> No.4807586

Ive seen all the posts about hexen lately so I got it and tried it. I like the style of it but this switch hunt stuff is maddening. I'm at the third area. The place with the swamp. Those goddamn fishmen scared the shit out of me jumping up right in my face. How crazy do the puzzles get? It took me forever to get through the portals place.

>> No.4807592

>>4807554
It's looking pretty good man. Add more frames of animation to make it look nice and smooth and it'll be perfect.

>> No.4807595
File: 237 KB, 827x691, confused pinker 2.png [View same] [iqdb] [saucenao] [google]
4807595

quick fix

>> No.4807615

>>4807592
It is pretty chunky in some places still. I'm not going to draw anymore sprites, but I might do some frame offsets to tween it out.

>> No.4807624
File: 11 KB, 211x246, what the fug.png [View same] [iqdb] [saucenao] [google]
4807624

>heretic e4m1
And people complain that Hell Beneath is too difficult for an opening level

>> No.4807642

>>4807624
I don't recall having trouble in Heretic.

>> No.4807649

>>4807624
Use the plus shaped crusher to conserve ammo by killing the gargoyles and other mooks.

>> No.4807679

>>4807370
>the doom pistol sprite barely looks like a pistol
It looks very much like a Beretta to me.

>> No.4807682

i like doom

>> No.4807692
File: 100 KB, 805x540, 1521851297923.gif [View same] [iqdb] [saucenao] [google]
4807692

So wait Champions is just a shittier Colorful Hell, or am i missing something?

>> No.4807707
File: 476 KB, 586x736, yes, that's my name.png [View same] [iqdb] [saucenao] [google]
4807707

>>4807692
Champions doesn't replace monsters so it's much more compatibility-friendly out of the box and exposed BD shitcode even more in the process

You could even stack it with Colorful Hell if you wanted to.

>> No.4807710

>>4807707
The green toilet will always make me laugh.

>> No.4807717

>>4807707
Ah, so it just adds more monsters? That's cool i guess

>> No.4807723

>>4807682
I agree that you like doom

>> No.4807726

>>4807339
DUMP 4 when?

>> No.4807729

>>4807717
It doesn't add monsters. Just unique behaviors and shit. It's pretty nuts

>> No.4807739

>>4807717
It adds states on top of pre-existing monsters, including any custom monster set you may add, to give them new powers and shit. Mix it with something like DoomRL and you could encounter a teleporting super Cyberdemon with a reflective shield or some shit.

>> No.4807741

>>4807717
Basically, a gameplay mod that edits the monsters for a reason might not work as intended when you try to run a monster mod alongside it. Like say, if you used Colorful Hell monsters in Guncaster won't properly drop gold, in Psychic you can't get the blood tokens, or perhaps another kind of monster behavior might not work as intended, and such as that kind of stuff needs a compatibility patch.

Whereas Colorful Hell works by creating recolored Doom monsters as their own entities that have a chance to replace the original in-game, Champions by contrast is more of an extra layer than actually replacing monsters; any actor tagged as one might become some Binding of Isaac-like recolor with special attributes. Because of this, it also works with more games than just Doom.

Of course, with how some mods work you might get some weird behavior if things that aren't really monsters are tagged as one. The aforementioned Brutal Doom and some of SgtMark's maps played up initially with different objects like toilets and even the player being considered monsters, and so shit got weird before it was bugfixed.

>> No.4807759
File: 830 KB, 1920x1080, Screenshot_Doom_20180528_190225.png [View same] [iqdb] [saucenao] [google]
4807759

Sorry I don't still have the toilet pic, I cleared out my screenshots not long after and that was one of the casualties.

>> No.4807863

>>4807726

Depends on how long I can continue working in GZDoombuilder without throwing up a bit in my mouth each time.

>> No.4807871

>>4807863
What's wrong with GZDB?

>> No.4807884

>>4807871

Nothing wrong with GZDB, I'm just really goddamn bad at mapping and generally hate what maps I put out.

>> No.4807892
File: 13 KB, 374x413, foodanalogy.png [View same] [iqdb] [saucenao] [google]
4807892

>>4807884
Bro, just because you hate them doesn't mean other people do.

>> No.4807901
File: 108 KB, 880x660, pain is real.png [View same] [iqdb] [saucenao] [google]
4807901

>>4807892
i don't get it here's my cake

>> No.4807908

>>4807892

Oh, I absolutely understand that, don't worry.
But I also want to get some personal satisfaction from my stuff. I want to be able to understand what separates a good map from a bad and how to consistently make something good.
I don't particularly like being angry, especially at stuff I make.

Basically, I'm right at that stage where I know my limitations and I know how to work at getting better. But damn does it really suck grinding at it to get better, especially when everyone else is releasing amazing stuff.
But, improvement comes with time, and I'm going to keep practicing.

>> No.4807923
File: 77 KB, 1024x576, weallgonnamakeit.jpg [View same] [iqdb] [saucenao] [google]
4807923

>>4807908
I know that feeling of not getting any personal satisfaction from making maps. Just gotta keep on trucking my dude. I'll be starting the next /vr/ project pretty soon, so that's another excuse to make a map for something.

>>4807901
I appreciate your doodles. Just keep on practicing and your cake will be delicious.

>> No.4807928
File: 84 KB, 1280x720, Screenshot_Square_20180530_124147.png [View same] [iqdb] [saucenao] [google]
4807928

If this is a reference to something, I'm unfamiliar with it. Also, I thought this was a secret exit given how hard to find it was; but the secret exit ended up being in the next level.

>> No.4807936

>>4807928
Wallace and Gromit

>> No.4807952

>the chaingunner has the same shooting sound as the shotgunner instead of the zombeman

>> No.4807968

>>4807679
it looks like a blob with weird shiny bits jutting out of it to me
the sprite's a fucking mess, they really should've just drawn it

>> No.4807982

>>4807952

This always bugged me.

>> No.4807984
File: 463 KB, 800x600, Unreal Engine 3 Screenshot 2018.05.30 - 08.58.20.14.png [View same] [iqdb] [saucenao] [google]
4807984

>rocket launcher built up like a relic that only chosen one can wield
>later, people have them in their households

>> No.4808013

REKKR
WHEN

>> No.4808018

>>4807984
That's a problem with many progression systems. Any "Epic" or "Legendary" (judging by the lore) item a player receives in the first half of the game will be inevitably outclassed in the second half, some times even by common items.

>> No.4808065

>>4808018
solution:
give a cool and exotic weapon to the player early
it's not the most powerful thing ever, but it's useful and cool
after getting a bunch of new weapons, give an upgrade to the artifact weapon to bump up it's power and utility
eventually you build up a device of mass carnage while still progressing with more powerful weapons

wait shit, that's just strife isn't it

>> No.4808090

>>4808065
Isn't the Dispersion gun pretty close to this with the upgrades

>> No.4808105
File: 81 KB, 640x656, just lost soul things.png [View same] [iqdb] [saucenao] [google]
4808105

>>>/wsg/2242084

This might be one of the worst sound choices I've made.

>> No.4808114
File: 912 KB, 240x176, 1456812572703.gif [View same] [iqdb] [saucenao] [google]
4808114

>>4808105
FUCKING CLIFF RACERS REEEEEEEEEEEEE

>> No.4808115
File: 66 KB, 704x768, scrap133_a.jpg [View same] [iqdb] [saucenao] [google]
4808115

>>4807892
>>4807901

Even if it's not the best cake, as long as it's your cake and you love the shit out of eating that kind of cake it will be delicious!

>> No.4808118

>>4808105
they need to spawn in above you constantly for it to feel authentic

also did the captcha get even more obnoxious for anyone else? normally I have to do two of those sign things; now I have to do five.

>> No.4808126

>>4808105
Why's it flinching like that?

>> No.4808147
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google]
4808147

>>4808105
>uuh-*explosion*
I don't know what the fuck that was at the end but it makes me giggle.

>> No.4808149
File: 14 KB, 369x300, q1.png [View same] [iqdb] [saucenao] [google]
4808149

Question. Any of you have experience modding Quake aside of mapping? Im considering making a mod/total conversion/game based in the Quake engine, and I acknowledge the fact that is way more difficult than Doom engine just for the sole fact of being true 3D, modelling, texturing and animating aren't much of a problem, I can learn that, but what worries me is the coding, programming part. How difficult is to pull out something that is beyond a vanilla reskin, say for example custom new weapons, or enemies.
Anyone in here that went beyond mapping can tell me his Quake modding experience?

>> No.4808150

>>4808147
It's a stock yell that's in a few games. Most recently featured in Benbo quest. it's fucking hilarious

>> No.4808171

>>4808149
you have to learn C

>> No.4808174

>>4808171
Well i'm fucked then. This will take quite a time if I want custom stuff beyond vanilla. Thanks.

>> No.4808191

>>4807624
Heretic really has some shit maps
I have trouble with E5M1

>> No.4808217

Why do people care so much about whether Doom was a true 3D game?

>> No.4808221

>>4808217
Reasons to fling shit?

>> No.4808234
File: 55 KB, 351x351, 1470491556173.jpg [View same] [iqdb] [saucenao] [google]
4808234

>Entering: Whispering Winds
Well that was a sudden sharp decline in enjoyment. It was going so well, too.

>> No.4808236

>>4808065
The Unmaker

>> No.4808239

>>4808174
Quake 1 has Quake C, which is similar in scope to Doom's ACS but you can also create new monsters, weapons and AI. However you can't do stuff like custom menus. Take a look at Hexen 2 which has support for some RPG elements. Also get Quakespasm and Arcane Dimension to see what can be done.
Anything else will certainly require C coding and not just any C coding because you'll have to modify Carmack's stuff, which is more or less like challenging god himself.

>> No.4808241

>>4808149
My advice would be to make your maps in Trechbroom or GtkRadiant, import them into Unreal Engine and make you game logic there because god isn't kind to those who try to modify his creation.

>> No.4808268

https://www.youtube.com/watch?v=FZ_ymbxkAh4

>> No.4808339

>>4807952
>>4807982
Changing the chaingunner's shooting sound to the pistol doesn't sound right with vanilla sounds, but sounds perfect with PSX Doom sounds.

Spiderdemon still keeps the shotgun sounds.

>> No.4808372

Any good good youtube content for doom?

>> No.4808373

>>4808372
https://www.youtube.com/user/ICARUSLIV3S/videos

>> No.4808376

>>4808372
Evolution Of The Wad, if you're interested in history and theory on level design.

>> No.4808379

>>4808234
>Whispering Winds
The exact map that made me quit Scythe 2. I hate that the episode that starts the bullshit has my favourite aesthetic of the wad, too.

>> No.4808439

Recently got back into doom, and have been looking at complex doom + legendary mods.

Whats the word on the street regarding these mods?

>> No.4808448

>>4808439
are you saying your opinion will be influenced by others' instead of forming your own?

>> No.4808458

>>4808376
>>4808373
thanks mang(s)

>> No.4808469

>>4808448
details =/= opinions

>> No.4808474
File: 16 KB, 500x461, I-know-that-feel.jpg [View same] [iqdb] [saucenao] [google]
4808474

>>4808234
>>4808379

>> No.4808475

>>4808372
https://www.youtube.com/channel/UCBAkqnAkbqssnoxLiNa-_dQ

>> No.4808504

>>4808234
>>4808379
>>4808474
Holy fuck I looked up which map that was, and I originally called it quits there the first time too. I lost it at the part where the revenant horde starts teleporting behind you because I missed the BFG. Truely the quintessential Plutonialike mapping anal rape experience.

>> No.4808527
File: 366 KB, 1386x1906, 1478252072796.jpg [View same] [iqdb] [saucenao] [google]
4808527

I think I get the gist on how to make weapons but a huge thing in my mod is fast movement etc.
How do I change stuff like that? Physics, movement, jump height, stuff like the 'shifting' from High Noon Drifter or Demonsteele.

Posting a nice anime in return

>> No.4808550 [DELETED] 

Why do so many people not understand that Doom is a horror game, not a fast-paced R0cKiNg FuNnY Sh0oTeR000)). And that Doom is meant to be played on a gamepad on the easiest difficulty, without the autorun, with cinematic 30 frames per second (preferably with Motion blur to emphasize all surrealism) and the soundtrack for the Playstation version. How can you not understand that if you play Doom so called "normal" way, then you losing the whole atmosphere of the game.

Completing Doom 2 on autorun takes about two hours. Two hours is not a game, but a demo version.

I've made a video how Doom is actually meant to be played:

https://www.youtube.com/watch?v=_s_ZNbx58Z4

>> No.4808552 [DELETED] 

Report and ignore.

