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/vr/ - Retro Games


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File: 101 KB, 1280x960, Meet_baron.png [View same] [iqdb] [saucenao] [google]
5138347 No.5138347 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5131797

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/ETC
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, Quake, Duke, Marathon, or Thief: https://imgur.com/a/wWS8zXz
Contains infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
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/

Launchers for Build Engine games
http://buildgamedosboxlaunchers.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

== /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.5138349
File: 105 KB, 640x960, 1540804339084.png [View same] [iqdb] [saucenao] [google]
5138349

=== ONGOING ===

-100 minutes of /vr/ underway
-Deadline November 15th

=== NEWS ===

[10-27] DOOM RPG Remake Project revealed
https://www.doomworld.com/forum/topic/102919-drrp-doom-rpg-remake-project/

[10-25] Hexen ZDoom community project announced
https://forum.zdoom.org/viewtopic.php?f=42&t=62375

[10-25] Redneck GDX supports Rides Again

[10-25] Redneck Rampage to get another reverse-engineering project, but using EDuke32
https://forums.duke4.net/topic/10241-rednukem-redneck-rampage-port/

[10-20] Deepdream Doom v1.1 and Deepdream Chex v1.0 released
https://www.mediafire.com/?z7wrmazotn6ws

[10-20] 'Beta 64' megawad for Doom 64 EX posted on Doomworld
https://www.doomworld.com/forum/topic/102849-beta-64-a-29-level-megawad-for-doom64-ex/?tab=comments#comment-1928807

[10-18] DM4Jam DLC Update released, three extra maps
http://www.celephais.net/board/view_thread.php?id=61644

[10-10] DavidN is making BD less of a clusterfuck
https://forum.zdoom.org/viewtopic.php?f=43&t=62203

[10-09] SM188 released, made with and using features from the recent progs_dump devkit
http://www.celephais.net/board/view_thread.php?id=61639

[10-06] XUMP - Hexen Upstart Mapping Project released
https://www.doomworld.com/forum/topic/101939-hexen-upstart-mapping-project-released/

[10-05] Doom 64 EX community project announced
https://www.doomworld.com/forum/topic/102637-doom-64-ex-community-project-announced/

[10-02] Quake Champions audio ripped and shared, although from earlier version
https://www.dropbox.com/s/w87eb6j6oo3vct4/qc_snd_mus.zip?dl=1

[10-01] Deepdream Doom v1 released, v1.01 may be coming soon
https://www.mediafire.com/?z7wrmazotn6ws

[09-29] Quake C devkit "progs_dump" released, plus maps demonstrating its use
http://www.celephais.net/board/view_thread.php?id=61633

=== PREVIOUS ===

http://pastebin.com/PZDkqABT (embed)

=== PROTIP ===

To submit news, please reply and anchor it to this post.

>> No.5138356
File: 2.80 MB, 888x500, ogl.webm [View same] [iqdb] [saucenao] [google]
5138356

>>5137737
I can't make the OGL renderer look as good as the software renderer. Is there some setting I'm missing here? The software renderer looks great but unfortunately on modern wads my laptop can't hold up the FPS. With OGL I get 200 FPS pretty much all the time.

>> No.5138360

>>5137737
what is the "palette" setting?

>> No.5138442

> no more spook page style
i demand it back

>> No.5138480
File: 85 KB, 200x200, 1521834369960.gif [View same] [iqdb] [saucenao] [google]
5138480

>>5138442
>halloween is already over

>> No.5138482

>>5137667
Doom's overall gameplay is more fleshed out, because it has power ups, armor system, ammo/weapon/enemy variety
It literally does what W3D did but better and even sprinkles in new things
Even the HUD face is done better because Doom guy looks at his left and right when he's hit

>> No.5138487

Also, aren't Gerardo and Erick also busy with their Doom RPG GZDoom ports?

>> No.5138490

>>5138480
time for fuckin christmas, the worst time of the real

halloween is actually the kino time

oh well!

>> No.5138514

>>5138480
The Quake dads are wrapping up a halloween jam that will be out soon, a bit late but it should be good. It's a pack for AD.

>> No.5138525

Is Tech Gone Bad the greatest FPS level ever made?

>> No.5138603

>>5138246
No, people need extra time to finish their stuff.

On top of that someone submitted a barely-finished crapmap and expected me to fix everything broken in it.

>> No.5138615

Can somebody give me a quick rundown of who the Baron of Hell brothers are?

>> No.5138624

>>5138615
They look so god damn like the same person.

>> No.5138628

>>5138615
one is named Dario, the other is Shauighi

>> No.5138634

>>5138525
>the greatest FPS level ever made?
Perfect Hatred

>> No.5138641

>>5138525
Flood Zone

>> No.5138653
File: 47 KB, 640x480, Doom64Baron2-D64ex[1].jpg [View same] [iqdb] [saucenao] [google]
5138653

>>5138347

Played through D64. Great game. But I can't get over how bad the monster models are. The OP just reminded me how much better the original game sprites were. They're lower resolution, but better.

I'm shocked no one's made better ones, or ID never made a Doom HD.

>> No.5138659
File: 40 KB, 519x402, 1532379416319.jpg [View same] [iqdb] [saucenao] [google]
5138659

>>5138347
Any DOOM 1, DOOM 2, Heretic or Strife WADs with either a Terminator or Transformers theme to them?

>> No.5138660

Is there like a big master list of features and ideas planned for Quake and who wanted what?

>> No.5138665

>>5138603
>submitted a barely-finished crapmap and expected me to fix everything broken in it
That's pretty pathetic.

>> No.5138670
File: 19 KB, 640x736, keen1_000.png [View same] [iqdb] [saucenao] [google]
5138670

>>5138660
You've probably seen it before, but here's the blurb from Commander Keen that was probably where Quake was first conceived.

>> No.5138671

>>5138659
theres a transformers mod for Quake 2

>> No.5138680

>>5138665
I don't know what I expected from someone with that weird-ass minecraft steve model as avatar

>> No.5138685

>>5138659
There's a Terminator Mod for Doom.
I specifically remember one of the features being that you get a massive shitload of health, but it doesn't replenish between levels, and it's hard to get more through other means.

>> No.5138712

>>5138685
Which Doom does it work with better: Doom1, Ultimate DOOM aka Expanded Doom1, or DOOM 2?

>> No.5138724

>>5138680
>>5138603
What is/was spooktober and was it related to the Halloween thing from last year?

>> No.5138725

>>5138712
I don't know. I never played it. I just looked at the release thread.

>> No.5138734
File: 259 KB, 1360x768, Screenshot_Doom_20180929_233747 ashes 2063.png [View same] [iqdb] [saucenao] [google]
5138734

At least they died doing what they loved.

>> No.5138735

>>5138724
Just a Halloween map pack I wanted to organize (my first time leading any sort of community project, actually)

>> No.5138738

>>5138525
no thats Mall of the Dead

>> No.5138752

Do you think ss1 will get more fan missions like rewired? Can this game be pushed forward, or it's always gonna be just more of the same? Im a bit sceptic about it's potential

>> No.5138817

>>5138525
Golden Carnage is the right answer.

>> No.5138821
File: 2.23 MB, 267x200, really.gif [View same] [iqdb] [saucenao] [google]
5138821

>there are people that actually think the first Doom is the best oldschool shooter

>> No.5138834

>>5138821
Well then what's the best retro FPS, mandrama faggot?

>> No.5138835
File: 46 KB, 640x480, 1998-06-30_21.04.20-1.jpg [View same] [iqdb] [saucenao] [google]
5138835

Never before seen Prey screenshots from Id Realms Archive

>> No.5138838
File: 45 KB, 640x480, 1998-06-30_21.04.22-2.jpg [View same] [iqdb] [saucenao] [google]
5138838

>>5138835

>> No.5138840
File: 43 KB, 640x480, 1998-06-30_21.04.22-4.jpg [View same] [iqdb] [saucenao] [google]
5138840

>> No.5138849

>>5138834
Obviously, it's Blood

>> No.5138854

>>5138849
based

>> No.5138858
File: 23 KB, 225x338, Priest2.jpg [View same] [iqdb] [saucenao] [google]
5138858

>>5138849
Try reading this, it's a comic by a korean guy inspired by blood and drawn with a style inspired by Hellboy. It's called Priest, the MC is a Caleb lookalike

>> No.5138878

>>5138849
Douk is better

>> No.5138889

>>5138858
Is this Alucard mah boi?

>> No.5138898

>>5138849
agreed, shadow warrior is the best.

>> No.5138907

>>5138360
Tonemap at the bottom. Set it to Palette.

>> No.5138910

>classic doom and 64
>cyberdemon explodes when he dies
>doom 3 and 2016
>he either gets sliced by soulcube or decapitated with his horn

>> No.5139004

>>5138835
I made a brainfart, I meant 3D Realms

>> No.5139014

>>5138835
I hate how Prey series got not one, but TWO prototypes that I want to try out.

>> No.5139020

>>5139004
Imagine a parallel universe where id Realms released Doom Nukem.

>> No.5139023

>>5139014
Prey is one of those series that has a bizarre development/behind-the-scenes history.

>> No.5139046

>>5138480
>>5138442
Just watch more horror movies and play more spooky games.

>> No.5139047

>>5138525
Derelict is better.

>> No.5139051
File: 416 KB, 459x477, 257d137375aab26ba6c171af60231d2796532051.png [View same] [iqdb] [saucenao] [google]
5139051

if a minidoom 3 is made, i hope there's a lot of doom 64 representation to it
they could have made the d64 pain elemental a miniboss
also, fucked up that the barons and hk's had their alert sounds switched

>> No.5139110

>>5138907
thats great thank you

>> No.5139178
File: 338 KB, 1063x632, Drones.png [View same] [iqdb] [saucenao] [google]
5139178

So, for IGMC I'm going to be working on my own game in the doom engine. I'm thinking of a few major differences:
Weapons of equal power, but different utility. If you want to use a more powerful attack, it instead just takes more ammo. Each weapon has a 'lesser', 'greater', and 'utility/extreme' effect, each of which takes more ammo for that weapon.

Instead of 'entrance to exit' singleplayer level design, instead it's more of a defense/survival gameplay mode. Roam around a deathmatch-style level, picking up respawning ammo cartridges and when in danger, activating one-use healing objects, while monsters spawn in.

Rare 'key' monsters spawn, allowing the player to unlock new areas to the map.

A stupid plot about a wizard being attacked by robots from the future, servants of the wizard's enemy, a chronomancer.

Second of all, how does this work for the 'basic' monster type? I ended up 3d-rendering it, and then throwing a bunch of filters on, and tinkering with it afterward.

>> No.5139205

>>5138653
The animations in Doom 64 are worse than the sprite quality. The Hell Knight/Baron throwing his projectile looks like he's playing softball with a limp wrist. They're nowhere as good as the animations done by id.

>> No.5139214

>>5139051
they didn't?

>> No.5139217
File: 7 KB, 224x251, 1246646271933.jpg [View same] [iqdb] [saucenao] [google]
5139217

>>5138347
>>5137830
Thanks based anon, im >>5137698 with the bloodGDX issues. Turns out turning off vsync and running at 120fps solves the mouse lag issues, bloodGDX must synchronously process input and possibly not every frame, curious engine design.
There is still an uncomfortable mouse acceleration, but it's a lot better than it was, the low fps must have been messing up the acceleration too.

>> No.5139219

>>5139205

Which is a shame since everything else is gorgeous. The levels themselves are great, and feature great texture work. The weapons are really cool, and the items look great.

Also, why did they not port Doom to N64 and instead made a new game? Seems super weird.

>> No.5139223

>>5138482
I think you misunderstand the post you're replying to. See >>5137703
Eg, what you say is true, but you could say the same things about quake or descent vs doom. My point wasn't that doom wasnt a step forward, it's that later games also innovated.

>> No.5139224

>>5138835
>>5138838
>>5138840
Is this the tourettes guy house? Looks pretty cozy

>> No.5139226

>>5139219
well I don't know about you but I'd rather have a new game than a port of an already existing title you can play on PC in a more optimal way.

>> No.5139228

>>5139226

Nintendo has never gotten a proper Doom port have they? They only got SNES Doom, which barely works. Doom N64 could have been a port of the Playstation Dooms, and would have been perfect.

>> No.5139230

>>5139228
would have been perfect? Its a new game AND its perfect

>> No.5139236

>>5139230

But nintny players could have gotten ports of PSX Doom that actually played better. Better frame rates, and everything.

>> No.5139237

>>5139236
or maybe the could invest money and time on a new thing instead of relaunching the exact same game with less fanfare

>> No.5139283
File: 265 KB, 1200x1600, baron-clay.jpg [View same] [iqdb] [saucenao] [google]
5139283

>>5139205
The really amazing part is that this is how the baron is done.
These wood dolls can't pose for shit, and the clay broke often when the pose was changed.
He's amazingly consistent and well done for how troublesome and crude the clay models were.

>> No.5139295
File: 52 KB, 640x480, 1998-07-30_19.01.16.jpg [View same] [iqdb] [saucenao] [google]
5139295

More Prey pics, You can see the rest on the official 3D Realms Discord.

