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/vr/ - Retro Games


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File: 2.79 MB, 2668x4044, doom.png [View same] [iqdb] [saucenao] [google]
5432195 No.5432195 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5426267

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
-Album of 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
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

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.5432196

=== NEWS ===

[3-12] Trailer released for DOOM ANNIHILATION, another live-action Doom movie
https://www.youtube.com/watch?v=mDF9CPwSvFA

[3-9] Zanieon releases MMDCXIV, feature one large map with three more to come
https://forum.zdoom.org/viewtopic.php?f=42&t=53887

[3-9] DoomRL Arsenal finally gets a new update, adding in the new PDA, HUD, and some new monsters
https://forum.zdoom.org/viewtopic.php?f=43&t=37044

[3-7] 3D Realms announces Wrath, a new game made on Darkplaces
https://twitter.com/3DRealms/status/1103627856201113601

[3-7] SM193 for Quake released, themed on white castles
http://celephais.net/board/view_thread.php?id=61697

[3-7] AMC TC Episode 3 released
https://www.moddb.com/games/the-amc-tc/downloads/the-amc-tc-episodes-1-2-and-3

[3-7] Author of gameplay mod Hell Caliber looking for playtesting and feedback
https://forum.zdoom.org/viewtopic.php?f=43&t=62535

[3-5] TNT 2: Devilution is almost done
https://www.doomworld.com/forum/topic/104882-tnt-2-devilution-clean-thread-new-updates/

[2-26] Dimension of the Boomed sequel 'Realm of Z-Magic' teaser demo released
https://www.doomworld.com/forum/topic/104723-the-realm-of-z-magic-teaser-demo/

[2-24] Chex Quest HD trailer
https://www.youtube.com/watch?v=JDblwrDDGc8

[2-22] Powerslave EX mouse fix for Windows 10
https://community.pcgamingwiki.com/files/file/1218-powerslave-ex-fix/

[2-16] Bungie's Pathways Into Darkness rebuilt in Aleph One
http://simplici7y.com/items/aleph-one-pathways-into-darkness

[2-21] SM192 released for Quake released
http://celephais.net/board/view_thread.php?id=61692

[2-19] Colorful Hell updated to 0.96, introducing a new tier and more
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=705#p1092145

[2-18] SIGIL delayed until April
https://rome-ro.squarespace.com/news/2019/2/16/sigil-update


=== PREVIOUS ===

https://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5432220
File: 97 KB, 1024x768, Screenshot_Doom_20190312_202240.png [View same] [iqdb] [saucenao] [google]
5432220

fuck this map, but very tenderly and lovingly

>> No.5432228

doom movie

>> No.5432230

>>5432220
You playing hideous destructor or something?

>> No.5432272
File: 2.77 MB, 800x600, duke64_2.webm [View same] [iqdb] [saucenao] [google]
5432272

Computers are wild

>> No.5432275
File: 2.93 MB, 512x384, Final Doom_ TNT - Evilution 3_12_2019 8_18_12 PM.webm [View same] [iqdb] [saucenao] [google]
5432275

>>5432230
Yup. Cyberdemon at the end was a real nuisance I'll tell you what; thank goodness I was able to snag a Vulcanette off a dead chaingunner and completely annihilate this demonic jerk.

>> No.5432291

>>5432272
You gotta be faster if you want that rocket launcher.

>> No.5432292
File: 114 KB, 1024x739, hunter_by_sdegently_dd1ygws-fullview.jpg [View same] [iqdb] [saucenao] [google]
5432292

bros I need a hunter gf or i'm going to die unhappy and alone

>> No.5432301

>>5432291
> he didnt know there was even a rocket launcher there

>> No.5432307

>>5432275
that was one of the best maps ive every played honestly
> that archvile trap, goddamn
also if you didnt get the hell knights to kill the cyber I dont know what to tell you, because usually there's enough of that to go around that you still have to wipe alot of those guys

also whats that green shit coming off the cyber
> I presume its supposed to simulate Argent or such?

>> No.5432326

>>5432307
Those arch-viles are evil jerks from the actual hell, and not video game hell. When you kill them they've got a chance of resurrecting all the guys you've killed, even the guys that usually don't resurrect from a random frag shard.

>also if you didnt get the hell knights to kill the cyber I dont know what to tell you, because usually there's enough of that to go around that you still have to wipe alot of those guys
It was too risky to try to make them infight because all the projectiles go really really fast and you go really really slow, hell knights will throw their green guff at you and set you on fire. What ended up happening is I lured a bunch of hell knights around a corner and blasted them with both barrels of my SSG.

>also whats that green shit coming off the cyber
That's his energy shield, it'll recharge if you're not killing him.

>> No.5432383
File: 68 KB, 260x283, 4mZygWL.png [View same] [iqdb] [saucenao] [google]
5432383

So how well does DoomRLA work with the most recent stable GZDoom?

Will it work fine, or should I use 2.1.1 as suggested?

>> No.5432397
File: 4 KB, 189x198, 1552374147466.png [View same] [iqdb] [saucenao] [google]
5432397

>> No.5432410
File: 88 KB, 746x594, 1480362190449.jpg [View same] [iqdb] [saucenao] [google]
5432410

Is there a visual difference between 30 fps (or 35 fps) and 60 fps in Doom?

>> No.5432424

>>5432410
Think real hard about your question.

>> No.5432432

>>5432410
like 30 fps

>> No.5432436

>>5432410
Yes, a difference of 25 to 30 frames per second.

>> No.5432459

>>5432383
devbuild i got 2 days ago works a-ok
inverted monster aim pitch was fixed, which seemed to be the only version related issue present

>> No.5432462

>>5432383
It's easiest to set 2.1.1 aside for it, that way you know it's always going to work as intended.

>> No.5432463

How do I play Doom in class guys I dont have a laptop :(

Should I just use PRBoom 3DS

>> No.5432465

>>5432463
delta touch

>> No.5432471

>>5432465
That shits $3 for a port of a free PC utility

>> No.5432474

>>5432471
>$3
sorry, I tend to forgot that I'm surrounded by neets

>> No.5432476
File: 106 KB, 1106x1012, concernedfrog ugly.jpg [View same] [iqdb] [saucenao] [google]
5432476

>join only populated DM server, one guy and a bot
>he immediately disconnects

>> No.5432492

>>5432463
don't play shit in class

>> No.5432493

>>5432474
>Neet
>"in class"
hmmmmmm

>> No.5432505

>>5432424
>>5432432
>>5432436

It still looks pretty much the same to me. The movement is smoother but there's only so many frames of animation for each monster and sprite that I can't tell any difference.

>> No.5432531

>>5432505
I don't see why increasing the framerate would somehow increase the animation frames of sprites. You'd need a mod like Smooth Doom for that.

>> No.5432573
File: 27 KB, 318x334, 1.png [View same] [iqdb] [saucenao] [google]
5432573

*ahem*

FUCK ZSCRIPT

>> No.5432593

>>5432573
elaborate

>> No.5432596

>>5432593
It's just a shitposter. At this point he's just using the Zscript drama as a platform his pointless shitflinging.

>> No.5432667

aagh

>> No.5432669

>>5432505
So yeah there is (almost) no difference if you stand perfectly still in-game and all the sprites animations are synced.

>> No.5432678

>>5432397
NO. ABSOLUTELY NOT. NO SIR.

>> No.5432681
File: 73 KB, 266x176, dancing revenant.gif [View same] [iqdb] [saucenao] [google]
5432681

Hey /quake/ friends, how can i get quakespasm to show me my movement speed? Ive tried googling and have come up empty, looked for both in-built functionality and mods to add a speed counter.

>> No.5432691
File: 855 KB, 2789x1980, aaagh.jpg [View same] [iqdb] [saucenao] [google]
5432691

>>5432667

>> No.5432704

>>5432681
I don't think that it supports it. I know that Darkplaces does, but Darkplaces is, y'know... Darkplaces.

>> No.5432710

>>5432681
Doesn't have it.

>> No.5432729
File: 355 KB, 2552x1024, aaagh.png [View same] [iqdb] [saucenao] [google]
5432729

>>5432667
aagh

>> No.5432731

Is there a decent Doom discord to talk about gameplay and wads?

>> No.5432737

>>5432196
>Trailer released for DOOM ANNIHILATION

That is so bad I almost can't believe it.

>> No.5432763

>>5432729
i need a version of this but with the scout
> automap on start and faster speed to UV max any map in record time on a blind run
> is an absolute monster with literally the dinkiest weapon in the game
> does not need powerful weapons to compensate, instead compensates for weak weapons with unmatched skills
> only uses pistols to keep one hand free
> or dual wields
> never missed a shot in his life

>> No.5432765

>>5432681
It doesn't have that, but EZQuake does, and they have similar jumping physics or whatever

>> No.5432778

>>5432765
ezquake is a Quakeworld port with noticeably different bhopping physics than Netquake.

>> No.5432782

>>5432765
EZQuake sucks DICK for singleplayer
-Runes don't work right last time I checked
-Different physics
-No music
-When you die, you restart the level with all the stuff you had right before you died. (ex: find rocket launcher mid level, die, restart with said RL)

>> No.5432783

>>5432782
Because ezquake is a MP focused port.

>> No.5432791

>>5432731
>discord
yikes.

>> No.5432794
File: 148 KB, 1920x1200, Preacher (Doom WAD).jpg [View same] [iqdb] [saucenao] [google]
5432794

This shit has to be practically the best Doom mod ever.

>> No.5432839

>>5432667
AAAAAAAAAAAAAAAHHH

>> No.5432850
File: 1.67 MB, 1920x1080, Screenshot_Hexen_20190312_230426.png [View same] [iqdb] [saucenao] [google]
5432850

>> No.5432971

Where can I get a hold of the bloodless death animations for Doom?

>> No.5433040
File: 17 KB, 600x248, doom (anal) annihilation.png [View same] [iqdb] [saucenao] [google]
5433040

So is the new Doom movie a matter of the IP holder just making something to keep sitting on the IP with?

>> No.5433046

>>5432275

>>5432272

someone gotta do the hideos destructor for Dook

>> No.5433049

What's a good mapset for DoomRLArsenal? Besides Oblige.

>> No.5433054
File: 1.37 MB, 1680x1050, Screenshot_Doom_20190313_004814.png [View same] [iqdb] [saucenao] [google]
5433054

>> No.5433102

>>5433049
https://soulsphere.org/hacks/slige/

>> No.5433134

>>5433102
I meant a Non-Randomized Megawad.

>> No.5433165 [DELETED] 
File: 774 KB, 975x553, mcc pc.png [View same] [iqdb] [saucenao] [google]
5433165

I would recommend this a ton based on the xbox version
halo 1, 2, and ODST are masterpieces
but the master chief collection has 1 - 4, ODST and reach

>> No.5433167 [DELETED] 

>>5433165
Not in the least bit retro.

>> No.5433169 [DELETED] 

>>5433167
halo 1 and 2 are

>> No.5433170 [DELETED] 

>>5433169
"no"

>> No.5433171 [DELETED] 

>>5433169
>year 2001

>> No.5433173 [DELETED] 

>>5433171
quake 3 is 1999
its 2 years

>> No.5433176 [DELETED] 

>>5433173
>This board is for the discussion of classic, or "retro" games. Retro gaming means consoles, computer games, arcade games (including pinball) and any other forms of video games on platforms launched in 1999 and earlier. With the release of the 8th generation of consoles, the Sega Dreamcast will now be considered "retro", though the remainder of the sixth generation (Xbox, PS2, GameCube) will not.

>> No.5433179 [DELETED] 

>>5433176
ok, you're right

>> No.5433180

>>5433176
indeed.

now let's have a discussion about doom 3, doom 4, quake champions and doom eternal yet again.

>> No.5433181

>>5433179
my apologies

>> No.5433184

>>5433180
doom 3 is a boring indistinct mess, doom 4 is decent but lacks replay value, quake champions could've been good if the devs had any clue what they were doing, and doom 5 isn't out yet so I have no opinion on it

>> No.5433224

>>5433184
>doom 4 is decent but lacks replay value

Try snapmap. It's very cool and simple fun.

>> No.5433275

>>5432791
thanks for proving you're literally no better

>> No.5433281

>>5433102
Why would you recommend Slige? Thats very dated compared to Oblige. Very blocky layouts.

>> No.5433284

>>5433275
zoinks.

>> No.5433289

>>5433281
because he asked for something that wasn't Oblige.

Sides it's interesting and puts out very 90s maps, also Oblige versions differ greatly for what sort of maps they put out.

>> No.5433292 [DELETED] 

>>5433171
>>5433170
>>5433179
No, 2001 games ARE considered retro if they run on 1999 platforms, even if released later. It's no different than console games released in the early 2000s for 5th gen consoles. I don't understand what imaginary lines people think should exist for PC games that don't apply to console games, but it is not at all implied there are separate rules in the /vr/ sticky.
Halo 2 i don't know about, but Halo 1 definitely runs on 1999 hardware and OS. Its system requirements are far older and modest than gzdoom ffs.

>> No.5433293

>>5432731
No, they're all shit circlejerks.

>> No.5433296 [DELETED] 

>>5433292
PC/OS is not considered platform for this sake, or some of the 2008 games and such too could be considered retro since you could theoretically run them on those PCs, albeit really slowly.

>> No.5433302 [DELETED] 

>>5433292
We've have same discussion on this board with same arguments every month or so.
The answer is still no.

>> No.5433307 [DELETED] 

>>5433296
There's always a stream of releases of very low spec indie games that you can run on said hardware too.

>> No.5433308

>>5432731
Sure, but they are full of mentally ill people. I don't recommend.

>> No.5433312

>>5433308
he asked if there was a decent one.

>> No.5433315

>>5433308
like this thread?

>> No.5433318

>>5433315
gottem.

>> No.5433332

What was the mod for GZDoom that shuffles monster appearance for each level?
It does not change monster stats or behaviour, but at the start of each level it picks a visual replacement for each enemy type and replaces every enemy with the same different looking enemy, so everything is consistent for one level until the next one?
I remember seeing it on ZDoom forums but can't seem to be able to find it since i dont remember its name.

>> No.5433336

>>5432112
>Karl Urban
>Dwayne Johnson
>ugly
Go to hell.

>> No.5433340

>>5432440
They're barrels full of frag shards.

>> No.5433342

>>5432220
I find it's one of the most atmospheric iwad maps, the music is excellent.

>> No.5433347

>>5433336
>go to hell
>Doom thread
Ha ha.

>> No.5433349

>>5432272
The fuck? The little platform with the rocketlauncher is supposed to raise so you can get it, but the entire wall lowered instead, how did you get that shit to happen?

>> No.5433356

>>5432275
Vulcanette is a darling.

>>5432307
TNT has some GREAT maps in the middle.

>> No.5433358

>>5433308
I see you too have been on the zdoom discord.

>> No.5433361
File: 7 KB, 189x198, Raise-eyebrow.png [View same] [iqdb] [saucenao] [google]
5433361

>>5432678

>> No.5433373

>>5433332
shades of Doom?

>> No.5433382 [DELETED] 

>>5433296
>>5433307
I doubt many indie or 2008 releases are able to run on windows 9x on directX 8, or even 9, so this argument doesnt hold water.
Futher, if someone releases a NES game this year it's still on topic here, doesnt invalidate the principle the same as modern mods using modern gzdoom tech are still on topic.

>> No.5433385

>>5432410
Yeah.

>>5432731
There is, but I prefer to not leave it wide open.

>> No.5433389

>>5433040
Potentially. That's why there was an incredibly shitty Hellraiser movie a few years back, which looked like it was shot on a camcorder, it was made so the studio could keep the license.
Could be a thing like that, combined with the fact that someone saw that Doom 4 did really well commercially and critically, so they jumped at the opportunity hoping to get some cash.

>> No.5433395 [DELETED] 

>>5433382
Making mods for retro PC games is almost the same as romhacking old console games anyway.

>> No.5433396 [DELETED] 

>>5433382
by that logic Morrowind and NWN generals would be legal here, but they've been purged every time they were made

>> No.5433414

>>5432220
I have played both Doom games, and I still don't know what PAR stands for.

>> No.5433415

>>5433414
never played golf?

>> No.5433419

>>5433414
You're supposed to complete the level in this time.

>> No.5433424

>>5433414
https://en.wikipedia.org/wiki/Par_(score)

>>5433395
I've seen many post-1999 PC games being discussed on /vr/, so i can only assume the mods are inconsistent about deciding what crosses the line.