>> No.4808553 [DELETED] 
File: 104 KB, 1191x670, 1522614562926.jpg [View same] [iqdb] [saucenao] [google]
4808553

>> No.4808559

>>4808527
Look through the movement functions in the zscript definition for the PlayerPawn class in the pk3, then tweak it in your own playerclass inheriting from that by overriding the functions

>> No.4808561 [DELETED] 
File: 318 KB, 752x486, ShitpostingPresence.jpg [View same] [iqdb] [saucenao] [google]
4808561

>>4808550

>> No.4808564

>>4808559
Which pk3 are you referring to?

>> No.4808565 [DELETED] 

>>4808550
Dude, seriously

>> No.4808591 [DELETED] 
File: 385 KB, 3440x1440, Screenshot_Doom_20180530_135842.jpg [View same] [iqdb] [saucenao] [google]
4808591

>>4808561
It's not shitposting. When Doom 1 came out it felt like a slow-paced horror game. Only later when source ports came out people started using autorun feature, WSAD movement and mouse. Maybe DOS Doom versions didn't look horror enough, but this was because of graphic limitations and PSXDoom that was released in 95 already looked how it was meant to be - like horror. Later released games - Doom 64 and Doom 3 also were horror games.

Whe whole idea of Doom was twisted by modders who made popular mods like Brutal Doom. Bethesda wanted to make more money so they made Doom 4 a fast-paced game that has nothing to do with Doom.

>> No.4808604

>>4808591
>Only later when source ports came out people started using autorun feature, WSAD movement and mouse
Autorun and mouseturning were already things in the original .exe, and I'm pretty sure you could rebind moving and strafing to the WASD keys if you wanted to.

>a fast-paced game that has nothing to do with Doom
Doom always had fast paced action going for it, most of the first 3 episodes weren't super intense, but Ultimate Doom had hard maps were speed was important, and Final Doom as well.
It was never a straight horror game, it was always an action game with some light horror themes.

>> No.4808610

could've sworn romero was playing Doom with WASD and mouse himself back in the day, or maybe that was quake
either way, while the original was horror-tinged, even the devs couldn't decide whether it was full horror or an arcade death romp, with john carmack vouching for the latter. there is no "right way" between the two, it's however you want from it

>> No.4808618

>>4807586
Well, hubs are mostly the same puzzle-wise, but they are not as bad as Seven Portals.

>> No.4808624

>>4808591
>Only later when source ports came out people started using autorun feature, WSAD movement and mouse.
Every word of this is wrong

>> No.4808669

can a top lad seed that doom quikstart to help me get movin?

>> No.4808673

>>4808591
>>4808550
sure it looks horrible like that and can be mistaken for horror
but it didn't looked like that on release
also metal soundtrack inspired anything but horror

>> No.4808698

>>4808673
Doom has a varied mix of metal sounding tracks and atmospheric ones.

>> No.4808741 [DELETED] 

>>4808698
PSXDoom is the best sountrack, I always play with it.

Maybe my walkthrough is not perfect but it looks clearly a lot more closer to the Doom idea comparing to others. Autorun is disabled by default in Doom for a reason - a person cannot walk that fast as speed of rocket. Also I played on a gamepad on easy, because gamepad is more challenging. UV + Mouse/Keyboard + Autorun isn't realistic and ruins all atmosphere of the game.

https://www.youtube.com/watch?v=_s_ZNbx58Z4

>> No.4808749

Is Unloved good?

>> No.4808764

>>4808749

The mod, yes.
The game, no.

>> No.4808768

>>4808749
It's pretty good.

>> No.4808775

>>4808764
mods aren't games?

>> No.4808780

>>4808741
Go away, you blithering idiot.

>> No.4808784
File: 64 KB, 640x400, Screenshot_Hexen_20180530_151254.png [View same] [iqdb] [saucenao] [google]
4808784

>>4807586
>>4808618
Had this problem before the last time I played...

Im in the Gibbet (the castle hub) and I got the Axe Key, which leads to a Throne Room with a big marble throne. Problem is after getting in there and killing the monsters nothing happens, there's no switches, and the door has slammed shut and I cant get out.
> and yeah I even sat on the throne

What Do?

>> No.4808785 [DELETED] 

>>4808775
If you don't have the game, what are you supposed to mod? I knew you were incompetent but I guess I overestimated you.

>> No.4808794

>>4808785
That doesn't answer the question at all. A mod is based off a game, yes, but that doesn't mean the mod itself isn't a game. Is Counter Strike not a game because it's a HL mod?

>> No.4808801

>>4808784
It's fucked. I don't know if it's a source port issue or what, but I've gone through the game twice and both times I had to noclip past that part to the boss behind the wall.

>> No.4808802

>>4808794
And Half Life runs on a modified Quake engine.

>> No.4808803

>>4808775
>>4808794

There is a Doom mod and a separate game on Steam, both called Unloved.
The mod is good. The game is not good.
It's not that complicated.

>> No.4808804

>>4808803
Nobody said otherwise, it's just addressing the notion that mods aren't games.

>> No.4808809

>>4808802
And the Quake engine is based on Henri Goraud's work.

>> No.4808813

>>4808784
It's some retarded game breaking glitch. Your best bet to get by it is to create another save in front of the door before you enter. I've seen people give TNT evilution shit for forgetting to put a key in a level, but I never see anyone talk shit about Hexen for this part.

>> No.4808815

>>4807649
I tried, but it was difficult because other mooks will swarm around you while you try.
>>4808191
It's not a bad level, just hard as hell. Also pretty unorthodox level design compared to other Heretic maps so far, lots of puzzliness and backtracking.

>> No.4808820

>>4808804

Nobody ever said that.

>> No.4808823
File: 2 KB, 80x24, BFG9D0.png [View same] [iqdb] [saucenao] [google]
4808823

>>4807984
>>4808018
>>4808090
>>4808236

The best way to handle that sort of thing is provide the weapon in a way that makes it look like... everybody out here is small time and a marine badass somehow died or his pod crashed and he had a BFG or Rocket Launcher (insert game title and appropriate weapon set, thinking quake 2 here). Dude managed to get himself fragged way out in the middle of nowhere and nobody has yet carted off his weapons.

So thats how that weapon got there while nobody else around there has anything like it. OR the raiders are using jury rigged versions built onto a war vehicle, or a monster has a prosthetic that lets them fire a rocket but only if they carefully load it in first before firing, like 40mm underbarrel sort of deal. So the player might have encountered the USE of such a weapon, but not been able to get their hands on it.

You can provide a later tier weapon to a player, such as a Rocket Launcher, as long as you do not provide the AMMO for it or very rarely provide it. It causes alot of healthy teasing and temptation to indulge and use it rather than grind on monsters.

In Doom giving the player a Plasma Rifle but no cells, the PLSG comes with 40 cells but after that it only trickles in through Backpacks until the player hits the spot where you want them to be able to use it.

Same deal with the RL, it could show up first level but combined with a backpack that means you've only got 3 rockets to work with and thats it. Not a very broken drop. Keep the backpacks in Secret alcoves and it works.

>> No.4808824

>>4808801
It's not the sourceport, it's the script. It checks for an amount of chaos serpents every few tics but if you happen to kill them in a certain way, it will fail the check. Don't know how they missed it in playtesting because it happens to me more than half the time.

>> No.4808842
File: 53 KB, 600x635, no fun allowed baron.jpg [View same] [iqdb] [saucenao] [google]
4808842

>>4808813
well shit the wiki says it all (near the bottom)
Its a script error from the vanilla game, checks for the number of chaos serpents left and if you kill too many of them it breaks the map.
https://doomwiki.org/wiki/Hub_4:_Gibbet

>> No.4808848

>>4808824
>>4808842
yeah it happened to me because I used an ICON (like I have a shit ton of them piling up and saw one on the throne so I used it) and I ended up killing all the serpents at the same time using flechettes.

In my last playthrough as a fighter it probably happened for the same reason since I like to group everyone close for various explodey powers.

Also offhand note WTF am I fighting the Hieresharch a second time? Is it just the devs didnt want to make a third cool boss so they recycled the previous one?
> A big mechanical knight would be good considering the axe/sword key used for its door

>> No.4808850

>>4808794
>>4808804
Technically only Total Conversion mods/wads can be considered Games. Everything else are just free DLCs/Expansion Packs/Extra Content

>> No.4808887
File: 114 KB, 697x957, if only you knew robin williams.jpg [View same] [iqdb] [saucenao] [google]
4808887

>>4808848
>>4808813
>>4808824
Shit I just loaded up gzdoom.pk3 to check on the hexen decorate code and see if the boss had that noradiusdmg flag (since that would have nerfed my bloodscourge).
WELL GUESS WHAT
There is no decorate code in there anymore. Its all Zscript code. I dont technically have a problem with this but it brings up an interesting question about native functions.

For example this one for A_CyberAttack:
void A_CyberAttack()
{
if (target)
{
A_FaceTarget();
SpawnMissile (target, "Rocket");
}
}

Is there any way I can overwrite/replace that in Decorate? Because if I could that means I could update the function (same goes with things like A_PosAttack) and change the behavior without actually replacing the monster entity itself.

>> No.4808926
File: 116 KB, 720x1280, 14832709702460.jpg [View same] [iqdb] [saucenao] [google]
4808926

Is doom maps with pistol start are objectively better and more interesting than doom maps without pistol start?

>> No.4808928

>>4808926
if I'm playing an rpg wad with level ups and shit I wouldn't want my progress to reset each map, especially if the enemies get stronger, like in wrath of chronos.

>> No.4808943

>>4808928
What if i play doom without mods?

>> No.4808951

>>4808926
Not really it just provides an interesting challenge. Vanilla maps came with the assumption that you might have to pistol start if you didnt save your game so you could usually find the same weapons you have picked up all along the way in each map. And the only benefit this gave you was some ammo as opposed to upgrading the weapon mode or giving you lots more ammo than normal (like a rocket launcher instead spawning a couple boxes of rockets if you already have a rocket launcher). Nope no great reward for already having the weapon.

Mod makers would do well to penalize pistol starts observing this dynamic since modern source ports usually just autosave when you get to the map, and a cheating bastard who is warping is just going to IDFA himself.
> If you've already got an SSG or RL there's no reason to be given another one every map.

Either that or place strong weapons like the SSG and RL only every other map so if someone wants challenge via a pistol start they will indeed get it and probably have to skip killing monsters to speedrun the map.

I feel something like this is also a reason to have starter weapons, or low grade weapons that can use all the ammo types. Ie, something like a Shotgun Grenade Launcher which will shoot a Rocket but it has to go through a reload cycle twice just to do it (literally stick the rocket on the end of the shotgun and fire it off).

>> No.4808954

>>4808887
>decorate
get with the times, grandpa

>> No.4808972
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google]
4808972

>>4808954
Im absolutely not interested in scripting, the decorate coding is easy enough to use and ive already generally learned it and I see scripting as a downgrade to this (since you actually have to define all your own functions, whereas in decorate they are already defined).

Being able to tweak some things with scripting is okay, but only to serve the coding im doing in decorate, I have no interest in delving further into it.

I wont even use ACS if that tells you anything, and any Zscript I have to do for important niche functions are basically going to be copypasta'd (like the code example for changing max ammo with a backpack).

>> No.4808982

>>4808887
You can make custom action functions/override old ones in zscript then inherit from that actor in decorate and use the new action functions. But there's really no reason at all. I strongly suggest you work with zscript directly.

>change the behavior without actually replacing the monster entity itself.
That would be quite a bit more complicated, but technically possible.That's really advanced level stuff and requires weird workarounds. Most people would just replace the class.

>> No.4809007

>>4808972
dude, you can use all decorate functions in zscript.

>> No.4809027

>>4808954
I'm intimidated by ZScript.
I know I'll have to update my mod to it sooner or later, probably after I'm done with it, but I don't know exactly what it does or how it works.

>> No.4809047

>>4809027
Look, on the most basic level zscript IS decorate. With three differences: You'll have to put a semicolon; after each line in the state definitions, you have to put flags and properties (Height, Health, +NOPAIN etc) within a block called Default{ }, and it's a bit more strict with something things like null vs. "null" for function arguments. With those additions, you can write normal-ass decorate.

Then you start introducing the fancier features one at a time.

>> No.4809091

>>4808439
>>4808439
>>4808439
Bump for this

>> No.4809102
File: 309 KB, 1280x1745, fuck this.jpg [View same] [iqdb] [saucenao] [google]
4809102

>>4809027
You could be like me and just stick to making stuff that's Zandronum compatible, then you'll never have to worry about Zscript, or anonymous functions, or even basic features that've been around for years

>> No.4809103
File: 143 KB, 625x773, 1526599602568.png [View same] [iqdb] [saucenao] [google]
4809103

I have burned out on Doom, Heretic, Hexen, Duke, and Blood, and Strife. What the fuck do I play now?