>> No.5139296

>>5138347
>BROTHERS OF DESTRUCTION
fina

>> No.5139298 [SPOILER] 
File: 50 KB, 640x480, 1541120305345.jpg [View same] [iqdb] [saucenao] [google]
5139298

>>5139295

>> No.5139302
File: 393 KB, 640x480, 1998-09-29_15.40.56.jpg [View same] [iqdb] [saucenao] [google]
5139302

>>5139298

>> No.5139307

>>5139296
Fake fighting fags get the FUCK out of my Doom thread

>> No.5139309 [DELETED] 
File: 9 KB, 640x480, 1997-11-19_16.05.18.jpg [View same] [iqdb] [saucenao] [google]
5139309

>>5139302
Good ol' polygon bewbs

>> No.5139312

>>5139307
wha

>> No.5139313

>>5139309
whoa mama

>> No.5139318

>>5139309
LOOK AT THOSE BOO-

>> No.5139321

>>5139217
Just following up, the mouse accel seems less intense if i "turning speed" "look up/down speed" almost all the way down, and turn mouse sensitivity up quite high.
What a bizarre mouse look scheme.

Other than these issues, i can see why people rave about blood. It's so detailed with a real visceral atmosphere.

>> No.5139349
File: 75 KB, 800x400, kMWIDlb[1].jpg [View same] [iqdb] [saucenao] [google]
5139349

>>5139283
>He's amazingly consistent and well done for how troublesome and crude the clay models were.

Yeah, they moved to proper metal-plastic puppets for Doom 2. This is why I'm shocked they never made a Doom HD. They still have the puppets. They could just take higher quality images of them. They also still have all the original puppets for Blood.

>> No.5139367
File: 266 KB, 1530x2048, 1386706788448.jpg [View same] [iqdb] [saucenao] [google]
5139367

>>5139349
They moved onto the latex models even before Doom 2. Spidermind was made by Punchatz, as was Archie, Skelly and Fatty.
Spidey was the final boss in the original, and Archie was already considered, but not finished, then recycled for Doom 2 (as with most of the other new monsters, Skelly starting out a lot more meaty at first, until painted over).

As for HD, part is that the clay models are just ungainly and bothersome to work with, so they probably didn't want to do that again, I mean that was the reason they hired outside help to make the latex models in the first place. The clay was slow and difficult.
Also, after all these years, some of them have deteriorated (and wasn't even in the greatest shape after they were done with them in 1995), so that's another issue.

Then look at the Baron's face there, and then look at Cybie here, they're pretty crude looking, he was entirely meant to be scaled down to a lower resolution, detail then being worked out there. High resolution closeups of them would either look awful, or would require being worked over in post a lot anyway.
I honestly think the resolution Doom went for with sprites and textures is just fine.

>> No.5139371

Childhood is idolizing Ultimate Doom. Adulthood is realizing Plutonia is the apex.

>> No.5139372

>>5139371
Only shitposters deal in absolutes.

>> No.5139374 [DELETED] 

>>5139371
The Casali brothers maps aren't that bad desu

>> No.5139376

>>5139367

Well, the approach of Doom 64 is pretty solid: make 3D computer models, and build sprites from that. However, the end result wasn't the best, and probably computer modelling at the time wasn't good enough. If they make Doom HD, they should use that approach. And of course, make a toggle between old and new sprites.

>> No.5139382

>>5138347
WTF was their problem? Why were they hiding in those closets?

>> No.5139383

>>5139382
Because they're gay

>> No.5139430
File: 605 KB, 1600x900, duke0000.png [View same] [iqdb] [saucenao] [google]
5139430

Has anyone here tried playing Redneck Rampge Route 66 with Rednukem? Any advice as to why the new enemy sprites are screwed up? Cause I'm pretty sure this isn't even close to being right.

>> No.5139443

>>5139430
i played that level in rednukem the other day and there were no vixens there, just regular ol hillbillies. try playing it in dosbox to see if its a problem with your gamefiles

>> No.5139449
File: 266 KB, 786x594, 2018-11-01_19-36-57.png [View same] [iqdb] [saucenao] [google]
5139449

>>5139443
I think my files are fine; it shows the gators in that area like it's supposed to. RedneckGDX is fine too. Am I using the wrong file? I'm starting Rednukem with "-x game66.con" as the parameter.

>> No.5139461
File: 369 KB, 1360x768, shot00002.jpg [View same] [iqdb] [saucenao] [google]
5139461

*when Doom 3 had more Lovecraft setting than Quake 1 itself*

>> No.5139462
File: 1.23 MB, 747x653, delete this duke.png [View same] [iqdb] [saucenao] [google]
5139462

>>5139461
Get that non-retro crap outta here

>> No.5139463
File: 771 KB, 1600x900, duke0002.png [View same] [iqdb] [saucenao] [google]
5139463

>>5139449
Solved it (kinda). RedneckGDX has a batch file included (R66.BAT) that renames all of the Route 66 files to their vanilla RR counterparts. Running that then booting Rednukem as normal seems to do the trick. It's hacky and I'd prefer an easier solution but if it works, it works.
I would just play with RedneckGDX but for whatever reason all of my weapon keys are bound to chat macros, so anytime I select a weapon a message pops up on the screen.

>> No.5139468 [DELETED] 

>>5139462
>2003

I'm just waiting when the fucking elistists here will start to consider a timespan to get stuff into "retro" rather than just "HURR ONLY 1999 BACKWARDS, NO LATE GEN-Z ACCEPTED!"

>> No.5139476 [DELETED] 

>>5139468
Always wondered why DC is accepted, but no other console or PC from the same generation. Would be easier if the limit was 15 years old or something like that, with some leniency for games launched later in the life cycle of the platform.

>> No.5139493 [DELETED] 

>>5139468
don't engage.

>> No.5139496 [DELETED] 

>>5139476
Yeah because the way the rules are established now, we are having already 2 generation of consoles as a gap between nowdays games and 1999, which is PlayStation 2/X-Box and PlayStation 3/X-Box 360, tho i think only PS2/XB should be considered for now.

>>5139493
Not worries, i think i said all i needed to say right now, just gonna wait until 2099 to post-2000 games get considered into "retro" category.

>> No.5139524
File: 106 KB, 640x400, CAPT0003.png [View same] [iqdb] [saucenao] [google]
5139524

Playing Powerslave DOS with the Dehacker patch. Very cool that with it you can play with modern controls. Pretty cool game, although it feels unpolished. Sounds fade so quickly that you have to be right by something (be it an enemy, door, trap, etc.) to hear it. And sometimes enemies will just stare at you for multiple seconds before waking up. Definitely inferior to the console version, but not bad.

>> No.5139584

>>5139463
how does rides again fare on gdx? been wanting to give it a try. I've heard quite a bit of praise for M210's work on the blood port. is it still based on java?

>>5139462
fuck off.

>> No.5139589

>>5139463
> weapon keys
Use mouse wheel like a normal person then?

>> No.5139597

>>5139589
>weapon wheel
yikes

>> No.5139620

>>5139597
ZOINKS

>> No.5139649

>>5139461
>meatwalls is more lovecraftian than transdimensional dark gods
Get a load of this lost soul

Also, not retro

>> No.5139760

>>5139461
That screenshot is too high-fidelity for this board. Help.

>> No.5139804

>>5138907
>>5139110
Note that it uses default Doom palette and not the one included in the WAD, so if you play something like BTSX or REKKR that uses its own, modified palette then colors might get mangled

>> No.5139810

>>5139178
Instead of 'entrance to exit' singleplayer level design, instead it's more of a defense/survival gameplay mode. Roam around a deathmatch-style level, picking up respawning ammo cartridges and when in danger, activating one-use healing objects, while monsters spawn in.

That's a red flag right there. Many pseudo-oldschool shooters tried to do that in order to "focus on the action" and completely forgot about the thing called "pacing".
In original Doom and most following FPS action is interwoven with exploration for a very unique kind of pacing.
All-action arena-like games are good in short bursts, but even then they wear most people out quickly, and you can't have that "breather" exploration segment in an arena-centered game without the pacing becoming too choppy.

Enemy design: look at original Doom, Duke and maybe REKKR.
Look at the drones of Duke for example - they arent monotone areas on them and they feel like thye have texture, while yours are very bland.
You should avoid using solid colors (even if something is supposed to be of one color) as much as possible if you aren't going for cartoony look.

>> No.5139831
File: 1.11 MB, 960x1200, palette.png [View same] [iqdb] [saucenao] [google]
5139831

>>5139804
Yeah, it does fuck up wads with their own palette a bit. As an alternative, this https://forum.zdoom.org/viewtopic.php?f=103&t=53250&start=45 can be used. Not as good, but for wads with custom palettes it's alright.

>> No.5139848
File: 138 KB, 700x600, 1506670919595.png [View same] [iqdb] [saucenao] [google]
5139848

man why the hell did nightdive studios have to blueball us with the blood teaser. We thought it was gonna be revealed on Halloween but I guess its the middle of November? I'm sure its gonna be great but was anyone else let down by that? I guess big new games are in the news so they want to show it on a quiet day

>> No.5139849

>>5139831
Retroshader affects weapon sprites as well, and results in missing rows/columns when they are "in between" the pixels generated by the shader.

>> No.5139852

>>5139848
They are corporation now.
They don't care for the retro players.
They only care to cash in on the modern retro fad before it dies down.

>> No.5139853

>>5139852
I'm a bit more optomistic

>> No.5139861

>>5139524
>Very cool that with it you can play with modern controls

Make sure that you never strafe run during a jump.
Strafe+run gives a speedboost, leading to longer jumps, which the game was not designed with. You can literaly sequence break in almost every single level that way, the worst offender being being able to jump straight to the exit at the start of lvl7.

I've never had your sound and enemy issues. Are you sure you're using a final release? Warez sites commonly share an old beta version of the game that got leaked before release and has been plaguing it since.
The date on the .exe should be Dec 04 1996 (Powerslave) or Mar 19 1997 (Exhumed). Also you should have music.

>> No.5139871

>>5139853
You mean naive.

>> No.5139905

>>5139852
man imagine feeling like this just because they didn't meet your made-up release date

>> No.5139919

>>5139852
It doesn't have to be that bleak, you know.

>> No.5140001

>>5139312
Brothers of Destruction are a wrestling tag team consisting of the Undertaker and Kane.

>> No.5140008

Which Casali was your favourite, Dario or Milo?

>> No.5140054

>>5139214
doom 64 representation in minidoom 2 was the unmaker and a level name
the unmaker didn't really worked like the original and instead charges a laser beam

>> No.5140103 [DELETED] 

>>5139852
>>5139871
Found the /sthg/ger.

>> No.5140105

>>5140054
Does MiniDoom 2 have all MiniDoom 1 content or I should play MiniDoom 1 first?

>> No.5140106
File: 179 KB, 1366x768, prod_oomer.jpg [View same] [iqdb] [saucenao] [google]
5140106

I'm hear toremind you of the glory that is PROD OOMER

on another topic: where do I find downloads for GZDoom versions prior to 2.4.0 for cases of mod compatibility? GZDoom forums on DRD team do not host download links and earliest link on ZDoom is for 2.4.0

>> No.5140112

>>5140105
i haven't checked, so i can't say
>>5140103
sonic the hedgehog general?

>> No.5140114

>>5140008
Dario, I guess.

>> No.5140116

>>5140008
The one who made Go 2 it and Odyssey of Noises, Milo. But Dario did Hunted or Pharaoh, so fuck this question.

>> No.5140117

>>5138347
https://www.youtube.com/watch?v=9NnJExWzzME
https://www.youtube.com/watch?v=pb_3On5y0w8

Which video quality do you think is better? When playing software render looks the best but youtube chews up video quality with its compression. The OpenGL render I think might look a bit cleaner. Not sure which one to go with.

>> No.5140124

>>5140106
i thought this was a level from that mario themed wad mayhem 17

>> No.5140126

>>5140117
Solution is simple: After recording, upscale to 4k and while at it bump the bitrate up about ~10% to avoid artifacts, upload it like that.
Your video would get much more bitrate bandwith and will end up looking better even on lower youtube resolutions

>> No.5140128

>>5140117
>wad with removed red cross
Why?

>> No.5140136

>>5140117
I like OpenGL, but without the smear filter.
Crisp, clean, and no perspective distortion, also showing the beautiful sprites and textures much clearer at a distance.

Oh yeah, dynamic lights and lightmaps I think are nice too, they just add a bit of nice eye candy and atmosphere. Imp's eyes visible in the dark is quite nifty, and green torches actually bathing a room in green light I think is a very pleasing visual.

>> No.5140137

>>5140117
first one seemed to be smoother, but I could be retarded.

>> No.5140163
File: 298 KB, 800x800, baron of hell huffing.png [View same] [iqdb] [saucenao] [google]
5140163

Anyone else been trying for this 100 minute mapping challenge? How do you approach it. I start blocking out the map but have really hard time not getting caught in jerking off details and letting the scope bloat. Also, is there a way to do XY symmetrical scale-transformation on selection in Doombuilder?

>>5139461
I appreciate Doom 3 for taking the horror seriously without castrating the player's agency against the monsters.