>> No.5433428

>>5433414
I don't remember the exact words, but it's the author of the map's fastest recorded time, rounded up by five.
Basically, "This is my best attempt at just running for the exit in my level, can you beat it?"

It's just a little thing for speedrunners, basically.

>> No.5433442

>>5433424
Deus Ex tends to manage to sneak in because it's JUST at the cusp (like by a few days IIRC), and Diablo 2 tends to sneak in through Diablo threads, etc.

I don't think it's a problem, personally. In my opinion, that not a lot of people share, the rule should just be changed in the year 2020, so that a game, no matter the the system, only qualifies if it's at least 20 years old, because of what a really significantly long time ago it was. That way, you don't get late stragglers on say, 6th gen systems, or stuff like that.
Or maybe make it 2025, and 25 years old.

>> No.5433443

>>5432505
have you tried, I don't know... moving your camera around?

>> No.5433448

>>5432493
still valid, you are not studying, you are trying to play doom

>> No.5433452

>>5432573
I don't know anything about zscript but I imagine is suspiciously similar to java or a direct copy paste of unrealscript

>> No.5433501
File: 22 KB, 474x279, she wasnt satan but she wasnt good.jpg [View same] [iqdb] [saucenao] [google]
5433501

>>5432410
>>5432424
>>5432432
>>5432436
>>5432505
Protip:
Turn off Interpolate Movement.
The game looks horrible with the movement of monsters smoothed.
> like quake 1 there is a kinda creepy feeling about the monsters having more stilted motion on the screen
> and anyway unless you're using something like smooth doom the lack of movement animation frames makes monsters with interpolated movement seem like they're moving in slow motion or sliding around on the floor
Turn off interpolated movement, play through a full episode or ten levels of doom, and see if you've gotten used to it.
>>5432463
>>5432492
this
doom is an experience best left for home life past 9pm
>>5432593
>>5432573
this, I think someone should fork GZ from before the graphics engine was fucked, and expand Decorate to be even more detailed and useful without it becoming code
> incorporate all of the capabilities of implementing a quake 1 and possibly arcane dimension conversion de-facto
>>5432596
well now there's two or more of us
people are starting to speak out about this shit and thats good, eventually it will be pitchforks

>> No.5433509

>>5433452
>spoiler
funnily enough I messed around with deus ex modding a bit, and the moment I read up on unrealscript, a lot of things in zscript suddenly made a lot more sense

>>5433501
one day you'll have the slightest clue what you're talking about, but it's not today

>> No.5433518 [DELETED] 

>>5432573
>>5433501
if you're defending someone using pepe edits, you unironically should be executed

>> No.5433525
File: 1.90 MB, 2019x1574, mini tank.jpg [View same] [iqdb] [saucenao] [google]
5433525

>>5433180
>>5433184
>>5433040
>>5432737
I think its part of an effort to bury OG 90s doom so that people only think of doom3, d44m, the new doom game, and QC as anything doom related.
>>5432778
>>5432783
>>5432782
bhopping was a mistake and they should not have kept it
>>5433509
I know exactly what im talking about, front and back.

>> No.5433531

>>5433525
considering you went "palette swaps can't be done in zscript" when palette swapping has *always existed in doom* in the form of translations, no, you don't know a damn thing

>> No.5433539
File: 110 KB, 600x860, boomerhauerx.jpg [View same] [iqdb] [saucenao] [google]
5433539

>> No.5433540

How do you configure the inputs for the DOOM RPG emu?

>> No.5433564

>>5432691
>>5432729
What mod is the renegade from??

>> No.5433579
File: 88 KB, 500x667, miskatonic university.jpg [View same] [iqdb] [saucenao] [google]
5433579

>>5433531
You completely missed what I had proposed there though.
1) An actor which uses the same palette for all of its sprites
2) Which is exchanged for a completely different 256 color palette (instead of a remap)
Since the sprites can come in with their own palette now as png files rather than inheriting the game's PLAYPAL that means you can come up with palettes specifically custom to each sprite set.
And then when you want to change the colors of the sprite to avoid redundancy... you tell the game "Load this new palette for this actor, eg, or use the palette from XYZ sprite image" which then changes all the colors on the palette for the sprites that actor uses.
DUH

what im talking about is how command & conquer had a bunch of different palettes that it would flip through [not quite a good example, because some colors in it were reserved so that sprites didnt end up looking funky - but there might have been a few cases where minor color changes for them were intended whether it was desert, temperate, icy, etc]

>> No.5433583
File: 77 KB, 680x765, quack.jpg [View same] [iqdb] [saucenao] [google]
5433583

delete quake champions
make a new game and disguise it as a BR
call it UnnamedPlayer's Battlegrounds
but in reality it's just regular FFA

>> No.5433589
File: 1 KB, 128x128, dotbQuake.png [View same] [iqdb] [saucenao] [google]
5433589

>>5433579
and moreover on that its a 2 dimensional approach to color changing compared to altering the H/S/L of the sprite images through translation, because all that does is affect one color change on the entire sprite
whereas with a palette swap you're able to meticulously pick different color adjustments for the entire palette.

And im not sure about this, but when you're using PNG files that have their own color palette and you apply a translation to it - it uses the game's PLAYPAL colors to map to instead of the colors that were actually on the palette the PNG file came with. Because ive tried to do this before and had specific intentions of which colors the PNGs would be remapped to (because im smart like that) and instead it fucked up the colors.

Really id rather just pop in a new Palette to swap to with a fresh new 256 colors, tweaked to be however I wanted it to be and use whatever colors I want.

>>5433583
> I heard the wood shattering sound effect from arcane dimensions

>> No.5433596

>>5433583
my keks are leling.

>> No.5433612
File: 4 KB, 256x34, dotbQuakeColmap.png [View same] [iqdb] [saucenao] [google]
5433612

>>5433579
>>5433589
>>5433531
And there's another thing you dont understand about colors either.
Its a fuckton easier to change the colors on an entire sprite, or 3d model skin, by affecting a palette swap even if you're making a new sprite set or skin to complement an existing one (eg "when you have a nastier red colored monster, that also has lightning colored greaves, and its horns have turned black")
> its one reason we really ought to have large size palettes such as 512 colors, 1024 colors
Because if you try to do the various color shifting techniques in Photoshop you're going to end up with bleed-overs and imprecisions and god forbid if you have to do that to 250 individual images.
With a 3d model skin you're going to have to make those changes at a minute level to get it right - make the broad color shifts that you know are safe - but then you're going to have to zoom in and get the lasso tool and fine-tune select all of the areas that you actually want to change the colors on to avoid bleedover into the ones you dont (different shades of flesh/orange, you want the flesh to change, but not the orange, etc).
A fucking disaster as it currently stands and people just roll with it and waste alot of time and effort because there's no other way currently.
> which is critically important in a Hobby, because you've got jobs and kids and beer that needs to be drank, you really dont need to be having to waste time with shit like this and strangling zscript to get it to work - you just want shit to work and get done quick so you can see the results

>> No.5433613

>>5433579
>>5433589
I praise the lord that I never again have to use paletted sprites/textures again. I've done this(creating bitmap graphics, juggling palettes) for 20 years and what a joy it was to finally work only with 24 or 32 bit images.

>> No.5433614

>>5433564
I think it's DRLA

>> No.5433616

>>5432573
Someone suddenly forgot High Noon Drifter, huh?

>> No.5433619

>>5433501
ZScript is useful as fuck, you dumb faggot.

>> No.5433635

>>5433579
... so, use a translation that covers the entire palette?
you know there's multiple ways to change the translation an actor uses too, right

again, no idea what you're talking about re doom modding

>> No.5433636
File: 2 KB, 128x128, xpiratesRevisedPal.png [View same] [iqdb] [saucenao] [google]
5433636

>>5433613
Read
>>5433612
even with the ability to work with truecolor images there's still benefits to working with palettes. In my opinion it just makes it possible to use any palette you want with your images, but even within that subset there's still a massive amount of power to being able to palette swap
Its kinda like lets say you have a blue tonemap or a grayscale pretty much for a flaming thing or plasma ball. If you could switch the palette out, you could make it to where different parts of the plasma ball take on different color hues kinda like the difference between thermal imaging warmth palettes compared to grayscale.
So that you dont have to be stuck with only "translate it to XYZ hexadecimal color"

This cant be achieved currently without making a completely new sprite which just looks different, and then shoveling the effort onto the Actor by having to provide different sets of states to denote >"if it had this charge level, it jumps to the GreenSprite animations, if it has this charge level then jump to the BlueWhite animations"
and if the fucker had 60-90 frames each thats a yuge amount of bloat, and alot more shit that has to be loaded and processed at the beginning, and delivered with your mod.
> not that 60 frames of smoke or plasma ball isnt about double the bloat it ought to have at most anyway

>> No.5433641

>>5433619
I dont care and I would rather we didnt have it, regardless of what it allows for.
I would rather Quake1 have had Decorate or something like it, instead of qc
> no need to compile
at least command & conquer red alert had rules.ini
and tiberian sun and red alert 2 went balls deep with it

>> No.5433643

>>5433635
oh wait, another thing; translations aren't actually bound to the palette you use; the translation syntax supports mapping a range to arbitrary colors, specified via RGB

so you can do exactly what you're asking for, which you would've known if you actually read the zdoom wiki instead of being a complete retard
https://zdoom.org/wiki/Translation#Direct_color_translations

>> No.5433652

>>5433396
I presume the staff just arbitrarily make exceptions for games they like at this point.

>> No.5433653
File: 2 KB, 128x128, xcomResearchPal.png [View same] [iqdb] [saucenao] [google]
5433653

>>5433636
For example I used to abuse the fuck out of this capability back when I was making sprites for Fallout Tactics, because the editor that we had for making the sprites ("Spray") took photoshop palettes along with alpha embedded raw images for the sprites.
The game was truecolor so it didnt matter what palettes you used, its just the sprites definitely needed a 256 color palette. And pretty much all of the vanilla sprites for it had their own individual palettes.

So what id do is make up a palette or take an existing one (like the Fallout 1/2 palette) and change it to suit the kinds of sprites I was using.

But if I wanted to change the colors on something to make XYZ versions (hot bullets, really hot bullets, flaming gay pink bullets, whatever) I would take the palette and change the colors on those ranges and then load that right back in with a copy of the sprite.
> without changing the sprite images themselves at all
Bada-Boom.
Also used it to fuck with the vanilla sprites such as some of the Explosions to make them look hotter, plasmified, toxic-green, etc. By doing nothing more than changing their individual palettes.

>> No.5433660
File: 2 KB, 128x128, fallout2.png [View same] [iqdb] [saucenao] [google]
5433660

>>5433653
>>5433643
Nope I already knew about that
From the techniques in the wiki I will point out the weaknesses:
> Translation 2
This just uses built in range remaps, the most inflexible of all
> Translation "112:127=208:223", "192:207=16:31"
Thats the default way you're supposed to do it. Its flexible but its still bound to the PLAYPAL, and if the PNG file has its own palette the remapped colors will be busted off and replaced with PLAYPAL colors instead
THIS DOES NOT GIVE IT A NEW PALETTE
> Translation "Ice"
Again highly inflexible as the first option, its just a mathematical routine to replicate the hexen ice effect
> Translation "0:255=%[0,0,0]:[1,0,0]"
The wiki literally states this string would change the entire sprite to have a specific color range.
It will not produce complex shifts, it wont leave the gray colors of armor and horns and equipment alone, it wont change only the skin color of the demons but not the flames around their fists.

Please tell me you understand BY NOW?

>> No.5433661

>>5433396
That's sad, I miss NWN.

>> No.5433667

>>5433660
wow, you really are a complete idiot
how did you manage to not read the exact fucking section I linked to? how? how are you this stupid?

>> No.5433669
File: 44 KB, 272x260, aagh.png [View same] [iqdb] [saucenao] [google]
5433669

>>5433564
That Virgin/Chad edit you quoted is all DRLA.

>> No.5433670

>>5433667
gaslighting doesnt work on me

>> No.5433674
File: 90 KB, 224x255, chimpout.gif [View same] [iqdb] [saucenao] [google]
5433674

>>5433670

>> No.5433675

>>5433670
I'd give you an example of how to do it because you're too retarded to figure it out, but the last time I did (decorate to zscript) you refused to even look at it

you're too stupid to add semicolons and default blocks to your decorate and too stupid to read. why should anyone take you seriously?

>> No.5433679

>>5433660
what mods have you done, anyway?

>> No.5433681

>>5433675
because im against zscript in principal
i can make the changes
but it really grates on me that im writing "class" in front of shit instead of "actor"
yes it takes That Much enjoyment out of my hobby, I wont even do it.

>> No.5433691

>>5433681
Kill yourself.

>> No.5433696
File: 730 KB, 4032x3024, an fire.jpg [View same] [iqdb] [saucenao] [google]
5433696

>>5433691
when I say I hate programming, im not talking about the prospect of doing it
im talking about Programming Languages themselves... C, C++, Java, everything else like that
> burn it in a fire
so
even if I can translate decorate stuff into zscript, it leaves an enormous bad taste in my mouth
because of the syntax required
because I have to type "class"
not gonna fucking happen
I did it to maybe 3 entries before I slammed my fist on the keyboard

just so happens there's alot of other people who wont speak up who hate zscript, for different reasons, but they still want to see it burn

>> No.5433698

>>5433641
Well you're fucking alone in that, and thank God for that.

>> No.5433703

What are your early impressions of Sigil?

>> No.5433708

y'know what, I'm gonna make something productive out of this. your entire problem with translations is, once you get past how monumentally stupid you are, is that you want the ability to turn a palette image into a translation so you don't have to make potentially incredibly long translation strings.

I just made a feature request for that; it'll hopefully appear on the zdoom forums whenever. so there was *some* value to this heaping pile of idiocy, even if it was accidental.

>>5433696
>I did it to maybe 3 entries before I slammed my fist on the keyboard
find a therapist. seriously, that's not okay.

>> No.5433709

>>5433703
Looks pretty cool, the cyberdemon maze chase is a neat setpiece.
I don't think it'll be the best .wad of all time or anything, but I fully expect something above average.

>> No.5433732
File: 190 KB, 400x323, catmemethis is why.png [View same] [iqdb] [saucenao] [google]
5433732

> potentially incredibly long translation strings
ill admit that would work
but it would be woefully bloated and inefficient
> made the feature request even if it was accidental
this idea has been around since the 90s
there's absolutely nothing new about it
palette swaps have been used in games since the early days, even before 8bit images I think
this is the stupidity I HAVE to deal with out of people, they forgot the wheel even exists, let alone reinventing it
>>5433708
> find a therapist, seriously, thats not okay
Death

>> No.5433734

>>5433696
>im talking about Programming Languages themselves... C, C++, Java, everything else like that
What does that even mean. How can you hate programming languages in general. That's just autistic.
>just so happens there's alot of other people who wont speak up who hate zscript, for different reasons, but they still want to see it burn
There are also many people who use it to make cool mods that wouldn't be possible (or only possible with shitty hacks) in Decorate.

>> No.5433740

>>5433614
>>5433669
Thanks guys, I'm going to try DRLA out today. Never gave it much thought but the gameplay seems sweet.

>> No.5433748

>>5433732
>image
oh fuck off, you're the one crying for the removal of zscript because you don't like it, and even when you fucking get what you want, you still bitch about it
what the hell is wrong with you? why are you this much of an ungrateful piece of shit?

>> No.5433752

>>5433289
Slige maps all kinda blur together, and have mediocre gameplay. I'd rather just play dtwid, or actual 90's maps if I wanted 90's gameplay.

>> No.5433753

>>5433748
Because his mom drank with him in the womb, and his dad molests him daily.

>> No.5433757

>>5433696
What if somebody made a decorate to zscript translator, would you use that?
Write all your shit in decorate, then throw the file in the translator.
Your anger is a bit irrational, but that doesn't bother me because I think you probably have your own good reasons for not wanting to type the word class, and it's a trivial point, so much so, that arguably you should have the method you're comfortable with available.

>> No.5433759 [DELETED] 
File: 730 KB, 6400x6310, han solo how bad things really are.jpg [View same] [iqdb] [saucenao] [google]
5433759

>>5433748
I havent gotten what I want yet, and im relentless.
> these days we call that being basedAF
> this train has no brakes

>> No.5433761

>>5433759
No, we call that being an insipid fuckwit.