>> No.4809104
File: 283 KB, 204x679, 3658 (after retiming).png [View same] [iqdb] [saucenao] [google]
4809104

well for those of you interested in single segment speedruns i just got this doom 64 run (on real n64 of course) after 3 years of grinding and doing nothing but dying until today. the splits look funny because i never ended up completing any run during the span of time when i found basically 15 minutes of new skips. my "theoretical best" time kept getting lower but my actual record never moved until today, thanks of course to this game being ridiculously deadly when you try to go this fast.

so yea obviously the run has loads of new skips and glitches (many of which are unique to this game) so youll probably enjoy it quite a lot. as with any run, it's still very imperfect... but i will take this run to the bank all day considering it took like almost 20,000 attempts to complete once. the world record when i first learned the run was 1 hour 8 minutes.... now it is 36 minutes. hopefully this is a time worthy of the doom name now.

if you are unaware of how i move so fast, its just an exploit of setting the neutral position of the control stick to the down position which then unlocks the full input range of the stick in the up direction. that makes me move like 80% faster or so.

raw video:
https://www.youtube.com/watch?v=jnBDZXf7hn8

twitch vod with input display and chat reaction can be found in description there if you wanna see that too

...and yes, i know i am autistic :^)

>> No.4809110

>>4809103

shadow warrior

>> No.4809112

>>4809103
Different genre.

>> No.4809113

>>4809103
Adventures of Square, Golden souls, Rise of the Woolball.

>> No.4809114

>>4809103
redneck rampage

>> No.4809115

>>4809103
Have you played Quake yet? Maybe it's time to move to 3d

>> No.4809116

>>4809103
One of the billion megawads and mods. There's also Doom64EX, DoomRL, and plenty of other games I'm forgetting right now.

>> No.4809117

>>4809103
rally championship 2000
whoops wrong thread

>> No.4809120

>>4808564
gzdoom.pk3

You could also just look at player class reference at zdoom wiki and do it in Decorate.

>> No.4809121
File: 13 KB, 470x369, 1507602119801.png [View same] [iqdb] [saucenao] [google]
4809121

>>4809103
>no mention of Quake
You know what to play now

>> No.4809126

>>4809110
>>4809114
>>4809115
>>4809121

I forgot about Shadow Warrior. I haven't played that one in a long time. I remember killing myself with the rocket launcher nuke on accident while fighting a boss. I'll play SW, Quake, and Redneck Rampage. Think I'll play some Lands of Lore too though that's not a shooter. Unless you count backpedaling and throwing rocks a lot.

>> No.4809130

>>4809126
>>4809103
Seems like you want a break from shooters from a while, try some Diablo, Sim City 2000, or Heroes Of Might & Magic III

You'll appreciate Quake more afterwards.

>> No.4809146

anyone here play complex doom with legendary???

>> No.4809153

>>4809146
no???

>> No.4809157

>>4809146
>complex doom
LOL

>> No.4809160

>>4809153
>>4809157
how come? serious question

>> No.4809170

>>4809160
Complex Doom is despised here because Legendary add-on is shit and its balance is even shittier.

>> No.4809176
File: 12 KB, 185x232, 07448ea5-35af-4a21-896a-96d4e6fc38fb.jpg [View same] [iqdb] [saucenao] [google]
4809176

Playing TNT Evilution. Fun wad,but damn Wormhole was a total pain.Tight corridors,Hellknights and Revenants no stop in tight areas,I've eventually ran out of ammo and all I had was the chainsaw.

>> No.4809179

>>4809103
>no one ever cares about Outlaws
Give it a shot.

>> No.4809182
File: 16 KB, 415x415, caco cringe hard.gif [View same] [iqdb] [saucenao] [google]
4809182

>>4808982
Ive never used ZScript before and im not going to start, except for some copypastas maybe to screw with the backpack or install custom menu options.

One reason I choose Doom for modding is because its simple, you cant do that with hardly any other game out there without knowing the same QC type shit that has been perpetuated so heavily. If I could do programming id be making money at it.

Decorate, Sbar, shit like that is much easier to get into, its all spelled out there for you. Editors like Slade know what the functions are already and show you a popup of what goes where. It doesnt list the functions, but I saved screenshots of the wiki so that I could have them handy for reference.

Listen when I Tell You I dont wanna use Zscript I Mean It, its not an invitation to try to convince me otherwise when I already made up my mind the instant I saw it. I dont want to do shit thats gonna need brackets all over the fucking place. Needing them for chunking States together is sorta okay because then im only doing it like 2 times per entity.

Im not interested in setting up For and If loops all over the damn place. And I WANT to use Pre-Defined Functions. I cant stress how much I want my functions to already be defined and capable of accepting parameters.

>> No.4809184

>>4809160
It has cursed zandronum and doomseeker for years.

>> No.4809194

>>4809182

there is a long path between knowing how to program and making a living of it

>> No.4809195

>>4809176
Really? The only guys I had problems with were the hitscanners, especially the shotgun sergeants in the entry room because every time ive rolled into that level I was low on health.
> or maybe you're not noticing that they're softening you up, and then you're facing all the other shit in the corridors with a reduced health pool
The chaingunners eventually come out too.

The real reason I dont like TNT is because of those cheesy TNT logos and the textures of the tape-fed computers. I guess those could be patched over with custom stuff if I wanted but I havent bothered to when I can just play Plutonia and Plutonia 2 instead.
> Level 18 is one of my most favorite TNT levels though... Mill kicks ass.

>> No.4809207

>>4809126
Don't forget to download Quakespasm when you'll be ready to play some Quake

>> No.4809210

>>4809195
I still have a long way,I'm at the very first maps of the wad.
Should I play Plutonia 2? I heard that is harder than Plutonia and TNT

>> No.4809212
File: 148 KB, 447x286, 12345454443.png [View same] [iqdb] [saucenao] [google]
4809212

>>4808926
>>4808951
>no pistol start

>> No.4809213
File: 126 KB, 444x460, did it died.jpg [View same] [iqdb] [saucenao] [google]
4809213

>>4809194
well fuck I dont even give a crap about knowing how to program either

Ill tell you straight that I wish I could open up an Editing Program that would present all the options and let me change stuff like they did back in the 90s. Stuff like savegame editors, dehacked, or map editing programs like the kind they have for Fallout 2 and Fallout Tactics. Everything in a scrollable list.
> like managing a database
Like the Rules.ini in C&C games.
Like the .rul files for OpenXcom.

> SIMPLICITY AND SPEED
EDGE got me into doing decorate-style editing because of the DDF files, which zdoom adopted the basic format of as decorate.

Im going to wager a fair number of modders for (G)Zdoom also feel the same way which is the reason they're not making mods for Quake. Or UT or all the other games out there.

Also I learn almost exclusively By Example, checking out something that someone else did and taking it and doing something else with it.

And about the speed issue... how long it fucking takes to make a mod for something using scripting compared to a system like Decorate. It literally only takes minutes, and if it takes hours its only because of wrangling the sprites and other content.

No - neither Graf nor you are going to transition me to ZScript and if it gets fucked with too much ill drop doom modding altogether. Though from the looks of it that would break compatibility with virtually every mod ever made, so I don't think ill have to worry about that specifically.
> I have vers 3.25 anyway

>>4809210
Yes you most certainly should but make sure you save often, and dont make any stupid mistakes. Because in Plutonia and especially Plutonia 2 every mistake will cost you severely. And you will need to use inflighting and run around alot rather than stand your ground, you need to be going for switches and guns while monsters are hitting each other, you need to let revenants and other monsters roam while you take care of what you can deal with at that moment.

>> No.4809242
File: 1.52 MB, 2560x1440, when you have to take the bitter pill.jpg [View same] [iqdb] [saucenao] [google]
4809242

>>4809210
>>4809213
Some example scenarios in PL2:
Map01... there's a courtyard with vines covering the entrance and its hard to see whats out there. Its best to use the shotgun to kill the demons so you can peek out to see whats going on, then kill the chainguy to have a chaingun. There's several revenants but the one guarding the yellow key can probably be shotgunned a few times and then taken out with berserk. If you go the wrong way after throwing the switch for the blue key youll get beseiged, but even then you can still go the long way around to get past the mancubus.

Map02: You're out in the open and everyone is trying to kill you. So kill the most dangerous guys first (chainguys) then run for it. Upstairs there's an arachno and mancubus, you can get practically everything to try and fight those things while you're running around. Eventually youll get tons of things teleporting in, so go huddle in a corner and start blasting everything that shows itself. In the area near the exit you get a repeat of that but as usual you need to prioritize targets, blow away the chaingunners and dont even bother with the pain elementals until you've dealt with everything else (because then you can huddle in a crevice and SSG them when they follow).

Map03 is fucking retarded but thats another example of "hit the spotlights" reaction, where you just run for it and get somewhere, anywhere but the killzone you have been dropped into. That pit with the demons in it might not sound attractive but it is a sure fire way to survive as long as you can manage them. Those doors next to the start area can be opened too, there's a berserk in it but youll take heavy damage by the time you can get your hands on it and even then the shotgun sergeants will still hit a few times before you can deck them.

Map05 and the standard deathgrinder that is Map07 are also like that. But these things can be managed, its an issue of juggling.

>> No.4809292
File: 76 KB, 640x400, Screenshot_Hexen_20180528_155136.png [View same] [iqdb] [saucenao] [google]
4809292

>>4809103

blocks your path

>>4809194
only furthers my opinion since it takes so much effort and practice to even learn how to program, with virtually no real benefit. Having the gaming industry use it as the primary modding tool is tantamount to the idiotic "Writing Across The Classroom" tactics from primary school that had absolutely zero beneficial effect.

Oh you want to mod games? Well then you'll have to learn how to program because thats what you'll need to get a job doing it. But really anyone wanting to mod games is typically in it as a form of creative artistic expression and both their mind, and intention is somewhere else completely. Nobody gives a fuck about going through a long, tedious, and hard to understand process to be able to do something that they want to "just work right now" so they can see the results. And there really is nothing wrong with that, to folks like them and myself the game/program is an art tool, like a set of colored pencils and pens. I dont want to have to figure out how to make my pens emit ink just to be able to use them to draw something.
> judgement has already been passed bud, im just explaining why
Which is the reason why smart designers make things similar to Garrys Mod, Map Editor SDKs, and this thing we have called Decorate from zdoom.
Like flowing water, whenever these tools become compromised by that industry ideology we just flow to something else that allows it.

If someone made a source port of Unreal Tournament or UT2k4 which added functionality like the Decorate engine (on top of, in addition to its native script) I am not the only one you would see jumping on it like a titanic lifeboat.

>> No.4809294

>>4809104
From what I can gather you're using R to move backwards, makes me think of the reverse button in a driving game, haha.

>> No.4809335

>>4809182
>>4809292
Okay have fun not even using ACS or anonymous functions due to your phobia of brackets and semicolons.

>> No.4809341

>>4809170
>>4809184
So do we hate complex doom or brutal doom more?

>> No.4809352

Any good well made class mods for Hexen with fun weapons? The base classes are pretty dull. Fighter is fine but boring. Cleric is a shitty fighter at the beginning, a shitty mage at the middle, and the ultimate godking at the end with the wraithverge. Mage is the exact opposite of fun, you suffer until you slog through enough to get arc of death. Nothing silly like that Doom marine in Hexen one.

>> No.4809360
File: 25 KB, 727x451, form_object.png [View same] [iqdb] [saucenao] [google]
4809360

>>4809335
Exactly, and ACS has been around since hexen and in my 24 years of playing and modding doom I havent ever touched it. And given what ive seen someone do with a multi-shot-tracking homing rocket launcher in ACS there's alot of interesting things I could have done years ago. But it has never been worth the effort and it still isnt.

And im not sure if you've realized it yet but Scripting/Programming is NOT the sort of thing you can just trickle understanding of. Like "this is how I write this sort of function, this is how I solve this sort of problem" one thing after another to build up a framework.

Frankly im astounded that Slade doesnt even have a built in compiler or one that comes with it. If I pulled it out right now to write ACS and told it to compile it would Derp and ask me where to find the compiler. But thats like its PNG optimizer function, that doesn't come with an optimizer.