>> No.5140175

>>5139584
Does Rides Again even work in GDX? I thought M210 had it planned to be done later down the road. And yeah, it's still a Java based port which is why I've been using Rednukem instead (eDuke32 based, also supports Rides Again but I haven't tried that yet).

>> No.5140178

>>5140128
They're using the BFG edition IWADs is my guess.

>> No.5140205

>>5140128
oh yeah, I just got the newest version of GZDoom and it found my steam doom wads first.

>> No.5140218
File: 32 KB, 490x497, t0qH5ul.jpg [View same] [iqdb] [saucenao] [google]
5140218

>>5139371
based and plutoniapilled

>> No.5140220

>>5139371
Plutonia has some of the ugliest official levels in existence. No atmosphere and some of the challenges are just tedious.

>> No.5140232

>>5139371
I want to agree, but Plutonia is not TNT Evilution.

>> No.5140331

>>5139371
The apex is NRFTL. It has much better leveldesign than any of the dated work of the 90s. The levels have the sense of progression, the sense of semi realistic places (particularly the canyon and marble castle levels), also used clever nonlinear layouts, but without significant backtracking, which gave those maps a truly pro look. And didn't mention the number of secrets and their variety.

>> No.5140357

>SgtMark will continue Brutal Wolfenstein's development
Bad news for that anon who thought it was a good mod for something with "brutal" in its name
Can't wait to see chairs hurting the players as if they're enemies

>> No.5140360

>>5140357
This honestly just confuses me. What's there even to brutalize? Wolf3D has really primitive level structure, all you can do is either shoot dangerous dudes first or take cover.

On the subject of nazis, I remember there being a really cool Wolf-like mod for Doom, but I forgot its name. Thus requesting all best nazi-themed mods there are.

>> No.5140363

>>5140360
wildweasel's nazis! mod or wolfendoom?

>> No.5140364

>>5140360
>What's there even to brutalize?
Gorier deaths? Duh.

>> No.5140367

>>5140363
It had a map pack included, so none of those.

>> No.5140369
File: 166 KB, 1920x1080, duke android.png [View same] [iqdb] [saucenao] [google]
5140369

Anyone has Magic Dosbox for Android? (the paid full version)

There's an update for Duke 3D which suppsedly makes it playable like the awesome Delta Touch port for Doom (that is, strafe with left thumb, aim and fire at with right thumb, being able to aim and fire at the same time).

Can anyone try it out and tell me if it plays good so I can know if it's worth spending 4€ on it? I get so bored on public transportation that I could make use of this.

>> No.5140374
File: 66 KB, 640x480, duke3d2.jpg [View same] [iqdb] [saucenao] [google]
5140374

>>5140369
I forgot to add:

http://magicbox.imejl.sk/forums/topic/duke-nukem-3d-atomic/

You can download the layout here. But some of the gadgets will not work if you dont have the full version.

Also this is a video an unreleased version of a Duke 3D port by the same developer of Delta Touch. Unfortunately I Think he got a cease and desist letter.

I just hope the Magic Dosbox one is good enough and play similar with the new control layout.

>> No.5140382
File: 189 KB, 1280x800, duke3d.jpg [View same] [iqdb] [saucenao] [google]
5140382

>>5140374
And now I forgot the fucking video:

https://www.youtube.com/watch?v=GkmKnZQz8EA

And for the record, here is the Android port that used to be on Google Play, totally shit controls:

https://www.youtube.com/watch?v=hfFrFd-5GTk

>> No.5140389

>>5139804
Rekkr's palette doesn't rearrange the color positions, so all the browns will still be brown and all the blues will still be blue etc, they'll just be the wrong shade.
Does tonemapping use the colormap lump, or just the pick the closest color from the palette?

>> No.5140390
File: 106 KB, 900x900, 1539989443288.png [View same] [iqdb] [saucenao] [google]
5140390

>>5139371
NRFTL>Plutonia>Ultimate Doom>Doom 64>Doom 2> Master Levels>TNT

>> No.5140401

I don't like abstract levels. There, I said it. I like locations looking like what they're supposed to represent instead of a mishmash of textures like some of the shit Plutonia throws at you. D1 and D2 had that issue, but not as much.

>> No.5140403

>>5140401
plutonia map29 is less "abstract" than anything in doom 1, whatever you think that means.

>> No.5140405

>>5140374
Wow, they managed to make an attractive screenshot of Shop 'n' Bag. Too bad the level is utter shit.

>> No.5140425

>>5140390
Master Levels >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> not master levels

>> No.5140432

>>5140425
big yikes

>> No.5140439

Hot take: I like Redneck Rampage

>> No.5140441

>>5140439
good for you.

>> No.5140442

What's the point of freedoom?

>> No.5140445

>>5140442
What's the point of living?

>> No.5140462
File: 25 KB, 400x310, Drone sample.png [View same] [iqdb] [saucenao] [google]
5140462

>>5139810
Alright, I'll keep that in mind.

One idea I was pretty attached to was the idea of recharging ammo canisters. Like, for your lightning weapon, you'd end up finding a 'lightning node'. You grab it, it 'marks' the glowy powerup, and then thirty or so seconds later, the 'node' would send a pillar of light into the sky so you can see it, and then you can run back and grab it. The 'LMS' gameplay style was basically so I could make that magic happen.

But I get what you're saying, and I don't think I'm strong enough on pacing things to make arena-style work despite the issues. I'll get back to the drawing board.

As for the art, I'm still pretty new to this. I'm working on it, and the 'drone' is just a placeholder for now. I'm planning on using it as a template for later, and I'll be making different skins for different drone types. Mottled green for the basic variety, a tron-tracery blue for an upgraded, laser type, and bright yellow for an engineering 'repair' drone.

I am pretty proud of the 3d model, though I wouldn't recommend using Wings 3D for anything if you can avoid it.

>> No.5140467

Finished Doom 64.
It was neat.

>> No.5140602

>>5140369
>buying dosbox

>> No.5140621
File: 264 KB, 1632x635, file.png [View same] [iqdb] [saucenao] [google]
5140621

>>5140389
I don't know exactly how it works, but REKKR loses quite a lot of details/tones - different shades of color become one.

on picrelated you can see how a rock to the left of "rendering quality" looses some of its detail, as well as Bow sprite becoming uglier.

>> No.5140636

>>5140621
note that tonermap exponent option does not do anything to alleviate the issue, just shifts around what colors of the original palette get picked. Setting it too low will result in artifacts like green and purple pixels
Rachael who had designed the feature said that it looks up in the PLAYPAL, but it seems it only uses a hardcoded Doom one, and does not actually look it up in the WAD.

>> No.5140695

>>5139861
>I've never had your sound and enemy issues. Are you sure you're using a final release? Warez sites commonly share an old beta version of the game that got leaked before release and has been plaguing it since.
It is from a warez site (there's no way to actually legally download the game AFAIK). The date of the exe is just when I downloaded it, but it says version 1.9. Which I would assume is not a beta version number.

>> No.5140698

Will Graf ever act like an adult?

>> No.5140703

>>5140695
Where did you get that number? The release don't even have a version number afaik.
The only 1.9 I see is DOS4GW

>> No.5140704

>>5140401
D2 had the most ridiculous abstract levels in all of the official wads, are you joking?

>> No.5140706

>>5140703
On the startup screen when its first booted in dosbox

>> No.5140920

>>5140636
>does not actually look it up in the WAD
Wonder what the reasoning here is. I mean, the engine has to be able to read the playpal file anyway. Is there no way to read the color values, pop them into an array, or matrix, or however the info is stored, and read that instead of hardcoded values?
Not a programmer, so genuinely curious what the hang-up is.

>> No.5140994

>>5140403
Map29 is the only decent level in Plutonia. Horrible pace and lots of backtracking, but it looks like a nice abandoned city at least.

>> No.5140996

How good is Perdition's Gate /vr/? Is it better or worse than Plutonia or TNT?

>> No.5141010

>>5140996
Better than TNT not better than Plutonia

>> No.5141020
File: 31 KB, 640x480, Perditions_Gate_title.png [View same] [iqdb] [saucenao] [google]
5141020

>>5140996
Really not worth playing, IMO.
It promised to be very challenging in its readme, but ends up being really easy, very disappointing. For instance a late level can be like 20ish enemies, and most of them are imps, with some revenants, pinkies and cacos, and the level is like 4 minutes long with no kind of interesting or stimulating progression.

The levels are mostly fairly dull, and usually kind of short. Right around the middle of the megawad, some interesting things start to happen, the promise of exciting new visual themes and level designs, but then it drops that shit like a bad habit, and NEVER looks back at it, essentially introducing a series of all new textures and a visual theme, for a detour, to pretty much abandon it.
Pic related isn't a visual you ever get to see in the game, which is disappointing, because something like this would be cool as fuck, even with the limitations of Doom.

I wouldn't say that Perdition's Gate is outright bad, because it isn't, there's good glimpses and highlights here and there, but they're far too few and far between, and packed with levels in which over half of them feels like "The Contractual Obligation", as if someone were just obligated to make a level, and he doesn't kind of feel like doing it, so his level feels phoned in as fuck, and they're just really visually dull, too, and there's neat ideas which are simply not explored much at all.
I think you could probably cut it all down to like 10 levels, and get a better experience out of it.
It's hard to recommend, but it's also hard to just outright hate with a passion. Someone should salvage some of those space hell textures and make something much more cool with them some day, because they have far more mileage than this.

>> No.5141021

>>5141010
>better than TNT
It really, REALLY isn't.

>> No.5141048

How TNTfags are born
>acquire Final Doom after beating Doom I and II
>play Plutonia first because TNT is lower in the list due to alphabetical sorting
>get shit kicked in
>ragequit
>play TNT instead
>beat piss easy, out of place first level
>never actually finish the Wad after that

>> No.5141058

>>5141048
what

>> No.5141062

>>5141048
imagine being this autistic about strangers on the internet enjoying a 25 year-old video game expansion

>> No.5141070

>>5141058
>>5141062
Did y'all enjoy Mount Pain?

>> No.5141074
File: 236 KB, 800x800, 1466322382823.jpg [View same] [iqdb] [saucenao] [google]
5141074

>>5141048

>> No.5141076

>>5141070
The last third of TNT is widely regarded as being kind of weak, yes, what's your point?
It's still good overall, certainly miles ahead of PD.

>> No.5141086
File: 343 KB, 843x516, 1506330082207.png [View same] [iqdb] [saucenao] [google]
5141086

Cant we all just get along?

>> No.5141091

>>5141086
No. This is 4chan.

>> No.5141102

>>5141086
CUTE!

>> No.5141104
File: 70 KB, 453x604, d55b12d4-70b6-452c-a809-8f4b24a43cb5.jpg [View same] [iqdb] [saucenao] [google]
5141104

so if you can get through plutonia just fine but still prefer TNT over it, what does that make you

>> No.5141108

>>5141104
Me.

>> No.5141109

>>5140360
i could see the meatshield and some roll/slide mechanics being fun

>> No.5141116

new doom radio when
at least an intermission
feels like we're long overdue

>> No.5141119

>>5139230
>AND its perfect
But it doesn't have proper music, only that clinky ambient bullshit, just like the PSX port.

>> No.5141123

>>5141086
>artist had a porn blog, but its gone
there was bj and anya with some kink shit going on

>> No.5141125

>Prison, Metal, Admin Center, Fuckin' Habitat, Baron's Den, Mt. Pain, the missing yellow key in Pharaoh

How these shitshows went through quality control?

>> No.5141137
File: 68 KB, 495x540, 1522804892215.jpg [View same] [iqdb] [saucenao] [google]
5141137

>>5138834
Goldeneye.

>> No.5141161
File: 359 KB, 1280x885, de1674af-f22b-4568-a863-83eb44d6b411.jpg [View same] [iqdb] [saucenao] [google]
5141161

what'd y'all think of shadow of the wool ball games?

>> No.5141168
File: 50 KB, 360x419, tntface.gif [View same] [iqdb] [saucenao] [google]
5141168

>>5141125
>Prison
Actually not that bad. But also not one of the standout maps either.

>Metal
That isn't very strong, admittedly.

>Admin Center
I actually really like this level for its music and the large scale exploring, the progression to get to the outdoor areas is a bit awkward, but cool in concept.
The boxed in design with all the rooms crammed into the narrow between spaces I think is pretty neat, going a bit in the Tom Hall direction of level design philosophy, but featuring far more surreal and strange environments than Tom did for Doom's alpha.
It IS quite long winding, though, and the outdoor area is a bit plain.

>Fuckin' Habitat
>Baron's Den
Those are genuinely quite bad, Habitat especially, no denying, no arguing.
FWIW, the guy who did Habitat did make another level for Icarus, and it's a lot better.

>Mt. Pain
Far from the strongest, but I figure if you cut out things such as "DISASTER AREA" (I'll say!), retool and retexture a few sections, and maybe saved the rockin'-ass music for the final level (also cutting that from Metal), instead going for more of a tension theme here instead, it could be a stronger level.
The poison floor maze is a really shitty idea, but I don't think it defines the entire level.

>the missing yellow key in Pharaoh
Yes, it's an error, God, patch the fucking .wad, they literally admitted the mistake and released a fix for it, the PS3 and 360 ports even have it fixed already.
And if you can't be arsed to do that, then just suck it up and do the speedrunner trick.