>> No.5433773
File: 288 KB, 600x549, 1524936348052.png [View same] [iqdb] [saucenao] [google]
5433773

>>5433759
You are seriously the biggest fucking idiot who's posts I have ever had the misfortune of reading in years of browsing these threads and witnessing their devolution. Nothing you say could ever pass as coherent in any fashion. A doped up orangutang could make more sense than you, and your attitude is

>> these days we call that being basedAF

Just imagine someone over the age of 13 writing this unironically. This is the level of intelligence we're dealing with here. If you could be redeemed, the time for that is long past.

If God exists, may he have no mercy on your soul.

>> No.5433783 [DELETED] 
File: 919 KB, 2000x2325, doom 2.jpg [View same] [iqdb] [saucenao] [google]
5433783

>>5433773
>>5433761
> almost three times that age and have been modding doom ever since 1995, mostly just for my own uses
> I remember installing it from four floppy disks and making a boot disk to run it
> ive used hex editors on it and other games, like xcom
get the fck out of this thread
get the fck out and just leave

>> No.5433789

>>5433696
Stop fucking complaining about zscript if you won't even touch ACS

>> No.5433790

>>5433783
again, what mods have you made/are you working on?

>> No.5433809
File: 9 KB, 331x115, RevDouble_Doom_Palette.png [View same] [iqdb] [saucenao] [google]
5433809

>>5433789
>>5433790
I wont touch ACS because im not a map maker.
I have never made any maps for doom/zdoom because thats not what im interested in.
ACS was used to control map switches and move walls around in hexen or such.
> its still programming like zscript though
>>5433790
none published, all personal
made plenty of sprites that ive dropped though, from the things I was making for myself

>> No.5433819
File: 2.37 MB, 640x360, mental state of average -v-igger.webm [View same] [iqdb] [saucenao] [google]
5433819

>>5433783

>> No.5433823

>>5433709
>cyberdemon maze chase
Weren't that a thing in No Rest for the Living?

>> No.5433831
File: 111 KB, 640x400, Screenshot_Doom_20171109_153635.png [View same] [iqdb] [saucenao] [google]
5433831

>>5433819
>>5433809
>>5433790
Oh wait thats right, almost forgot
im the one who made that low-fi graphics booster for Smooth Doom
> converted some fireballs to particle effects, made the plasma sparkles pop, gave fire sparks to some monster fireballs, made the plasma look real nice using only additive effects

>> No.5433837

>>5433783
Dehacked was a whole lot of fun back then.

>> No.5433847

>>5433783
I don't give a shit how old you are, you're still a mentally damaged shithead.

>> No.5433857

>>5433831
Looks interesting, can you share a link?

>> No.5433858

How do you turn on the status face in hideous destructor? I always see it in gameplay posted online, but never saw the option in game.

>> No.5433861

>>5433809
>I wont touch ACS because im not a map maker.
I.... okay, Anon.

>> No.5433868
File: 92 KB, 640x400, Screenshot_Doom_20171109_103505.png [View same] [iqdb] [saucenao] [google]
5433868

>>5433857
>>5433831
>>5433708
And you know how I did that with the imp fireballs and other "hd" effects?
I set all of the fireballs to additive at 100% opacity
I added a Translation string that remapped some of the brighter colors in the fireballs to be brighter (so they are more dense/bright) and remapped the darker colors to be darker so that under the Additive effect they would be made much more transparent than usual.

I replaced the palette with this one which I reworked from one of the 1024 dooms (comes prepackaged in Slade3). Which added Teal colors reminiscent of BTSX.
So that way the atmosphere could be gritter and more foreboding and the additive transparency effects could be more complete.
And I took the initiative that Sparks should be Bright but Small so I used sprites like those and instead of fading them out I just progressively A_SetScale to make them smaller every frame until I wanted them to disappear (which was a random delay).
> Link?
Its in the zdoom forums in the mod thread for smooth doom. Youll have to rewind back to sometime around the end of 2017 or early 2018 to find the posts.
One of the other changes it made was with the varieties of chaingunners.

>>5433837
It was, but there were alot of things I wanted to change which it couldnt do
> how much damage an explosion causes
> how much of a radius multiplier it has for that
> how much damage a bullet causes
> projectiles over speed 30+
but yeah, at least it allowed folks to change things, which is a sight better improvement than
> "we let the specs for making maps fall off the back of a truck, wink wink"

I do remember the BarneyDoom conversion that replaced pinkies with barney. Fun as hell starting E3M3 pandemonium and having to chainsaw that fucker as comes right at you.
> hard to believe, back then they did the full wad replacement with individual .PPM format images which I think was a 1:1 format for the wad at the time.

>> No.5434054
File: 2.01 MB, 1920x1080, Screenshot_Hexen_20190312_230309.png [View same] [iqdb] [saucenao] [google]
5434054

>> No.5434065
File: 1.95 MB, 1920x1080, Screenshot_Doom_20190313_194758.png [View same] [iqdb] [saucenao] [google]
5434065

lol what the fuck is this shit
overall this map kind of sucks but visually it was cool until i came across this random ass fucking movie logo just slammed in the middle of everything

>> No.5434068

>>5434054
whats wrong with that saturation/contrast?

>> No.5434069

>>5434054
Yep, thats map01 of hexen alright

>> No.5434086

>>5434065
is this the tron map some other anon has been posting about or teasing? I honestly don't know if they were trolling or what.

I kept asking about it autistically but they never took the bait.

>> No.5434105

>>5433525
I think you're paranoid schizophrenic.

>> No.5434109

>>5434086
its MMDCXIV, its in the news post, the creator has posted some shit about it here but i didn't see anything about it being tron related
its the same guy who made hunters moon which i also hate so its not a surprise i don't like it, no idea why the guy loves gigantic fucking hallways so much

>> No.5434112

>>5433641
If you don't like ZScript, just don't use it.

>> No.5434113

>>5434109
He fills his maps with bright neon lights but makes it dark as fuck, it doesn't look right

>> No.5434140

>>5434112
new features may, or are being added ONLY to zscript while Decorate is becoming depreciated and those new features are not being made accessible to it
> BFP-9000
> big fucking problem
Its as bad as the GL only functions that absolutely would not work in Software even though people had been doing that shit in Software style games since the 90s
> eg, UT

>> No.5434165

>>5434140
please learn how to greentext if you insist on using 4chan

>> No.5434167

>>5434140
Sounds like a personal problem to me.

>> No.5434169

>>5434065
It's visually a reference to that movie.
Which I kinda liked, the movie visuals that is. He nailed the aesthetic.
Haven't played the map yet though so I dunno how it is gameplay wise

>> No.5434173

>>5434140
You act like basic ZScript isn't just DECORATE with semicolons.

>> No.5434230

>>5433442
>tl:dr PS2 isn't retro REEE

>> No.5434237

>>5434173
Except instead of a bare-bones scripting tool it's an actual language where you can define new functions and access a lot more stuff.

>> No.5434241

>>5434230
>>5433442
IMO specific clauses should be allowed for some PC games like Morrowinf, Deus Ex and NWN on a game-to-game basis.
Also GBA since it's basically SNES.

>> No.5434256

>>5434237
Well yeah, but retard over here is bitching that new features are "only" added to ZS, which is nonsense when basic ZS is DECORATE with semicolons. You can easily scale your working knowledge into those new features, or use old methods you prefer with a few new things mixed in. It's not an all-or-nothing thing.

>> No.5434259 [DELETED] 
File: 49 KB, 337x343, rare original pepe.jpg [View same] [iqdb] [saucenao] [google]
5434259

>>5434237
could give a fuck less about defining new functions myself
how about the developers take requests, design those functions themselves, and stick it in
...vanilla doom and none of the ported games of it have a Railgun function but yet its in there.

Also the overbearing emphasis on "graphics" in a retro themed game is NOT going to keep zdoom alive. It absolutely will not. Especially since graf keeps fucking up with voxels and 3d models. Anybody who's making Quake remakes in zdoom is doing it with sprites and so far its looked like they're going to maximum port compatability with it.
> most of the fancy graphics shit people have been doing can be done at a lower level with legacy effects, fuck even the Additive blending capabilities alone are enough to pull off alot of shit.

Graf is a dumbass for trying to make the game functional at a modern level with shaders and all that bullshit. Nobody wants that here, it doesnt fit with the level of pixelation in the game engine. If they want that shit they're far more interested in some other game, like Unreal Engine 4 or 5 if its out, which this game is certainly seeming to have the same requirements for now.
> solving a problem nobody wants solved, at great expense

>> No.5434263

>>5434259
Go make your own fork and implement whatever feature you want then.

>> No.5434270

>>5434259
>how about the developers literally design every imaginable function for everyone
Shut the fuck up RSSwizard

>> No.5434279 [DELETED] 

>>5434256
possibly, but Graf hasnt even provided documentation about ZS so its pointless
> "here's this new function" (but I wont tell you how to use it)
>>5434263
> fails to understand that I dont do programming
>>5434259
And I cant stress enough just how much of a fuckup the graphics tweaks have been, the way they've slowed the game down immensely.
When the types of things that people WANT to add to the game through mods are CPU intensive and would only be properly served by a more Efficient engine that can handle enormous map limits and zillions upon zillions of sparkles and smoke puffs and other glitter flying around the screen.
> and thats already assuming that combined with the fact people have faster computers now
Massive shot in the foot there.
Its almost like someone paid Graf to soft kill the game.

>> No.5434285

>>5434241
No, my point was that the N64 was a newer console at the time /vr/ was established than the PS2, GC, GBA, and Xbox are today. There is absolutely no reason they shouldn't be discussed on /vr/ apart from "the Halo/Tony Hawk/GTA fans from /v/ will come in and ruin the board" and if that's the real reason, why even have a /vr/ anyway.

>> No.5434286

>>5434065
>being mad at a fucking texture

>> No.5434287
File: 2.03 MB, 304x226, 1552438893206.gif [View same] [iqdb] [saucenao] [google]
5434287

>>5434279
>he hasn't unpacked gzdoom.pk3 to see how ZS works

>> No.5434292 [DELETED] 

>>5434287
you practically need CS degree just to be able to open a .pk3

>> No.5434296

>>5434292
Okay, now I know you're trolling.

>> No.5434304

>>5434296
do not engage

>> No.5434309

>>5434286
>defending throwing a fucking movie logo on the wall for no fucking reason whatsoever
overall the textures in this map are fucking garbage too, so many instances of low res and high res textures alongside one another

>> No.5434318

>>5434309
replace it then, doom modding is not some arcane magic

>> No.5434321 [DELETED] 
File: 290 KB, 1150x2048, hellish.jpg [View same] [iqdb] [saucenao] [google]
5434321

>>5434287
I kinda/sorta have
But for the longest time its been known squarely that gzdoom.pk3 is a black box you're NOT supposed to touch.
And from what I saw in there I didnt understand much of it, its just a bunch of fucking spaghetti and cheese that didnt make sense. Like the basic algorithm for producing shot hitscans makes no sense, it just pulls a bunch of random shit out of the air and tosses it together. There's nothing suggesting why the rules established there come out to anything, make any sense.

Graf should never have taken those things out of the base code and put them there. That should all be hardcoded shit, in the zdoom sourcecode. You're not supposed to touch it, it depends on internal shit you have no idea of which exists unless you looked at the sourcecode. Thats Graf's twisted ass mind in that .pk3. There's barely any commenting and like a traditional programmer everything is shortened and abbreviated to all fuck without spelling out variables or functions in any intelligible way.
Hands off that shit man...


>>5434292
> in fairness no, slade3 does it just fine
> though reading through shit that the internal viewer wont display is a pita, because then you actually have to extract the shit and if ive got no intention of messing with it then its hard to set aside yet another folder for organization to bother with it

>> No.5434323

>>5434279
learn to code then

>>5434285
I think it's more a matter of a paradigm shift that came with Gen 6, and radically increased corporatisation of the game industry

>> No.5434326

>>5434318
Would rather just delete the wad, which I've already done.

>> No.5434328

>>5434323
Don't think they wouldn't have done the same shit in the mid 90s if they had the internet infrastructure we had today.

>> No.5434330

>>5434285
create a new board..

>> No.5434335

>>5434328
But they hadn't and they didn't, and that reflects on the games they made back then.

>> No.5434336

>>5434323
>a paradigm shift that came with Gen 6, and radically increased corporatisation of the game industry
That's absolute nonsense, it was "corporitized" like fuck by the 80s, and there's been paradigm shifts many times since the year 2000.

>> No.5434341

>>5434336
b-b-but /v/ told me everything was better in the 80s and 90s

>> No.5434346

>>5434287
I need to finish my Decorate project first.

>>5434292
Barring you being so retarded that you can't just unpack it with 7Zip, you can just open it with Slade like it's a .wad

>>5434321
>But for the longest time its been known squarely that gzdoom.pk3 is a black box you're NOT supposed to touch.
Bullshit, just open it and look, I've done it a million times to look at Decorate, GLDEFS, SNDINFO, etc.

>> No.5434353
File: 10 KB, 276x142, RSSWizard.png [View same] [iqdb] [saucenao] [google]
5434353

>This thread

>> No.5434357 [DELETED] 

>>5434346
my solution to this was to use the online Wiki and take screenshots of the pages that had the various functions that I gave a shit about
> fireshot screen capture tool is real nice
Which I went to the trouble of reducing in size and saving for long term reference.

There is no real comprehensive documentation for ZS on the wiki though.

>> No.5434365

>>5434353
my IQ 90 brain can't into programming, just 2D and 3D art....and some music composing

>> No.5434379 [DELETED] 

>>5434335
But why?
>people care too much about graphics
You're in a fucking Doom thread, id Software's entire marketing strategy for nearly 20 years was "look at these awesome graphics"
>they weren't owned by publicly traded multinational corporations
Atari was outright bought by Warner Bros. in the 70s, and every major video game company has been on NASDAQ or their home countries' equivalent for at least 25 years.
>muh normies
Doom was a normie game, dumbshit

>> No.5434384

>>5434379
>being this much of a faggot

>> No.5434386 [DELETED] 
File: 79 KB, 1000x1000, 5a9.jpg [View same] [iqdb] [saucenao] [google]
5434386

>>5434384
>this level of denial

>> No.5434391

>>5434379
So you think that retro and modern games are not different at all in any way?

>> No.5434406
File: 741 KB, 1920x1080, Screenshot_Hexen_20190313_141100.png [View same] [iqdb] [saucenao] [google]
5434406

>> No.5434414

This thread is diseased, and the vaccination is gonna be Doom Eternal news

>> No.5434431

>>5434357
STOP MISUSING GREENTEXT

>> No.5434432

what the fuck is this nonstop bitching about not knowing how to use zscript or even fucking acs
and what the fuck is this post formatting
who are you even quoting

>> No.5434436

>>5434321
>That should all be hardcoded shit, in the zdoom sourcecode
this is the antithesis of modding
why are you here

>> No.5434441 [DELETED] 

>>5434384
He's 100% right.

>>5434391
He said no such thing.

>> No.5434449

>>5434365
do you really think coders are over 105 or something?, fucking kek

>> No.5434451

>>5434441

what did he mean by this then >>5434379

>> No.5434453 [DELETED] 

>>5434279
>Its almost like someone paid Graf to soft kill the game.
doom was around before graf and it will be around after graf

>> No.5434461

>>5434414
more like doomguy getting in smash
nevermind, fuck

>> No.5434468

>>5434451
>id Software's entire marketing strategy for nearly 20 years was "look at these awesome graphics"
This is mostly correct.

>Atari was outright bought by Warner Bros. in the 70s, and every major video game company has been on NASDAQ or their home countries' equivalent for at least 25 years.
This was also correct.

>Doom was a normie game
As was this. People played Doom at their schools and offices, in droves.
Workplace productivity suffered at some places, and university networks slowed down to a crawl due to people playing so much Deathmatch.

You can complain about other things he said, but in that specific post, these points are all true.

>> No.5434469

>>5434453
was mostly talking about zdoom

>> No.5434479

>>5434468
I'm not even trying to say there isn't a difference between retro and modern games, there definitely is, sometimes for the better, a shitload of other times for the worse. I'm just saying that a lot of shitty things about the video game industry has some origin in shit people did throughout the 90s-early 2000s, but not to the same scale since most people's internet connections at the time had 1% of the speed/bandwidth of your average shitty cell phone plan.

>> No.5434489
File: 2.77 MB, 1920x1080, Screenshot_Doom_20190313_145014.png [View same] [iqdb] [saucenao] [google]
5434489

concert

>> No.5434523

>>5434489
This custom lightning looks as bad as filters to me.

>> No.5434524

Didn't Samsara 0.3666 had a patch coming with the base mod in the download, so the mod could work with later versions of GZDoom?
Could that help for other mods?