Me and people like me would like to get more detailed with our designs and expression but the only way thats going to happen is when an AI Program is rendered which plugs in and fills in all of the scripting based on what you tell it you want to do, what you want it to do next, and so on.
We might be able to pull it off if we had a program that you could drag and drop shit into place and those were the functions.
Similar to the way that program Game Maker does it in the pic - so like for example an IF or FOR loop would be an Object (probably a colorful circular icon thing) that you dragged into the lineup and then clicked on so you could set properties or drop more Objects into.

But a good 40 years into computing in this civilization and people are still opening text editors to do programming. And at that rate I wont get what I want with it until the AI comes that will do all the work for me
> think of it as hiring a programmer to write it for me, except not needing to pay them
> it might still bitch though

>>4809341
We definitely hate Brutal Doom more.

>> No.4809361

>>4809352
Samsara with hexen and as parias might be the way to go. Pretty well balanced.

>> No.4809370

>>4809352
Hexercise greatly improves the original classes.

>> No.4809423
File: 32 KB, 640x400, shit.png [View same] [iqdb] [saucenao] [google]
4809423

http://deathgenerator.com/#doom

>> No.4809448
File: 16 KB, 642x400, download.png [View same] [iqdb] [saucenao] [google]
4809448

>>4809423

>> No.4809450
File: 89 KB, 270x260, 1413400294896.png [View same] [iqdb] [saucenao] [google]
4809450

>>4809448
nice

>> No.4809467
File: 31 KB, 862x228, icarus has found your ass.png [View same] [iqdb] [saucenao] [google]
4809467

>>4809448

>> No.4809502

>>4809360
>And im not sure if you've realized it yet but Scripting/Programming is NOT the sort of thing you can just trickle understanding of. Like "this is how I write this sort of function, this is how I solve this sort of problem" one thing after another to build up a framework.
No, I haven't, because learning programming involves doing that exact thing.
>Frankly im astounded that Slade doesnt even have a built in compiler or one that comes with it. If I pulled it out right now to write ACS and told it to compile it would Derp and ask me where to find the compiler.
Then go get the damn ACC compiler and plug it in, everyone else has to

>> No.4809556
File: 6 KB, 263x140, QvvXlCv.png [View same] [iqdb] [saucenao] [google]
4809556

Anyone know what weapon sprite this is based on?

>> No.4809563
File: 16 KB, 640x400, fh7bvNI.png [View same] [iqdb] [saucenao] [google]
4809563

>>4809423
>>4809448

>> No.4809572

>>4809341
>>4809360
>we

>> No.4809582

>>4808610
How did people configure their keyboards before the days of WASD? I'm kinda interested in trying mouse turning + whatever keyboard configuration people had back then.

>> No.4809607

>>4809582
Don't know how people did it in the 90s, but when I had a laptop without a mouse I played with arrow keys to go forward & turn, left ctrl to fire, space to use, and z & x to strafe.

>> No.4809652

I savescum when I know a trap is coming or during platforming sections and I feel no regrets at all.

>> No.4809662

>>4809652
Let me specify, the "sudden ceiling crushes you" kind of trap, not monster ambushes.

>> No.4809667

>>4809652
>>4809662
Ceiling crushers are legitimately bullshit. Nothing wrong with trying to cheat them.

>> No.4809687

>>4809556

Looks like NMN's revolver.

>> No.4809928

>>4809582
I wonder how WASD became a thing in the first place

>> No.4809989

Anyone know how to fix this?

In Zandronum, Opengl rendering, if I move the mouse side to side quickly, the walls warp and take on a diagonal apparence, whereas if I do the same thing using GZdoom, the walls stay correctly vertical.
Is this something a setting can fix?

>> No.4809990

>>4809607
>>4809582

This.

Except to strafe you had to hold alt and press the left and right arrow.

>> No.4809991

Running Scythe II with Brutal Doom rn and holy shit is it making a man out of me

>>4808115
>>4807892
This, the most important thing in cooking is the love you put in the act, which is why you grandma made the best food !
That and 40 years of practice

>> No.4809992

>>4809103
Realms of the Haunting

>> No.4809994

>>4809103
Star Wars: Dark Forces

>> No.4809996

>>4809103
Descent, Powerslave, System Shock.

>> No.4810002

>>4809103
Star Wars: Jedi Knight: Dark Forces II

>> No.4810012

>>4809103
JRPGs
It's the complete opposite of FPS

>> No.4810018

>>4809103
Marathon

>> No.4810021
File: 33 KB, 640x400, doom-Hay-Lin is flat as a board and I wanna eat her ass.png [View same] [iqdb] [saucenao] [google]
4810021

>>4809423

>> No.4810041

I'm playing some custom wads, but for some reason the original gun sprites are overriding the custom gun sprites.

Anyone know why this is and how to fix it?

>> No.4810058

>>4810041
Try changing the load order of the wads. What wads are you trying to use?

>> No.4810062
File: 25 KB, 500x333, asdff.jpg [View same] [iqdb] [saucenao] [google]
4810062

>>4810058
Trying to play Return to Saturn X.

I have (dont hate me) complex doom running, as I like the variety. Works fine on original Doom 2 wad, but on saturn x, I have the overriding problem on some guns.

Will try your suggestion.

>> No.4810063 [DELETED] 

SINGLE
WHITE
FEMALE

>> No.4810069

>>4810058
That worked. Thanks.

>> No.4810082
File: 1.05 MB, 1920x1080, SDgottagofast.png [View same] [iqdb] [saucenao] [google]
4810082

>>4806351
Nice, I like that Green-Brown-Gray aesthetic you have. Often a room of brown walls and flats is monotonous but the green slime compliments it well. Is this an individual map or part of a set?

>> No.4810085

>>4810062
>I have (dont hate me) complex doom running
Worse than being a Brutal Doom kiddie to be honest.

>> No.4810091

>>4810085
But not as bad as giving two shits what someone plays.

>> No.4810109
File: 15 KB, 255x234, 1512195488669.jpg [View same] [iqdb] [saucenao] [google]
4810109

>>4809292

>only furthers my opinion since it takes so much effort and practice to even learn how to program

(...) I wanted to say that one can write or can know basic mathematical operations and that doesn't make us writers or mathematicians

>> No.4810112

>>4809103

the game of love

>> No.4810113

>>4810082

what is that screenshot?

>> No.4810136

https://twitter.com/Mechadon/status/1002039505543720960

>> No.4810150

>>4810136
I had forgotten Supplice was a thing. Good to see it's still being worked on.

>> No.4810195

>>4809292
>If someone made a source port of Unreal Tournament or UT2k4 which added functionality like the Decorate engine (on top of, in addition to its native script) I am not the only one you would see jumping on it like a titanic lifeboat.

Honestly it probably wouldn't even take that. Just a replacement for WOTGreal would be a huge help. Doing major modding of UE1 right now is basically a fight with old, incompatible software and old, incompatible file types.

'Unreal DECORATE' isn't pretty redundant UnrealScript already exists and unlike GZdoom's ZScript, is massively well documented. The problem isn't unrealscript, the problem is the lack of a stable and compatible editing suite.

I guess what I'm saying is Unreal needs a new SLADE more than it needs Decorate.

>> No.4810272

It's such an obvious shitpost. How could you all fall for such extremely obvious bait?

>> No.4810292
File: 54 KB, 600x389, nasty storm brewing.jpg [View same] [iqdb] [saucenao] [google]
4810292

>>4809582
>>4809607
What I did for the longest time and got damn good at it was having the Arrow keys for movement including left/right strafe. Stuff like fly up/down was put on the Home/End/Page keys. Other misc functions were put on the punctuation keys in the lower right part of the keyboard.

Since my Left hand was on this I typically moved the keyboard over to the left a tiny bit which gave me alot of room for the mouse. Back then our mice had balls yknow so they needed more space to roam. The only downside to this setup was that the arrow keys have alot of blank space around them so you miss out on some real estate as far as being able to map keys that are right next to your movement (such as how Q and E are next to movement on modern setup).

If you're using a USB keyboard or desktop this setup is still pretty solid especially if it has a number pad because then you can put all sorts of other functions right there. The modern setup is superior but this is a good second to it.

I used this setup until about 2006. When I bought Halo CE for my eMachine desktop which could barely run it even then (my netbook toaster doesnt fare much better) it defaulted mapping to WASD and I decided to just face the music from then on.

>>4809928
It was either Unreal or Unreal Tournament that mapped the keys to that by default. After that everyone thought it was a good idea, and thats when those keys started fading on people's keyboards. Im not quite sure but I dont think Quake 3 even mapped the keys like this.

>> No.4810293

>Looking at Brutal Doom MAP28
>Sacrificial Grounds
>Remembered as utterly disturbing by the DOOM modding community
>Someone mentions it was Romero's and Carmack's true vision of what DOOM should have been
>Romero himself "The only thing I think about now is.. what if... when we released Doom, we actually released Brutal Doom?" (laughs). We would have destroyed the gaming industry, I think. Brutal Doom is hilarious."

What did he mean by this, unironically? Was it in a good or bad way?

>> No.4810306

>>4810293
If they had made a game as comprehensive in gore as BD back in 1993 the game would have gotten an NC-17 rating and it would have solidified the government's stance against video games, as a posterchild of everything those types hate about it. Remember those were the Bill Clinton years.

Also wait what...
Brutal Doom has maps?

>> No.4810316

>>4810306
>Brutal Doom has maps?

I'm assuming the Hell on Earth starter pack.

>> No.4810318

>>4810316
There's Extermination Day too.

>> No.4810330

>>4810316
>>4810306
Yes my apologies, Hell on Earth starter pack MAP28 indeed

>> No.4810331

>>4810113
Skulldash. Haven't played it, dunno which map.

>> No.4810347

>>4810331

looks neato

>> No.4810350
File: 1.41 MB, 1920x1017, Screenshot_Doom_20180531_175727.png [View same] [iqdb] [saucenao] [google]
4810350

portals are nice for towers and sky toying

i know the metal thing is slightly off

>> No.4810365 [DELETED] 
File: 127 KB, 1230x283, 1502003925266.png [View same] [iqdb] [saucenao] [google]
4810365

>>4806129
>doom babbies
:^)

>> No.4810369 [DELETED] 

>>4808591
Did you come back to sockpuppet?

>> No.4810385 [DELETED] 

>>4810365
Delete this.

>> No.4810386 [DELETED] 

>>4810385
it sure did
what was it tho

>> No.4810389 [DELETED] 

>>4810386
Hard truths of life. Nothing hurts more.

>> No.4810402

>>4810293
leave

>> No.4810417 [DELETED] 

>>4810389

but I was born in the mid 80's and I'm married with a gal

>> No.4810504

>>4810350
cool!

>> No.4810514

>>4810402
>>4810365
Here are the (You)s you were looking for bois

>> No.4810530
File: 110 KB, 472x125, Sketch (14).png [View same] [iqdb] [saucenao] [google]
4810530

How good are you at doom?

>> No.4810531

>>4810530
Bad. I skip 'slaughterish' maps but I only load from autosaves and play in UV.

>> No.4810550

>>4810530
I probably save way too often, but I try to better myself at that.

>> No.4810587

>>4810530
My mechanical skills are nothing to brag about, but I'm a persistent, patient, and stubborn bastard. I beat maps because I refuse to give up.

>> No.4810604
File: 31 KB, 355x385, armor class.png [View same] [iqdb] [saucenao] [google]
4810604

How does armor class work in Hexen?
Its not talked about in the wiki

>> No.4810607

>>4810530
If I die I start a map from the very beginning again, over and over again until I finish it righly.

>> No.4810618

>>4810272
thanks, backseat janny

>> No.4810646

>>4810293
He meant it would've been hilarious because vanilla Doom was considered especially violent at the time, and Brutal Doom is even more violent and edgy. He's just saying it's entertaining.

>> No.4810651

>>4810604
The more points you have, the less damage you take. Different pickups give different amounts for each class. For example the amulet of warding gives like 5 to the mage and only 1 for the fighter, and vice versa for the chain mail. You can only wear one piece of an armor type on at a time, with the exception of the dragonskin bracers artifact which you can use multiple times to gain 4 points of armor until you reach your class's maximum.

>> No.4810654

>>4810651
so basically the armor's absorb % degrades as it takes damage?

>> No.4810662

>>4810651
>>4810654
When I see low armor numbers like this my mind immediately jumps to Damage Reduction like the way defense works in SoTN.

Im guessing there is something else going on though. So the question is how much less damage do you take.

The fighter has a minimum of 3 AC, it doesnt seem his can ever go below that. So it must be shaving some percentage off that changes because otherwise he just plain always has armor.

>> No.4810665

>>4810662
The funny thing is that the fighter is the least armored of the 3 based on his sprites. He's nearly fucking naked.

>> No.4810690

>>4810665
Gains is armor class.