>> No.5141170

>>5141137
Perfect Dark is arguably the better game as far as console FPSs go

>> No.5141171

>>5140698
[NO]

>> No.5141175

>>5141137
I love Goldeneye, but no, not really.

>> No.5141201

>>5141170
perfect dark is goldeneye with more content gameplay wise like alt-fire. it even has goldeneye maps for multiplayer.

>> No.5141202
File: 103 KB, 600x429, Stallone.jpg [View same] [iqdb] [saucenao] [google]
5141202

>>5141175
So whats your shout?

>> No.5141220

>>5141202
Tossup between Half-Life, Doom and Duke Nukem 3D (including expansions and tertiary works/fan works), for some pretty varying reasons.
I'm rather terrible at naming favorites, but these are first person shooters I am extremely fond off.

>> No.5141237

>>5141220
Goldeneye is far better than Half Life.

>> No.5141250

>>5141237
>inb4 that anti-half life ESL shitposter shows up

>> No.5141254

>>5141237
It really isn't. Not in any way.

If you only had a tv and N64 growing up, and not an actual computer - then maybe goldeneye would have been better for you.

>> No.5141256

>>5141237
Yeah, I'm thinking you're wrong.

>> No.5141257

>>5140442
A shit ton of new levels to play. They are pretty hard too.

Think of it like a doom clone from the 90s, but you can also use it to run doom mods today without using any Id IP

>> No.5141261

>>5141237
I disagree. Goldeneye was very novel for the time, doing things which most FPS weren't, focusing on abstract objectives and the like, but the level design was quite plain (though mostly did a decent job making environments believable), with little exploration going for it most of the time.
It also didn't actually have that much weapon variety (do you like the pistol, the pistol, or the pistol, and do you prefer the machinegun, the machinegun, or the machinegun?), and certainly not much in enemy variety (dude with gun, or dude with gun, perhaps the rare mounted gun, or the seldom seen mine, as well as the legendary dude with TWO guns).

I'll say that Rare did all the right things with the game, in that they got the license, but they didn't try to stick TOO closely to the story, taking a lot of liberties with it in most of the right places, resulting in less trying to straight adapt a James Bond movie into a game, and more like making an action game with a strong James Bond theme, focusing mostly on just making action scenarios vaguely interpreted from the movie.
An added benefit is that there's more surprises if you saw the movie before playing the game, or vice versa, because things are different.

>> No.5141262

>>5141254
I had a computer with Half-Life and Quake 2 on it, and I still played Goldeneye 64, because I thought it was a good game.
I just think the other games are better.

>> No.5141267

>>5141257
>but you can also use it to run doom mods today without using any Id IP
why would you do that, the original dudes aren't getting any money from you buying the games on steam.

>> No.5141276

>>5141257
A lot of the levels are shit though, and the good levels are just Double Impact, which they got donated by RottKing and Ralphis.
Just play normal Double Impact instead, with the sound and graphics which aren't ugly shit.

>> No.5141281

>>5141250
>>5141254
>>5141256
Better missions, better shooting mechanics, more interactive enemies which react to where they were shot, amazing multiplayer and just more fucking fun to play...i had everything but a pc growing up...

>> No.5141289

>>5141281
>Better missions
I don't agree.

>better shooting mechanics
Eeeeh, the point aiming thing is interesting, but I much prefer Half-Life's aiming, with a mouse, just look and shoot.

>more interactive enemies which react to where they were shot
Goldeneye had a great attention to detail when it came to animating the characters (especially given the complete lack of finger articulation and facial animations), but it doesn't change that they're pretty much all the same kind of enemy.

Meanwhile, Half-Life has LOTS of different sorts of enemies which all do all kinds of things, and has a fairly varied AI, different kinds of enemies (and NPCs in general), prone to different sorts of behaviors.
Yeah, there isn't like 20+ different animations for a guy reacting to just what body part he was shot, but Half-Life doesn't suffer from not having that either.

>> No.5141292

>>5141261
Its fine saying all that in hindsight but ffs try to see it in the era it was released. It was a fucking nuke and paved the way for all future fps's.

>> No.5141296

>>5141292
And Half-Life didn't?

>> No.5141297

Goldeneye is for incels.

>> No.5141312
File: 70 KB, 970x546, weird science 4.jpg [View same] [iqdb] [saucenao] [google]
5141312

>>5141289
Half Life's shooting just isn't as satisfying. For the time, Goldeneye's killing felt very immersive whereas HL's feels little more than pacman munching ghosts.

>> No.5141320
File: 15 KB, 625x626, dis is b8.png [View same] [iqdb] [saucenao] [google]
5141320

>> No.5141326
File: 103 KB, 620x863, wierd science.jpg [View same] [iqdb] [saucenao] [google]
5141326

>>5141297
You're right, because we were all about 10 when it came. You probably weren't even born, smelly teen faggot.

>> No.5141330

>>5141320
Not bait. I believe Goldeneye was and is better than half life in many ways.

>> No.5141336

>>5140405
what? its a good map

>> No.5141337
File: 760 KB, 3072x2304, drake-goldeneye-64.jpg [View same] [iqdb] [saucenao] [google]
5141337

>>5141312
Goldeneye does a lot of things right in just impacts, bullets hitting concrete walls makes that classic movie *PEEEEOOOWWW!* noise, and bullets punching through metal, or better yet, a human body, has VERY satisfying sound effects, the blood decals on bodies, as well as all the varied animations for how and where you hit, really adds to that.
It also has superb sound design, most weapons having their own distinct "voice".

But the arsenal isn't very varied in how they work. There's exactly one reload animation for all guns in the game (in fairness, this adds expedience to an action game, so it isn't strictly BAD), most weapons do mostly the same things, really only varying in damage, rate of fire, and magazine size, with a few guns being able to overpenetrate certain surfaces, and a few guns having zoom feature (two which is limited, and only one with a full, long range zoom).
The Uzi, MP5 and 'Phantom' differ quite little in practical terms, the P90 has the distinction of being a beast of penetration with a crazy magazine size and rate of fire, BUT, at the expense of it actually shooting faster than the game can calculate damage (so not ever hit in a long burst will count, meaning its DPS isn't quite as fierce as it appears).
The PPK and Tokarev have pretty much no practical differences at all, the PPK being silenced in early levels, giving you preciously little incentive to use the Tokarev instead in those parts of the game (why give up the stealth advantage for one more round?), its only saving grace later on being that two Tokarevs is a better use of the ammo pool than the pathetic Klobb, even paired up.
The AK and M16 have rather similar behavior, but the M16 hits much harder and can overpenetrate about one layer, they both have the same pseudo-burst function and limited zoom.
The shotgun appears very seldom, but doesn't fill a substantially different niche from other weapons having a fairly tight (though also quite realistic) spread.

>> No.5141341

>>5141312
>>5141337
Goldeneye has a lot of character to its guns, but mostly on the surface, because they're just vaguely varying pistols and machineguns.

Compare to Half-Life where basically every weapon handles significantly differently from each other and they all serve very distinct roles. There's extremely little redundancy in Half-Life's arsenal, at best the basic pistol qualifies once you get the SMG, if only because it's one of the earliest weapons and you just kind of hold on to it (though it does have decent precision for long ranges).

>> No.5141354

>>5141337
Is Goldeneye the first FPS with location-based damage?

>> No.5141364

>>5141354
I actually don't know that.
It's definitely one of the early ones. Half-Life (and most of the mods people made), would have at least basic location based damage (typically just extra damage for hitting the head).

You wouldn't have to have 3D models to have location based damage, but it would make it a LOT easier and more precise.

>> No.5141365

>>5141337
Again, try to look at it through the eyes of a ten yo in 1998. I'll never forget it and would never trade it for a pc and Half Life. So what if every weapon doesn't play an integrel part in the fucking story or handles the same. I really dont see that point being that significant from a late 90s perspective. HL just feels like one long corridor sprint.

>> No.5141367
File: 1.10 MB, 480x260, Babysitter 1.gif [View same] [iqdb] [saucenao] [google]
5141367

>>5141354
Just another point for Goldeneye.

>> No.5141374

>>5141365
>Again, try to look at it through the eyes of a ten yo in 1998.
I did.

>I'll never forget it and would never trade it for a pc and Half Life.
I didn't have to, I had both, and I enjoyed both.

>So what if every weapon doesn't play an integrel part in the fucking story
What?

>or handles the same
Variety makes things more interesting, and weapons with radically different behaviors will let you apply far more tactics and methods.
Why have two machineguns that do mostly the same thing, when you could have just one macehinegun, and then add things such as trip bombs, crossbows, or laser guided missiles?

There's some purpose in Goldeneye's more shallow weapon variety, in that you only get a set number of weapons per level, and the different appearances makes for good theming, but you're still just using a limited type of weapons with a limited type of applications.
I don't think this is a bad quality of Goldeneye, but I think Half-Life has a much more interesting and complex arsenal for gameplay reasons.

>HL just feels like one long corridor sprint.
Goldeneye had a bunch of levels which were practically that (Train, Silo, Runway), and Half-Life had a bunch of sections with split paths where you go back and forth, working out objectives.
The only really significant difference between them is that Half-Life attempts to mostly connect things to make it seem seamless, while Goldeneye cuts things up in instances, neither of which are a bad way to do things.

>> No.5141379 [DELETED] 
File: 64 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
5141379

>>5141086
>masculine cis white males
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

>> No.5141386
File: 23 KB, 480x480, 1523904294746.jpg [View same] [iqdb] [saucenao] [google]
5141386

It's pretty sad seeing people argue goldeneye vs half-life when they were both seminal and fantastic games that brought different stuff to the table. I guess it's just sour grapes by those who missed out, since my friends and I had PCs and n64s and played and loved both.

>> No.5141390

>>5141386
Yeah, I had both back in the day, and I had great times with them, I never felt I had to choose one over the other.

>> No.5141426

>>5141104
prolly graf

>> No.5141430 [DELETED] 

>>5141104
sóy

>> No.5141439

>>5141386
I wasn't alive for either of them, and I still grew up with Doom as one of my first FPS games. Age=/=nostalgia quality

half-life is one of those experiences that gets stuck in your brain. It's a thousand times more emotional. The feelings of pure loneliness in that series are palpable. I loved the feelings I had playing half life 2 and going underneath bridges only to hear my footsteps echo around the concrete walls. Loved it plain and simple.

I mean, goldeneye is just an ugly james bond tie-in game with horrific controls and framerate. The multiplayer feels awful too. Generally, I would tell people to either play goldeneye through an emulator with a mouse and keyboard plugin or just leave it to rot. Preferably the latter.

>> No.5141441

HL's gunplay is dogshit though
HL2 was better on that front despite the lame ass SMG which the game doesn't stop spamming ammo for. seriously goddamn

>> No.5141442

>>5141439
>horrific controls
There's a proper strafe and turn control scheme that's pretty good.
It was a shitload of fun multiplayer with friends, but by the point I played GoldenEye I was already playing Unreal, and couldn't reeeaaally understand why my console friends liked it so much.
Like I said though, with friends even terrible things can be fun, and GoldenEye is more fun than terrible, so it ended up being a good party game.

>> No.5141443

>>5141439
I enjoyed playing it on the original system. don't know what you're on about but you sure sound aggravated over it.

you almost make me want to admit that the original HL plays like shit.

>> No.5141445

>>5141443
>>5141441
I never had a problem with Half Life 1 or 2's gunplay.

>> No.5141451

>>5141445
2's is fine. 1 is where everything feels floaty and unnatural and lifeless imho.

I swear HL's nades are the polar opposite of Doom 3's, in that one of them bounces like a rubber ball when you throw one and the other lays there complete inert. different technologies I know but it amuses me.

>> No.5141472

The original HL is one of the few FPSs to do linearity right

>> No.5141502

>>5141439
Goldeneye Source for multiplayer.

>> No.5141575

>>5141267
The idea is that you could package your wad with freedoom and potentially sell it without any legal issues from Id.
Not sure if anyone actually does that though. Its probably best for TCs.

>>5141281
>Better missions, better shooting mechanics, more interactive enemies
no, no and no.

>This opinion
>Didn't have a PC
makes sense - you are the exact group who I said would find goldeneye better - because you didn't have half life.

>> No.5141595

>>5140695
Download from https://www.old-games.ru/game/download/893.html
The site is Russian, but there is a language selector on the top-right. Descriptions would not be translated, but everything you need to actually download things and find wthe things you want, will.
They host both full CD-images and patches, as well as rip-versions and sometimes even manuals and game fixes. If you arent internet-gimped just download the CD image and a patch.

>> No.5141607
File: 280 KB, 1311x1053, file.png [View same] [iqdb] [saucenao] [google]
5141607

>>5141595
also they exist on donations and only host 2 small google-provided adspaces, no other scripts, no redirections or other shit that can inject malicious code.
The site is entirely safe, albeit looks like it uses a version of HTML from early 2000's

>> No.5141637

Any wads/mods with an increased focus on melee combat?

>> No.5141669

>>5141637
I plan on making a small basic TC-like thing - 2-levels (Ransacked city+Castle) coupled with a melee weapon set - fists of Baratus with fist+legs combos, an axe and a crossbow (with very limited ammo supply).
Currently learning how to make maps. Expect something in 5-6 months (i'm a lazy ass).