>> No.5434542
File: 703 KB, 1920x1080, Screenshot_Doom_20190313_145732.png [View same] [iqdb] [saucenao] [google]
5434542

what vision do you call this

>> No.5434554

>>5434468
the context of the discussion implied >>5434391
for some reason many people believe that context is a thing that does not exist

>> No.5434594

>>5434542
augmented

>> No.5434597
File: 1.41 MB, 1920x1080, Screenshot_Doom_20190313_152141.png [View same] [iqdb] [saucenao] [google]
5434597

sakuya izayoi

>> No.5434606

>>5434597
EY

>> No.5434651

>>5434597
what is this, Gacha Doom?

>> No.5434659
File: 849 KB, 800x600, duke64_1.webm [View same] [iqdb] [saucenao] [google]
5434659

>>5433349
I'm working on a 64 bit port of Chocolate Duke 3D, but the code makes a lot of assumptions about the sizes of pointers. Besides crashing, other "interesting" things can happen.

I just fixed the bug in this webm, where a certain pointer is advanced by 8 bytes instead of 16, which is needed under the 64-bit build, because longs are 8 bytes instead of 4.

>> No.5434661
File: 48 KB, 600x600, no holes hacker hat.jpg [View same] [iqdb] [saucenao] [google]
5434661

>>5433732
>>5433696
I'm not any of the previously replyers, but i encourage you to try again to overcome whatever barrier you have to programming. It's literally the most fundamental and complete control you can have over a computer, and if you can't program you're severely limited in what you can do with a computer. For a long time if you couldn't program you couldn't make games (or mods) - as simple as that. Now, some programmers have gone out of their way to provide stuff like Decorate so that non-programmers can join in on the creative stuff, but you have to realize you're getting something for free that is costing others time and effort to maintain. Those people have decided maintaining zscript is a more effective use of their time, since it's far, far more flexible for the same amount of maintenance.

You have to appreciate the irony that you're complaining you don't want to (or can't) learn to code, so you have the moral right to demand someone else codes (maintains) a feature for you to avoid coding.

>> No.5434669
File: 1.71 MB, 512x384, Final Doom_ TNT - Evilution 3_13_2019 5_57_02 AM.webm [View same] [iqdb] [saucenao] [google]
5434669

I'm very tactically sound

>> No.5434673
File: 2.86 MB, 500x281, proxy.duckduckgo.com.gif [View same] [iqdb] [saucenao] [google]
5434673

What's a good otherworldly mapset for Doom:Roguelike Arsena?

I've really, really enjoyed Hellcore 2.0 because it kept me guessing where it was going to go, without ever stretching things too far. I loved that feel of advancing through a place that felt like a place, but wildly different map themes between levels.

>> No.5434679

>>5434669
Hideous destructor is one of the most fascinating Doom mods out there, god damn. I usually prefer arcade action but seeing all of that shit pulled off in Doom never fails to impress.

>> No.5434685

>>5434679
I just can't believe I actually didn't like Hideous Destructor at first, it's probably the only mod I play now.

>> No.5434726

>>5434669
If you speed up the footage a bit, then that's kind of me 50% of the time when I play Doom overall.

>>5434679
I think it's because it goes sort of a 'realistic tactical shooter' direction, but it's also full of otherworldly magic shit, and there's horrible monsters which require particular tactics.

>> No.5434730
File: 1003 KB, 1920x1080, Screenshot_Doom_20190313_152241.png [View same] [iqdb] [saucenao] [google]
5434730

>> No.5434741

>>5434730
is that RGA?

>> No.5434751

>>5433414
It's not an acroynm, it's short for par time; it's equivalent to the par on a hole in golf where your goal is to get the hole in fewer strokes than the par for that hole

>> No.5434753

>>5434730
I refuse to believe that fat finger is fitting in that trigger guard

>> No.5434756

>>5434753
I was gonna say maybe he's wearing gloves, but comparing to myself holding a handgun in a similar way, I notice his fingers are really oddly thick, even if he was wearing gloves.

>> No.5434772

>>5434756
It looks like a comp. I don't think the hands are actually on a gun at all.

>> No.5434778

>>5432195
a Doom 2 Heretic or Strife WAD where you kill Scientologists as well as being able to make some of the goons come to their senses via special items. in Doom 2's case, the Arch-Viles would be tall David Miscgavages and the Icon of Sin would be shaped like 1980s Ron Hubbard's head.

>> No.5434785

>>5434778
Sounds petty and lazy to me my man. But make whatever you want to make.

>> No.5434789

>>5434597
>her hobby is tactical training
does she own several katanas and ankle-level trenchcoats?

>> No.5434803

>>5434785
I was stating ideas that I might do once I learn Decorate and ACS.

>> No.5434826

>>5434803
And I'm telling you to follow your dreams and make that terrible wad. Go for it.

>> No.5434832

>Graf doesn't like when something isn't made for the latest GZD versions
>He knows about the code of the source port and its updates, unlike modders who have to struggle with mod breaking updates
Maybe a solution to the situation regarding breaking mods is Graf and co being the ones to fix the mods themselves, since they could understand that better and are responsible for the damage.
They can start with DRLA while Yholl takes a break.
But that would imply they wouldn't fuck it up, either by accident or intentionally.

>> No.5434835

what were the names for the wads that add more blood? I know there is Ketchup but there was another one that is better than that.

>> No.5434836

>>5434832
It's not healthy to be so fixated on negativity anon.
Go take a fucking walk.

>> No.5434841

>>5434835
Bolognese?
Droplets?
NashGore?

>> No.5434843

>>5434835
https://www.youtube.com/watch?v=xW07VJBTjME

>> No.5434845

>>5434841
i think it was droplets

>> No.5434851

>>5434843
I thought people hated this Sudaca bastard?

>> No.5434862

>>5434832
>graf fixing every single possible mod that gets broken
there is no way this would ever happen

>>5434851
he's a dumbass and a shithead, but oh well, i can still play his mod

>> No.5434887

>>5434851
He's an asshole

>> No.5434893

>psx doom has one and only spectre caco that is stuck in a cage
>d64 gives cacos arms with chains

>> No.5434903

>>5434851
He's a dick, and a sloppy coder, but *some* of the stuff he's put together over the years is still not bad.
Personally, I think that when he puts in the effort, his maps are actually quite good, probably his best stuff.

>> No.5434907
File: 15 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
5434907

>>5434843
"Nashgore's still better!"

>> No.5434910

I say it for almost 10 years now, but Marcos is a sick fuck and I bet he has been inappropriately touched as child.

>> No.5434914

>>5434907
Is the last nashgore update good?

>> No.5434923

>>5434907
I still roll with oldschool nashgore.

>> No.5434924

>>5434832
GZDoom already fucks with heaps of old maps to fix "mapping errors" and the like each update instead of leaving them alone

>> No.5434945

>>5434924
It also has a bunch of compatibility exceptions for a whole bunch of old maps to make sure they run like they should.

>> No.5434948

>>5434914
I feel like it kinda depends on the mod. Some of the noises and visuals can go great with specific weapon sounds and as feedback for their hits, but other times it can be a bit jarring. Granted the same can be said of most gore mods though. Fortunately it's pretty customizable.

>> No.5434952
File: 1.04 MB, 1920x1080, Screenshot_Hexen_20190313_184218.png [View same] [iqdb] [saucenao] [google]
5434952

so much for ambient occlusion

>> No.5434953 [DELETED] 

>>5434836
Hi Graf.

>> No.5434959 [DELETED] 

>>5434953
>WAAAAAAAAAAAAAAAAH I WANT TO CIRCLEJERK ABOUT MUH DWAMA WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAJ

You clearly weren't raped as a child.

>> No.5434963

>>5434952
The AO implementation is not very accurate...also, all screen space based techniques are always a bit garbage. No way around that.

>> No.5434978

>>5434843
If this guy gets hit by a bus and ends up in the hospital because of that, I won't shed a single tear.

>> No.5434979 [DELETED] 
File: 477 KB, 600x450, DOOMGUY SHIGGY.png [View same] [iqdb] [saucenao] [google]
5434979

>>5434959
>MUH DAMAGE CONTROL AAAAAAAAAAAAAAAAAAA

>> No.5435036 [DELETED] 

just finished Dusk (not retro)
It was alright

Qusk when?

>> No.5435038

>>5435036
>not a Heretic version of QUMP

>> No.5435040

>>5434959
holy shit what the fuck is wrong with you

>> No.5435130

>>5434406
DOOR STUCK

>> No.5435135

>>5435130
YOU'RE A GENUINE DICKSUCKER MORTAL

>> No.5435259

>>5435038
anon, I...

>> No.5435553

>>5435036
Qusk as in Dusk weapons in Quake?

>> No.5435562

>>5432195
gzdoom-legacy on thinkpad x200 sucks and lags as shit.
im running arch. any solution?

>> No.5435570

>>5434449
I'm somewhere between 120-135, and I code for a living. I didn't have to go to school to learn it either. The most fucked-up thing is that ina few years time even coding will be entirely automated by algorithms and most of the good tech jobs will go away.

>> No.5435571

>>5432196
[3-14] Google announces id software's presence at GDC, Possibly DOOM related
https://twitter.com/googledevs/status/1105964410168721409?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1105964410168721409&ref_url=https%3A%2F%2Fs9e.github.io%2Fiframe%2F2%2Ftwitter.min.html%231105964410168721409

>> No.5435574
File: 7 KB, 192x230, 1525972110492.jpg [View same] [iqdb] [saucenao] [google]
5435574

>>5435571
jesus christ. about fucking time.

>> No.5435580

>>5435574
ye I hope its Eternal news. dying of thirst out here i am

>> No.5435685
File: 70 KB, 409x400, 1488640393893.jpg [View same] [iqdb] [saucenao] [google]
5435685

Suggest to me some good podcasts to listen to while I'm mapping.

>> No.5435687

>>5435685
why aren't you listening to your favorite music albums???

>> No.5435693

Anyone knows a player for Android that can play MIDI with soundfont and manage playlists? One that I found only opens single song at a time.

>> No.5435695

>>5435687
Because then I'll start dancing. It's gotta be people talking.

>> No.5435697

>>5435695
use that dancing energy as mapping energy, multitask AND map and dance at the same time!! the world is young and you'll die in a couple of decades, go wild!!!

>> No.5435704

>>5435570
>in a few years ... coding will be entirely automated by algorithm
You're dreaming buddy. Demand for software has been outpacing software eng. innovations for decades and will continue to do so for a long time. All that will happen is the tech stack will go higher up/more abstract for 80% of devs and they'll be more productive.

>> No.5435723

>>5434449
>>5435570
>>5435704
Spaghetti coders would all comfortably sit around 90ish or low 100s

People who want to make quality products would be higher than that.....or at the very least supervised by people higher than that.

>> No.5435728

Vanilla Doom's biggest flaw is not having always run on default anf making the run key the slow walking button

>> No.5435770

>>5435571
>>5435574
>>5435580
They've been to GDC before, nothing of value comes out of that shit, it's just for industry tossing off and shit indie developers to circlejerk over how they hate having customers.

>> No.5435786

>>5432678
But he does look very polite, doesn't he?

>> No.5435791
File: 431 KB, 1920x1080, Screenshot_Doom_20190313_154558.png [View same] [iqdb] [saucenao] [google]
5435791

what did cyriak mean by this

>> No.5435796

>>5434542
pain

>> No.5435802
File: 345 KB, 222x183, MY EYES.gif [View same] [iqdb] [saucenao] [google]
5435802

>>5434542
Zdaemon

>> No.5435803

>>5434730
h-hewwo?

>> No.5435807

>>5435791
Literary Hitler

>> No.5435820

>DRLA's supposedly persistent assembly list keeps losing entries between character sessions on the same game / mapset
>Suddenly don't feel like playing it as much.
RIP I guess.

>> No.5435856

>>5435807
Can't argue with that

>> No.5435859

>>5434832
>they can start with DRLA
It's been fixed in devbuilds for a while now.

>> No.5435865

>>5435562
send glxinfo

>> No.5435872
File: 295 KB, 1530x5849, DoomRL Arsenal Assemblies as of 1.05.png [View same] [iqdb] [saucenao] [google]
5435872

>>5435820
Here's an old cheatsheet I had.

>> No.5435879

>>5435570
IMO automation will only ever be close to foolproof for factory assembly lines. You need an element of human judgment for most jobs.
Algorithms have no judgment and it really shows what a huge drawback this is for lots of tasks.

>> No.5435882

>>5435693
While I'm not sure if an application like that exists, an alternative to it is to use VirtualMIDISynth to export MIDI files as an mp3 (or other other music format). You might have to use Audacity for looping, though.

>> No.5435883

>>5435882
That's the thing though, I don't want to convert MIDIs to MP3s since I'm pressed for space on my device.

>> No.5435891

>>5435883
>I'm pressed for space on my device.
are you poor?

>> No.5435895

>>5435891
Poor in a 3d world country, so thats like poor^2

>> No.5435896

>>5435872
Thanks, I remembered some of them but it just sucked having them go poof like that.

I guess it just overwrites the entire list instead of adding to it.

>> No.5435904

>>5435259
Yes, what?

>> No.5435909

>>5435791
is cyriak hitler?

>> No.5435943

>>5435909
>>5435791
Dude's just fucking weird.
https://www.youtube.com/watch?v=wrw1VMRNFUg

>> No.5435968

>>5435791
The fancy floor for corporate middle management had to feature either a Hitler shrine or a Steve Jobs shrine, but Doom textures only support the former.

>> No.5435990

>>5435968
Not like there's much of a difference.

>> No.5436076
File: 352 KB, 256x256, 1544050417956.gif [View same] [iqdb] [saucenao] [google]
5436076

>>5432195
I thought this was interesting and relevant to the doom thread
https://www.youtube.com/watch?v=pq3x1Jy8pYM

>> No.5436148

>>5435909
He's a living example of what drug abuse at young age does to you

>> No.5436163

>>5435820
>>5435896
i think you have a few lines of 0s to replace by 1's in your config to unlock all assemblies

>> No.5436164

>>5435820
give RLAllAssembliesLearnt

>> No.5436176
File: 342 KB, 1920x1080, 3375a0cc-9bf6-4f4e-9825-c4baa6751e39.png [View same] [iqdb] [saucenao] [google]
5436176

>>5432195

>> No.5436186

What's your opinion on Duke Nukem's 5th episode? Seen a video of the first level (Amsterdam), and found the design to be kitschy and too different to the classic episodes. Is World Tour worth buying?

>> No.5436190

>>5435770
Fuck off, idiot.

>> No.5436195

>>5435685
Evolution Of The Wad is sorta like a podcast. Almost.

>> No.5436221
File: 2.94 MB, 1440x3847, Capture+_2019-03-14-10-52-26~2.png [View same] [iqdb] [saucenao] [google]
5436221

>>5434597
Oh hey, it's that mod that the creator had a meltdown and left the ZDoom forums about.

>> No.5436225
File: 2.52 MB, 782x500, max_youre_in_a_vidya_gaem.webm [View same] [iqdb] [saucenao] [google]
5436225

>>5436176

>> No.5436230

>>5436221
Fucking weird how he called those companions the girlfriends.

>> No.5436234
File: 408 KB, 1221x2020, Capture+_2019-03-14-10-55-28.png [View same] [iqdb] [saucenao] [google]
5436234

>>5436221
For reference, the feedback that he received was just balance stuff and people saying the inclusion of summonable "waifus" is a bit off-putting, especially since they use H-Doom voice clips.

>> No.5436242

>>5436195
>Evolution of the WAD
Sounds interdasting...

>Episode 1 - 3 HOURS 50 MINUTES
nigga wat? tl;dw

>> No.5436247
File: 29 KB, 372x314, pennywise the drawing.jpg [View same] [iqdb] [saucenao] [google]
5436247

>>5434661
If they did it once then why not keep doing it?
If I was a programmer, I wouldn't have a problem doing that, it would be part of my joy to do it.
- I get it that Graf has gotten tired of it, so what he can fuck off, he can spend his time working for real at a real job and make more money for himself. We dont need to hear from him again.
- Someone else would be delighted to take it up im quite sure of that

> if you cant program you're severely limited in what you can do with a computer
Then why dont common computers come with compilers and IDEs. You have to obtain that shit from somewhere else after you've gotten your computer set up.
For YEARS I have been angry about there not being middlemen software, so that someone who's a foreman, or a businessman, who doesnt have time for this shit can make a Program to do things they need it to do. Even if its inefficient.
> sorta like the Macros systems in office software, except for executables.
Programmers should be Software Engineers. Capable of Assembly Language.