>> No.4810729

>>4810306
EDay coming soon boiiiiiiiiiiiiiiiiiiiii

>> No.4810792
File: 16 KB, 500x565, 1527737426006.jpg [View same] [iqdb] [saucenao] [google]
4810792

>haven't played online doom in 3+ years
>check out doomseeker
>literally the same shit is being played even after all these years

Fuck Ghouls vs humans
Fuck Complex Doom
Fuck Brutal Doom
Fuck All out war 2
Fuck the Megaman ERP servers

>> No.4810802

>>4810792
>boohoo people like things I don't, fuck what they like
Make a server yourself and post it here instead of whining like a baby if you want to play something else so badly.

>> No.4810804

>>4810792
How about you start your own server instead of complaining about it?

>> No.4810805

>>4810802
That would be too much work for the average cringeshitter.

>> No.4810819
File: 763 KB, 1312x1014, 1351077624862.png [View same] [iqdb] [saucenao] [google]
4810819

>>4810792
>ERP in doom

>> No.4810836

>>4810819
You ever been to these servers? The megaman wad was designed for deathmatches, but most of these servers are just dedicated "lounges" where you just talk to other people and erp.
You're not allowed to kill anyone or they'll boot you right off the server

>> No.4810838

Is it just me or is the momentum or turning speed off in Doomsday over the DosBox version? SOmething just feels off.

>> No.4810840

>>4810804
Sure, right after I finish doomkart.

>> No.4810841
File: 53 KB, 800x510, what the holy fuck.jpg [View same] [iqdb] [saucenao] [google]
4810841

>>4810836
wat
I didnt think this kind of autism existed
At least not without being some kind of place for spies to meet up and share intel

>> No.4810845

>>4810841
Because he's lying out his ass, or more likely, saw a SINGLE SERVER like that and assumed the rest that hosted it were similar.

>> No.4810859
File: 25 KB, 395x502, jay shock.jpg [View same] [iqdb] [saucenao] [google]
4810859

>>4810792
>Megaman ERP servers

>> No.4810865
File: 61 KB, 800x510, Gonna have to come out and kick ass.jpg [View same] [iqdb] [saucenao] [google]
4810865

>>4810841
>>4810845
>>4810859
I mean I wasnt even expecting ONE server like that.

>> No.4810867

>>4810859
im hard man

>> No.4810898

>>4810845

One is more than enough.
The base 8BDM is fun enough as it is, eye searing brightness aside. Just shoot each other instead of saying how you want to tickle Roll's armpits or whatever.

>> No.4810903

>>4810805
>>4810845
who shat in your cornflakes

>> No.4810930

>>4810898
yeah
nice taste in fetishes, i guess

>> No.4810954
File: 111 KB, 834x538, 128924146731.jpg [View same] [iqdb] [saucenao] [google]
4810954

Hi, I'm interested in building a Team Fortress server but I'm absolutely clueless about online Quake modding, anyone of you have experience setting up a server of Quake? How do I do that? I'm a first timer.
I want to make a picture-tutorial to install Team Fortress and play the server like https://desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png your Quake pic.

>> No.4810963

Why is it so hard to get a controller working for Douk.

Yes. A controller for pc FPS.

>> No.4811040

>>4810792
>>4810819
>>4810859
What's "ERP"?
I mean, I saw this definition >>4810836
But what do the letters mean?

>> No.4811047

>>4811040
use google retard

>> No.4811059

>>4811040
O Of Destruction

>> No.4811060
File: 56 KB, 719x427, Capture+_2018-06-01-01-31-24.png [View same] [iqdb] [saucenao] [google]
4811060

>>4811047
Well fuck you too.

>>4811059
?

>> No.4811070
File: 1.54 MB, 1536x2048, F53B4E13-83CE-4CD5-BBDE-9B89698ABC1E.png [View same] [iqdb] [saucenao] [google]
4811070

>>4811040
Enterprise Resource Managing, obviously.

>> No.4811072

>>4810604
5% absorbtion for each point of AC
so fighter has at least 15% absorbtion at all times and caps at 100%, cleric has 10% default and caps at 90%, and mage goes from 5% to 80%

>> No.4811091 [DELETED] 

>>4811040
I'll give you a hint, big boy.
*notices ur bulge*

>> No.4811158

>>4811040
>What's "ERP"?
something-roleplay

>> No.4811159
File: 253 KB, 1080x1920, Screenshot_2015-08-11-20-11-08.png [View same] [iqdb] [saucenao] [google]
4811159

>>4811040

>> No.4811197

>>4811040
Erotic roleplay.

>> No.4811206
File: 333 KB, 960x540, Screenshot_Doom_20180601_012755.png [View same] [iqdb] [saucenao] [google]
4811206

>>4810195
I left UT modding for GZDoom just because of how inflexible the engine is, and I definitely don't regret it, especially now that there's fun stuff like zscript.

>> No.4811231

>>4806129
I like brutal doom and complex doom :^)

>> No.4811235

>>4811231
I think Complex is a competent randomizer mod with a neat gimmick of "you get to use the enemy's arsenal," but the Legendary/Clusterfuck/Whatever add-ons are bloated and shit, and the Z& community behind them are cesspools.

>> No.4811242
File: 66 KB, 1024x633, 1526770274330m.jpg [View same] [iqdb] [saucenao] [google]
4811242

>>4811231
Stop liking things i dont like

>> No.4811256

>>4811231
ok

>> No.4811327

>>4811231
they're both terrible mods but you can form your own opinion around them and openly enjoy them, no big deal.

>> No.4811341

>>4810859
Maybe they exist because of all the sexual innuendo they put in the Robot Masters' names.

Wood Man, Hard Man, Snake Man...

>> No.4811441

>>4811341
Don't forget Top Man and Flash Man.

>> No.4811452

Hello there, /vr/. As a beginner mapper, do you mind giving some advice on how I could use lighting (Sector Lights & Dynamic Lights) more effectively?

Below is a Wad that is E1M1, but requires Doom2.wad to run, since there is no Doom 1 UDMF format. It's the same map but I tried to improve the geometry and add some minor lighting to give it some spice. I tried being faithful to the original lighting and geometry, so see what you think. Meant for GZDoom

http://www.mediafire.com/file/kdfd6k6cbmouhqk/StrawberryDoom.wad/file

PS You're not going to immediately notice a lot of changes, and some changes are really subtle, like the ceiling alignment and more light when a door opens.

>> No.4811529

>>4811452
>since there is no Doom 1 UDMF format
false

>> No.4811551

>>4811529
There is? GZDoom doesn't say shit about that, only Doom 2 UDMF format.

>> No.4811564

>>4811551
UDMF has nothing to do with Doom / Doom 2 - it's a map format, and Doom and Doom 2 use exactly the same data format for their maps. It is the responsibility of the source port to know if it is playing Doom or Doom 2 and handly a UDMF map appropriately, but the map format itself doesn't change.

>> No.4811573

>>4811564
Correction - GZDoom BUILDER doesn't say stuff like that in the Game Configuration. Though-

>I didn't think to use the DOOM.wad to the format preference and thought Doom 2 UDMF format specifically required Doom2.wad to run and no other iwad would be accepted.

I feel dumb. I shouldn't, but I do. Meh, at least I get the super-shotty.

>> No.4811602
File: 229 KB, 1360x768, Screenshot_Hexen_20180531_191208.png [View same] [iqdb] [saucenao] [google]
4811602

Jesus christ this wad (hexquak5) is mental. It starts off with a really good level but then goes to shit with a bunch of weird new graphics and sounds, bizarre level design, and some horrible English.

>> No.4811603
File: 208 KB, 1360x768, Screenshot_Hexen_20180531_192939.png [View same] [iqdb] [saucenao] [google]
4811603

>>4811602
...I guess the idea is that I drank the water and decided to talk to myself about how good it is? Is the cleric supposed to be mentally retarded in this wad?

>> No.4811609
File: 189 KB, 1360x768, Screenshot_Hexen_20180531_191233.png [View same] [iqdb] [saucenao] [google]
4811609

>>4811603
Incredible

>> No.4811612 [DELETED] 

STILL haven't seen any specific examples of how Brutal Doom is shit / bad / terrible / whatever you wanna call it.
Too edgy for you? Too mainstream? Was it just mentioned too much and you guys got sick of it? What is it?

>> No.4811617

>>4811612
This post will be deleted just so you know.

>> No.4811618

>>4811612
It's just an opinion dude, if you like it that's fine
I like BD too in fact, it's a fun mod

>> No.4811627

Metadoom is pretty fun, I just downloaded it to try it out. I have a question though, in the options there's one that says more actors that I can toggle on or off. What does that one do?

>> No.4811628
File: 207 KB, 1480x1024, so many maps no clue on start.png [View same] [iqdb] [saucenao] [google]
4811628

Been plugging away at my techbase mapset. Probably going to take place on Enceladus; so it's an arctic techbase. Fun.

Not sure which to work on, though. take your pick. Three of these have been updated and will have their updated ones in the next post.

>> No.4811631
File: 194 KB, 1280x1024, stuffs.png [View same] [iqdb] [saucenao] [google]
4811631

>>4811628

>> No.4811635

>>4811631
oh oops only two disregard i suck dicks.
e1m1 is the one that's got it.
You lot have D2-for-D1 resources handy?

>> No.4811723

>>4811609
Korax had too many people walk in on him trying to wank, so he had to literally write it on the wall it seems.

>> No.4811727
File: 10 KB, 240x240, aY5Q4R3J_400x400.jpg [View same] [iqdb] [saucenao] [google]
4811727

>>4811723

>> No.4811748
File: 2 KB, 100x148, 1399359497032.png [View same] [iqdb] [saucenao] [google]
4811748

has science gone too far? https://www.doomworld.com/forum/topic/100945-32x-doom-tc-for-gzdoom/

>> No.4811938
File: 53 KB, 1655x626, bleh.png [View same] [iqdb] [saucenao] [google]
4811938

this sounds like the kind of shit that turns doom into awful modern shooter garbage.

>> No.4811956

>>4811938
none of this sounds too terrible aside from the stamina thing, though. I'm picking up some doom 3/4 design choices in there (sans separate boss battles).

>> No.4811983
File: 50 KB, 640x400, doom-Yo listen... Real talk man this is not a game. Do not go to these churches anymore. They... Steal your money. They sell drugs. The only church that is... of God is the 7 Churches in Asia. Those are the onl.png [View same] [iqdb] [saucenao] [google]
4811983

>>4809423

>> No.4811995
File: 16 KB, 267x189, tmp_19728-images(4)1828780462.jpg [View same] [iqdb] [saucenao] [google]
4811995

>>4811983
was that written by Samir 34?

>> No.4811997

>>4811938
Fuck that idiot. He won't finish shit, like most modders who announce some big project he'll get bored and abandon it.

>> No.4812009

>>4811635
>>4811631
>>4811628
How would one turn a barrel into a freezing damage type?

>> No.4812027

Are there any mods that attempt to turn Doom into a roguelite experience?

>> No.4812028

>>4806129
whats that thing thats on doomguy's helmet

>> No.4812032

>>4812027
doomRL
+doomRPG maybe if you can get it to not be busted

>> No.4812034

>>4812028
a leek

>> No.4812035
File: 112 KB, 1194x743, Extinction Helvetica.png [View same] [iqdb] [saucenao] [google]
4812035

>>4812028

>> No.4812038

>>4812035
In Heretic1 and Hexen1, with their respective addons, is it, in any way, possible to discern individual levels' authorship (who did what)?

>> No.4812057

besides metadoom what other mods bring both the unmaker and the demon keys

>> No.4812075

Are there any user-made levels for Eradicator? Any sort of community, even if small or obscure? Anything at all? I really liked its core gameplay.

>> No.4812169

>>4812028
Chicken leg

>> No.4812225

>>4812057
Doom 64: Retribution, obviously

>> No.4812284

>>4812225
I wonder when is Nevander gonna add the cut pyramid map from that screenshot

>> No.4812314
File: 54 KB, 640x478, C96BFB74645931A0AB8FBE36E2AFBAC076ACCEF7[1].jpg [View same] [iqdb] [saucenao] [google]
4812314

>>4806130
BloodGDX multiplayer is coming!
https://youtube.com/BlfBetb4QCI

>> No.4812317

>>4812314
Fucked up my link, here's the correct one
https://www.youtube.com/watch?v=BlfBetb4QCI

>> No.4812318

>>4811748
>32X Doom
Also, when are the pc ports of Doom RPG and related gonna happen?

>> No.4812332

>>4812318
Fuck, i was gonna was if the 32X was ever gonna be in Consolation Prize

>> No.4812338

>>4812332

>i was gonna was

wat

>> No.4812346

>>4811748
Too bad it doesn't include the wet fart soundtrack.