>> No.5141671

>>5141637
meanwhile: Witchaven GDX.

>> No.5141696

What are some Duke 3D like mods for Doom? I mean where the focus is on believable environment, not over the top challenge.

>> No.5141715

>>5141696
Ashes 2063

>> No.5141735

>>5141637
gmota, demonsteele

>> No.5141767

I hope to god that the next BloodGDX version has an FOV slider/command

>> No.5141768

>>5141439
>>5141575
>all this passive aggressiveness
did agent 007 fuck your mom or something?

>> No.5141774

>>5141768
He bond burgered his sister

>> No.5141776
File: 539 KB, 3840x2160, screenshot0331.jpg [View same] [iqdb] [saucenao] [google]
5141776

>>5141715
>Ashes 2063

That's good enough to be an actual game.

>> No.5141780

>>5141696
Hell on Earth Starter Pack
Hellbound
Valiant
NRFTL felt Dukish as well

>> No.5141916

>>5139461
There's more to Lovecraft than tentacles.

If Quake 1 could get a proper sequel that drills home the hopelessness of battling against the Outer Gods, that would be pretty awesome.

>> No.5141923

>>5140106
It looks like a parody.

Just missing "Objective: Kill Hitler"

>> No.5141942

can somebody explain to me why revenants are by far the biggest meme material out of all the demons

>> No.5141946

>>5141942
Because they're big goofy skeletons that throw ridiculous haymakers and their rockets are capable of doing a shitload of damage and often they're homing.

>> No.5141949

>>5141942
cuz skeletons so spooky haha.

>> No.5141959

>>5141942
Because AAAAAAAAAAAAAAAAAAAAA

>> No.5141960

What are the latest (chronologically) vanilla Doom and vanilla Quake maps created using text editor only?

>> No.5141976 [DELETED] 

https://www.youtube.com/watch?v=orQj9249DmM

>> No.5141994

>>5141916
theres also more tentacles to Lovecraft

>> No.5142002

>>5141976
Wot I Thunk: it's shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit

>> No.5142004

>>5142002
Why do you have to be so mad?
Also, moderator are just furious, what the heck

>> No.5142008

>>5142004
I'm not mad, I just don't like wolf-like level design

>> No.5142012

>>5142004
>not retro

I wonder why,

>> No.5142026

>>5142012
Icarus is retro.
Kinda.

>> No.5142028

>>5142012
But it's retro.

>> No.5142067
File: 593 KB, 456x348, clip reload2.gif [View same] [iqdb] [saucenao] [google]
5142067

This was fun to do.

>> No.5142073

>>5142067
It took me several loops to realize what's happening here, and I'm still not sure.

>> No.5142076

>>5142073
stripper clip of bullets being loaded in

>> No.5142082
File: 1.99 MB, 260x237, iEXognJ.gif [View same] [iqdb] [saucenao] [google]
5142082

>>5142073

>> No.5142084

>>5142082
anon no please.

>> No.5142085
File: 171 KB, 800x452, c-96-mauser-5.jpg [View same] [iqdb] [saucenao] [google]
5142085

>>5142073
https://www.youtube.com/watch?v=a5Tc_idfDp8

>> No.5142094

>>5142076
>>5142082
I specifically meant the "hand vibration" after ammo insertion.

>>5142085
Well, i didn't know that is a thing, thanks.

>> No.5142098
File: 610 KB, 456x348, clip reload3.gif [View same] [iqdb] [saucenao] [google]
5142098

>>5142094
Someone else mentioned that too, I fixed it, and he was right. I went overkill with the hand bounce

>> No.5142150
File: 380 KB, 1920x1080, Screenshot_Doom_20181103_170650.png [View same] [iqdb] [saucenao] [google]
5142150

Charity speedruns of revenant bus when?

>> No.5142175

>>5142150
I'd tune in for it.

>> No.5142180

>>5141439
>horrific controls
They're not that bad, especially considering what they have to work on.
You don't have amazing speed for vertical look, but most threats you meet head on are on your level anyway (with those you don't often not spotting you), and there's where you shine. Turning off auto-aim and making a point to strafe a lot and use cover, you'll be golden.
Manual aiming is fine, and you'll get good at it, but you'll reach a point where you'll be able to instinctively be able to just 'point shoot' without using the aiming reticle, and that'll work for close distances, which is how most of the fast combat will go down.

>mouse and keyboard
Literally not designed for this at all, you'll step all over the game playing like this, giving you sharp and fast turns and strafing in a way the levels and AI wasn't expecting for, making things just way too easy outside of 007 Agent difficulty.
It's fun to play this way, just for how slick you'll be, but it's quite literally Not How The Devs Intended (tm).

>> No.5142183

Pls give me some doom wads where you're in space or on a big-ass spaceship.

>> No.5142184
File: 13 KB, 480x272, your driver.jpg [View same] [iqdb] [saucenao] [google]
5142184

>>5142150

>> No.5142187

>>5142183
RTC 3057, I think one was called.
Supposed to be an episodical, but only got one.

>> No.5142203

>>5142150
BUSS
LAYER

thats kinky.

>> No.5142238

>>5142183
Assault on Tei Tenga technically has the player on a spaceship, but other than around the start you don't spend a lot of time in it. Still pretty neat for an early ZDoom WAD from the late 90's though.

>> No.5142251

>>5142150
>Busslayer

YOU
ARE
A
TOOOOYYYYYYYYYY

>> No.5142314

>>5142238
It's technically impressive in some ways, but it's also aged kind of poorly.
ZDoom projects from the late 90's to the mid 2000's, they have that particular crude quality to them, and had a lot of people try to story tell, who couldn't actually write a particularly engaging story (and often sacrificing gameplay for these kinds of stories).

I never much liked how people would do 'cutscenes' back in that era, only kind of tolerating it for Zen Dynamics (which got by on plain being well put together in most other regards, particularly impressive for being made in large part from Malcolm Sailor's discarded leftovers).
A lot of ZDoom maps from that era really has made me appreciate the much more straightforward mapping of the Vanilla/Boom format renaissance. I find I far more enjoy just filling in the blanks in my head, based on the premise and my surroundings, as I play some Boom format episode or megawad, rather than having a story slowly narrated to me, usually a story that isn't very good.

>> No.5142320
File: 70 KB, 500x747, bangbus.jpg [View same] [iqdb] [saucenao] [google]
5142320

>>5142203
You need a real serious man to drive the legendary Bang Bus.

>> No.5142335

>>5142314
Oh fuck, now that I'm thinking about it more, wasn't this the mapset with like, stealth revenants? God.

>> No.5142365

>>5141780
>NRFTL felt Dukish as well
Interesting, I always thought it's a strange mix of Knee Deep and Duke's LA Meltdown.

>> No.5142372

>>5142314
I don't like ZDoom hightech jank with cutscenes and bad gameplay either, but I've gotten kind of bored of vanilla/boom compliant mapping too. It's just too restrictive to rule out enabled jumping, 3D floors, extra monsters beyond hacking them in through the two "open slots" and extra weapons/powerups. Everything's either strict vanillaboomer maps or overblown ZDoom memeshit, with no middle ground.

>> No.5142432

>>5142372
>It's just too restrictive to rule out enabled jumping, 3D floors, extra monsters beyond hacking them in through the two "open slots" and extra weapons/powerups
I do feel kind of the same way.
I've always felt that Boom format maps, but built around GZDoom gameplay, could be a very good combination. You could have special Decorate/ZScript actors, and it'd be easy enough to implement some basic scripting attached to some linedefs and sector tags, so you could have some intermittent messages or exposition if you wanted to, but it'd all have the solid level base of Boom, which is more or less vanilla, but just with far more kinds of sector types and linedefs.

>Everything's either strict vanillaboomer maps or overblown ZDoom memeshit, with no middle ground.
True to a point, but there's some people who are able to go a good distance with just DeHacked, such as with Nihility. In essence Doom 1, but with five new monsters.

>> No.5142580

>>5142098
Would be better at a 3/4ths angle. So you can see whats happening.

>> No.5142583

>>5142580
Yeah, but I'm lacking frames there, the sounds will help sell this one. The original plan was to keep the clip at the slightly tilted angle like I drew them, but then I realized that wouldn't make sense with the pistol being centered. I kinda fucked myself there

>> No.5142589

>>5141637
hexercise as the warrior

>> No.5142616

>>5141767
im usually a big fov freak but never had a problem with Bloods fov.

>> No.5142617

>>5141451
very true about doom 3 compared to half life 1. I think nade physics is always something FPS games struggle with, Blood and Duke being the exception to the rule. Shit, even brutal dooms nades are buggy as hell and they're my favorite thing about brutal doom.

>> No.5142626

>>5142098
gulp gulp gulp.

I think making the pistol a little creature would've been very fun and quirky. reminds me of that one desert eagle animation where the gun munches the clip.

>> No.5142630

>>5142617
Day of Defeat Source had the best grenades imo, as far as throwing them feels. Predictable arc, and didn't bounce like they were made out of rubber.

>> No.5142632

>>5142626
If I made a monster/demon themed character, I would have probably made the gun sentient and actually have the character feed it to restore ammo, but as it is, Kustam's a robot man and giving him a sentient weapon would be dumb in my eyes.

>> No.5142641

>>5142632
It's cool man, I was just talking about what would've been a different avenue to explore, nothing more.

by the way I gave blasko a try in GMOTA, because I was a guy who exclusively played the slayer, and honestly Blasko is so much more fun than I thought at first. It's pure adrenaline, and I love it.

>> No.5142645

>>5142630
I also loved the nades in RTCW and COD 1. Seems like WW2 games have consistently good nades.

>> No.5142652

>>5141451
doom 4 had some really nice nades as well.

>> No.5142702

>>5141595
Well thank you for the help, but that actually happens to be where I got it. The sound just fades way too quickly.

>> No.5142712

Aren't blood fanatics and cultist-posters just FPS hipsters?

>> No.5142715

>>5142712
True hipster here is Master Levels fan.

>> No.5142718

Doom rpg when

>> No.5142719

>>5141441
reverse these and you're right. HL1's glock had a super satisfying firing sound and had the accuracy and damage to back it up. The SMG sounds fucking rad, the shotgun's clicks make me ejaculate all over the fucking floor, and the other guns are just as rad. HL2 however only has the SMG and AR2 that sound good, the rest are just either pure bass like the shotgun, or pure ass like the pistol, magnum, crossbow, and everything else.

>> No.5142736

>>5142719
hmm, no, think I'll be keeping it that way.

>> No.5142779

>>5142028
>>5142026
no, it's not.
you faggots.

>> No.5142848

>>5142718
13 years ago

>>5142712
Blood isn't hipster material. Even Redneck Rampage is more hipster.

>> No.5142849
File: 737 KB, 960x540, Screenshot_Doom_20181103_165854.png [View same] [iqdb] [saucenao] [google]
5142849

just hangin around

>> No.5142854
File: 167 KB, 343x343, cigarfeld.png [View same] [iqdb] [saucenao] [google]
5142854

>>5142712
I'm such a fanatic of Blood that I'm making a fake pitch for a show heavily inspired by it for a college assignment.

>> No.5142858

>>5142617
>I think nade physics is always something FPS games struggle with
That makes me appreciate Immoral Conduct's and WWHC-Diaz.wad's hand grenades so much more. Works like they should, and spray deadly shrapnel.

>> No.5142859

>>5142652
Really? I thought they were horribly weak.

>> No.5142864

>>5142719
I never liked the sound of Half-Life 1's pistol actually, I much prefer that of the pistol in Half-Life 2, the pistol also being able to fire really fast if if you just click fast.

>> No.5142870

>>5142849
What is this wad?

>> No.5142871

>>5142859
they were just complimentary to your arsenal, I mean you have a rocket launcher already.

they felt just right physics wise, though. that heavy metallic TINK makes me nut everytime.

>> No.5142879

>>5142870
Wad I've been working on for over a year now

>> No.5142889
File: 565 KB, 456x332, clip reload4.gif [View same] [iqdb] [saucenao] [google]
5142889

Tried tinkering with the clip loading animation a little, someone suggested to make it look more like he's "squeezing" the bullets in with his thumb.

>> No.5142903

Hipster is liking any fps except the id software and build engine ones.

>> No.5142917

>people actually think hipster means liking obscure stuff
So wrong, and there is no one who hates hipsters more than me, that's how I know. Anyone who knows hipsters would know that Half-Life would be their FPS of choice. Not saying that Half-Life is bad, but that's the game they would gravitate to.

>> No.5142926

>>5142903
...so liking Heretic and/or Hexen is hipster?

>> No.5142951

>>5142718
When will those Doomworld guys finish the GZdoom ports?

>> No.5142959

>>5142889
constructive criticism here
I think it has way too many frames, its like he is lighting a cigarette
look at the simplicity of the SSG reload, and how everything is communicated in 5-6 frames

>> No.5142962

>>5142917
Why?

>> No.5142963

Any news on the Samsara monster mod?

>> No.5142964
File: 677 KB, 960x600, Screenshot_Doom_20181103_224853.png [View same] [iqdb] [saucenao] [google]
5142964

Actually making progress on this 3d floor abomination.