The easy way to branch off would have been to extend ACS, and if people wanted to go for that it they could. Yes im very well aware of what ACS is and some of the things people do with it. And that would have been the ticket for people who wanted to do more complex things.
> why hold people's hand with programming by having it all compiled in realtime, why not make people compile it too?
Meanwhile leaving the emphasis on Decorate... and even changing the name of Decorate to something like "ACTORS" lump or more appropriate. Because its no longer just about being able to add more scenery decorations like it was in the first versions.
Keep adding the new actions and tricks in a decorate environment FIRST, while simply making them accessible from the scripting/ACS side of things.
> so that non-programmers can join in on the creative stuff
Hard Wall.
Same rules that applied in 1999 apply in 2019.
You're either catering to those people or YOU ARE NOT.

>> No.5436252

>>5434679
I love Hideous Destructor even if I suck at it. It throws a lot of bullshit at you, but gives you many options to break the rules and fight through impossible odds. You don't need a key if you have the right kind of explosive.

>> No.5436253

>>5434835
smooth doom and it adds a bunch of other nice things too

>> No.5436258

>>5436234
"STUCK UP JERK!"

>>5436242
They're fucking long, but if you put them on in the background while you're doing something, it's really interesting to listen to and it passes the time. I can be like, spriting or writing code for a couple of hours easily sometimes, so I don't mind the length that often.
You could watch like, 30 minutes or an hour at a time, and then resume later.

They really give some perspective on map design, I think.

>> No.5436260

>>5436247
It's like you can't even read you dumbass faggot. Everything in ZS is available in DECORATE except ZS itself. You can even write your own ZS functions, then use them in DECORATE in the same mod. Fucking fuck off.

>> No.5436264

>>5436195
>>5436242
>>5435685
Cryo Chamber - Nyarlathotep (especially #3)
also happens to be great for playing quake to

>> No.5436267

>>5436221
>>5436234
>The author of a mod based off of Call of Doom and Brutal Doom code is a crybaby

Well I never

>> No.5436269

>>5436247
>Programmers should be Software Engineers. Capable of Assembly Language.
Was one of the first things we were taught, apparently now it's all Rust or some shite instead.

>> No.5436271

>>5436267
That is the Call of Doom developer.

>> No.5436273

>>5436271
https://www.youtube.com/watch?v=V_4TNF8K7DY

>> No.5436303

>>5432195
Crispy DOOM but for Switch, 3DS, DIngoo and PS Vita.

>> No.5436307
File: 181 KB, 958x704, doom-what_were_they_thinking.png [View same] [iqdb] [saucenao] [google]
5436307

>>5436176
very meta

>> No.5436310

>>5435872
I think some of these are outdated now as of the new version. Plasmatic Infusion is PABT now IIRC.

>> No.5436316

>>5435879
This. Automation generally only works with somebody supervising the system to keep it on the right path. With that said I guess that's not really automatic at all but oh well.

>> No.5436317

>>5436303
Would be comfy, particularly with Final Doom

>> No.5436318
File: 154 KB, 238x246, bro_bear.png [View same] [iqdb] [saucenao] [google]
5436318

>>5435895
>he lives in the third dimensional world
>>5436076
It's like Pannenkoek but for Doom. Never knew I wanted this.

>> No.5436323
File: 45 KB, 1071x741, sonic1.jpg [View same] [iqdb] [saucenao] [google]
5436323

>>5436225
BUT 100 WHAT

>> No.5436325

>>5436247
>Then why dont common computers come with compilers and IDEs.
They do, if you use a real OS.

I take it you are a windows user? If you only use programs from the base install, you wouldn't even be playing doom

>> No.5436329
File: 33 KB, 753x537, USS_Enterprise_approaches_the_Earth_Spacedock.jpg [View same] [iqdb] [saucenao] [google]
5436329

>>5436318
>not journeying into the Unknown regions of the galaxy.

>> No.5436335

>>5436323
minutes

>> No.5436361
File: 1.09 MB, 498x278, blood_moon.gif [View same] [iqdb] [saucenao] [google]
5436361

>>5436325
over 90% of computer users operate windows so it is the rule not the exception
ive always used windows, at least as far back as 3.1, before that it was ms-dos and even ms-dos didnt come with a compiler or IDE (basic, and batch files, do not count).
I tried ubuntu when I decided to wipe Win10 off my new laptop. Somehow trying to install things on it, besides also partitioning the drive as I wanted it to be, I seriously fucked up the ubuntu install. Which isnt supposed to be possible, those fuckers are full of shit.
I wiped that off and got a Win 8.1 install.
> the only reason I wiped Win10 off is because I NEEDed to partition the drive to leave only 32-40 gig for the OS drive. But because of the MFT being located right in the middle of the drive and none of the defraggers I could find would push it to the start of the drive, I couldnt partition anything less than something like 150gb
Needless to say, when I decide im going to do something, there are no other options, and destruction will happen if im given shit about it.
> I wiped Windows 10 Professional for this, though at least I saved the serial somewhere

>> No.5436376

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

>> No.5436379

>>5436376
Isn't this just Last Man Standing?

>> No.5436381

>>5436264
>>5435685
https://www.youtube.com/watch?v=QXQXHHYZMUo
excellent to play quake with also (first part reminiscent of the music track from e1m9). More mystical abyssal fantasy than action fantasy tho.

>> No.5436382

>>5436361
Oh, I agree then.

You seem to struggle with the most basic of computing tasks, zscript isn't for you.

And frankly I'm amazed you can even make basic sprite-swap PWADs.

>> No.5436403
File: 51 KB, 227x150, expensive bait.jpg [View same] [iqdb] [saucenao] [google]
5436403

>>5436382
> can partition my own drive
> can change my MAC address
> can add custom "Send To" items in right click menu
Im a medium-advanced computer user frien.
The vast majority of users cant do those things.
> sprite swap PWADs
been doing that since the late 90s with WinTex 3 until Slade came around
> zscript isnt for you
remove the object oriented programming aspect of it
remove it

>> No.5436407

>>5436403
>remove the object oriented programming aspect of it
decorate is object oriented too, you idiot

>> No.5436410

>>5436407
id be okay letting that aspect of it go, copypasta is easy enough
DDF, the format it was originally based on from another sourceport, did not have that and I worked with .DDF files just fine

>> No.5436424

>>5436410
no, fuck you, your opinion is 100% objectively wrong and you can fuck right off for even suggesting that we go back to fucking manually copypasting changes between actors and having no common interface between things that are related

I am so glad everyone is calling you out for being a retard, because you are, you don't deserve to be listened to, and I will remind you of that every time you bring up your idiotic opinions

>> No.5436428
File: 338 KB, 1920x1080, Screenshot_Doom_20190314_142245.png [View same] [iqdb] [saucenao] [google]
5436428

I've discovered the BROWN DIMENSION.

>> No.5436435

>>5436428
GODS HELP ME EVERYTHING IS BONES

>> No.5436437
File: 82 KB, 632x423, DOOOMY.png [View same] [iqdb] [saucenao] [google]
5436437

im just finishing my first playthrough of original dos doom and holy fucking christ is this a fun game. I thought that y'all were being pretentious boomers, and that the game would be stilted and just incredibly difficult like many other games that people rave about on vr, but with a good emulator it's responsive, has fantastic level design, is somewhat hard without being grindy (yeah im playin hurt me plenty and i save constantly CASUAL FAGGOT I KNOW) and keeps things inexplicably interesting, especially considering its literally just wolfenstine castle builder with space textures.

>> No.5436442

>>5436437
>Dosbox
Why wouldn't you just use Crispy Doom instead?

>> No.5436443

>>5436442
its just what i use to emulate dos in general. works p well and idk what crispy doom is

>> No.5436447

>>5435904
That already exists, and in fact came out before QUMP.
https://www.doomworld.com/idgames/levels/heretic/Ports/hump
There's also a sequel, HUMP Mini.
https://www.doomworld.com/idgames/levels/heretic/g-i/humpmini

>> No.5436448
File: 38 KB, 805x540, THE SWITCH DOESNT WORK.png [View same] [iqdb] [saucenao] [google]
5436448

>>5436435
>>5436428
Theyre Coming For You Laura...

>>5436424
ive been saying this for years, just not in so many words
zdoom IS NOT the place for programming shit.
and quake made that fucking mistake from the get-go, thats why there arent nearly as many mods for it


As far as mods I havent actually done much with doom in over a year because of the lack of upgradeable AI, ive been saving some map packs people have put out which seem nice but I havent actually played them. Nevermind the "versions" trash Graf keeps putting out which are getting slower, and slower every iteration seemingly on purpose.

>>5436437
Yep OG doom 1 was amazing, especially if you played it with keyboard only for added difficulty. But either way the episodes had their own challenges (e3m5 can just go fuck itself).
Episode 1 had the best layout id say though, it wasnt all that spooky, it was just a industrial scale military facility, and it was pretty neat.

The lack of an SSG in doom1 is regrettable. It wouldn't have been overpowered if it only fired two blasts of 7 pellets, same damage economy as the regular shotgun but spread out even more.
The Cacos and Barons are HP sponges because of that. I guess rockets fix it, but rockets always fix it.
> army of darkness had been out for several years by then
Inspiration from the chaingun I can easily see coming from the jean claude movie Cyborg too. Even though his gun was just a pressurized arrow-shooter it had multiple barrels on it.

>> No.5436454

>>5436443
>idk what crispy doom is
vanilla focused source port that offers some quality of life features

>> No.5436457

>>5436443
Whoops, pardon me, I meant Chocolate Doom. I'm confusing those two sourceports sometimes. Basically - Chocolate Doom is the best way to play vanilla Doom on modern systems. Unlike sourceports like GZDoom, It works and feels exactly like the original game. It even shares some of the original bugs and glitches as well.

>> No.5436464
File: 44 KB, 864x475, cyborg2.jpg [View same] [iqdb] [saucenao] [google]
5436464

>>5436448
>>5436437
pic related
wasnt a machinegun at all but it looked really cool
movie was kinda popular back then because of the grit post-apoc feels, also because it came out on cinemax quickly afterwards and thats what you watched (along with HBO) to see R movies without the censorship

>> No.5436465
File: 16 KB, 500x565, man_screaming.jpg [View same] [iqdb] [saucenao] [google]
5436465

>falling into the Mouth of Madness wiped my build

>> No.5436470

>>5436457
Crispy is Chocolate with some extras, Marshmallow is Crispy with more extras.

>> No.5436472
File: 93 KB, 800x430, 800px-Cyborg_11.jpg [View same] [iqdb] [saucenao] [google]
5436472

>>5436464
inspiration for the doom chaingun
(apex kino)

>> No.5436473

>>5436448
no, you hypocritical dipshit, you cannot blast graf for breaking backwards compatibility and not providing you with what you want, then immediately turn around and whine about removing shit from the engine - shit that would immediately destroy every fucking mod that uses DECORATE beyond adding basic decorations - because it makes you think about programming and you don't like that

you absolute fucking cunt, I actually hate you

>> No.5436482
File: 65 KB, 600x323, 600px-Cyborg1989TippmannSMG60_05.jpg [View same] [iqdb] [saucenao] [google]
5436482

>>5436464
You mean this thing? Eh, I'm sure this shit cool when I was 10. Good movies to get drunk by btw

>> No.5436485

>>5436448
>The lack of an SSG in doom1 is regrettable. It wouldn't have been overpowered if it only fired two blasts of 7 pellets, same damage economy as the regular shotgun but spread out even more.
No, dipshit, it isn't necessary, because the SSG was added to Doom 2 because all the new monsters raised the stakes.

>> No.5436495

>>5436485
Has anyone successfully made a mod that adds Doom 2 monsters to Doom 1 in an intelligent way? I remember there was a random replacer that *almost* worked, but it glitched the weapons a tiny bit, and ended replacing cacos with pain elementals in a 50/50 split, which damn near breaks some monster encounters.

>> No.5436516

>>5436495
This is it btw:
http://www.mediafire.com/file/koaqerjbm9ds9dy/Doom2Randomizer.wad/file

>> No.5436520

>>5436495
You'd have to do it on an encounter by encounter basis by editing the maps.

Random replacers on the other hand are easy, you just need their assets and a bit of decorate.

>> No.5436531

>>5436495
I don't know ZScript, but I figure it shouldn't be that hard to work together an algorithm that occasionally replaces some regular monsters with selected tiers of Doom 2 monsters (and not by a complete random).

Thing is though, Doom 1's maps are generally less populated, and the monsters don't translate 1 to 1 for Doom 2's, like how a Revenant would not fit well just randomly replacing an Imp, and an Arachnotron is so large it would easily get stuck in many places.
It'd probably be easier to just recreate the maps with Doom 2, and I guess then maybe use Boom or something to divide it all up in episodes.

>> No.5436537
File: 66 KB, 300x300, based clarence.png [View same] [iqdb] [saucenao] [google]
5436537

>>5436076
Yep the RNG is kinda funky for doom but it was needed in those days. Im glad that it was preserved in zdoom, though I wish there was a way to turn it off (common RNGs instead of the RNG table) like ive seen in some ports
>>5436482
I guess I kinda forget that the chaingun actually has 6 barrels. Because except for the second firing frame it looks like 4 across the board (ground item, first firing frame, and the chaingunner has a 4 barreled gun too)
>>5436485
I never really saw it that way, the SSG in doom 2 isnt all that necessary. Give the player some more bullets and the chaingun does the job in most cases.
Way I see it was they needed more than just additional monsters and the number of levels in a single playthrough. So they gave the player an extra weapon, which was kinda OP and injected with testosterone.
If game balance was a thing they could've taken the regular shotgun and made it kick out 10 pellets and give it some vertical inaccuracy instead of a laser flat line of distribution.
> 100 damage shotgun, still takes 2 blasts to kill pinkies, but removes bigger nasties at a faster rate than in the first game, and might stun them a little more often.
I woulda been okay with it, though the SSG is like drugs, once you use it you cant go back.

>>5436473
but you forget
> Needless to say, when I decide im going to do something, there are no other options, and destruction will happen if im given shit about it.
I dont think you know what "kind" of person you're actually yabbering at. Personal attacks are useless.

>>5436531
I think its kinda like the bullshit that went on with Brutal Doom where scenery was put in depending on which level you was on and what kind of textures were considered.
There must be a way to select "areas" of the level and apply some random variation rules on monster replacements, or populating them depending on difficulty. With some internal counters for maximum possible numbers of monsters to replace.

>> No.5436538

>>5436531
boom wouldn't really do anything in this case that doom format doesn't - you'd just have each episode end on a death exit, which is possible with plain old doom format
you'd need MAPINFO to redefine the episodes, which limits that to basically eternity engine and zdoom. similarly, you need MAPINFO to set secret exit destinations, which means that E1M9/E2M9/E3M9/E4M9 would need to be parts of the maps they're preceded by (but hey, at least that means they'd fit into the 32 doom 2 map slots exactly).

>> No.5436543

>>5436537
I don't give a shit about you personally; I'm calling your shit out every chance you decide to bring up your awful, destructive opinions, because I don't want to take the chance that anyone actually listens to you and somehow act on it
you are a goddamn blight upon doom, and everything you suggest would set the entire modding scene back by over a decade

>> No.5436556

>>5436538
Well I guess GZDoom then, because I'd want the episodic division and the intermission maps.

>> No.5436567

>>5436556
eh, just tell people using boom to idclev09 to start at episode 2, idclev32 for episode 3 (episode 2 would have E2M8 at map31), and idclev23 for episode 4

>> No.5436569

>>5436543
jesus christ some of you people here take doom way too seriously
hes just some anon with some dumb opinions, hes not a fucking "blight on doom" that must be stopped

>> No.5436576
File: 912 KB, 240x176, robert zdar has a stroke.gif [View same] [iqdb] [saucenao] [google]
5436576

>>5436537
>I never really saw it that way, the SSG in doom 2 isnt all that necessary. Give the player some more bullets and the chaingun does the job in most cases.
Fucking what? You think it would be good in Doom 1, where there are less monsters, but it isn't necessary in Doom 2, where monsters are more numerous and stronger?

No, the chaingun is not a suitable substitute for the SSG, when the SSG is a different tier of weapon.

>> No.5436578
File: 24 KB, 214x240, uncanny.gif [View same] [iqdb] [saucenao] [google]
5436578

>>5436569
>>5436543
archviles are the worst monsters in the game, they're straight out of the pits of hell

>> No.5436580

>>5436578
counterpoint: cyberdemons spamming rockets at you from the other side of the map are worse, because they'll happily take you from 200 to 0 when you're least expecting it

>> No.5436581

>>5436537
>I think its kinda like the bullshit that went on with Brutal Doom where scenery was put in depending on which level you was on and what kind of textures were considered.
Mark did that shit in the hackiest fucking way possible.