>> No.4812412

>>4812338
I was gonna ASK
What the fuck is wrong with me today?

>> No.4812420

>>4812314
Cooooooool.

>> No.4812435

dum is kewl

>> No.4812436

>>4812435
heck yeah

>> No.4812476

>>4809360
>Scripting/Programming is NOT the sort of thing you can just trickle understanding of
Literally the opposite of true.

>> No.4812486

>>4811231
at least the ladder keeps some of the enemy/weapon behaviours and stats kinda

>> No.4812520

>>4806130
CH beta ammo overhaul test build release:
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=645#p1056959

>> No.4812529

>>4812476
Not that guy, but do you think a really quick and concise "zscript for decorate peasants" would be something people would enjoy? Like extremely quick, to get an overview

>> No.4812539

Is it possible to put mp3 files into my doom mod?
I'm working on a horror mod sorta like Unloved with tons of notes and I would like to narrate/voiceact them with my friends.

>> No.4812545

>>4812539
Yes, absolutely. If you're targeting a port that supports that.

If you want narration, then essentially you'll want to use GZDoom, which does support mp3. But ogg vorbis is a generally more preferable format.

>> No.4812575
File: 6 KB, 199x181, bloodshot eyes.png [View same] [iqdb] [saucenao] [google]
4812575

>>4812529
I dont think there's anything "quick" about trying to migrate decorate peasants.

>>4812545
>>4812539
You will also want to set your narrations to low quality, not in terms of kbps but in terms of bitrate.
Not 11Khz but no higher than 22Khz, and maybe set to 8bit rather than 16bit.
> but why?
Because then it Does Not have that clean smooth feeling like someone is sitting right there telling it to you. It will sound more like a movie or more 90s ish.

There's just something about high quality audio that also makes it seem louder or higher pitched, and thats annoying as fuck for something like this. Makes it sound like something a kid would do during summer break.

I mean even with lower quality audio the guy on the comm in Quake 2 giving you orders was still shit, that bad 90s voice acting, but just imagine if the audio was cd quality - it would sound like some dude sitting in a recording studio talking to you.

The narrations for KDiZD makes me cringe for that reason, if those audio clips were at least set low quality maybe even 16khz it wouldnt be good but it would be less cringeworthy to hear.

>> No.4812589

>>4812575
>I dont think there's anything "quick" about trying to migrate decorate peasants.
Yeah, but many of them have a really poor understanding of what zscript is actually like.

>> No.4812607

>>4806129
>terry trap
>i kek every time

>> No.4812615

>>4812589
I haven't used decorate before dipping my toes into zscript, but from what I understand you can do anything you could in decorate, with little changes to syntax and workflow, plus everything that zscript can do. Switching shouldn't be *too* hard.

>> No.4812618

>>4808013
idunnolol

>> No.4812660
File: 86 KB, 182x200, rough around the edges.png [View same] [iqdb] [saucenao] [google]
4812660

>>4812615
It would seem you can (im that guy who's against it) but thing is I dont want to run into a situation where there's something that was automated in Decorate, but to do it in Zscript I would have to create a function.

There's also a very important issue that Slade does not provide any hinting or highlighting for Zscript, or in fact any Decorate code for a file that isnt properly named (lumpname, or with the .dec extension in the pak). Im still dependent on that for plugging in parameters for actions.
> im not interested in using Notepad++ for this because its slower and inconvenient, rather than making changes directly in Slade id have to constantly be importing those files in between any changes that I wanted to make.
> I would also have to STORE those files outside of the Pak creating additional issues with file navigation or cluttering my desktop. Slowing down the process even more.
> I like things the way they are, I can tweak something, and if the game barfs I still have the pak file open in Slade and can make/save those changes immediately and hit the game to see if it makes it through.
Considering how many debug loops I have to go through any time I mod something thats a real help. Usually about 8-20 errors.

Yeah I could write all of that in a Decorate lump then copypasta it into a Zscript and modify it just a little so that it works. But whats the point of that.

>> No.4812664

>>4812660
Not that I am aware of there being a Zscript plugin for Notepad++ in the first place. I use the program for YAML editing for OpenXcom ruleset files so thats how I obtained it.

>> No.4812665

>>4812575
You sound like you have lo-fi sound fetish.

>> No.4812669

>>4812529
Check the OP, I guess.

>> No.4812692

>>4807615
No, just play it faster at certain points. No need to add more frames, just less delay between certain frames.

>> No.4812702
File: 3.88 MB, 3840x2160, quake003.jpg [View same] [iqdb] [saucenao] [google]
4812702

>>4809103
Play my Quake 2 unit. :3c

http://quakeulf.suxos.org/3d/maps/SonicMayhemQ2.zip

>> No.4812717
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google]
4812717

>>4812665
The issues is this is the Exact reason why nobody will ever be able to properly reboot Quake 1. While the lo-fi issues of file size management were a downside of producing something in the 90s it also gave it a characteristic flair that felt "dreamy" in some way because of its imperfections.

The brain is able to interpret or rather interpolate to fill in missing gaps and upgrade what it sees, trying to emulate it "as if" it were real to visualize it properly and put it in perspective. This is the power of the Subconscious at work and it has a kind of feeling associated with it that most people dont notice.

But thats the reason why watching "Stranger Things" doesnt have the same effect as watching a similar tv show that was made in the 80s complete with RF degredation on a CRT and video artifacts from tape. Not only that - it "moves" different since in the 80s video was shot at 24fps while everything these days is 30fps or even 60.
> Subconscious basically = Dreamy feeling
24fps is just fast enough that the conscious perceives smooth motion but the subconscious notices the differences between frames and blends it, at least when you're engrossed in the presentation rather than consciously looking for errors. It also helps that on RF bugged CRTs this provided natural anti-aliasing and jitter that gave it additional blending that is no longer possible.

So if you have shitty voice acting, as long as its not Resident Evil level of voice acting, by setting it at a medium-low quality you get some buffer space when it comes to the Conscious mind of other players letting it slide. Because their subconscious is already having to "correct" it internally. But if its High-Fi you dont get that saving grace.

Kinda the same reason High-Def sprites and texture packs fuck with the aesthetic of doom. Its a type of suspension of disbelief.

>> No.4812752

>>4812717
Yeah, I didn't really pay attention to the context. In this case lo-fi would be a good choice.

The issue with Zscript syntax help in the Slade boils down to that fucking documentation yet again. It's seems to be the crux of the problem with Zscript, at least on the user side. Like, apparently, you can use some functions straight from C++, but what functions exactly is up to you somehow finding them in the engine or flinging shit at compilator and seeing what sticks.
Notepad++ just isn't the same type of tool as Slade. Slade is basically a Doom modding IDE, Notepad++ is a text editor.

>> No.4812769

>>4812717
Are you aware of the existence of glitch-art and of "Memory of Broken Dimension" in particular?

>> No.4812770

I'm a youngin', so I want to ask any old timers in here. Why is Cyberdemon so iconic compared to the Spider Mastermind? Playing through Doom for the first time in high school a decade ago, I was surprised that the Cyberdemon wasn't the final boss of the game as a whole.

>> No.4812792

>>4812770
Cause he looks cooler. Meanwhile the Spiderdemon is just Krang from TMNT.

>> No.4812794

>>4812660
>I dont want to run into a situation where there's something that was automated in Decorate, but to do it in Zscript I would have to create a function.
I keep telling you there isn't. The reason you see definitions for previously hard coded functions in the pk3 is because it's there you decorate gets them from!!

You can use all the old decorate functions in zscript, and you can use any zscript-defined functions in decorate.

>> No.4812801
File: 319 KB, 1350x953, mastermind feels.png [View same] [iqdb] [saucenao] [google]
4812801

>>4812752
yeah and I dont even know what the functions are in C++ nor how they are used.

>>4812770
In 1994 Doom II was released and right there in the main menu screenis a picture of doomguy squaring off against a well drawn cyber (with a shotgun no less, one of the worst weapons to use against it).
You also fight Alot more of them in Doom2 than you do of the spider mastermind. Encounters in Map08 and Map10 come to mind specifically.

And encounters with Cyberdemons are normally alot more tense and dangerous than Spider Mastermind encounters. Its easier to be shot by the mastermind but its more a punishment for not observing cover and being pinned down by a sniper - the Mastermind doesnt tend to move around alot either. But with the Cyber if you make a mistake you're history, and in any map where he isnt up on a pedestal as a rocket turret he can sneak up on you or cut off your route of escape.
> Map10 is a choice tense encounter, unless you get that invulnerability and use it right you are going to have a serious problem.

Spidey also doesnt have as many hit points as the Cyber, if you're armed with a plasma gun you can do heavy frigging damage to it because you can abide taking a few hits from it inbetween the points where it isnt being stunlocked. You cant do that with the Cyber, if he gets off even a single rocket you've got to run for it and its likely broken your train of fire. Cyber also moves kinda quick too so unless he's on a pedestal you have to attack from medium-short range to make sure you do the most with the ammo you've got.

>>4812792
I did think of that but he does fit here. The choice of weapon for the Spider, or maybe lacking an auxiliary weapon is the real downside of him.

Thinking back to what was possible in 1993 they could have given the Spider a barrage of Revenant fireballs that always trace, fired from behind it that then arc around from the spider to chase you. I never played D64 but it looks like the mother demon shoots like that.

>> No.4812802

quack is kewl

>> No.4812803

>>4812770
Trying to hit and run or stunlock the hitscan bitch isn't as good a fight as duking it out mano e mano with Edward Rockethands. Just another case of the evil mastermind being less memorable than the second in command.

>> No.4812808

>>4812702
>Quake 2
Sweet, will do!

>> No.4812814
File: 236 KB, 1000x912, 1500090684316.png [View same] [iqdb] [saucenao] [google]
4812814

>>4812802
Agreed.

>> No.4812852

>>4806129
sgt mark 4

BD21 new Machinegun Underbarrel Grenade Launcher test

https://www.youtube.com/watch?v=YFELiFZZUaE&ab_channel=SGtMarkIV

>> No.4812881

>>4812852
>non-widescreen sprite

>> No.4812885

>>4806129
You Play other wads with beautiful doom?

>> No.4812893

>>4812852
I'm surprised people unironically post Brutal Doom updates here.

>> No.4812898

>>4812801
>>4812752
if you want to dig into undocumented zscript functions then look around in the zscript folder in (g)zdoom.pk3, there is a lot in there that a lot of people haven't used yet. there is nothing hidden, everything that can be called from zscript is in those class files

but if you know C++ and want to know more about what a native function does, then do a search for the name of the function inside a DEFINE_ACTION_FUNCTION macro

>> No.4812903

>>4812885
JP HUD

>> No.4812904

>>4812893
well you know me as a subscriber to sgtmk4

I do stuff

>> No.4812907

>>4812893
contrary to what some nerds would like to push, we don't have a blind hateboner for bd

>> No.4812926
File: 1.94 MB, 400x300, wtfreaction.gif [View same] [iqdb] [saucenao] [google]
4812926

>>4812898
> but if you know C++
Ive spent like 5 forum posts so far saying how I DONT and I think programming by typing in text is obsolete and isnt worth investing any effort into. The entire fucking institution is a dinosaur from the 70s.
I dont know how you missed that.

>> No.4812932
File: 858 KB, 1600x1597, 14835999179750.png [View same] [iqdb] [saucenao] [google]
4812932

>>4812926
>I think programming by typing in text is obsolete

>> No.4812935

>>4812752
Modern slade versions support zscript syntax. It'll highlight any custom functions and show you what the arguments are in the tooltip for example.

>Like, apparently, you can use some functions straight from C++, but what functions exactly is up to you somehow finding them in the engine or flinging shit at compilator and seeing what sticks.
The "zscript actor functions" wiki page contains 99% of what you'll be using for a normal gameplay mod.

>> No.4812937

>>4812926
what did he mean by this

>> No.4812938

>>4812926
>I think programming by typing in text is obsolete
I bet you like Blueprint unironically.

>> No.4812940

>>4812926
> programming by typing in text is obsolete
Then how else would you program? You mean there are other ways?

>> No.4812947

>>4812852
Wouldn't an underbarrel grenade launcher make more sense for the assault rifle?

>> No.4812953
File: 30 KB, 214x261, 1369788619331.jpg [View same] [iqdb] [saucenao] [google]
4812953

>>4812926
>I think programming by typing in text is obsolete

How the fuck else would you program?

>> No.4812964

>>4812947
Fuck I dont know why he didnt make an Automatic Grenade Launcher with an Underbarrel Machinegun.
> now with a Grenade Launcher I can see the potential benefits of having an underbarrel shotgun. This is giving me ideas.