>> No.5142968

>>5142959
Yes and reloading the SSG is a far simpler process compared to this, if I remove frames it'll look choppy and bad compared to the other animations I've made.

>> No.5142973

>>5142917
anyone who uses the word "hipster" unironically is an idiotic scumfuck

>> No.5142975

what i find funny about how iconic doom's ost is is how the most popular version is from a midi different from the original msdos version

>> No.5143029

>>5142964
Is that fucking deck16 in the Doom engine?

>> No.5143036

>>5143029
yes and I might try doing other iconic maps if I finish it.

>> No.5143082

Pls tell me your favorite wad. I'm kinda newby to this stuff.

>> No.5143114

>>5143082
TNT: Revilution.

>> No.5143118

>>5143082
ancient aliens

>> No.5143147

Half life is a hipster garbage fps.

>> No.5143149

can anyone recommend me slaughtermaps that are more like an open or big arena room? i wanted something like that but i cannot find much, i really liked longdays.wad style for example

>> No.5143153
File: 177 KB, 600x480, doom void.png [View same] [iqdb] [saucenao] [google]
5143153

Have you done your yearly Void playthrough yet anon?

>> No.5143158

>>5142959
The SSG also animates far slower.

>> No.5143164

Is Quake the pinnacle of arena shooters?

>> No.5143169

Half life is to fps what mgs is to the stealth genre.

>> No.5143173

>>5143082
Bloodstain
Double Impact
Nihility (ep2 demo)
TNT Revilution
BTSX 1+2 (still waiting for 3)
Deneb Colony
Doxylamine Moon : Overdose
Doom The Way Id Did It (1, 2, and Lost Levels)
Alfonzone

>> No.5143175

>>5141220
Putting hl along with douk and doom is a sign of bad taste.

>> No.5143180

>>5143175
Fuck off.

>> No.5143181

>>5143180
Don't engage.

>> No.5143208

>>5143173
How anyone can enjoy DTWID and its sequels? They are just phony imitations, mimicing someone else's mapping style without the author's mindset (and talent) and adding zero novelty. If I want to play ID's maps, I stick with the real thing.

The real DTWID was Romero's awesome maps in 2016. They look legit official maps, but still fresh with nice new ideas like the numbered switches or the rifts on floor.

Fuck DTWID!

>> No.5143256
File: 68 KB, 750x500, trey.jpg [View same] [iqdb] [saucenao] [google]
5143256

Any of you ever played this wad? what do you think? https://doomwiki.org/wiki/Chambers_of_Dis

>> No.5143260

Trying the latest version of GZDoom on my laptop and it can't handle it. I get only a few fps in the menus alone. My laptop is pretty weak, but my even older, weaker one was handling GZDoom pretty fine a few years ago.

What happened?

>> No.5143265

>>5143260
A little thing called "evolution". The GZDoom of the past was much simpler.

Try the vintage edition.

>> No.5143270
File: 82 KB, 362x263, 1480040401810.jpg [View same] [iqdb] [saucenao] [google]
5143270

>>5143208

>> No.5143296

>>5143180
Baby first fps

>> No.5143305

>>5143180
For the love of Carmack, do not reply to the ESL anti-HL shitposter

>> No.5143313

>>5143265

>Try the vintage edition.

Try my dick up your ass.

>> No.5143326
File: 180 KB, 1366x768, Screenshot (38).png [View same] [iqdb] [saucenao] [google]
5143326

What is this "Wrack!" project that some of the developers of Skulltagare working on? Also,why are the forums at Skulltag.com still closed off?

>> No.5143339
File: 22 KB, 540x210, 2018.jpg [View same] [iqdb] [saucenao] [google]
5143339

>>5143326
>Skulltag

>> No.5143345

>>5143339
should we tell him?

>> No.5143350

>>5143326
Skulltag died in 2012, mane. Replaced by Zandronum.

As for Wrack, here: https://store.steampowered.com/app/253610/Wrack/

>> No.5143351

>>5143339
>the year was edited
>realize the episode came out 14 years ago
F-fuck...

>> No.5143372

>>5143265
If you're gonna tripfag. Be civil about it and don't be a smug prick about it.

>> No.5143383

>>5143326
Wrack is garbage, don't bother.

>> No.5143395

>>5138525
The Chasm.

>> No.5143414

>>5143383
I'm seen it on Steam. It looks promising to me. Though it does look quite like a mod of UT99 or even UT2004.

>> No.5143420
File: 58 KB, 794x794, 1521936457272.jpg [View same] [iqdb] [saucenao] [google]
5143420

>>5143395

>> No.5143438

>>5143414
It flopped pretty hard. It's a mediocre 1/3 of a game that has been pretty much abandoned by its devs.
Trust me, save yourself the time. Don't buy it.
Even if it was a free mod it would still be underwhelming.

>> No.5143459

>>5143420
>>5143395
There is literally nothing wrong with The Chasm.

>> No.5143460

>>5143459
your brain is a chasm.

>> No.5143463

>>5143460
Your mom is named Your Brain?

>> No.5143482

>>5143463
no she's called A Chasm.

your brain gave birth to me.

>> No.5143540

Is there something like The Golden Souls for Quake?

>> No.5143546

>>5143482
that's so chasmesque.

>> No.5143642

>>5143540
Can you be more specific? Probably not though.

>> No.5143648

>>5143642
>Can you be more specific?
Basically looking for some platforming heavy maps with a colorful artstyle. I just like the idea of Ranger/Doomguy going ham in these cheerful worlds. Plus I like first person platforming in general. Don't really care about the hub/overworld based progression.

>> No.5143703

>>5141237
This. Once you get past the novelty of cutscenes Goldeneye has the best moment to moment gameplay and is solid from start to finish. Half-Life's combat is mediocre and the platforming is just passable.

>> No.5143704

>>5139376
Back then that method wouldnt give the best results, but from japanese devs have done with that method recently Im certain if they made Doom HD sprites like that it would look great.

>> No.5143713

>>5143704
>but from japanese devs have done with that method recently

Who?

>> No.5143659

>>5142848
it may not be a hipster material, but those guys really are

>> No.5143739

hey caleb ol buddy, um
think you might stop laughing every single time I take damage by my own explosives anytime soon
because it's getting really annoying
thanks in advance

>> No.5143742

>>5143703
Half life also has cut scenes (not that games should be judged on this), and the moment-to-moment gameplay is far, far better.

As for platforming, did goldeneye even have any of this? I don't seem to recall even being able to jump, or could you vault walls or something.

There isn't any area where goldeneye exceeds half life, I'm not really sure why this is a discussion. I'm guessing you just haven't played half life?

>> No.5143745

>>5142917
This is a really, really stupid opinion. Really, really stupid. Half-life is not obscure, AND not 'hip' /trendy. Neither is it fully retro like doom. It literally doesn't fit any definition of hipster.

>> No.5143751
File: 100 KB, 825x523, 1520354150223.jpg [View same] [iqdb] [saucenao] [google]
5143751

>>5143703
>>5143742
Would you stupid fuckers stop comparing half-life to goldeneye as if they competed in their "moment to moment gameplay" [sic] or combat.
Goldeneye is an arcade rail shooter turned free-roaming with some puzzles and movie-tie-in story elements.
Half life is a quake-movement style cinematic story game with some minor puzzels.
Goldeneye allowed couch co-op.
HL allowed online and LAN based large-scale multiplayer.

Maybe next we can all shitpost about sim city vs the sims.

>> No.5143752

Anyone played Total Chaos?

Is this the most impressive thing ever done with the doom engine?
https://www.youtube.com/watch?v=L7IITZDBvqE

>> No.5143753

>>5143752
everyone and their bunny did already

>> No.5143758

>>5143752
>doom engine?

Reminder that GZ Doom is NOT the Doom engine. It's a program that can run Doom games, but it's not the Doom engine.

>> No.5143762

>>5143751
one of the two is a moron and the other is most definitely in the spectrum, don't bother.

>> No.5143764

>>5143752
Interesting looking mod, going to check it out.

>>5143758
Yeah, no kidding. Check a youtube video of it and there are endless comments of "wow this is running on DOOM!??!? amazing!". Everyone assumes it's running on a 1993 engine.

>> No.5143772

>>5143147
Nice bait penis breath

>> No.5143773

>>5143764
>>5143758

GZDoom is a modern engine with its codebase in the Doom engine. It's not the 1993 Doom engine. If you keep adding to an engine, eventually it can do anything. Take the Super Mario Engine. Keep adding features. Keep adding them. Keep re-writing. Eventually you can get to do full 3D and other features.

The Call of Duty series started with a Quake III engine, and just kept modifying it and changing it. They never officially switched to a new engine. I know that as of 5 years ago they were still using QIII engine as the basis, not sure about now.

https://www.youtube.com/watch?v=ciRQ0XsPoQs&feature=youtu.be&t=4m47s

>> No.5143783
File: 172 KB, 1920x1080, screenshot0333.jpg [View same] [iqdb] [saucenao] [google]
5143783

>>5143773

Yeah, checked and it still all traces back to ID Tech 3.

So saying Total Chaos runs on the Doom engine from 1993, is like saying Call of Duty series runs on the Quake engine from 1995.

>> No.5143795

>>5143773
>>5143758
>>5143764


Someone in the future should make an engine with all-modern features, including tactile VR and all that shit,
that can interpret data (levels, scripts, monster and weapon logic) from Doom, Doom 3, Quake, Q2, Q3 and Build engine games, as well as GZDoom, EDuke and other popular source ports, all in one package.

I mean there are already tool that allow you to insert mostly working Doom levels and monsters into Half-Life 2 worldspace

>> No.5143816

>>5143739
He's laughing at you, stop hitting yourself.

>> No.5143828

>>5143795
Reading levels and models/sprites would be pretty simple, the hard part would be accurately reproducing all the movement/physics and rendering everything. So much would be conditionally enabled and mutually exclusive that i imagine keeping engines separate is a lot less of a maintenance headache.

>> No.5143874
File: 913 KB, 2960x1440, Screenshot_20181104-022641.jpg [View same] [iqdb] [saucenao] [google]
5143874

I can play doom on my phone

>> No.5143890

>>5143874
I can make a map with no handlebars.

>> No.5143895

>>5143874
I can print out Doom source code and eat it.

>> No.5143903

>>5143895
But can you eat the source without any sauce?

>> No.5143912

>>5142964
>>5143036

Good luck porting CTF-Face . You'll need it.

>> No.5143929
File: 506 KB, 450x540, Trent Huhznor.png [View same] [iqdb] [saucenao] [google]
5143929

I WANNA HUH YOU LIKE AN ANIMAL.

>> No.5143940

>>5143372
Something tells me that just seeing I have a tripcode makes you automatically assume I'm being a smug prick no matter what I post.

Well ain't text-only chat a wonderful thing...

>> No.5143946

>>5143940
There is no way what you posted can be read in any manner that isn't sarcastic, condescending, or both.

>> No.5143951

>>5143946
well... that last line is pretty sarcastic.

>> No.5144008

Alpha of Doom RPG Remake is available on GitHub. https://github.com/DRRP-Team/DRRP
It's still realtime, sounds are in Russian and not all levels are finished, but so far it's the best available Doom RPG remake.
To try it download github files and pack them in zip.

>> No.5144015

>>5144008
But where are the releases?

>> No.5144016

>>5144015
https://github.com/DRRP-Team/DRRP/archive/master.zip

>> No.5144097

Hello everyone. Right now I am working on a new single player map for Shogo. One of my biggest gripes of the game is its lack of grounded level design with a sense of purpose, with an overreliance on somewhat bland themes with even more bland, linear design. For this map I am going to keep this in mind by having it take place in a ship that is smuggling chemicals. Your objective is to plant a bomb and get out.

I've already set up the basic lay out on graph paper and I am working on it in DEdit from the bottom to top as we speak. This is going to be part of a larger pack of maps sort of like the mission packs for Quake. If I complete an MCA level that segues into this one that would make an "episode" that I can release as a demo.

If I may ask I would love suggestions and feedback. I already am working on rebalancing stuff like taking out crits. Thanks for reading.

>> No.5144101

>>5144097
>Shogo
christ, I didn't know there's even a modding scene for it

>> No.5144102

>>5144101
There isn't. We did get source code and an SDK with mapping and modelling tools though.

>> No.5144103

>>5144102
That's good to know. I'd gladly play some player-made maps. The major problem for me was always enemies one-shotting you when you come into the open. And the giant robot levels sometimes had zero cover at all.

>> No.5144119

>>5143940
You are a prick, if we wanted identity-based conversation we'd use literally any other forum on the internet. You and all namefaggots are contemptibly oblivious and egotistical.

>> No.5144139

>>5144119
Nice generalization fuckwit. Tripfags tend to be far worse than standard namefags.

>> No.5144140

>>5144119
The purpose of using a name is simple: 4chan is filled with morons.
If you're having a normal discussion if someone, and that person responds normally, then you know the person is fine.
If the person gets triggered by the simple vision of a fake name that doesn't even take away anonymity and responds with insults without bringing anything to the discussion, you know he's a moron not to be bothered with.