>> No.5436584

>>5436578
Arch-Viles are an *EXCELLENT* monster that's really dangerous and brings something entirely new to the game's table, forcing you into all new tactics.
He's also scary as fuck, so you make sure to fear him.

>> No.5436587

>>5436520
Well all the things in a map enter a table don't they? Couldn't you just make a wad that replaces the maps thing tables, and keep the rest of the map intact?

>> No.5436594

>>5436581
wasn't there a plutonia level where you can't see through a hallway because a bunch of foliage appeared, but the monsters can see you through it just fine?

>> No.5436604

>>5436594
The very first map with Map Enhancement Script.

>> No.5436613
File: 327 KB, 890x890, batter up spess mureen.jpg [View same] [iqdb] [saucenao] [google]
5436613

>>5436581
> insert chad mark vs the virgin developer meme image
>>5436576
the SSG isnt a "more monsters" kinda weapon, its concentrated damage like a rocket launcher. It just uses more common ammo.
> A dumbed down version of the RL that has an advantage of being usable at close range.
Most valuable against cacos, barons, bosses, and the other midrange monsters that were introduced in doom 2. And not for taking on more than one at a time.
Rockets could already BTFO those monsters and at greater range too. Everybody loves the jump to Rockets when you get it too, it gives you a sigh of relief as the game gets marginally easier.

SSG is a slow weapon. And if the damage is reduced to 14 pellets it still fits in with doom 1.
> Plus OCD people wont go "wait there's more than two shotgun shells worth of pellet sparks on the wall"
cant reliably one-shot a pinky with it in that case
firing and reloading the ssg somehow also makes the time pass by faster, the damage output of the plasma gun is intense but somehow enduring the fireworks and sound effects of that makes time slow down and take even longer to kill things while also making you feel incredibly vulnerable to counterattacks
> psychological effects
It would make killing cacos seem to take less time than with the shotgun even though due to dps, with 14 pellets it would have a lower dps. Usefulness is you can deliver alot all in one shot then run, and then attacking 2 or 3 separate times feels like less of a chore.
> if a doom 1 super shotgun fired 15 pellets I very likely would not have noticed it and it would tweak gameplay just enough to make it satisfying against Pinkies, who could on occasion survive it and scare the shit out of you
>>5436594
you might be talking about Plutonia 2 which did that several times
> first level and the archvile maze im aware of specifically
Every time it was done the results were quite effective.

>> No.5436620

>>5436594
Yes, because Mark has some really terrible judgement when it comes to design.

What he should have done instead of that fucking retarded script that makes original maps less playable, is to instead just remake the map in his own style. I know he can fucking map, I've seen the levels he's made on his own, he knows how to stage encounters, it definitely wouldn't be hard for him to remix existing Plutonia maps into something of his own, hell, he could easily make it compatible with gameplay mods (obviously intended for his own, but not breaking with others).
It would be the best thing he ever made.

>> No.5436623

>>5436473
Stop enabling him you stupid cunt.

>> No.5436643

>>5436613
And more on that note I think a Doom 1 random weapon (and shotgun guy) replacer could be quite well doable under those circumstances.
> Whether it delivers 14 or 15 pellets its not as OP as it was in doom2.
It also gives an excuse to provide a Shotgun Sergeant with a double barrel that does more damage, they could even be interspersed at a 50% mix with regular guys. His attack could be upgraded to the same (single barrel) shotgun blast fired by the player to keep it in tune with how the standard sergeant attack is really underpowered.
> he would have to be coded to reload the shotgun, likely with an internal counter to make sure he's actually reloaded it before he can fire again
> play the reloading sounds, but at a quieter volume
Im okay being shot at by 7 pellets instead of 3.
>>5436623
I find the prospect of "enabling" people, as a concept in this society, to be a fantasy and just plain silly. Like as if providing an opportunity prevents someone from taking other opportunities, when they can specifically do whateverTF they want.
> but you're enabling him
He was enabled for years prior without anyone's help.

>> No.5436649

>>5436623
yeah sorry, this growing thing with "newer gzdooms = BAD" and "graf totally broke A_FaceTarget on purpose guys" has seriously been pissing me off
aside from the whole "no longer targeting old versions of opengl" controversy (I understand why he abandoned it, but at the same time I'd still rather he hadn't), gzdoom has been getting better with every version, and the whole idea of going back to just DECORATE/ACS (or worse) because of a few controversies put me at my breaking point

>> No.5436664
File: 127 KB, 800x600, revenant season.jpg [View same] [iqdb] [saucenao] [google]
5436664

>>5436613
>the SSG isnt a "more monsters" kinda weapon,
Sure it is, you can take out a whole squad of low tier mooks with two shells, and you can easily deal with an even larger squad popping in and out of cover a couple of times.

>its concentrated damage like a rocket launcher. It just uses more common ammo.
WRONG!

It *can have* a comparable damage output to a rocket launcher, and indeed for a more common ammo type, which is nice, but the big difference is that it puts out *20 hits* at one time, and with no hazard of splash damage, meaning it's a safe and highly reliable stunner, thus a useful weapon for dealing with particularly dangerous monsters in intimate quarters.
There's a good reason that Plutonia's Map 11 gives you the Super Shotgun and a large pile of shells at the start, because short of the BFG9000, it's the most dependable weapon for stunning an Arch-Vile (with his very low pain chance), to make him abort his attack.

>> No.5436669

>>5436643
>It also gives an excuse to provide a Shotgun Sergeant with a double barrel that does more damage, they could even be interspersed at a 50% mix with regular guys.
Super shotgun zombies are historically the opposite of fun, because they so easily sneak up on you, and 20 total hits gives RNG 20 opportunities to fuck you in the ass with a splintered broom.

>> No.5436673

>>5436643
>I find the prospect of "enabling" people, as a concept in this society, to be a fantasy and just plain silly.
"What do you mean I shouldn't offer him alcohol? So what if he's a recovering alcoholic, he can make his own choices!"

>> No.5436694
File: 664 KB, 745x495, boom motherfucker.png [View same] [iqdb] [saucenao] [google]
5436694

>>5436664
im not sure why a rocket explosion to the face isnt a reliable stunner, I mean I know the technical reasons why in the game, but it doesnt make any sense. It should have at least 2 times the stunning power of a ssg blast.
All this stuff just plays off of game bugs and oversights
> take out a whole squad of low tier mooks
has never been a problem. Because their health is so low. And when it comes to chaingunners it will only kill 2 of them, thats not a squad and if you wound any of the others they will light you up almost immediately. It will only kill 3 imps but more likely kill 2 and wound several, who can still attack.
Mooks issues is only a problem if you're down to using pistol/fist/chainsaw
And in terms of stun chances the regular shotgun is better at stunning because you get more frequent checks for it, the chance is obviously lower but the refire is faster and if it makes it the second time you may be able to interrupt their attack sequence. This is a big thing when it comes to bosses like Cyber and Spider.
> unironically because of the lack of splash damage on bosses, the Shotgun is more effective than the Rocket Launcher for either boss. They only take 90 on average from rockets and the shotgun does 70, with a much higher pain chance, and using ammo that always seems to get full up.

Archviles being hard to stun is a trap that Romero or Carmack set for people.
It can interrupt their attack, but you cant count on it to do so. Trying to play craps with them the house is always going to win. You're better off using rockets on archviles, they might just stand still to let you destroy them with it.
>>5436669
Im aware of it. Thats why I said the ssg zombie should be nerfed for the damage they do the same way the normal shotgun zombie is.
Heck I would be okay with 3 shotgun sergeant attacks (fire 9 monster bullets and play SSG sound effect instead).
Might even make them effective against other monsters during infighting.

>> No.5436726

>>5436694
>try to flinch archvile
>doesn't work and he blows you up
>try to rocket archvile
>the first shot flinches him and he walks out of the way of the stream of rockets
Every time

>> No.5436729
File: 214 KB, 475x521, 1531239699426.png [View same] [iqdb] [saucenao] [google]
5436729

Wasn't the HDoomguy working on a Commander Keen project?

>> No.5436731

https://www.youtube.com/watch?v=pAtrHt-km64

>> No.5436735
File: 1.79 MB, 250x138, you are not safe.gif [View same] [iqdb] [saucenao] [google]
5436735

>>5436664
>>5436694
good way to fix this is make the rocket launcher explosion blast a bunch of short range hitscans in every direction. Maybe just 1 point of damage each.
So like the equivalent of 160 pellets or such scattered in a full 360 degrees, with some elevation to the dispersion too. Very limited range maybe 64 map units, or even tiered with half of them reaching 32 map units.
The projectile damage could even be reduced to compensate for it, based on what you might expect for intended targets to take (since bosses dont take splash, it might be assumed they would get hit 30-60 times, and the projectile dice could be reduced by 10). It would also make the monsters take splash damage effectively because its hitscans, even if it isnt much.
In mods that produce alot of blood it would paint the walls.

The modern way to fix it would be to use damage types or a_radiusgive a damaging thing a bunch of times.
>>5436726
> autofiring rockets on a fast unpredictable enemy
whats wrong with you
...but yeah being just lucky enough that the 2 damage calls on the archvile actually stuns him
mostly considering perch archviles here or the ones locked in cages
> oh my god the memories
> when the archvile is locked in the cage
> but then when it IS NOT ANYMORE and it is running free
> and the alcove it was locked in WILL NOT PROTECT YOU

>> No.5436747

>>5436694
>im not sure why a rocket explosion to the face isnt a reliable stunner
Because painchance doesn't work like that. Rocket launcher is 1 projectile, thus one opportunity per discharge, SSG is 20 hitscans, thus 20 opportunities per discharge.

>> No.5436761
File: 5 KB, 259x195, nothing_ever_happens.jpg [View same] [iqdb] [saucenao] [google]
5436761

>>5436731
It looks real nice.
But its missing shadows.
Ive never played QC and dont have the hardware to run it... but I imagine the environments should be abit darker with lit areas to make it feel less artificial.
> quake 1 was dark
I like the weapon emulations.
>>5436747
Im well aware of the technical reasons.
Its just I consider a face full of fragmentation from an explosion, plus the concussive force, to be alot more effective at stunning than 14 or even 20 buckshot projectiles.
It doesnt have to even be considered based on realism. Even in game terms its a MUCH bigger kaboom that has alot more damage potential than the ssg does.
(hit a group of revenants or imps and you can easily do over 600 damage total between all of them)

>> No.5436764

>>5432850
whats up with that contrast?

>> No.5436767
File: 10 KB, 49x44, 1505688551377.gif [View same] [iqdb] [saucenao] [google]
5436767

>>5436186
Alien World Order is a blast. Very fun episode. I just wish you can play with the original Duke Talk and not the tired sounding new one. Worth buying on sale, it was a bit overpriced. Randy is a real douche about the pricing. He really needs to take into account that the 5th episode of Quake and No Rest for the Living were both basically free, new assets were made but World Tour doesnt even have Duke it out in DC, Plug N Pray, or Life's a Beach. Far from the most complete version

>> No.5436768

>>5436694
>Archviles being hard to stun is a trap that Romero or Carmack set for people.
Sandy and Adrian, actually.

>It can interrupt their attack, but you cant count on it to do so.
>Trying to play craps with them the house is always going to win
No, because you average out to about 75% chance for a full hit to stun them, and you just interrupted what they did, which could just as well be them raising something, and you should always be using cover for arch-viles if you can help it. You still have the problem of rockets being dangerous up close, also being slow projectiles rather than instantaneous hitscans.

>> No.5436771

>>5436186
Actually not bad. Some ok or meh maps, and some fucking good ones. Consider pirating it though.

>> No.5436780

>>5436767
Also I should throw in there that someone remade Duke it out in DC in the new engine. It doesnt act as an episode and you need to download a file for the new graphics. Maybe this supposed Duke compilation game will have the 'lost episodes' of DN3D

>> No.5436787

>>5436768
you can't interrupt an arch-vile resurrection, it's already happened by the time it enters the Heal state

>> No.5436791

>>5436768
you have to be close for the SSG to work its magic, because of spread. The archvile is a thin monster like the lower end mooks.
If you're at any reasonable distance you're only looking at 70-100 damage and as many pain state calls as an average shotgun. With a much longer reload.
Its kinda like the difference between "shooting at" someone and actually shooting them.
- there are alot of maps that wont let you get cover, they expect you to make the archvile infight, run you off into a toxic pit, or run you far away and out of an area entirely. Might even trick you into thinking you have cover but because of automatic doors you find out too late that the door will not provide you the cover you deserve

>> No.5436794

who is this retard making these longwinded pointless posts about how programming should be while knowing nothing about it

>> No.5436796

>>5436794
you.

>> No.5436802
File: 162 KB, 1280x853, cat sniper.jpg [View same] [iqdb] [saucenao] [google]
5436802

>>5436787
thats better done with a rocket launcher anyhow
the monster is already raising but its not active yet, and the archvile is stuck in the animation
you can kill the resurrected monster as well as dogpile at least 400 damage on the archvile for their trouble
> the terror is when its a baron, and you saw it coming, and reacted too slowly, even if the archvile dies time seems to still slow down
>>5436796
>>5436794
on 4chan blue boards nobody knows who you actually are, there's no user ids
it could be someone's cat

>> No.5436804

>>5436221
>>5436234
whatu fuck

>> No.5436805

>>5436787
You can hit him while he moves towards a corpse and this take his attention away from it.

>>5436791
He has no melee attack, so there's nothing to prevent you from just getting straight up in his face with your gun, hell, you can block his path and prevent him from entering a room you don't want him to go in, as long as you mind to get out of the way/give him a dose.

>> No.5436829
File: 1.50 MB, 500x200, have we started the fire.gif [View same] [iqdb] [saucenao] [google]
5436829

>>5436805
that is one of the saving graces about archviles
they almost seem to flap in your face like some white tentacle thing but its completely harmless. Ive kept them in a room plenty of times like this just to keep them away from corpses, or from getting a field advantage on me.
being kept in a small alcove or passageway is one of the only kryptonites they have
> they start the fire up, you step aside, and step right back into position after you hear the fire go boom

>> No.5436837 [SPOILER] 
File: 511 KB, 1920x1017, 1552598282814.png [View same] [iqdb] [saucenao] [google]
5436837

Sprite refining progresses

>> No.5436841

>>5436805
Isn't the ASSvile coded in such a way that it always prefers the player as a target? Also,lowest pain chance of all monsters?
Sry, other than rendering methods I don't know shit about the internal workings of Doom.

>> No.5436842

>>5436837
free
butt

>> No.5436843

>>5436829
Yeah, that's the thing. Archies are MAD scary, and a common instinct is "I don't wanna fucking touch him!", but they can't melee, and that's a weakness of theirs.

>> No.5436848

>>5436837
smack your hands on the bongo drums

>> No.5436849
File: 23 KB, 605x527, IN.png [View same] [iqdb] [saucenao] [google]
5436849

>>5436837
Scandalous!

>> No.5436850

>>5436729
I could have sworn it was him or somebody that had posted a lot of sprites.

>> No.5436854

>>5436841
changes targets instantly to whoever damages him
will refocus you if you interrupt their infighting
super low painchance and 700 health

>> No.5436859

>>5436854
>>5436843
They're afraid to touch doomguy with their hands. They keep their body ultra clean and there's no telling where he's been. Must make sure his hands remain pristine and unhurt so he can continue casting spells
Thats why its best to wait until after they just about blow some other guy up, then pound the rockets on both of them just after you hear the fireboom.

>> No.5436865

>>5436805
>You can hit him while he moves towards a corpse and this take his attention away from it.
the archvile doesn't actively seek out corpses though, he just checks to see if there's a resurrectable corpse nearby, and if so, resurrects it instead of chasing its target
the rocket might knock him far enough away from a corpse to get it out of resurrection range, but that's it

>> No.5437002

>>5436837
This but with a Tauren girl

>> No.5437060

>>5436837
I LIKE EM BIG

>> No.5437064

the purple imp in doom 2 rpg is named greater imp
the more you know

>> No.5437080

my wife's left tit is called hopes and her right tit is called dreams
the more you know

>> No.5437087

Does anybody else feel like Quake is extremely underrated? I don't feel like the original Quake is talked about nearly as much as Duke or Doom when classic FPS is mentioned. Whenever somebody thinks of Quake they just think of Quake 3. At least to me, I'm probably just retarded.