>>4812938
never heard of it and neither has google, all the results that come up are standard stuff

>>4812938
>>4812953
>>4812937
Well it is the way of automation that you start out with tools that you must use by hand to create something, then you create an automated process by which these processes are
> you use tools to create a machine that will stamp out other tools and other goods much faster than it takes a person to make them by hand
> it only needs to be calibrated or arranged properly after that to produce at a high rate

You use programming to make a program that will make programs for you.
> it only needs to be directed to what you want done with it, similar to the calibration that factory machines need.
Sorry im just disgusted thats all.
Automation hasnt reached programming yet.

Automation is how you go from making Galleons and Muskets to Tanks and AR-15s.

>> No.4812969

>>4812964
hammers, screwdrivers and knives are obsolete !!!

>> No.4812973
File: 4 KB, 137x147, Normal_face.png [View same] [iqdb] [saucenao] [google]
4812973

Say...
Assuming I'm dumb enough to download a WAD this weekend, should I also be a big enough schmuck to download Hell Revealed?

>> No.4812982

>>4812969
These aren't the tools you should be using to make something these days though. They are maintenance tools only. Your point is invalid.
> id expect people to still be using programming at this point but only to fine-tune things
> its not just laypeople who id be expecting to use a suite to create programs, id think programmers would be jumping at that specifically because it speeds up and organizes their work... click a few buttons and a whole block of shit is inserted
Im also talking about sub-API level copypasta too. I mean if you know what you want to implement and its been done before, then there's no need to reinvent the wheel.

>>4812973
just load the remasterSFX after it, because it does a bunch of shitty sound substitutions

Its an okay mod, dont miss the upstairs secret in the first level though or youll pay dearly.

>> No.4812986

>>4812973
FUCK YOU UAC!

If you're dumb enough to download a WAD this weekend, you're a big enough schmuck to download Hell Revealed!

Hard levels! Cacos! Barons!

If you think you're gonna have a deal with Hell Revealed, YOU CAN KISS MY ASS!

It's our belief you're such a slow straferunner that you'll get creamed by this Arch-Vile! GUARANTEED!

If you find a harder WAD, you can SHOVE ITS DEMOS UP YOUR UGLY ASS! You heard us right! SHOVE ITS DEMOS UP YOUR UGLY ASS!

Bring your SSG, bring your RL, bring your BFG, WE'LL TANK THEM! THAT'S RIGHT! WE'LL TANK YOUR BFG!

Because in Hell Revealed you're about six saves from passing! Try a pistol start in Hell Revealed!

HOME OF CHALLENGE JUMPING! That's right, challenge jumping! How does it work?! If you can make six rocket jumps in a row and not get yourself gibbed, you get no hitscanners!

Don't wait, don't delay, DON'T FUCK WITH US! Or we will lock your cells off! Only at Hell Revealed, the only WAD whose intermission screen tells you to FUCK OFF! HURRY UP, ASSHOLE!

This ambush starts the minute you cross the first linedef, and you better not skip it or you're a crushed motherfucker! GO TO DIS.

Hell Revealed, Doom community's ugliest WAD and exclusively by to the meanest sons of bitches in the forums of Doomworld! GUARANTEED!

>> No.4812993
File: 17 KB, 261x381, Thief_Deadly_Shadows_boxart.jpg [View same] [iqdb] [saucenao] [google]
4812993

>>4806129
Is Thief: Deadly Shadows worth playing? Are there any ESSENTIAL patches that are needed to play it?

>> No.4812997

>>4812986
Taking an old joke video and just slapping Doom references on it doesn't make it funny you know.

>> No.4813010

>>4811938
The stamina shit is fucking gay, but if done well, the rest of it seems like it could be good if proper effort is put in.

IF

>> No.4813018

>>4812964
>>4812982
Who are you quoting?

>> No.4813027

>>4812982
>These aren't the tools you should be using to make something these days though.
You're seriously implying construction workers don't use hammers and screwdrivers?

>> No.4813038

>>4811983
I remember that.

>>4812529
I would very much appreciate that myself.

>> No.4813039
File: 102 KB, 1000x600, encysky1.jpg [View same] [iqdb] [saucenao] [google]
4813039

>>4812009
I've picked a bunch of skies for the mapset. Anybody got any better suggestions?
1/3

>> No.4813043
File: 1011 KB, 1748x1181, Enceysky2.png [View same] [iqdb] [saucenao] [google]
4813043

>>4813039
2/4, will likely crop out the top. annoying; looking for techbases in the sky mostly.

>> No.4813050
File: 165 KB, 1600x900, enceysky3.jpg [View same] [iqdb] [saucenao] [google]
4813050

>>4813043
3/5

>> No.4813052
File: 178 KB, 1024x602, Enceysky4.jpg [View same] [iqdb] [saucenao] [google]
4813052

>>4813050
the lightning here annoys me slightly but it's otherwise good.

>> No.4813053
File: 61 KB, 390x280, enceysky5.jpg [View same] [iqdb] [saucenao] [google]
4813053

>>4813052
and this should be the last

>> No.4813060

>>4812982
>knives are obsolete
Literally one of the world's oldest and most versatile tools.
Do you know how many fucking good opportunities there is to cut or slice something with a knife?
I don't even mean the weapon angle (it can make a passable emergency weapon), just how fucking useful they are for preparing food, processing wood, cutting leather and fabric, cutting cords and packaging, etc, etc.

If you're lost in the wilderness, if you have just a wrench or a hammer with you, those aren't good for all that much, but if you find a tool knife, that shit is a goddamn godsend.
Don't diss the knife, bro, it's one of the most important tools we have.

>> No.4813072
File: 1.70 MB, 2560x1440, 323232323.jpg [View same] [iqdb] [saucenao] [google]
4813072

Hi everyone. I started making a new addon for Doom. I'm calling it Doom 3000 for lack of a better name at the moment.

So basically I'm doing a complete overhaul of the original ultimate doom. Both maps and gameplay.

It's going to have a slightly different story and I will be using as many new Sprite monsters and weapons as I can get my hands on. I am using content from realm667 and other sources from which I will be gaining permissions and providing credits as I come to the point that I can use them.

Currently I am working on version 4 of my first map and is going to stick with this one.

Doom 3k will feature the following;
- 3D Models for objects in the environment (tables and couches and what not)
- A revised story
- New and more aggressive enemies
- New and revised weapons, working on obtaining angled weapons with reload animations
- Maps that are realistic to their intermission screen counterparts, including new maps to make the game longer
- Use of the flashlight.
- Dynamic lighting.
- Implementing hubs for mostly continuous gameplay similar to Doom 3.
- Using eternity-style portals.
- Chainsaw that requires fuel, possibly even require stamina recharge to prevent continuous punching and running.
- Darker atmosphere and music to match (using Psx doom soundtrack and various others).
- Boss battles separate from normal levels.
- Hopefully the use of an oxygen requirement for underwater areas, outdoor areas and air locks similar to Doom 3.

This is still in the alpha stages, almost have the first map layout finished, soon will be adding sprites and working on the associated data files in slade. I will be recreating every map from the ultimate doom episodes and adding some new maps along side them. I'm using doom2 as the base, slade for files and GZDoom builder bug-fix with UDMF format for the maps.

I created a thread on ZDoom Forums: https://forum.zdoom.org/viewtopic.php?f=42&t=60756

>> No.4813074
File: 385 KB, 3440x1440, Screenshot_Doom_20180530_135842.jpg [View same] [iqdb] [saucenao] [google]
4813074

>>4813072
Here's one more screenshot.

>> No.4813078

>>4813072
>>4813074
Ill never play it though.
I might save the screenshots but im not interested in this sort of thing.

>> No.4813116

>>4812993
Yes and yes. The sneaky upgrade (iirc) is the one you want. There's usually a thief thread on /vr/ that can tell you more.

>> No.4813120

>>4813072
>>4813074
The second screenshot actually not so bad

>> No.4813150
File: 981 KB, 1920x1080, Screenshot_Doom_20180601_162723.png [View same] [iqdb] [saucenao] [google]
4813150

So I downloaded and built the UT mod as necessary, everything works fine - except the game refuses to load the models. They're in the directory, it's just not reading them. Is this why the mod author recommended QZDoom, or is it just GZDoom being a bitch?

>> No.4813170

>>4813150

Probably exactly why the author recommended QZDoom.

>> No.4813178

>>4812964
This is fucking retarded, are you from /agdg/?

>> No.4813179
File: 88 KB, 499x670, 1383234880384.jpg [View same] [iqdb] [saucenao] [google]
4813179

>>4813150
Shit, that was released? I've been away for the last few days.

>> No.4813212

Hey does anybody have that .gif where it's the /v/ and /vr/ spoiler thumbnail and it opens up to a bunch of chaingunners?

>> No.4813216
File: 144 KB, 100x100, when you cross the wrong line.gif [View same] [iqdb] [saucenao] [google]
4813216

>>4813212

>> No.4813243
File: 521 KB, 576x432, i live again.gif [View same] [iqdb] [saucenao] [google]
4813243

>>4813216
Thanks, mate.

>> No.4813245

How would you structure DOOM's timeline?

Note that you must use all commercial IWADS, Doom 64, Doom 2016, and Doom 3; however you're allowed to have alternate universe/timelines, and all of them ultimately converge on Doom 2016. You may also include any custom wads that would smoothen this transition together (as he's been said to jump between worlds and time/dimensions, which may be a very subtle DTS-T prod)

>> No.4813246

>>4813245
Note that Q:C can be an intermediary/prequel/sequel to 2016, depending. Could be a "dream excuse sequence"

>> No.4813247

>>4813246
The reason I say this is that SUPPOSEDLY (citation needed!) Quake Champions is the lore/worldbuilding before they make Quake 5; and considering the strogg are already in QC, which is a prequel to Q3...

>> No.4813283

>>4812852
>using those fucking antique M16 sprites from Immoral Conduct/that Vietnam themed Duke Nukem 3D TC
Christ. That shit didn't look good in the 90's, let alone the 2000's

He could at the very least have tried to reshade them some, so they don't look so absolutely hideously out of place.

>> No.4813305

>>4812964
>>4812982
>>4812926
>The entire fucking institution is a dinosaur from the 70s.
>You use programming to make a program that will make programs for you.
>if you know what you want to implement and its been done before then there's no need to reinvent the wheel

I don't know how to tell you this but if you want to write/modify computer programs then you need to know how a computer works. Even if there was a "program that will make zdoom mods for you" then you would still need to speak its language. Those languages happen to be ZScript, Decorate, ACS and C++.

>> No.4813310

>>4813245
Doom 3 > Doom > Doom 2 > Evilution > Plutonia > Doom 64 > Doom 2016

>> No.4813318

>>4813150
That is indeed GZDoom being a bitch, get the latest devbuild of QZDoom.

Graf still hasn't noticed my PR.

>> No.4813319
File: 28 KB, 600x312, Milkor_Mk_IL_Black.jpg [View same] [iqdb] [saucenao] [google]
4813319

>>4812947
Yes it would.

The machinegun already have to be heavy because it necessitates a belt feeding mechanism and delinker, a heavier barrel (so the gun can shoot for longer before heating up), and generally a stronger (thicker) receiver and trunnion, so the gun can withstand being cycled and fired like balls, and generally a bipod to support shooting the gun from various static positions.
You could add a grenade launcher to this, but the gun is already pretty heavy, and mind you need to carry a lot of ammo for a squad automatic weapon.

A dedicated multi grenade launcher generally is a pretty good weapon (because it can shoot a lot of grenades fast, and it looks badass), but not all types of squads find the tradeoff worth it to have one less rifleman, as the amount of good (and safe) opportunities to employ a grenade can often be far fewer than a good opportunity to just use a rifle.

So thus, the idea of mounting a compact single-shot launcher design onto an infantry rifle, is pretty appealing, because that means you have a grenadier, but he's still also a rifleman at the same time, so even if he has no good opportunity to use his launcher, he can still use his rifle.
You obviously don't get the same capacity and speed as a dedicated MGL, however, you can issue multiple underbarrel launchers per squad to make up for it. They increase the weight of your gun, but they are useful, and most contemporary infantry rifles are reasonably light.


That's all in real life, however, how you do it in videogames is up to you. I'd totally be up for some LMG+MGL shenanigans for some Duke Nukem tier game.

>> No.4813332
File: 6 KB, 86x116, PKPLD0.png [View same] [iqdb] [saucenao] [google]
4813332

>>4813319
Made a doom hands browned glove desert eagle from a rip I found somewhere, I think duke3d related. Going to put it in as a 10mm pistol that has a fire rate of about 9-10 tics per shot. I could use reloading for it but for now im not.