>> No.5144145

>>5144140
That's a very misguided approach, because everyone else is anonymous, and you might agree with the aforementioned moron on something else 5 minutes later because he has no name or trip.

>> No.5144157

This may sound stupid but does anyone know that game based on doom engine that I think you were killing zombies/demons/vampires with all kinds of weapons, the only one that I remember is the pitchfork.

>> No.5144160
File: 449 KB, 598x445, file.png [View same] [iqdb] [saucenao] [google]
5144160

>>5144157
Hmmmmm.......

Sounds like Dungeons of the Kremlin

>> No.5144162
File: 942 KB, 1600x900, CLIENT 2018-11-03 21-57-42-13.png [View same] [iqdb] [saucenao] [google]
5144162

>>5144103
So far that isn't too much of an issue. What I have so far is that NPCs aren't too accurate and you can always use cover with all the boxes lying around. Be sure to be mobile though or they will come towards you and wait until they can rip you a new one.

A weird quirk with Shogo is that the enemies actually have some sort of viewcone, where they turn their head in an animation in order to look for NPCs they are enemies with. You can toggle third person view, use that to look if they aren't look at your position and try to shoot at them. It can give you a bit of an advantage.

Screenshot of the level thus far. Floor 4, the bottom storage area. The textures need some work to not be so repetitive. I am afraid that maybe because of how basic in concept Floor 4 is that it can become boring and look bland in terms of geometry\design so I hope I can make up for it with interesting encounters like placing enemies with explosive weapons at higher levels.

>> No.5144163

>>5144160
No sorry that doesn't look like it.

>> No.5144172

>>5144160
Fuck I found it, blood, I'm such a shithead for not knowing that game.

>> No.5144173

>>5144172
I thought you were trolling

>> No.5144263

>>5143912
The top bit probably wouldn't be *too* hard. the rocky bits underneath could be done with a 3D model. There's an old utility out there that converts Unreal BSPs to .3d files within UnrealEd. For anything that's distance decorative, or for the bottom of floating rock islands, he could so something like that. So long as the normals are correct it'd look just like geometry. Or just approximate it in whatever 3D modelling package.

>> No.5144318

>>5142964
>>5144263
Found it:
MeshMaker
https://www.fileplanet.com/82620/80000/fileinfo/MeshMaker
Essentially what you do (to my recollection) is you take the brush in Unreal intersect it with the geometry you want to copy, run the meshmaker plugin and it'll pop out a 3D model of the geometry. You'd still have to take it into a 3D modelling program and harden the edge and re-export, to retain the BSP look (there might be an option for that though in MeshMaker, I don't remember). It's been... 15 years now since I used it, at least.
This could be potentially super useful for complicated BSP decorations in maps - light fixtures, or that sort of thing.
If you're interested.

>> No.5144367

>>5138347
Anybody else here go through "phases" of FPS preference? I really never know which one is my favourite, they're all so good for their own reasons.

>> No.5144371

https://www.doomworld.com/forum/topic/71144-ultimate-doom-in-name-only-limit-removing-project/?page=17&tab=comments#comment-1899183

>> No.5144374

>>5144371
so what is this another kind of DTWID?

>> No.5144375

>>5144374
More like D2INO

>> No.5144376

>>5144374
In name only takes the level names like "Downtown" or whatever and makes them look like their namesake. Instead of being mostly abstract, and the name sorta kinda fitting maybe a bit, or not.

>> No.5144486

>>5144375
I keep reading that as dino doom

>> No.5144487

>>5143940
Look, even if you were anonymous with that post you would have been a smug, condescending prick to that anon with you essentially talking down to him. It's just by you choosing to wear a trip WHILE doing it, you have essentially said "Yes, I want my name and reputation tied to that post."

For someone that wants to create content for people to enjoy, you have a horrible attitude. If you want to use a trip code, I suggest you show a little more responsibility and either only use it when answering questions or when you're posting content of your own. There's a few people here that don't use trips or names even when they post their own content, and they get by with it fine.

I don't know why you felt it was necessary to start using a trip again, other than you want people to know it's you posting at all times, even when you're not posting anything of real merit. I don't really want to have to this sorta conversation with you in the future elsewhere, so please, for the sake of these threads: Drop the trip entirely, or only use it when you think your post is actually something worthwhile.

>> No.5144490

In other news, QCDE has an article in the Doom wiki, if anyone cares

>> No.5144502

>>5144490
are you proud of it anon?

>> No.5144565

>>5144502
I just wonder if they will do it for other mods like Doom Delta, GMOTA or Meta Doom

>> No.5144654

>>5138349
https://forum.zdoom.org/viewtopic.php?f=19&t=55298&start=105#p1078513
Consolation Prize has had an update
It's also probably untested

>> No.5144659

>>5144172
Blood is not based on the Doom engine.

>> No.5144665

>>5144565
no

>> No.5144679
File: 7 KB, 225x225, GOD.jpg [View same] [iqdb] [saucenao] [google]
5144679

Tnx for the stuff.

>> No.5144743

i remember hearing that doom eternal may have the crouch button remove, meaning we could have 3 super weapons

>> No.5144776

>>5144743
hype

>> No.5144790

>>5144743
>i remember hearing that doom eternal may have the crouch button remove
oh fuck that

>> No.5144809

>>5144790
why?

>> No.5144819

>>5144809
Sometimes, I need to duck behind low cover, okay?

>> No.5144852

>>5144819
i mean, you can dash now

>> No.5144856

>>5138349
[11-4] Turok 2 Coop Mod version 0.9.5 released
https://www.moddb.com/mods/turok-2-co-op-mod

>> No.5144865

>>5143265
This is not a smug post desu. Tripcodes trigger anonymoose.

>> No.5144869

>>5144819
I literally never used the crouch button in doom 4. Didn't even know there was one.

>> No.5144886

>>5144743
what, Q R F G T V B C X Z not good enough?

>>5144809
crouch is the new walk
last game that i remember playing that had a seperate walk key was counter strike

>> No.5144895

>>5144886
I remember first meeting Hayden face-to-face and crouchwalking and fucking around, turning around frantically, while he verrrry slooooowly walked to his office.
please do not take these dumb simple pleasures from me

>> No.5144901

>>5144886
quake champions has a walk key

>> No.5144925
File: 21 KB, 320x240, civic.jpg [View same] [iqdb] [saucenao] [google]
5144925

Will we ever have a proper multiplayer racing mod?
Like, a Zandronum mod where you can choose a car and race someone else on the togue?
Does something like that exist?

>> No.5144935
File: 2.66 MB, 1920x1080, Screenshot_Doom_20181104_230016.png [View same] [iqdb] [saucenao] [google]
5144935

Ah, just like I remember it...

Except it's 1.4x bigger in Doom proportions.

>> No.5144941
File: 1.20 MB, 1920x1080, Screenshot_Doom_20181104_225702.png [View same] [iqdb] [saucenao] [google]
5144941

>>>/wsg/2455843
combined the physics sim particle stuff with the shockwaves. duration might be too short, but can always be tweaked. got some fancy ideas for producing smoke that looks volumetric next

>> No.5144949

>>5144941
oh no, it's the call of duty grenade effect

>> No.5145009

>>5144367
I go through phases with games sometimes, sure.
I think many people stick with one game at a time for long stretches, but for me I'm always thinking about several different games at once.

>> No.5145035

>>5144743
>>5144790
>>5144776
>>5144819
The crouch key is switched with dash.
I am pretty sure the only reason they did that is to bring fast id software game movement to console.

Strafe jumping is impossible on a controller but they wanted that movement depth from Quake to carry over, so they designed a new ability that could make that movement one button press away.

I mean you could tell they wanted to make the movement really fast in Doom 4, but it still wasn't that extra bit of speed. The gauss cannon and mini missle boosts are good examples of that, as well as the jump pads.

>> No.5145045

>>5145035
consoles need to fuck off
this generation of them is a pile of garbage

>> No.5145057

>>5145045
Okay, agreed.

But, making the movement faster and more aerial is a good choice anyway. It's why I like Quake 1 more than Quake 2, because you can curve around corners like a madman.

Quake 1 didn't even have a crouch button.

>> No.5145097

>>5138347
Why are the Barons called "Bruise Brothers"?

>> No.5145118

>>5145097
Bruise because they bruise easily due to poor nutrition and Brothers because they are black.

>> No.5145128

>>5145118
they're pink tho

>> No.5145137

>>5145128
Limited color palette. Same with pink Link hair on SNES.

>> No.5145139

>>5145035
IMO the best use of crouch is as a prelude to a long-jump. Eg, mario64, half-life

>> No.5145141

>>5145137
Imps are black tho.

>> No.5145169

>>5144949
You mean the FEAR grenade effect.

>> No.5145201

>>5145141
They're obviously brown, racist.

>> No.5145219

>>5145169
Huh, you're right.

>> No.5145225

>>5144935
The UT weaponset doesn't work in Z&, right? Here's hoping for a speedy release on the GZDoom client/server stuff.

>> No.5145227

>>5140163
Just focus on large sectors first and completely ignore details. Just straight floor/ceiling changes and doors, and worry about details after.
fun>visuals in this sort of challenge.
There's an option to mirror sectors in the top menu when you enter transformation mode.

>> No.5145236

Are there any /pol/ themed wads?

>> No.5145245

>>5145236
pol wad, or happening wad

>> No.5145271

I would like to get into Turok.
Which one should I get? Turok 1 or 2?

>> No.5145280

What would a /b/-themed WAD be like? How about /ck/? Or /r9k/ WADs? What about a /s4s/ WAD? Or even /trash/ themed WADs?

>> No.5145335

>>5145271
I really enjoyed them both. There's a couple levels in T2 that can give Hexen's switch hunts a run for their money, though. I say start with 1 and go on to 2 if you enjoy it.

>> No.5145354

Is Ashes 2063 playblein zdoom or do I need gzdoom?

>> No.5145403

>>5145280
>What would a /b/-themed WAD be like?
plz show ur gfs tits
>/ck/
plz show ur gfs tendies
>/r9k/
tfw no gf, tits, or tendies
>/s4s/
who cares
>/trash/
it's literally just a porn board. just go look at porn, you don't need doom for this.

>> No.5145412

>>5145236
do-it.wad, a wad about following your idols

>> No.5145426

>>5145412
>imply hitler didn't flee to argentina
It's where Wolf4D will be set. A time travelling space nazi romp.

>> No.5145432
File: 214 KB, 1024x768, unknown (1).png [View same] [iqdb] [saucenao] [google]
5145432

>>5142963

Since the Quake monsters are mostly finished I'm looking for good candidates to replace the Wolf SS in 3 more monster sets. (Marathon, Hexen, and Heretic)

Pic related is Pathways into Darkness, I had to set up a Mac OS emulator to run it, and I'm playing through it to see what monster would be good to pull from it.

After that I'll be looking to pull a monster from ShadowCaster and CyClones.

>> No.5145460

>>5145236
Moonman mod is rather amusing honestly

>> No.5145462

What are the best settings for playing a wad with QCDE in single-player?

>> No.5145627

>>5142964
Have fun with (G)ZDoom's godawful 3d floor slope physics

>> No.5145673

>>5145432
Oh boy, are you in for a ride.
After you complete the game, complete Demo 2.0 as well for a bit more goodness.

>> No.5145707

>>5145137
But Link is blonde, not brunette.

>> No.5145801

>>5145335
I've heard that Turok 2 is considered the best game of the series but the level design can be a chore.

>> No.5145907

Nani!?!
https://youtu.be/i1ZpK9TLO80

>> No.5145965

people bring up doom 2 and the kurt cobain reference but i thought doom 2 rpg had a michael jackson reference, while the game was released in 2009

>> No.5145987

>>5145432
if you're going to add replacements for doom 2's ss guards, will you add an optional cvar for them, so i could play the mod with maps that replace them?

>> No.5146017
File: 432 KB, 874x990, 1534536667731.png [View same] [iqdb] [saucenao] [google]
5146017

>>5145907
B A K A N A

>> No.5146056

>>5145907
What is this mod?
And what's with the radar?
Can you get that radar into the base game?

>> No.5146061

>>5146056
Alien Armageddon

>> No.5146062

If I buy Doom on Steam, can I replace the shitty DosBox implementation for something else?

>> No.5146065

>>5146062
Don't buy Doom on steam.

>> No.5146067

>>5146062
All sourceports just need WAD files.

>> No.5146068

>>5146062
>buy Doom
lmao

>> No.5146095

>>5146062
yeah but theres some configuration crap to deal with. just get a seperate folder for sourceports, its not really worth bothering trying to get it locked into steam. its ok to buy it from steam tho

>> No.5146102
File: 40 KB, 490x497, -8YpcKP1hsWTmquGxZPstYpFvnDElAU_rsg0g2JjHFQ.jpg [View same] [iqdb] [saucenao] [google]
5146102

>>5145280
/mlp/ wad where you shoot bronies at a con

>> No.5146121

>>5146102
>/mlp/ wad where you shoot bronies at a con
>as a pony

>> No.5146167

>>5146102
/qa/ wad where you can shoot the fucktards that cry and bitch nonstop like infants about /pol/ simply for existing. Or how about about an /m/ wad where you are an autobot shooting decepticons and human delinquents.