>> No.5437090

>>5437080
imagine painting her breasts so one resembles a cacodemon and the other a pain elemental

>> No.5437094
File: 469 KB, 935x733, ab4c105e85ea9bd6423bc30db236823e5d43e9fd.png [View same] [iqdb] [saucenao] [google]
5437094

>>5436447
XUMP for Hexen also deserves a mention because it's excellent.
https://www.doomworld.com/idgames/levels/hexen/v-z/xump

>> No.5437098

>>5437087
quake is considered better than doom everywhere, including in /doom/ itself.

>> No.5437117
File: 119 KB, 1300x866, rolled up newspaper.jpg [View same] [iqdb] [saucenao] [google]
5437117

>>5437098

>> No.5437121

>>5437098
gross

>> No.5437125

>>5437094
>golems are made of solid rock according to the manual
>the explode into blood and stuff ingame
Shit will never not be confusing.

>> No.5437132

>>5437087
The level design of Quake is way more consistent than Doom. And the balance in DM is way better. I think people here mainly prefer Doom because of all the user mods & maps, not the actual original campaigns.
>>5437125
They were originally intended to be mummies.

>> No.5437135

>>5437125
You never saw a bleeding rock? You need to get outside more often, anon.

>> No.5437141
File: 135 KB, 656x500, Pyura_chilensis.jpg [View same] [iqdb] [saucenao] [google]
5437141

>>5437125
>he doesn't know

>> No.5437150

>>5437125
internally they're referred to as mummies, and the sprites show them being a mix of beige/gray, so why the chosen name was golem is a mystery

>> No.5437159

>>5436837
T
H
I
C
C

>> No.5437162

Is there an archive of the Sigil Stream Romero did?

>> No.5437174

>>5437162
Yeah, a guy on youtube managed to save all of those streams.
https://www.youtube.com/watch?v=KhrLHm_kHTg&t=8s

>> No.5437176

>>5436837
nice and peachy

>> No.5437189
File: 65 KB, 256x241, TNT1A0.png [View same] [iqdb] [saucenao] [google]
5437189

>>5437121
>>5437117
>>5437098
except that its hardAF to mod it, and certainly not worth it at this point
>>5437087
The atmosphere is definitely its own animal and very few games have complimented the void that it has left.
But thats the problem, in the time that it has aged, nobody has made games like that.

>> No.5437191

>>5437189
It's really not that hard to mod Quake, it's just that Doom is easier still.

>> No.5437195

>>5437189
>except that its hardAF to mod it, and certainly not worth it at this point

theres a commercial quake 1 engine game being developed right now. it was announced literally last week.

>> No.5437205

>>5437195
Darkplaces =/= Quake 1

>> No.5437206

>>5437191
The barrier to entry is moderately higher, Doom's got easier and easier over the years while Quake's remained about the same as it always has.

It's the difference between having a constant influx of new people VS kind of fading away a bit.

>> No.5437208

How can I play Dark Forces decently?

>> No.5437210
File: 496 KB, 1362x854, washington roulette.jpg [View same] [iqdb] [saucenao] [google]
5437210

>>5437189
>>5437191
another thing is basically quake is aiight, the only reason to mod it is to add stuff to it like they did in arcane dimensions. And even in ADs case anything you add to the game subtracts from the experience. Its possible to refine some of the existing things in the game or improve some stuff but you cant get very far with it
> make super nail gun shoot regular nails but at a higher fire speed
> make rockets travel faster
> make the thunderbolt reach out farther, or impose reload states so you've gotta keep feeding it battery cells
> make ogres compensate for vertical aim
> make fiends able to jump down off ledges, and jump up and mount ledges to get to you
> get rid of the silly v shaped particle trails for hell knight fireballs and scrag slimeballs - though at least one mod or port has fixed this.
>>5437195
come again and what exactly does that context mean?
another quake 1 engine like the original, or a new higher def quake engine thats going to be a hd remaster of quake 1?
>>5437205
> I saw the high def eyeless zombie face skin thats synonymous with darkplaces
> I cant unsee

>> No.5437218

>>5437189
>>5437210
not this assholes ramblings again

>> No.5437228

>>5437210
I fucking hate it when you post.

>> No.5437238

>>5437208
by being good at the game.

it works perfectly fine through DOSbox and had enough functionality at launch that there's nothing particularly missing. Just emulate and enjoy, it's a great game

>> No.5437251

>>5436221
>doesn't like the feedback/criticism
>addresses it an leaves
Hardly seems like a meltdown, especially since he's obviously ESL and struggling to find the right words. Also, distancing yourself from things you don't like is often a mature way of handling a situation.
OTOH remembering and posting irrelevant forum drama is cringe-worthy.

>> No.5437261

>>5437238
dosbox runs like shit on my pc

>> No.5437263

>>5437174
Thanks anon!

>> No.5437270

>>5436247
>If I was a programmer, I wouldn't have a problem doing that, it would be part of my joy to do it.
So put your money where your mouth is and learn to program joyfully, then joyfully give up your free time to maintain features you yourself don't use but others are demanding. I'm serious, do it faggot.
Your entire post comes close to sounding coherent, but you babble about shit that doesnt make sense.
>For YEARS I have been angry about there not being middlemen software, so that someone who's a foreman, or a businessman, who doesnt have time for this shit can make a Program to do things they need it to do.
This is the dumbest shit ive read today. "For years i've been mad there hasnt been a middleman house-building device so that people that don't know anything about building houses can build one themselves, even if its inefficient." Fucking retarded.

>Hard Wall.Same rules that applied in 1999 apply in 2019.
>You're either catering to those people or YOU ARE NOT.
You really have no clue. You are so self-centered you think all other 'creative types' are like yourself. The reality is the more freedom modders have the more skill is required to 'use' that freedom. Someone else will be complaining that decorate is too complex and they want a simpler interface, just as you whinge about zscript. You're lucky people provide your dumb ass with software for free so that you can explore your 'creativity' at all.

>> No.5437281

>>5436325
>>5436247 a retard, he said "then why don't computers come with compilers" referring to windows and macos. The blindingly obvious answer is that those systems don't want users to have much control, the same reason the system internals and even damn file extensions are hidden by default.
And it's not totally true anyway, every major OS ships with interpreter(s) for its shell scripting, invalidating his central point that not being able to programming isnt limiting on a PC.

>> No.5437289
File: 676 KB, 3234x1200, 123.jpg [View same] [iqdb] [saucenao] [google]
5437289

Is brightmaps a heresy?

>> No.5437290

>>5437289
I think they're neat, as is the PSX HUD.

>> No.5437294

>>5437289
I think they're cool as fuck, because they work well visually at any resolution and with any render style.

>> No.5437296

>>5437289
brightmaps are fabulous

>> No.5437297

>>5437289
They are absolutely necessary, but the technique is old as fuck.

>> No.5437302

>>5437290
-PSX sounds/music/hud/fonts etc.
-Original DOS Doom Levels
-Filmic tonemap shader (to make PC Doom levels fit with darker PSXDoom stuff)
-SBrightmaps
-All other GZDoom shit disabled (except true color)

Just need to find a mod for reverb at last.

>> No.5437304

>>5436731
Looks pretty interesting, hopefully they aren't demaking all the progression metagame stuff.

>> No.5437305
File: 170 KB, 1600x1200, 123.jpg [View same] [iqdb] [saucenao] [google]
5437305

>>5437302
...forgot pic.

>> No.5437309

>>5437302
I think that setup is basically the best way to play doom, I wish someone can make that and have it all maps in one wad like wadsmoosh

>> No.5437313

>>5436230
he is japanese
his english is really, really poor

>> No.5437320

>>5437309
I've made it for myself and uploaded to the cloud drive. But I can share: https://pastebin.com/5jeUn5dr

It has only PC levels.

>> No.5437321
File: 187 KB, 640x640, picard.jpg [View same] [iqdb] [saucenao] [google]
5437321

>>5437302
>PSX sounds/music/hud/fonts etc.
>Filmic tonemap shader
Into the trash you go

>> No.5437325

>>5437320
Neat! Thanks man

>> No.5437357

Does anyone here use the MariFX Shader Suite?
https://forum.zdoom.org/viewtopic.php?f=103&t=63394
If so, what are your favorite settings?

>> No.5437402

hello. doom?

>> No.5437409

>>5437402
No, this is patrick

>> No.5437415

>>5437321
PSX shit is good what are you on about?

>> No.5437434
File: 1.78 MB, 3200x1200, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
5437434

>>5437415
Left or right?

https://www.strawpoll.me/17611097

Left: Original Doom

Right: PSX Music/sounds/hud + Dark shader + Brightmaps

>> No.5437445

>>5437434
I hate the PSX music, but that palette makes FIREBLU actually look nice.

>> No.5437451
File: 720 KB, 3200x1200, 123.jpg [View same] [iqdb] [saucenao] [google]
5437451

>>5437445
I forgot to enable palette on the left pic. So I enabled it here.

>> No.5437459
File: 1020 KB, 3200x1200, 123.jpg [View same] [iqdb] [saucenao] [google]
5437459

>>5437445
Yes. With palette FIREBLU looks better. Left pic has palette tonemap, second doesn't.

>> No.5437460

>>5437451
Right looks nice here, but I don't like it as much on your previous post.
The PS1 HUD looks dumb too.

>> No.5437531
File: 211 KB, 1600x1200, 1234.jpg [View same] [iqdb] [saucenao] [google]
5437531

>>5437460
It's not PSXDoom HUD. It's PSXDoom styled HUD. The original looks like this.

>> No.5437556

>>5437445
Man I LOVE the PSX music
>>5437320
Yea man I tried it out and had a blast. Its so close to perfection. I wish I had the time to learn modding to make my own preset like that

>> No.5437571

>>5437531
I don't like the style of it.

>> No.5437590

>>5437531
>>5437571
That PSX hud (and the styled-after one) are bad design IMO. The original hud highlights the stats, and the labels "ammo" "health" are clear but de-emphasized due to lack of contrast. Conversely, the PSX HUD de-emphasizes the important information and highlights the almost-useless labels as the most eye-catching important element.

>> No.5437679

Would it be possible to manually insert Doom 64 GEC into doom_complete.pk3? Is such a thing possible because the graphics are different?

>> No.5437683

>>5437531
Now this is a game that needs 240p.

>> No.5437702
File: 2.00 MB, 200x200, 1524105615371.gif [View same] [iqdb] [saucenao] [google]
5437702

>>5437531
the yellow tint makes it look like its running on goldsrc

>> No.5437735

>>5437702
I'm fond of GoldSrc, so I don't dislike that.

>> No.5437740

>>5437702
I've always thought Goldsrc had a bluer tint but I think that might be more 1.6 than HL1 Also I've been playing HL1 with Xash3D and I've noticed no particular tint.

>> No.5437758

>>5437740
CS1.6 is yellow as fuck, shit's part of the textures.

>> No.5437762

>>5437758
There were other maps besides de_dust and de_dust2

>> No.5437828
File: 164 KB, 1133x664, loadinghdoom.jpg [View same] [iqdb] [saucenao] [google]
5437828

So I am new to using doom mods, and I am struggling to get hdoom working.

I am using these instructions I found:
https://www.unigamia.com/threads/how-to-install-brutal-doom-hdoom.510/

I got the latest version of hdoom from here (his tumblr is gone). The instructions above are for v7, but I can only get v9
https://hdoomguy.newgrounds.com/news

I am loading it doom.wad

I get this screen at first:

>> No.5437830
File: 171 KB, 515x985, errormessage.jpg [View same] [iqdb] [saucenao] [google]
5437830

>>5437828
then it gives me this error message. Am I missing something?

The other wad files work on their own, but if i try loading it with the hdoom pk3 it gives me this message

>> No.5437837

>>5437828
>instructions
ignore that, download the latest zandronum and put doom2.wad in the same folder. done.

>> No.5437846

>>5437837
Ok yep, that did it. I got it working now. Thanks!

>> No.5437849

>>5437828
How do I make a custom loading screen like that?

>> No.5437946
File: 92 KB, 640x400, 1551072222366.png [View same] [iqdb] [saucenao] [google]
5437946

>scythe 2 valley of the goddess

Wew lad.

>> No.5437959

>>5436767
The difference between No Rest for the Living and Alien World Order is NRFTL retained the classic Doom look, particularly the one we got used to in E1. It was also somewhat Duke Nukemish, I can clearly see Russell Meakim, who designed the first half, as a Build Engine designer, wish he was in the lead instead of Levelord for AWO episode. His 2018 map was also a massive pro quality work.

AWO is fine and all, but despite hiring two old mappers didn't result vintage look. Fake doors, overdetailing, ugly new textures are everywhere, not to mention the half baked new enemies and weapons. Levelord clearly lost it, his maps have zero soul in them. At least the episode has the Golden Gate level, which is one of the greatest map ever made.

>> No.5437964

>>5436148
well... .... .... so was Hitler. You can argue over whether it was drug abuse, but it was certainly drug use. Hitler drank as many as 60 cups of coffee a day.

>> No.5437971

hey, if I make a wad from vanilla assets will all versions of doom be able to play it like GZDoom, chocolate, crispy, etc..
if a map can only work on a few which should I build for?

>> No.5437974

>>5437971
prolly and uh well... it's weird because it seems most people would say brutal but I'm not a guro person so I'd say you can ignore that if you want to.

>> No.5437975

>>5437971
its not what assets you use, its what format the map is in
how else did plutonia have their own textures

>> No.5438002
File: 39 KB, 182x318, 1545412810788.png [View same] [iqdb] [saucenao] [google]
5438002

>>5437974

>> No.5438012

>>5438002
Am I really that weird now? I'd explain if I could. Can you clarify what is confusing?

>> No.5438016

>>5437205
The tools are all the same.

>> No.5438017

>>5438012
>Can you clarify what is confusing
what does
>it's weird because it seems most people would say brutal but I'm not a guro person so I'd say you can ignore that if you want to
mean and what does it have to do with >>5437971

>> No.5438018

>>5437974
i don't think you read the question

>> No.5438024

>>5438018
Actually I read it I'm just a failing poseur. So do you put me to death now for admitting to it around here or what?

>> No.5438050

>>5438024
all i said is that i don't think you read the question, my dude

>> No.5438060

>>5438050
i dont think he read that one either

>> No.5438063

>>5438060
You don't think it, but it did.

>> No.5438110
File: 16 KB, 580x427, 1411539778222.jpg [View same] [iqdb] [saucenao] [google]
5438110

>>5437830
>g1.8.2
>2013-06-23
Hi, you must be new here.
https://devbuilds.drdteam.org/gzdoom/

>> No.5438130

How do I git gud at going fast? I've been playing Demonsteele for a week off and on and I still get slaughtered because my mind can't keep up with the speed. Even when playing normally I don't run at all times. I'm a slowpoke lads.

>> No.5438136

I just can't read the past couple threads with this guy using random images as his avatar, filling the thread up with nonsensical rambling and dozens of post links and people replying all over the place. It's a god damn mess.

>> No.5438140

>>5438136
finally someone gets it

>> No.5438172

>>5438130
Play Dakka, the fast comes to you naturally.

>> No.5438185

>>5434542
SemenScope©

>> No.5438231

>>5437087
Quake's single player is underrated for sure, although it has aged less gracefully than Doom or the Build Engine games.
>>5436731
Speaking of QC:DE, is there a way to quickly make a bot game and/or change your character mid game?
>>5437302
PSX Consolidation Prize has reverb on all maps, although I don't know if you want Doom 2 monsters in the Doom 1 mapset.

>> No.5438275

>>5437238
I remember playing Dark Forces with DOSbox. I remember enjoying it...
I remember it was fun for the first couple of levels... Until I got to the sewer level. Fuck sewer level. I got completely stuck on it.

>> No.5438281

>>5437087
Doom and Duke aged like wine. Quake aged like milk.

>> No.5438294

>>5438281
>Quake aged like milk.
I disagree, and this is coming from someone who finally sat down and played all of the single player stuff last year. Quake's level design is tight as fuck and I love the combat.

>> No.5438325 [DELETED] 

https://www.youtube.com/watch?v=mIprySOlRls&feature=youtu.be

thoughts?

>> No.5438335 [DELETED] 
File: 35 KB, 773x689, file.png [View same] [iqdb] [saucenao] [google]
5438335

>>5438325
and prayers

>> No.5438342 [DELETED] 
File: 190 KB, 1280x932, baroness of hell.jpg [View same] [iqdb] [saucenao] [google]
5438342

>>5438325
Lemme guess, Christchurch stormnigger stream footage with doom overlay, maybe e1m1 music?