About 1/3 of the shots it fires will use a bullet puff that does not cause pain so that it wont mess with stun chances as much.

>> No.4813335

>>4813247
>prequel to Q3
>anarki somehow discovers 1337speak while stuck in the arena

>> No.4813340

>>4812717
You know Quake's sounds are higher quality than what you hear ingame anyway, right? Boot up QS, set sndspeed to anything other than 11025, and listen to how cleaner (yet tinny) everything sounds.

>> No.4813343

>>4812926
>I think programming by typing in text is obsolete
Oh my god, you're back.

>> No.4813365
File: 3.66 MB, 5036x2833, 1515418857668.jpg [View same] [iqdb] [saucenao] [google]
4813365

>>4806129
Anybody here have the DM4Jam map pack? I can't get music to work for it with Quakespasm. I put the music folder (with .ogg files) inside the DM4Jam folder but it doesn't play.

>> No.4813392

>>4813216
I love how it also includes you (the player) getting fucking killed.

>> No.4813401

>>4813335
And regrows his arm!

>> No.4813410

>>4812964
imagine writing a 20 paragraph essay on a anonymous message board about how programming shouldnt exist anymore because you didnt know how to make a doom mod

>> No.4813417
File: 1.29 MB, 557x605, 1516497220599.png [View same] [iqdb] [saucenao] [google]
4813417

>Hexen 2
I'm playing as the crusader and got to the stables, shit is cash so far. Great sequel to Hexen and use of the Quake engine. Only problem is I chose skill 2 of 4 because a certain Youtuber said the combat was super challenging, but it's been easy as piss so far (much easier than Quake on medium). Will have to replay it with a different class on a higher difficulty once I'm done.

>> No.4813435

>>4813401
and a benevolent soul sews his mouth shut.

>> No.4813447

>>4813417
I couldn't get enough of that game once I first completed it with the aid of walkthrough videos.

I legit doubt I could reenact all the stages without help now. I had once memorized the game in its entirety to the point where I would do casual runs of every chapter I remember even downloading portal of praevus with a cocky mindset sometime later, thinking it'd be more of the same. I couldn't make it past the fucking tibetan temple.

my nightmares seldomly consist of me running through those cold ass mazes trying to find that missing mechanism piece to open the entrance door.

>> No.4813471
File: 98 KB, 640x400, Screenshot_Hexen_20180601_202758.png [View same] [iqdb] [saucenao] [google]
4813471

This is where wyverns belong
Committed to the flames

>> No.4813479

>>4813471
I remember being pretty surprised at how few hits this guy took when I first played Hexen. I like how he flies into that guy on the pillar before you fight him.

>> No.4813495

>>4813479
It depends on who you're using, as the fighter you can go to the far end and grab the skull wings and chase him down and then he's real easy (the axe tears him up fast).

But if you're trying to range him his fireballs are Major Nasty and you can get blown up real easy, and he's kinda hard to hit. Almost like a flying archvile. I think the Cleric would have the hardest time killing it, youd have to fly after it with the skull wings using the serpent staff.

The first time I played I didnt even know what was out there because its so small and bony looking.

>> No.4813498
File: 526 KB, 1280x960, Screenshot_Doom_20180601_213901.png [View same] [iqdb] [saucenao] [google]
4813498

>>4813435
>>4813401
>>4813335
It's elder gods. I ain't gotta explain shit.

>> No.4813503

>>4813498
yes you fucking do, syncerror

>> No.4813506

>>4813503
Okay, Look.
It's Elder Gods.
Even if I wanted to explain shit, I can't explain that shit.
im not syncerror unless i'm missing a joke

>> No.4813521

>>4813319
> LMG+MGL
> not an LMGL
do you even pillowblaster

>> No.4813523

>>4813506
syncerror is the id guy who said qc is a prequel to q3

>> No.4813525
File: 104 KB, 1280x1024, jonk.png [View same] [iqdb] [saucenao] [google]
4813525

>>4813523
ah okay i didn't know the source

>> No.4813527

>>4813523
> a guy called syncerror is on the QC team
i am getting iron based diabetes from this

>> No.4813535
File: 1.88 MB, 480x264, 469.gif [View same] [iqdb] [saucenao] [google]
4813535

>>4813523
I have no bloody clue how this is all going to tie into Q5...
I have several questions.

>> No.4813571
File: 2.87 MB, 1280x720, 2018-06-01 22-28-37.webm [View same] [iqdb] [saucenao] [google]
4813571

Quake TBQH

>> No.4813574

>>4813571
>quake is hard

>> No.4813578

>>4813571
I'm reminded of that level in episode 4 where the zombies are stuck in the ceiling and are completely helpless. I'm pretty sure it's the level where you get the rune.

>> No.4813579

>>4813574
>>4813571
map oversight, enemies can't cross clip brushes like world geometry

>> No.4813641

So I'm playing through Doom 2 with Lithium, does anyone have advice on how to deal with Phantoms in tight quarters? I just keep getting pretty much one-shotted by this fucker in Monster Condo because there's no room for me to get out of melee range.

>> No.4813657
File: 1.54 MB, 1920x1080, Screenshot_Doom_20180601_222924.png [View same] [iqdb] [saucenao] [google]
4813657

>> No.4813661

>>4813657
YOU BE DEAD

>> No.4813678

>>4813657
Honestly this version of the Monster models looks great, problem is mostly animations in case.

>> No.4813686

>>4813678
Low poly Doom can definitely work, it's getting the style right that seems to be the problem. A lot of these seem to be too smooth, perhaps Quake style with good textures could look neat.

>> No.4813715

>>4813686
I think the problem is these models packs being like Quake 2 which id Software was too abusive with models that everything was made out of it, explosions, fire, effects that a sprite could fit better but instead they made as models.

A perfect example is exactly that Hell Knight hands, since you can't attack effects to actors yet, it would be better to leave them without that effect on their hands, the projectiles could all remain as sprites instead of 3D models.

I think this is why the models in Hunter's Moon looks very acceptable, the dude there just got what is solid and what is not perfectly balanced as sprites and 3D models.

>> No.4813756

>>4813245
here's my timeline: first came Who, then after that came Givesashit

>> No.4813760

>>4813756
gottem

>> No.4813774

>>4806132
>>4806139

This is the best place on this godforsaken anime website.

>> No.4813779

>>4813310
This ^^^^^

>> No.4813790

Have you ever been so fucking bored that you can't even sleep? That's where I'm at. I'll grab the shitty laptop and give Winter's Fury a go just to kill time. It looks good. Nice monster colors.

>> No.4813826

>>4813756
Given the other replies and some of the other discussion here. A few people care, I care too, it's fun to talk about this shit.
So all you've really done with this post is make yourself look like an asshole posting for the sake of an epic zinger.

You suck, anon.

>> No.4813835
File: 22 KB, 306x306, 1509773228904.jpg [View same] [iqdb] [saucenao] [google]
4813835

>Hexen is a confusing switch hunt!
Literally a bullshit meme on the same tier as "Dark Souls is the hardest game ever". Every puzzle is pretty easy to understand if you just pay attention to your surroundings.

>> No.4813838

>>4813835
Honestly, brainlets who says Dark Souls is hard is because they have some sort of Alzheimer and completely forgot about the Metal Slug franchise.

>> No.4813919

I just played Quake 1 for the first time.
I like it a lot.

>> No.4813956

>>4813919
let's talk quake

>> No.4813957

>>4813956
what aboot it exactly?

>> No.4813960

>>4806129
hello,
may I speak to Mr. Geass?
first name's Hugh.

>> No.4813962
File: 67 KB, 728x483, doctor butt.png [View same] [iqdb] [saucenao] [google]
4813962

>>4813960
Yes this is Mr. Geass, can I help you?

>> No.4813964

>>4813960
>designated shitting sectors

>> No.4813971

doom: bright and lighted colorful
doom 2: dark and dreary
doom 64: SPOOKS
doom 3: im so fucking dark i cant see shit
doom 2016: edge edge edge edge
agony: hold my [censored]

>> No.4813984

>>4812982
Dude, there's a lot of JS coders who just take ready made functions from tons of libraries and mash them together on top of a ready made framework. The result may be functional, but it is rarely well made. Which means that of there's a problem with the way the code works, the coders are fucked and have to do a lot of work to rectify the situation.

It *is* a lot of automation. They don't have to know a lot of stuff that a C programmer, for instance, must know.
But bear in mind that the code is far, far more flexible as a tool than any car, for one. This means that any AI which could automate coding to your preferred level would probably be a better programmer than most humans anyway.

>> No.4813989

>>4813052
This looks awesome on its own, but I've no idea how it would look in doom.

>> No.4813991

>>4813072
Vasyan, stop shitposting, please.

>> No.4814030

>>4813919
I've returned.
Been messing around with Fitzquake Mark V and Quakespasm and can't really decide which I like better.
what's /vg/'s preferred source port for Quake?
Or is it unanimously Quakespasm as it is the only recommended source port in the pastebin?

>> No.4814049

>>4814030
Quakespasm is very good for all solo Quake I needs.

>Pastebin

That reminds me, some of the ones in the OP are rather out of date. Perhaps it won't hurt to push a drive to replace them with more updated ones.

>> No.4814073

>>4813835
>press switch
>a door opened somewhere!
>zero hints as to where that may be, sometimes it's outside the level you're in
Explain to me how is this not bad game design. Maps in other games have intuitive structure that tell you what did a switch do most of the time, either you saw a door prior that you couldn't open and/or you hear the distinct sound effect of a door/elevator. Hexen is mocked for good reason, because it has horrible progression and level design. It objectively is a switch hunt (or more specifically a "which door opened?" hunt). I'm glad other developers realized this and didn't follow on its steps of abysmal levels. Even Strife is more intuitive than Hexen.

There's this Doom megawad I played recently called Urania, has similar "find out what did that switch do" mentality that Hexen has, the result? A slow, tedious, boring, frustrating slog of maps, for the most part. Just like Hexen.

>> No.4814180

>>4814073
>is told a switch opens a door
>needs more handholding
I bet you complain about hitscan, too

>> No.4814182
File: 177 KB, 499x396, 1409135348906.jpg [View same] [iqdb] [saucenao] [google]
4814182

>>4814180
Who's your favorite character in Hexen?

>> No.4814194

>>4814180
"one seventeenth of the puzzle has been solved" doesn't really tell you shit

>>4814182
cleric is for scrubs who are scared of specialization

>> No.4814201

>>4814194
I was just posting something relevant to Hexen. I dislike the mace Parias wields, the serpent staff is gr8 though.

Daedolon is my man.

>> No.4814206

>>4814201
> rail wand
> ice five
> arc of wreck shit
> BWROOSHscourge
ye that seems about right

>> No.4814214

>>4810954
Bumping my own post, it's been days without being answered. Any of you have a tutorial about how to install a quakeworld Team Fortress server? Im clueless and google doesnt tell me anything.

>> No.4814231

>>4813960
So is it pronounced GI-ASS, or Gesh?

>> No.4814368

New thread and Screenshot Saturday

>>4814363
>>4814363
>>4814363

>> No.4814379
File: 53 KB, 339x474, H&K GMG.jpg [View same] [iqdb] [saucenao] [google]
4814379

>>4813521
That's called a Grenade Machinegun, they're more like a static/vehicle mounted, rapid fire light artillery.
Of course, one could try scaling down something like a Mk.19 or H&K GMG to the more manageable 40x46mm (40x53mm generally would be too intense in recoil to fire from the shoulder), and give it just a bipod.

It'd be bulky and awkward as shit though, and you'd lose so much range compared to a regular GMG. On the other hand, you could scale one down to some sort of 30mm or 25mm grenade, giving lighter recoil and lighter ammo, also probably better range, but you'd sacrifice payload.

>> No.4814590
File: 34 KB, 320x515, Grunt2[1].png [View same] [iqdb] [saucenao] [google]
4814590

>>4813686
If Doom models can be successfully recreated in quake1 style (Including textures) that would be GOAT, Biggest problem with these model packs is that they went straight to gen-6 model quality, If they imposed more limitations on the polygon and texture quality, Things would blend in more.

>> No.4814636

>>4814073
I can't remember a single time it says "A door has opened somewhere". It specifies "A door has opened on (level)". The only thing that could be confusing is the "1/x of the puzzle has been solved". However, if you pay attention to the hub, you'll notice that solving part of the puzzle typically changes something there, opening up new areas to explore or in the case of Shadow Wood, illuminating symbols telling you which levels puzzle switches have been hit.