>> No.5146172

>>5146102
People are still salty about horsefuckers? Now that's retro!

>> No.5146175

Moooooooooooooooooooooooooooom.

>> No.5146179 [DELETED] 

>>5146167
your kind really aren't good at hiding itself

>> No.5146181

>>5146062
If you buy Doom on Steam you'll be branded as a fucking moron. Original devs get nothing, and you get a shitty setup.

>> No.5146185

>>5146062
just paypal 5$ to romero or carmack or something and download the wads nigga

>> No.5146191

>>5146062
Yes. You can rename any source port or launcher .exe to dosbox.exe and it will launch fine.

>> No.5146201
File: 42 KB, 639x480, 2cbfb6f9748b55c3329f5e3b312a1a6ccc5038b27e47dcebc6e9b4b3374839d4.jpg [View same] [iqdb] [saucenao] [google]
5146201

>>5146179
What exactly do you mean by this, though?

>> No.5146207

>>5146065
>>5146068
>>5146185
>>5146181

I don't care for who gets the money. I just want the game on my library.

>>5146095
Thanks

>> No.5146209

>>5146207
You're gonna launch it through external sourceport launcher anyway, the game in the library won't do you any good.

>> No.5146235

>>5146207
aren't the stream iwads the ones with fucked up medikits and the censored doom2 secret levels?

>> No.5146240

Did the Heat Wave alt fire from Doom4 ever hit things around you or just in front of you?
I thought they also could have been used in the MP

>> No.5146243

>>5146235
aren't those are only on the BFG edition?

>> No.5146282

>>5146235
Not necessarily.
>>5146243
Yeah.

>> No.5146347

How the fuck do I talk to NPCs and shit on Ashes 2063

>> No.5146365

>>5146347
let the guns do the talking

>> No.5146371

>>5146167
what

>> No.5146389

>>5146347
walk up and press use

>> No.5146406

Don't make a sound...
https://my.mixtape.moe/aweoxl.webm

>> No.5146435

>>5146406
WHEN

>> No.5146440

>>5146435
when it's done™

>> No.5146458

>>5146406
What am I looking at

>> No.5146535

>>5146389
Something must be wrong with my "use" key cause nothing damn happens.

>> No.5146598

>>5146535
Ah, didnt load the pk3 correctly. WAD is pretty good.

>> No.5146636

>>5146406
What's happening here? Feels like those sprites have some importance, but I can't make out what they are.

>> No.5146656

>>5146102
Reelism has brony enemies

>> No.5146670

>>5146406
I don't understand what this is, but I love it. Where can I get more info about this?

>> No.5146746
File: 42 KB, 400x600, 1540157153609.jpg [View same] [iqdb] [saucenao] [google]
5146746

>>5146406
HUH?
>Using my.mixtape.moe for purposes that are neither musical nor literary

>> No.5146803

>>5146746
whatcha gonna do about it, chinless

>> No.5146809

>>5146803
What do you mean, chinless?

>> No.5146837

>>5146809
He's calling you fat, Paulie!

>> No.5146860
File: 11 KB, 137x234, 1538703692217.jpg [View same] [iqdb] [saucenao] [google]
5146860

>>5146803
>>5146837
PLEASE end this before it becomes bigger!

>> No.5146885

>>5138349
Death Wish updated to 1.5; Original MIDI soundtrack addon released
https://www.moddb.com/mods/death-wish-for-blood

>> No.5146886

>>5146746
I've done that for years, not really an issue.

>> No.5146967

>>5146885
>Death Wish
That's shit, only the 6 Blood fans in the world care.

>> No.5146985
File: 2.60 MB, 534x360, 89e.gif [View same] [iqdb] [saucenao] [google]
5146985

>>5146967

>> No.5146993

>>5146967
this is a bloodfag general, sweetie

>> No.5146997

>>5146967
Good, we should let those 6 guys know!

>> No.5147004
File: 381 KB, 1907x1039, ugga.jpg [View same] [iqdb] [saucenao] [google]
5147004

Ugh, this is a bit more complicated than I thought. Are you guys cool if I come back for help once in a while?

>> No.5147009

how do i change what screen gzdoom boots up on? It's currently booting on my 2nd of 3 displays. I want it to pop up on the crt, which ive made my main display but it always pops up on 2.

>> No.5147026

>>5147009
vid_adapter console variable

>> No.5147030
File: 1010 KB, 1920x1080, Screenshot_Doom_20181105_211246.png [View same] [iqdb] [saucenao] [google]
5147030

See, what I'm trying to do is get a slower firing magnum to replace the pistol, but I can't seem to get the game to register it any way.

Currently, the DECORATE is

ACTOR MagnumRevolver : Weapon replaces Pistol
{
Inventory.PickupMessage "You got the Magnum Revolver! Are you feeling lucky?"
Weapon.AmmoType "Clip"
Weapon.AmmoUse 1
Weapon.AmmoGive 12
Weapon.SlotNumber 2
AttackSound DSMAGN
States
{
Ready:
MAGN B 1 A_WeaponReady
Loop
Select:
MAGN B 1 A_Raise
Loop
Deselect:
MAGN B 1 A_Lower
Loop
Fire:
MAGN A 7 A_FireBullets(0.5, 0.4, 1, 42, "BulletPuff", 1)
Goto Ready
}
}


It's still incomplete, but I figured it should be loading by now. What do you think I'm missing?

>> No.5147040

>>5147030
If you want the player to spawn with it, you also need to define a new playerclass that starts with it and also add that playerclass to the selection menu. I know the old way to do that was with KEYCONF but there was some cleaner, newer way added more recently, I think using MAPINFO?

>> No.5147049

>>5147040
At this point, I'm just trying to get it to register at all. give all does not give me the weapon, even though it should be defined as RevolverMagnum and bound to slot 2. It's also set to replace the Pistol, but perhaps that's the problem? I don't know, this is the very first time I've ever dove into this. I wish I had a better understanding of ACS for this.

>> No.5147054
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5147054

What's the best way to play Rise of the Triad?

>> No.5147058

>>5147049
You don't need ACS at all for new weapons, don't worry about that. Do you have the sprites included in the file? If GZDoom doesn't have sprites to display for an actor it won't let it exist.

>> No.5147059

>>5147004
>>5147049
put your sprites between S_START/S_END tags
also rename MAGNA7 to MAGNA0 - the number indicates rotation, and weapon sprites (as in when it's not a pickup) are never angled

>> No.5147063

>>5147059
>also rename MAGNA7 to MAGNA0
In a DECORATE line, that 7 indicates frame duration, not rotation. There's no need to change the code. The sprite should be named MAGNA0 if it isn't, though.

>> No.5147068
File: 232 KB, 997x745, oogga.jpg [View same] [iqdb] [saucenao] [google]
5147068

>>5147063
>>5147059
>>5147058
>All this instant, insightful help

you guys fucking rock

Alright, let's try that then.

>> No.5147071
File: 403 KB, 1920x1080, Screenshot_Doom_20181105_213758.png [View same] [iqdb] [saucenao] [google]
5147071

Holy shit, progress!

Now, all I gotta do is fix this weird sprite scaling (thought I had it at the correct size, but clearly not) and figure out how to get sound going. Once that's set, then I'll worry about starting with it and picking it up.

You guys are so cool. I love this community.

>> No.5147083
File: 46 KB, 569x802, 1526789451043.jpg [View same] [iqdb] [saucenao] [google]
5147083

>>5147071
>not at the correct size
you meaning to tell me you DON'T want to make a mod with a revolver that's twice the size of an imp? 0/10

>> No.5147085

>>5147026

Thanks, bud.

>> No.5147090

>>5147083
Someday, when I'm better. It'll throw you back a hundred units and do damage to you every time you fire, but by golly that'll be one big bullet.

>> No.5147103
File: 792 KB, 1920x1080, Screenshot_Doom_20181105_214855.png [View same] [iqdb] [saucenao] [google]
5147103

It wORkS!

i am a happy man today

Now, all I need to adjust is sound (currently none), fire rate (I hold it down and it fires like an SMG) and pickup.

So, how should I go about slowing this down? Something to do with frame timing, right? I'm not worried about polish or in-between frames at the moment, so I'll be happy it with holding on the fire sprite for about a third of a second.

Thanks again so much for your help everyone. I hope I get to give back to the community like this someday.

>> No.5147107

>>5147103
Increase the duration of the frames in the Fire state. One tic is about 1/35th of a second, so you'd want a duration of 12 for one third of a second. Later on you can spread that out over several frames when you want it to be more animated.

>> No.5147110

>>5147107
Where would I go about adjusting that? Is it in DECORATE or something else?

>> No.5147113

>>5147110
In DECORATE, yes. It's the number after the sprite name. So in your posted DECORATE, you'd change the MAGN A 7 A_FireBullets line to MAGN A 12.

>> No.5147116

>>5147063
>In a DECORATE line, that 7 indicates frame duration, not rotation.
it's also written out "MAGN A 7" in that case, not "MAGNA7"

>> No.5147118

>>5147113
That's appeared to have slowed the fire rate down, but now I want to make it return to it's resting state in between shots. I'll want to slow it down even more too, but it seems like just using a bigger number after MAGN A will work.

>> No.5147123

>>5147118
Add another line with MAGN B of some additional duration. You can also add the +weapon.noautofire actor flag in the properties section (before the States line) if you want to require pressing the fire key for every shot instead of being able to hold it down to fire continuously.

>> No.5147124

>>5147118
Let me clarify a little here;
After releasing mouse1 the gun DOES return to it's ready state, but not if the trigger is held down. The default pistol briefly returns to a "ready" state in between firings, and that's what I want to achieve, only much slower.
god i love you all so much hnnng

>> No.5147127
File: 174 KB, 1138x695, doomthreadsarebest.jpg [View same] [iqdb] [saucenao] [google]
5147127

>>5147123
Oh, that would work. How should I insert the properties section?

>> No.5147136

>>5147127
The properties section is everything between the first bracket and the States line and its second set of brackets. Putting the flag on a new line right below the AttackSound property would work, as would putting it above the PickupMessage definition, or anywhere in between.

>> No.5147140

>>5147136
Thanks, I'm trying that now.

By the way, GZDoom opens in the bottom right corner of my monitor clipping half way into the second monitor. Not sure why it's doing that, have you encountered that before?

>> No.5147146

>>5147136
Okay, that worked perfectly. Now, I gotta make it go boom. How are the sounds defined here, I know in a pk3 it can be defined in a directory, but I'd like to just keep it as a .wad for now. What do you suggest?

I owe you a beer or something

>> No.5147159

>>5147146
You'll need an SNDINFO lump to give your sound file a logical name that DECORATE can make sense of. The sound file itself can be placed anywhere in the WAD, it doesn't require special markers like graphics do. All the SNDINFO lump needs to contain for now is your desired logical name (such as magnum/fire) and the actual filename of the sound, separated by a space on a single line. Add a new frame to the Fire state with a duration of 0, before the A_FireBullets line, and have it execute A_PlaySound, using the logical name you gave it in SNDINFO as its argument.

I'm going to bed now, but you can look all this stuff up on the ZDoom wiki to learn about it further, and I'm sure other anons will help you out as well. Best of luck, anon.

>> No.5147175
File: 146 KB, 1244x640, iamdumb.jpg [View same] [iqdb] [saucenao] [google]
5147175

>>5147159
Hopefully I can catch you just before you go...

I'm not sure I'm formatting the argument correctly. What've I done wrong?

>> No.5147185

>>5147054
WinROTT or GLROTT

>> No.5147186

>>5147175
You've got an extra A on both lines in the Fire state. It should be MAGN A 0 A_PlaySound and MAGN A 12 A_FireBullets respectively.

>> No.5147190

>>5147186
Alright, testing it now....hnnnng this is a lot of fun. Hope it worked!

Thank you so much man. I hope to see you tomorrow.

>> No.5147193
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5147193

>>5146885
>>5146967
>JUST replayed 1.4 and beat it yesterday
>"Hey here's 1.5 with all of these features and improvements which could have saved you a couple hours from eating shit"

>> No.5147196
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5147196

>>5147186
Instant victory.
Thank you so so much.

>> No.5147206

>>5147196
Here's a little bonus for what's actually valid to put in between a frame duration and calling a function: try MAGN A 12 bright A_FireBullets and fire the gun in a dark area.

>> No.5147219

>>5147054
I used WinROTTGL, which, uh, worked, but had a few quirks to it.

>> No.5147229

>>5147206
Awesome. Now I just gotta get it to show up in Things in GZDoom builder.

I've assigned in the doomednum of 2044 but it's not showing.

>> No.5147234
File: 150 KB, 1119x637, summons.jpg [View same] [iqdb] [saucenao] [google]
5147234

Also, when summoned via console, it drops but is invisible. Not loading the sprite?

>> No.5147235

New thread.

>>5147231
>>5147231
>>5147231

>> No.5147272

>>5147234
rename RVLRA to RVLRA0
that rotation thing I mentioned? 0 is the "no rotation" rotation, if that makes sense

>> No.5147392
File: 173 KB, 433x245, 392a4566-dfc1-435f-9485-0e34517148df.png [View same] [iqdb] [saucenao] [google]
5147392

>>5147193
>>5146885
>just finished it earlier today