>> No.5438370 [DELETED] 

>>5438342
looked like it from the thumbnail, standard edgelord shit to the point of being vanilla.

>> No.5438401 [DELETED] 

>>5438325
jewtube nuked it (as expected)
here you have it sóyniggers
>>>/gif/14647546

>> No.5438413 [DELETED] 
File: 64 KB, 461x394, zoomer wojak.png [View same] [iqdb] [saucenao] [google]
5438413

>>5438401
based and redpilled!

>> No.5438434

Has anyone ever made a Turok weapons mod for Doom? Would things like the cerebral bore be possible?

>> No.5438446

>>5438434
Technically it would be possible, you'd just give it a damage type to send it into a certain state / death,

Has the same issue as most ideas though, you'd need the sprites for it.

>> No.5438530

>>5438294
Every Quake level looks like a random brown maze.

>> No.5438560
File: 690 KB, 1211x1467, quaker.png [View same] [iqdb] [saucenao] [google]
5438560

>>5437434
>>5437445
>>5437556
PSX music sucks, and I like the difference in the statusbar but only because its darker and more muted than the standard one. Not too fond of the psx statusbar itself. The darker gradient colors yes.
The intended way doom music and anything with samples like that is supposed to sound is under Adlib/OPL. Everything else sounds wishy washy and really watered down. OPL might sound abit more primitive but its solid and direct. And consistent to the era. It doesnt try to be soundtrack quality, and its better than the beeps of the prior era.
> the people who had "better" sound cards back then who got to hear it in a different way were the ones who really got fucked over and never got the proper experience

Brightmaps are great but only if they're done right. Its something I think could have been done from the beginning really, instead of having "Bright" flagged sprite states. Though, I think its maybe just 1 YEAR of computer capabilities that set it apart, they had to be really efficient with things.
> mfw for gun flashes and glowing eyes they would only have needed maybe 3-4 sprites which denoted maybe even just 1-4 levels of brightness with respect to the scenery. And then just have those placed for each sprite that needed it at the appropriate alignments

>> No.5438574
File: 207 KB, 880x1320, suddenly pissed cyber.png [View same] [iqdb] [saucenao] [google]
5438574

>>5438281
>>5438294
>>5438530
> quake aged like milk
So... it became cheese.
I would say its like a mix between feta and goat. It has a strong crude flavor but there are some people who enjoy it.
> unreal aged like milk and became rancid

>> No.5438592

>>5438560
>The intended way doom music and anything with samples like that is supposed to sound is under Adlib/OPL
Doom music was made using an SC-55

>https://doomwiki.org/wiki/Music#Trivia
>Although most gamers at the time had more affordable FM OPL based Adlib or Sound Blaster sound cards, Doom and Doom II was composed on the Roland SC-55 sound module.

>> No.5438594
File: 408 KB, 1920x1017, Screenshot_Doom_20190315_180118.png [View same] [iqdb] [saucenao] [google]
5438594

Well re dressing with the new sprites is go, certain angles are still bit wonky but meh, still better than the earlier ones

>> No.5438601
File: 225 KB, 500x738, 200 percent (2).png [View same] [iqdb] [saucenao] [google]
5438601

>>5438592
well
fuck
because ive heard the SC-55 music on youtube videos and its absolute trash
this takes some of the color out of the world...

>> No.5438613

My friend played Quake before Doom
He claims Quake is better

>> No.5438614

>>5438281
>>5438530
Fag.

>> No.5438651 [DELETED] 

пиндocня бля eбaнaя yyy cyкa

>> No.5438657
File: 151 KB, 1920x1080, Screenshot_Doom_20190315_114623.jpg [View same] [iqdb] [saucenao] [google]
5438657

Hello friends
I'm new to retro FPSs
I'm playing Doom 2 right now and is e1m2 supposed to be this dark?

>> No.5438658

>>5438657
yeah where do you think doom 3 got the inspiration from?

>> No.5438660

>>5438657
Must be your GZDoom light settings

>> No.5438664

>>5438657
>doom 2
>e1m2

>> No.5438675

>>5438657
map 2? yeah actually there is a part of it with explosive barrels that should be dark
> hit F11 to increase gamma

>> No.5438681

>>5438530
Start making quake levels then, if it's so easy as you describe, you will definitely meet success.

>> No.5438684 [DELETED] 

>>5438651
хyли ты тyт тoгдa дeлaeшь, пeтyшoк

>> No.5438690

>>5438657
Doom 2 map 02 is mildly dark, but you can play around with the light settings to see if you find something more suitable.

>> No.5438691

>>5438690
I'm pretty sure it is darker than usual too

>> No.5438702

something i heard about whispers of satan is that it replaces some unused dead lost soul thing with a new enemy (moaning cyie) which means you don't have to always go for the nazis and keen for this stuff
it made me wonder how it goes with mods that mess with props and shit, depending on whether or not most mods even touch the dead lost soul thing

>> No.5438709

>>5438613
Your friend is right.

>> No.5438717

>>5438594
Nice.

>> No.5438735

I just installed GZDoom, but where do I get the doom 1 and 2 IWAD so I can play like, vanilla levels

>> No.5438740

>>5438735
www.google.com

>> No.5438742

>>5438735
check links in the op

>> No.5438745

read the OP, dumbass.
kids these days..

>> No.5438748

>>5438742
I cant find it
I can find others but not doom 1 or 2

>> No.5438749

>>5438735
oh, do I like, have to buy the games off steam and drag the files into GZdoom to play?

>> No.5438757
File: 40 KB, 710x284, Capture.jpg [View same] [iqdb] [saucenao] [google]
5438757

>>5438749
yeah just do that.
dummy. idiot. moron.

>> No.5438760
File: 13 KB, 1550x268, 39874399_kevinschilderhereticpolyphonymessage1.png [View same] [iqdb] [saucenao] [google]
5438760

>>5438592
>Doom music was made
Doom music was made for dos soundlbaster card.

>> No.5438768

>>5438757
thanks, I saw that page before but I assumed it was like a github for modding n shit

>> No.5438772

>>5438768
I put the IWAD in but I cant see any of the enemies or the pick ups? am I missing something?
I can pick up the health, guns and armor. I can shoot the bad guys and I can see their blood on the walls, I can hear them but they are also completely invisible

>> No.5438775

>>5438768
How do you dress yourself in the morning without choking on your socks?

>> No.5438782
File: 47 KB, 650x773, 1517544537475.png [View same] [iqdb] [saucenao] [google]
5438782

>>5438775

>> No.5438798
File: 118 KB, 1129x1200, wojak headshot.jpg [View same] [iqdb] [saucenao] [google]
5438798

>>5438735
>>5438740
>>5438757
check out google and look for "doom complete pk3" and that should just about get you there, depending on which version of someone's wadsmoosh you grab. Virtually anyone who did a wadsmoosh is going to have all the core stuff in it.

>> No.5438873

>>5438798
>headshot
It's a black hole, gravity well, not a headshot

>> No.5438879

>>5438873
oh... okay anon

>> No.5438883

>>5438879
You are welcome, my guy.

>> No.5438889

>>5438530
Download some modern level packs. Start with the most obvious, Arcane Dimensions.

>> No.5438936
File: 13 KB, 84x114, From Simploo in the sprites carnival thread.png [View same] [iqdb] [saucenao] [google]
5438936

I always wondered if the original idea behind the HK is that he could have been a middle ground between the imp and the baron of hell
Like, what if he had a more specific design and his fireball was weaker than the baron's but still stronger than the imp's?

>> No.5438940

>>5438936
>I always wondered if the original idea behind the HK is that he could have been a middle ground between the imp and the baron of hell
that is literally it. baron of hell was too much of a meat shield so they made the hell knight for that reason.

>> No.5438952

>>5438936
I wonder is it possible to make its fireballs to lead the player without altering the monster code.
Maybe add the code to his projectile or something that would re-orient it on the spawning frame.

Make it so that Imps do not lead, Knights has a good chance of shooting an anticipating shot (in the interception of the moving player) and Baron shoots leading shots all the time so player would have to actively avoid them. And do the same for Cyberdemon.

>> No.5438960
File: 1.37 MB, 1366x768, sm193_bal.png [View same] [iqdb] [saucenao] [google]
5438960

>>5438530
You don't know what you're talking about

>> No.5438973
File: 65 KB, 720x482, ive seen death and its seen me.jpg [View same] [iqdb] [saucenao] [google]
5438973

>>5438952
You could do that but it might take some target id fuckery, its a dirty hack.
> at the first frame, 0 Tics, NoDelay... immediately jump to a routine that alters its direction to lead the target. Then go to the usual loop.
If I might suggest when it comes to leading targets you should also build in some inaccuracy on those shots too. That way they might miss even though they're leading, and if the player tries to dodge or fakeout on it they might still get hit anyway. I can see this being absolutely devilish for a cyberdemon, when you know its leading you, but if you slow down you end up hit anyway because it was normally going to miss you.

Ive done alot of stuff with fireballs and rockets on the first frame as soon as it appears. So if you can do the course correction from the side of the projectile itself it ought to work.
> target id fuckery is needed because as soon as you shoot a projectile for some reason it was decided that the shooter is actually the target of the projectile. So you will need to first switch the target to be the target of the actor who shot the projectile.
I dont know how to do this, I only know it needs done, its such a spaghetti mess of non-common-sense I cant wrap my head around it.

What I often use the first frame/nodelay to do with projectiles is give them an initial vertical velocity boost if they're a nogravity projectile (lob it up at a slight angle without bothering the monster code). And also making random trace chance projectiles without using the game's original "which tic is it" code. Or even delayed homing by giving it a token and having it check later on if its got the token, and it starts seeking if it does. Or giving it a token to engage afterburners if it isnt homing, so revenant rockets go speed 10 if they're seeking but if they're not they go speed 15 instead.

>> No.5438975

>>5438760
>Doom music was made for dos soundlbaster card.
That pic is about Heretic.
Bobby Prince didn't make the music for Heretic.

>> No.5439039

>>5438960
Well, to be fair he meant the original levels. But he's still wrong.

>> No.5439050

>>5439039
Yeah, sometimes they're random green mazes.

>> No.5439058

>>5439039
>>5439050
yeah you dont see much outdoorsy stuff in quake, im not sure but the causeway to the entrance of the first base facility, and the graveyard may be the only real outdoors parts of the game

>> No.5439071

>>5439039
Despite Quake's levels looking samey at time, the episodes do have their own themes
As a contrast of Doom being
>UAC
>UAC in Hell
>Pure Hell and its texture variety
While Quake is like 4 different dark worlds along with first levels being techbases on Earth

>> No.5439116

>>5438960
visually impressive for a speed map

>> No.5439135

>>5439116
Not that impressive, Bal does a shitload of stuff in a normal 3D modeling program, then just imports it with obj2map for auto perfect texture alignment and seams- often generating the textures themselves from the models, like the various sized crystals in that map.

>> No.5439142

>>5439135
Huh, interesting. That must circumvent a lot of the tedium of creating complex architecture using only convex brushes.

>> No.5439143

>>5439135
wtf

doesn't sound fair

>> No.5439159

>>5439143
quakedads don't care, keep quiet

>> No.5439161

>>5439143
Its not a competition

>> No.5439164

>>5439143
What does it matter if result is good?
If he can do that, let him, and may other learn from his experience and implement same techniques in their workflow (if they are capable of it).

All the more good maps for players.

>> No.5439167

>>5439161
>>5439164
desu if it wasnt a speed map I wouldn't have said anything. but there are some rules, and they apparently should be more strict.
for me a proper speed map is a map crafted from scratch in a map making software with a limited time.
Who knows how long it took him to make this shit in blender or whatever, could be last year's scraps he just stitched together.
I lost all respect for bal

>> No.5439261
File: 3.74 MB, 2396x1247, doomvsquakecolors.png [View same] [iqdb] [saucenao] [google]
5439261

>>5438530
>he doesn't realize doom and quake are both desaturated mazes

>> No.5439274

>>5439167
Seems arbitrary and pointless to limit the tools they can use. Like, someone still working in quark might be slower than someone using trenchbroom, but it's their choice. If Bal uses blender and it's such a boon to his productivity, then maybe more mappers should use it too.

>> No.5439346

kinda wished metadoom kept the original baron of hell scream

>> No.5439348

>>5439261
I wonder if Quake 1 would run good on a Voodoo card 4 and up?

>> No.5439358

>>5439261
>you will never experience being blown away by the utter "realism" of Doom & Quake's graphics in the 90s

>> No.5439378

>>5439274
People have different workflows and preferences, what is a benefit to some may be nothing but a hindered to others.

>> No.5439381

>>5432195
I wonder if Doom 64 and both N64 versions of Quake 1 and 2 can be accessed by an action replay module without modding either the cart or the AR pack?

>> No.5439390 [DELETED] 
File: 26 KB, 301x405, 53535.jpg [View same] [iqdb] [saucenao] [google]
5439390

When we get a weapon sprite for this in Doom?

>> No.5439392

>>5439390
think russian overkill has something related to kebab removing.

>> No.5439402

>>5432410
Almost anything pre-7th gen does not need to be moving over 60 frames per second. I mean, How many humans have eyes that can see beyond 60-70 frames per second?

>> No.5439404

>>5439392
Why not Ukraine, Serbia or Croatia?

>> No.5439415 [DELETED] 
File: 114 KB, 540x397, 1552639486802.png [View same] [iqdb] [saucenao] [google]
5439415

>>5439390
>inb4 post deleted

>> No.5439421

>>5439415
Now what if it had a Quake 1 HUD?

>> No.5439428

>>5439402
Are you trolling? All humans that aren't visually impaired.

>> No.5439431

I'm new to the DOOM scene. I played the game a bunch in the past but never got into the community or the wads, but I can play Doom forever so I want to get into that. Trying to play EARTH.wad and The Golden Souls 2 through ZDL, but I was stopped by a "palette not found" message. Also ran Ashes 2063 and while it ran fine, a few of the textures seemed to be missing and the top left screen constantly showed messages of that. Preacher doesn't even start. Using the steam versions of Ultimate Doom and Doom II, ZDL 3.2.2.2, and GZDOOM g3.7.2_legacy as a replacement for Dosbox. By default I'm using brightmaps.pk3 and lights.pk3.

>> No.5439442

>>5438594
FAT BITCH

>> No.5439453

>>5436837
Got a big weed stash pocket full of cash JUST SEEN A BIG OL ASS

>> No.5439463

>>5438594
Still not a fan of the dark single pixel mouth, but oh well

>> No.5439474
File: 541 KB, 1920x1080, Screenshot_Hexen_20190313_150417.png [View same] [iqdb] [saucenao] [google]
5439474

>> No.5439478
File: 1.04 MB, 1920x1080, Screenshot_Doom_20190313_152158.png [View same] [iqdb] [saucenao] [google]
5439478

>>5436221
how can you hate japan buddy

>> No.5439528
File: 735 KB, 1920x1080, Screenshot_Doom_20190315_182302.png [View same] [iqdb] [saucenao] [google]
5439528

sakuya izayoi and doom radys

>> No.5439637

>>5439261
You know looking at the thumbnail, I thought this was the level select screen from Goldeneye 64

>> No.5439639

>>5439453
HUH

>> No.5439659

>>5432195
NEW THREAD NOW! NEW THREAD NOW!

>> No.5439697

>>5439659
calm down or youre not getting anything

>> No.5439795

>>5439659
Here you go, buddy

>>5439784
>>5439784
>>5439784

>> No.5439808

>someone outcries for a new thread
>long delay
>cheeki breeki'd again

>> No.5439809

>>5439808
This. ACTUAL new thread? Not blatant trollbait.

>> No.5439875

>>5439795
You've got shit taste in visual mods, I hope you know that.

>> No.5439880

>>5439875
how does your dumb ass not realize that it's bait after the 500000th time?

>> No.5439882

>>5439880
/v/iggers are attracted to shit. Literally.

>> No.5440026

>>5439431
Sounds like your not loading an IWAD. You might need to add the path to where you stored them to gzdoom-$yourUsername.ini, under [IWADSearch.Directories].

Also I'd suggest using version 3.4.1 over most other versions right now, as it's the closest thing to a stable version right now (most recently released mods work with this version, and the main developer has a habit of breaking mods on a regular basis).

>> No.5440209

>>5440026
Thank you anon, I'll try that. I did get mods like Preacher (10/10 Doom mod by the way) by just cutting out the steam version of Doom and dragging the wads and such right onto GZDoom..